Kioshi

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  1. Well leveling is so easy these days, I took a scrapper to 22 (SO level) in 10 hours total since I've returned (haven't been playing a lot). With 3 rech SOs (level 23) rage will have only a 2 second cooldown. My highest level SS is only 28, SS/Fire, and I hate the rage crash, not for defense because I have none, but for the time you hit like a kitten after the crash.
  2. Quote:
    Originally Posted by Ocularis View Post
    but... but... how could something so strong AND so pretty fail. Shenanigans!
    I don't know, the fist session was very fun, the atlas mayhem was cake. In the second run, only me and one more guy showed up so we called it quits (I wasnt the one in charge of the superteam).

    Maybe it was all the prettiness together, way too strong for some people
  3. Quote:
    Originally Posted by Minotaur View Post
    It looks like the latest update to MIDS has utterly screwed things up.

    What's showing as my totals does not relate to what it shows the constituent parts at which seem to be the right numbers.

    I should be at the basic Elec armor + tough values except for fire/cold resist to which I have +4.4%.

    Manually checking the defence, that seems right, weave + CJ + 5x3.75 (ToD/Oblit)+steadfast +3x2.5(Ti arm) +2x1.875(multistrike).
    Minotaur, the last update had a warning to download the program directly from the site and not from within the program. I did update from the program and it was all screwed up too, so I uninstalled it and downloaded it again, working fine now
  4. Quote:
    Originally Posted by Whisky_Jack View Post
    I'm not sure how attached you are to hasten and SS, but you could drop them and add Manuevers and Tactics from the leadership pool and grab yourself more defense. Three slot all of your LoTG sets and then another set in Manuevers including the +recharge one. Slotting tactics with Gaussains will get you some more defense as well.
    The only reason I'm attached to Hasten is Energize, especially since Werner commented I can do the BF-AV combo outside of it just lowering my BF recharge, which I've done. But adding Maneuvers surely helps, didn't put Tactics due to lack of slots for Gaussian so I replaced SS with SJ to keep the extra ranged def. Totals would be 38.4 melee / 22.2% ranged / 16.5% AoE with 31% s/l def, a bit more because since Weave, CJ and Maneuvers are late in the build there's no point in using lvl 33 IOs right?

    But good call, I'll see how much I need Hasten as I play because I just got Energize and Hasten is theoretically my 47 power only.

    Build with Maneuvers + 6th slot in BF:

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    01 DB Elec 3: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(50)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), Achilles-ResDeb%(15)
    Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(17)
    Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(45)
    Level 10: Static Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(15)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Grounded -- ResDam-I(A)
    Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)
    Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(27), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34)
    Level 24: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Boxing -- Empty(A)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-%Dam(34), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc/Rchg(48)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(45)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(43)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), Zephyr-Travel/EndRdx(46), Zephyr-Travel(46), LkGmblr-Def(50)
    Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 19,6% Defense(Smashing)
    • 19,6% Defense(Lethal)
    • 3,94% Defense(Fire)
    • 3,94% Defense(Cold)
    • 8,63% Defense(Energy)
    • 8,63% Defense(Negative)
    • 3% Defense(Psionic)
    • 26,8% Defense(Melee)
    • 10,5% Defense(Ranged)
    • 4,88% Defense(AoE)
    • 47,5% Enhancement(RechargeTime)
    • 34% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 210,8 HP (15,7%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 5,5%
    • MezResist(Immobilize) 12,7%
    • MezResist(Sleep) 3,85%
    • MezResist(Stun) 8,25%
    • MezResist(Terrorized) 2,2%
    • 1,5% (0,03 End/sec) Recovery
    • 30% (1,68 HP/sec) Regeneration
    • 2,21% Resistance(Fire)
    • 2,21% Resistance(Cold)
    • 10% RunSpeed
  5. Kioshi

    Taunt. Why not?

    Quote:
    Originally Posted by Berzerker_NA View Post
    I keep seeing Ice tanks champion the lack of a need for taunt. I think Ice tanks are a special exception. Between Chilling Embrace and Icicles, you really do get a lot of aggro, and the Chilling Embrace slow effect really helps.

