Hatred666

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  1. Quote:
    Originally Posted by Supermax View Post
    It's been done by many people many times. Pretty much has to be a buff/debuff set. I think a bots/traps MM has the easiest time with it. A cold/sonic def or rad/sonic could also do it most likely.
    The reason I didn't think a buff/debuff AT could do it was lack of defense without IO bonuses. I didn't think the effects of buff/debuff sets were strong enough on their own to solo drop an AV while also keeping the player alive long enough to drop the AV without the bonuses IO's offer.
  2. I'm curious if this is possible? If anyone has ever done it? The only build I could see doing it is a dark/shield......maybe.
  3. Quote:
    Originally Posted by planet_J View Post
    Claws/SR scrapper or Brute or Katana/SR Scrapper or Brute

    SR is easy to softcap and cheap to build (relatively) and has the highest DDR in the game...it really gets good in the 20's
    Someone new to the game mostly likely has no concept of what softcapping is, let alone DDR.
  4. Quote:
    Originally Posted by wardragon View Post
    It seems that, currently scrappers are pointless to play. Brutes have a larger damage potential, higher defense limits, higher HP limits ect. There is no benefit or or reason to play a scrapper. The critical hit only hits 10% of the time and it doesn't even feel like its that often. If it was every third or fourth successive hit it would be better.
    As it stands now they are useless, just play a brute.
  5. I'm all for the idea that magic and mysticism has a place in the comic book universe, but jeezus, it seems to really be getting out of hand. With the changes that went to Dark Astoria recently, and the new Night Ward zone coming in i23, I feel like I'm playing another game. I can name more enemy groups based on magic/mysticism than I can who aren't, which in a game that's based on comic book lore seems a bit ridiculous.

    I have no idea if I'm in the minority when it comes to this, just thought I'd share my feelings. I imagine I'll get some negative responses from this. I guess my suggestion would be more typical comic book villain groups, less warcraft.
  6. Quote:
    Originally Posted by Quantumizer View Post
    My only thought is that you could build up a very high Range defense via power pools and IO's... I doubt you could soft cap, though.
    I have a build planned out for my fire/fire once I finish one of the Patron Arcs villain side. It is softcapped to S/L/E. With Aid Self also in the build, AV soloing is one of the first things I will try once he is set.
  7. Hatred666

    Hybrid slot

    Quote:
    Originally Posted by Android_5Point9 View Post
    I believe he mentioned they're all toggle powers as well.
    Does it apply toward our endurance?
  8. Quote:
    Originally Posted by Fulmens View Post
    ...waitaminute.

    Lightning Rod does *MORE* damage than Nova [in a tight radius]? And it goes to the people who are 6+ times tougher than blasters?

    I remember now why I gave up on nuke discussions now.

    /e goes looking for a puppy to kick
    All the more reason why Blaster nukes should have not only no end crash, but shouldn't have to give up anything for it either. Blasters already give up enough for the so called "superior damage".
  9. Quote:
    Originally Posted by S H A C O View Post
    iam having a hard time to find a solid build for elec/fire so please help me out with a build. Thanks
    You would probably be much better off by at least attempting to make one yourself, then asking for advice/critiquing.
  10. Hatred666

