Harkness

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  1. Quote:
    Originally Posted by DaveMebs View Post
    I don't have time at the moment to read everything and look at the builds in this post so I'll just post my build. It's softcapped to S/L, has solid recharge (70% but no hasten), the only thing I don't like about it is the lack of a nuke. Inferno is very fun but I couldn't fit it in and maintain all the other aspects of the build. Only thing to watch out for in the build is end drain. Consume helps a lot but I do sometimes have to pop a blue in longer battles. However, the dmg on this toon is beastly so the battles are generally short-lived.
    That is quite a beast of a build, but it's not Fire/Fire/Fire
  2. Quote:
    Originally Posted by mintmiki View Post
    I tweaked the build a bit and switched out a resistance set to add a little to defense.

    I usually do use stealth in lieu of Maneuvers, but I don't like the slow down aspect of stealth.
    In my experience, a tiny amount of Defense (anything less than 20%) is almost pointless. Some people will disagree with me on that, but that's my experience.

    I don't understand the heavy slotting in BU and Aim. With your already-high global Accuracy bonus, you shouldn't need to worry about making BU and Aim more accurate. You're also not gaining a lot for all of those spots. The BU Proc in BU isn't going to hit very often either (I reserve that Proc for always-up powers like Focused Accuracy).

    I'm confused by you saying that Stealth has a slow down aspect. You don't plan on running Maneuvers, do you? So it's a set mule for the LotG. Stealth gives you that same option (as does Grant Invis and Invis).

    I've tweaked your build to give you some ideas on different slotting. It's a bit faster and endurance should be kinder than on your build, and your primary attacks should be more effective, but I changed some of your powers, so you might want to discard some of it.

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

    Click this DataLink to open the build!

    alt: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares
    • (A) Decimation - Chance of Build Up
    • (3) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Damage
    • (31) Devastation - Chance of Hold
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (36) Enfeebled Operation - Endurance/Immobilize
    • (39) Enfeebled Operation - Accuracy/Endurance
    • (39) Enfeebled Operation - Immobilize/Range
    • (39) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 2: Fire Ball
    • (A) Ragnarok - Chance for Knockdown
    • (11) Ragnarok - Damage/Recharge
    • (11) Ragnarok - Accuracy/Damage/Recharge
    • (13) Ragnarok - Accuracy/Recharge
    • (13) Ragnarok - Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 4: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (15) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (17) Decimation - Accuracy/Endurance/Recharge
    • (17) Decimation - Accuracy/Damage/Recharge
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Chance of Damage(Energy)
    • (9) Positron's Blast - Damage/Range
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Accuracy/Damage/Endurance
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Fire Sword Circle
    • (A) Obliteration - Damage
    • (19) Obliteration - Chance for Smashing Damage
    • (25) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (34) 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
    • (31) Miracle - +Recovery
    • (33) Healing IO
    Level 18: Aim
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (33) Performance Shifter - EndMod/Recharge
    • (33) Performance Shifter - EndMod/Accuracy
    Level 22: Blaze
    • (A) Apocalypse - Chance of Damage(Negative)
    • (23) Apocalypse - Damage
    • (25) Apocalypse - Accuracy/Damage/Recharge
    • (34) Apocalypse - Accuracy/Recharge
    • (36) Apocalypse - Damage/Recharge
    Level 24: Boxing
    • (A) Accuracy IO
    Level 26: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (29) Titanium Coating - Resistance/Endurance/Recharge
    • (37) Titanium Coating - Resistance
    • (37) Titanium Coating - Resistance/Recharge
    • (37) Titanium Coating - Endurance/Recharge
    Level 28: Consume
    • (A) Performance Shifter - EndMod/Accuracy
    • (29) Performance Shifter - EndMod/Accuracy/Recharge
    Level 30: Build Up
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 32: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 35: Inferno
    • (A) Armageddon - Damage
    • (36) Armageddon - Chance for Fire Damage
    • (43) Armageddon - Damage/Recharge
    • (43) Armageddon - Accuracy/Damage/Recharge
    • (45) Armageddon - Accuracy/Recharge
    Level 38: Hot Feet
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Endurance Reduction IO
    Level 41: Char
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (42) Unbreakable Constraint - Hold/Recharge
    • (43) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Endurance/Hold
    Level 44: Fire Shield
    • (A) Reactive Armor - Resistance
    • (45) Reactive Armor - Endurance
    • (46) Reactive Armor - Resistance/Endurance
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Reactive Armor - Resistance/Recharge
    Level 47: Rise of the Phoenix
    • (A) Absolute Amazement - Accuracy/Stun/Recharge
    • (48) Absolute Amazement - Accuracy/Recharge
    • (50) Absolute Amazement - Stun/Recharge
    • (50) Absolute Amazement - Chance for ToHit Debuff
    • (50) Absolute Amazement - Stun
    Level 49: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance



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  3. Quote:
    Originally Posted by mintmiki View Post
    I tweaked the build a bit and switched out a resistance set to add a little to defense.

