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Posts
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Joined
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I LOVE Dark Armor. It is by far my favorite armor set. Been playing it since Issue 1. (I have a 50 Dark Melee/Dark Armor scrapper and a tank)
I find Dark Armor to be a very strong set, with good well-rounded resistances, a bit of defense, great heal, and toggles that turn minions to mush. I remember reading Arcanaville's amazing post years ago comparing the performance of the various armor sets, noting the strength of Dark Armor.
IO set bonuses changed things somewhat, but I found that it benefited Dark Armor (and other resistance-based sets) a lot, with all the +def you could get. (I feel that defense-based sets, like SR, got shafted a bit on that regard, as there is less +resist available).
My ONLY real complaint is actually not with Dark Armor itself, but rather the next generation of armor sets... namely Willpower and Electric. I find that these sets were relatively stronger than their older counterparts.
I like Willpower, and have a 50 DB/WP scrapper that I love, but it does feel much easier to survive bigger mobs with that set than DA.
Similarly, I find my 50 DM/Electric to be amazing. The S/L resistance of Charged Armor is higher than that of DA or FA. And it has surprisingly good psi resist... something I did not expect from a set that has such good S/L and capped Energy resist. Plus, Energize is great.
I am not advocating nerfing WP or Elec. I do, at times, wonder if the older sets should be buffed a little to balance them with WP and Elec.
Considering Electric's good psi resist, capped energy resist, heal, end recovery and conservation, higher S/L resist and KB protectiion, I don't think it would be unreasonable to give DA a buff in negative energy resist and maybe psi resist. Oh yeah, and give Cloak of Fear a normal accuracy... maybe have it cost less end.
If I were to debuff Electric to balance it with Dark, I would propose reducing Electric's psi resist, and dropping its S/L resist to match FA and DA.
But, given that I do like Electric play mine regularly, I would rather see a rebalance of the older sets.
Just my 2 bits.
-Kokoro -
Hi all,
With only 6 different secondaries to choose from as a Blaster, I feel like Blasters could use a few more secondaries. Don't get me wrong, I like the secondaries that exist already... even Devices. However, with the Pistol primary, I wish there were a secondary that would allow me to make... say, a cowboy/cowgirl.... or even a "all-natural" human character (aka, someone who does not shoot fire or ice out of his/her fingertips).
So, I was thinking, what might work. Hence, I came up with the notion of Rope Manipulation.
* Lasso: Single-Target, Ranged Immobilize (Rope loop around person's legs)
* Hog Tied: Single-Target, Ranged Hold (Rope loop around person's arms and legs)
* Climb: Travel Power (similar to a Teleport)
* Trip Up: Single-Target, Ranged Knockdown (Rope loop around person's feet)
* Jump-Rope: 10-20sec, Self + Recharge (You exercise and work up a sweat)
* Rope Burn: 10-20 sec, Self (Adds Fire Damage to other Rope Manipulation powers)
* Bondage: Single-Target, Ranged, Damage Hold (Hog Tied, but really really tight)
* Hang Him: Single-Target, High Damage Immobilize (Person hangs from a tree)
* Rope Trap: Location, AOE Immobilize (like a trip mine, but no damage, does an immob)
Just a thought. -
Hi all.
I was wondering...
If you turn on Power Siphon, and use the PBAOE power "Burst" and hit multiple foes with it, do you get multiple +damage buffs from it?
In other words, say you are a scrapper and, while Power Siphon is up, you hit 4 opponents with Burst. Do you get 4x 31.25% damage buff? Or just 1x 31.25% damage buff?
Thanks!
-Kokoro -
If Ninjitsu were ported to Scappers, what would you replace the "Hide" power with?
Personally, I would like to see the following.
Decoy:
Create a number of decoys that look like you and mimic your actions. These decoys, however, do very little damage and serve only to distract your opponent. These decoys are very frail, and when hit by the enemy, turn into log stumps.
Mechanics-wise, I imagine something like Gang War (from the Thugs Mastermind power set), except that each gang war member looks like you (we know having NPCs that look like you is viable, due to the dopplegangers we see in Alignment missions), be really wimpy (kind of like Gang War already is), and have very little health.
Sure, they won't live long, but they can serve as a distraction for enemy alpha-strikes and such.
Just a thought.
-Kokoro -
For what is worth, I like the Kinetic Melee/Shield Defense/Soul Mastery tanker.
It is impressive, when it comes to tanking an AV... quite literally, by neutering that AV's damage output.