    Axe WP with Sato

    This is the build I currently use. It it softcapped to S/L/E/N, with 40% def to F/C as well.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Battle Axe
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Chop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 1: High Pain Tolerance -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(5), Aegis-ResDam(15), Aegis-ResDam/EndRdx(46), Aegis-ResDam/Rchg(46)
    Level 2: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(19)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(39)
    Level 8: Swoop -- BrutesF-Acc/Dmg(A), BrutesF-Dmg/Rchg(9), BrutesF-Acc/Dmg/Rchg(9), BrutesF-Acc/EndRdx/Rchg(15), BrutesF-Acc/Dmg/EndRdx/Rchg(34), BrutesF-Rchg/Fury(40)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Fly -- Winter-ResSlow(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(43)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(45)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(45)
    Level 26: Cleave -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(31)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(29), LkGmblr-Def(29)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31), LkGmblr-Def(31)
    Level 32: Pendulum -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33)
    Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), Mocking-Rchg(46)
    Level 38: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/EndRdx(39), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/Rchg(42)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(48)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Summon Widow -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(50)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Reactive Total Radial Conversion
    Level 50: Rebirth Partial Radial Invocation
    Level 50: Cardiac Total Radial Revamp
    Level 50: Void Total Core Judgement
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13)
    ------------
    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)
    • 30.06% Defense(Smashing)
    • 30.06% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 18.5% Defense(Energy)
    • 18.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 22.25% Defense(Melee)
    • 14.13% Defense(Ranged)
    • 11.63% Defense(AoE)
    • 5.4% Max End
    • 3% Enhancement(Immobilize)
    • 56.25% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 10% FlySpeed
    • 359.8 HP (24%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.45%
    • 7% (0.12 End/sec) Recovery
    • 64% (4 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.21% Resistance(Smashing)
    • 2.21% Resistance(Lethal)
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 15% RunSpeed



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  11. My first tank was an INV/SS made back in '07. I'm still very happy with my choice and frequently use him to this day. Great damage output and almost nothing can put him down other than psychic enemies and Hamidon.
  12. Quote:
    Originally Posted by Reppu View Post
    Rage just needs to not work with Non-Super Strength powers >_> As long as the primary is buffed to compensate for it because Super Strength is balanced around Rage. And it doesn't perform that well with Rage, by itself.
    So, Build Up and Aim shouldn't work with powers outside of the power pools they come from either?
  13. Quote:
    Originally Posted by Mad Grim View Post
    Emphasis on 'can'. They 'can' be overpowered, just like anything else 'can' be overpowered. With billions of inf in IOs, and the correct powerset (/Mental in this case), anything can kill just about anything. Blasters need work, this is clear, and your thoughts otherwise only hurt the AT.

    Try it with anything other than /Mental.
    Brutes/Scrappers/Tanks/Controllers etc. who also are soloing AV's/GM's aren't doing so either without IO's. I'm not suggesting that Blasters don't need help, because they do. But, if your going to dismiss his achievement because of IO use, then you must also dismiss every other AT that has soloed an AV or GM because of IO's as well.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    Additionally the Avoid in Hot feet means that Blazing Aura is only going to do 1 tic of damage, if that, before the mobs leave melee range.

    I checked with Hero stats on a Fire/Fire Dom and on my Rad/Fire blaster. Hot feet and Combustion do the lions share of damage at 4 player's worth of mobs and higher (My guess is due to the radius), followed closely by FSC. Blazing Aura is absolutely pathetic with Hot Feet running and merely "low" with Hot Feet off.

    I'd recommend going red side to get mace mastery. You can pick up Scorpion shield which is much better than Frozen Armor and you get Web Envelope which you could slot with the Enfeebled Operation set instead of Ring of Fire. Web Envelope is a TAoE immob. It has 20 second base recharge and a range of 80 feet. You can really leverage Hot Feet, FSC, Combustion, and Burn with that power.
    I didn't realize Web Envelope was a Targeted AOE. This changes my direction quite a bit. I messed around with mids using Mace Mastery and came up with this..... Dropped Blazing Aura for Combustion btw.


