Kurugi

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  1. I've got an Elec/Invuln scrapper and a Rad/Energy blaster in mind.
  2. Tsoo: They'll rock you like a hurricane!
  3. So I thought this might be a fun thread.

    Come up with a cute/funny/whatever slogan for your "favorite" villain group.

    I came up with one for CoT last night on a radio team when I went to get a mission and I realized I could choose from CoT, CoT, or....CoT.

    Circle of Thorns: For when all your other choices are Circle of Thorns.

    So, what's yours?
  4. I kinda wish I could change mine. I don't have any toons named Neg rogue or anything. Actually rogue was the class I played in WoW, and I just randomly added neg to the front for a reason I don't even remember...

    If I could I'd change it to Kurugi since that's pretty much how I represent myself online nowadays.
  5. Quote:
    Originally Posted by Call Me Awesome View Post
    Yep, PF grants a 5% (for tanks anyway) defense buff base plus the additional per person you're seeing. That's why you see the 8.48% with it set to one ally in melee. When you're alone you'll have the 5% (unenhanceable unfortunately) defense.

    Once it matures Shield is a great set... you're going to face some growing pains though. I've taken a shield scrapper all the way and am currently working on a Shield/Fire tank... the set feels very squishy until you get your defenses above 30% or so. I know that at 24 my tank is still a bit... questionable for serious tanking. On the other hand my 50 BS/Shield scrapper is a quite capable tank so I know the set will mature quite nicely. If a shield scrapper can easily main tank an ITF I'd say a shield tank should be just fine.
    So basically when I turn off PF in mid's just add 5% to my defenses. Well dang now I've got a bit of a defense surplus xD but at least I'll be capped at AoE defense as well...

    I tanked posi TF yesterday and was the only tank in the team. It actually wasn't too bad. I don't feel too squishy, but that's probably because the only other tank I've really played much of was a FA/SS.
  6. Quote:
    Originally Posted by Airhammer View Post
    So is it taunt than makes a tank ??? Cause Scrappers have taunt too??
    Taunt is part of what makes a tank (IMO at least), but to say any one thing is what makes or breaks any AT is a bit of a stretch. It is but one part of many different pieces that make up the whole.
  7. HAHAHAHAHAHA, omg this is awesome...

    I pretty much just figured out how to soft cap my defenses without PF without really giving up ANYTHING to do it...basically I took all of your suggestions CMA, but I also 6-slotted Build Up with GFC which gave me a 2.5% boost to all my positional defenses...

    Now without PF I have 45.3% melee defense, 46.8% ranged defense, and 43.1% aoe defense.

    The only thing I really give up is recovery and regen but that's mainly from not having Physical Perfection anymore. I am slightly concerned that my recovery is a bit on the low side (2.92/s), but I remember reading that the +end proc is equal to about 0.2 end/s, so that puts my "average" recovery I guess at around 3.12/s.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(11), LkGmblr-Rchg+(15), ResDam-I(43), ResDam-I(43)
    Level 1: Stone Fist -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(34)
    Level 2: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), S'fstPrt-ResDam/Def+(17), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam(33)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(11), LkGmblr-Rchg+(15)
    Level 6: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Against All Odds -- EndRdx-I(A)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(34), Mrcl-Rcvry+(34), RgnTis-Regen+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
    Level 22: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(31)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 35: Tremor -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
    Level 38: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(40)
    Level 41: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(42), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
    Level 44: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 47: Grant Cover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  8. Quote:
    Originally Posted by Call Me Awesome View Post
    If you want to soft cap without anyone in range of PF an easy way to accomplish that is by trading the ToD in Stone Fist for a set of Mako's Bite and trade the Obliteration in one of your AOE's for Scirocco's Dervish... that change puts you at 44.6% Melee, 46.2% Range and 42.5% AOE. It's also considerably cheaper on the wallet, but if you're slotting the LotG recharge IO's that apparently isn't an issue with you.