    If you don't take taunt, then you either need a lot of AOE's, or the damage auras, or both, in order to meaningfully protect your teammates.
    I don't like playing Tankers, but I leveled an Ice/Fire to 38 back when leveling was hard, so I must have played as much time as a 50 tanker today.

    I decided I didn't need Taunt, when my teammates were in danger I toggled on Superspeed and used FSC, Combustion, Scorch, whatever, until I got all the mobs gathered on me. It worked well but man it was TIRING. I finally decided to take taunt, made a keybind for it and after testing I thought 'wow this is so much easier, mobs just come to me from a distance for me to AoE them'.

    So I really do prefer Tankers who take Taunt, aggro management is much easier even on an Ice Armor which has the best aggro aura bar none.

    And although I haven't finished leveling him and went back to my squishies (and Stalkers, well before the buff they were kinda like squishies with mez protection lol), I enjoyed Fire Melee's damage, I think a SS tanker wouldn't disappoint me either in this aspect because of Rage, although I'd have to get to 38 to do meaningful AoE. I actually made the ice/fire after seeing a fire/fire melting mobs very fast in a story arc, I went Ice for the extra tauntage in the auras and general higher survivability.
  6. I have a build planned for a future respec on my fire/kin that 4-slots brawl with K. Combats to reach the s/l cap because I wanted to softcap with maneuvers/tactics instead of tough/weave. Anyway a tough/weave build would probably have the KC set on boxing which wouldn't be used either.
  7. Take a lookie here, for ST damage Spines is at the bottom and Elec is the second worst for this.
  8. Fly Trap - I'd slot some Expedient Reinforcements to maximize acc/dmg because it gives you 6.25% recharge bonus (recharge is the best bonus for emps) plus an AH -res proc. Most of her attacks will use the proc since they do -def and are derived from the thorny assault set.

    Power Boost greatly enhances the defense and tohit of Fortitude, which I have slotted with 3 membranes and a Lotg just for the rech bonus (the dmg buff in Fort stays at 25% with PB tho). It also affects your heals. I don't think it affects your auras or AB, but they're such strong buffs that it's really not needed (you can counter the nuke drain from a blaster if you slot one endmod in AB this way raising your recov buff to over 1000%).

    BTW, if someone still has end problems with the 200% base recovery from Rec. Aura they have serious issues, since most people do fine with one Speed Boost (71% recovery on controllers, slotted with one endmod). AB is hideously strong already too, base 500% regen and 800% recovery, besides the 100% recharge bonus.

    All troller pools are very good. I personally went with Psy on my mind/emp because I hate getting mezzed and I.Will is up most of the time with my recharge. Plus, you get a decent AoE which would do nice damage since you have an AoE immob to set up containment. I like Fire too because Plant would benefit from Fire Blast since it lacks a single attack chain like mind has, and Fireball is great with your immob too.

    Stone gives you a high damaging mag 4 (bosses) hold in S. Smash plus the ability to cap your hit points without accolades, and can be perma if you have high global recharge which you'll want on an Empath anyway.

    Ice I don't find that good for an emp, you won't need hibernate, ice storm takes long to recharge, frost breath is a cone...

    As for the epic armors, your choice on defensive (Stone, Ice) or resist (others). I have the psi resist armor but I basically never die so idk how much that affects my mind/emp. Since you have a pet and Carrion Creepers you should be safer than even a mind controller, or at least as much.

    Personally I've done MoSTF runs as the solo empath and never, ever felt the need to have regeneration aura or absorb pain because heal other recharges so quickly and half the team will be fort'ed and one will be AB'ed. Absorb Pain actually got me killed when I had it, a few times, because of the 'no heal' period. A.Pain is great fun tho, you can kill yourself in Atlas Park beneath the statue (the Freedom server hangout) by healing someone and a lot of newbies will come, see you dead in a 'safe zone' and ask 'OMG what happened?'
  9. Quote:
    Originally Posted by Garrott View Post
    I cannot open Obsidian's build at the moment but I am willing to bet that the soft-capped is for Smashing/Lethal as that is the standard soft-cap that people go for on a farming Fire/Kin.
    Well, I wrote 'your highest def number is 24.3% to ranged'. That means all the other def numbers are lower. S/L for example is at 17.4%, the others are in the 20% range.