    Hero Plan by Mids' Hero Designer 1.954
    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: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/Rchg(23)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Fire Ball -- BlastersW-Acc/Dmg(A), BlastersW-Dmg/Rchg(5), BlastersW-Acc/Dmg/Rchg(5), BlastersW-Acc/Dmg/EndRdx(15), BlastersW-Acc/Dmg/EndRdx/Rchg(25), BlastersW-Rchg/Dam%(34)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(25)
    Level 8: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(43)
    Level 12: Super Speed -- EndRdx-I(A)
    Level 14: Aim -- RechRdx-I(A)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(40)
    Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(45)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), HO:Cyto(45)
    Level 26: Super Jump -- Zephyr-ResKB(A)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 32: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(33)
    Level 35: Burn -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36)
    Level 38: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(42), HO:Cyto(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Acc/Immob(48), Enf'dOp-Acc/Rchg(48), Enf'dOp-Immob/Rng(50)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Weave -- LkGmblr-Rchg+(A), HO:Cyto(50), HO:Cyto(50)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Musculature Total Radial Revamp
    Level 50: Pyronic Partial Core Judgement
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 22.25% Defense(Smashing)
    • 22.25% Defense(Lethal)
    • 6.94% Defense(Fire)
    • 6.94% Defense(Cold)
    • 27.56% Defense(Energy)
    • 27.56% Defense(Negative)
    • 6% Defense(Psionic)
    • 23.5% Defense(Melee)
    • 24.75% Defense(Ranged)
    • 7.88% Defense(AoE)
    • 3.6% Max End
    • 7.5% Enhancement(Range)
    • 58.75% Enhancement(RechargeTime)
    • 55% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 17% FlySpeed
    • 58.73 HP (4.87%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 6.05%
    • 10.5% (0.18 End/sec) Recovery
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 17% RunSpeed



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  15. Quote:
    Originally Posted by EJI View Post
    I guess I could've been clearer. I have nothing against burn or hot feet, just blazing aura. It has the same radius as burn, smaller radius than FSC, and just doesn't do enough dmg to justify its end cost. Anything close enough to get hit by blazing aura is going to drop pretty quickly to burn and FSC, blazing aura doesn't get much of a chance to deal dmg.

    To each their own
    I see what your saying. I was actually considering dropping it for something else.
  16. Quote:
    Originally Posted by EJI View Post
    OP: You could slot your dmg auras with 3 eradications and 3 cleaving blows, then move a slot from a travel power to boxing for 4 kin combats. Your blue bar is gonna hurt, though. I'm not a fan of Blazing Aura, due to its high end cost and small radius; Hot Feet and Burn make the baddies want to run.
    I've always had the opposite feeling from other people about Hot Feet/Blazing Aura and Burn. I like the mitigation they provide. Hot Feet does good damage and Burn hits hard. My current build is softcapped to S/L, so I live in melee. Hot Feet/Blazing Aura combo does wonderful damage to large mobs. I played with the idea of slotting them with 3 Eradication/Cleaving Blow, but the end reduction they would provide would be horrible compared to Multi Strike slotted in them.
  17. Trying to find a way to squeeze an extra 6% E/N out. The build currently has 45.6 S/L defense and 39% E/N. I've already sacrificed too much for recharge and don't want to anymore. Any ideas?


    Hero Plan by Mids' Hero Designer 1.954
    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: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
    Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(27), Enf'dOp-Acc/Immob/Rchg(33), Enf'dOp-Acc/Immob(33)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(43)
    Level 4: Fire Ball -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(5), SBlastersW-Acc/Dmg/Rchg(5), SBlastersW-Acc/Dmg/EndRdx(13), SBlastersW-Acc/Dmg/EndRdx/Rchg(31), SBlastersW-Rchg/Dmg%(46)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(31)
    Level 8: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    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(29), Oblit-%Dam(31)
    Level 12: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40)
    Level 14: Hasten -- RechRdx-I(A)
    Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
    Level 20: Build Up -- RechRdx-I(A)
    Level 22: Combat Jumping -- HO:Cyto(A), HO:Cyto(39)
    Level 24: Blazing Aura -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 26: Boxing -- Empty(A)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36)
    Level 32: Weave -- HO:Cyto(A), HO:Cyto(36), LkGmblr-Rchg+(42)
    Level 35: Burn -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
    Level 41: Flash Freeze -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-Acc/Sleep(42), LgcRps-Acc/Rchg(42)
    Level 44: Frozen Armor -- HO:Cyto(A), HO:Cyto(45), LkGmblr-Rchg+(45)
    Level 47: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Dmg/EndRdx(50), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Reactive Total Core Conversion
    Level 50: Agility Partial Core Revamp
    ------------
    Level 1: Brawl -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(15)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 19.44% Defense(Smashing)
    • 19.44% Defense(Lethal)
    • 7.88% Defense(Fire)
    • 7.88% Defense(Cold)
    • 30.38% Defense(Energy)
    • 30.38% Defense(Negative)
    • 6% Defense(Psionic)
    • 20.69% Defense(Melee)
    • 29.44% Defense(Ranged)
    • 9.75% Defense(AoE)
    • 3.6% Max End
    • 10% Enhancement(Range)
    • 3% Enhancement(Immobilize)
    • 4% Enhancement(Sleep)
    • 54% Enhancement(Accuracy)
    • 40% Enhancement(RechargeTime)
    • 17% FlySpeed
    • 40.66 HP (3.37%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 5.5%
    • 8.5% (0.14 End/sec) Recovery
    • 8% (0.4 HP/sec) Regeneration
    • 3.47% Resistance(Fire)
    • 3.47% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 17% RunSpeed



