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Posts
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Joined
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I tried it today, no dice. It looks like all of the outstanding Game Codes were invalidated. I got a message stating, "This Serial Code has expired" when I tried to apply a brand new Architect Edition code to my account.
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Quote:Considering that the "OP" was subscribed for all but 6 months of this game's existence since May 2004, I'm calling you out as a troll.Whoa, guys. I'm definitely not trollin' here. I was just commenting on the OP's post, not yours, MsAlphaOne. I've just seen a lot of people griping about not getting VIP and assumed they were freebs. I wish everyone could have it all, but I know that only the VIP's (and, sure, former VIP's) really deserve these things. They have (and did) pay for it after all. When I said VIP noobs I meant people not accustomed to VIP running the content. Trust me, I wouldn't turn it down for sure. No pedestal here, Xzero.
You "assumed" I was a whining freeb. You shouldn't have.
Troll..... -
I can verify that the box code trick doesn't work anymore. My brand new Architect Edition states that the serial code is invalid.
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Quote:RL happens, you know? People do have to deal with economic decisions in this recent economic downturn?IF everyone that is crying about Free VIP until the end had been VIP from the beginning then we may still have a game to play. No sense in wanting everything free now for a month. Whats the point? Ive been VIP since 2004, and a 2nd account VIP since about 2006. After paying for the whole time, i really don't think anyone deserves a "free pass". It don't make sense to me. Maybe i'm wrong but it's my opinion.
I'd subbed continuously (Month to Month recurring) from 5/2004 to 6 months into Freedom. When I had to make some tough choices, I went Premium for a few months. I'd just finished purchasing Nature Affinity and about to VIP this coming Friday for all the I24 goodness.
My point is, I'm not a Charity case. NCsoft got their money from me. Between most of the boxed sets and subscription fees. If I'd known CoH was going away, I would have made it a priority to resub for the end. I'd pay them NOW if I could.
What you call a "Free Pass", I call offering customers an "Extraordinary Customer Experience" by letting everyone experience the best of CoH before it goes away.
It isn't owed to me, but this will absolutely be a factor for me to consider if I ever decide to give NCSoft a penny in the future. -
Im guessing this may also freeze out the people using codes to get more VIP time.
I'm just bummed. -
I'm really puzzled and upset that VIP wasn't simply unleashed for everyone.
It costs NCSoft no money and might have soothed over some of the hurt feelings many long time COH users have over this situation.
I'm struggling to come up with an answer, so I'll ask, "Why?"
Why is this an issue? Why can't this be done? Who would make the decision to basically twist the knife a bit harder in the backs of people who may have lapsed, or never had the opportunity to play CoH without restrictions?
The game is ending. There's no reason not to open up VIP. Who's it going to hurt?
Granted, I'm in better shape than most, as I have enough time in to do anything other than Incarnate stuff. Still, it would have been awesome to kick around with my SG mates fully before the end comes. :-(
This entire situation has been messed up. I will think long and hard before NCSoft ever gets another dime from me in the future. -
This is the Kheldian that was one of my Mains for almost 5 years. It has been a while since I played with the Kheld and I am still wrapping my head around how going Incarnate would help this build out.
My preference is Form heavy, with Human basically to Buff, Heal, and extract Fluffies. I'd like my build to have as much recharge as possible for more Fluffies and Perma-Eclipse. If there is anyway to squeeze out some Defense to go with the Resistance from Perma Eclipse, I'd be elated. I'm not Super Rich, but I'll IO. Purples might be too rich for my blood, though.
