-
Posts
140 -
Joined
-
Wow, you guys are still trying to convince this idjit? Sheesh, /ignore and be done with the thread. The people who may have similar concerns and are actually willing to read what everyone here has said have learned everything they need to know to understand /DA. eryq, at this point, is just trolling for responses and reasons to flip out on people. Everytime someone answers his issues, he either denies it or says that's not what he was talking about. Surprised he hasn't gone ahead and called anyone a poopy-head by now. Even Clouded was finally able to see what we were all trying to say, and conceded. eryq is just trolling along now. Don't feed the troll!
~JP -
Quote:While I don't have nearly enough expertise to argue def vs. res with you guys, this is something I'm seeing in this thread a bit. About a year or so ago, Castle made some major buffs to Invuln. End drain resist in REn, Slow resists in REl, and *def debuff resists* in RPD. Plus def debuff in Tough Hide. Also, he removed the -def from Unyeilding, and changed the way Invince works a small bit, so that when you have both Tough Hide and Invince combined, you actually end up with a tiny amount more defense than before the changes (but when approaching the softcap, even tiny amounts can make all the difference).DDR in tough hide (id include the DEF but its canceled by unyielding)
It's easier to approach the soft cap for s/l and to a lesser extent f/c/e/n now than it ever was before. And now that Invuln has 2 sources of def debuff resists, it's easier to maintain that high defense, as well.
~JP -
Quote:PVP. That's why. Though, I don't think there is any power combination currently that can put up 60 points of KB, I believe there are ones that can theoretically put out 51 or more, so Acro plus quite a few KB IOs are needed to guarantee you won't get tossed around. Cuz in PvP, if you are on your back, you are already dead. ^_^(Though I have no idea why you'd want that much KB protection.)
~JP -
Quote:Which is why my DB/SR brute laughs at them! ^_^And don't worry too much, Longbow and Arachnos are just THAT evil
As to the OP's build, definitely make sure you have 3 heals in HPT, FH, and RttC. More HP indirectly acts both as resistance (takes more incoming damage to kill) and with WP's high regen numbers, increases the over all damage needed to kill you even more, because you can take more over time without losing HP. HPT's resists are pretty insignificant. If you have 1-3 extra slots available and can't find any place else on the build that would up your survival better (Recharges to up killing speed, End redux to increase sustainable DPS, that type of thing) then go ahead and slot it's resistances up, but first and foremost is the hit point aspect. It increases your survival to all damage types so much more than the resistance does.
1 end in each toggle is more than enough. With QR and Stamina 3 slotted for end mod, you should never run out of endurance. Toss an end redux into your quick recharging attacks (the ones you use most often) and you'll find yourself using 20-30% more endurance over time, on average.
Brutes are funny creatures with Fury. Because of their low base damage, enhancing their damage isn't really as valuable as it is on Scrappers, for instance. More important is Accuracy, so that when you do have Fury built up, it's being used wisely. End and Recharge reductions will increase your sustainable DPS and Fury building, making them more important than actual Damage enhancements. Each attack should have 2 acc, 1 end, 1 rech, and then fill in 1-2 damage as you have room for them. Rage, especially if you slot for it's tohit, can offset one acc generally, but even with that I tend to put in 2 acc anyway, so I can just fight higher levels. ^_^
Personally, I wouldn't bother to slot Boxing at all. 2 second recharge doesn't really benefit much from recharge redux, and you aren't exactly using to for it's fabulous damage. Hit or miss, it'll still give you fury, so toss an end redux in the base slot, put it on auto fire, and let it be. After your fury is built up, take it off auto, and go to town.
/bind <key> "powexecnameauto boxing" should make it so whatever key you select will toggle auto fire for boxing on and off as needed, so you don't have to stop what you are doing to hold down Ctrl and click on the power. If that bind is wrong, please feel free to correct me, anybody. I'm rusty with that particular command, so I may have forgotten it's exact formatting.
~JP -
I think you are giving up way too much offensive ability as well as active mitigation trying to soft cap both ranged and s/l. If S/L and ranged bonuses were paired together, it'd be great, but unfortunately they aren't. This means you have to split your efforts towards both, instead of working towards one or the other and getting more benefits, like better recharge and endurance management, increasing your overall sustainable DPS. Remember, a dead foe does 0% damage, while being soft capped lets in theoretically 10% of the damage. Unless you plan on doing crazy things like farm or solo GMs, you just don't need that much defense. They should be dead before they kill you!
So my advice is focus on one or the other, S/L or Ranged. Since you have 3 PBAoEs and 2 melee attacks, ranged def just isn't as valuable as S/L is, because S/L will stop a large percentage of melee attacks as well as ranged.