    I usually do use stealth in lieu of Maneuvers, but I don't like the slow down aspect of stealth.
    In my experience, a tiny amount of Defense (anything less than 20%) is almost pointless. Some people will disagree with me on that, but that's my experience.

    I don't understand the heavy slotting in BU and Aim. With your already-high global Accuracy bonus, you shouldn't need to worry about making BU and Aim more accurate. You're also not gaining a lot for all of those spots. The BU Proc in BU isn't going to hit very often either (I reserve that Proc for always-up powers like Focused Accuracy).

    I'm confused by you saying that Stealth has a slow down aspect. You don't plan on running Maneuvers, do you? So it's a set mule for the LotG. Stealth gives you that same option (as does Grant Invis and Invis).

    I've tweaked your build to give you some items on different slotting. It's a bit faster and endurance should be kinder than on your build, and your primary attacks should do some more damage.

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

    Click this DataLink to open the build!

    alt: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares
    • (A) Decimation - Chance of Build Up
    • (3) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Damage
    • (31) Devastation - Chance of Hold
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (36) Enfeebled Operation - Endurance/Immobilize
    • (39) Enfeebled Operation - Accuracy/Endurance
    • (39) Enfeebled Operation - Immobilize/Range
    • (39) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 2: Fire Ball
    • (A) Ragnarok - Chance for Knockdown
    • (11) Ragnarok - Damage/Recharge
    • (11) Ragnarok - Accuracy/Damage/Recharge
    • (13) Ragnarok - Accuracy/Recharge
    • (13) Ragnarok - Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    Level 4: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (15) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (17) Decimation - Accuracy/Endurance/Recharge
    • (17) Decimation - Accuracy/Damage/Recharge
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Chance of Damage(Energy)
    • (9) Positron's Blast - Damage/Range
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Accuracy/Damage/Endurance
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Fire Sword Circle
    • (A) Obliteration - Damage
    • (19) Obliteration - Chance for Smashing Damage
    • (25) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (34) 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
    • (31) Miracle - +Recovery
    • (33) Healing IO
    Level 18: Aim
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (33) Performance Shifter - EndMod/Recharge
    • (33) Performance Shifter - EndMod/Accuracy
    Level 22: Blaze
    • (A) Apocalypse - Chance of Damage(Negative)
    • (23) Apocalypse - Damage
    • (25) Apocalypse - Accuracy/Damage/Recharge
    • (34) Apocalypse - Accuracy/Recharge
    • (36) Apocalypse - Damage/Recharge
    Level 24: Boxing
    • (A) Accuracy IO
    Level 26: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (29) Titanium Coating - Resistance/Endurance/Recharge
    • (37) Titanium Coating - Resistance
    • (37) Titanium Coating - Resistance/Recharge
    • (37) Titanium Coating - Endurance/Recharge
    Level 28: Consume
    • (A) Performance Shifter - EndMod/Accuracy
    • (29) Performance Shifter - EndMod/Accuracy/Recharge
    Level 30: Build Up
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 32: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 35: Inferno
    • (A) Armageddon - Damage
    • (36) Armageddon - Chance for Fire Damage
    • (43) Armageddon - Damage/Recharge
    • (43) Armageddon - Accuracy/Damage/Recharge
    • (45) Armageddon - Accuracy/Recharge
    Level 38: Hot Feet
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Endurance Reduction IO
    Level 41: Char
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (42) Unbreakable Constraint - Hold/Recharge
    • (43) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Endurance/Hold
    Level 44: Fire Shield
    • (A) Reactive Armor - Resistance
    • (45) Reactive Armor - Endurance
    • (46) Reactive Armor - Resistance/Endurance
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Reactive Armor - Resistance/Recharge
    Level 47: Rise of the Phoenix
    • (A) Absolute Amazement - Accuracy/Stun/Recharge
    • (48) Absolute Amazement - Accuracy/Recharge
    • (50) Absolute Amazement - Stun/Recharge
    • (50) Absolute Amazement - Chance for ToHit Debuff
    • (50) Absolute Amazement - Stun
    Level 49: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance



