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Posts
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Joined
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The descriptions of Elec/Elec sure sound appealing, but can they actually be made into reasonable sappers? I sure hope so, because I'm a dom fanatic, but this one is the WEAKEST toon I've ever played. Really frustrating. Despite being a fun concept and special effects toon, I don't feel like I add much of anything to a team, and the damage numbers are pitiful.
Sooo.... throw 2-3 EndMod in all my powers? Thanks. -
There's really not much to taking alphas if you toss out Seeds first. I got my Eerie Gator to 50 without ever taking Hurricane or Spirit Tree. I'll have to dig up that build and let you know what I took in their place. Hurricane seemed to me to require you to be in melee (not good for controllers) and cause too much chaos when you were. And fights were generally over much faster than a planted Spirit Tree could have much effect. I've noticed those stationary regens, if they're truly needed, don't seem to provide enough regen to turn the tides of the fight - but that's only my perspective.
Have fun! My most fun toon too date! -
Hi all. Levelled my new ILL/TA Kwiver from 1-24 in a couple days, and am looking to start purchasing the IO sets that will make her a bad*ss. I will respec as necessary, of course, if someone has created a great one.
There are so many ways to go with this one, I'm not really sure what to ask for. My first impression is to find ways to make her extra controller-y, if there's a way to buff that. Maybe +ToHits or +effects? Secondarily, I'd love for her to do more damage. Survivability is the last priority, as she's already pretty good at keeping aggro off, tanking with PA, and running as necessary.
Thank you for your thoughts. -
Yeah, I was originally asking the questions because I had it in mind both for concept and for a panic button to work in Phase Shift. I'm wrestling with whether or not I plan a build to be subpar just to have a panic button, though. And I believe there's a Phase Shift temp power I can pick up in those cases.
So I guess I'll be sticking with Superior Invisibility to feel "truly" invisible versus the Stealth IO trick, and will pick up the Phase Shift temp power. I have the power picks, and this saves a power pool for something else. Now, what to pick up for that something else. (By the way, Trick Arrow is my secondary) -
Got it. I guess I didn't realize that casting PA or any non-attack while using the pool Invisibility would drop Invisibility. If you're all sure about that, since I didn't see notation of that in City of Data, that is certainly a great reason to stick with Superior Invisibility. Thank you.
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Yes, I realize I have to take a prerequisite power if I choose the Pool Invisibility, but Mids says the Pool version gets 7% DEF, while Superior (from Illusion set) gets 2.25%! I know the numbers are low, but without a compelling case, and if I have the extra pick, why wouldn't I get the Pool version, plus Hover, plus set bonuses for better DEF?
Thank you for your thoughts. -
I think DrMike is exactly right. I was wondering what to contribute here, and he's pretty much said it. I also agree with an earlier comment that no power pool should be considered a necessity like the Fitness pool is. I'd like more versatility in my pool selections. Heck, I'd love to try Presence someday, or Invisibility. Maybe multiple travel pools for multiple situations. But Fitness always takes that one pool selection. I've had one character I built without it to prove it could be done, but it ended up being much more fun by respecing and getting Fitness after all.
Endurance can be difficult in low levels for certain characters. I've given up on those and moved on to other characters. I'd like the option to not feel like I have to give up (never got my Elec-Elec Brute very far, though hear it's a great time later on). Just way too frustrating.
I don't agree with the OP's opinion that you spend a lot of time standing around in battles waiting for END to recharge. I think that's overstating the issue. And for those particularly heavy characters, I tend to stock up on blue inspirations until I get to the magic 20's.
I suppose the only alternative that makes a lot of sense might be to decrease damage potential. A "new" superhero wouldn't have mastered his powers yet, and might have to hit a lot more times to take down an enemy. I've never agreed with the ToHit penalties. I'm a superhero. I'm going to hit what I'm trying to hit. I just may not do much damage if my enemy is powerful too. But that's another story...
So in summary, I agree it's a difficulty, I agree Stamina shouldn't be required, I don't agree it's as difficult as the OP makes it sound, but I would like some alternatives so that I can enjoy endurance heavy characters their entire careers. And I would caution the OP to insinuate that elements of the game are "not fun" without qualifying it as opinion (though that's insinuated). I have a friend who plays who finds it fun to take on the most challenging aspects of game mechanics and figure them out to use to his advantage. It is a game, after all.
