Harkness

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  1. Quote:
    Originally Posted by Talionis View Post
    I went to the Annoucement page. Basically, Dual Pistols and Demon Summoning are available early, in a "booster pack", but most of Going Rogue isn't coming out for a while.

    Wow, I'm not surprised I'm confused. The options were not the most logical things I've ever seen. It looks like everyone is befuddled.
    The "you get this if you pre-order, but there's no info on how to pre-order" is a bit confusing, as is the "you can't pre-order the better package". Someone in marketing should have made this a lot simpler.

    Quote:
    Originally Posted by Talionis View Post
    I personally thought there would be more content in Going Rogue. I was hoping for an archetype that was Buff & Debuff/Melee. Oh well. I'm not sure that a few new missions and being able to change sides is really enough for an expansion. I was hoping for new Archetypes.
    There's going be a third city (like Paragon City or the Rogue Isles, though with less zones), isn't there? Story arcs that let you custom-fit your character's morality to whatever you want it to be, extra stories in all zones, and two new powersets (although they've undermined that last one by pre-releasing them).

    I am excited as hell by the morality story arcs (and not just for turning all my vills into vigilantes ) and there's always the chance that I'll love the new city more than PC or RI
  2. Quote:
    Originally Posted by Garent View Post
    To-hit debuffs work well, recharge debuffs kind of work, damage types are meaningless in most situations, and fear is of no help.

    Dark miasma is terrible as a pvp set.
    While I'd never recommend a Defender for PvP (unless you're part of co-ordinated team or have some very special tactics), Dark Miasma can be quite powerful in the hands of a Corrupter PvPer.

    Fear can be a LOT of help. About half of the armour sets are missing Fear Prot/Res and very few non-melee toons have defense against Fear. Granted, like all status effects in PvP, it can be utterly ignored if someone pops a breakie, but that buys you a second to do something else. Also, since Fearsome Stare is a massive to-hit debuff, I still like opening with it.

    It's funny as hell when you hit a melee-type with it and they've run out of breakies. If their cowering wasn't satisfaction enough, their quick death is.
  3. Quote:
    Originally Posted by Valon View Post
    I'm kinda intrested in farming though not realy so this build is more for survivability/teaming. Please help me out a bit, it's only listing SO's Since The IO system scares me a bit.
    I'm not sure whether that's an invite to suggest IO set builds or whether you'd rather stick to basic IOs.

    Your datalink isn't working for me, so I'm just scanning your list. In general, I think you need more Recharge Reduction IOs in there and less triple-slotting of the same type of IO (not that triple-slotting is always bad, but you're hitting ED hard, and you need more recharge).

    My advice on Fire/Kin builds depends largely upon the APP:

    Fire/Kin/Stone can softcap S/L Def (even with regular IOs), and so it's an incredibly popular combination. Add in the huge HP bonus from Earth's Embrace, and it's probably the most survivable choice.

    Fire/Kin/Fire can output the most damage with the almighty Fire Ball, and RotP is a very nice self-rez.

    A nice debate thread between those two: http://boards.cityofheroes.com/showthread.php?t=191137

    I'd only go with Fire/Kin/Psi if the goal is keep IW up permanently, which is impossible on a regular-IO build. It's far from a bad option, but I think you'd get more mileage out of the Fire or Stone APP if you're uncomfortable with IO set builds.
  4. Quote:
    Originally Posted by Prime_Nighthawk View Post
    And think about it. Smoke offers -5% to hit which is as good as the defense buffs from hover and stealth combined with only 2 extra slots as opposed to 4 used for defense enhancements... but offers it to the whole team.
    It can be dangerous to rely upon to-hit debuffs to function exactly the same as Def since they don't.

    I think Smoke is nifty power if you like it, but my fire/kin never needed to use it, so I respecced out of it.
  5. Quote:
    Originally Posted by mintmiki View Post
    I'm not going for softcapped defense.

