Hatred666

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  1. Quote:
    Originally Posted by The Questioner View Post
    Hey guys, im getting very... hmmm, whats the word... PISSED. I cant seem to hit soft-cap on anything I want. I mean melee, thats given soft-cap. But, I want ranged, smash, and lethal to. It seems like I have tryed every single build there is for my DM/SR scrapper, and he still wont get there. Is there any trick to getting to soft-cap? If so, i would like to know , and if not, well then im a nub hah. Also, is resist better than defense? It seems like on my shield scrap soon as my defense gets bypassed i die almost immediately or after a few swings. Given hes an Elec/Shield most are wiped before they get a chance to hit me, but sometimes i do get hit and it can be devastating. Maybe, its just me, idkkk lol. Thanks in advance!

    I threw this together real quick. You may not necessarily want to use this build, but perhaps it can give you a few ideas on where to start. It's softcapped to Melee and Range, and around 40% to AoE. A little more effort I could probably figure out how to softcap the AoE defense, but I don't feel like it. Good luck.


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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), B'ngBlow-Acc/Dmg(25), B'ngBlow-Dmg/Rchg(42)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-%Dam(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(25)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(42), RedFtn-EndRdx(43)
    Level 6: Agile -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Theft-Acc/Heal(23), Theft-Heal/Rchg(46)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), RgnTis-Regen+(19), Mrcl-Rcvry+(50)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Acc/Rchg(40)
    Level 22: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Rchg+(37)
    Level 24: Quickness -- Run-I(A)
    Level 26: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(39)
    Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29), LkGmblr-Def/Rchg(42), Ksmt-ToHit+(45)
    Level 30: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(40)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), B'ngBlow-Acc/Dmg(34), B'ngBlow-Dmg/Rchg(40)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36), LkGmblr-Def/Rchg(50)
    Level 38: Elude -- LkGmblr-Rchg+(A)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 44: Super Jump -- Jump-I(A)
    Level 47: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 49: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 21.1% Defense(Smashing)
    • 21.1% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 9.56% Defense(Energy)
    • 9.56% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 16.1% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 27% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 180.7 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 17.6%
    • MezResist(Stun) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 62% (3.47 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 5% RunSpeed



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  2. Quote:
    Originally Posted by Adeon Hawkwood View Post

    Dark Manipulation: I think that between Dark Miasma, Dark Melee and Dark Armor there are almost enough powers to fill out a manipulation set. It would probably need one or two new powers (like a single target immobilize unless they make Touch of Fear the T1 skill). I figure that like Ice it'll be a a control/debuff focused set and having a scaling version of Build Up (Soul Drain) will give it an unusual twist for Blasters. I actually give this set high odds of being the next manipulation set. Back in I12 when the devs proliferated Psychic Blast to Blasters they made Mental Manipulation to go with it. The only blast set Blasters don't have is Dark Blast so it would make sense to proliferate that next time they do powerset proliferation and making Dark Manipulation at the same time would make sense if it can be done with minimal effort.

    Perhaps something like this?

    1. Midnight Grasp - Melee, Moderate DMG(Negative), Foe Immobilize, -To Hit
    2. Smite - Melee, Moderate DMG(Smash/Negative), Foe -To Hit
    3. Death Shroud - Toggle: PBAoE Minor DoT(Negative)
    4. Shadow Maul - Melee (Cone), High DoT(Smash/Negative), Foe -To Hit
    5. Build Up - Self +DMG +To Hit
    6. Touch Of Fear - Melee Fear, Foe -To Hit
    7. Dark Consumption - PBAoE Moderate DMG(Negative), Self +End
    8. Black Hole - Ranged (Targeted AoE), Foe Intangible
    9. Cloak Of Fear - Toggle, PBAoE Foe Fear, -To Hit
  3. I'm considering respecing into this build. Like the title says, it's softcapped to S/L, 56% Recharge, 27% Accuracy. I would like to reduce the overall endurance cost of the build, and so far this is the best I can come up with. Any advice in doing so would be appreciated.