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  4. Quote:
    Originally Posted by RoboBug View Post
    /rad is the best defender secondary
    I prefer Rad/Sonic, but if I was anything else Primary, I'd probably go for Rad as secondary.
  5. Quote:
    Originally Posted by mintmiki View Post
    I've been working on my f3 myself, but my build has a focus on recharge
    I like a lot of this, but a few thoughts:

    When mezzed, you can only use Flares, Fire Blast and Ring of Fire. For this reason, most people get all three powers. Your high Res is nice, but with no Def, you must spend a fair amount of time mezzed. Skipping Fire Blast and one-slotting Ring of Fire is killing your DPA in those situations.

    I'd switch the Apoc set in Blaze with the Decimation in Flares. Blaze is your best ST DPA attack, and the extra damage and recharge will be worth it. Additionally, Flares is an attack you should be tossing off casually to keep up Defiance and finish off STs, so there should be a greater chance of the Build Up Proc firing.

    I can't believe you plan on actually running Maneuvers or using Bonfire since they're both so under-slotted, so perhaps the Concealment Pool would work better for you? Stealth and Grant Invisibility can both take LotGs 7.5%

    The Perf Shifter Proc in Consume is wasted. An Accuracy/Recharge Reduction IO would be a lot more useful, and even then you've under-slotted the power unless you're only using it after nukes (in which case, slot for Acc/End).

    Since you'll never use Boxing, why slot a Hecatomb in it? Leave it blank or slot it with a single Accuracy IO.

    Trick: If you slot the Stealth Proc in Sprint, you can toggle it on when needed for ghosting, and save yourself a slot in Super Speed.

    With your lvl of recharge, you must have a perfect chain of Fire Ball, Fire Breath and FSC, so why do you have Combustion (which takes 3s to cast)?
  6. Re: The OP's build

    I'm a bit confused by this one. You've spent a lot of time building up Def without focusing on any one thing, so you're not even halfway to softcap on any of them. You have, at best, halved your incoming damage and mezzes.

    Normally, a Blaster might aim for 45% S/L or 45% Ranged (with ~30% AoE) Def.

    Beyond that, you have no real mitigation. No Burn, Hot Feet or Blazing Aura to dissuade Melee attacks (though most people favour HF over the other two). No Hover to escape being swarmed. Unless your plan is to always use Rain of Fire and/or Bonfire, but then your other AoEs are going to be wasted.

    You don't have Inferno or RotP, and I understand why you might not, but they're both handy for when you do get swarmed. A lot of Blasters also take Aid Self due to their lack of healing. Hasten is useful, if only to keep Blaze up as often as possible during boss fights, and to get Aim and Build Up both up as often as possible.

    As has been discussed to death on F3 builds before, Combustion isn't very good. Its DPA is poor compared to your other powers. Fire Ball, Fire Breath, and Fire Sword Circle should murder most mobs.

    You've broken the rule of Five on your Accuracy bonuses, and overall, I think you're over-built for Accuracy anyway. With a F3 Blaster, I wouldn't bother with Damage set bonuses (see prior F3 discussion threads as to why).
  7. Quote:
    Originally Posted by Donna_ View Post
    OK OK,,,,,,, think i'm getting the hang of this, 2nd attempt.
    I think you'll probably be fine with this build, but you'll lose a lot of DPS in the redraw. Every time you switch between Heavy Burst / Web Envelope or Disruptor Blast / Channelgun, Supp, VG or FG, there'll be time wasted while your Crab puts away one weapon and draws out the other.

    I understand the temptation to have SIX SPIDERS! (it was my first goal when I picked a crab), but Mace Mastery isn't your best choice.

    Some of your slotting is a little odd. Channelgun, obviously. I don't why you have an enhance-flight in Mental Training when you're using Super Speed. You're not perma-hastened, so I'd give Serum another Heal/Recharge IO to try and keep that as close to perma as possible. I wouldn't six-slot Omega; you'll need the slots elsewhere on more regular and higher-DPS attacks.

