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Posts
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Hi peeps,
So, long story short I wanted to make a blueside Incarnate-material Corruptor, and after some decision-making I decided to go with Dark/Rad; the idea was to get perma-AM and, as the title implies, perma-hasten, as I can not think of ways to acchieve perma-AM without hasten.
Now, the "myth"-part was about a friend of mine who told me that perma-hasten was to acchieve without the spiritual alpha slot (which I, at the moment, am not planning on getting for this toon). Then, please explain why there is a mentioned recharge cap in the active sets bar that directly thwarts perma-hasten/AM.
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Experiences about Mids' updating put aside, does anyone know if the new version includes the Alpha Slot... slotting? Haven't been able to find it myself.
Nvm, checked the link -.- -
Quote:Then I would like to ask you what reputation you use. My stalker, DM/Regen (I know, DM gives tohit-debuffs, but still), who're fighting at +1 x1 reputation, has no mentionable problem fighting bosses, as long as there aren't more than 1, and this is even without the character being fully built.I'm not a huge fan of Regen for stalkers outside of PVP. Regen is better if you have more HP because regen numbers are all % based. The amount of HP/Sec a scrapper gets out of Regen is remarkably higher than what a stalker gets. Regen kinda relies on being able to take at least a few hits so you have enough time for instant healing and your passive regen to build your HP back. My regen stalker frequently gets flattened in 2 hits by a boss with dull pain and IH running. I hate it.
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Yaaay, the cute girl-avatar comments me ;P
So, basically I am still thinking alot about PD, but Sonic is getting more and more interesting, thanks to it's mez protection. Nonetheless, many of you are referring to EB as "lackluster" on Corruptors, what exactly are you referring to? -
Ok, first off I'd like to thank for all the responses, I'm not used to so fast reaction, you see, so thanks ^^
Now, with the kind words done, I've taken a few mental notes: As I can understand, it might be optimal of me to aviud using a set with toggle debuffs, which doesn't really seem like a problem to me.
And then, I'd like to ask you about a set that you haven't mentioned, namely PD (Pain Domination). I myself have been thinking about that set, as it might not have so much synergical difficulty with EB's infamous KB-madness. Other than that, I might like the idea about Sonic Resonance, but can you tell me why you haven't mentioned PD?? -
Hi all,
With I19 around the corner with Animation Customization, among other awesome stuff, I have got a glimmer of hope about a new animation-style for Energy Blast powers, so I'd like to try again with the set. Though, I can't decide which role/powerset combo to use. Now, as the title more or less implies, I'd like to make a char that is support as well as power, so I'd like your opinion on, which AT Energy Blast is best with, Defender or Corruptor, as well as a good support set to combine it with.
Thanks for any answer! -
Quote:I never knew! :O Honestly, I'm sadly half of the people you describe there, as I have very little understanding about game balance and defenses, and thus have thought that if you didn't have a chance to acchieve mentionable def from ur primary/secondary epic pool, you'd be better off not trying :/. But again, since I don't have much experience, I guess I've still got a chance to learn ^^The goobs who tell you that it is "useless" to go for defense are completely exaggerating the effect of -def debuffs beyond hyperbole, beyond fantasy and out into the nether reaches of delusion. they are the ones who like to claim that having def with anything less than capped DDR is "worthless". My /elec brute has about 38% defense to melee, 32% to s/l and 0 DDR. She's just fine against nearly all enemies, even romans. Why? Because when the defense goes negative she stlll has 100% of the powers and survivability that the Devs feel are balanced against a pure defense set. IE her resists and heal. When a /SR goes into the negatives it may as well be a blaster (splat).
Getting defense gives you an extra layer to the onion that is your survivability. This is purely a good thing. 15% makes a solid difference in your survivability. 25% you will really feel the difference. 35% is all you need, at that point popping a small purple is no different than having access to a crashless tier 9 power. 45% is totally unnecessary, but fun. -
Hi guys,
As the title more or less implies, what is the most "common" effect to slot for on a Fire/fire? Some people have been telling me that recharge is where I wanna go, as it is pretty much useless going for capped def on a set that has no abilities whatsoever for defense.