    It's a balance between defense and recharge. That's about as much recharge as I want to sacrifice for the defense.

    Right now the build is pure recharge focused (fire/fire/fire)

    Combustion is just for the slotting and exemp play (it's like the only AOE u have at lvl15)

    I hate ring of fire. It's just my playstyle. I've tried to like it, I really have. But i hate it.

    Hotfeet is situational use. When i need to chew up a truckload of baddies in a world full of decent mitigation.

    Consume is for nuke recovery/hotfeet recovery.

    Stealth is for the proc.
    My point is that you're building for Ranged, Melee AND S/L Def with both your powers and your set bonuses. You build for either Positional OR Typed Defense; building for both is extremely inefficient.

    If you're building for Positional Def, AoE should be your second-highest (after Melee or Ranged, depending on your playstyle).

    You get FireBall at lvl 2, RoF at lvl 6, Fire Breath at lvl 8, FSC at lvl 10... I can't even begin to work out why you think Combustion is your only AoE attack before lvl 15.

    Consume won't hit often because you didn't give it any Accuracy. It also won't boost you as much as it could because all you have in it is an oddly-chosen Proc.

    If you have Stealth solely for the Proc, and never plan on toggling the power on, CJ would still be a better choice because it's "free" Def.
  6. Quote:
    Originally Posted by mintmiki View Post
    He's the fire/fire/ice build i've been working on. Still working on gathering the purp sets, but nearly done

    Set Bonus Totals:
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 20.2% Defense(Melee)
    • 19.3% Defense(Ranged)
    • 5.5% Defense(AoE)
    I'm sorry, but I think this a dreadful build for a Fire/Fire/Ice.

    You've missed the obvious S/L softcap and instead gone for ~29% S/L, 19% Melee, 18% Ranged and 4% AoE. The usual idea is to go for S/L or Positional Def.

    You skipped Weave, your strongest Def(all) possibility.

    Maxxing out Tough makes sense when you're pairing it with another Res EPP armour, but it seems wasteful here.

    Your three basic "mezzed" attacks can make a huge difference to your DPS, but you've skipped Fire Blast and essentially left Ring of Fire unslotted.

    You got the fun, but un-vital Snipe and the hideously-slow Combustion, neither of which are helping your DPS situation. I'm not sure why you even have Consume, given its slotting.

    Your Endurance must be a major problem when running HF. You have a 0.85 end/s effective recovery at those points, which is nowhere near enough to handle Fire's high-endurance attacks.

    Stealth is an odd choice since half of the Def suppresses in combat and it costs quite a bit to run. If you switch it for CJ, you'll get the exactly same Def benefit for almost no Endurance cost, and you'll probably find combat movement (as well as general travel) a lot easier.

    If you're wanting a Stealth option to pair with Super Speed, slot a Stealth Proc in Sprint and toggle it on for ghosting.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    Duly noted, I'll keep that in mind.
    Is it worth taking Tough/Weave, given I plan to stick to Fire/Fire/Fire? (I want RotP )
    I'd say not, because of the additional Endurance drain for the relatively-limited Def/Res gain. Both Fire/* and */Fire are End-heavy sets already. YMMV though.
  8. Hot Feet is - apart from pure DPS - your only real source of mitigation. It can get mobs to flee melee range (slowly), which is where you'll face your worst damage. I think it's also the primary reason that Fire/Fire edges out Fire/MM for AoE DPS.

    It's not brilliant, but it does make a difference once you learn how and when to use it.

    Blazing Aura is just horribly, horribly bad
  9. Some really good advice above.

    I'll add, once you hit lvl 18: Siren's Song the mob first.

    For lower levels, hover, dragging the anchor around and pulling to corners tend to be my lynchpins.

    And, if you're in a team and still having these issues, let someone else get the aggro before using your toggles.
  10. Fire/Fire/Ice can easily reach the S/L softcap, which is probably the most sensible choice for solo and team play.