I'd also like opinons as to which Incarnate paths would best help a Warshade:
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Kryllian: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Hero Profile:
Level 1: Ebon Eye -- Acc(A)
Level 1: Absorption -- S'fstPrt-ResKB(A)
Level 2: Gravity Shield -- S'fstPrt-ResDam/Def+(A)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
Level 6: Dark Nova -- Frbd-Fly(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-%Dam(17)
Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 16: Super Speed -- Run-I(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(23), HO:Perox(25), HO:Perox(25)
Level 20: Black Dwarf -- Aegis-Psi/Status(A), ResDam-I(27), TtmC'tng-ResDam/Rchg(27), TtmC'tng-ResDam(29)
Level 22: Stygian Circle -- Dct'dW-Heal(A)
Level 24: Burnout -- RechRdx-I(A)
Level 26: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31)
Level 28: Nebulous Form -- EndRdx-I(A)
Level 30: Inky Aspect -- HO:Endo(A)
Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), HO:Centri(34), HO:Centri(34)
Level 35: Quasar -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(37), M'Strk-Acc/Dmg(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/Dmg/EndRdx(39)
Level 38: Eclipse -- HO:Nucle(A), HO:Nucle(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Unchain Essence -- HO:Nucle(A), Det'tn-Acc/Dmg(43), Det'tn-Dmg/EndRdx(43), AirB'st-Dmg/Rchg(43), TmpRdns-EndRdx/Rchg/Slow(45)
Level 44: Invisibility -- LkGmblr-Rchg+(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Stygian Return -- Dct'dW-Heal/Rchg(A)
Level 1: Brawl -- Acc(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Shadow Step -- Empty(A)
Level 2: Rest -- Empty(A)
Level 10: Shadow Recall -- Range-I(A)
Level 1: Dark Nova Bolt -- Acc(A)
Level 1: Dark Nova Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7)
Level 1: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13)
Level 1: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(21)
Level 1: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 1: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 1: Black Dwarf Drain -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 1: Black Dwarf Mire -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(46), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48), M'Strk-Dmg/EndRdx(48)
Level 1: Black Dwarf Step -- Range-I(A)
Level 1: Black Dwarf Antagonize -- Zinger-Taunt(A), Zinger-Taunt/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Dark Sustenance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 4: Ninja Run
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Hello all.
I've been away for almost 18 months, and am now doing the VIP thing. I still have my very first Character from I1, an INV/EM Tanker that conceptually was a guy in Heavy Powered Armor.
Making an INV Tanker tough was simple, but I wanted some type of ranged blasts of consequences. I made do with LBE, and the damage was "meh". It was really more like a directed Taunt than a damage inducing power.
I wanted to ask if, via the Incarnate System, can I actually give my Tanker the ability to have a decent ranged damage chain? If y'all don't think it's viable, any ideas on an AT that can mimic an Iron Man type character better?
Thanks in advance. -
Quote:Yep. I vividly remember telling Jack to kick rocks when this topic came up.
...I can't prove it, but I believe the reason Jack was opposed to releasing numbers is because Jack believed that City of Heroes was supposed to evoke a different picture from what the MMO design rules enforced. In other words, Jack believed the game was supposed to essentially deliver the gameplay illusion that tankers dealt a lot of damage, while under the hood Scrappers were actually dealing more damage because that's what was required for balance. He just couldn't admit it for obvious reasons.
** I don't have a quote handy, but I have to believe there are other long-term tankers out there who remember that discussion on the forums, along with the almost universal oh-hell-no. -
Quote:Ding, Ding, Ding.....I dont think that Brutes were even intended to be teamed with Tankers, which is why their aggro catching ability was not balanced against each other. Brutes were supposed to be the Tanker equivalent of the red side and the scrapper of the red side at the same time.
Brute/Tanker comparisons weren't an issue until Brutes came Blue Side. It was at that point that Brutes were reduced in Damage and Tankers were buffed in survivability so Butres wouldn't marginalize Tankers.
Problem is, Brutes do marginalize Tanks. A whole lot.
When CoH started, I made Tankers because I couldn't get Super Strength and Invlunerability with any other class. I retired my Tankers and re-rolled them as Brutes because Brutes were closer to Comic Bricks. But, I die far more on my Brutes than I ever did on any of my Tanks. Brutes are tough, but in no way are Tanker tough.
However, Brutes are survivable enough to Tank almost all of the content in CoH. Especially if it is sufficently IO'd. An IO'd Tanker would be even more survivable, but that extra toughness is wasted on the vast majority of content in the game. Also, at least in my personal observation, the extra toughness Tankers have wasn't so prominent that it made an appreciable difference in the Incarnate Trials I've run in.
JB has been on this wagon for years. I tend to agree with his point. There really isn't a Tanker equivalent in the comic world. All of the Comic Book Bricks happen to be tough AND damaging. The closest thing I can think of that would equal a CoH Tanker would be The Blob, and I cannot see how being the big Damage Sponge would be a role that many would like to play. Bruising is a good start, but Tankers need more help. Maybe, adding Bruising in more (or perhaps all) Tanker attacks. Or, decreasing threat modifiers on Brutes so Tankers trump them in aggro management (although this would be yet another Brute Nerf that would only exist to soothe hurt Tanker feelings). -
Based on your criteria, Invulnerability or Willpower would be your best choices. Both Invulnerability and Willpower will allow you to see your character's costume easily. Regen is a possible 3rd option, but I have zero experience with it.
