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Been fighting with builds for my SoA for a while, and I think I've hit a compromise between relative cheapness, durability, single target effectiveness, and aoe effectiveness that I might like.
This fellow is (barely) softcapped to positionals without the two 3% IOs; with them he's comfortably safe from a few def debuffs. 97.5% global recharge before Hasten, and enough attacks of the ranged, melee, and aoe sorts to make him nice and killy in multiple situations. And, besides the aforementioned 3% DEFs and the ATOs, the only seemingly expensive bit is the LOTGs, but I can build those up as I go.
This is only the second or so time I've really tried to do a build for 50 so I'd really appreciate any input!
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
MORE DAKKA bane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5)
Level 1: Bane Spider Armor Upgrade -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(11)
Level 2: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/EndRdx(9)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(11)
Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(42), DefBuff-I(43)
Level 12: Venom Grenade -- DoArach-Acc/Dmg(A), DoArach-Dmg/Rchg(17), DoArach-Acc/Dmg/Rchg(19), DoArach-Dmg/EndRdx/Rchg(19), DoArach-Acc/Dmg/EndRdx/Rchg(25), DoArach-Rchg/-DmgFear(27)
Level 14: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(34)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25)
Level 22: Mental Training -- Run-I(A)
Level 24: Cloaking Device -- LkGmblr-Rchg+(A)
Level 26: Boxing -- Empty(A)
Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(37), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(40), ShldBrk-Acc/EndRdx/Rchg(42), ShldBrk-%Dam(42)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-Psi/Status(31)
Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40)
Level 35: Weave -- LkGmblr-Rchg+(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(43), C'Arms-Acc/Dmg/Rchg(43), C'Arms-EndRdx/Dmg/Rchg(46), C'Arms-+Def(Pets)(46)
Level 41: School of Sharks -- Empty(A)
Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Bile Spray -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(50), DefBuff-I(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(36), EndMod-I(37)
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 19.13% Defense(Melee)
- 5% Defense
- 12.56% Defense(Smashing)
- 12.56% Defense(Lethal)
- 14.13% Defense(Fire)
- 14.13% Defense(Cold)
- 7.88% Defense(Energy)
- 7.88% Defense(Negative)
- 6% Defense(Psionic)
- 9.75% Defense(Ranged)
- 17.56% Defense(AoE)
- 4.5% Max End
- 45% Enhancement(Accuracy)
- 77.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 112.4 HP (10.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 8%
- MezResist(Immobilize) 13.5%
- MezResist(Sleep) 4.15%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 12.5% (0.22 End/sec) Recovery
- 10% (0.54 HP/sec) Regeneration
- 1.89% Resistance(Smashing)
- 1.89% Resistance(Lethal)
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.88% Resistance(Energy)
- 3.13% Resistance(Negative)
- 2.21% Resistance(Toxic)
- 5.21% Resistance(Psionic)
- 15% RunSpeed
- 1% XPDebtProtection
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This is my first shot at using IO sets, basically ever. I'm scared, hold me ._.
All I wanted to do was softcap positional defenses and get a little bit of recharge out of the deal, preferably without breaking the bank and while being able to exemplar down to 35 or so. Totals come out to 50.9% melee, 48.4% ranged, 45.9% aoe, and 56.3% recharge before hasten.
(Also, yes, I checked 'Damaged' in suppressions so that the Cloaking Device numbers are accurate. Boy, that was a pain to find...)
So, how'd I do?
(edit: innumerable edits later...)