The reason I ask is because my 1st lvl 50 Brute is beginning to deserve a revamp and I'm thinking a lot about remaking the very concept of the character, so I might have him ready to be incarnated in I19.
Thanks for your help! -
Hi people.
Am a bit curious about the whole Alignment point of view. This question basically has roots in one of my to-go-Rogue characters, a Corruptor, who's gonna go from Villain to Rogue. Her purpose for doing so is to become independant from any militia, be it Arachnos, Longbow or whatever.
Though, after having done a couple rogue Tip missions, I can't help doubting whether becoming a Rogue will fulfill that background, so I'd like to hear your opinions on the roles of the four Alignments.
My own opinion is:
Hero: Your everyday hero. Helps people because "it's the right thing to do", "With great power comes great responsiblity" (R) and the likes.
Vigilante: Not necessarily an anti-hero, but at least a hero who's willing to go to extremes in order to keep the peace. Then, of course, there is the case of Vigilantes, who basically don't care cowshoe about the virtues of good, but simply do as they please, though with a smaller sense of justice.
Rogue: A more likely anti-hero, who does simply what they want to, without the slightest interest of other living people. And, in a CoV-universe, the Rogue might also be a person with little interest in other factions' motives, as long as they don't intervene with the Rogue's.
Villain: The utter negative of a hero. A Villain wishes to destroy or dominate the world, and is indeed willing to commit murder or destruction in order to attain it's goal. And in CoV, I get the feeling that an end game Villain is more or less of a lapdog to Arachnos, as there are so many Contacts, who are with them.
How are your point of view about the alignments, and what would you recommend about my Corruptor's Alignment, compared to the explained background?? -
I don't even understand the problem here! I fought her with a DB/WP Brute, and while I know that WP has an advantage, she still wasn't that mean! And yes, I took the decision to bring her in, as I know that the Emperor is doing what's right to secure peace in Praetoria (safe the invasion)!
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My apologies for being too lazy to read the whole thread for other people's opinions/ideas for proliferation.
Now, I don't really look forward to any possible powerset proliferation (except thermal/fire for defs and psy for corrs), but I've got an idea for proliferating the somewhat favoured Fire Melee to Stalkers. Now, whether the idea is powerset-wise as much as it is animation-wise (or whether this has been requested before), I don't know, but here we go:
IMO, a FM stalker should have BoF or FB, whatever it's called for melee'ers, so I'd say FSC should be switched out for AS and of course Taunt to be switched out with Placate.
My idea for AS (Let's call it Assassin's Blaze) is inspired by the obvious Falcon Punch animation; the character uses the AS animation from Assassin's Shock, though, here the fist is being consumed in flames that, when hitting the target, burst in a phoenix like explosion, like RotP.
Here, I call for some differentiation from the other stalker powersets; my thought is that Assassin's Blaze, instead of (or along with) the fear and to-hit debuff, deals medium-high AoE Fire damage in a 10' radius, to promote Fire's high damage status.
Also, if anyone thinks this should have been posted elsewhere (or should have just remained silent), I must apologize for putting it here. -
I would be very surprised if this hasn't been mentioned (especially as I think I've seen it requested somewhere), but it would be nice with some single hand animations for Energy Blast, except of course the obvious Nova, and maybe not Power Bolt. The reason I ask this is because I have dumped plenty Energy/ chars, because of tried Right arm blast themes with the single robot arm costume piece that have been too lame for me.
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And then, ofc, when I post this thread I can log in -.- False alarm people :$
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The title says it all! Tried to gain access to the game today at about 15:11 and dammit, have tried for half an hour without luck!!
Have tried to follow the Support-guide for this problem, but it hasn't helped! -
Quote:Agree about Fire Breath, is an awesome power. Was also thinking of Blazing Bolt and Inferno, but that's because I like the powersFlash Arrow, Glue Arrow, Disruption Arrow, Acid Arrow, Oil Slick.
Fire Blast, Fire Ball, Rain of Fire, Aim, Blaze, Fire Breath*
This could actually be a pretty decent farmer with the reliable -tohit from Flash Arrow along with a fair amount of defense. And of course the slows, -res, and Oil Slick will pair nicely with RoF to wipe mobs fairly quickly.