I'll defer critiquing Willpower's overall survivability too much, as I do not possess a WP Tank, but do have a WP Scrapper. With WP, Endurance will not be a problem, as you have a better than Stamina power availible in it. You have powers that work off of Regen, which is better on a Tank since Tanks have higher HPs. I've teamed with WP tanks and see their only true weakness is that they don't have a big HP boosting power to help them shrug off big Alpha Strikes.
I've had an Invulnerabilty Tank since I1. I'd say that if you properly IO it, an INV Tank can be nearly as tough as a Stone Tank. Dull Pain makes you very tough. You can use IOs to get Invincibilty to cap your defense to Melee damage with one person in it's range. You have awesome Smashing and Lethal resistance and some resistance to everything except Psi damage. If you decide to get Unstoppable, you can cap Res to everything, except Psi, for 3 minutes. You WILL essentially be Unstoppable until it crashes.
Call_Me_Awesome had a very good guide showing how that can be done.
http://boards.cityofheroes.com/showthread.php?t=126983 -
I guess I'm the lone dissenter.
Required? No.
Would I skip it? No.
The crash is onerous, but nothing 1 blue and Dull Pain can't handle. I like having the ability to cap everything except Psi while having 45%+ Defense. Again, it isn't necessary, but when you absolutely need it, it is there for you. -
Quote:Ms. Arcanaville,If you're talking about the most recent change to Fury, it would be difficult to argue that it did that except under the most extreme circumstances. In lots of other situations it actually *increased* Brute damage.
And what "yet another Brute Nerf" are you talking about specifically? There have been exactly none to my recollection but even if you count the Fury change as a nerf, what was the other one?
I was indeed referring to the overall reduction of the Brute maximum damage cap and the tweaking to drag down how much Fury one could generate. I understand how those changes made it easier for some to generate and keep Fury going, but I felt it was a "nerf" because I truthfully believed that the changes were unneeded.
I'm OK with numbers and analytical thought, but debating you on figures is like bringing a knife to a gun fight, so I'm not going there with you.
Too many entrenched Scrappers and Tankers thought Brutes were a threat somehow. Because a Brute "could" outdamage a Scrapper (in an optimal team with +Damage Buffers) and be as tough as a Tanker (again in an optimal team with sufficient buffs and/or recharge for the proper Power Sets) that they either had to be adjusted downward, or Scrappers/Tankers needed buffs.
The point I made back then, as I did in this post, was that Brute "balance" compared to Scrappers/Tankers only became an issue when Brutes ceased being a Red Side exclusive. Brute "balance" wasn't an issue in Co-op missions. It wasn't a problem in CoV, as a Brute was a hybrid Scrap/Tank. It was only a big issue when they were brought Blue Side.
This has always been a sore spot with me because I thought that Scrappers and Tankers never should have existed as seperate ATs anyway. If you rememeber way back when Jack was in charge (shudder.....) they toyed with giving Tankers what we now know to be Fury. It was nixed because it was deemed overpowered for a Tank to get a scaling Damage buff.
IMO, Brutes are what Tankers and Scrappers should have been in the first place. The Brute is a perfect AT to represent the Comic Book "Brick". Much moreso than either a Tanker or a Scrapper.
So, I tend to get hypersensitive about "Brute vs. Scrapper/Tanker" threads. People that get the "revelation" that Brutes are unbalanced vs. Scrappers/Tankers usually don't know that this Dead Horse has been beaten so much that we're down to 2 hooves and a bit of Mane and Tail. -
Quote:If I hear this one more time......Am I right in believing that Brutes are intended to be sturdier than Scrappers but do less damage, so that they are effectivley in between Tanks and Scrappers on a continuum?
Because if that's true, and if, as some assert, Brutes actually do more damage than Scrappers, shouldn't we expect some sort of Brutewide nerf to get them to where they are supposed to be?
Brutes have ALREADY BEEN "fixed" to do less damage than Scrappers and more than Tankers. Brutes are already tougher than Scrappers and weaker than Tankers.