    Not that I think all builds should be softcapped to anything, just pointed that out because she said it was softcapped.
  10. Quote:
    Originally Posted by Minotaur View Post
    I'll be watching this thread, I put together something with 41% melee, 26.1 S/L others 11-15 (AoE 18) but with resists up at 60 for neg 69 S/L/psi and 73.5 F/C of course capped to energy. Only weakness is to toxic.
    Wow how did you manage to get all those resists, especially 60 to neg, 69 to s/l and near capped f/c (not that I care much about f/c)? Is it a Tanker with PvP IOs or something?

    Quote:
    Originally Posted by Werner View Post
    I don't have time for more than a brief glance, but those defensive numbers look quite good to me. Power Sink should have endurance covered. You don't have the recharge in Blinding Feint for Blinding Feint -> Attack Vitals when Hasten is down. It's easy enough to add Power Slice at the end, but it would annoy me, particularly when you're so close to having enough, 5.5 seconds when you need 5.28. Achilles' Heel in Ablating Strike, good. 1802 hit points with that defense and resistance should be plenty for most things.

    Is it OK to gut regen so much? I think so. You have a self heal and access to greens. Energize gives a big bump to your regeneration for the over 50% of the time that it can be up. You should be fine.

    Drop melee to raise ranged? I wouldn't. The numbers I tossed out were just a rough guess as to what could be achieved without major sacrifices elsewhere, not a specific hard target. The higher melee gets, the more valuable it is, the more I'd choose it over ranged and AoE, particularly when your smashing/lethal defense is so meaningfully high. Keep the melee defense.
    Thanks Werner, I'll keep the melee def, ranged attacks don't do extreme damage at least in my limited experience with resist melee toons (basically a 50 DM/DA and a 37 SM/Elec Brute). Any suggestions to up my rech so I can get to the BF-AV chain, except using purples? When I left the game I had cash to purple out a toon (800 mil I still have on a defender) but well... nowadays 800 mil can barely afford a damage set right lol.

    Well If all that I need to chain this combo is lower rech on BF it can be done by a suggestion I just saw below

    Quote:
    Originally Posted by Kractis_Sky View Post
    You could pull a slot from weave and stick it into SS for the set of BoZ and switch doc'ed wounds to Mirical for extra AoE if you really wanted to edge it. Then take out the def/end LotG and replace it with a cyto or lyso Hami-O. (I dont care about the extra 9% acc and the hami will sacrifice some health). Or if you want more ranged, put the extra weave slot in energize and slot Numinas.

    Id also put the steadfast unique in grounded and slot another reactive armour (not sure if that means much to you for the KB protection; on my kat/elec it means nothing)
    Very nice suggestions only problem is that with Numinas I can't max recharge on Energize like D. Wounds, although I love Numina bonuses (big +HP and +ranged def). And I'd lose 5% recharge global. I'll test your Weave suggestion tho, I don't care about the 9% acc either. Anyway taking a slot outta weave might be good for more recharge on blinding feint, since Werner said I need 5.28 seconds, I can bring it down to 4.77 with a rech IO in the 6th slot. I'd lose 0.2% def, from 35.4 to 35.2 in melee for example but I think it's worth it to be able to chain BF-AV like Werner said.

    I actually considered putting another set of Reactive Armors but the bonuses are tiny (0.63%) and I got KB'ed a lot in the past on my SM/Elec Brute while in the ground, but standing on a ledge or on irregular floor like caves (a lot of people said that too at the time, about Grounded not working very well), it was before we had Energize, well, before we had blueside elec armor, maybe they fixed that? The 3 steadfasts give me a nice HP bonus as well...

    And thanks a bunch for the replies, I was starting to think nobody played elec armor blueside lol. Haven't seen another yet in 22 levels of teaming in Virtue.
  11. Take a look at this thread, some builds there (except the OP's builds ). Expensive, yes, but might give you some ideas.