Worked up a build with capped S/L and very good DPS, at least I think it's pretty good. Large mix of melee and ranged attacks, plenty of AoE ability as well as ST ability, and a metric ton of end drain ability. My advice? Lead in with Thunderstrike, follow it with SC and PS, then Ball Lightning. Pick off whatever is left with melee attacks and ranged attacks for runners. Here's the build:
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: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Charged Bolts- (A) Devastation - Accuracy/Damage
- (3) Devastation - Damage/Endurance
- (3) Devastation - Damage/Recharge
- (15) Devastation - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Endurance
- (31) Enfeebled Operation - Immobilize/Range
- (34) Enfeebled Operation - Accuracy/Immobilize
- (36) Enfeebled Operation - Endurance/Immobilize
- (A) Devastation - Accuracy/Damage
- (15) Devastation - Damage/Endurance
- (17) Devastation - Damage/Recharge
- (17) Devastation - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (7) Luck of the Gambler - Defense
- (7) Soaring - Endurance/FlySpeed
- (A) HamiO:Microfilament Exposure
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (A) Devastation - Damage/Endurance
- (19) Devastation - Damage/Recharge
- (19) Devastation - Accuracy/Damage/Recharge
- (21) Devastation - Accuracy/Damage/Endurance/Recharge
- (21) Thunderstrike - Accuracy/Damage/Endurance
- (A) Soaring - Endurance/FlySpeed
- (A) Miracle - +Recovery
- (A) Positron's Blast - Chance of Damage(Energy)
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (25) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Accuracy/Damage
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod/Accuracy
- (29) Performance Shifter - EndMod
- (29) Performance Shifter - EndMod/Recharge
- (A) Rectified Reticle - To Hit Buff
- (31) Rectified Reticle - To Hit Buff/Recharge
- (37) Adjusted Targeting - Recharge
- (46) Adjusted Targeting - To Hit Buff/Recharge
- (A) Rectified Reticle - To Hit Buff
- (36) Rectified Reticle - To Hit Buff/Recharge
- (36) Adjusted Targeting - Recharge
- (37) Adjusted Targeting - To Hit Buff/Recharge
- (A) Accuracy IO
- (A) Obliteration - Chance for Smashing Damage
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (39) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Steadfast Protection - Knockback Protection
- (46) Steadfast Protection - Resistance/Endurance
- (A) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Damage/Range
- (33) Positron's Blast - Damage/Recharge
- (34) Positron's Blast - Damage/Endurance
- (34) Efficacy Adaptor - EndMod/Recharge
- (A) Performance Shifter - EndMod
- (40) Performance Shifter - EndMod/Recharge
- (40) Performance Shifter - Accuracy/Recharge
- (42) Performance Shifter - EndMod/Accuracy/Recharge
- (42) Performance Shifter - EndMod/Accuracy
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (43) Crushing Impact - Damage/Endurance/Recharge
- (46) Paralytic - Accuracy/Hold/Recharge
- (A) Call of the Sandman - Accuracy/Sleep/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Kismet - Accuracy +6%
- (A) Performance Shifter - Accuracy/Recharge
- (48) Performance Shifter - EndMod/Accuracy/Recharge
- (48) Performance Shifter - EndMod/Recharge
- (48) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Defense/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 22.4% Defense(Smashing)
- 22.4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 27% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 40% Enhancement(RechargeTime)
- 15% FlySpeed
- 248.5 HP (20.6%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.25%
- MezResist(Stun) 2.2%
- 14% (0.23 End/sec) Recovery
- 66% (3.32 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.88% Resistance(Negative)
- 15% RunSpeed
Code:Hope this helps!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1410;695;1390;HEX;| |78DAA593DB6E12511486F794414A8102A5A5E7033D488F5034316A2F4CAC9A68DA0| |45BE38D876684098C4E80C034B1773E809AD85ABD50634C3D3C80E7F8023E935A71| |ADF56F8889974EDAFF9B59FCB3D69AB5F75EBF7B2EACD4BD33CA88ACBA56A3B1759| |6D4B3EBFE75ABE41454402935AE435B1B56A5641733E75DBBE0D59D82E5C23CDBFA| |7D73BB56ABD6BDB6C1F176B6D6AD8A53DB762DCFA956E2172B65BB6E57BC4CEB269| |4AF56DDCC05D72995BD30EE1DAF62371A11FD4071A752C24F6BB655A387F8F99A53| |C8AC56DD2225E7BA3B03D4E41CFD6754EB6AFAD40121A73A5E036F04DD6F05C5BF7| |DBB0687C6F604A97DC1D42341961C86F619C8D78D7C31E48B219F4DEA83CFF4E509| |93CABC0C6C083A3781A2D8833454BFE46D76F8FBA4D2915EE087C04F86000C2AB04| |2307DAA4408EA1A41D4E8428D2ED408A346B820358E9386B43D849E7BD0730F7AEE| |7D07BC1284A8620476154113010A457513D14B749356CBF41087CB1FFF222F263F0| |B063E021F0443EF81871D8C4E4A9440225FE2A984924F0423BBC09EA04C8E3E3DED| |BE67144AA8B1E782E903312CBD141C2347BFF6F5C33705DF147CD3F0195477507FD| |3E09074749B74587FC0302F19999B623EFA13F8051C0AD2BF053E4A34AAD76BB49F| |6E46D5D88060292938C18744A71DC75C263097894F00C693C278520F24ED1D592F4| |396681293486312E97DC1DC6300C372C938A38BCC6003CC6103CC6303CC6303CCDB| |5264E99AB456A68F9CD54398FD2E0BEB506841AFC702B6DF22B6DF620C3854FC6AA| |E7DA29A66061D65D151166D66D1740EFD9934A5653DA565A4CD2500A41D31DBA78E| |FEE8526BFF44F266FBC429432229B375089BFF757D0DB76A0537BA48AFB0E459AEB| |25C67B9C17293C562B9C55260697E6BBF1D3DC90D9D6239CDB2C2729F4D013E6F21| |96304B84A59B25CA126349B0245986585EB034FF00B3D40661| |-------------------------------------------------------------------|
~WP -
Traps as it stands is far better than TA, right now. It can pump out just about the same level of nasty debuffs, as well as having a Regen "trap" and Force Field Generator to up personal survival. With FFG, it's also much easier to soft cap, if that's what you choose to do.