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  18. Quote:
    Originally Posted by firespray View Post
    The problem with blasters is that they don't do enough damage to justify their lack of survivability.
    Yep. Two things I think should be done.

    1) Double the base damage of all Primary/Secondary attacks.

    2) Increase the Blaster damage cap significantly.
  19. Quote:
    Originally Posted by Da_Captain View Post
    I know this much, I won't look on the market for another purple again, time to turn those crappy purple drops into something great, and I usually get about 2 a day, so this works perfectly.
    Please share.
  20. Quote:
    Originally Posted by Primantiss View Post
    Anyone tried this? How well does it work out?
    I just tried mine out tonight. It does fire much more frequently than it did before.
  21. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hey all! The new Build Challenge is to create an Ice Control/Trick Arrow build optimized for solo/small-team play. An additional rule this time around is – you have to include your top 2 favorite IO tricks for making builds! For example, my favorite tricks are six-slotting Tactics with Gaussian’s for the combination of defense bonus and team utility, and putting Celerity: Stealth Radius in one of my prestige sprints so that I can choose whether or not to be transparent when using my travel power.

    That said, there are no restrictions on what IOs you can use for this build! Converters mean that the sky’s the limit. The only rule is that the build must contain Oil Slick Arrow – I just can’t live without it. I would suggest that you optimize for mitigation up to the point you feel the build is safe and sustainable while soloing, then for recharge time, then for any other stat you feel is important, but feel free not to follow those suggestions if you believe you can build a better Ice/TA build for “solo/small-team play”. The winner of this competition will receive a Rulu-Shin costume code as a prize! Thanks, and good luck!

    -Arbiter Hawk
    Guess I'll take a shot at this. So here we go.......

    - You said to build first for mitigation. The following build is soft-capped to S/L and Range defense. Rebirth: +Regen for the heal that the build is lacking. Finally, Hibernate for those "oh-crap" situations.

    - Recharge you stated was the second most important aspect. With Agility Alpha and set bonuses, your about 4 seconds off from perma-hasten. The build also has high recovery to deal with the increase in recharge.

    - There were many other bonuses that unintentionally stacked up such as Accuracy, Recovery, HP, +DMG.