* 4 single-target Kinetic melee attacks do a -7% damage debuff on the target.
* 1 AOE Kinetic melee attack does -14% damage debuff.
* Shield Defense's Against All Odds imposes a -7% damage debuff on things in melee range of you.
* Stick Darkest Night on the AV you are meleeing, and that is another -21% damage debuff.
As such, you can easily maintain -63% to -70% damage debuff on the AV.
It is fun turning a scary AV into a wimp.
-Kokoro -
I will also cast my vote for /Storm Summoning.
I like Storm for several reasons...
1.) O2 Boost: You can heal your injured Gremlins + Teammates.
2.) Steamy Mist: I really like this on my controller. It allows me AND my pets to approach mobs without getting attacked, until it is too late for the enemy.
3.) Thunder Clap: PBAOE Disorient. I like having another AOE "hard" control in my arsenal.
(I refer to Holds and Disorients as "hard" controls, since damage will not free "hard" controlled enemies. Immobs and Sleeps, I refer to as "soft" controls, since enemies can continue to fight when Immobilized, and damage will wake Slept enemies.)
Considering that Electric Control only gets 1 AOE "hard" control, Paralyzing Blast (not including Confusion) with a long recharge time, it is nice to have Thunder Clap, which comes up much more quickly than Paralyzing Blast AND lasts longer too!
4.) Freezing Rain: Nice for the -RES debuff, plus some damage mitigation due to the run-away and knockdown effects. Though, usually, I throw down Freezing Rain after I have things under "hard" control and let the -RES and damage PROC IO's do their thing!
The other powers, I rarely use... but sometimes they can be handy.
Usually, during AV fights, I will throw down the Lightning Storm for additional damage, use Snow Storm for the -Recharge debuff to help with damage mitigation, and even use Hurricane (a very very nice -ToHit debuff) to help neuter AV damage output.
All in all, Storm Summoning is a good secondary that can help add some AOE "hard" control to folks who are a bit lacking in that department, plus some means of neutering baddies damage output and softening them up to your team's attacks.
While other Controller secondaries offer team buffs/enemy debuffs comparable to (and at times, better than) /Storm Summoning, none offer an AOE "hard" control, with the exception of Trick Arrow's EMP arrow, which has a very long recharge time. Other sets may offer some measure of "soft" control, but considering Electric Control's relative lack of AOE "hard" control, I think Storm Summoning makes a lot of sense.
Consider the other Controller primaries...
Earth Control: 2 AOE "hard" controls.
Volcanic Gasses (AOE Hold), Stalagmites (AOE Disorient)
Fire Control: 2 AOE "hard" controls.
Cinders (AOE hold), Flashfire (AOE Disorient)
Gravity Control: 2 AOE "hard" controls.
GDF (AOE Hold), Wormhole (AOE Disorient)
Ice Control: 1 AOE "hard" control.
Glacier (AOE Hold)
Illusion Control: 1 1/2 AOE "hard" controls.
Flash (AOE Hold), Blind (technically, an AOE Hold)
Mind Control: 2 AOE "hard" controls.
Total Domination (AOE Hold), Telekinesis (AOE Hold)
Plant Control: 1 AOE "hard" control.
Vines (AOE Hold)
* Note: I did not include Confusion powers, as some people hate how confused mobs fighting each other cuts into your XP. Personally, I like Confusion and consider it a "hard" control, but since some don't, I did not include it here. For similar reasons, I did not include Gravity's AOE Intangibility power.
Anyways, as mentioned before, for Controller primaries with only one AOE "hard" control (such as Electric and Ice), Storm Summoning can help quite a bit. I also like it on Fire Control, as it gives you 2 AOE Disorients to lock down Boss-filled mobs with ease.
My 2 bits...
-Kokoro -
Since Castle is gone now, I am not sure if this thread is dead now, but I figure I would put in my 2 bits....
I think it would be nice to see blasts shoot out from a hand-held staff or wand, rather than from one's hand, eyes, or mouth. This would be very nice to see on those of our Magic-origin characters.
LRM: Maybe give us the option of having the missile fall from the sky? (sort of like a Satellite strike?) -
If he slots the Gaussian set in his Soul Drain and is surrounded by a good number of mobs, won't he get a bunch of independent attempts for the Proc to fire, similar to how the Forced Feedback Proc works in Foot Stomp?
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AH! Classic Powersets!!!
Does anyone miss original Martial Arts, with the Chun-Li kick?!
http://www.youtube.com/watch?v=0BvZFM6WGFI -
I use Force Feedbacl: Chance for +Recharge in my Super Strength tank, and I love it!