From what I've seen and heard, Archery seems to be better for ST damage and lighter on endurance, while AR has better AoE capabilities but costs more end. So it's really a matter of how you prefer to fight. You like higher level, smaller groups? Go Archery. It's inherent acc and solid ST damage will melt through the mobs pretty fast. But if you prefer lower level, large mobs, then ARs massive AoE abilities will cut them down pretty quick. Really, the xp/inf per minute is about the same, from what I've seen.
My advice would be Archery/Traps. Archers get much prettier weapons, IMO, and once you get RoA, you can pretty much handle any size mob you want. And Traps is just plain awesome.
~JP -
For me, I'd have to say Fire/EM. Pure damage in your enemies faces. Not as AoE heavy as Fire/Fire, but I prefer with blasters to be a precision instrument of mass destruction. I get in, 2 shot this guy, 3 shot that one, and finish it off with Fire Ball and Inferno. Next mob, please!
Fire/Ment is a pretty safe AoE heavy build, having a good mix of mezz and Drain Psyche to keep end up and help keep you alive while you lay the smack down. Arch/Ment is another good combo, one that's used for farming, too. Rain of Arrows plus Shockwave means dead mob. Anything left over can easily be dealt with with Blazing Arrow.
Both Ices have lots of control, but I just never was able to get into em. Same with Energy Blast and AR. Rad is flashy, but just not my style. The ability to slot Achille's Heel -res proc in it is very tempting, though. Stacking that up (if it stacks) would be very nasty, especially with the -def meaning you hit more often. And I imagine Neutrino Bolt could be quite fun with 1-2 acc and a bunch of procs in it.
Sonic is very powerful. I've only leveled it on defenders, but even that's pretty awesome. I could just imagine what it could do with blaster base damage.
But really, the most fun blaster is the one you find the most fun. Energy/Fire may not have a lot of synergy, but if you like the concept, or the colors you picked for it, or just like masochistic combinations, then by all means go for it. If you are having fun, that's all the matters.
~WP -
Mission doors, with a few exceptions, are random. You just had bad luck getting a badly located door on a timed mission that had a lower time than most.
And the Praetorian 10 minute mission is *supposed* to be failed. If you read the story, it leads the story on that you failed. Succeeding doesn't actually stop the event that you were set up to stop. If I have stealth and/or TP available to me, or a team to help, I'll give it a shot. Otherwise, I take the opportunity to go hit WW and buy/sell/craft, whatever will take up 10 minutes of time.
As far as rep settings, I usually run about +2/x4. Mobs don't take forever to take down, less risk of me getting killed, and the xp/inf per hour is still pretty decent. -
First, while SR technically gets 100% def debuff resists (or more, been a while) only 95% (or 90%, again, it's been a while) is actually in effect. It's capped just like defense and resistances, to prevent anyone from totally negating the effect.
As for SR and Rage, no, it won't work that way. Rage's def debuff is set to unresistable, so it'll always kick in. However, stacking Rage does negate the def debuff IIRC, and with 3 Rech in it and quickness it'll stack pretty much all the time, SR doesn't really have to worry about it. Of course, I may be wrong...
~JP -
Quote:While I've never timed how often I attack on each character, it's highly likely that I attack more often on my tank than my scrappers. Gauntlet means less using [Taunt], which has a longish animation and doesn't do any damage (procs aside). More damage means mobs are dead faster, further helping my goal of keeping my team alive. Scrappers attack often too, but I tend to spend a little bit more time being selective of targets, so that I can use my higher damage values to take down threats faster, such as sappers or any mob that has strong mezz capabilities.Wish i could've with the scrapper. Just out of curiousity, do you attack as often on your tank as you would on a scrapper? I know i don't on my tanks, just wondering if that makes a difference on how long the endurance lasts.
Without digging deeply into each powerset and the various costs vs. recharges and damage per endurance, I'd imagine they are pretty well balanced across scrappers and tanks. Tankers do get "harder" hits (higher damage scale that's applied against lower base damage), so I could imagine them actually burning endurance faster than scrappers. Combined with the fact that they have to fight longer to deal the same amount of damage as scrappers, and they are more likely to come across endurance issues.
Playstyle makes all the difference. The set may need babysitting compared to other sets, but the things it can pull off are simply amazing. No other set can go from the verge of death (read: 1-2 hits away) to full HP with one power, and do that every 20-30s, providing endurance is maintained. Add in mezz abilities and decent resists, and you shouldn't have to be using that insanely priced massive heal as often as, say, fire armor users would have to use their heal.
One other thing: Slotting more than end redux into toggles is usually wasteful, but it's even more so on Dark Armor. DA has lower end costs for it's base toggles when compared to other sets, so extra end redux actually does less to help your end management than those slots on other sets would. Much better off putting those slots into attacks for an end redux (or two for AoEs). And Dark Regen should always be 3 End, 2 Acc, and 1 Heal if you have the slot.
~WP -
Quote:I understand this, that the end-game is to roll a new character. But there have been many recent changes to make getting to 50 worthwhile, and playing at 50 more fun, namely IOs, especially Purples that offer superior enhancement values and set bonuses and can only be slotted at level 50. Why take the time to use these "superior" enhancements if there is nothing to *do* with that character?
CoH has, to put it bluntly, an assload of potential character slots for a reason.
Honestly, I can't actually offer any solutions to this because I'm just not able to really justify the issue in my mind. CoH simply hasn't been designed over the last years to expand "upward", so that's probably why the complaint just doesn't work for me. Level 60 isn't likely to happen (that said, level 50"+" has been discussed regarding the universal slots and other similar things).