    My build (below) is a lot more expensive than yours, but, it's faster, the Regen is 70% higher (28.3 HP/s vs 16.5) and has a much better all-round Def. More importantly, the AoE and ST attack chains are smooth and don't have any redraw, and the damage bonus is higher. Even with one less pet, I think you'll find the DPS is a lot higher.

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

    Click this DataLink to open the build!

    SoA Build: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Channelgun
    • (A) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (7) Decimation - Accuracy/Damage
    • (13) Decimation - Chance of Build Up
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Longfang
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance
    • (11) Thunderstrike - Damage/Recharge
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Suppression
    • (A) Ragnarok - Chance for Knockdown
    • (9) Ragnarok - Accuracy/Recharge
    • (9) Ragnarok - Accuracy/Damage/Recharge
    • (23) Ragnarok - Damage/Endurance
    • (31) Ragnarok - Damage/Recharge
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense/Endurance
    • (17) Red Fortune - Defense/Endurance
    • (17) Gift of the Ancients - Defense/Endurance
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    • (15) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (37) Positron's Blast - Chance of Damage(Energy)
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    • (19) Miracle - +Recovery
    • (23) Regenerative Tissue - +Regeneration
    • (46) Miracle - Heal
    Level 20: Frag Grenade
    • (A) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (34) Positron's Blast - Accuracy/Damage
    • (40) Positron's Blast - Accuracy/Damage/Endurance
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Stamina
    • (A) Performance Shifter - Chance for +End
    • (25) Performance Shifter - EndMod
    • (25) Endurance Modification IO
    Level 26: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 28: Fortification
    • (A) Titanium Coating - Resistance
    • (29) Titanium Coating - Resistance/Recharge
    • (29) Titanium Coating - Endurance
    • (39) Titanium Coating - Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance/Recharge
    • (40) Titanium Coating - Resistance/Endurance
    Level 30: Serum
    • (A) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Miracle - Heal/Recharge
    Level 32: Omega Maneuver
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Chance of Damage(Energy)
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Positron's Blast - Damage/Range
    Level 35: Summon Spiderlings
    • (A) Call to Arms - Accuracy/Recharge
    • (36) Call to Arms - Accuracy/Damage
    • (36) Call to Arms - Damage/Endurance
    • (36) Call to Arms - Accuracy/Damage/Recharge
    • (37) Call to Arms - Endurance/Damage/Recharge
    • (42) Call to Arms - Defense Bonus Aura for Pets
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (43) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (45) Expedient Reinforcement - Endurance/Damage/Recharge
    • (45) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 41: Mu Lightning
    • (A) Devastation - Accuracy/Damage/Recharge
    • (42) Devastation - Accuracy/Damage/Endurance/Recharge
    • (42) Devastation - Damage/Recharge
    • (43) Devastation - Chance of Hold
    • (43) Devastation - Accuracy/Damage
    Level 44: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Endurance
    Level 47: Static Discharge
    • (A) Detonation - Damage/Endurance/Range
    • (48) Detonation - Damage/Recharge
    • (48) Detonation - Damage/Range
    • (48) Detonation - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage
    Level 49: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Conditioning
    ------------



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  8. [Re: Omega]

    Quote:
    Originally Posted by CoH101 View Post
    While it looks cool, I never really found it compelling. It's got a high recharge, short range and doesn't really do a lot of damage or stun. It's skippable, imo.
    I'd agree that it's skippable, esp. in team-play, but I've found the best aspect of this power to be its Taunt. It can draw mobs closer together for AoE, or (if you the problem coming) drag mobs off of squishies (or you!). And then it stuns them. The damage is almost the cherry on the top of a nice slice of mitigation pie.
  9. Quote:
    Originally Posted by ShadowNate View Post
    :*Meant to be played solo; given dark's nature a solo-build should make a decent team build at the very least.
    I'll agree that a solo build should be fine with a team.

    However, I think you might be wise to consider survivability vs DPS. You're not a Fire/Fire Blaster. Your best mitigation isn't DPS.

    I'm assuming you follow the standard opening of Tar Patch, Fearsome Stare, TT and NF? After that, you should have a mob nice and debuffed and feared/slowed/immobbed, but your damage output is never going to be what's keeping you alive. Your soft controls and debuffs are.

    The following suggestion is almost soft-capped to S/L. FS should make up the difference. I left two powers open, and mostly used regular IOs. You should be able to squeeze a few enhancement slots out of using sets there, depending on your budget.