Cheers. -
My Mind/Cold Troller is my favorite behind my Plant/Storm, but mostly because of the non-aggro sleeps that let you control the fight at your pace. That, and he's a wicked cool theme based on the Erl King.
I also love damaging WHILE sleeping. Possibly the most "controllery" from that perspective. -
Isn't the reason you don't see it much is because the buffs don't work on ILL Pets?
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You discovered my secret. Cotton Mather, my Fire/Fire/Soul Dom was my second 50 and by far the most giggle-worthy. Unbelievable damage. Lives up to the idea that the best mitigation is "arresting" foes. I can't find another toon that plays the same way, though I keep trying.
Particularly fun during Trick or Treat - wiping out doors REALLY quickly. Have fun! -
Like others, I'll keep the list filtered. I only have 36, but will focus on the ones that are more than just "hey, I wonder what this combo would play like?" and are actually fun and resonant for me:
Scrappers:
BS/SR (SeaSaw)
MA/Shield (Fort Knocks)
Spines/Fire (StickWick)
Claws/Elec (Ricky Tavi)
Controllers (2nd FAV):
Plant/Storm (Eerie Gator)
Mind/Cold (ElfKing)
Illusion/FF (Baron Hart)
Ice/Thermal (Hot or Not)
Blasters:
Archery/MM (Pictish)
Ice/Energy (Widdershins)
Energy/Energy (Rose Briar)
AR/Dev (Lil Fren)
Star Flake (Fire/Ice)
Defenders (2nd LEAST FAV):
TA/Dark (Darqcyde)
Empathy/Psy (Regi Mental)
Rad/Sonic (Aria)
Corruptors:
Rad/Dark (Mor Dread)
Energy/Cold (Shadegrown)
Dominators (FAV):
Earth/Thorn (Fox Tail)
Fire/Fire (Cotton Mather)
Grav/Earth (Desert Fury)
Ice/Electric (IcePyk)
Brutes (LEAST FAV):
SS/Fire (Tink erHell)
War Mace/Energy (Smash 3000)
Arachnos Soldier:
Crab Spider (Maryland Blue)
Kheldian
Warshade (Soul Dance)
Also played Stalkers, Tankers, and Masterminds but haven’t enjoyed any. -
My second 50 ever, and still haven't found many other combos that come close to being as fun. Equal parts control and chaos - not too much of either - keeps you on the edge of your seat. And your Venus Fly Trap is just a trip. Fun lighting up the battlefield with screaming vines, lightning clouds, roots and tornadoes everywhere, then cheering her on as she runs in to chomp guys struggling to get away. Very giggleworthy.
Spoiled me not only for other controllers, but most other powerset combinations and special effects. Have a ball. -
As a kid I was tortured by a Goethe poem called "The ErlKing" - I won't give it away if you haven't read it. Since someone else was obviously affected as I was, the name was already taken. But "ErlKing" translates into English as "ElfKing." Hence the name.
ErlKing is a Mind/Cold Controller. I always wanted to make a character after this childhood demon, but couldn't find a suitable villain type I wanted to play. I made him, however, to take advantage of new Powerset Customization and eventually Going Rogue.
ErlKing was reportedly captured in a sweep of Perez Park, and after massive captor casualties, was physically shackled by PPD who subjected him to experimental "nano-shackling" to control him and use him as a crimefighter. But the experiment isn't holding. As he progresses through the levels, you'll see more red injecting itself into his mind control powers.
When ErlKing goes rogue to the villain side, his shackles will be gone and his powers returned to their former original, cruel brilliance.
I love this toon. But I love a lot of them. It was a hard choice. -
So a follow up question then. DEF or RES? My gut tells me... okay my gut's confused. I would presume DEF still is better, but I think there may be some villain types that can get past high DEF. Is the same true for RES, or is RES "always active," meaning if a hit gets through, it is always reduced by some mathematical formula. If I had to pick one, again, because of base HP, I'd have to say highest DEF should be my highest priority.