    Another choice is going with Combat Jumping/Super Jump for travel... that one change will soft cap you if you slot all your defenses to ED cap and only slot the Steadfast unique.
    It's not so much that I want to so much as someone else made it seem like it was required for any high-end SD build, but if I can do it without sacrificing too much elsewhere I might as well, right? The more beastly my tank is the better

    Also, I did mention CJ/SJ as a way to get more defense, but if I want to keep Hasten as well that means I need to dump an additional power, and being the recharge junkie that I am I AM taking Hasten no matter what, and with how tight my power choices were just taking SS as my travel power as well seemed to be the most economical method.

    One question though...PF says it gives 3.48% defense per person in range on the info tab on mid's, yet when I go to effects it says it gives 8.48%, and when I toggle it off my positional defenses go down by 8.48%. What's the deal here? Is mid's bugged? Does PF give a minimum amount of defense all the time? This has really confused me.

    Quote:
    If I could make a suggestion... you may want to three slot Active Defense so you can double stack it, and finding room for Grant Cover is also a good idea. That will greatly increase your resistance to defense debuffs. Also, if you exemp below your recharge bonuses or get hit by a slow your mez protection won't be perma anymore.
    I did originally have 3 slots in Active Defense but then when I checked I realized I didn't need that much to make it perma so I dropped the slots, but that's a good point about double stacking/in case I get slowed. I didn't know you could even double stack it. Of course, I'm not exactly sure where to pull those 2 slots from. Maybe a couple from boxing but every time I have to give up some +rech I die a little inside xD

    Of course, over 60% global recharge is probably overkill anyway...

    After looking over some other SD builds I did consider taking Grant Cover, but I had always heard it wasn't nearly as useful a power for tankers as it is for Scrappers/Brutes, mainly because the only real benefit you get from the power is the debuff resistance. I always saw the defense buff to teammates a bit superfluous since as a tank if I'm not getting hit by everything I'm not doing my job, in which case my survivability is largely the only survivability that matters, and as such I wasn't too thrilled about taking a power where I really only benefit from 50% of its effects, although I'm sure Defense Debuff resistance is very useful on a defense oriented set.

    I guess I could drop Conserve Power/Physical Perfection and take CJ/SJ and Grant Cover, and i'd still get to keep Hasten too though I wouldn't get to take it until late in the build.

    Quote:
    Personally I've found One with the Shield to be a great addition to my protections on my BS/Shield scrapper; it's just the ticket for absorbing a really tough alpha strike. A 2 minute duration resistance/hp buff with a substantial, but manageable, end crash is a useful tool to have. I probably wouldn't get it at 32, but I'd find a way to get it sometime.

    There's always powers we really want that simply won't fit; an optimized build is by definition going to be very tight and one person's optimal build won't necessarily be the same as another's.
    The thing is the way I see it with SD/SM there shouldn't be much of an alpha strike at all with the amount of Knockdown I have, and 30% resistance just doesn't really impress me for an "oh crap" kind of power. The only reason I'd really take it would be to slot Reactive armor or something for the set bonuses, but I don't really like taking a power I probably wouldn't use that much just for set bonuses... *shrug*

    All in all thanks for the suggestions CMA
  9. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, overall, I think you did a pretty great job there.

    If you don't have people around you giving you the self-buff to defense that Phalanx gives you, then either you're on a small-ish team, and won't need to worry about the last 5% or so, or you're on a larger team and should have enough support with you to make it of no concern to you anyways.

    So I wouldn't worry about it too much. Your build should be fine for everything that you come across. Could it be optimized probably? Sure. Will it work just fine how you've got it? Definitely.
    Thanks for the extremely fast reply

    Yeah, the only reason I really got paranoid about my defenses w/o PF was because of another thread on SD where someone responded about the importance of making sure your defenses were capped w/o PF since someone might not always be right next to you, and I was like "oh crap", but I think with the amount of mitigation SM gives me in addition to SD, and like you said the support I get from others on my team it shouldn't be a big deal.
  10. I'll be honest, I was a bit apprehensive about starting this thread (and I still kind of am) because I've been spending quite a while tweaking and adjusting and drooling over this build, and it's just one of those things where you think you did such a good job you'd hate for anyone to tell you you really didn't, but I figured since my tanker in question is still rather low and since I don't consider myself a "pro" that I'd rather know if I had any glaring problems.