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

    Click this DataLink to open the build!

    rough: Level 50 Magic Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Dark Blast
    • (A) Decimation - Chance of Build Up
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (3) Decimation - Accuracy/Damage/Recharge
    • (5) Decimation - Accuracy/Damage
    • (5) Decimation - Damage/Recharge
    • (46) Devastation - Chance of Hold
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Accuracy/Healing
    • (11) Doctored Wounds - Heal
    • (11) Doctored Wounds - Heal/Recharge
    • (13) Doctored Wounds - Heal/Endurance/Recharge
    • (13) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Endurance/Recharge
    Level 2: Gloom
    • (A) Decimation - Accuracy/Damage
    • (7) Decimation - Damage/Endurance
    • (7) Decimation - Damage/Recharge
    • (9) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Accuracy/Damage/Recharge
    • (46) Devastation - Chance of Hold
    Level 4: Tar Patch
    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 6: Boxing
    • (A) Accuracy IO
    Level 8: Tenebrous Tentacles
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (19) Enfeebled Operation - Endurance/Immobilize
    • (36) Enfeebled Operation - Accuracy/Endurance
    • (36) Enfeebled Operation - Immobilize/Range
    • (37) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (37) Enfeebled Operation - Accuracy/Immobilize
    Level 10: Super Speed
    • (A) Endurance Reduction IO
    Level 12: Night Fall
    • (A) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Accuracy/Damage/Endurance
    • (40) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Chance of Damage(Energy)
    • (46) Cloud Senses - Chance for Negative Energy Damage
    Level 14: Tough
    • (A) Resist Damage IO
    • (15) Resist Damage IO
    • (15) Endurance Reduction IO
    • (17) Endurance Reduction IO
    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: Fearsome Stare
    • (A) Cloud Senses - ToHit Debuff
    • (23) Cloud Senses - Accuracy/ToHitDebuff
    • (27) Cloud Senses - Accuracy/Recharge
    • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (34) Cloud Senses - Accuracy/Endurance/Recharge
    • (34) Cloud Senses - Chance for Negative Energy Damage
    Level 24: Darkest Night
    • (A) To Hit Debuff IO
    • (25) To Hit Debuff IO
    • (25) Endurance Reduction IO
    • (27) Endurance Reduction IO
    Level 26: Howling Twilight
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 28: Shadow Fall
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Endurance Reduction IO
    • (31) Endurance Reduction IO
    • (31) Resist Damage IO
    • (31) Resist Damage IO
    Level 30: Combat Jumping
    • (A) Defense Buff IO
    Level 32: Hasten
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 35: [Empty]
    • (A) Empty
    • (36) Empty
    Level 38: Dark Servant
    • (A) Cloud Senses - ToHit Debuff
    • (39) Cloud Senses - Accuracy/ToHitDebuff
    • (39) Cloud Senses - Accuracy/Recharge
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (40) Cloud Senses - Accuracy/Endurance/Recharge
    • (40) Cloud Senses - Chance for Negative Energy Damage
    Level 41: Scorpion Shield
    • (A) Defense Buff IO
    • (42) Defense Buff IO
    • (42) Endurance Reduction IO
    • (42) Endurance Reduction IO
    • (50) Defense Buff IO
    Level 44: Weave
    • (A) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Endurance Reduction IO
    • (45) Endurance Reduction IO
    Level 47: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Scourge



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  10. Quote:
    Originally Posted by Seldom View Post
    What squishies are you speaking of?
    I don't know if this speaks to bad luck, or the state of redside on Virtue, but I find the average PuG to need a Brute. Few MMs seem to want to take the aggro, and there aren't many PuGs that don't start splintering into mismanaged pulls.

    I love well-played 8-man Defender or Corrupter teams. I think they're the strongest all-one-AT teams.

    But, in my experience, the typical PuG redside handles a lack of a Brute worse than a blueside PuG trying to make do without a Tank.

    Granted, my own softcapped and careful characters don't tend to be the ones dying, but it's only fun to be "last man standing" the first couple of times, not constantly.

    I don't believe teams need a Brute (or a Tank, if you're talking blueside or co-op), but for most of the redside PuGs I've played in, they did.

    Which (to go back to my original point) is part of their popularity.
  11. Did you finish this build before posting it? There's a few odd, empty slots.