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So I have a love-hate relationship with blasters, and figure I'll try using the invention system to make my next blaster(s) playable for me. Simple question:
I am experimenting with capped DEF and 150% regen, versus respectable DEF and 300% regen. Which in your real life situations is better?
My gut tells me that taking fewer shots with such low HP (DEF) is the better choice, but with decent DEF, do you take few enough hits that the regen stitches you up fast enough to keep you alive?
Thanks! -
By the way - when a proc fires, is it additive damage, or does it replace the damage type? Probably a dumb question. And why would there be a proc available for a power like Stamina? There really is no "firing" that would initiate the proc, right? I was proc crazy in the previous iteration, thinking it would be fun to keep all kinds of potential goodies popping up all over the place. What are your experiences with them?
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Roger. I'm thinking that hitting Aim before Drain Psyche will be a good strategy too. I'll switch from Rech to Accuracy, however.
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Okay, this is Uber Build Take 2 with Fury Flechette's recommendations incorporated. I avoided the purple Ragnarok set for similar reasons to not taking Gladiator Armor above - is it as rare?
I also left in the KB protection - not sure what "8" means as total protection - I figured there would be nothing worse than trying to run or drop in to fire off Drain Psyche and get bounced away and around like a Pachenko ball. I HATE that. I can live with the reduced flight speed.
I also opted into the Fire EPP instead of Force. Yes, I know the invulnerability aspects of Force would be cool, but will it really be a game changer late game if I'm staying at range with my DEF still at about 42%? I far prefer the fun of Bonfire (still one of my favorite powers), and it lets me shape the battlefield and stand in the middle of it as necessary to fire from relative safety. I also like the idea of using RoTP as part of my strategy - I forget who does that. But IF they do get me, I have found being rooted in Hibernate to be useless, and PFF just lets me run away and heal somewhere out of the battle. What fun is that?! I'd rather help my team out with a glorious death and resurrection!! Maybe it's a Jesus complex...
Anyway, I lost a lot of S/L DEF and RES with this one, but I wasn't shooting for that primarily anyway. Global recharge is up to 31.3%, and there are additional slotted recharges where mentioned by Fury for individual powers.
I am an Accuracy nut, so would love to have more accuracy, but can't have everything. And if there were a way to work Hasten in...haven't ruled out dumping RoTP for it at the end.
As always...appreciate any input.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
PicTish Ideal: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
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Level 1: Aimed Shot
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(3) Thunderstrike - Damage/Recharge
(5) Thunderstrike - Accuracy/Damage/Recharge
(5) Thunderstrike - Accuracy/Damage/Endurance
(7) Thunderstrike - Damage/Endurance/Recharge
Level 1: Subdual
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Endurance
(9) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(11) Thunderstrike - Accuracy/Damage/Endurance
(11) Thunderstrike - Damage/Endurance/Recharge
Level 2: Snap Shot
(A) Thunderstrike - Accuracy/Damage
(13) Thunderstrike - Damage/Endurance
(13) Thunderstrike - Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(17) Thunderstrike - Damage/Endurance/Recharge
Level 4: Mind Probe
(A) Mako's Bite - Accuracy/Damage
(17) Mako's Bite - Damage/Endurance
(19) Mako's Bite - Damage/Recharge
(19) Mako's Bite - Accuracy/Endurance/Recharge
(21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(21) Mako's Bite - Chance of Damage(Lethal)
Level 6: Hover
