Linea_Alba

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  1. In contemplating a Dominator I'm looking at Plant/ Primarily and Electric/ Second; wondering what I should pair with each, and then which one to make first ?
  2. NW is a solid and consistent 230 to 260 dps depending on build and isn't dependent on fodder. NW has solid 45 or 60 defense depending on build + Elude and/or Vengeance. NW also boosts team defense by up to 30%.

    Fire/SD will have a bit harder time hitting the same defense numbers, but will range from 180 dps to 300 dps depending on build and fodder. A higher offensive potential, if you can unlock it with your build and playstyle.

    I can't really say how the AoE compares. SD gets Shield Charge, but the NW can have a large number of AoEs to cycle through. I think I'd put the edge to the Fire/SD, but it's just a guess.

    I'd almost bet on low-end Fire/SD being cheaper to build, but then a low end NW isnt' all that expensive and has good solid performance. On the other hand, I'd bet on a high-end NW being cheaper than the High-end Fire/SD. Sure you can blow all you want on a NW, but after a certain point, there just isn't that much to gain. One purple set, some LotGs, and that's about as expensive as makes sense to build for the NW. I can see the Fire/SD still gaining and gaining till the budget breaks the bank and you crack 300+ dps. For instance, I'd probably consider a PvP +defense required on the Fire/SD and not bother with it on the NW.
    - Low Budget: Fire/SD
    - Moderate-Low Budget: NW
    - Moderate-High Budget:NW
    - High Budget: Fire/SD

    Fire/SD should have better HP than the NW.

    All in all, I'd probably give the edge to the Fire/SD. Then, me being me, I'd contrarily go roll a NW, then respec it into a Melee Fortunata giving up the little more offense for the AoE Controls (Cost Moderate-High).
  3. I'm using Gun Attacks, as they animate faster.

    Base is around 110, Io Damage Bonuses add ~8, Assault adds ~8 each.
    Enough achilles to saturate will multiply the total by 1.2.
    If you use a PvP -res and achilles both, you can multiply by 1.25 ish instead of 1.20.
    That ends up about 160 before redraw

    Reactive Interface T3/T4 can add 60 to 90.
    If you use anything that causes redraw: Gloom, mixing Crab/Gun attacks, then dps is lowered.
    Since I do mix attacks, It's likely fair to say that between the added benefit of Interface and the detriment of redraw, I get half or less of the bonus from interface; aka Interface is compensating for redraw. I doubt I top 190 even with Interface, but I know I have at least 160.

    But each build will have to do it's own spreadsheet and math, as recharge, damage bonuses, endurance, everything varies.
  4. I have in my notes 122 to 177 ST DPS depending on buffs and debuffs. Double Assault, optimal achilles, and sacrificing everything you can, might nudge you up toward 200. But I'd have to see the build and run a spread sheet. However, My builds have never been offensively optimal, but instead more defensive.

    I estimated my crab at around 160. Never bothered to test her more precisely.
  5. It was "Into the Light".

    Yes, my kill speed in tank-mode is slow. The only thing that ups a crabs kill speed to scrapper levels is the pets, which die way too fast in content like this.

    ST I'm 135 raw dps x 1.2 Venom Grenade = 162 dps. 95% of that is Lethal Damage. I can kill a pylon, but only barely.
    AOE is similarly weak and small radius.

    The offensive build tops 200 ST and Doubles or more the AoE, but I don't think she'd have a prayer of surviving. Spike damage resistance only 1600 vs 4000 for the tank build. HP Replacement is more than double for the tank build. While HP replacement was never really a problem, spike damage resistance was. There were plenty of times I got beat down fast enough (sub 3 to 5 seconds) that the other build would not have been able to react quickly enough.
  6. Musculature Radial T4 ~= 0.10 to 0.15 eps
    Cardiac Core T4 ~= 1.0 eps
    Ageless +Recovery T4 ~= 2.4 eps

    For defense I prefer Cardiac with Rebirth +Regeneration
    For offense I prefer Musculature Core with Ageless +Recovery
  7. Crab Tank +4x8 1:35 with liberal inspiration use, and several deaths.

    Kill Blazes first, Lts seconds, Sparks Third, then everything else.