    First, I'll outline what exactly this build gives me:

    45%+ Melee/Ranged Defense
    43% AoE Defense
    45% S/L Resistance
    22% E/N/F/C/T Resistance
    3000+ HP w/ Accolades
    360% Regen
    3.5/s Recovery
    62.5% Global Recharge
    43% Accuracy
    15.5% Damage


    And without further ado...

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(11), LkGmblr-Rchg+(19), ResDam-I(43), ResDam-I(43)
    Level 1: Stone Fist -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(34)
    Level 2: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), S'fstPrt-ResDam/Def+(17), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam(33)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(11), LkGmblr-Rchg+(19)
    Level 6: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 8: Active Defense -- RechRdx-I(A)
    Level 10: Against All Odds -- EndRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-Regen/Rcvry+(34), RgnTis-Regen+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
    Level 22: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(46)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(50)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(31)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 35: Tremor -- 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 38: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(40)
    Level 41: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(42), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(43), Zinger-Dam%(46)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Adrenalin Boost -- Numna-Heal/EndRdx(A), Numna-Heal(48), Mrcl-Rcvry+(48), P'Shift-End%(48)
    Level 49: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



    Now, my only real concern with my build is that if I don't constantly have someone in range for PF my Ranged defense is no longer soft capped and my AoE defense goes below 40%, which I at first thought would be pretty dire, but then I realized that since I chose SM as my secondary I have a total of 3 AoE knockdowns, and with the amount of recharge I have Tremor recharges quick enough that I can pretty much fit it in the chain twice to offer 4 continuous knockdowns in a row.

    Basically that means for the first 10 or so seconds of pulling a mob they won't be doing much else except laying on their butts. This also means I pretty much shatter their alpha strike, and that on any sort of decent team by the time my onslaught of knockdowns has ended I should only be left to face the bosses and a few lucky LTs maybe, not to mention that I should also be able to keep the spawn pretty close together so any scrapper or blapper on my time should be close enough to me to where I do get the +Def from PF and I do have soft capped defenses.

    Add to that Heavy Mallet's knockdown as well as Seismic Smash's Mag 4 hold and I seriously question how important not having soft capped defenses 100% of the time is. Now, I'm sure some of you number junkies will say "if you don't always have soft capped defenses you're gimp!" to which my rebuttal would be there's more ways to defend yourself than what those few percentage numbers tell you.

    To be honest I did try to rebuild my build so that I did have soft capped defenses 100% of the time, but in order to do so I had to drop slots from powers I didn't really want to drop slots from, and I had to take powers I didn't really want to take. I tried just changing the sets I used to focus more on defensive bonuses but even in doing that I couldn't achieve the level of defense I needed and I realized that in order to gain that amount of defense I'd actually have to swap/drop a few powers for others (i.e. dropping Hasten/SS for CJ/SJ) that would either let me gain more defense directly or slot the right sets to gain more defense, and I didn't really want to do that.

    Anyway, thanks in advance for any feedback.
  11. Kurugi

    The Blue Walls

    Huh, and here I thought they were just there to conspicuously show you the zone limits
  12. I ran a posi TF earlier on my low level tanker that had me questioning taking taunt. I was very surprised how well I was able to hold aggro on 5+ mobs just with my taunt aura and 2 single target attacks, and that was with a defender blowing the mobs all over the place with KB. On other tanks I've taken taunt but I always heavily slotted it because the taunt set bonuses are very nice, but with my SD/SM's build I just don't really have the room so as of right now I just have it slotted with the Psi damage proc on mid's, and I question it's worth if I'm not even gonna get any bonuses out of it.

    I like taunt, but with how well I held aggro earlier with just AAO I'm not sure if I want it anymore. Of course, I don't really have anything else phenomenal to replace it with, One with the Shield maybe but that power doesn't impress me much. Plus being able to grab aggro quickly from far away can be very handy at times.

    I don't really agree with calling it a crutch though. Calling something a crutch is basically the same as saying "I'm good because I don't need this, you're bad because you do", and I don't know about you but I just don't agree with that frame of mind.
  13. You know what I found out in the past couple of days? Alot of the people hanging out around in Atlas Park looking for AE aren't only looking for AE, they just want a team to get XP. How do I know this? Because I've stopped being lazy and started making almost every team I'm in, and one of the best ways to put a team together is to hit that little button in the team window that says "find members", search for your particular level range, and start sending tells to everyone in that list who's around your level, even if they aren't in the same zone. Most of the people I end up recruiting are in Atlas, and not because they specifically want AE, but because that's where everyone else is.