    A couple of quick basics: Are you solo or team-focused? Are you settled on Flight?

    (Having tried all of the travel powers on my dark/dark corr, I've find the SS/CJ combo works best for me.)

    I wouldn't pick Dark Pit, Moonbeam or Life Drain, esp. on a team build.

    Moonbeam falls into the typical arguments surrounding all snipes. If you enjoy it, great, but it's not an effective means of DPS.

    Twilight Grasp outshines LD by healing everyone and the Regen debuff is probably about as good as the damage from LD.

    I don't know why you need Stamina, Power Sink and Conserve Power. You shouldn't be using that much End. My dark/dark is okay with just Stamina (4-slot it with Perf Shifters and that should be okay).

    I'd slot FS for the to-hit debuff and use that as an opener, reserving DN for AVs and bosses. This will save you a ton of Endurance and, in my experience, be slightly more effective.

    While I adore Petrifying Gaze, I probably wouldn't get that hold alone. I'd grab an additional one from a patron power pool, and then I can hold most AVs.

    I'm not sure if the DWD Proc in Dark Servant will transfer to him, affect him, or be ignored. I think it'll be ignored.

    Mace Mastery offers Scorpion Shield, which is a huge amount of S/L/NRG Def. Shadow Fall, Scorp Shield and Weave offer a base 20.8% Def to S/L. With IOs and a couple of set bonuses, you can hit softcap.

    Mace Mastery also has Focused Accuracy, so you'll pretty much always hit. I find Scorp Shield and FA very hard to ignore on my corrs, but your mileage may vary. The redraw on Web Envelope and Web Cocoon might turn you off.

    I'd always 3-slot Hasten with Recharge Reduction.

    I'd suggest a full build, but I'm hazy on redside market prices right now. Aren't Decimations kind of expensive? I don't know.
  12. Quote:
    Originally Posted by Suichiro View Post
    Redside more than blueside doesn't need any kind of tanking at all.
    Most of my redside squishies disagree with you. Someone else doing some kind of tanking is good for them.
  13. Harkness

    Fire Kins

    Quote:
    Originally Posted by Sardan View Post
    Maybe you haven't played your Fire/Kin in a while? It's true that SB used to amp up the DPS of imps, but they've been changed so that they are immune to +Recharge. So any "blatantly obvious" improved DPS nowadays is just the placebo effect.
    ...

    Well, that's just weird

    Thanks for the correction.

    I'm amazed the difference in movement speed is having a noticeable effect (and there really does seem to be a noticeable difference), but I'll probably stop bothering if it's not affecting recharge.
  14. Harkness

    Fire Kins

    Quote:
    Originally Posted by Local_Man View Post
    Pretty much everyone on the team benefits from +Recharge as well as +Endurance from Speed Boost. I love receiving Speed Boost on every single character I have, no matter what the AT or powerset. Ask any experienced Controller how important +Recharge is. I can understand not wanting to be trapped in the "SB Buffbot" mode, but that minor inconvenience will help the entire team run missions much faster. (If I don't feel like being an "SB Buffbot," I don't play my */Kin or Kin/* or I go solo.)
    To SB or not to SB, that is the question...
    - It benefits everyone with recharge, recovery and speed
    - Some people complain if they get it
    - Some people whine if they don't get it
    - Keeping it up on a team can lead to buffbot feeling

    I've played a Kin/Ice Def that used to SB everyone, and then been criticised for not attacking often enough.... While I was in the middle of refreshing everyone's SB.

    SB seems to invite this sort of external opinion more than any other people I've used. I've had people seriously freak out over getting a SB they didn't want. And seeing "sb pls" exactly one second after you watched the old SB fade from someone's buff-bar is frustrating. On a team filled with those types, I find the buffbot sensation inescapable.

    I've learned that I don't enjoy playing what feels like a "buffbot", but I do enjoy playing my Fire/Kin as long as I don't feel like a buffbot. So I take SB, but use it on the people that seem to need it the most, rather than everyone, all the time. This is a game, so I play what feels fun

    Also, curiously, I've never had a single complaint when playing my Fire/Kin.
  15. Harkness

    Fire Kins

    Quote:
    Originally Posted by Chowder View Post
    What I find amazing, is that people love fire/kins and want them on the team, but then waste what they do best by chaining them to buffbot/speed boost so the slow *** tank can clear...