*Some don't like Fire Breath. Those people are crazy in my opinion. It does a ton of damage.
I'm thinking of getting mace mastery, and have actually made a scratch build with capped defense.
Here, have a look and tell me what you think:
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11)
Level 1: Entangling Arrow -- P'ngTtl--Rchg%(A)
Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(3), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(46)
Level 4: Flash Arrow -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(5), SipInsght-Acc/Rchg(5), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(43)
Level 6: Glue Arrow -- Empty(A), Empty(7), Empty(7), Empty(37)
Level 8: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13), Det'tn-Dmg/Rng(31), Det'tn-Acc/Dmg/EndRdx(46)
Level 14: Health -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Regen/Rcvry+(15)
Level 16: Poison Gas Arrow -- LgcRps-Acc/Sleep(A), LgcRps-EndRdx/Sleep(17), LgcRps-Sleep/Rng(17), LgcRps-Acc/Sleep/Rchg(34)
Level 18: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), RechRdx-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Acid Arrow -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(23), ShldBrk-Acc/Rchg(23), ShldBrk-DefDeb/EndRdx/Rchg(34), ShldBrk-Acc/EndRdx/Rchg(37), ShldBrk-%Dam(46)
Level 24: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25)
Level 26: Blazing Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Empty(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(37), Oblit-%Dam(40)
Level 35: Oil Slick Arrow -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(36), ExVuln-DefDeb/Rchg/EndRdx(36), Achilles-ResDeb%(36)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), S'fstPrt-ResDam/Def+(43)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Web Envelope -- Enf'dOp-Acc/Immob(A), Enf'dOp-EndRdx/Immob(50), Enf'dOp-Immob/Rng(50), Enf'dOp-Acc/Immob/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 2: Ninja Run
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Hi,
So, I've been thinking of making a corruptor for GR, and thought that fire/TA actually might be an interesting combo. Now, as I know that fire is THE Farming set, I would like to know which powers to take from each set, as I am rather new to both sets.
Much obliged ^^ -
Np ^^
But maybe you should try waiting a little more for opposing PoV's, as I've only experienced Rad emission/ on defs... -
Can't say anything about Dark/Rad, but Rad/Dark, I can say, is an interesting toy. You will notice a lag of ST damage (although what you get is awesome! CB...), but the AoE potential is grim! If getting Tar Patch early you can make them very, very strong! Furthermore, you'll get a massive -to-hit bonus, and the oh, so wonderful mitigation of the Dark Servant!
Though, to compare (a little) with Rad Emission, you won't get any team buffs in the form of AM (You'll get a toggle +res, +def), neither will you get any PBAoE alley bomb. -
While the build itself looks decent, I think you forgot one of the theoretic prerequisites. I'd prefer not to take any PPP's, as the character is to Go Rogue and thus don't want those pools (for theme).
Don't ever remember to use Hami-O's as I rarely ever get access to them :P
EDIT: Oh, and about the travel power, then I don't really like the idea of getting a travel power SO late! -
Ah, I see, thanks for the enlightenment, but are you allowed to tell those things about the new powersets?