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 8: Swift
(A) Flight Speed
Level 10: Psychic Scream
(A) Positron's Blast - Chance of Damage(Energy)
(23) Positron's Blast - Accuracy/Damage
(25) Positron's Blast - Damage/Recharge
(25) Positron's Blast - Damage/Range
(27) Positron's Blast - Accuracy/Damage/Endurance
Level 12: Fistful of Arrows
(A) Positron's Blast - Chance of Damage(Energy)
(27) Positron's Blast - Accuracy/Damage
(29) Positron's Blast - Accuracy/Damage/Endurance
(29) Positron's Blast - Damage/Recharge
(31) Positron's Blast - Damage/Range
Level 14: Fly
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
(A) Miracle - +Recovery
Level 18: Blazing Arrow
(A) Thunderstrike - Accuracy/Damage
(33) Thunderstrike - Damage/Endurance
(33) Thunderstrike - Damage/Recharge
(33) Thunderstrike - Accuracy/Damage/Recharge
(34) Thunderstrike - Accuracy/Damage/Endurance
(34) Thunderstrike - Damage/Endurance/Recharge
Level 20: Stamina
(A) Efficacy Adaptor - EndMod
(34) Efficacy Adaptor - EndMod/Endurance
(36) Efficacy Adaptor - EndMod/Recharge
Level 22: Drain Psyche
(A) Doctored Wounds - Endurance/Recharge
(31) Doctored Wounds - Heal/Endurance/Recharge
(40) Doctored Wounds - Heal/Recharge
(40) Doctored Wounds - Recharge
(40) Doctored Wounds - Heal
(48) Recharge Reduction
Level 24: Aim
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Concentration
(A) Rectified Reticle - To Hit Buff
(39) Recharge Reduction
(39) Rectified Reticle - To Hit Buff/Recharge
Level 28: Stunning Shot
(A) Stupefy - Accuracy/Recharge
(39) Stupefy - Accuracy/Stun/Recharge
Level 30: Kick
(A) Accuracy IO
Level 32: Rain of Arrows
(A) Positron's Blast - Chance of Damage(Energy)
(42) Positron's Blast - Accuracy/Damage
(42) Positron's Blast - Accuracy/Damage/Endurance
(42) Positron's Blast - Damage/Recharge
(43) Positron's Blast - Damage/Endurance
(45) Recharge Reduction
Level 35: Tough
(A) Reactive Armor - Resistance/Endurance
(43) Reactive Armor - Resistance/Recharge
(43) Reactive Armor - Resistance/Endurance/Recharge
(45) Reactive Armor - Resistance
Level 38: Weave
(A) Luck of the Gambler - Defense/Endurance
(45) Luck of the Gambler - Defense/Recharge
(46) Luck of the Gambler - Recharge Speed
(46) Luck of the Gambler - Defense
Level 41: Bonfire
(A) Explosive Strike - Accuracy/Knockback
(46) Explosive Strike - Damage/Knockback
(50) Explosive Strike - Chance for Smashing Damage
Level 44: Fire Shield
(A) Steadfast Protection - Resistance/+Def 3%
Level 47: Psychic Shockwave
(A) Eradication - Accuracy/Recharge
(48) Eradication - Accuracy/Damage/Recharge
(48) Eradication - Accuracy/Damage/Endurance/Recharge
Level 49: Rise of the Phoenix
(A) Eradication - Chance for Energy Damage
(50) Eradication - Accuracy/Recharge
(50) Eradication - Accuracy/Damage/Recharge
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Defiance
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Set Bonus Totals:
7% DamageBuff(Smashing)
7% DamageBuff(Lethal)
7% DamageBuff(Fire)
7% DamageBuff(Cold)
7% DamageBuff(Energy)
7% DamageBuff(Negative)
7% DamageBuff(Toxic)
7% DamageBuff(Psionic)
7.38% Defense(Smashing)
7.38% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
32.7% Defense(Energy)
32.7% Defense(Negative)
3% Defense(Psionic)
7.06% Defense(Melee)
36.1% Defense(Ranged)
5.5% Defense(AoE)
3.6% Max End
64% Enhancement(Accuracy)
4% Enhancement(Heal)
31.3% Enhancement(RechargeTime)
21% FlySpeed
67.8 HP (5.62%) HitPoints
21% JumpHeight
21% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 3.3%
MezResist(Immobilize) 4.4%
MezResist(Terrorized) 2.2%
22% (0.37 End/sec) Recovery
10% (0.5 HP/sec) Regeneration
5.99% Resistance(Fire)
5.99% Resistance(Cold)
21% RunSpeed -
There's a lot of good recommendations here. I'll see what I can work in. I appreciate the depth of analysis.
Is there even reason to shoot for DEF and RES levels higher than 35%? -
Ideally, sure. I guess 18.8% global recharge doesn't really help that much. I'll have to look into what I can move around, as I'm pretty sure I've overdone it on the DEFs and RESs.