    I don't even really use broadcast anymore. The only place that tool seems to be made useful anymore is if you are looking for an AE team, but for any other kind of team I prefer to search/send tells.

    So you know what all this means? It means I don't really mind AE anymore, and I believe like Defenestrator said, the only people who really specifically look for AE are people who previously did their farming in PI, like my brother who does ticket farms on his 50 tank a lot.

    Edit: Another tip...YOU DON'T HAVE TO HAVE A FULL GROUP TO RUN MISSIONS! If all you can seem to get is 4 or 5 go ahead and set a mission, run it, and when you get out see if anyone new has logged in who wants to join. All waiting around until you have 8 people does is hamper your XP.
  14. Kurugi

    Ice blast?

    Quote:
    Originally Posted by Garent View Post
    Yup, you're exactly right.

    By the way, the slotting I suggest using for freezing rain if you go with the AoE Death route is tempered readiness end/rech/slow, pacing of the turtle end/rech/slow, common recharge IO, and three damage procs. With level 50s, this results in 42.4% end reduction, 42.4% slow, 83.3% recharge.
    Yeah might as well go for full on frankenslotting since the set bonuses I was getting sucked anywayh, lol.
  15. Kurugi

    Ice blast?

    Quote:
    Originally Posted by Psylenz View Post
    They fixed the ticks in Freezing Rain a long time ago when Stormies were slaying the Hamidon from maximum altitude dropping an ever-increasing damage from freezing rain on the poor Jello guy. Now the proc has a chance to fire on first hit and on a timer after that, I think 5 seconds or so.

    Myself I don't feel comfortable unless there is ~65% recharge reduction in Freezing Rain. If there were ever a power to maximum slot, it's this baby. Hurricane, Tornado and Lightning Storm are flashy, but Freezing Rain is the real star.

    Just for emphasis: Foe -speed, -recharge, -defense, -resistance

    They can't run, their ability to attack is reduced BEFORE acc checks, they are easier to hit, and they are more squishy when you hit them. Unmentioned in this, they fall down and cannot return fire until they get up. Knock down is mitigation. Is there any reason you wouldn't want this available for every fight?
    I think a simple "YOU NEED TO 6 SLOT FREEZING RAIN YOU IDIOT" would have sufficed

    Only kidding...

    But yeah, I don't think that 3rd slot in Fly is doing much so probably best to move it on over to FR. With a DefDebuff/Rech/End from the Lady Grey set I get to 65% rech and add a little more to -def as well
  16. Kurugi

    Ice blast?

    Quote:
    Originally Posted by Garent View Post
    A few tips after skimming this thread, apologies if someone already covered any of this.

    I suggest building for area damage and taking advantage of damage procs. Freezing rain, ice storm, and ice breath with positron's blast and impeded swiftness procs in each (and a lady grey in freezing rain) will do a lot of damage. You should either put a little bit of slow enhancement in freezing rain (it doesn't need a lot) or use snow storm every fight. This will keep enemies at the movement speed floor, ensuring that they stay inside your rains to take more damage, get knocked down more, and spend all their time failing to run out of it.

    Hurricane and tornado are useful powers, but shouldn't be used in all situations. Be careful with them at first and experiment with them if you're solo or on a team with people who won't mind. Personally, I only use hurricane on outdoor maps or on indoor maps with convenient corners for herding, and tornado I only use during AV fights.
    Ok, that's actually probably going to be a good way to play this build, by focusing on the AoEs and slows (which is really the main reason I choose these powersets in the first place) and using the other powers when the situation is favorable instead of focusing on using every single thing as much as possible.

    And really, I think hurricane/tornado are going to be those kind of powers where you really need to play around with them yourself instead of hypothesizing how to use them, though I do appreciate all the tips.

    I wasn't planning to make my defender a damage powerhouse, but the potential is there so I did slot in the damage procs and the damage does go up quite a bit. I've actually got a question about that, though the answer is probably obvious. For a DoT attack does the proc have a chance to occur on every tic of damage, or just on every cast?

