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Posts
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Joined
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Repulsion Bomb is a decent AoE attack and very poor stun, I'd suggest replacing Razzle Dazzle with something else unless you really want those set bonuses.
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Detention Field, if slotted to have greater that 10 magnitude effect, will affect Lord Recluse for the full 30 second duration so long as it hits. The way to make sure it hits is to removed the orange tower, either through caging it or killing it.
The duration of Detention Field is not altered on AV or the towers on the STF, it will last the full 30 seconds on any target it affects. -
Quote:One already exists.As a side note, has anyone considered putting together a guide to this (if one doesn't exist already)?
I blame Culex. -
Quote:Almost all traps powers are ground only, so hover will not work very well.(4) If I take hover, can I still use traps powers? Or are they ground only?
As for your build these are the things that really stood out to me:
Quote:Level 1: Caltrops -- ImpSwft-Dam%(A), Posi-Dam%(40), TmpRdns-EndRdx/Rchg/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(46)
I would personally prefer better slotting in ice bolt, it does slightly better dps than Ice Blast and much better DPS than Bitter Freeze Ray.
Quote:Level 6: Acid Mortar -- ShldBrk-%Dam(A), LdyGrey-%Dam(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(34)
Quote:Level 18: Seeker Drones -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(36)
Quote:Level 35: Bitter Freeze Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
As I said up top most traps powers are not usable while flying. I personally love blizzard on Defenders, it still uses the Blaster damage modifiers so it will put out large amounts of damage and as a Trapper you should be able to survive the end crash quite easily.
And for reference here is the Traps/Ice build I have been running:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Ice Blast
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Caltrops- (A) Recharge Reduction IO
- (13) Positron's Blast - Chance of Damage(Energy)
- (37) Impeded Swiftness - Chance of Damage(Smashing)
- (46) Ragnarok - Chance for Knockdown
- (A) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (3) Thunderstrike - Accuracy/Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Accuracy/Damage
- (A) Thunderstrike - Damage/Endurance/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (7) Thunderstrike - Damage/Recharge
- (50) Thunderstrike - Damage/Endurance
- (50) Thunderstrike - Accuracy/Damage
- (A) Doctored Wounds - Heal
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Recharge
- (40) Doctored Wounds - Heal/Endurance
- (A) Accuracy IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (11) Achilles' Heel - Chance for Res Debuff
- (11) Devastation - Chance of Hold
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (40) Karma - Knockback Protection
- (A) Jumping IO
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (15) Basilisk's Gaze - Endurance/Recharge/Hold
- (17) Basilisk's Gaze - Recharge/Hold
- (17) Basilisk's Gaze - Accuracy/Recharge
- (40) Lockdown - Chance for +2 Mag Hold
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (37) Numina's Convalescence - Heal
- (39) Numina's Convalescence - Heal/Endurance/Recharge
- (46) Numina's Convalescence - Heal/Recharge
- (48) Numina's Convalescence - Endurance/Recharge
- (50) Numina's Convalescence - Heal/Endurance
- (A) Unbreakable Constraint - Chance for Smashing Damage
- (19) Unbreakable Constraint - Endurance/Hold
- (19) Unbreakable Constraint - Accuracy/Recharge
- (21) Unbreakable Constraint - Accuracy/Hold/Recharge
- (42) Unbreakable Constraint - Hold/Recharge
- (A) Cloud Senses - Chance for Negative Energy Damage
- (33) Cloud Senses - Accuracy/Endurance/Recharge
- (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (34) Cloud Senses - Accuracy/Recharge
- (42) Cloud Senses - Accuracy/ToHitDebuff
- (42) Cloud Senses - ToHit Debuff
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod/Accuracy
- (23) Performance Shifter - EndMod
- (23) Performance Shifter - EndMod/Recharge
- (A) Ragnarok - Damage/Endurance
- (25) Ragnarok - Accuracy/Recharge
- (25) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Damage/Recharge
- (43) Ragnarok - Damage
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (A) Armageddon - Chance for Fire Damage
- (29) Armageddon - Damage/Endurance
- (29) Armageddon - Accuracy/Recharge
- (43) Armageddon - Accuracy/Damage/Recharge
- (45) Armageddon - Damage/Recharge
- (A) Apocalypse - Chance of Damage(Negative)
- (31) Apocalypse - Damage/Endurance
- (31) Apocalypse - Accuracy/Recharge
- (31) Apocalypse - Accuracy/Damage/Recharge
- (36) Apocalypse - Damage/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Damage/Recharge
- (39) Detonation - Damage/Recharge
- (39) Air Burst - Damage/Recharge
- (A) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Aegis - Resistance
- (45) Aegis - Resistance/Endurance
- (A) Aegis - Resistance/Recharge
- (48) Titanium Coating - Resistance/Recharge
- (48) Recharge Reduction IO
- (A) Accuracy IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run -
It isn't 60% chance to do damage, it is 60% chance per tick to do damage.
