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Posts
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My first attempt took that long because of some end issues I was having. After a respec, my second attempt took around 30 min. Maybe that had something to do with the AV too. Idk.
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I did a respec earlier because of some endurance problems. I was running Maneuvers and Assault. Combat Jump is just as effective as Maneuvers but cost much less endurance. Assault, it was contributing very little. I decided to give Battle Maiden a try. I found a mission in AE and after about 25-30 minutes I put her down. No insp's this time and no use of accolades either.
Here it is. -
I used the AE and defeated the Rikti AV Hro'Dtohz. I was so excited I went to show my brother. I didn't realize to hit Print Screen until the AV started fading away lol.
I used a full tray of small reds, and did used the Geas accolade once. So some might say it doesn't count, but I don't care. Endurance was kind of an issue. My toggles did drop once. Most of the fight I had to keep RPD and tough turned off. The fight took about 40-45 minutes.
Here it is -
I'd like to see Jab bumped up from Minor to Moderate DMG.
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Quote:Your right, I was misreading mids. Still doesn't seem right though. An attack from a travel pool doing the same damage.Actually Air Superiority and Punch do the exact same amount of damage. So even with full fury and rage, they will still do the same damage. the differences lie in the endurance, cast times, secondary effects and recharge values of the powers.
Air superiority costs 6.5 endurance, recharges in 4 seconds, takes 1.716 seconds to animate, has -fly, and a 100% chance for Knock up, and has no taunt component added
Punch costs 5.2 endurance, recharges in 4 seconds, takes 1.452 seconds to animate, and has a 30% chance for knock up and has a taunt component.
So Punch costs slightly less endurance, and animates just a hair faster, for the same damage. -
I'm curious why Air Superiority from the flight pool fully slotted with Rage does more damage than Super Strength's Tier 2 attack fully slotted with Rage? Doesn't really seem right. Things such as this makes SS feel weak to me.
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This is the build I use for my Inv/SS. It's soft capped to S/L/E/N, good regen, recovery, and recharge.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(34)
Level 4: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), RechRdx-I(15)
Level 6: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(33)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Dam%(13), Zinger-Taunt/Rchg(45), Zinger-Taunt/Rchg/Rng(45), Zinger-Taunt/Rng(46), Zinger-Acc/Rchg(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(19)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
Level 22: Super Speed -- EndRdx-I(A)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(36)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 30: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(37), GSFC-Build%(45)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(33)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Dmg(40)
Level 41: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(34), RgnTis-Regen+(37), Mrcl-Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25)
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 18.63% Defense(Smashing)
- 18.63% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 17.38% Defense(Energy)
- 17.38% Defense(Negative)
- 3% Defense(Psionic)
- 12.69% Defense(Melee)
- 13.94% Defense(Ranged)
- 5.5% Defense(AoE)
- 1.8% Max End
- 45% Enhancement(RechargeTime)
- 21% Enhancement(Accuracy)
- 19% FlySpeed
- 379.5 HP (20.25%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 2.75%
- 5.5% (0.092 End/sec) Recovery
- 74% (5.79 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 19% RunSpeed
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Mids shows S/L defense at 43.6%. I would like to get to 45% or more if I could. I can't really think of anything else to do to the build. I had to pull hasten out as well, though it wasn't something I really want to do.
So my goal here is to get above 45% S/L defense with Hasten. Here's what I currently have after messing around with Mid's for awhile. If anyone has some ideas/advice/etc please feel free to share.
Thanks.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(46)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(9)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(46)
Level 8: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(19), RgnTis-Regen+(19)
Level 20: Reconstruction -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(25), Heal-I(25)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23)
Level 24: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(48), Dct'dW-Rchg(48)
Level 30: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(43)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37)
Level 38: Moment of Glory -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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People have different opinions of what players should and shouldn't do, and what powers they should and shouldn't take. If someone's playing a kin and chooses not to take Speed Boost, that's their choice, it's their character. Keep in mind though that other people aren't required to accept your choices, and you take the chance of possibly being kicked from a team for not having a certain power like Speed Boost.
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Quote:Really?
I just came up with a Fire/Fire/Cold blaster build that is softcapped to S/L/E/N AND ranged.
That alone breaks the diea of a nuke stripping away your defenses as well as your ability to attack. IF my toggles didn't drop I would be able to nuke with impunity against most enemies I am likely to encounter.
Not much is going to get through the layer of defenses I managed to build up there, so not being able to attack for a few seocnd is not going to inconvenience me in the slightest.
With a full end crash my nearly untouchable blaster is suddenly vulnerable as all my toggles shut down. Which is EXACTLY what the devs have said they want full crash nukes to do.
Please post the build so the devs know what the next round of set bonuses to reduce. -
Other than Fire Blast, I don't believe there is any other set to be proliferated to Defenders.
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I imagine it would be one of, if not the most survivable builds in the game.
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A slight damage increase would be nice. One can only hope
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The only thing I can think of is if there were other tanks or scrappers on your team with taunt auras, or an AoE blaster that was ripping aggro from you. Or perhaps you were at the aggro limit?
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I was thinking of respec'ing out of it on my Regen. It offers very little resistance, but offers resistance to Disorient. Would Integration be enough to protect me from Disorient effects, or do I need to stack the two?
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I figured since Tanks and Scrappers now have Electric Melee, and Controllers in the near future will be getting Electric Control, perhaps we could get an Electric Epic Pool for those 3 AT's?
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/Energy for me. The other secondaries would feel ackward to me pairing with DP, other than /Devices.
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I put this together using existing powers, what I think a Dark Control set would look like. It's a mix of powers from Dark Blast, Dark Miasma, Dark Armor, & Dark Melee. I don't know if Dark Servant would be the pet, but I just threw it in their since no other dark pet exists.
1. Midnight Grasp - Ranged, Moderate DMG(Negative), Foe Immobilize, -To Hit
2. Touch of Fear - Fear, Foe -To Hit
3. Tenebrous Tentacles - Ranged (Cone), Moderate DMG(Negative/Smash), Foe Immobilize, -To Hit
4. Tar Patch - Ranged (Location AoE), Target -Speed, -Res, -Fly
5. Death Shroud - Toggle: PBAoE Minor DoT(Negative)
6. Dark Pit - Ranged (Targeted AoE), Foe Disorient
7. Fearsome Stare - Ranged (Cone), Foe Fear, -To Hit
8. Torrent - Ranged (Cone), Minor DMG(Smashing), Foe -To Hit, Knockback
9. Dark Servant - Summon Dark Servant: Ranged Debuff Special -
I started playing during I8, so I wasn't around Pre ED. To me, it seems ED was a preparation for the eventual release of IO sets. Would anyone agree, or am I way off base?
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Quote:I agree with this. More +Recharge bonuses means Aim & Build Up recharge faster, which means more damage.My opinion: don't bother. +Dam is ok, but you get a much better damage increase with +Recharge than you do with +Dam.
Assuming that you slot your attacks with damage enhancements then the actual benefit from +dam IO bonuses is very small simply because it's only enhancing half of your damage. Personally I slot my blaster for Recharge and Defense. -