The Proc is a 10% chance for a +100% recharge for 5 seconds.
When slotted into an AOE attack, such as Foot Stomp (for Super Strength), each opponent hit by your Foot Stomp gives you a 10% chance for the Proc to activate.
So, if my Foot Stomp hits 10 enemies, I get a 10% chance from enemy #1, 10% chance for enemy #2, etc... This does NOT mean that I get a 100% chance for the Proc to fire off. Rather, each enemy hit has an independent chance of firing. Also, you do not get a multiple stacking of this Proc from the single Foot Stomp.
What is really great about having this Proc in Foot Stomp is that, the base recycle time on Foot Stomp is 20 seconds, and the radius of Foot Stomp is pretty big. With 5 pieces of the Obliteration set in the power, Foot Stomp comes up every 10 seconds. With Hasten added on top, I can Foot Stomp every 7.5 seconds. IF the Proc fires off on a particular Foot Stomp, my next Foot Stomp comes back up in like 6 seconds.
From observation, with a good number of mobs surrounding my Tanker, I will see the Proc fire off just about every other Foot Stomp. (I will also often times be perma-Hastened as an end result)
The Proc is also nice to have in Thunder Strike (Electric Melee), but Thunder Strike has a significantly smaller radius than Foot Stomp.
The problem with slotting this Proc into Shield Charge is that, the base recycle time is a whopping 90 seconds. With 5 slotting Obliteration and Hasten up, you can get this down to 34 seconds, but the 5 seconds of +100% recharge rate you get from the Proc, while nice, does not significantly impact your character's performance the same way that it does for Foot Stomping tankers/brutes, since the Proc will not come up anywhere near as often for Shielders.
I will way that I do like the Proc in Shield/Electric toons. Between Thunder Strike, Shield Charge and Lightning Rod, you get many, many opportunities for the Proc to fire off.
Hope this helps,
-Kokoro -
Hi all,
So, I just returned to COX, after having been away from the game for quite some time (I played from Issue 1 to 12), and boy, have things changed a lot... mostly for the better, I am pleased to say.
Anyways, I have fallen in love with the Temp Power: Power Analyzer mk. III.
For those unfamiliar with this temp power, it gives you the combat attributes of AVs, monsters, etc, which I found to be really neat. (Technically, it replaces YOUR combat attributes window for the enemy's... so you can see the regeneration rate (in percentage and hit points per second), the defense scores, resistances, etc... of the opponent).
I ended up using this power A LOT during the APEX TF, to monitor Battle Maiden's regeneration rate, so that the team knew when to use the Envenomed Dagger temp power.
One things I was wondering is....
Is there a place (either on these boards, or on some other website) that has the consolidated statistics for the various Heroes, AVs, and such for the major Task Forces/Strike Forces?
If not... I am sort of tempted to try going around on a very very stealth-ed stalker or something and try collecting Power Analyzer stats of the various Heroes/AVs. But if I do so, where would be an appropriate place to post that collected info?
Thanks!
-Kokoro -
Actually, it is not invalid.
Inherent Fitness was not introduced until after the introduction of Masterminds.
Hence, you will find some masterminds out there WITHOUT Fitness, IF the player did not respec the toon after Inherent Fitness was added to the game. -
Here is my build for a Dark Armor / Super Strength Tank.
It prioritizes survivability above all else.
Melee Defense: 38.7% (effectively 43.7% with Cloak of Fear)
Ranged Defense: 40.2%
AOE Defense: 42.4%
Smashing/Letha Resist: 69.9%
Fire/Cold Resist: 48.7%
Energy Resist: 30.4%
Negative Resist: 61.8%
Tpxic Resist: 31.4%
Psionic Resist: 76%
Warning: End recovery surplus is only 1.3/sec. Use of End Redux Alpha Slot advised.
-Kokoro
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(17)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 2: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(13)
Level 6: Boxing -- Empty(A)
Level 8: Dark Regeneration -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(13)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Cloak of Darkness -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(36)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(19)
Level 16: Maneuvers -- DefBuff-I(A), DefBuff-I(19), EndRdx-I(21)
Level 18: Cloak of Fear -- Abys-Acc/EndRdx(A), N'mare-Acc/EndRdx(21), U'spkT-Acc/EndRdx(27), Hror-Acc/EndRdx(29)
Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27)
Level 24: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(46)
Level 26: Murky Cloud -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 28: Obsidian Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Taunt -- Acc-I(A)
Level 35: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- EndMod-I(A), Mrcl-Rcvry+(45)
Level 47: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Oppressive Gloom -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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), EndMod-I(45)
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Hi, here is a DB/WP build, that I came up with.