    Also, when slotting the procs into freezing rain I think my slotting might be a little...weird now. I've got

    Positron's Blast: Dam/End, Proc
    Impeded Swiftness: End/Rech/Slow, Proc
    Lady Grey: Proc

    The stats on the power look nice and well rounded, but frankenslotting it like that feels kind of odd to me. Is that a good way to go or what?

    Thanks again.
  17. Kurugi

    Ice blast?

    (Sorry to post 3 times in a row >_<)

    Well, here's a build I threw together with actual slots/enhancements. This is a pretty darn expensive build which I won't actually be able to obtain for a long long time seeing as I'm dirt poor, but it's something to look forward to I guess.

    Note that most of the slotting is based off Myriad's Storm/Energy guide, with a few personalized tweaks here and there. Most of the slot placements will be the same, just with generics or cheaper IO sets.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
    Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Entrpc-Acc/Dmg(42), Entrpc-Dmg/EndRdx(50)
    Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Entrpc-Acc/Dmg(31), Entrpc-Dmg/EndRdx(42)
    Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11), Slow-I(11), Slow-I(50)
    Level 6: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(40), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam(45)
    Level 8: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(9), LdyGrey-DefDeb/Rchg/EndRdx(9), LdyGrey-Rchg/EndRdx(40), LdyGrey-DefDeb/EndRdx(45)
    Level 10: Swift -- Flight-I(A)
    Level 12: Hover -- Krma-ResKB(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), HO:Micro(15)
    Level 16: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(43)
    Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(46), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
    Level 22: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Dmg(27), Rope-Acc/Rchg(34), Rope-Acc/Stun/Rchg(45)
    Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Entrpc-Acc/Dmg(37), Entrpc-Dmg/EndRdx(42)
    Level 30: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 32: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(33), Entrpc-Acc/Dmg(34), Entrpc-Dmg/EndRdx(34)
    Level 35: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(48)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 41: Electric Fence -- Acc-I(A)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A)
    Level 47: Power Sink -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Aim -- HO:Membr(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
  18. Kurugi

    Ice blast?

    Quote:
    Originally Posted by Psylenz View Post
    *dies a little inside*

    Storm/dark, storm/rad, and storm/sonic all have single target stuns to stack with thunderclap. Ice on top of the other stormy goodness is about s-l-o-w-s. It's a real difference maker stacking ice blast slows on freezing rain and snowstorm.

    On my storm defenders, I lock in hurricane at level 12. I am not one to say you have to use it all the time, but it's definitely a plus to have it available especially when the phit hits the shan.

    Ice Storm and Blizzard are both blaster strength targetted AoE attacks. If a stormy stacks freezing rain before these two AoEs, there is precious little that ever escapes. Another highlight, the storm defender can cast all 3 powers from around a corner or from a platform above without direct line of sight. They never knew what hit them.

    I like the electric mastery for power sink. It's an amazing tool for recovering from the nuke.

    Mention was made of freeze ray stopping Malta sappers. It should be noted that O2 boost 'vaccinates' against endurance drain from Malta sappers, Mu adepts, and others. Freeze Ray is good against sky raider engineers that set up the Forcefields. Remember your snowstorm cast on a raider engineer will interrupt them as well as vahzilok embalmed self-destructors.

    Finally in regard to tornado, it's not intuitive right away when to use this. I have seen it used as a pull, not the best pull . My favorite use is the chewy foes like Freak tanks or Crey tanks. The defender gales and hurricanes the nasty into a corner where he is trying to jump out or such. That's when tornado gets dropped. Tornado does not move on to the next foe if it is unable to knock back the current one. It will literally chew through these tanks like a buzzsaw tick after stunning tick, with defense debuff as well. The whole team can take the tank down easier. Tornado can be used as a golden parachute when you are overwhelmed. Pop Mr. Twisty out and run for safety.

    Tornado isn't an out of the box power you are given like fireball, but far easier to use than telekinesis or even hurricane. In its place it's an awesome tool to have.
    I was actually considering electric mastery at first but power build up looked tasty as well.

    Overall very interesting points. You make me kinda want to take Gale now. I actually do find KB very fun, at least when used properly (i.e. not just jump into the middle of a spawn with hurricane on and do a funny dance). I keep wanting to take more powers but I don't have enough room >_<
  19. Kurugi

    Ice blast?

