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Posts
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Joined
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Even more off-topic than Robot's question... What ARE the main GC's for Virtue these days? For TF's, Groupings, etc.
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A decent Blapper build doesn't need to cost billions, but you will definitely need to pick up a few sets of Kionetic Combat which are expensive.
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If I'm rolling out a blapper I try to get S/L Def capped first then sprinkle in Recharge where there is room. Don't bother trying to slot for resistance set bonuses, defense is always going to give you more bang for your buck (set bonus wise.) My personal preference for power pools is Fighting/Fitness/Leaping/Speed(Hasten) on blappers. For the APP, Ice has the +Defense shield, an Oh SHI.... power (hibernate), and Hoarfrost for +HP.
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But the basic idea of adding one to the other does seem to apply, very good to know and thank you VERY much for the helpful replies. I can work with this I think.
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As a radiation defender who can debuff a mobs tohit, am I afforded the luxury of needing less defense to softcap myself? Basically if I can debuff a mobs tohit 15% would I only need 30% defense to be capped?
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Don't skip Tornado, it is way too useful to be skipped. Local_Man did a nice job basically explaining why to me in a small conversation we had over the topic.
Quote:It also works as a fantastic panic button if things are going badly.Tornado is quite misleading on the amount of damage it does. Each "tick" at level 50 does about 6.67 damage unenhanced . . . not much. But this power lasts for 30 seconds, and does a "tick" every half second. Against a group of foes, it runs around and throws baddies all over the place. But if it can focus on one foe, like an AV or EB or a tough boss, then it does just over 400 damage unenhanced, or well over 750 enhanced. Since it takes 30 seconds, that AV is also doing some Regen at the same time, so the net total damage is less. Still, that's a pretty impressive amount of damage for a pet you cast once every 30 seconds. While Storm does not have a -Regen power, Tornado does enough damage to counteract the Regen for most, if not all, AVs. Plus it stacks a mag 2 stun and a 15% Defense Debuff with 1.3 Accuracy, meaning that it pretty much always hits even with no accuracy slotting. -
Would only be cool if every mission had this exchange of dialogue between characters in it...
-Shadowcat: Mutants are a community. We're a people and there's no way anybody can make us be what they want. We stick together and don't panic or overreact...you'll see. We're stronger than this.
-Wing: Miss Pryde...are you a #&$%ing retard? -
Unless it's a pvp build, I see absolutely no real good reason to keep a build secret.
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Always reading about people complaining about redrawing weapons and animation times of some powers. Do either of those actually affect things like dps? A long long long time ago I believe I remember someone posting a thread that proved redraw doesn't add time to an attack but I'm not 100% sure on what it had read. How I thought things worked for the longest time was even if no animations went off and you just stood there, the time it took you to activate the power and the time dmg appeared on the mob would be the same as when animations were running.
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Soft capped to S/L, Energy. Negative, Fire, & Cold. You can substitute out Hasten for Build up or SJ if you want, I just like using Ninja Run these days to get around.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Ms Patriot: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/Rchg(7), S'fstPrt-ResDam/Def+(36)
Level 1: Bash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(45)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(19), HO:Nucle(42)
Level 6: Dull Pain -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(7), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-EndRdx/Rchg(37)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-EndRdx(46)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(17), Mocking-Acc/Rchg(33), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(43), Numna-EndRdx/Rchg(48), Numna-Heal(50)
Level 16: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(17), GftotA-Def/EndRdx/Rchg(33)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(34), HO:Cyto(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), HO:Nucle(40)
Level 24: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/Rchg(31)
Level 26: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(31)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-EndRdx(46)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36), DefBuff-I(46)
Level 38: Crowd Control -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Acc/Dmg(39), Erad-Dmg(39), Erad-Acc/Rchg(40), Erad-Acc/Dmg/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(45), EndMod-I(45)
Level 47: Tough Hide -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Quick and Easy question: When Force Feedback procs (+ recharge) does it affect all of my powers or only the one it is slotted in?
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Searching is a bit rediculous since alot of the time you find mostly out dated stuff, but at the least check the first few pages of threads before posting a new one like this. It's what I do when looking for help. Here's two links for you though that have sample builds and reasonings for em etc.
http://boards.cityofheroes.com/showthread.php?t=229402
http://boards.cityofheroes.com/showthread.php?t=224665 -
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My Pet Peeve is people who have pet peeves about others having pet peeves.Joking! Just thought it had to be said in a light cheerful super-not-serious sort of way.
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[QUOTE=GhoulSlayer;3034677]Quote:Recently built one myself around defense. It gets about 30% to all positional def and almost 50% S/L resist. Though my build leaves out the shield buffs which I can't stand using.