If Claws is an outlier that allows Brutes to come even to (or a teensy bit more than) Scrapper damage doesn't justify yet another Brute Nerf! -
Another voice against merging AT Forums.
Any other merging or cutting would be appropriate, but leave the AT specific forums alone. -
Okay....
So what's with the Gold "VIP" name thingy? -
My PB has been stalled for YEARS. Compared to my WS (which I consider a co-Main with my Plant/Fire/Fire Dom), I thought the PB was too weak.
These changes have me pumped to revive him as a Human Form only PB. I've always thought that a Human Form PB could be made into a near perfect Iron Man homage character. I never did it before because I thought the Human attacks were too weak. With Inner Light and Perma Light Form, Human PBs are very viable. I'll likely do a TriForm build too. -
Quote:Based on your choices, I second Ice/Thorns.Well Ice and Electric Control both benefit from being in melee so out of Energy and Thorny I'd go for Thorny because it has better melee attacks. However, neither Assault option is particularly optimal for Electric Control; firstly Energy Assault has a lot of knockback which goes against Electric Control's strategy of keeping things near you so you can sap, sleep or chain control them, secondly Thorny has a lot of DoT which will break your sleep power. Fire Control is more standard so it'll go well with anything really. To me Ice/Thorny sounds the most interesting, mainly because you can use the crystal customisation in Thorny to look like ice.
That said, I recommend running more than 1 Dom. I have PermaDom-ed both a Plant/Fire/Fire and a Mind/Energy/Mace at 50. Provided I'm dictating the terms on engagement, neither die. The Mind/Energy was quite a bit safer to level up, but the Plant/Fire is a Force of Destruction only rivaled by my SS Brute. I like to "Tank" the ITF with my Plant/Fire/Fire. -
I saw speeds of 15/5, 25/25, and 50/20 online. Really, any of these would work fine for COH. If it were my money, I'd go for the 25/25, as the upload speed would be great for uploading stuff into the cloud.
I'm not sure how much of a functional difference a download speed of 25 Mpbs is versus 50 Mpbs for things like Netflix and Online Gaming. Both would be far more than adequate. -
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To quote LL Cool J from the movie "Deep Blue Sea",
Brothers never make it out of situations like this -- not ever!
BAB better watch his back..... -
I'm torn between Fire and Energy.
Fire is just so damaging....I love it, but the lack of a secondary feature is problematic at lower levels. Once you get all of your Controls (and the Fire epic for more damaging goodness), I think it's the tops.
Energy is pretty damaging too, and the KB and Stuns can help you live longer as secondary controls. Pre 32, Energy is my favorite. -
There was already a thread that someone had out on help for a soloing Rad/Son build. I didn't want to hijack that thread, so I started another one.
Please critique my build and let me know where I can make improvements. I primarily solo with this build. I'm not married to the Epic pool I've chosen, so if something else makes more sense, I'm open to change.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Actinide Flux: Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal:37(A), Heal-I:25(3), Heal-I:25(3), RechRdx(5), RechRdx(5), RechRdx(7)
Level 1: Shriek -- Thundr-Acc/Dmg:36(A), Thundr-Dmg/EndRdx:41(7), Thundr-Dmg/Rchg:42(9), Thundr-Acc/Dmg/Rchg:30(9), Thundr-Acc/Dmg/EndRdx:42(11), Thundr-Dmg/EndRdx/Rchg:34(11)
Level 2: Radiation Infection -- Achilles-ResDeb%:15(A), DarkWD-ToHitDeb:35(13), DarkWD-ToHitDeb/Rchg:42(13), DarkWD-ToHitdeb/Rchg/EndRdx:45(15), DarkWD-ToHitDeb/EndRdx:44(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod:44(A), Efficacy-EndMod/Rchg:46(17), Efficacy-EndMod/Acc/Rchg:44(17), Efficacy-Acc/Rchg:46(19), Efficacy-EndMod/Acc:43(19), Efficacy-EndMod/EndRdx:30(21)