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I used OneWhoBinds build as a model to develop my "hover blaster" with big Ranged DEF, and was able to get big S/L DEF and Resists as well. I am new to using Mid's and to planning out sets, so don't know (a) if I have exceeded any caps to the number of bonuses you can accumulate (I don't know if Mids numbers account for this out automatically), and (b) if this will ever be affordable enough to be a reality.
Notable Totals are 42.8% Ranged, 17.1% S/L, 37.5% Energy/Negative DEF, and 49.5% S/L Resistance.
Recovery of 178%, Regen 235%, Recharge 18.8% (and I was able to work in Drain Psyche).
Your review and feedback is greatly appreciated:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
PicTish Ideal: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
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Level 1: Aimed Shot
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(3) Thunderstrike - Damage/Recharge
(5) Thunderstrike - Accuracy/Damage/Recharge
(5) Thunderstrike - Accuracy/Damage/Endurance
(7) Thunderstrike - Damage/Endurance/Recharge
Level 1: Subdual
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Endurance
(9) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(11) Thunderstrike - Accuracy/Damage/Endurance
(11) Thunderstrike - Damage/Endurance/Recharge
Level 2: Snap Shot
(A) Thunderstrike - Accuracy/Damage
(13) Thunderstrike - Damage/Endurance
(13) Thunderstrike - Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(17) Thunderstrike - Damage/Endurance/Recharge
Level 4: Mind Probe
(A) Mako's Bite - Accuracy/Damage
(17) Mako's Bite - Damage/Endurance
(19) Mako's Bite - Damage/Recharge
(19) Mako's Bite - Accuracy/Endurance/Recharge
(21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(21) Mako's Bite - Chance of Damage(Lethal)
Level 6: Hover
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 8: Swift
(A) Flight Speed
Level 10: Psychic Scream
(A) Positron's Blast - Chance of Damage(Energy)
(23) Positron's Blast - Accuracy/Damage
(25) Positron's Blast - Damage/Recharge
(25) Positron's Blast - Damage/Range
(27) Positron's Blast - Accuracy/Damage/Endurance
Level 12: Fistful of Arrows
(A) Positron's Blast - Chance of Damage(Energy)
(27) Positron's Blast - Accuracy/Damage
(29) Positron's Blast - Accuracy/Damage/Endurance
(29) Positron's Blast - Damage/Recharge
(31) Positron's Blast - Damage/Range
Level 14: Fly
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(31) Numina's Convalescence - Heal
Level 18: Blazing Arrow
(A) Thunderstrike - Accuracy/Damage
(33) Thunderstrike - Damage/Endurance
(33) Thunderstrike - Damage/Recharge
(33) Thunderstrike - Accuracy/Damage/Recharge
(34) Thunderstrike - Accuracy/Damage/Endurance
(34) Thunderstrike - Damage/Endurance/Recharge
Level 20: Stamina
(A) Efficacy Adaptor - EndMod
(34) Efficacy Adaptor - EndMod/Endurance
(36) Efficacy Adaptor - EndMod/Recharge
Level 22: Drain Psyche
(A) Touch of the Nictus - Chance for Negative Energy Damage
(40) Touch of the Nictus - Accuracy/Healing
(40) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 24: Aim
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(37) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Concentration
(A) Rectified Reticle - To Hit Buff
(39) Rectified Reticle - Increased Perception
(39) Rectified Reticle - To Hit Buff/Recharge
Level 28: Ranged Shot
(A) Sting of the Manticore - Chance of Damage(Toxic)
(39) Sting of the Manticore - Accuracy/Damage
(40) Sting of the Manticore - Accuracy/Interrupt/Range
Level 30: Kick
(A) Accuracy IO
Level 32: Rain of Arrows
(A) Positron's Blast - Chance of Damage(Energy)
(42) Positron's Blast - Accuracy/Damage
(42) Positron's Blast - Accuracy/Damage/Endurance
(42) Positron's Blast - Damage/Recharge
(43) Positron's Blast - Damage/Endurance
Level 35: Tough
(A) Reactive Armor - Resistance/Endurance
(43) Reactive Armor - Resistance/Recharge