I understand the dev's don't want to add too much to the end game in fear of taking away from the early game, but there has to be an even mix. They've been adding so much to the late game lately that it's become a grind to 50 game, and then do the same stuff over and over again. I don't know the exact solution, sadly. GR presents major opportunities, namely *new* 1-20 content and the ability to do all the content from the other side with your high level character. I love quite a few of the higher level redside arcs, but I generally don't the red ATs and in trying to get to those higher level arcs, I've done most of the lower level stuff into boredom. Being able to take a scrapper through to the 20s on new content and then get into the good stuff on villain side will be a huge boon to me.
~WP -
Quote:I have a dark/fire tank at 35 and have no end issues running on almost pure SOs. For what it's worth, knowing how to manage end and toggles is a surefire way to take an "unplayable" armor and turn it into god mode.That's exactly why i deleted it. Thanks anyways though. As far as the rest, LMAO. It's funny to hear how to "correct" the issue but when i talk to actual people in the game, i get the same thoughts as to what i have. Alot of deleted /DA toons.
Nothing was ignored, the toon was already deleted before you posted. Please, speak of facts instead of trying to be jerk'ish. Btw, feel free to iggy me, too, since i don't agree with your last post.
~WP -
Yes, it's yet another Fire/Kin build thread. I've had this F/K for ages and I'd like to see him optimized. He's mostly for PLing, so capped def (s/l) is needed to deal with +2/3 x8 for efficient XP earning. No purples, don't want to spend billions of inf that I don't really have, so under 500m would be nice.
Here's what I've worked up so far:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char- (A) Basilisk's Gaze - Accuracy/Hold
- (5) Basilisk's Gaze - Accuracy/Recharge
- (7) Basilisk's Gaze - Recharge/Hold
- (7) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Theft of Essence - Healing/Recharge
- (9) Theft of Essence - Accuracy/Healing
- (9) Theft of Essence - Healing
- (11) Theft of Essence - Accuracy/Endurance/Healing
- (A) Enfeebled Operation - Accuracy/Endurance
- (3) Enfeebled Operation - Endurance/Immobilize
- (3) Enfeebled Operation - Accuracy/Immobilize
- (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Accuracy IO
- (50) Recharge Reduction IO
- (A) Jumping IO
- (A) Obliteration - Chance for Smashing Damage
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (23) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (37) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Stupefy - Accuracy/Stun/Recharge
- (13) Stupefy - Accuracy/Recharge
- (13) Stupefy - Endurance/Stun
- (15) Stupefy - Accuracy/Endurance
- (15) Stupefy - Stun/Range
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Miracle - +Recovery
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (19) Basilisk's Gaze - Accuracy/Recharge
- (19) Basilisk's Gaze - Recharge/Hold
- (21) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Performance Shifter - Chance for +End
- (43) Performance Shifter - EndMod
- (43) Performance Shifter - EndMod/Recharge
- (46) Performance Shifter - EndMod/Accuracy
- (A) Performance Shifter - Chance for +End
- (A) Steadfast Protection - Resistance/+Def 3%
- (25) Steadfast Protection - Knockback Protection
- (25) Impervium Armor - Resistance
- (29) Impervium Armor - Resistance/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense/Endurance
- (27) Gift of the Ancients - Defense/Endurance
- (29) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Gift of the Ancients - Defense/Endurance
- (31) Gift of the Ancients - Defense/Endurance/Recharge
- (A) Call to Arms - Accuracy/Damage
- (33) Call to Arms - Damage/Endurance
- (33) Call to Arms - Accuracy/Damage/Recharge
- (33) Call to Arms - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Damage/Endurance
- (A) Efficacy Adaptor - EndMod/Endurance
- (36) Efficacy Adaptor - EndMod/Accuracy
- (36) Efficacy Adaptor - Accuracy/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Recharge
- (37) Efficacy Adaptor - EndMod
- (A) Accuracy IO
- (39) Accuracy IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Accuracy/Damage
- (50) Force Feedback - Chance for +Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (45) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Endurance
- (A) Rectified Reticle - To Hit Buff
- (48) Rectified Reticle - To Hit Buff/Recharge
- (48) HamiO:Cytoskeleton Exposure
- (48) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
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)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Immobilize)
- 3% Enhancement(Stun)
- 18% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 73.7% Enhancement(RechargeTime)
- 5% FlySpeed
- 80.1 HP (7.88%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 2.75%
- MezResist(Stun) 2.2%
- 25.5% (0.43 End/sec) Recovery
- 50% (2.12 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