It prioritizes defense
In a nutshell....
S/L def: 42.7%
F/C def: 40.3%
E/N def: 42.2%
Psi def: 29.4%
Regen: 595%
Max HP: 135.4%
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (3) Reactive Armor - Endurance
- (39) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (40) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (19) Kinetic Combat - Damage/Endurance/Recharge
- (A) Eradication - Damage
- (27) Eradication - Accuracy/Recharge
- (29) Eradication - Damage/Recharge
- (31) Eradication - Accuracy/Damage/Recharge
- (31) Eradication - Accuracy/Damage/Endurance/Recharge
- (34) Eradication - Chance for Energy Damage
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (13) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Knockdown Bonus
- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Resistance
- (48) Reactive Armor - Endurance
- (A) Reactive Armor - Resistance/Endurance
- (15) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance
- (46) Reactive Armor - Endurance
- (A) Defense Buff IO
- (43) Defense Buff IO
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (A) Serendipity - Defense
- (21) Serendipity - Defense/Endurance
- (48) Serendipity - Defense/Recharge
- (50) Serendipity - Defense/Endurance/Recharge
- (50) Serendipity - Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (27) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Defense Buff IO
- (25) Defense Buff IO
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (37) Eradication - Accuracy/Damage/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (37) Eradication - Chance for Energy Damage
- (A) Serendipity - Defense/Endurance
- (29) Serendipity - Defense
- (40) Serendipity - Defense/Recharge
- (45) Serendipity - Defense/Endurance/Recharge
- (45) Serendipity - Endurance
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (34) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Healing IO
- (36) Healing IO
- (A) Endurance Modification IO
- (39) Endurance Modification IO
- (A) Recharge Reduction IO
- (A) Healing IO
- (45) Healing IO
- (A) Defense Buff IO
- (48) Defense Buff IO
- (A) Healing IO
- (50) Healing IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Healing IO
- (3) Healing IO
- (A) Endurance Modification IO
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Wow, you actually fully (or nearly fully) slotted up your dark/dark scrapper with the build I posted? That was fast! A little over 1 billion, huh? Nice!
I thought about not using the resist/end HOs, but I was worried about endurance when I was making the toon.
Oh, and I managed to get a Miracle: +Recovery reciple 2 nights ago. (I set my slider to 39 and did a gold roll, and managed to get lucky) WOOT! -
I am glad you liked the build I posted, ShadowNate.
I just got the last 2 pieces of my final Touch of Death set that I needed. I have to say, I am loving the 42% melee defense.
Last night, I managed to do another run of the all level 51 bosses AE map. I have to say. I love that I can handle herding up 16 of those bosses around me and survive.
(Note that occasionally, I have seen several of them get lucky and hit me at the same time and I can still die, but this is rare. Usually, damage trickles in slowly, enough to manage with my Siphon Life and Dark Regeneration heal powers)
I also tried doing the Rikti War Zone Challenge last night. I found a nice large mob of level 54 Rikti and dived in. I was amazed. I was able to fight pretty safely, and I did not need to do tactics like run around to hide behind cover, or take advantage of map geography. I just dived into the middle of the mob and stayed there.
The meleers were quite manageable, with the defense and resistance I have. And the Mentalists were no threat.
My only problem was that I did not target the Guardians first (there were 2 mixed into the mob). So, they managed to bubble up everyone, so I was missing a lot. Fortunately, they were missing me a lot too.
In the end, I won. I killed the Guardians first, and eventually killed the rest, after their frickin' double-stacked force fields dropped. (*sigh*) That took forever!
Anyways, loving this toon. I am still missing a LOTG: +Recharge, and a Miracle: +Recovery.
But, considering how well I am doing already with my build, I am wondering if I should even bother.
Oh, FYI, on Infinity, my build costs a pretty penny. I think it would cost about 1.5 - 2 billion influence, given today's prices. Fortunately, I already had the HOs I needed from back pre-Issue 10, which helped alot. Ribosomes are insanely expensive on Infinity.
Good luck to you! -
Here is my Dark/Dark scrapper build.
I have been stress-testing this build in AE missions filled with level 51 Bosses wielding hammers. I will say, I am pretty pleased with the build. I can manage mobs of 16x Bosses surrounding me, and usually survive.