    Both builds/versions of my kin play differently. One doesn't need the rest of the team, and the other hides behind the tank in a traditional controller back up. You're better off not being on that team... Usually those teams want you to play a certain way, will tell you when you are 'wrong' and are blind to better ways of doing it...
    Playing a Stone Tank, there's rarely a time when you don't want SB. Unless you build for speed and recharge, Granite is painfully slow.

    However, I haven't encountered another build where a desire for SB isn't really a desire for something else, usually Endurance. Since Transference is a debuff as well as a buff, it's something I'm happy to use frequently without feeling trapped into that "SB buffbot" mode.

    I handle this by compromise, stated in my profile: I SB the tanks/brutes and anyone who asks for it, but otherwise, I don't.

    I admit that my team might work a little better if I SB-d everyone, all the time, but I played a Defender like that, took it to 50, and never played it because I loathed feeling like a SB-dispenser.

    I don't understand not taking SB though. I always SB my imps and the improved DPS is blatantly obvious to me. Mobs go down quicker.

    And that one guy who always runs now? He doesn't make it half as far, so my imps don't pull the next mob by accident.
  16. Harkness

    Fire Kins

    Quote:
    Originally Posted by LSK View Post
    I like to know what is so great with fire/kin trollers?
    I played a fire/rad to ~40 before quitting it (though grats to anyone likes fire/rad), and I couldn't understand the fire/ hype. And then I played a fire/kin.

    For me, it's the beautiful combination of powers. You get holds, immobs, a damage aura, a heal with a regen debuff, an endurance boost with a regen debuff, pets, an easy way to S/L softcap, and arguably the best damage buffs (with damage debuffs) in the game. Oh, and Speed Boost.

    Granted, you won't "bring the pain" to your enemies until you're ~35 (as other people have said) and have Fire Imps slotted, but I found the progression through levels to be about as easy any character I've played. At level 38, when you get FS, you'll start feeling really potent.

    Fire/kins do work best against certain types of enemies though. S/L softcapped, they can tank on a speed ITF, but a LGTF might come as a sharp shock.

    Just today I was in awe of the /Fire tank slicing through the LGTF ahead of me. So Fire/Kins are great, but they're not everything.
  17. Harkness

    Fire Kins

    Quote:
    Originally Posted by dougnukem View Post
    I've actually found them overrated on teams. They are known for bringing the damage, and to be honest, damage is not hard to come by with all the people playing scrappers and blasters out there.
    The important bit is that they're improving DPS for everyone, not just themselves. Since this multiplier can actually improve Scrapper/Blaster/etc. damage beyond a fire/kin's own damage cap, they should be empowering the DDers to outshine them.

    And while I'll admit to be primarily focused on myself when I'm playing my fire/kin, I do pay attention to the green and blue bars of my comrades. Endurance is a rare buff, and Transference is usually appreciated by anyone who just nuked.
  18. Quote:
    Originally Posted by OneWhoBinds View Post
    However, is dropping the Nuke wise? I can't recall seeing any advice for any blaster to drop the nuke...

    Also, is Breath of Fire really superior to Rain of Fire? Of course, there, I've seen that advise before...
    I love RoF in team-play, but it does cause scatter problems when you're solo.

    BoF is an excellent power if you can get it to work well for you. If you're struggling with the placement and hitting less than 3 people, it's not a good power for you.

    (I can use it nicely if I'm using CJ/SS, but my results when using it with Hover were terrible.)

    The nuke is just fun. If you're solo-ing, it'll probably be more of a situational tool, and you'll probably see builds shooting for particular goals (softcaps, permas) rather than fun. But I'd never skip it on a team build
  19. Quote:
    Originally Posted by Mind_Over_Matter View Post
    Is the ToHit Debuff really unresistable? Is it possible that it truly is autohit in PvE at least? And if so, are people *overwhelming* undervaluing the potential of a relatively fast-recharging, fast-activating, unresistable ToHit Debuff?.
    I don't know about Smoke Grenade being auto-hit.

    "Auto-hit" = bypasses Def, always hits
    "Unresistable" = the effect doesn't consider Resistance when applying its effect

    -3.75% to-hit isn't bad, but it's not that good either. Brutes with Dark Melee do -5.63% with every attack, Corrs can smack -25% to-hit with Radiation Infection... Granted, those debuffs can be resisted, but they'll still probably have more effect than Smoke Grenade.
  20. Quote:
    Originally Posted by Garent View Post
    Corruptors only do slightly more damage while sacrificing a lot of buffing power. Scourge is what makes the difference, and certain sets take advantage of it better than others.
    Corruptors are doing 10% more damage with each attack, and then with Scourge, that makes a heck of a difference.