    - Still too long.
    - Still some tough spots with too many random Blaze Bosses.
    - In more than one place I got 2 or more blaze bosses.
    - In all locations I needed 65% defense to softcap. Without a minimum of 65% defense I was instantly dead. However, once all the buffers were dead, 45% defense was sufficient for 3 to 6 leftovers, but in some cases I needed 55% or 65% until I got them cut down to only 2 or 3 bosses left.
    - In many locations I appeared to need 75% defense to softcap.
    - In two or three locations I appeared to need 95%+ Defense to softcap.
    - Once or twice I not only needed the 95% defense, I also needed 85% resist, the spike damage was just insane. These appeared to be areas with multiple Blaze Bosses. Or I was just having horrid luck.

    I love hard, but It's still too hard and too long. I can't imagine ever leading a team into something like this. I think it would take 2 to 4 builds like mine to shore up a team to be able to handle this. 2+Vengeance, or 3 to 4 with no vengeance fodder. That means It'd likely insta-squish with extreme prejudice the average team.

    I may try it with my Fortunata later.
    I take that back, after noting 9 of 12 have status protection, and the other three have Thaw(Clear Mind), anything relying on any form of control is going to be facing Mag 11 to Mag ?? status protection, depending on how many CMs get cast. The Fort wouldn't have a prayer with her control gutted. She'd be better off going NW, but with no resistance and no +HP, she'd still likely get slaughtered. Not worth the trouble.

    Note: I didn't "measure" defense values. However, If I was getting hit repeatedly, I'd add another small luck. There were many times that with 3 small lucks I was still hit repeatedly and the 4th small luck was enough to stem the tide. Not exactly scientific.
  8. Crab Legs + Beast Run can make it worth the annoyance, for the totally creepy factor.
  9. It's never been fixed. If you have a backpack on any builds, you'll have a backpack on all your builds.
  10. - My Melee Fort is in my sig.
    - Other builds including nightwidow and one of many other things can be found in the archives in my sig.
    - A Free GMail or Goggle Docs login may be required to download the archives.
    - Just because a build is in the archives, doesn't mean it's a good build. There's no documentation or explanations to go with the builds. It is assumed the player can evaluate the builds themselves for their own purposes.
  11. Sometimes you de-toggle and sometimes you don't. But you refill and can keep on fighting.
  12. All nukes are crashless with Green Machine style builds.
  13. If you really want to be a "healer" I'd second the controller option.

    Here's a Plant/Emp I tossed together. It's far from useless and will do much more for the team as a whole than a Emp/ that doesn't use any offense.

    The controller option also, likely, has cheaper IO options for increasing recharge that the defender.

    You'll want Spiritual Alpha and Ageless Destiny.

    Power Sink can probably be converted to Scorpion Shield for another place to put a LotG +Global Recharge.

    You can also get a resurrect temp these days, no need to waste a power slot on it.

    No I wouldn't play this build, nor any other "Support Only" Build. I like more offense with my defense.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Empathy
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Entangle -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5), Immob-I:50(7)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(11)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(15)
    Level 4: Strangler -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(19), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(21), Decim-Acc/Dmg/Rchg:40(21), Hold-I:50(23)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
    Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(25), CoPers-Acc/Conf/Rchg:50(25), CoPers-Acc/Rchg:50(27), CoPers-Conf/EndRdx:50(27), CoPers-Conf%:50(29)
    Level 10: Roots -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(31), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(31)
    Level 12: Spirit Tree -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Rchg:50(34)
    Level 14: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(34), LkGmblr-Rchg+:50(34)
    Level 16: Clear Mind -- EndRdx-I:50(A)
    Level 18: Vines -- UbrkCons-Hold:50(A), UbrkCons-Acc/Hold/Rchg:50(36), UbrkCons-Acc/Rchg:50(36), UbrkCons-EndRdx/Hold:50(36), UbrkCons-Dam%:50(37)
    Level 20: Fortitude -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:50(37)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(39), LkGmblr-Rchg+:50(39)
    Level 24: Tactics -- GSFC-ToHit/EndRdx:50(A), AdjTgt-ToHit/EndRdx:50(39)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(40), Posi-Acc/Dmg/EndRdx:50(40), Posi-Dam%:50(42)
    Level 28: Recovery Aura -- Efficacy-EndMod/Rchg:50(A), P'Shift-EndMod/Rchg:50(42), RechRdx-I:50(42)
    Level 30: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(43), ExRmnt-Dmg/EndRdx:50(43), ExRmnt-Acc/Dmg:50(43), ExRmnt-Acc/Rchg:50(45)
    Level 35: Regeneration Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(45), Dct'dW-Heal/EndRdx/Rchg:50(45), Dct'dW-Heal:50(46), Dct'dW-Rchg:50(46)
    Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(46), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal:50(48), Dct'dW-Rchg:50(48), P'Shift-EndMod/Rchg:50(50)
    Level 41: Power Sink -- RechRdx-I:50(A), P'Shift-EndMod/Rchg:50(50), Efficacy-EndMod/Rchg:50(50)
    Level 44: Super Speed -- Clrty-Stlth:50(A)
    Level 47: Recall Friend -- EndRdx-I:50(A)
    Level 49: Resurrect -- RechRdx-I:50(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17), P'Shift-End%:50(17)