Code:Any advice/comments would be greatly appreciated. As always, thanks in advance!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1401;686;1372;HEX;| |78DAA5934B4F135114C7EF74A6144ADB6969815228152C5028545898F8589888101| |F6D52A961A5925A0698A49992CE98E84AD460D4D407F85AA89F428D1ABF868F9D8F| |BD2E5CFBA8E7715B20BA73D2FE7F3367FEE7DC7BCECCE42E1CF109B1764828C1E97| |2D1B617A62B9653AD94CB46D59D2B2E9B25E1114224B6A20D4366D6AC1A8D8BE8B6| |FB87CF2F2D654E9896E198253B74CC5A31AA86E5641A27BE7C85921DCBB06DBFBC5| |85E714C6BD94B578555C358D4E9346B14178DAABD62AE76CCAC9AA54CC1A958C642| |AE683B46F56214F6350AFF7545C8A3AE8AB72E21E2427B476879CFF84098D9EE0BA| |8186AD5197E823748B8063E45FA944D389B12AE0DC60382769F300BAA92B3AEA831| |81A1A934A10546E6A61275E14E51E83A5C7A38E4F6401A84BC7517A2EB07E32761E| |017E337E12864B4A11BB6D2C64B247989E11DB801BE76DEB2D67E9576E7BBC45823| |042E33AE103CB03F3F6F46F1CF5368EA38604428704797BDEB79C0A0089E64CC112| |205C24D7087A42FC433EFE09977F0CC233CF356A817E695D4F023EA696C93718F30| |F19080AB77723DD1C93E1552BB656A379EC44534CA48D15EFB92040D7C3DD2D7D34| |9CDC4820C8D7D1EC220F87AD9E7EAE5B14DEC40080C715928CE85FAB9503F17EAE7| |4235D0841C76E223B5B9EB13E333E30B61E03BF591557060FCE4073728B4FB2EE30| |EE33621798B5123E4206B885F2E6D889FFC306324FD0F7C857724251749BDA2D0E8| |4BC60BC673C2D8337E4FD769916F9095961DA7B9E371EE78BC955A1DE7C6C330998| |CF4651E436A58EC79C2D80B414D6D3202CE49F91C27B9629FD6FCECE00787C8FE15| |C96BCD4F4E2814896F79FEEB78ED6BD4699BF3829E42C9A3CCA39C4639837216A58| |8720EA584527FD3CCD6F7E186F6A31C403988524393073FBC76141F8A1F2580A2A3| |0451C2285D283194A728F53FF30CFAF7| |-------------------------------------------------------------------|
~WP -
Checked it, sent the email. I also have a support ticket open about this, so wish me luck, hopefully soon I'll have a new forum handle!
~WP -
Is there a way to change your Forum name on the new boards, or am I stuck with this one?
-
Yeah, I don't know how that got made the title, instead of "PvP Drop Rates?" like I originally had... prolly hit the wrong key on my keyboard by mistake or something.
Thanks for the input! Any word on the actual Drop Rates, though?
~WP -
I have already dug through the wiki for this information for about an hour, so I figured I'd ask here.
Does anyone know the (approximate) drop rate for PvP IOs? I know that only the devs know the actual drop rates, but I was wondering if anyone did any long-term testing to get an idea of where they are.
Also, I hear mentioned that they are based on reputation instead of number of kills, or something to that extent... What are the rules governing how they drop, if not how often they are *supposed* to drop?
Thanks in advance!
~WP -
See, I think the whole Brute VS. Tank/Scrap debate is a bit wonky, because it really is situational. In a situation like a bunch of scraps and blasters vs an AV, then the tank will win, because they don't need buffs to be tough. I certainly wouldn't want a Brute for the STF simply because if all the AVs aggro, I *know* a tank will be more capable of holding the aggro and surviving than a brute that will be more likely to rely on a tier 9 and would definitely need better buffs.
On an all scrapper team, the brute simply won't be able to build fury. Sure, they could take the alpha and get a couple hits in, but once the scrappers start in, mob gone while fury is still low. Not that a tank would be much better, but at least they can handle extra spawns or possibly herd up a couple spawns to max out the scrapper's AoEs, while the brute may face plant with more than one spawn on him.
In a situation where buffs are readily available, though, the brute wins over both scrappers and tanks. Def/Res buffs are partially wasted on Tanks, because the same buff will have a larger overall effect on a Brutes. And brutes can really take better advantage of damage buffs like Fulcrum Shift than Scrappers could. A brute at the damage cap will out do a scrapper in the damage category. I've been there and done that myself. Only time the capped scrapper will hit harder is when he crits, and that just isn't consistent for DPS. Nice when it happens, sure, but the Brute will be able to do just slightly less *all* the time.
And then there's the fact of what job they are meant to perform. All ATs have a task they fulfill on a team, in their own way. Dom's and Controllers are damage mitigators, either by control and debuff or by control and dead mobs. Defenders and Corruptors are both damage multipliers, either by high buff/debuff and modest damage, or by high damage and modest buff/debuff. Scrappers and Stalkers are both *designed* to be Single Target elimination. Their job is to get in and get the boss/threat taken care of quickly, while the rest of the team works on the rest of the mob.
But tanks and brutes aren't parallels. The tank's job is to hold aggro to keep the squishies alive. For villains, that's the Mastermind's job. They hold aggro through chaos, by having extra bodies to get attention away from the rest of the team. Brutes have the job of mob elimination. They are designed to get large mobs around them and destroy them with fast hard hits. Know who else are designed to do that? Blasters. Brutes and Blasters are the parallel between hero/villain ATs, even though they do the job in completely different ways. Trying to get your brute to be as tough as a tank or as capable as a scrapper is a waste, because that is not what they are designed to do. They can do it, yes, but blasters can scrap, doms can blast, trollers can destroy entire spawns. One of the great aspects of this game is just about any build can fill any role on a team, if it's built and played right. Just don't forget what they are made to do in the first place, because that is always what they will do best.
(It'll be asked what job the EATs are designed to do. That's simple. All of them! They can do every job a team may need them to do, just not quite as well as the AT designed to do that job. Jack of all Trades, Master of none.)
~WP -
First of all, on the Ribo matter, you see I have LotGs in the build. This is a goal build. If I never achieve it, so be it, but it's nice to see what I could do with it without going extreme. I'm more than willing to drop a couple hundred mill into this shade, especially if I enjoy playing it. But I'm not casual enough to purp my warshade.