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Bash- (A) Touch of Death - Accuracy/Damage
- (9) Touch of Death - Damage/Endurance
- (9) Touch of Death - Damage/Recharge
- (13) Touch of Death - Accuracy/Damage/Endurance
- (13) Touch of Death - Damage/Endurance/Recharge
- (15) Touch of Death - Chance of Damage(Negative)
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Defense Buff IO
- (3) Defense Buff IO
- (3) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Touch of Death - Accuracy/Damage
- (15) Touch of Death - Damage/Endurance
- (17) Touch of Death - Damage/Recharge
- (17) Touch of Death - Accuracy/Damage/Endurance
- (19) Touch of Death - Damage/Endurance/Recharge
- (19) Touch of Death - Chance of Damage(Negative)
- (A) Defense Buff IO
- (11) Defense Buff IO
- (11) Defense Buff IO
- (46) Luck of the Gambler - Recharge Speed
- (A) Detonation - Accuracy/Damage
- (34) Detonation - Damage/Endurance
- (34) Detonation - Damage/Recharge
- (36) Detonation - Damage/Range
- (37) Detonation - Accuracy/Damage/Endurance
- (A) Ruin - Accuracy/Damage
- (40) Ruin - Damage/Endurance
- (40) Ruin - Damage/Recharge
- (40) Ruin - Accuracy/Endurance/Recharge
- (42) Ruin - Accuracy/Damage/Recharge
- (A) Touch of Death - Accuracy/Damage
- (21) Touch of Death - Damage/Endurance
- (21) Touch of Death - Damage/Recharge
- (23) Touch of Death - Accuracy/Damage/Endurance
- (23) Touch of Death - Damage/Endurance/Recharge
- (25) Touch of Death - Chance of Damage(Negative)
- (A) Touch of Death - Accuracy/Damage
- (25) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (29) Touch of Death - Accuracy/Damage/Endurance
- (31) Touch of Death - Damage/Endurance/Recharge
- (31) Touch of Death - Chance of Damage(Negative)
- (A) Endurance Reduction IO
- (A) Run Speed IO
- (A) To Hit Buff IO
- (A) Defense Buff IO
- (27) Defense Buff IO
- (27) Defense Buff IO
- (46) Luck of the Gambler - Recharge Speed
- (A) Accuracy IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Steadfast Protection - Knockback Protection
- (A) Eradication - Damage
- (37) Eradication - Accuracy/Recharge
- (37) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (39) Eradication - Accuracy/Damage/Endurance/Recharge
- (39) Eradication - Chance for Energy Damage
- (A) Defense Buff IO
- (36) Defense Buff IO
- (36) Defense Buff IO
- (50) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Accuracy/Recharge
- (43) Expedient Reinforcement - Accuracy/Damage/Recharge
- (43) Expedient Reinforcement - Endurance/Damage/Recharge
- (43) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Accuracy IO
- (A) Detonation - Accuracy/Damage
- (45) Detonation - Damage/Endurance
- (45) Detonation - Damage/Recharge
- (45) Detonation - Damage/Range
- (46) Detonation - Accuracy/Damage/Endurance
- (A) Detonation - Accuracy/Damage
- (48) Detonation - Damage/Endurance
- (48) Detonation - Damage/Recharge
- (48) Detonation - Damage/Range
- (50) Detonation - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (7) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (5) Endurance Modification IO
- (5) Endurance Modification IO
- (7) Endurance Modification IO
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Recharge Reduction IO
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 11.75% Defense(Smashing)
- 11.75% Defense(Lethal)
- 9.56% Defense(Fire)
- 9.56% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 7.06% Defense(Ranged)
- 16.13% Defense(AoE)
- 1.8% Max End
- 36.25% Enhancement(RechargeTime)
- 5% FlySpeed
- 120.5 HP (11.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 13.5%
- MezResist(Immobilize) 13.5%
- MezResist(Sleep) 7.45%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.15%
- 2.5% (0.04 End/sec) Recovery
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 10% Resistance(Fire)
- 10% Resistance(Cold)
- 15.63% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 5% RunSpeed
- 6% XPDebtProtection
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Funny, I was thinking of making a weapons-based DA brute, and what do I see?
Kind of a general question I suppose, but while this build is great and fancy at 50, I'm sure, how do you pick powers and slot along the way to make leveling as painless as possible? -
A day and two level 22s later and I still can't decide which primary I prefer
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Been mulling over taking another go at Corruptors. I've decided on /Rad for my secondary, but don't know which of AR or Beam to take for the primary.