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The first, without caltrops:
Villain Plan by Mids' Villain Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Rogue Shot: Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Villain Profile:
Level 1: Pistols- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (15) Decimation - Accuracy/Damage/Recharge
- (46) Decimation - Chance of Build Up
- (A) Trap of the Hunter - Immobilize/Accuracy
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (A) Miracle - Heal/Endurance
- (5) Miracle - Heal/Recharge
- (5) Miracle - Heal/Endurance/Recharge
- (15) Miracle - Heal
- (46) Miracle - +Recovery
- (A) Jumping IO
- (A) Detonation - Accuracy/Damage
- (9) Detonation - Damage/Endurance
- (9) Detonation - Damage/Recharge
- (13) Detonation - Damage/Range
- (34) Detonation - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 14: Super Speed- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Defense/Recharge
- (17) Luck of the Gambler - Defense/Endurance/Recharge
- (43) Luck of the Gambler - Defense
- (A) Numina's Convalescence - Heal/Endurance
- (19) Numina's Convalescence - Heal
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - Chance for +End
- (A) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Detonation - Accuracy/Damage
- (25) Detonation - Damage/Endurance
- (25) Detonation - Damage/Recharge
- (34) Detonation - Damage/Range
- (37) Detonation - Accuracy/Damage/Endurance
- (A) Detonation - Accuracy/Damage
- (27) Detonation - Damage/Endurance
- (27) Detonation - Damage/Recharge
- (34) Detonation - Damage/Range
- (43) Detonation - Accuracy/Damage/Endurance
- (A) Shield Breaker - Accuracy/Defense Debuff
- (29) Shield Breaker - Defense Debuff
- (29) Shield Breaker - Defense Debuff/Endurance/Recharge
- (46) Shield Breaker - Accuracy/Endurance/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Recharge/Hold
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (36) Basilisk's Gaze - Accuracy/Recharge
- (36) Basilisk's Gaze - Endurance/Recharge/Hold
- (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Eradication - Damage
- (39) Eradication - Accuracy/Recharge
- (39) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (40) Eradication - Chance for Energy Damage
- (A) Devastation - Accuracy/Damage
- (42) Devastation - Damage/Endurance
- (42) Devastation - Damage/Recharge
- (42) Devastation - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense
- (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
- (A) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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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)
- 1,25% Defense(Smashing)
- 1,25% Defense(Lethal)
- 9,38% Defense(Fire)
- 9,38% Defense(Cold)
- 15,6% Defense(Energy)
- 15,6% Defense(Negative)
- 2,5% Defense(Melee)
- 11,6% Defense(Ranged)
- 18,8% Defense(AoE)
- 4,05% Max End
- 21,3% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 41% Enhancement(Accuracy)
- 14% FlySpeed
- 164,7 HP (15,4%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2,5%
- MezResist(Held) 2,5%
- MezResist(Immobilize) 5,25%
- MezResist(Sleep) 7,45%
- MezResist(Stun) 2,5%
- MezResist(Terrorized) 2,5%
- 15,5% (0,26 End/sec) Recovery
- 64% (2,86 HP/sec) Regeneration
- 5,63% Resistance(Energy)
- 3,13% Resistance(Negative)
- 14% RunSpeed
- 5% XPDebtProtection
And the second with caltrops:
Villain Plan by Mids' Villain Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Rogue Shot: Level 50 Technology Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Villain Profile:
Level 1: Pistols- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (11) Decimation - Damage/Recharge
- (15) Decimation - Accuracy/Damage/Recharge
- (37) Decimation - Chance of Build Up
- (A) Trap of the Hunter - Immobilize/Accuracy
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (A) Pacing of the Turtle - Chance of -Recharge
- (5) Pacing of the Turtle - Damage/Slow
- (5) Pacing of the Turtle - Range/Slow
- (15) Pacing of the Turtle - Endurance/Recharge/Slow
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Detonation - Accuracy/Damage
- (9) Detonation - Damage/Endurance
- (9) Detonation - Damage/Recharge
- (13) Detonation - Damage/Range
- (31) Detonation - Accuracy/Damage/Endurance
Level 12: Hurdle- (A) Jumping IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Defense/Recharge
- (17) Luck of the Gambler - Defense/Endurance/Recharge
- (34) Luck of the Gambler - Defense
- (A) Numina's Convalescence - Heal/Endurance