    Quote:
    Originally Posted by Balanced View Post
    It doesn't work quite as well with Hurricane, in my experience--you have to be close enough for the Hurricane to affect them, which leaves some horizontal component to it. That and the repel effect will usually shove stuff to the edge of the 'cane pretty quickly. Tornado just does its own thing--it will scatter mobs unless they're knockback resistant, or unless you're using Hurricane to keep them pinned in a corner. (Stormies and corners go great together.)


    Bah. Your brother does not have the soul of a stormy, and will miss out on all the fun.
    Yeah, he just went and tried using Hurricane as a knockdown and the repel effect pretty much prevents that from happening completely.

    But yeah, the main difference between me and him is I'm a Storm DEFENDER and he's a Storm CONTROLLER, so he gets the added functionality of having immobs to prevent KB effects. A luxury I don't share, and one that seems to limit the functionality of the powers, at least in my eyes.

    He told me if I do take Hurricane and Tornado that teams are going to hate me no matter what, because without immobs he just can't find an effective way to regularly use those powers, and I admit I agree with him, I can't really think of a way either...well except for corner fun but those situations aren't always available, plus it just seems kind of lame (and again, limiting) to only really be able to effectively use those powers in that situation.
  20. Kurugi

    Ice blast?

    Quote:
    Originally Posted by Balanced View Post
    Good point. Both sets have a lot of really nice powers, so it's hard to make everything you want fit. Looking at your proposed build, I'd say Thunder Clap is probably the easiest thing to drop. I like the power, but its stun is minion-only, and I think you have plenty of tools to keep minions down without it. I think Freeze Ray will be more useful to you.

    Another tip, since you're going to be flying: Flying above a mob can reduce the horizontal component of your knockback. Ideally, getting directly over a mob will turn it into knockdown. This applies to Lightning Storm, too--if you fly up a bit before casting it, it won't knock the mobs as far away. (Of course, that takes some of the fun out of it. )
    Well, the main reason(s) I was taking Lightning Clap was because I heard it looked cool, and I heard it was good to stack with the stun effects of Tornado.

    And yeah, I've got a Energy blaster with hover/fly so I know about turning KB into KD. Does that same principle work with Hurricane though? That almost seems cheap because I could just stay right above a spawn and just stay there and watch them squirm while I go about my business. I take it that wouldn't work with Tornado though since the KB is based off of the Tornado itself and not you, correct?

    My brother still says I should just forget Hurricane and Tornado and take like, the leadership pool instead xD
  21. Kurugi

    Ice blast?

    Thanks for the tips Balanced. My bad about the -ToHit. I forgot that was a component of Hurricane.

    I think I will take Freeze Ray, but the question is what to drop for it xD

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Technology Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: O2 Boost -- Empty(A)
    Level 1: Ice Bolt -- Empty(A)
    Level 2: Ice Blast -- Empty(A)
    Level 4: Snow Storm -- Empty(A)
    Level 6: Steamy Mist -- Empty(A)
    Level 8: Freezing Rain -- Empty(A)
    Level 10: Swift -- Empty(A)
    Level 12: Hover -- Empty(A)
    Level 14: Fly -- Empty(A)
    Level 16: Hurricane -- Empty(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Ice Storm -- Empty(A)
    Level 24: Frost Breath -- Empty(A)
    Level 26: Tornado -- Empty(A)
    Level 28: Bitter Ice Blast -- Empty(A)
    Level 30: Hasten -- Empty(A)
    Level 32: Lightning Storm -- Empty(A)
    Level 35: Thunder Clap -- Empty(A)
    Level 38: Blizzard -- Empty(A)
    Level 41: Power Build Up -- Empty(A)
    Level 44: Temp Invulnerability -- Empty(A)
    Level 47: Force of Nature -- Empty(A)
    Level 49: Aim -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance


    As you can see my build is pretty tight. Most likely candidate IMO is Frost Breath (my guy has his face completely covered anyway so a breath attack doesn't really make sense), but I like having as much AoE as possible.

    Edit: or hurricane...my brother has a lvl 50 Ice/Storm controller and he doesn't really like it. He says to use it well you have to focus on it too much, but maybe that's just him *shrug*. I don't think he has it in his build and he always does really well, and tbh I was I'm a bit apprehensive of the power as well...