    I can empathise with wanting to stick to Fire*3, but your goal is going to be high recharge (to nuke, consume and rez often) and endurance (to keep hot feet going). Low levels of Def aren't really worth it in my experience.

    There's a thread on Fire Combustion in this forum that's well-worth reading.

    You can build for, and fairly-easily reach, the Blaster HP cap. Building for Regen is much less helpful than just getting Aid Self (esp. if you're high Recharge).

    +Damage on a Blaster is less efficient than +Recharge due to Aim, BU and Defiance (and any other team buffs).

    My recharge-build is below, although I don't actually have the Armageddon proc. You could prolly perma-hasten with purple slotting, but I didn't think the build needed it.

    RoF can be switched for Fire Breath, as you prefer. Burn can be switched for Fire Sword, and Crushing Impact will keep the same Recharge bonus as the Oblits.

    This is a pure glass cannon, an absolute beast in team-play, but a real challenge solo

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Helios Harkness: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares
    • (A) Decimation - Chance of Build Up
    • (7) Decimation - Damage/Endurance
    • (25) Decimation - Damage/Recharge
    • (36) Decimation - Accuracy/Damage
    • (39) Decimation - Accuracy/Damage/Recharge
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (3) Enfeebled Operation - Accuracy/Recharge
    • (17) Enfeebled Operation - Endurance/Immobilize
    • (27) Enfeebled Operation - Immobilize/Range
    • (36) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 2: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (17) Decimation - Damage/Recharge
    • (27) Decimation - Accuracy/Endurance/Recharge
    • (36) Decimation - Accuracy/Damage/Recharge
    Level 4: Fire Ball
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (5) Positron's Blast - Damage/Endurance
    • (5) Positron's Blast - Damage/Recharge
    • (7) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Accuracy/Damage/Endurance
    • (43) Recharge Reduction IO
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 8: Rain of Fire
    • (A) Positron's Blast - Damage/Recharge
    • (9) Positron's Blast - Damage/Endurance
    • (9) Positron's Blast - Accuracy/Damage/Endurance
    • (13) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Chance of Damage(Energy)
    Level 10: Fire Sword Circle
    • (A) Obliteration - Damage
    • (11) Obliteration - Accuracy/Recharge
    • (11) Obliteration - Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (25) Obliteration - Accuracy/Damage/Recharge
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (46) Miracle - +Recovery
    • (50) Numina's Convalescence - Heal
    Level 18: Blaze
    • (A) Decimation - Accuracy/Damage
    • (19) Decimation - Damage/Endurance
    • (19) Decimation - Damage/Recharge
    • (23) Decimation - Accuracy/Endurance/Recharge
    • (23) Decimation - Accuracy/Damage/Recharge
    • (37) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    Level 22: Stimulant
    • (A) Recharge Reduction IO
    Level 24: Aid Self
    • (A) Interrupt Reduction IO
    • (34) Doctored Wounds - Heal/Endurance
    • (37) Doctored Wounds - Endurance/Recharge
    • (37) Doctored Wounds - Heal
    • (40) Doctored Wounds - Heal/Endurance/Recharge
    • (46) Doctored Wounds - Recharge
    Level 26: Build Up
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 28: Consume
    • (A) Performance Shifter - EndMod/Accuracy/Recharge
    • (29) Performance Shifter - EndMod/Recharge
    • (29) Performance Shifter - EndMod/Accuracy
    • (31) Performance Shifter - Accuracy/Recharge
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Inferno
    • (A) Obliteration - Damage
    • (33) Obliteration - Chance for Smashing Damage
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 35: Burn
    • (A) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    • (43) Obliteration - Damage
    • (45) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 38: Hot Feet
    • (A) Tempered Readiness - Accuracy/Damage/Slow
    • (39) Tempered Readiness - Damage/Slow
    • (39) Scirocco's Dervish - Damage/Endurance
    • (40) Endurance Reduction IO
    • (43) Armageddon - Chance for Fire Damage
    • (45) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 41: Char
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (42) Basilisk's Gaze - Accuracy/Recharge
    • (42) Basilisk's Gaze - Recharge/Hold
    • (42) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 44: Fire Shield
    • (A) Aegis - Resistance/Endurance
    • (46) Titanium Coating - Resistance/Endurance
    Level 47: Rise of the Phoenix
    • (A) Obliteration - Damage
    • (48) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (48) Obliteration - Accuracy/Recharge
    • (48) Obliteration - Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Recharge
    Level 49: Aim
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Defiance



