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Posts
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Joined
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On Test, can we still get unlimited merits from the guys in Ouro? I can't recall if that test-specific feature has gone-away or not. If not, that with copying loads of INF over from Live would be one way for a few dedicated/hyper-curious souls to eventually get there.
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Someone did Lore DPS calculations here: http://boards.cityofheroes.com/showp...postcount=1958
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With ~30 Billion inf to spend at one point, I never once considered the Panacea set or proc as valuable or remotely necessary for any of my 15+ 50s.
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I will build an elec/cold.
I will rule the world. -
Quote:Word.I have an account filled with nothing but farm-oriented toons. Its been around for several years. I only turn it on/off when I want to bypass the first 32 levels on a new build that looks promising.
In that account I've got a Fire/Dev blaster (man that goes WAAAAY back to PL'ing via street sweeping when the powerset had some serious glitches), a Fire/Fire tanker, a Fire/Ice tanker, a Fire/Kin 'troller, a SS/Fire Brute, an Elec/Fire brute and now (thanks to this thread) a Claws/Fire Brute. Wow, just realized typing that list that Fire is the key ingredient to a farmer, going allll the way back to Issue 1.
You don't HAVE to have IO's to build a capable farmer. It sure helps, and to maximize the speed/durability of the farmer it REALLY helps. But given how quick inspirations drop and how useful they are, you don't NEED IO's. You may want them, but right now the only one of those farming builds I have on that account that is IO'd out is the SS/Fire brute.
I just pay for the account one month here, one month there and otherwise let it go dormant. Once you PL up a new crop of toons for yourself, you don't have much time for farming anyways as you are busy leveling the new kids with PVE missions.
This is what I think so many anti-farmers don't understand. Only a small percentage are farming for profit. Most of us do it for ourselves or our close friends. Its every bit as social as standing around in Atlas under the globe doing a CC or emoting. Its just a different way to pass the time. -
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Still no mention of new female shoes for the costume creator
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Quote:Agree. The stun effects are very helpful too.BS/SD Scrap could be good. Decent attacks early on and you can easily cap your Lethal and Melee defense with Parry.
A Rad/Fire Blaster could be a fun one to try out.
And of course there's Fire/Energy Blasters. Early access to aim/build up to help you destroy stuff before it can destroy you.
DM/Regen if you want to be on easy mode early on or DM/Shield if you wanna be god-tier when you're level 50.
Might try a Stalker, too.
I'd add Fire/WP scrapper (especially if ever you decided to pick up 4-5 sets of Kinetic Combats), Sonic/Energy (take the cone Sleep and single-target stun powers from Sonic) and Ice/Rad corruptor. -
Quote:You maybe can't make a blaster that rivals a regen scrapper (although if I could fit in Aid Self...), but you can definitely make a regen blaster.http://paragonwiki.com/wiki/Hit_Points
Archetype: Blaster: base - 1204.8 :: max - 1606.4
Nope.
Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.
As far as your overall question goes.... well... There's no good way to put this.
You can't make a Regen blaster.
I don't have my Fire/MM build in front of me, but with Spiritual + > 180% + Clarion + soft-cap S/L + Hoarfrost; you can do extremely well.
Also, Reactive (to kill things faster and within the 30 sec DP duration) or Diamagnetic (for the -to hit) are major contributors to a "regen blaster". -
Although piling up the Astrals in parallel (if you will) to Tip runs seems like the way to go. (5 Tips + 2-3 iTrials) per night won't seem grindy at all to many.
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Quote:This.hey with the multple builds why chose? you can have a Night Widow and a Fort build
No need for calculations.
Just make it happen.
Build each to > 185% recharge and add Aid Self in there (if you want) for have countless hours of seamless fun.
You can melee, range, melee/range, melee/AoE, range/AoE or chain AoC and TotDom spawn-to-spawn until your eyes cross. Without question, IMO, one of the best features of the entire game. -
My Fire/Ment blaster (and Ice/Cold corruptor, I would hope) bless you for reminding me of this mechanic.
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Quote:Ahhh yes. I couldn't import your build, but I also hadn't realized that a new Mids version was out there. Very similar indeed!That's a nice build Kitteh, but it looks very similar except you have one less set of purples. You also counted hasten where as I add. I'll re-post my build to avoid any confusion
Looking at yours, I need to swap Flares for Mind Probe and carry a set of Hecatombs there. I'm mis-slotting Tactics also. Reallocating those slots would do me better.
Which Destiny ability are you taking? I said Clarion and Barrier above, but I might go Clarion and Rebirth. Blasters cap at 2000% +regen, if my wiki link is still accurate, so most of Rebirth's +regen (on top of Drain Psyche and Hoarfrost) would be wasted. But it would cover Hoarfrost's 18 second gap and make me ridiculously survivable otherwise.
Can't wait to play this toon again now! -
44+% S/L defense and 170+% recharge.
Haven't begun to Incarnate her yet, but she might be unkillable with T4 Clarion...or I'll go T4 Barrier and carry a tray full of lavender.
Truthfully, I'll grab both T4's and will switch them out accordingly.