    Not all sets lose much in the way of de/buffs. When I've directly compared, there's usually only 2-3 powers with any differences, and typically 5% or less.

    Also, with Scorp Shield, any Corruptor can get to the S/L softcap quite easily. Most Defenders can't hit a softcap without a seriously-skewed build or a lot of inf. This difference in survivability can be profound, but PPPs might be handled differently with GR.

    I'd imagine your average player won't even notice the difference in buffs, but will notice the extra damage. That said, I think having a good player behind the character will make more of a difference (as it usually does ).
  21. I'd second the recommendations for Stone/Fire. Stone/SS tends to be extremely popular too. I'd recommend AoEs unless you want to have the separate Taunt power.

    Quote:
    Originally Posted by Pixels_EU View Post
    If you ask me what type of tank I want to be I'll answer that I want to be tough and versatile. Stone seems to offer good defense and resistance pretty much against anything.
    I hated my Stone until ~34, when I finally had Granite and had it slotted, because I never felt tough at all. With Granite, that changed radically, where I suddenly become really tough but slow as heck, and not at all "versatile".

    Until Gift of the Ancients came along, my Stone tank probably got played the least because of just how slow it felt.

    With modern IO slotting, it's not very hard to softcap Granite Def and have 70-90% Res against everything except Psi. You can also get enough +movement speed and +recharge to ease the pain of being in Granite. Now I love the toon

    I only switch out of Granite when I'm facing Rikti, where Psi abounds and I'm softcapped to that, but my other Defs fall to 35% or below, and I need to rely upon EE

    All of that said, I think strongest all-rounder right now is still WP.
  22. Def means not getting hit, and hence not getting debuffed or being mezzed, so I'd place it above both Res and Regen for that simple reason alone.

    Real world: I've built for Regen on the lower-HP toons (corrs, defs, blasters, etc.) and I've built for Softcaps. The Softcaps always have a higher survivability.

    I don't know if it's been a quirk of the particular IO sets I've chosen, but I've also found that building for Recharge is often building for Regen at the same time (i.e. the sets have both bonuses), whereas building for Def can leave me with very little by way of Recharge and Regen unless I want to spend a LOT of inf to cover everything.

    So a Def build might lead to lower DPS. It's something that'll depend on your specific powers and slotting, but it's something to pay attention to when plotting your build.

    Re: Softcap vs "respectable" Def.
    Your base chance of getting hit by an even-con mob is 50%. Def subtracts from that. So 30% Def = 20% chance of getting hit, and 45% Def = 5% chance of getting hit.

    (Obviously, this is a lot more complicated with higher-level mobs, AVs, debuffing, etc., but that's the most basic way of putting it.)

    If you're getting hit 4 times more often with "respectable" Def than the Softcap, that's 4 times as many attacks to resist and heal, and/or recover from the mezzing, and/or recover from the debuffs. I can definitely feel that difference in-game.
  23. Harkness

    Since when?

    Quote:
    Originally Posted by Fire_Minded View Post
    Some people where born to dissagree/agrue with everyone and everything Harkness.
    Thanks for the reminder
  24. Harkness

    Since when?

    Quote:
    Originally Posted by Fulmens View Post
    I don't know about anyone else, Harkness, but I stopped trying to understand you after you said .
    We all have sets we like and dislike, for practical or irrational reasons. Criticising Ice for being slow is hardly a first for these boards, nor is disagreeing with that perception.
  25. Harkness

    Since when?

    Quote:
    Originally Posted by Fury Flechette View Post
    Dark Miasma was a set available at 2004. Some of the Dark Defenders that people talk about are literally five years old. The reason why there may not as many of them is because it's five years old. People play other ATs and other combinations.
    That might be a good answer. Are Rad and Emp "new" to Defenders?

    Quote:
    Originally Posted by Fury Flechette View Post
    And I'll ignore any post if I simply don't feel it warrants any response or if I just feel like it. The other people ignored your post for the same reason. We're not under any obligation to respond to any post, let alone yours.
    You missed my point, not my post. Now, twice.