The 42% melee defense does wonders for damage mitigation... just 3% shy of soft-capping against typical NPCs.
52.7% S/L resistance helps buffer the impacts of the hits that do get past my defenses.
I use Siphon Life to help deliver decent damage, as well as slowing down the rate that the mobs widdle down my hit points. And Dark Regeneration is great at bringing me back up to full health again, and comes back quickly enough and is cheap enough Endurance-wise to keep me sustained for the long haul.
I find that I rarely have endurance issues, so long as I juggle back and forth between Dark Consumption and Conserve Power.
I really do love my dark/dark scrapper.
------------------------------------------------------------
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Smite
(A) Touch of Death - Accuracy/Damage
(3) Touch of Death - Damage/Endurance
(3) Touch of Death - Damage/Recharge
(5) Touch of Death - Accuracy/Damage/Endurance
(5) Touch of Death - Damage/Endurance/Recharge
(7) Touch of Death - Chance of Damage(Negative)
Level 1: Dark Embrace
(A) HamiO:Ribosome Exposure
(7) HamiO:Ribosome Exposure
(9) HamiO:Ribosome Exposure
Level 2: Shadow Maul
(A) Obliteration - Accuracy/Damage/Endurance/Recharge
(9) Obliteration - Chance for Smashing Damage
(11) Obliteration - Damage
(11) Obliteration - Accuracy/Recharge
(13) Obliteration - Damage/Recharge
(13) Obliteration - Accuracy/Damage/Recharge
Level 4: Death Shroud
(A) Multi Strike - Accuracy/Damage
(15) Multi Strike - Damage/Endurance
(15) Multi Strike - Damage/Recharge
(40) Multi Strike - Accuracy/Endurance
(40) Multi Strike - Accuracy/Damage/Endurance
(40) Multi Strike - Damage/Endurance/Recharge
Level 6: Combat Jumping
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(42) Blessing of the Zephyr - Knockback Reduction (4 points)
(43) Luck of the Gambler - Recharge Speed
Level 8: Siphon Life
(A) Touch of Death - Accuracy/Damage
(43) Touch of Death - Damage/Endurance
(43) Touch of Death - Damage/Recharge
(45) Touch of Death - Accuracy/Damage/Endurance
(45) Touch of Death - Damage/Endurance/Recharge
(46) Touch of Death - Chance of Damage(Negative)
Level 10: Obsidian Shield
(A) HamiO:Ribosome Exposure
(46) HamiO:Ribosome Exposure
Level 12: Boxing
(A) Empty
Level 14: Tough
(A) HamiO:Ribosome Exposure
(46) HamiO:Ribosome Exposure
(48) HamiO:Ribosome Exposure
Level 16: Dark Regeneration
(A) Multi Strike - Accuracy/Damage
(17) Multi Strike - Damage/Endurance
(17) Multi Strike - Damage/Recharge
(19) Multi Strike - Accuracy/Endurance
(19) Multi Strike - Accuracy/Damage/Endurance
(21) Multi Strike - Damage/Endurance/Recharge
Level 18: Dark Consumption
(A) Obliteration - Accuracy/Damage/Endurance/Recharge
(21) Obliteration - Chance for Smashing Damage
(23) Obliteration - Damage
(23) Obliteration - Accuracy/Recharge
(27) Obliteration - Damage/Recharge
(27) Obliteration - Accuracy/Damage/Recharge
Level 20: Weave
(A) Red Fortune - Defense
(48) Red Fortune - Endurance
(48) Red Fortune - Defense/Endurance
(50) Red Fortune - Defense/Recharge
(50) Red Fortune - Endurance/Recharge
(50) Red Fortune - Defense/Endurance/Recharge
Level 22: Cloak of Darkness
(A) Red Fortune - Defense
(37) Red Fortune - Endurance
(37) Red Fortune - Defense/Endurance
(37) Red Fortune - Defense/Recharge
(39) Red Fortune - Endurance/Recharge
(39) Red Fortune - Defense/Endurance/Recharge
Level 24: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(25) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 26: Soul Drain
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(36) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 28: Hasten
(A) Recharge Reduction IO
(29) Recharge Reduction IO
(29) Recharge Reduction IO
Level 30: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(31) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 32: Midnight Grasp
(A) Touch of Death - Accuracy/Damage
(33) Touch of Death - Damage/Endurance
(33) Touch of Death - Damage/Recharge