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

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(40)
    Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Acc/Immob(29), Enf'dOp-Immob/Rng(31), Enf'dOp-Acc/Immob/Rchg(37)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(34)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(34)
    Level 8: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(37), Krma-ResKB(37)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(46)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- EndRdx-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21)
    Level 22: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 26: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/EndRdx(27), EndRdx-I(27)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), EndRdx-I(33)
    Level 35: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(36), GftotA-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Hot Feet -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(39), CtlSpd-Acc/EndRdx(39), CtlSpd-Rng/Slow(39), CtlSpd-EndRdx/Rchg/Slow(40), EndRdx-I(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(42), LgcRps-Sleep/Rng(42)
    Level 44: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-Def(45), GftotA-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Dct'dW-Rchg(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 20.8% Defense(Smashing)
    • 20.8% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.9% Defense(Melee)
    • 6.44% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 4.5% Max End
    • 2% Enhancement(JumpHeight)
    • 4% Enhancement(Sleep)
    • 2% Enhancement(JumpSpeed)
    • 2% Enhancement(RunSpeed)
    • 2% Enhancement(FlySpeed)
    • 27% Enhancement(Accuracy)
    • 56.3% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 3% Enhancement(Immobilize)
    • 5% FlySpeed
    • 112.9 HP (9.37%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 12.1%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 16.5% (0.28 End/sec) Recovery
    • 9.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed



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  4. For Tanks, Scrappers, and Brutes. It would be sweet! Would you agree?
  5. Hatred666

    Stealth

    Quote:
    Originally Posted by B_Witched View Post
    which is stupid because for ill sup invis is supposed to b 1000 feet...(cough give heroes better levels of stealth k thx). there is literally no reason to take sup invis other than it comes up faster than stealth (if your not using the slots for io bonuses or kb). It would make sense that a superior invis would be better than invis huh?..
    Superior Invisibility is better than pool power invisibility in that you can attack while using it, unlike regular invis.
  6. Hatred666

    Stealth

    I have an Illusion/Therm troller almost to 50. Stealth is still an aspect I'm unfamiliar with. I was wondering how hard it would be for villains to see me in PVP with Superior Invisibility + Group Invisibility + Stealth IO running?
  7. Quote:
    Originally Posted by taekoUSA View Post
    Every AT should NOT be noob friendly. If you are a noob and you don't know what you are doing yet, don't play a tank. There are plenty of other noob friendly AT you can play until you get a better handle on this game. This game is too easy to begin with already.
    How would someone who is new know that since they are a noob?
  8. Hatred666

    Blaster Balance

    Quote:
    Originally Posted by Airhammer View Post
    /signed


    Blaster Snipes need a boost... This has been the case ever since ED happened. Used to be you slotted a snipe with at least 4-5 Damage SO's so you could take out a dangerous LT or Minion.. Isnt that what a Snipe is supposed to be about.. a one shot takedown of a target ???
    Agreed. Blaster snipe should be able to one shot a Lieutenant.
  9. Quote:
    Originally Posted by Miladys_Knight View Post
    There are lots of /TA controllers around. /TA is the go to secondary for any controller that wants LOTS of control.
    2 1/2 years of playing this game and I've seen a total or 3 /TA controllers. Many TA/ defenders though.
  10. Quote:
    Originally Posted by Miyabi View Post
    Due to power creep and new sets, Fire is no longer the damage defensive set. Shield has better survivability, better offense, better/more reliable damage buff, damage debuff, team support, and an active tier9 instead of an "Oops button" (Not saying SoW can't be used as an oops button of course...)