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  11. Harkness

    Fire / Mental?

    S/L softcapped and Ranged softcap builds in this thread: http://boards.cityofheroes.com/showthread.php?t=210457

    You can go for recharge and rely upon purp insips for AVs, but I prefer the softcapped builds.
  12. I've played a few into the 20s or 30s and then deleted, AR being the most notable in that I found it boring to have guns compared to the flashier powers around me.

    While Sonic always feels great on a Defender, it's due to the massive res debuff. It feels weaker in a Blaster's hands, where my role feels like it ought to be "killer" not "debuffer". A chunk of that is subjective opinion, but it doesn't seem like an uncommon reaction.

    Similarly, Ice feels like a Defender set (heavy-hitting blasts between de/buffs, Blaster-damage AoEs, 2 holds) to me. The slow recharge of its first two attacks felt like a hindrance at level 1 and level 50, and I hate the sensation of slowness when I'm playing a Blaster.

    I could say the same about Rad, except Rad is just a bloody fun set to play. The numbers say it's not that great compared to the other sets, but it is fun.

    I've struggled with my Fire/Fire/Fire Blaster for almost a year now. Built for Recharge, he's a mass-murderer on teams. Mobs simply melt (unavoidable pun) under the onslaught. But that's with someone else taking the alpha. Solo, I find the Fire/Fire blend awkward and I die far too often to enjoy taking him out alone.

    My recent Fire/MM is pure
    I also don't feel the compulsion I had with my Fire/Fire to pick Fire as my APP, so I can S/L softcap with Cold Mastery or pick something life-saving like PFF or Hibernate.

    As much as I've invested in my Fire*3 (e.g. several IO builds, getting all the Accolade Powers), he might face deletion because I've played very few characters that are as consistently fun as my Fire/MM.

    tldr; Fire/MM =

    Last edited by Harkness; 02-23-2010 at 04:19 PM.
  13. While softcapping can lead to skewed builds, that's far from a certainty. See what you can produce and what sacrifices feel worth making.

    0% Def - get hit 50% of the time
    35% Def - get hit 15% of the time
    45% Def - get hit 5% of the time

    It's up to you whether the difference between 35% and 45% is worth it.

    (Note: Those are PvE averages against even-con minions, not AVs)

    The lack of Procs caused by Thunderstrike has never really felt noticeable. I mostly use Procs in Auras or low damage attacks since a Blaster rarely lives at the damage softcap.

    I really dislike the Red Fortune, Calibrated Accuracy and Gaussian's Synchronized Fire-Control 6-slots, and avoid them unless I absolutely need to get that last chunk of Def.

    (I think GSFC is fab in toggle powers like Focused Accuracy, but wasteful in BU and even more so in Aim.)
  14. Quote:
    Originally Posted by Jeava View Post
    Greetings all

    I was looking at starting a new character and thought the Radiation Emissions looked like a good challenge to try. However I'm very intimidated by it, in how many of the toggles are necessary, and particularly the slotting..I'm lost with that in particular. As I really (*really*) stink at making builds I was hoping some kind hearted vet would throw me a bone on this one. I know I want to try to have a build that has Accelerate Metabolism and hasten both three slotted for recharge and stamina at 20, but I think I'm over reaching though. I'm not tied to any secondary really, if anyone has a suggestion I'm more then happy to listen to it. If anyone could post a "cookie cutter" rad build up to like 24, so I can see how you would do it I would really appreciate it! Thank you in advance!