In some cases, I would agree with you about leaving out the buffs (i.e. my bots/therm mm), but I went /cold because I want to buff people. I play her similar to my sonic and kin toons. I don't mind being a buffbot when it is my strongest point. I just can't see taking /cold and not using the buffs.
Aye, I know there are plenty who enjoy buffing, just giving my disclaimer/warning that my build was sans buffs and goin all debuffs. -
Recently built one myself around defense. It gets about 30% to all positional def and almost 50% S/L resist. Though my build leaves out the shield buffs which I can't stand using.
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[QUOTE=ClawsandEffect;3026822]Quote:Couldn't have explained it any better myself. Thanks Claws!
Ninja Run.
An SR with Quickness, Ninja Run, and Hurdle is just as fast as a Super Jumper and doesn't NEED a travel power.
You really don't need all the combos. Late in the game you'll find that Empower and Weaken are almost never used. I'd just go with Attack Vitals and Sweep. Blinding Feint + Attack Vitals combo is one of the better DPS chains for a Dual Blades scrapper, and it doesn't require a whole lot of recharge to keep it going without gaps. If you insist on having all 4 combos you'll find that you're making your build tighter than it really needs to be.
After softcapping you can skip Elude, and you only need 7 powers out of Dual Blades, so losing a couple combos loosens the build up some. That's the other reason Lillika's build skis a travel power, SR doesn't really need one and not taking one frees up space to take other things instead. -
My DB/SR Scrapper build. Capped all around without using tough/weave to get there so I could work in Aid Self AND Hasten.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Silver shadow: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(45), Mako-Dmg/Rchg(46)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(13)
Level 2: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Rchg+(21), LkGmblr-Def/Rchg(25)
Level 4: Ablating Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 6: Typhoon's Edge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(25)
Level 8: Hurdle -- Jump-I(A)
Level 10: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 12: Practiced Brawler -- RechRdx-I(A)
Level 14: Blinding Feint -- GSFC-Build%(A), GSFC-ToHit/EndRdx(15), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit(46), GSFC-ToHit/Rchg(46)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(17), LkGmblr-Def/EndRdx(23)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 22: Quickness -- Run-I(A)
Level 24: Aid Other -- RechRdx-I(A)
Level 26: Sweeping Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 28: Aid Self -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(45), Dct'dW-Heal/Rchg(45)
Level 30: Vengeful Slice -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(34), T'Death-Acc/Dmg(36), T'Death-Dam%(39)
Level 32: One Thousand Cuts -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
Level 35: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(48)
Level 38: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal(48), EndMod-I(48), P'Shift-EndMod(50), P'Shift-End%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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This is the Spines/Dark build I managed to put together with the help of the forums. It has similar regen/recovery numbers but over 30% S/L Def. Cloak of Fear should also help add to that with the -tohit debuff to baddies. You can just ignore the one purple set thrown in there and use a Posi instead. Doesn't make a huge huge difference.
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I'm having a hard time figuring out this loss of potential advantages you are speaking of in the Mind/Ice build I put together. A constant 126% recharge with a large amount (admittedly not capped but still a solid 32%) of S/L def with no real wasted powers taken or strange slotting doesn't seem a waste to me.
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What were you hoping to build for? What playstyle would you use? This looks like a build trying to go in several different directions at once but not really achieving much in any one area.
Something I quickly threw together using your build, just rearranging slots some. Bit more def that goes a long way.
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Sorry >.< I kinda poked around and didn't find any recent sample builds to look at.
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I have a dark/dp I picked back up the other night that I have a renewed interest in now. Was playing around in mids and realized I have no clue how exactly I should slot my dark servant. Any help from other defenders? I also wouldn't mind some overall help on the build I have put together for her. If anything I have learned I am almost garaunteed to have missed somethign big on the ones I try and do all on my own. Thank you for taking your time to look this over!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Theft-+End%(A), Theft-Acc/Heal(3), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(11)
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(9)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(43)
Level 6: Howling Twilight -- RechRdx-I(A)
Level 8: Swift -- Run-I(A)
Level 10: Swap Ammo
Level 12: Shadow Fall -- GftotA-Def/EndRdx(A), GftotA-Def(13), GftotA-EndRdx/Rchg(13), GftotA-Def/EndRdx/Rchg(15)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(43)
Level 18: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 22: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(23), Abys-Acc/Fear/Rchg(25), Abys-Acc/EndRdx(37), Abys-Fear/Rng(40)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), RedFtn-EndRdx(37)
Level 28: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Dark Servant -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(33), BasGaze-Acc/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), Cloud-Acc/ToHitDeb(34), Cloud-ToHitDeb(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Hail of Bullets -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Dark Consumption -- P'Shift-EndMod(A), P'Shift-End%(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(50)
Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
Level 47: Soul Drain -- 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: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
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