Level 6: Combat Jumping -- Krma-ResKB:20(A)
Level 8: Scream -- Thundr-Acc/Dmg:36(A), Thundr-Dmg/EndRdx:41(21), Thundr-Dmg/Rchg:45(23), Thundr-Acc/Dmg/Rchg:36(23), Thundr-Acc/Dmg/EndRdx:43(25), Thundr-Dmg/EndRdx/Rchg:38(25)
Level 10: Enervating Field -- EndRdx(A), EndRdx(27)
Level 12: Super Speed -- Run(A)
Level 14: Howl -- Posi-Acc/Dmg:44(A), Posi-Dmg/EndRdx:20(27), Posi-Dmg/Rchg:40(29), Posi-Dmg/Rng:42(29), Posi-Acc/Dmg/EndRdx:42(31), Posi-Dam%:40(31)
Level 16: Lingering Radiation -- TmpRdns-Acc/Slow:40(A), TmpRdns-Dmg/Slow:21(31), TmpRdns-Acc/EndRdx:40(33), TmpRdns-Rng/Slow:40(33), TmpRdns-EndRdx/Rchg/Slow:40(33), TmpRdns-Acc/Dmg/Slow:40(34)
Level 18: Shout -- Thundr-Acc/Dmg:36(A), Thundr-Dmg/EndRdx:43(34), Thundr-Dmg/Rchg:46(34), Thundr-Acc/Dmg/Rchg:36(36), Thundr-Acc/Dmg/EndRdx:45(36), Thundr-Dmg/EndRdx/Rchg:38(36)
Level 20: Choking Cloud -- Lock-Acc/Hold:42(A), Lock-Acc/Rchg:41(37), Lock-Rchg/Hold:33(37), Lock-EndRdx/Rchg/Hold:35(37), Lock-Acc/EndRdx/Rchg/Hold:39(39), Lock-%Hold:33(39)
Level 22: Hasten -- RechRdx(A), RechRdx(39), RechRdx(40)
Level 24: Recall Friend -- RechRdx-I:50(A)
Level 26: Mutation -- RechRdx-I:30(A)
Level 28: Siren's Song -- Acc-I:50(A), EndRdx-I:50(40)
Level 30: Amplify -- RechRdx(A)
Level 32: EM Pulse -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:43(40), Lock-Rchg/Hold:40(42), Lock-EndRdx/Rchg/Hold:45(42), Lock-Acc/EndRdx/Rchg/Hold:44(42), Lock-%Hold:44(43)
Level 35: Screech -- Stpfy-Acc/Rchg:33(A), Stpfy-EndRdx/Stun:39(43), Stpfy-Acc/EndRdx:43(43), Stpfy-Stun/Rng:39(45), Stpfy-KB%:37(45), Stpfy-Acc/Stun/Rchg:33(45)
Level 38: Fallout -- RechRdx-I:30(A)
Level 41: Power Build Up -- RechRdx(A), RechRdx(46)
Level 44: Temp Invulnerability -- EndRdx-I:45(A), ResDam-I:45(46), ResDam-I:45(46), ResDam-I:50(48)
Level 47: Total Focus -- Acc(A), Dmg(48), Dmg(48), Dmg(50)
Level 49: Force of Nature -- RechRdx(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:30(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Heal-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(50), P'Shift-End%:50(50)
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 2.5% Defense(Fire)
- 2.5% Defense(Cold)
- 17.5% Defense(Energy)
- 17.5% Defense(Negative)
- 23.75% Defense(Ranged)
- 5% Defense(AoE)
- 0.9% Max End
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(RunSpeed)
- 1.5% Enhancement(JumpSpeed)
- 1.5% Enhancement(FlySpeed)
- 3% Enhancement(Stun)
- 30% Enhancement(Accuracy)
- 26.25% Enhancement(RechargeTime)
- 5% Enhancement(Held)
- 12% FlySpeed
- 45.78 HP (4.502%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 4.4%
- 16.5% (0.276 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 3.125% Resistance(Toxic)
- 12% RunSpeed
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Quote:You might want to try Choking Cloud, either on Test or as a secondary build, before you dismiss it. If you are going to be in melee, Choking Cloud is great mitigation.
...I don't want Choking Cloud. It's such an end hog and I already have enough powers that drop it. Since it's just a chance for hold it doesn't seem worth the cost...
You can think of it almost as an armor power, to keep people from punching you in the face. With Rad, you have Accelerated Metabolism to help you with END. If you slot up Accelerated Metabolism, the END cost isn't onerous.
At the behest of Jock Tamison (is Jock still playing???) I slotted up Choking Cloud, and it makes a noticeable difference. I 6 slotted it with Lockdown. -
Thanks for the build idea.
I dropped some recharge on my Plant/Fire/Fire to add some Defense. I can absolutely tell a difference.