    P.S. I realize this is discussed to death, I really did try to shuffle through FAQs and pages but I didn't really see any answers that seemed to be recent (faqs I saw were issue 11 or so at the latest.) So my apologies for posting on a discussed thread
    I'd recommend */Sonic as your Secondary. Due to the massive res debuff in its attacks, it reinforces your role as debuffer. This is quite a FotM option.

    I've played a Rad/Rad and found that the stacking def debuffs weren't as effective, but */Rad is a lot of fun. I'd probably pick */Rad if I were playing anything other than a Rad/*.

    */Ice is often liked for its sheer DPS, with two AoEs that do extremely high damage for a Defender.

    I'd take every Rad/* power as soon as it's offered, with the exceptions of Mutation, Choking Cloud, Fallout and EMP, all of which fall under "your mileage may vary".

    I think Mutation is nice on a team at earlier levels, even if you plan on re-speccing out of it once you get to 50.

    Fallout is good paired with Recall Friend, but less useful without it (dying players have a habit of running away from the combat).

    I love CC, but some people here hate it. It isn't a must-have-immediately power, but if your Secondary lacks any real mitigation or pulls you into melee range, it's a good investment.

    You should be able to fit Hasten and Stamina in by 20, but I'd only double-slot them (or any particular aspect of a power) until you get the flood of slots in your 30s.

    LR will also need Recharge. RI and EF both need End Reds.

    If you get AM to perma (not happening before IO sets), then you might be able to respec out of Stamina entirely. My team build does that quite happily.
  15. MIDs has an Set Bonus Finder that works quite well (under the Window menu).

    The goal in defense is 45%, the legendary "softcap". Most Blasters aim for either 45% S/L Def or 45% Ranged Def and 25-30% AoE Def.

    If you've taken Frozen Armor, the S/L softcap is fairly easy and will cover the majority of PvE content (although some mobs don't do S/L, so you'll be very weak against them). This is easier and cheaper than Ranged Def, and less likely to draw you away from your other goals (Recharge, etc.).

    If you're going for Ranged Def, the majority of that Def will need to come from set bonuses. You'll probably need Weave and either CJ or Hover (possibly both).

    The Steadfast +3% Def, Mako's Bite, Trap of the Hunter, Stupefy, and lots of BotZ and Thunderstrikes all tend to show up to Ranged softcapped builds.

    If you post your PvE build (so we know your power preferences), it'll be easier to suggest new builds.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    That's the problem I'm having with my Rad/Sonic defender. He's softcapped to ranged and I can survive a GM fight, but if I attack fast enough to keep their HP bar moving downward my end drains too fast.

    Need more recovery and I can't find any way to do it outside of a Miracle +Rec, and I don't have the cash for that currently.
    If you have AM and Stamina, do you still have a problem?

    My team-build survives happily with perma-AM, but my solo needed Stamina on top of near-perma-AM.
  17. Harkness

    Fire/MM Advice

    Quote:
    Originally Posted by StormDevil View Post
    So, you're looking to fight at Range, but w/o Hover (using CJ/SS instead), keep your Range cap, and boost your AoE Defense?
    Exactly. And without gimping the build in some other fashion
  18. Harkness

    Fire/MM Advice

    Answering myself, but I found a way to a Ranged softcap that maintains a steady, high DPS.

    I skipped the nukes with no intention of ever going near Melee, except for Drain Psyche, which serves as my self-heal/recovery when needed.

    My biggest concern is my relatively-poor AoE Def.