    @Obsidian: good build, surely works well for farming and teaming, but it's far from softcapped like you said, your highes def number is 24.3% to ranged.
  12. Quote:
    Originally Posted by BrandX View Post
    With the recent bring out of the mothballs of my Ice/Ice tanker (lvl 40/41)...I have to agree. Ice Melee needs some tweaks, but I wouldn't go as far as you have suggested.

    #1) Increase Frozen Aura's radius to match Foot Stomp

    #2) Increase GIS's damage! If this means higher end cost and longer recharge okay. But make it worth taking.

    #3) Give Frozen Fists the Barrage treatment. Which will basically turn Frozen Fists and Frozen Sword into identical powers, except one is Cold/Smashing the other Cold/Lethal.

    #4) Increase the range on Frost to 15ft. OR Increase Ice Patches number of effected foes to 10 and increase it's radius to match Foot Stomps.

    This is what I would like to see done. I'm not holding my breath. Though I do hold out hope for Frozen Fists getting the Barrage Treatment.
    I totally agree with 1, 2 and 4. Frozen Fists be like Stone Fists, 4 sec rech instead of 3 and better damage.
  13. A Granite Tanker, a fire blaster and an Emp, of course!

    Pointless question, I've done all TFs on 'weird' team setups and the only ones that didn't turn out well were the ones that half the team quit b/c they were tired or such. Even my pre-buff Stalker managed to get to 50 teaming and doing all SFs all the way. Yesterday I tanked a Synapse at level 18 (ended at 22) on a Db/Elec scrapper, for 7 other lvl 30+ squishies. And it worked, with no specialized healers, just a kin that afk'ed for like 1/3 of the TF.
  14. Corr. Kin is one of those sets that don't have a large difference from primary to secondary, and corrs are much better on dealing damage due to scourge (the actual dmg modifier is just a little higher).
  15. Sooo would something like this (maybe getting weave instead of RoTP for another Lotg) could be a farming build since 300 million builds were mentioned?

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  16. Quote:
    Originally Posted by Silas View Post
    I'd say aim for 25ish melee, 20ish ranged and you could get away with 15-20ish AoE.
    Thanks Silas, Werner said something like that too, just wanted more confirmation since the high end resistance builds I see usually have more ranged def (but they're usually katana/BS to help with melee def), anyways this is a teaming build, not an AV/pylon soloer. In the last build I posted I have m/r/aoe at at 35.4/19.1/13.5 and s/l at 28.2, this 28.2 s/l should help with a lot of ranged attacks, since fire/cold is rare (I think lol) and ranged energy is kinda weakish, and I just absorb it anyway (I dove in spawns of clockwork for an 8-man team yesterday in a Synapse at level 18, I was the only melee, already capped nrg res with DOs. I died only once in the entire TF because I tok too long to click a green insp and I was alone because the team was far away, we had only an unreliable kin for heals (well at least I was always SB'ed). My only weakness would be negative, low resists on elec and the annoying -tohit.

    Yesterday on the Synapse, with SB and the sonic ring of dooooom, I felt like an IO'ed out high-damage scrapper, I felt this combo could even be a somewhat decent farmer (not a top one, but still).
  17. Here's something I threw together (PvE). Capped melee and ranged defs, Aoe at almost 42% w/hide suppressed. I took Nimble Slash because it's the move for the Attack Vitals Combo. And without Tough/Weave so no end issues with expensive toggles.

    Stealth and Stealth IO are superfluous unless you wanna PVP. But then if you wanna go that route, you'd have to get 41-45 points of KB protection (so, Acrobatics+lots of -KB IOs), slot Placate with 2 rech+2 range, and have SS+SJ for travel powers, and a lot of recharge to live in your god mode, probably also not worry about softcapping defenses.

    More importantly, ask around the PvP forums if Stalker DB is any good for PvP, I think it isn't from what I've seen there - at least on scraps, tanks and broots it's considered the worst set for that.

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    |-------------------------------------------------------------------|
  18. A SG mate had a 50 SM/Dark Brute and said he mezzed everything with his stuns.

    A forumite said the same about WM/Dark.

    Both said the same thing: great combo, you can stun everything, but you will have problems building fury. YMMV.
  19. Quote:
    Originally Posted by Reptlbrain View Post
    I forgot about the PvP stipulations, frankly.