    Edit2: He said not to get Tornado too cuz it's a pain in the butt if you don't have an AoE immob to prevent the KB.
  22. Quote:
    Originally Posted by GhoulSlayer View Post
    Yep, that's exactly what I did.

    Here's the text:

    /macro 1 "cce 3 ccDrinkFormula"

    I had to remove the parentheses or nothing would happen at all then I put the # symbol instead of 3 in and it changed to the first slot but wouldn't work after that unless I changed again and had it go back to the first slot. (Devs if you're reading this it was on BorisTheSpider virtue red side).
    I'm no pro at binds, but I do notice that Kismet's/Sam's macros were

    /macro Cos1 "cce 3 ccDrinkFormula"

    while yours doesn't have the Cos. I'm not sure if that makes any difference or not, but it's the only difference I saw
  23. Kurugi

    Ice blast?

    Growing bored out of my mind waiting on I16 to get here so I can make my scrapper I suddenly have the urge to make a Storm/Ice defender. However, there doesn't seem to be any guides to Ice at all. None for storm and none in the secondaries section.

    So I just wanted to ask a few questions about how some of these powers pertain specifically to defenders as opposed to blasters.

    1) Ice Storm. For a defender would I want to slot this up for damage or increase the slow effect? It does do the most damage out of any other power in the set (aside from Blizzard) so slotting for damage makes sense in that regard. On the other hand slotting for slow probably wouldn't require as many slots (I haven't placed slots in my build yet so I don't know how many I need) and would allow more diverse IO set usage using slow sets vs. more damage sets.

    2) Holds. I've never really played with the Ice Blast set before as either a defender or a blaster, but I have played Electric Blast and I never really used Tesla Cage because I figured why hold the target when I can just take it out permanently? For a defender though I can see why it may be higher priority since they do help defend, though I still feel the best defense is a dead opponent.

    3) Blizzard. I know a lot of defenders prefer to skip the nuke since on a defender the damage they do, even after enhanced, just doesn't seem to constitute spending your entire end bar for. However, Blizzard looks to be a little different than other nukes for several reasons.
    • It's the only nuke that's Location AoE based
    • It's damage is DoT based, and unless my mid's is just messed up it says it does the same amount of damage as the blaster version (500.5).
    • It has quite a few side effects, including -SPD, -Rech, and -ToHit and is the only power that gives -ToHit in both Storm Summoning and Ice Blast.

    So I'm wondering if the aspects of the power aside from just the damage make it worthwhile for a defender.

    4) Any general tips/advice, particularly for the more controversial powers like Hurricane/Tornado? I have read a controller guide about Storm Summoning but most of the tips seemed to require control powers as well (I.e. using an AoE immob before Tornado so you don't throw mobs all over the place). I do team a lot and I'd much rather be seen as an asset than a liability.

    Thanks
  24. Quote:
    Originally Posted by MaHaBone23 View Post
    Ice/Anything tanks. I've only seen a handful in all my years, and fewer still that performed well.

    I did see one Ice tank the other night that was really aptly named- "Icy Debt Peeple".
    I think Ice might be considered rare because people either don't like how the armors cover their costume and/or they don't like relying totally on defense for their protection, but that's just my guess.

    I do remember on the very first TF I ever ran (Synapse) we had a lvl 50 Ice tank who exemped down..and she was awesome! Every mission we would all hang back while she'd run in and pull/herd a couple spawns back and then we'd AoE the crap out of them.

    It was really fun...until a Rikti raid made the part where we were suppose to fight Babbage bug out and we didn't get to fight him
  25. I'd wager a lot of the reason some combinations are rarer than others is due to many being hard to come up with a concept for, though I'm sure a lot of people don't really care about concept and just roll what they fancy. I wish I could do that

    Honestly, I haven't seen too many /Invuln scrappers. I'm sure there's probably a lot out there I just either have never teamed with them or didn't notice they were /Invuln I guess, or perhaps many just see the set as more of a tanker thing and/or prefer other sets like Regen, SR, SD.

    I will be making an Elec/Invuln scrapper for I16 though. Can't wait