- (19) Numina's Convalescence - Heal
- (19) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - Chance for +End
- (A) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Miracle - Heal/Endurance
- (25) Miracle - Heal/Recharge
- (25) Miracle - Heal
- (34) Miracle - Heal/Endurance/Recharge
- (43) Miracle - +Recovery
- (A) Detonation - Accuracy/Damage
- (27) Detonation - Damage/Endurance
- (27) Detonation - Damage/Recharge
- (37) Detonation - Damage/Range
- (40) Detonation - Accuracy/Damage/Endurance
- (A) Shield Breaker - Accuracy/Defense Debuff
- (29) Shield Breaker - Defense Debuff
- (29) Shield Breaker - Defense Debuff/Endurance/Recharge
- (31) Shield Breaker - Accuracy/Endurance/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Recharge/Hold
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (40) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Cloud Senses - Accuracy/ToHitDebuff
- (36) Cloud Senses - ToHit Debuff
- (36) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (36) Cloud Senses - Accuracy/Recharge
- (50) Cloud Senses - Accuracy/Endurance/Recharge
- (50) Cloud Senses - Chance for Negative Energy Damage
- (A) Lockdown - Accuracy/Hold
- (39) Lockdown - Accuracy/Recharge
- (39) Lockdown - Recharge/Hold
- (39) Lockdown - Endurance/Recharge/Hold
- (40) Lockdown - Accuracy/Endurance/Recharge/Hold
- (43) Lockdown - Chance for +2 Mag Hold
- (A) Detonation - Accuracy/Damage
- (42) Detonation - Damage/Endurance
- (42) Detonation - Damage/Recharge
- (42) Detonation - Damage/Range
- (46) Detonation - Accuracy/Damage/Endurance
- (A) Eradication - Damage
- (45) Eradication - Accuracy/Recharge
- (45) Eradication - Damage/Recharge
- (45) Eradication - Accuracy/Damage/Recharge
- (46) Eradication - Accuracy/Damage/Endurance/Recharge
- (46) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Defense
- (A) Rectified Reticle - To Hit Buff
- (50) Rectified Reticle - To Hit Buff/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 1,88% Defense(Smashing)
- 1,88% Defense(Lethal)
- 9,38% Defense(Fire)
- 9,38% Defense(Cold)
- 15,6% Defense(Energy)
- 15,6% Defense(Negative)
- 0,94% Defense(Melee)
- 15,3% Defense(Ranged)
- 18,8% Defense(AoE)
- 6,3% Max End
- 12,5% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 2,5% Enhancement(Held)
- 5% Enhancement(Heal)
- 2,5% Enhancement(JumpSpeed)
- 2,5% Enhancement(JumpHeight)
- 2,5% Enhancement(RunSpeed)
- 2,5% Enhancement(FlySpeed)
- 14% FlySpeed
- 120,5 HP (11,2%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 7,2%
- MezResist(Immobilize) 7,75%
- MezResist(Sleep) 12,7%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 9% (0,15 End/sec) Recovery
- 42% (1,88 HP/sec) Regeneration
- 5,63% Resistance(Energy)
- 3,13% Resistance(Negative)
- 14% RunSpeed
- 5% XPDebtProtection
-
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Quote:As I have understood it (and hope it partly), then Conductive Aura is gonna be a PBAoE end drain, like short circuit, while synaptic overload is a chained confuse power.Info page is up:
http://goingrogue.na.cityofheroes.co...c-control.html
Looks like it has an aura, pbaoe confuse at tier 8 and a pair of chain powers. The chaining knockdown sounds interesting, if its fairly quick to recharge and fire off (which I reckon it will be) it could be a staple for a Domi.
The Sleep Field sounds like Gases with a sleep. Pulsing sleeps every 5 or 6 seconds which could be handy, but the aura is going to wake them up again I'd have thought. So maybe good as an opener and controlling those you aren't actively fighting. I'd guess it'll have the same sort of recharge as Ice Patch / Earthquake (90 seconds or so?) and stick around for 30.
An Elec/thorns it'll be for me so I reckon, the aura and chaining knockdowns swings it
And for my own part, I'm planning on making an Elec/Psi -
Ok, now I've edited the builds so they emphasize on capping ranged and AoE based defense. As I said in the opening message, the first build is without caltrops:
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Quote:Ok, thanks for the reply ^^ I'll post my two different builds ASAP, just gotta edit them IO-wise.Soft-capped.
DP's activation times aren't impressive so you'll be limited by activation time as much as by recharge.
Traps likes good recharge, but adding defense to the FFG and Caltrops to keep opponents away from melee means that you can relatively easily soft-cap Ranged and AoE defense with status protection and Avoid effects to keep mobs out of CC. With good damage, that's what other games call a tank-mage.