I reworked it a touch, taking into account some of your advice. I had completely forgotten that Eclipse has to hit, so I made a couple slotting changes that gives me more than a basic IO worth of Acc and caps out it's recharge.
The main reason I had the heal slotted into Stygian is because it is my only heal in human form. If I only have 1 or 2 corpses to fuel it and I need big green numbers, having a little bit of heal added in can make the difference between life and debt. I know in that situation I could jump into dwarf, but there have been times in the past that I've died mid shift. SC's animation is 40% shorter than the shift into dwarf, and then I've got another 2s or so before the heal can help, providing it hits. That was my reasoning, until I actually *looked* at the base heal of SC (84%). It's high enough that even one corpse will nearly cap me off, and it will certainly buy me time to shift and get another heal from the dwarf. So I changed the slotting there to get better end mod and recharge, nearly ED capping both.
You are right about the Mires. I worked out a slotting that gets much better accuracy and recharge values for the same slot investment.
Changed the slotting for Dwarf Strike and Smite to give better end reduction. Between that and the 33% end reduction in the power itself, I should be fine on maintaining endurance. Other slotting had better recharge for better DPS, but given how little (relatively) I'll be using dwarf, I suppose that's not a major issue. Plus Dwarf Mire will help on DPS, being up for just about every mob, maybe even twice per mob.
Here's the new build. Critiques?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
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)
- 1.8% Max End
- 38.8% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 72.3 HP (6.75%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 1.65%
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 2.2%
- 17.5% (0.29 End/sec) Recovery
- 50% (2.24 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 10% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1565;779;1558;HEX;| |78DA6554594F5341149EBBB4A57B6BA19442590B140B95263EB845A312130C46225| |B4C5452E00237D60B690B0A6AC0DD20688CF151E31A7F807BFC2BC6E5D5479F8C5B| |3DCB501A21E1FB66BEF9E6DC33E7CCF4C8B91E8F10CBFB84E23B98CDE4F3A323995| |C7E3A33613806C64DC31A37D491018710A2615D1F3D3A3969587973DE480D9D19CB| |65B2A307605FA1BEB4DE63FCB7BE7F2E9709F65AD346CEB00AA9F581A77F66269B3| |A64162C239F77D16460D6302658EF3332B3A63515A449AF356FE6CD31336B161644| |0492E980FF4B9036FF1585780C941673E55244112226E6415214925425018376A1C| |699F682A86BE22C383476086D91E25C05C9C67174DB4F0525FB0FA6BB2A52C513A6| |874476A88F437ED691A008CD3077B2A43893247532DD84D86EA1506C7794240FAEC| |4D6A96D86C4ADDF549C2D80DD2BB3F356510E2D10DB2F3FE7B753062BE00AB2A405| |87041E6FDB08D371A6690A7A1E7C219956489E3FDD498E0BB054C5796955F7286AF| |8868AF6C80A51D71A890EF87AB54CA87A982A5901520D4B4ACD2AB9D25CA75B10B4| |56E6557B85B28F5F266A5F224A5F245A045F4C7629B69DA4FA6E2699E51A381A389| |2ADE11395A6F10BD357A6CF444DDFE9C34D5CECDBB0AB5936B2596854BD5F6468F9| |C3F497285E245A067BABD0C9DE7A5FC5B3B571366D69A2AE24D31DB25F037B429E2| |EF19CBBF6827BFD8C690F277F1D8C49D9B124F73C0C354BC932A6B8AF4BE0EAE60E| |886ECEBF4E2FBBD0BCB1AF5CD2288F7E90142929BCB1915C14AB78786387225CB44| |3F7100DEAA55B2A9C1F49F2E9A5ABAFD99E52AC281F26FA8053E2A7E6DDECAB635F| |13FBE28F88027AD9537A4952E41D51FB1BA6D7441DAF88FC9BEDF56CEF90BEB75C6| |7B657E8A5FBAC85F8DE6F1926AA9C2243E524917DB32F30556E0FB3CF463E7E04A1| |DF5C102EA88F9F636081DEA85E1ECFAF91142072F99882448E0D9F0871CDB572E93| |449EF4B3F5BCE632EC041847E0065184727104EE2F4148E32381A4318C769F14369| |B77F07767A27C22E84DD08AB6872B801DC081E042F820FC18F104008218411A2080| |F108AFF003760CD65| |-------------------------------------------------------------------|
-
So, taking into account the information provided by you awesome aliens, I worked this up:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Hero Profile:
Level 1: Shadow Bolt- (A) Thunderstrike - Accuracy/Damage/Endurance
- (A) Steadfast Protection - Knockback Protection
- (3) Impervious Skin - Status Resistance
- (3) Aegis - Psionic/Status Resistance
- (A) Impervium Armor - Resistance
- (23) Impervium Armor - Resistance/Endurance
- (25) Steadfast Protection - Knockback Protection
- (25) HamiO:Ribosome Exposure
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Soaring - Endurance/FlySpeed
- (7) Soaring - FlySpeed
- (7) Efficacy Adaptor - EndMod/Endurance
- (9) Adjusted Targeting - To Hit Buff/Endurance
- (9) Adjusted Targeting - To Hit Buff
- (A) Jumping IO
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Recharge
- (13) Eradication - Accuracy/Recharge
- (13) Eradication - Damage/Recharge
- (39) Cleaving Blow - Accuracy/Recharge
- (43) Scirocco's Dervish - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Quickfoot - Endurance/RunSpeed
- (A) Focused Smite - Accuracy/Damage
- (48) Focused Smite - Damage/Recharge
- (48) Focused Smite - Accuracy/Damage/Recharge