    Pretty much every set has better survivability than Fire; that's sort of always been the case. Now it's just silly.
    Agreed. When I look at the powers that Fire/ offers, it looks and feels like it was just thrown together.
  11. Originally I thought of an actual IO that covered all status protection, then thought it would be a better idea to have separate ones. Just like the IO's we have for knockback protection, I my idea proposes individual IO's for protection of other status effects; Sleep, Disorient, Hold, and Immobilize protection. Not status resistance, but status protection.
  12. Quote:
    Originally Posted by Harkness View Post
    I'm confused by this build. What's your play-style? With the Auras and AoEs, your damage is coming from you being in melee range, attracting every last piece of aggro the tank doesn't have, but you have almost no def and no way to handle mezzing.

    If you're hopping about and not just standing in the middle of things, I don't understand why you took 2 auras, combustion and FSC, but ignored Fire Breath.

    I'd also guess that your end runs very tight?
    I don't walk right in after the tank. My play-style is that I'm the closer. I'll give the team a few seconds to engage a group, the run in with Hot Feet and Blazing Aura going, drop RoF, Fireball, and FSC. Anything left is taken care of by my single target attacks or the team takes care of them.

    If I need some defense or mez protection, I'll pop a couple inspirations. They drop often enough and that's what they're for. My endurance is actually fine. I have decent recovery and Consume's recharge is under a minute.
  13. Hatred666

    Blaster Balance

    Quote:
    Originally Posted by Player99 View Post
    However, other ATs can APPROACH their damage levels (be it St or AOE, disregarding the exceptions like AR for AoE or NRG(melee) for ST, etc) while having a disproportionate amount of survivability to boot
    this.
  14. Unlike the OP, I use SS+CJ with my Fire/Fire. Here's my build. I focused on recharge and recovery. Most sets that provide high recharge also provide accuracy, so that wasn't a concern for me.

    Hero Plan by Mids' Hero Designer 1.401

    http://www.cohplanner.com/



    Click this DataLink to open the build!



    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  --  Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(42)

    Level 1:  Ring of Fire  --  Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Acc/Immob/Rchg(27), Enf'dOp-Acc/Immob(36)

    Level 2:  Fire Blast  --  Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37)

    Level 4:  Fire Ball  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(13)

    Level 6:  Hasten  --  RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)

    Level 8:  Rain of Fire  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15)

    Level 10:  Fire Sword Circle  --  Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(25)

    Level 12:  Hurdle  --  Jump-I(A)

    Level 14:  Super Speed  --  EndRdx-I(A)

    Level 16:  Health  --  Numna-Regen/Rcvry+(A)

    Level 18:  Blaze  --  Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(37)

    Level 20:  Stamina  --  Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(21)

    Level 22:  Stimulant  --  RechRdx-I(A)

    Level 24:  Aim  --  AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(46)

    Level 26:  Build Up  --  AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(45)

    Level 28:  Consume  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(37)

    Level 30:  Combat Jumping  --  LkGmblr-Rchg+(A)

    Level 32:  Inferno  --  Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)

    Level 35:  Aid Self  --  IntRdx-I(A), RechRdx-I(40), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(45), Mrcl-EndRdx/Rchg(50)

    Level 38:  Blazing Aura  --  C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(48)

    Level 41:  Char  --  BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(46), EoCur-Acc/Hold/Rchg(46)

    Level 44:  Fire Shield  --  S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(50)

    Level 47:  Hot Feet  --  C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(48), TmpRdns-Acc/EndRdx(48), TmpRdns-EndRdx/Rchg/Slow(50)

    Level 49:  Rise of the Phoenix  --  RechRdx-I(A)

    ------------

    Level 1:  Brawl  --  Empty(A)

    Level 1:  Sprint  --  ULeap-Stlth(A)

    Level 2:  Rest  --  RechRdx-I(A)

    Level 1:  Defiance  

    ------------

    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)

    • 12.5% DamageBuff(Lethal)

    • 12.5% DamageBuff(Fire)

    • 12.5% DamageBuff(Cold)

    • 12.5% DamageBuff(Energy)

    • 12.5% DamageBuff(Negative)

    • 12.5% DamageBuff(Toxic)