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ranged softcap: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Flares
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (15) Thunderstrike - Damage/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Subdual
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (23) Trap of the Hunter - Endurance/Immobilize
    • (34) Trap of the Hunter - Accuracy/Endurance
    • (40) Trap of the Hunter - Immobilize/Accuracy
    • (45) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (45) Trap of the Hunter - Chance of Damage(Lethal)
    Level 2: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (36) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (5) Positron's Blast - Damage/Endurance
    • (5) Positron's Blast - Damage/Recharge
    • (7) Positron's Blast - Chance of Damage(Energy)
    • (7) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Recharge Reduction IO
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (48) Luck of the Gambler - Defense
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Psychic Scream
    • (A) Positron's Blast - Accuracy/Damage
    • (11) Positron's Blast - Damage/Endurance
    • (11) Positron's Blast - Damage/Recharge
    • (13) Positron's Blast - Chance of Damage(Energy)
    • (13) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Recharge Reduction IO
    Level 12: Aim
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Miracle - +Recovery
    • (33) Numina's Convalescence - +Regeneration/+Recovery
    • (46) Numina's Convalescence - Heal
    Level 18: Hasten
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 20: Drain Psyche
    • (A) Touch of the Nictus - Accuracy/Healing
    • (21) Performance Shifter - EndMod/Recharge
    • (21) Performance Shifter - EndMod/Accuracy/Recharge
    • (23) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (42) Touch of the Nictus - Healing
    Level 22: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (25) Positron's Blast - Chance of Damage(Energy)
    • (27) Positron's Blast - Damage/Recharge
    • (27) Positron's Blast - Damage/Range
    • (29) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Recharge Reduction IO
    Level 24: Blaze
    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Damage/Endurance
    • (31) Thunderstrike - Damage/Recharge
    • (31) Thunderstrike - Accuracy/Damage/Recharge
    • (31) Thunderstrike - Accuracy/Damage/Endurance
    • (34) Thunderstrike - Damage/Endurance/Recharge
    Level 26: Concentration
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 28: World of Confusion
    • (A) Coercive Persuasion - Confused
    • (42) Coercive Persuasion - Confused/Recharge
    • (42) Coercive Persuasion - Accuracy/Confused/Recharge
    • (43) Coercive Persuasion - Accuracy/Recharge
    • (43) Coercive Persuasion - Confused/Endurance
    • (43) Coercive Persuasion - Contagious Confusion
    Level 30: Boxing
    • (A) Accuracy IO
    Level 32: Blazing Bolt
    • (A) Sting of the Manticore - Accuracy/Damage
    • (33) Sting of the Manticore - Damage/Interrupt/Recharge
    • (33) Sting of the Manticore - Accuracy/Interrupt/Range
    Level 35: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 38: Mind Probe
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (39) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Accuracy/Damage
    • (40) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    Level 41: Personal Force Field
    • (A) Luck of the Gambler - Recharge Speed
    Level 44: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 47: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    • (48) Gift of the Ancients - Defense/Endurance
    • (50) Red Fortune - Defense/Endurance
    Level 49: Stamina
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Defiance



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  19. Quote:
    Originally Posted by Siolfir View Post
    There were also a lot of idiots who thought that playing a Stalker meant "hit Assassin's Strike, run away, come back when rehidden". Some still think that, sadly. You can kindof guess how that leads teams to feel about Stalkers.
    I had this problem the other day, with a stalker on an ITF aggroing mobs with AS, then running away and hiding. This works fine if the tank already has aggro, but otherwise the enemies are now charging at an unprepared team. After my Blaster died several times from this guy's antics, I felt very negatively towards Stalkers.

    It used to be, as was the suggested tactic above, that Stalkers took out the problem targets: the mezzers, healers, etc. I've heard it described that the best Stalkers aren't directly noticed, but that the team will notice how the squishes aren't getting mezzed anymore, and the bosses are dropping like flies. Sadly, I've noticed this sort of clever targeting as a declining trend.

    (I've noticed this on Scrappers too, unfortunately, and the end result seems to be people yelling at AoE Blasters/Corrs to handle these single targets while ST-specialist Scrappers/Stalkers (e.g. Dark Melee) are trying to AoE.)