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Trick Arrow
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 1: Entangling Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(13), P'ngTtl-Rng/Slow(37), P'ngTtl-EndRdx/Rchg/Slow(40), P'ngTtl--Rchg%(46)
    Level 2: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(43)
    Level 4: Frostbite -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(23), Enf'dOp-Acc/Immob/Rchg(23), Enf'dOp-Acc/Immob(43)
    Level 6: Arctic Air -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(7), CtlSpd-Acc/EndRdx(7), CtlSpd-Rng/Slow(31), CtlSpd-EndRdx/Rchg/Slow(31)
    Level 8: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(11), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-%Dam(45)
    Level 10: Fly -- Flight-I(A)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Glue Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(15), P'ngTtl-Acc/EndRdx(19), P'ngTtl-EndRdx/Rchg/Slow(21), P'ngTtl-Rng/Slow(31), P'ngTtl--Rchg%(39)
    Level 16: Ice Arrow -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SWotController-EndRdx/Rchg(29), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(46), SWotController-Rchg/Dmg%(46)
    Level 18: Poison Gas Arrow -- LgcRps-Acc/EndRdx(A)
    Level 20: Acid Arrow -- LdyGrey-Rchg/EndRdx(A), LdyGrey-DefDeb/Rchg/EndRdx(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(50)
    Level 24: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29)
    Level 28: Disruption Arrow -- EndRdx-I(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Oil Slick Arrow -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(39), S'fstPrt-ResKB(39), GA-3defTpProc(48)
    Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/Rchg(42)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50), LkGmblr-Def(50)
    Level 50: Agility Radial Paragon
    Level 50: Cryonic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Rebirth Radial Epiphany
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 11.31% Defense(Smashing)
    • 11.31% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 25.69% Defense(Energy)
    • 25.69% Defense(Negative)
    • 6% Defense(Psionic)
    • 11% Defense(Melee)
    • 34.13% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 2.25% Max End
    • 68.75% Enhancement(RechargeTime)
    • 7% Enhancement(FlySpeed)
    • 4% Enhancement(Stun)
    • 4% Enhancement(Confused)
    • 4.4% Enhancement(Terrorized)
    • 7% Enhancement(JumpHeight)
    • 7% Enhancement(JumpSpeed)
    • 6.5% Enhancement(Held)
    • 8% Enhancement(Sleep)
    • 7% Enhancement(RunSpeed)
    • 11% Enhancement(Immobilize)
    • 55% Enhancement(Accuracy)
    • 14% FlySpeed
    • 72.49 HP (7.13%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 12.7%
    • MezResist(Immobilize) 6.1%
    • MezResist(Sleep) 10.5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 11.5% (0.19 End/sec) Recovery
    • 40% (1.7 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 12.52% Resistance(Fire)
    • 12.52% Resistance(Cold)
    • 10% Resistance(Energy)
    • 11.88% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 14% RunSpeed



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    I'm not sure what you really mean by "build tricks".
  22. Quote:
    Originally Posted by gameboy1234 View Post
    This is very odd. Mine basically fires every time I use it. I hope it's you that is bugged and not me, I'd hate to lose the way the proc is working now.


    EDIT: Here's a weird thought: The text says that the proc fires up to 5 times per minute. How does it do that? Does it consider the recharge time of the power it's slotted into?

    Crowd Control has a base recharge of 12 seconds, and 60 seconds / 5 = 12 seconds on the money. Whereas Jab has a recharge of 2 seconds, which would yeild a proc chance of about 16.5% if you wanted 5 of them per minute. Hmmm.
    From what I'm reading elsewhere, it seems like it's chance to fire depends on the base recharge of the power it's slotted into. The way my build is slotted, only Foot Stomp and LBE would have room for the proc. I don't even know if LBE would take it or not though. I figured since I use Jab heavily in my attack chain, it was good to slot with it.
  23. Quote:
    Originally Posted by Kyriani View Post
    I have it in haymaker as well and it doesn't fire off anywhere near as much as I expect it to

    My dom can stack his proc (3/min not catalyzed) relatively quickly and keep it up without much trouble in a power that has an identical recharge time (8 seconds) while my tanker has the epic proc (6/min) can hardly ever stack it and often goes with no procs at all.

    My expectations aren't high I just expect it to work as advertised.
    I have mine catalyzed and slotted in Jab. I still have a hard time having it fire more than a twice per minute. I'm very lucky if it even double stacks.
  24. Hatred666

    So Uh...Spines?

    Quote:
    Originally Posted by William_Valence View Post
    I get that it's fun, but I'm worried that Titan weapons is Spines+, and if that's the case, Spines should get a buff.
    The problem with this kind of mindset is that if they buff Spines, then other sets will be compared to Spines as a reason to need a buff, and so on, and so on, and so on. Eventually it will go full circle and we'll be back at Spines needing a buff again. Power sets shouldn't be exact replicas of each other with only animations and colors being the difference. I like the idea of different sets having their own feel and flavor.
  25. Hatred666

    Blaster ATO proc

    I have it slotted in Hot Feet on my fire/fire blaster. It doesn't really seem to be doing much. Are there better powers I have where I could slot this?