- (48) Mako's Bite - Damage/Recharge
- (A) HamiO:Ribosome Exposure
- (50) Resist Damage IO
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (46) Efficacy Adaptor - EndMod/Recharge
- (46) Efficacy Adaptor - EndMod/Endurance
- (46) Efficacy Adaptor - EndMod
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Endurance
- (A) Stupefy - Accuracy/Stun/Recharge
- (37) Stupefy - Stun/Range
- (40) Stupefy - Accuracy/Recharge
- (50) Rope A Dope - Accuracy/Stun/Recharge
- (A) Aegis - Resistance
- (31) Aegis - Resistance/Endurance
- (31) HamiO:Ribosome Exposure
- (31) Steadfast Protection - Knockback Protection
- (A) Call to Arms - Accuracy/Damage
- (33) Call to Arms - Accuracy/Damage/Recharge
- (33) Call to Arms - Endurance/Damage/Recharge
- (33) Call to Arms - Damage/Endurance
- (34) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Recharge Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (36) Obliteration - Damage
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (39) Aegis - Resistance
- (39) Aegis - Resistance/Recharge
- (A) Devastation - Damage/Recharge
- (43) Devastation - Accuracy/Damage/Endurance/Recharge
- (45) Devastation - Damage/Endurance
- (45) HamiO:Nucleolus Exposure
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 1: Shadow Step- (A) Jaunt - Range
- (5) Jaunt - Endurance/Range
- (A) Range IO
Level 6: Dark Nova Bolt- (A) Devastation - Accuracy/Damage
- (27) Devastation - Damage/Endurance
- (27) Thunderstrike - Accuracy/Damage
- (29) Thunderstrike - Accuracy/Damage/Endurance
- (A) Devastation - Accuracy/Damage
- (29) Devastation - Damage/Endurance
- (34) Thunderstrike - Accuracy/Damage
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Damage/Range
- (40) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Damage/Endurance
- (A) Focused Smite - Accuracy/Damage
- (19) Focused Smite - Damage/Endurance
- (21) Focused Smite - Accuracy/Damage/Recharge
- (21) Damage Increase IO
- (A) Focused Smite - Accuracy/Damage
- (17) Focused Smite - Accuracy/Damage/Recharge
- (19) Focused Smite - Damage/Endurance
- (23) Damage Increase IO
- (A) Scirocco's Dervish - Accuracy/Recharge
- (15) Scirocco's Dervish - Damage/Recharge
- (15) Eradication - Accuracy/Recharge
- (17) Eradication - Damage/Recharge
- (A) Theft of Essence - Accuracy/Healing
- (5) Theft of Essence - Accuracy/Endurance/Healing
- (11) Theft of Essence - Healing/Recharge
- (11) Theft of Essence - Accuracy/Endurance/Recharge
- (A) Jaunt - Endurance/Range
- (A) Mocking Beratement - Accuracy/Recharge
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)
- 5.4% Max End
- 5% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 26.3% Enhancement(RechargeTime)
- 84.3 HP (7.87%) HitPoints
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 12.5%
- MezResist(Held) 7.5%
- MezResist(Immobilize) 12.5%
- MezResist(Sleep) 7.5%
- MezResist(Stun) 9.7%
- MezResist(Terrorized) 7.5%
- 19% (0.32 End/sec) Recovery
- 70% (3.13 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 3% Resistance(Psionic)
- 10% RunSpeed
Code:It's mostly a frankenslot build so that most every power I use is enhanced well, IE good acc/dam, rech and end as needed. Fit in some small recov bonuses to make up for the lesser slotting of Stamina. Regen is pretty good for those times when I don't have fuel for Stygian or if I miss once or more with dwarf drain. KB protection is well set, because like I said before, I use dwarf as more of a backup than a prime power, so I need the KB protection to keep me from getting tossed around when I need to be positioned for eclipse/mire.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1563;777;1554;HEX;| |78DA6554694F5341149DD7F7DAD2BDB5504AA140A140A15069A2895B342A31C1602| |4B2854425051EF2622DA42D08A801D71805137F00C635FE00B718FF8BCB57FDE627| |A3D17AE7DC47A942C2393367CEBDEFCE9D999E5AEA730BB1764428DEE3D94CA1303| |196C9176633D3BA7D68CAD07353BAB00B219AB6D489D333337AAE602CEAA9914B93| |F94C76E21845151BCBEB7DFA7FEB4717F299407F6E56CFEBB9626A6BE01E9C9BCBA| |64E18C59C5E283831199AD7F569D607F4CCBC91BB10C0A43FB768148C49236B1497| |45988AE9A4FFEB5434FF9584784294160BDB9245841521A2C21265DAAB48C322191| |405065549D0A04384E2A030DBC387694D53C56532AA6C14EA0A92DF22C9CAC935EB| |4FA4B3FD607A689154F594E911C8464DB39BE5D913C8D04273074B8A2309A99BE92| |EE5760905B95DCB90DC5F2DB220F73750FB1CC4AE25D032D93D66759E1AD4D04AB9| |7DE6E77C3654708F5C0196D4C08890BBDC3DC634CE348B6C57C81734CB0A9AFB4F7| |7C37195966AB82EB566181FEAD940F21EDE73CF3AC84E5FAF350BAA1D4543AB48AA| |6349A963579A63EE53D27AB3AEFA9B481ABF01EA5805A5AF8156C817350F2BBA075| |2632F935965231FDA06199B38A1B5E923FAD5FC99E90BD32750EC3BBE1FE39E3FA0| |A816F33C5B848A26FE82A1F537D31F50BC045A237B1B2E40C9D2964477DAB9A8F63| |4E8361912E6B6122FF8B85EF2213F673AC455DF2163D23CAA64044B216A56CAEC5F| |8A0F74955CBDDC7AD1CB15376815379E03072A2515850E92A49892C281CD702157E| |9E47684229C88D0DCA061AD7C3D85A30B815EAD7CE755EB334811DE4C64934BE287| |E7D9E96B605F8C7DF1C7207FA5EF15A48EB74C6F409DEF40BE9DBECE7F0C5DAF415| |55AF9EAAA41BEE2BB4641D57CC5ABA3F0D976FAFCE395F610FBACF0F17D0FF23BF4| |F293F3F273F4F373D42AF3F954487E90D3CB1400D9B77D22C85D562BA58B90DE977| |FB61C679C84C31206099451393A2BE19C9C9E97A38C1C4D4A9892D3D28772B46F9F| |3CDBFD120E483828615D9AEC2E029704B7048F04AF049F04BF84A084908488844D0| |9A5BF003ACAC8| |-------------------------------------------------------------------|