    I still have the people on my friendslist, or people I've marked with 4-5 stars, that I'd welcome to my team with any AT. But, in a PuG, I'd rather recruit anything over a Stalker now. I'd rather risk a poor troller/fender/corr than a bad stalker.
  20. Harkness

    Go to Redside.

    Sometimes you just keep waiting for Godwin's Law.
  21. Harkness

    Crab build help.

    Quote:
    Originally Posted by Bronze Knight View Post
    Thank you for the help now that I think about it I do see what your saying about St and AOE attack chains gess I'll have to think about which secendary effect is better between School of Sharks and Arctic Breath, not the easiest choice.

    I hate to ask but could you also take a look at my coruptor when I did this I was trying for damage, recharge, accuracy, in that order. I was also trying to perma hasten all tho I cant remember why...

    (It is perma so long as force feedback procks.)
    It's not an easy choice, but I opted for the immob as a form of crowd control (i.e. keeping the mob in one place) for your other AoEs, and for mitigation when solo (I'd probably have it as one of my first attacks, just to keep everyone at Ranged). For my play-style, that'd be more handy than the moderate Def debuff, esp. given the overall Accuracy of the build.

    I've given your Corr a quick scan, but I don't have any experience with Energy Blast or Thermal Radiation myself. A few general tips though:

    It's sometimes tricky to Ranged softcap a Corr, and it's always expensive. The S/L softcap, however, is very easy to achieve with Scorpion's Shield, Weave and CJ (and/or Hover). It does mean the commitment of several power slots though, so you'd need to drop some of your Primary or Secondary powers to do it.

    Those would mostly come from your Primary, I'd imagine: A Snipe is usually a fun power, but it's never an efficient part of an attack chain. As a battle is about to begin, I'd expect you to be refreshing buffs, not worrying about the pull. Similarly, if your intent is to be always supporting your team-mates, the nuke pulls you away from that goal for fun rather than effective results (Power of the Phoenix does more damage, rezzes and doesn't cause end crash). Power Push also strikes me as a fun, but not efficient, power.

    Perma-hasten is expensive, and Procs only stand a chance of firing if you activate their power. So you have 5 seconds of +100% Recharge Reduction every 10 times (on average) that you use Power Push... which is underslotted and so prolly not a power you use often.

    That said, I can see why you'd want a high Recharge on this build and "perma-hasten" was the pseudo-goal-of-the-month at one point. The practical reality is: Is your Recharge good enough? Can you use your buffs often enough? Is your attack chain smooth?

    I never really worry about Accuracy. Sets with high Recharge usually seem to come with Accuracy bonuses. Worrying about Damage is a tricky one because you're better off worrying about a smooth attack chain, which usually involves Recharge.

    Since Thermals are team-focused, the S/L softcap might prove to skew your build too far from the Recharge goal, but I'd test out a build or two before giving up on the idea.

    And then I'd ask on the Corr forum
  22. Harkness

    Crab build help.

    Quote:
    Originally Posted by Bronze Knight View Post
    Yes I am new to set builds. I was trying to fix my psyick def/resit hole and up my damage some what. Guess I failed.
    Resistance set bonuses are quite poor in comparison to Def set bonuses. Additionally, while Def offers you mez protection (since you never get hit), resistance sets obviously don't.

    Since you probably live in ranged combat, Ranged (and AoE) Defense will give you the psi defense you're looking for, and much more easily than chasing Psi Def set bonuses.
  23. Harkness

    Crab build help.

    You can only practically fire off so many AoEs. Suppression, Venom Grenade, Frag Grenade are all fab, and I can only find room for a fourth AoE in my build's AoE attack chain. Having School of Sharks, Arctic Breath and Bile Spray seems a bit like having AoEs just because you can.