    The extra stealth will probably help in PvP--I don't really know--and I bet the perception is IO is worthwhile, too. You're totally invisible to critters who can't circumvent stealth with Superspeed and Energy Cloak in PvE, though. For the PvP build the +end enhancement of Energy Drain is probably also very helpful. In zone PvP at least, you can just hop into a spawn of critters to refill yourself, since your defense usually protects you enough. The Dark Obliteration is probably worth less in PvP, but again, I haven't done much in the new system.
    The stealth will help little, anyone with perception will see anybody besides a Stalker with stealth+stealth IO+Hide (VEATs can see those Stalkers tho from 100ft iirc, others at the perception cap can see the Stalkers from 10 ft).

    Dark Oblit is not worth it in PvP, and I think Footstomp isn't either. I'm no PvP expert, but in the forums they say the obligatory picks are SS+SJ+Fitness and a fourth pool (can be leadership or phase for example).
  20. Well in PvP you will want to live in your godmode as much as possible and no need to cap your defs... I did a 'cheap' no-purple no-pvpio build planned, but for PvE - 2k HP w/ accos, all defenses capped (including negative) plus D. Night if you're hit by defdebuffs and Gloom, a great attack for your ST chain.

    Power order might be a lil whack, but I just threw this together in 10 minutes:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1400;703;1406;HEX;|
    |78DA9D94596F125114C7EF30432930142AA574AFD0BD286D1F4C5C128DDA3631294|
    |92B71891A11E91550A40486C43E98F801D40797F854B7B826C6DD68F49BE883CF2E|
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    |18F527AEAA4C5F9024A8C4561252D2A124AC24A224AAA44FC98612F70F8943F770|
    |-------------------------------------------------------------------|
  21. I ran DU 5 times because I tried to install it 5/6 times in one night, my friend was eager for me to upgrade the system. I didn't see the option to archive and install... Will check later when he's brings the DVD. Thanks again Cuppa, you rock!
  22. Can I have some help please? I'm trying to tweak this last build, all I could do is switch the hami acc/dam in Ablating Strike for a lvl 50 C.Impact acc/dam/rech.

    Am I okay with gutting my regen so much? Should I go for 23%ih ranged and dropping melee from 35.4% to 32ish, by swapping a ToD set with a Mako's?

    I hit 22 on her tonight, yeah taking it a bit slow (but my god on my first toon in i9, teaming all the way, it took like a week of hardcore playing to get to 20, now I got to 22 in 2 sessions, 4 hours and 6 hours).

    Please, any help would be welcome, I know Elec Armor very well, what I don't know are how much regen matters, if my defense numbers are good enough... I only have two defense toons, a softcapped /nin stalker (obviously I'd go for softcap in a defensive set) with almost no regen and a fire/kin with 35% s/l def who clearly could care less about regen).
  23. Quote:
    Originally Posted by CuppaManga View Post
    That's kind of why it's not really supported. You're also using an older graphics driver in 10.5.8 (the 10.6 one is newer) that's making the problems worse.

    You might be able to get CoH for Mac mildly playable by messing with the settings a bit. I think a couple of people have done so already.
    Yeah I heard that about 10.6.. My friend bought the family pck (5 licenses I think) and had one to spare, he tried to install here with me last week and in the end i got a 'error in installation' with no further explanation, idk why, always installed Mac OS since 10.0 with no problems. Well since 9.0

    But anyhow Cuppa, I doubt it'll get to the point it is on Windows. I just finished a Synapse TF, almost max graphics except the few options that are greyed out for my board, I was on an /elec scrapper, full of sonic shields, rings and kin buffs, 8 ppl on the team and it ran very smoothly. I guess I'll have to stay in Win XP to play Coh even when Mids comes to Mac
  24. Quote:
    Originally Posted by Rylas View Post
    Howzabout SS/Elec. You know... for those non-demon farms.
    SS/Elec has a longish recharge heal and no Fiery Embrace (which is great for Blazing Aura), OTOH it has the recharge bonus and power sink. If you manage to survive until the next Energize, I think it would be a very decent farmer. Especially for Rikti with all those psionics and energy floating around.