(33) Touch of Death - Accuracy/Damage/Endurance
(34) Touch of Death - Damage/Endurance/Recharge
(34) Touch of Death - Chance of Damage(Negative)
Level 35: Hurdle
(A) Jumping IO
Level 38: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(39) Miracle - +Recovery
Level 41: Stamina
(A) Endurance Modification IO
(42) Endurance Modification IO
Level 44: Conserve Power
(A) Recharge Reduction IO
(45) Recharge Reduction IO
Level 47: Murky Cloud
(A) Steadfast Protection - Resistance/+Def 3%
Level 49: Oppressive Gloom
(A) Accuracy IO
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
20% DamageBuff(Smashing)
20% DamageBuff(Lethal)
20% DamageBuff(Fire)
20% DamageBuff(Cold)
20% DamageBuff(Energy)
20% DamageBuff(Negative)
20% DamageBuff(Toxic)
20% DamageBuff(Psionic)
15.5% Defense(Smashing)
15.5% Defense(Lethal)
10.8% Defense(Fire)
10.8% Defense(Cold)
11.4% Defense(Energy)
11.4% Defense(Negative)
3% Defense(Psionic)
28% Defense(Melee)
19.9% Defense(Ranged)
18.6% Defense(AoE)
18% Enhancement(Accuracy)
27.5% Enhancement(RechargeTime)
5% FlySpeed
85.3 HP (6.37%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -12)
Knockup (Mag -12)
MezResist(Held) 8.25%
MezResist(Immobilize) 12.7%
MezResist(Sleep) 3.3%
MezResist(Stun) 7.7%
2.5% (0.04 End/sec) Recovery
4.41% Resistance(Fire)
4.41% Resistance(Cold)
5% RunSpeed -
Hello.
First, in response to the original poster, I would say that Dark Melee/Fiery Aura is a great scrapper combination. You certainly did not make a wrong choice.
This combination has some interesting features, that you should make a key part of your gameplay:
* 2 forms of self-healing (Siphon Life and Healing Flames)
* 2 forms of endurance recovery (Dark Consumption and Consume)
Now, normally, I tend to include Conserve Power into most scrappers I play (with the exception or Regen and Willpower), to deal with endurance issues. However, with a Dark Melee/Fiery Aura scrapper, you have an advantage in that, with Consume and Dark Consumption, you can actually live without the Body Mastery Epic Pool.
Fiery Aura scrappers are "resistance" toons. In order to increase your survivability, I highly suggest you find ways of adding on as much defense into your build as possible, as it is the combination of resistance and defense that make up the sum of your survivability.
For melee toons like scrappers and tankers, I tend to prioritize melee defense, followed by ranged, then AOE. As a general rule of thumb, melee attacks tend to hit harder than ranged attacks, which tend to hit harder than AOEs (within a given archetype).
Below, I have included a sample Dark Melee/Fiery Aura build.
Highlights of the build are:
* 39.8% melee defense
* 23% ranged and AOE defense
Gameplay:
Gather mobs around you. After they are all in melee range around your position, quickly hop out of the mob. Then use Tenebrous Tentacles to immobilize the cluster of mobs, then jump into the middle of them, hit Soul Drain and Fiery Embrace, and Burn.
Burn Recharges every 11.2 seconds (8.5 seconds with Hasten). You can pretty much melt mobs using your immobilization powers and Burn.
Learning how to use cones effectively is what can make Tenebrous Tentacles shine. Your Tentacles will immobilize opponents for 35 seconds, and recharges every 11 seconds (8 seconds with Hasten). Use Midnight Grasp to stack immobilization immediately for Bosses. For all-boss maps, learn to stack Tenebrous Tentacles effectively.
The near 40% melee defense, along with your near 50% S/L resistance, should help you survive the close-range nature of your fighting style.
Do not be afraid to pop orange and purple inspirations. You just need to survive long enough to get sufficient immobilization magnitude stacked on.
Also, make use of geometry. For example, find corners to run into. This restricts mobs into surrounding only a 90% angle about you, which makes lining up your Tenebrous Tentacles and Shadow Maul significantly easier.
Hope this helps.