    I'm concerned about the lack of a Single Target attack chain. Since you're an SF/TF player, you'll face a lot of AVs, and an ST attack chain will be far more efficient (both in terms of DPS and DPE) than AoEs.

    I'd advise switching out School of Sharks or Arctic Breath for Spirit Shark for the sake of having a viable ST chain as well as AoE.

    Wolf Spider Armor is a crap version of Crab Spider Armor, and the duplication doesn't add much. I'd switch out WSA for Hasten, with a goal of having Serum up most, if not all, of the time.

    I played with your build a bit, establishing what ought to be smoother AoE and ST chains. It's Ranged softcap, but only because that's so incredibly easy to do. Serum should be up most of the time, which compensates for the loss of Regen. Endurance should feel much nicer.

    I'd expect it to cost around the same as your build, except perhaps the Steadfast Def, but that single IO can be bought with RMs easily enough.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    cheap build: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (3) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Knockback Protection
    Level 2: Longfang
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Accuracy/Damage
    • (17) Thunderstrike - Damage/Endurance
    • (17) Thunderstrike - Damage/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Recharge
    Level 4: Combat Training: Defensive
    • (A) Defense Buff IO
    Level 6: Combat Jumping
    • (A) Defense Buff IO
    Level 8: Suppression
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Damage/Range
    • (9) Positron's Blast - Damage/Recharge
    • (13) Positron's Blast - Accuracy/Damage/Endurance
    • (13) Positron's Blast - Chance of Damage(Energy)
    • (15) Recharge Reduction IO
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Chance of Damage(Energy)
    • (25) Positron's Blast - Damage/Endurance
    • (25) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Recharge Reduction IO
    Level 14: Super Jump
    • (A) Unbounded Leap - Jumping
    • (40) Unbounded Leap - Endurance
    • (40) Unbounded Leap - +Stealth
    Level 16: Hurdle
    • (A) Jumping IO
    Level 18: Health
    • (A) Healing IO
    • (19) Healing IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (23) Performance Shifter - EndMod/Accuracy
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Fortification
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (40) Resist Damage IO
    • (46) Resist Damage IO
    Level 26: Frag Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (27) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Positron's Blast - Chance of Damage(Energy)
    • (31) Recharge Reduction IO
    Level 28: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (29) Red Fortune - Defense/Endurance
    • (33) Gift of the Ancients - Defense/Endurance
    • (33) Gift of the Ancients - Defense
    Level 30: Tactical Training: Assault
    • (A) Endurance Reduction IO
    • (31) Endurance Reduction IO
    Level 32: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 35: Serum
    • (A) Doctored Wounds - Heal
    • (36) Doctored Wounds - Endurance/Recharge
    • (36) Doctored Wounds - Heal/Recharge
    • (36) Doctored Wounds - Heal/Endurance/Recharge
    • (37) Doctored Wounds - Recharge
    • (43) Recharge Reduction IO
    Level 38: Aim
    • (A) Recharge Reduction IO
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    Level 41: Spirit Shark
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (42) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Damage/Endurance
    • (42) Thunderstrike - Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Endurance
    Level 44: School of Sharks
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (45) Enfeebled Operation - Accuracy/Endurance
    • (45) Enfeebled Operation - Immobilize/Range
    • (45) Enfeebled Operation - Endurance/Immobilize
    • (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (46) Enfeebled Operation - Accuracy/Immobilize
    Level 47: Bile Spray
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Range
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    • (50) Recharge Reduction IO
    Level 49: Assault
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    ------------



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  24. Quote:
    Originally Posted by _Tux__EU View Post
    Thanks guys, this has cleared up a few issues for me with my AR/Kin Corr. Only wondering whether I should throw a few BotZs in my travel powers for some layered ranged defence (~30%ish, and giving me 39% Energy def!) if anyone has any experience with it?
    Are you already S/L softcap? If so, then I wouldn't worry about adding Positional Defense as well; some other goal (Recharge Reduction?) is a better secondary then moar Def.