    • 12.5% DamageBuff(Psionic)

    • 2.5% Defense(Smashing)

    • 2.5% Defense(Lethal)

    • 2.5% Defense(Energy)

    • 2.5% Defense(Negative)

    • 1.25% Defense(Melee)

    • 1.25% Defense(Ranged)

    • 6.75% Max End

    • 75% Enhancement(RechargeTime)

    • 45% Enhancement(Accuracy)

    • 3% Enhancement(Immobilize)

    • 90.4 HP (7.5%) HitPoints

    • Knockback (Mag -4)

    • Knockup (Mag -4)

    • MezResist(Immobilize) 8.25%

    • MezResist(Sleep) 1.65%

    • MezResist(Stun) 4.4%

    • 17.5% (0.29 End/sec) Recovery

    • 10% (0.5 HP/sec) Regeneration

    • 3.15% Resistance(Fire)

    • 3.15% Resistance(Cold)

    • 2.52% Resistance(Energy)

    • 4.4% Resistance(Negative)







    | Copy & Paste this data into Mids' Hero Designer to  view the build |
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  15. An idea I had floating in my mind for awhile is to be able to scale up or back the secondary effects of powers, therefore increasing the primary effect, or vice versa. For example, a set like Energy Blast, you could be able to decrease the knockback effect of those powers, in return increasing the damage of the powers, or again vice versa. Powers that provide resistance to different types of damage, you could increase/decrease the value of resistance of one type of damage for another. A power like Invincibility, you could increase or decrease the +tohit it provides, in return increasing or decreasing the defense, or the other way around.
  16. Hatred666

    Blaster Balance

    Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Just to point out, Defenders, Corruptors, Controllers also have no resistance, defense or mez protection. Only if you take the powersets that provide the protection do you get it at all in fact.

    Spines again, lets all balance the whole game around spines. Why not buff my energy melee brutes whirling hands to deal insane AoE damage. Lets ignore it's EMs ability for ST output and focus on just that. It's gets silly if decide to compare say fire blast to spines and you get different results

    I don't understand why you're comparing a damage boosted fireball to a non-damage boosted fireball. With buildup and aim, blasters fireball deals more damage than controllers. What's dealing the extra damage on the controller is their inherent Containment. Blasters still deal more upfront damage w/o any boost needed.
    Defenders, Controllers, and Masterminds can get defense and status protection from Force Field. Defenders, Controllers, and Corruptors can get resistance and status protection from Sonic Resonance. Controllers also have access to status protection from Indomitable Will in Psionic Mastery.
  17. Hatred666

    Blaster Balance

    Quote:
    Originally Posted by Atheism View Post
    Blasters are fine as is. Even with this weak comparison between lolEnergy and Spines does not warrant a buff at all. Compare Fire Blast to Spines next time.
    The problem is that no other AT should compare to Blaster damage. In all honesty, Blasters should do at least double the damage they do now.

    1. They have no inherent resistance.
    2. They have no inherent defense.
    3. They have no inherent healing powers other than Drain Psyche.
    4. They have no inherent mez protection, and the only AT without such.
    5. They have very few mitigation tools.

    That's a lot to give up for a high damage level. So no, no other AT therefore should come close to their damage. Spines scrappers should not be able to outdamage a blaster. A controller with a Fulcrum Shifted fireball should not outdamage a Fire Blasters fireball. Etc. Etc.
  18. I remember Castle mentioning a while back about adding +HP to Invulnerability. What ever happened about that?
  19. Quote:
    Originally Posted by Krya View Post
    I think he is looking more at stuff like Seeds of Confusion, Ice Slick, Flash Fire and Ice Slick. The strongest controls.
    Yes.
  20. Quote:
    Originally Posted by StratoNexus View Post
    I am a believer in powerset proliferation, so I, naturally, disagree. There ought to be enough difference in playstyle and level of effect of the two ATs to differentiate them.