-Kokoro
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Darkness Mastery
Hero Profile:
------------
Level 1: Smite
(A) Touch of Death - Accuracy/Damage
(39) Touch of Death - Damage/Endurance
(39) Touch of Death - Damage/Recharge
(40) Touch of Death - Accuracy/Damage/Endurance
(40) Touch of Death - Damage/Endurance/Recharge
(40) Touch of Death - Chance of Damage(Negative)
Level 1: Fire Shield
(A) HamiO:Ribosome Exposure
(39) HamiO:Ribosome Exposure
Level 2: Shadow Maul
(A) Multi Strike - Accuracy/Damage
(3) Multi Strike - Damage/Endurance
(3) Multi Strike - Damage/Recharge
(37) Multi Strike - Accuracy/Endurance
(37) Multi Strike - Accuracy/Damage/Endurance
(37) Multi Strike - Damage/Endurance/Recharge
Level 4: Blazing Aura
(A) Multi Strike - Accuracy/Damage
(5) Multi Strike - Damage/Endurance
(5) Multi Strike - Damage/Recharge
(7) Multi Strike - Accuracy/Endurance
(7) Multi Strike - Accuracy/Damage/Endurance
(17) Multi Strike - Damage/Endurance/Recharge
Level 6: Healing Flames
(A) Steadfast Protection - Resistance/+Def 3%
(45) Miracle - Heal/Recharge
(46) Miracle - Heal/Endurance/Recharge
Level 8: Siphon Life
(A) Mako's Bite - Accuracy/Damage
(9) Mako's Bite - Damage/Endurance
(9) Mako's Bite - Damage/Recharge
(11) Mako's Bite - Accuracy/Endurance/Recharge
(11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(13) Mako's Bite - Chance of Damage(Lethal)
Level 10: Combat Jumping
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(15) Blessing of the Zephyr - Knockback Reduction (4 points)
(42) Luck of the Gambler - Recharge Speed
Level 12: Boxing
(A) Empty
Level 14: Tough
(A) HamiO:Ribosome Exposure
(15) HamiO:Ribosome Exposure
Level 16: Plasma Shield
(A) HamiO:Ribosome Exposure
(17) HamiO:Ribosome Exposure
Level 18: Dark Consumption
(A) Obliteration - Accuracy/Damage/Endurance/Recharge
(19) Obliteration - Chance for Smashing Damage
(19) Obliteration - Damage
(21) Obliteration - Accuracy/Recharge
(21) Obliteration - Accuracy/Damage/Recharge
(23) Obliteration - Damage/Recharge
Level 20: Consume
(A) Obliteration - Accuracy/Damage/Endurance/Recharge
(23) Obliteration - Chance for Smashing Damage
(25) Obliteration - Accuracy/Recharge
(25) Obliteration - Damage
(34) Obliteration - Damage/Recharge
(36) Obliteration - Accuracy/Damage/Recharge
Level 22: Weave
(A) Luck of the Gambler - Recharge Speed
(42) Luck of the Gambler - Defense
Level 24: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(36) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 26: Soul Drain
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(31) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 28: Burn
(A) Obliteration - Accuracy/Damage/Endurance/Recharge
(43) Obliteration - Chance for Smashing Damage
(43) Obliteration - Damage
(43) Obliteration - Accuracy/Recharge
(45) Obliteration - Damage/Recharge
(45) Obliteration - Accuracy/Damage/Recharge
Level 30: Hasten
(A) Recharge Reduction IO
(31) Recharge Reduction IO
(31) Recharge Reduction IO
Level 32: Midnight Grasp
(A) Touch of Death - Accuracy/Damage
(33) Touch of Death - Damage/Endurance
(33) Touch of Death - Damage/Recharge
(33) Touch of Death - Accuracy/Damage/Endurance
(34) Touch of Death - Damage/Endurance/Recharge
(34) Touch of Death - Chance of Damage(Negative)
Level 35: Hurdle
(A) Empty
Level 38: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(42) Numina's Convalescence - Heal
(46) Miracle - +Recovery
(46) Miracle - Heal
Level 41: Petrifying Gaze
(A) Unbreakable Constraint - Accuracy/Hold/Recharge
Level 44: Dark Blast
(A) Devastation - Accuracy/Damage
Level 47: Tenebrous Tentacles
(A) Enfeebled Operation - Accuracy/Recharge
(48) Enfeebled Operation - Endurance/Immobilize
(48) Enfeebled Operation - Accuracy/Endurance
(48) Enfeebled Operation - Immobilize/Range
(50) Enfeebled Operation - Accuracy/Immobilize/Recharge
(50) Enfeebled Operation - Accuracy/Immobilize
Level 49: Fiery Embrace
(A) Recharge Reduction IO
(50) Recharge Reduction IO
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
19.5% DamageBuff(Smashing)
19.5% DamageBuff(Lethal)
19.5% DamageBuff(Fire)
19.5% DamageBuff(Cold)
19.5% DamageBuff(Energy)
19.5% DamageBuff(Negative)
19.5% DamageBuff(Toxic)
19.5% DamageBuff(Psionic)
19.6% Defense(Smashing)
19.6% Defense(Lethal)
9.25% Defense(Fire)
9.25% Defense(Cold)
9.25% Defense(Energy)
9.25% Defense(Negative)
3% Defense(Psionic)
32.4% Defense(Melee)
15.5% Defense(Ranged)
15.5% Defense(AoE)
27% Enhancement(Accuracy)
33.8% Enhancement(RechargeTime)
3% Enhancement(Immobilize)
5% FlySpeed
85.3 HP (6.37%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 8.8%
MezResist(Immobilize) 8.8%
MezResist(Sleep) 3.3%
MezResist(Stun) 9.9%
7.5% (0.13 End/sec) Recovery
22% (1.23 HP/sec) Regeneration
1.89% Resistance(Fire)
1.89% Resistance(Cold)
1.88% Resistance(Negative)
5% RunSpeed -
Hello,
I first started playing in Issue 1, and stopped playing at about Issue 11. I loved COH (less so COV), but after having gotten my 13th level 50 character, I was starting to get bored.