I still don't know how my results with every powerset I play are so different from the norm. Every time I use HoB the pack dies and they die in less than the time it takes the Archery character next to me to animate Rain of Arrows. -
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You currently have 6 5% recharge bonuses: 3 Crushing Impact, 1 Obliteration, 2 Red Fortunes. You can drop a Red Fortune set.
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Quote:Which functions as a set bonus, any after the 5th simply don't work, they are however a different set bonus than the 7.5% recharge speed bonus (Large Recharge Bonus). Paragon WikiI was talking about +Global Recharge LotG, you can put as much as you want. I put them in CJ, Grant cover, Phalanx Fighting, Deflection, Battle Agility and Weave.
The 6 give me +45% global recharge (fyi hasten = 75%), which I find enough : 35 seconds cd on Shield charge, 9 seconds on foot stomp (yummy).
And hasten is +70% recharge. Red Tomax, power quantification -
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That is because it does, atleast 30 merits per time (It may be 30 for the first and 60 each time after.).
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Depending on how many pieces you use there is not much difference in enhancement values between level 50 sets and say level 35 sets. Level 50 recipes are much more available than lower level ones, while the set bonuses of the lower level ones would exemplar farther without failing.
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Quote:This is incorrect. ED works on the % enhancement of the aspect not the level of the enhancements providing the aspect. The 3 enhancement barrier stems from the numbers provided by SOs.I hope I'm thinking about this the right way. ED doesn't discriminate based on level. You get less % benefit from the third enhancement of a type regardless of whether it's level 50 or 30. Overall you still get more benefit from the 50's since they're higher base %.
Example:
Common IO Damage slotting:
2 Enhancements:
Level 30s: 69.6 %
Level 50s: 83.32 % (reduced from 84.8 %)
3 Enhancements:
Level 30s: 95.66 % (reduced from 104.4 %)
Level 50s: 99.08 % (reduced from 127.2 %)
There is a nice chart on Paragonwiki that shows the breakpoint: Chart -
I personally love Soul Mastery: Gloom and Darkest Night.
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Quote:You don't lose access to redside contacts untill you fully swap to hero alignment.I was under the impression that you lose all your CoV contects once you become a Rogue. Is that not correct? I wouldn't want to rely on teaming, because Infinity CoV-side has seemed quite devoid of life recently. I've got a duo/trio I team with a lot, but they're both Hero-siding it up lately, so maybe if they were to become villains. I just didn't want to paint myself into a corner where the only thing I can do is papers.
Rogues:
Can run all Redside Arcs.
Start all TFs/SFs.
Join any blueside team.
Run blueside scanner missions.
Cannot run blueside contacts.
Cannot enter the Hero/Villain Lounges.
Cannot earn Alignment Merits.
Cannot enter Hero SG bases. -
Considering you were just getting to Rogue in that other thread, why not stay rogue until you finish enough of the Patron Arcs, then fully swap?
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As a Rogue you should be able to run all Villain content, including the patron arcs.
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Repeat After Me
No AT has ever been needed for anything in this game.
Every time I see a team searching for one AT (or heaven forbid powerset) I die a little inside. -
Quote:Ok I can agree with this, it would probably cost a tiny bit more end and take a little longer to recharge but no complaints.Force Bolt: Becomes a real ranged attack. Damage increased from scale 0.2 to scale 1, add 20% chance for Mag 3 stun.
Quote:Detention Field: Becomes a toggle. 1.04% end/s, can only be active for 30 seconds. Recharge time reduced from 60s to 30s.
Quote:Repulsion Bomb: Animation changed to Hand Clap animation. Animation time reduced from 3.07s to 1.23s. Projectile effect removed; now affects targets instantly after activation time.
Quote:Force Bubble: Radius reduced from 50ft to 20ft. Non-stackable 10s 25% damage debuff to target effect added.
The main thing I see that can be added to Force Fields is Defense Debuff Resistance in Dispersion Bubble to set it apart from Cold. If Force Fields is supposed to be the king of team defense buffing why do Shield users give their teams debuff resistance and not Force Field users? -
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Quote:If you can find a proc or global set IO that is useful in the slot use it.Ok heres an example I the character i respeced was my WP/SS tanker i didnt put extra slots in to several of his powers like Leaping the Inherant ones Boxing and Swift im trying to figure our what type of enhancements are the best to put inot a single slot power using set IOs would be pointless more or less so of liek Dual origen Single origen Invintion or whatever other types i cant think of right now would be the best type to go with.
Beyond that for basic single aspect enhancements the order is:
Training < (is always less than) Dual Origin < Common level 15 or greater IO < Single Origin < Common level 30 or greater IO -
I would say the ill/rad would probably make the best all around character with heavy IO investment.
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24 powers:
1,1,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,32,35 ,38,41,44,47,49
65 slots:
3-29:2,31-50:3
Powers Open:
Primary:
1,1,2,4,8,12,18,26,32
Secondary:
1,2,4,10,16,20,28,35,38