Feel free to provide feedback.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Lt. Nikki Valentine: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(5), Decim-Acc/Dmg(5)
Level 1: Subdual -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Immob(11), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Rchg(15), Apoc-Dmg(17)
Level 2: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(40)
Level 4: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(7), Ragnrk-Acc/Rchg(7), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Dmg/Rchg(9)
Level 6: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(39), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx(48)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(36), Zephyr-Travel(46)
Level 10: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(42), Posi-Dmg/Rchg(45)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(40)
Level 18: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(19), RechRdx-I(19)
Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(21), Nictus-Heal(21), Nictus-Acc/EndRdx/Rchg(29), P'Shift-Acc/Rchg(29)
Level 22: Blaze -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(23), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 30: Tactics -- GSFC-Build%(A), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/Rchg(34), GSFC-ToHit(34), GSFC-ToHit/EndRdx(37)
Level 32: Inferno -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40)
Level 35: World of Confusion -- CoPers-Conf%(A), CoPers-Conf(36), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(48), CoPers-Conf/EndRdx(50)
Level 38: Psychic Shockwave -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(45)
Level 41: Snow Storm -- P'ngTtl-Acc/EndRdx(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), DefBuff-I(45), HO:Enzym(46), HO:Enzym(50)
Level 47: Hoarfrost -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(48), Mrcl-Heal/Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 17.38% Defense(Smashing)
- 17.38% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 6.125% Defense(Energy)
- 6.125% Defense(Negative)
- 3% Defense(Psionic)
- 14.88% Defense(Melee)
- 7.375% Defense(Ranged)
- 5.5% Defense(AoE)
- 4.5% Max End
- 57% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 101.25% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 126.5 HP (10.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 2.2%
- 17% (0.284 End/sec) Recovery
- 36% (1.811 HP/sec) Regeneration
- 6.615% Resistance(Fire)
- 6.615% Resistance(Cold)
- 1.875% Resistance(Negative)
- 5% RunSpeed
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I have t3 Barrier and Rebirth. Working up to t4 for each. The flexibility is great to balance with the empaths, bubblers and kins that I may have on the team.
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Quote:This is good advice.Where's this guide that says Benumb is no good? I want to add a message in that thread that the guide is to be dismissed. Terrible advice. Yes, the base duration:recharge rate is pretty low without good recharge but even then, it's still a great AV debuffer for the time it's up. Eventually it can get to perma levels with enough global recharge.
It sounds like you could take good advantage of dual (now triple) builds, solo w/o shields, team with, assuming you're mostly using SOs and not investing in anything too expensive you'd miss.
Benumb is fantastic. Obviously helpful vs. AVs, but with +++rech, it's great vs. the EBs on the ITF and LGTF, and the waves of Walkers in Apex.
165% recharge + Spiritual gives you ~ 1 sec downtime.
W/O Spiritual < 5 sec downtime.
Thumbs up for dual-builds too. Very effective for tight secondaries like Cold. -
Originally, I had 200% on the nose, but decided to pull back to 187.5%.
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*63%, 52% and 52% are the vector defenses with perma ML.
*Seamless 4 step melee chain that allows a persistent stacked Follow-up (unless you get RNG hate).
*Seamless Dominate -> Subdue for ranging (you can swap Gloom for Confuse and REALLY go to town at range)
*You can also get Spin -> PsiTor -> Spin ...into each Aim duration; as well as having stacked Follow-ups for the 1st Spin
*Aid Self for minimum downtime solo or for when a few debuffs land
*AoC for panics (I don't prefer PsyWail b/c of the 50% greater downtime)
*Gave her the Musculature slot to better leverage the ridiculous +rech.
Exemps down to Sister Psyche very well, although, you could probably stand to move Aid Other and Aid Self up to the mid teens, and push Tactical Assault and Assault back to the mid/late 40s. -
Quote:Completely agree. The flexibility is fantastic.The beauty of the Fortunata is you can have it both ways. On my Fort I have...
Gap-less melee attack chain -> Followup, Lunge, Strike, Swipe
Gap-less range attack chain -> Dominate, Gloom, Subdue
Perma-ML, Perma-Hasten
54.3/53.4/49.6 Melee/Ranged/AoE Defense
Spin/Psinado for constant AoE damage without having to worry about positioning
Aura of Confusion for control
Medicine pool for when i'm in over my head
Add in +res or -to hit and -dmg from teammates and...weeeeeee! -
Quote:Have you considered/tried Envenomed Dagger? If you would like to swap in another power choice at the front of your build then give it a shot. It recharges plenty fast and has 250% of -regen according to Wiki.Dart burst was a minor personal choice... I like the power and its -regen, while not huge, has helped out against tougher AVs.
I haven't bothered to solo AV's with my uber-Widownata, but the Dagger has clearly helped quickly dispatch of AVs when only 1 Rad, Dark or Cold has been on the team or on the team and dead. -
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10 out of 10 now for getting a shard from the first spawn attacked.
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Quote:That could very well be what I'm seeing. Thanks.You still get shards while solo, but it's quite rare no matter what you have slotted. The way they've got it set up has it so that drops are more likely the larger the team (not just the team-equivalency at the Field Analyst/Fateweaver) you're on.
Edit: Now that I'm thinking about it...I'm not sure that's correct. A tank and I "cleaned up" 2/3 of the map after a successful ITF run last night (all other 6 players had left the group). I got 4 shards during the clean-up and I think the tank got 3. Unusually high for the time invested in my experience.