(43) Reactive Armor - Resistance/Endurance/Recharge
(45) Reactive Armor - Resistance
(45) Steadfast Protection - Resistance/+Def 3%
Level 38: Weave
(A) Luck of the Gambler - Defense/Endurance
(45) Luck of the Gambler - Defense/Recharge
(46) Luck of the Gambler - Defense/Endurance/Recharge
(46) Luck of the Gambler - Defense
Level 41: Repulsion Field
(A) Endurance Reduction IO
Level 44: Temp Invulnerability
(A) Reactive Armor - Resistance/Endurance
(46) Reactive Armor - Resistance/Recharge
(48) Reactive Armor - Resistance/Endurance/Recharge
(48) Reactive Armor - Resistance
Level 47: Psychic Shockwave
(A) Scirocco's Dervish - Damage/Endurance
(48) Scirocco's Dervish - Damage/Recharge
(50) Cleaving Blow - Accuracy/Damage
(50) Cleaving Blow - Damage/Endurance
(50) Cleaving Blow - Accuracy/Recharge
Level 49: Force of Nature
(A) Gladiator's Armor - TP Protection +3% Def (All)
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Defiance
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Set Bonus Totals:
5.5% DamageBuff(Smashing)
5.5% DamageBuff(Lethal)
5.5% DamageBuff(Fire)
5.5% DamageBuff(Cold)
5.5% DamageBuff(Energy)
5.5% DamageBuff(Negative)
5.5% DamageBuff(Toxic)
5.5% DamageBuff(Psionic)
11.6% Defense(Smashing)
11.6% Defense(Lethal)
7.25% Defense(Fire)
7.25% Defense(Cold)
31.9% Defense(Energy)
31.9% Defense(Negative)
6% Defense(Psionic)
10.7% Defense(Melee)
37.3% Defense(Ranged)
8.5% Defense(AoE)
18.8% Enhancement(RechargeTime)
73% Enhancement(Accuracy)
21% FlySpeed
90.4 HP (7.5%) HitPoints
21% JumpHeight
21% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 3.3%
MezResist(Immobilize) 5.5%
20% Perception
20.5% (0.34 End/sec) Recovery
50% (2.52 HP/sec) Regeneration
4.73% Resistance(Fire)
4.73% Resistance(Cold)
21% RunSpeed -
Hey OneWhoBinds, I love your build! And fits very nicely into my Archery/MM build with the same bonuses. Thanks for posting.
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So using Mids I was able to get up to 35.2% Ranged DEF, and played around with safety buttons like the Invisibility pool (Phase Shift) in case I'm stuck in melee and can't get out. I sacrificed the Medicine pool for that, but a friend of mine says "when you have the choice, never take powers you can duplicate with Inspirations."
I'm guessing 35.2% is as good as I'll need to push it, and can pop a Purple if I need more. I suppose I've sacrificed the "enhancing for Recharge" route (only picked up 12.5% in the sets), but at high levels, find I have plenty to fire off and on high recharge builds still run low on endurance. I couldn't work in Hasten either, so it is what it is, I suppose.
Has anyone done better with an Archery/MM getting ranged AOE this high and higher Recharge? I'm all ears.
Thanks! -
Thanks for the response. I haven't tried only one trip mine, but have never been that impressed by its damage output "at high levels," which is where I'm looking for survivability. Just my experience. I have a level 40 AR/Dev who I dearly love. Just looking for something different that plays faster and safer, and so far, this Arch/MM has been a joy.
I screwed up and enhanced the wrong power last night when I was rushing to stay with the team, so had to respec anyway. I dropped in Psychic Scream in place of Snap Shot, and though I miss the additional minion finisher, I'm enjoying the big damage numbers PS gets. It's great to have two entirely different types of damage to choose from depending on the inherent resistances of the villain type. But now with a big cone, I am attracting that aggro I was trying to avoid at lower levels.
Ah well. Why make the game too easy for myself?
By the way, I didn't mean to insinuate I was looking for S/L defense since I will remain a ranged/hover blaster. So I will be looking through threads for the best ranged defense advice I can find, though I haven't seen one for Arch/MM yet. If you know of one, let me know? Thanks!