I figure Beam has a less resisted damage type, which can only be a good thing. Problem is that it's very single target oriented in what seems to me to be a very AoE oriented game; not to mention working with Disintegrate feels like another Anchor Dilemma (oh, you were trying to use that Nullifier to spread the dot? TOO BAD *KO BLOW*) which I've already set myself to deal with in /Rad. :P
On the other side of the fence--and keep in mind I've never had an AR character--it seems like AR is very AoE focused, to the point where going against a single hard target would make the character look like a limp noodle. But I don't know, does AR hold up well compared to other sets in single target situations?
Basically, does anyone have any convincing arguments one way or the other? -
Quote:Right now my spiderlings power refreshes about ten seconds before my old ones expire; if I use the power at that point, before the old ones die, it does nothing but go into cooldown again.Just a quick question here. If I use summon spiderlings, burnout, and summon spiderlings, what will happen? Will it kill and respawn the spiderlings, summon new, additional spiderlings, or have no effect?
I'd imagine the same is the case for using Burnout. -
Yeah I've definitely noticed my pets are baller as hell once they've got a target to chew on. They don't have any of those special enhancements mentioned (Achilles, the pet buildup) though, that's something I'd like to try this weekend.
I've never heard of Crabs taking any melee attacks before now--especially the single target ones--or, for that matter, skipping the pets. Is this a recent change to the way crabs build? I don't think I took anything at all from the wolf spider primary, and just Channelgun, Longfang, Suppression, Aim and Venom from the Crab primary. (Which is partly why I made this thread in the first place--not exactly drowning in ST powers, here.) -
What should a crab be doing against a single hard target, with nothing else to aoe?
I've heard both 'cycle AoEs as normal' and 'cycle channelgun, longfang and venom' and don't know what's right.
Thanks -
... except the ones that are Fire or Crab Soldier related. :P
I tend to have the most fun in this game when I'm blowing away rows of minions and lieutenants like leaves in autumn. Or so I've found recently, anyway, with the latest offensive powersets (Beam and StJ) leaving a bored taste in my mouth.
So I want to make something that destroys giant spawns. The trick is, I don't want to involve Fire, and I don't want to involve Crabs, both for the same reason: I dislike the aesthetic. Other than those, archetype doesn't matter.
So, any recommendations? -
I've heard it both ways. One person says "if you redraw, the rest of the animation goes faster to compensate". Another says "nothing changes; redraw is a straight loss to damage". Yet another says "some powers are compensated, others aren't."
So what's the story? I'm on a BR/Kin corruptor and half my group says I'm screwing myself with the immense redraw. (And they are right in one sense: the amount of redraw is unbelievable.) -
How do people feel on the OP's question with respect to Street Justice?
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Someone mentioned earlier going to -1/x8 on their fire/dark as soon as they hit 12. Care to explain how, please? I'm 24 and at -1/x3, and I get clobbered maybe every five or six packs because of an extra LT or being a level-bumped pack or whatever.
Do you not clear your missions, instead just stealthing to the end? If so, why even set it to x8? Or if not, what am I missing on how to clear large groups without getting stomped in?
I corner pull with DN, lay down the tar, hit Rain, jump out to AoE... and usually get chain KB'd and fall on my *** and die horribly. Or even if I'm not knocked back like mad the alpha strike often does rather more damage than I'm ready for -
Cool, thanks a lot for all the great info. I may try a Sonic/Cold later on, my Fire/Rad isn't all that far along anyway.
One further unrelated question about the purple patch, are those effectiveness ratios based purely on level, or con? In other words, if I were level 50 going against a level 50 boss, would my powers still be 100% effective, or would they be reduced as though he were 52? -
The numbers for some of the debuffs in this game can be a bit obtuse, but for me regen debuffs take the cake. Just what does -500% mean? -1000%? If I take a minion and hit him with a -100%, does he stop regenerating health completely? A boss? An EB/AV?
The main reason I ask is because I was on three lambdas today where we didn't have a single player with any -regen powers. It seemed like it took a LONG time to get Marauder down all three times, though it's tough to tell if that was due to lack of -regen or simply low outgoing damage. So I rolled a Fire/Rad corruptor in a reactionary fit (I normally only play Scrappers and the like, I can't stand getting mezzed), and I want to know how much it's going to help.