Eclipse and Mire are not perma, but that's fine. I'm not looking for some uber build where I can farm +2/x8 taking two spawns on at a time. I just want to have em readily available for when I do need them, on a spawn by spawn basis. 3 Forms of stealth by the time I hit 38 will mean that I can get in the middle of the mix to pop eclipse without being seen. Once eclipse is up, everything else is gravy.
I added Shadow Blast to complement Gravity Well for those times when I am in human form. Blast is a relatively standard attack as far as activation time goes, so after I eclipse and mire, I can Well and Blast the boss or any particular threat (sappers, void/quants, and the like) and finish them (and the rest of the mob) off with Nova.
So, given what I've said of my general playstyle, does this build seem sufficient? Are there any changes to slotting, power order, or even power choices you guys would make to the build for better efficiency/performance?
~WP -
Quote:Yeah, I know all about that. Just been so long that I've forgotten what's really good and what's pretty "meh." I'll probably take the S/L and En/Neg shields. I like dwarf, but sometimes it annoys me. Being a touch more survivable without it would be a nice thing. The En/Neg shields protects against the 3rd most common damage type, and a while back they changed the quantum/void damage output to be negative, as opposed to untyped. Makes the "must take" auto power and the en/neg shield very handy to have around. Taking those two shields also lets me get some minor set bonuses for recovery and such, as well as giving me more places to put a steadfast kb IO so I'm not getting tossed around while trying to eclipse/mire, or when I absolutely need to pop Stygian Circle to finish off the boss after taking everything else out. Not being forced to switch to dwarf makes me more versatile, and would make my playing the character more interesting. As you have all mentioned, it's a matter of playstyle, and Dwarf has always been more of a backup tank or oh crap power, used like most tier 9 powers, to get me through a particularly rough spot that my human/nova powers just can't cover, for whatever reason.
In closing, remember: You can ask 100 shades for 100 builds; they'll all be different and they'll all be fun to the person playing them. What matters is how you like to play your shade.
One of my binds (to switch to human form) will include toggling on the S/L shield. From there it's just one click to having the en/neg shield if I need it.
Thanks for all the info and advice!
~WP -
Quote:Any Travel Power or Universal Travel Power IO will only socket in Hover, CJ, SS, SJ, Fly, Group Fly, Teleport, and Group Teleport. They can also be placed in skills like Elude and Kuji-in-Godmode.
This is true, but there's more. Jump Set and Run Set IOs can also be slotted into Sprint and it's variants. Only the Universal Travel Sets are restricted from the Sprint Powers. All Travel Set IOs are restricted from auto +speed powers (Swift, Hurdle, Quickness, and Lightning Reflexes). A lot of people like to slot either Celerity +Stealth or Unbounded Leap +Stealth into Sprint (Or whatever variant they use most) so they can get the stealth bonus when they want it, instead of every time they use their chosen travel power.
~WP -
Quote:Stone only interferes with your damage output if you use Granite. Tanking Hami, Granite is useless (at least, it used to be. May have changed though.) +HP, +Regen, and EOEs are what you need for Hami. WP has both HP and Regen, but it's HP doesn't cap and it doesn't have an actual heal for emergencies. Ice and Invuln will cap their HP while having a good Heal, too. Stone is probably the best, though, being able to cap HP, have a great Heal, *and* built in Regen is a big win. Just don't forget the EOEs.It would seem to me that any tank that can get a big +HP buff and not get knocked back would be best for Hami. So Invuln, Stone, and Ice seem obvious. Of those, Stone interferes with your damage dealing, and Invuln doesn't help with it, but Ice at least offers a damage aura and some help with your endurance. So for getting a tank up to Hamiraid level as fast as possible and being good at it as soon as possible, I'd say Ice.
I'm very much not an expert, though, I'm just applying my possibly flawed understanding of Hamidon tanking with my possibly flawed logic to reach this conclusion.
~WP -
Thanks Microcosm, that was exactly what I was looking for!
Not to put down Justaris' help. It's surely appreciated, as is Dechs'. Wasn't looking for a build, so much as what's hot and what's not, so to speak. Micro gave me that info, so I'm a happy Shade now.
Thanks again folks!
~WP