To entertain myself, I started making intentionally gimpy builds, challenging myself by trying to make such builds viable.
As an example, I tried making a truly normal human character. Since normal humans do not have glowing hands, auras, shoot light beams from their hands, or can fly or super jump or teleport around, I avoided any powers that seemed superhuman... not just avoided using, but avoided in being forced to even take said powers.
Hence, I made a MA/Regen scrapper, that had no Integration, no Heals, no Build-Up, no travel powers, etc. etc. It was fun and challenging, trying to fight and survive using such a character, and I did find fulfillment in making the character successful, without needing to ever respec.
But, as more of my friends left COX for other games or real life, I found myself too losing interest and eventually left.
ONE YEAR LATER.....
I returned for Issue 14, since I got to play a bit for free due to the 5th anniversary. I think the year away helped. COX felt a bit more fresh and fun for me again.
A friend of mine make an AE mission that sort of stress-tests melee toons. (Imagine a map of all hammer/shotgun wielded level 52 bosses)
I took my level 50 Dark/Dark tank (about 70% S/L resist, about 10% melee/range/aoe defense) and dived into a mob of about 7 of these bosses. Moments later, I was a bloody pulp on the sidewalk. I loved it ! A challenge!
Examining the IO set bonuses available, I eventually gave my dark tank more defense (now about 40% melee, about 25% to range/aoe). And now, I am able to gather up over a dozen of those bosses about me without much risk.
I am finding myself loving AE alot, if only for being able to use these insanely boss-filled missions to stress test my character builds.
Oh yeah, on my dark tank, I was invited to a pick-up team to help a guy complete his mission. The mission was normal... filled with minions, lieutenants, and the occasional boss. Because I had refined my tank to be able to cope with the stress-test, all boss mission, this guy's normal mission was terrifyingly easy.
COMMENTS ON ISSUE 14 (or what came after Issue 11)
LOVE:
* AE, if only for being able to fight in maps filled with several Lord Recluses pounding on me at the same time.
* being able to get recipes and salvage by turning in tickets and merits.
* dark armor available to tanks (decent resistance to pretty much every damage type, good resistance to s/l, great resist to psi). I think it is probably the best well-rounded resistance set available to tanks.
* Zephyr IO set. Pondering making my "The Traveler" character concept... a toon with all the travel powers.
* Shield Defense set. Though, admittedly, at times, I think of it as SR-lite.
* Dark melee's Siphon Life. I always used to skip it because it was a weak heal and weak damage. But now, it is like the 2nd best single-target attack of the entire set.
NOT A BIG FAN OF:
* common salvage costing an arm and a leg, thanks to bleep-heads trying to manipulate the market.
* cold domination seeming to be way better than storm summoning.
* city zones looking like ghost towns, since everyone seems to be in AE all the time. Though, admittedly, I think something similar happened when Oroborous first arrived too... everyone was there instead of in the city.
IS THIS A BUG?
I tried casting the Cold Domination's 2 defense shields on a teammate, when I was under the effects of Power Buildup. But, the defense values of those shields were no better than without Power Buildup.
I know that, at least with Power Boost, I can make Empathy's Fortitude defense values increase. I thought Power Buildup was also supposed to have this effect.
Anyways, I am enjoying Issue 14 so far, and I am eager to see my Brute and Mastermind on the Blue side.
Kokoro
P.S.
Mid's Designer is so cool.