Thanks! -
Now if only I could decide which of those three sounds most appealing... your guides make all three sound excellent.
Admittedly your guides were all written (I assume) with mostly 50s in mind... which of those is probably going to have the easiest/fastest time at it going forth and leveling if I get stuck solo?
(For what it's worth, right now I'm leaning towards Traps, mainly because being squishy is the thing that drives me away from a character faster than anything else, and it seems from reading that Traps has the most mitigative ability.) -
Thanks a lot folks, Traps sounds like my cup of tea. Any suggestions on a primary to go with it before I pick one out of concept tonight?
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Corruptors, I come to you with a question.
I love Blasters, and murdering the hell out of many mans. But what I don't love is getting clobbered because I'm on a team with 4 blasters and a Warshade who didn't even pick up dwarf. Then rides in the Corruptor and saves the ******* day, every time, and I'm like yaaayyyyy
I want to be the one riding in, but I don't know how I'd like to go about it, except for one thing: I don't want to buff. I STILL haven't gotten over the extreme burnout on my old Empathy defender. So, none of those; I want to debuff the hell out of a group or AV and just completely ruin their f***ing day.
At the same time, I'd still like my damage to account for more than a wet fart in a thunderstorm if possible, and for soloing to not be an impossible nightmare--I still have a Rad/Kin stuck at 40 because he's on a dead server and soloing is utter balls. Preferably single target AND AoE where possible (so basically I want to have my cake and eat it too), though I realize that's tough (my 50 crab attests to that nicely...).
So, what's the word? What's your favorite debuffing-but-still-nice-and-explodey combo? -
Huh, that's neat to know. Might I ask how expensive your build is, recharge and stuff?
Also, I know pets are the breadwinner as far as crab ST goes, but what was your personal attack cycle like? -
I've had it said to me today that Fortunatas are better at AoE AND single-target than Crabs. To which I replied: O_o
But this is a buddy of mine so I'm giving him the benefit of the doubt. No matter how I look at the numbers though, there's just no way on the AoE front (I handily buy that on the ST front though, oi). Does anyone have any clarification/refutation on this? Who of the two wins in a battle of AoE?
(note I'm not just talking slotted-out 50s here, I also mean on the way up and fresh 50s)
Thanks! -
I've got an Earth/Thorn dominator being worked on, level 13 right now. As I don't know anything about them, can anyone tell me if this combo will hold up as I approach 50?
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Crab players I need your help. I love playing the dude in teams most of the time for his sheer AoE destructiveness, but my single target damage is not just low--it's positively painfully bad. I don't know if this is a factor of my build (I'm only 44, so no real sets yet) or if crabs are just doomed to struggle whenever they run into a boss solo or, god help them, an EB. (And doomed to look rather stupid in teams fighting an AV.)
What do you all do when faced with a tough single target to crack? -
I plan to have builds set up for both eventually, but I'm stumped as to which I want to try first. They both seem so fun!
Someone convince me one way or the other. -
Would anyone have any thoughts as to what 'normal' ATs the widow VEATs might be reasonably compared to? I know they're their own thing and all that, but it's the sort of comparison I like to draw. Like I think of crabs as "an AoE blaster who trades in much offense for survivability and buffs/-res", and banes as "stalkers with HELL YES WAR MACES ROCK ON". But I don't know what to make of the Widows.
It seems like Night Widow might be comparable to a Claws/SR... scrapper? stalker? I have no idea. And Fortunata, that's right out, I have no idea. How effective are they compared to their, for lack of a better term, "models"?
Thanks!
(just to make it even clearer, I'm aware that i'm asking for a horrible over-generalization. That's what I'm going for, really!)
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Is there any agreed-upon method buildwise to getting to 24 as a blood widow? Like what powers are worth taking on the way and what's not?
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Actually, it's more MA/SD vs Claws/SR, but this is more about the primary than the secondary.
I'm trying to learn from reading the guides but it's not all that clear (and I note most of the guides are out of date WRT changes to both sets anyway), what are the differences in gameplay ability of the two sets? Is one more powerful than the other in certain conditions?
About the only thing I've been able to gather is that Claws is very end-light.
Thanks!