    I have always found the difference to be significant enough on the powers where it may matter. Also, in the end, teams already ask defenders and controllers to come along for their buff/debuffs. Making defenders even more buffery is not going to increase their attractiveness to teams. There is actually, amzaingly, a fine line below where buffs/debuffs lose a lot of their desirability and, in my opinion, contollers are already close to it, so I would be hesitiant to lower them further (note some specific powers might be able to take a kick in the teeth and still be quite potent).


    Like Oppressive Gloom, Thunderstrike, Mass Hypnosis, World of Confusion, and Telekinesis?
    No. I mean real holds/stuns/etc. Not a weak Mag 2 stun like Oppressive Gloom that only works on minions, or World of Confusion that doesn't really do anything except being an IO mule. Mass Hypnosis is a start. Telekinesis isn't worth the end cost. Controllers have access to some of the main attacks of blast sets. I think it's only fair that Defenders therefore should have access to some of Controllers main controlling powers; Total Domination, Mass Confusion, etc.
  21. Quote:
    Originally Posted by Folonius View Post
    Ok, if you think they are underplayed because they are underpowered, do another survey. Ask each defender online what they're primary is, and tally that up. If you don't want to do it, I gladly will. I have a suspicion as to what the outcome may be. I predict Emp first, followed by Kin then Rad. The other primaries won't even come close. That doesn't mean they are useless, it means that people are not knowledable to what the other sets do. All people want when they play a defender are green numbers, and not all defender sets give that.

    I'm not opposed to bumping their damage, I just don't agree that underplayed = underpowered.
    Perception is reality. If the majority of the playerbase thinks that Defenders are underpowered, then they are underpowered. I believe there are a few reasons for this. For one, Controllers share too many powersets with Defenders. Sets such as Empathy and Radiation Emission should never have been accessible by Controllers. Secondly, there doesn't really seem to be any noticeable difference in the buff/debuff values of the sets Controllers and Defenders share. Defender values should be significantly raised, and/or Controller values should be significantly lowered. Finally, compared to Controllers, Defenders get screwed with their Ancillary pool choices. Every Controller Ancillary pool has good choice/choices of range attacks, especially AoE. Since they have access to good AoE attacks, Defenders Ancillary pools should have access to AoE Holds/Stuns/etc.
  22. Quote:
    Originally Posted by Arcanaville View Post
    I'm fully aware of the intent of the adage. However, neither it nor its fundamental intent are always applicable. For example, thinking the customer is always right is why the Big Five are now the Big Four. And in the IT professional services arena, "the customer is always right" is not a motto, its a punch line. As much as that adage ought to operate in some industries, it should equally be discarded in others.

    There's no "rage" behind that statement; its a simple statement of fact, backed by many years of professional reputation built on the notion that if the customer was right, they wouldn't need me.

    Also, now that I think about it, I've never actually stepped foot in a White Castle before.
    I think the next time your dealing with an upset customer, you should tell them that. "If you were right, you wouldn't need me."
  23. Hatred666

    Claws/SR

    How does this look? The build has always caught my eye, so I've decided to level one up. Any advice would be appreciated.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(40), RedFtn-EndRdx(48)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(40), RedFtn-EndRdx(50)
    Level 6: Agile -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(40), RedFtn-EndRdx(43)
    Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
    Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
    Level 18: Focus -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), RgnTis-Regen+(21), Mrcl-Rcvry+(37), Heal-I(43), Heal-I(46)
    Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23)
    Level 24: Quickness -- Run-I(A)
    Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34)
    Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29)
    Level 30: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
    Level 44: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 14.3% Defense(Smashing)
    • 14.3% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 9.88% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 1.8% Max End
    • 32% Enhancement(Accuracy)
    • 38.8% Enhancement(RechargeTime)
    • 145.6 HP (10.9%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 17.6%
    • 6% (0.1 End/sec) Recovery
    • 74% (4.14 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 3.13% Resistance(Negative)



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