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  14. Musculature Radial T4 ~= 0.10 to 0.15 eps
    Cardiac Core T4 ~= 1.0 eps
    Ageless +Recovery T4 ~= 2.4 eps
  15. The test server is your friend. You can transfer yourself more than once to TC, transfering and Duplicating your wealth, IOs, and Builds. Then respec the various builds you want to test, and run a few missions, or even specialized AE missions. This can save you a load of pain vs builds on the live servers.

    ---

    I wouldn't remove hasten.

    When I say more damage, I don't necessarily mean +damage bonuses.

    More recharge typically means more endurance costs.

    More recharge typically does mean more damage, but only to a point. If you're pumping out 250 dps with moderate recharge and max recharge that costs a few billion more gets you to 260, is it worth it ?

    No, I've never calculated for what the minimum recharge should be for maximizing recharge vs damage. However, It's my opinion it can be achieved without purples, and probably is somewhere around when hasten falls into the 130 to 140 second recharge range. This, However, is just a guess.

    ((One purple Set +accuracy) or (two normal set +accuracy of sufficiently low level for whatever you want to exemp)), + Kismet Level 10 +accuracy, +TTL, +ML is all the accuracy you need to cap to-hit vs +4s. This assumes no level shift and minimum slotting of around 40% to 45% in the actual powers. Translation, Most IO builds are overkill for accuracy when set bonuses apply.

    Musculature Radial Paragon will gain you something in the range of 0.10 to 0.15 endurance through +endmod of a standard slotted stamina.

    Cardiac Core Paragon will gain you 1.00. ~ 0.33 endurance on your toggles and another ~0.67 on your attack chain for a total of 1.00, or more.

    Ageless +Recovery will gain you 2.4 eps. Over 1.61 + a refill every 120, for something around 2.4 eps.

    Musculature can add a buff of 22% to 30% Buff that bypasses ED, or a boost in damage of 1.08x to 1.12 compared to no alpha, once you take into account all your other buffs and the fun math of buffs vs multipliers.

    Adding more AoE, vs the average group of critters can multiply your damage significantly, even divided over time. Making that AoE an immobilize as well as damage, reducing the amount of time you waste chasing runners, can further improve your damage output. It is my opinion that with a typical x8 spawn, this will exceed anything you can gain from a musculature; However, Musculature would apply more to Bosses, EBs, and AVs, if that is your specialty.

    The last build you posted has a suppressed ranged defense of only 42.2 withou mindlink or 58 with mind link. It would appear you're aiming for the Incarnate Softcap, If so, you may or may not want that tad more ranged defense. Mids -> Options -> Config -> Math --> Suppression -> Select both Attacked and ActivateAttack

    Accolades can do a great deal for your endurance as well, perhaps more than all those bonuses you're putting in so many powers.

    It is difficult to create a NW build that doesn't need Cardiac or Ageless, and still meets most other typical desires. The benchmark for successful is also subjective.

    The following is for all builds, not just NW:

    I typically want a build that can fight non-stop for 3 minutes as a minimum for teaming, and 5 minutes minimum for solo. I prefer 10 minutes. Aka, go pound on a pylon 10 minutes and not run out of endurance.

    Then I want an immobilize that does damage, Typically Mu Fences, so I can keep things close for spin.

    I want ST dps capable of taking out a pylon in less than 30 minutes. 150+ dps after all buffs and debuffs.

    Then I want more damage, typically AoE. Sometimes I prefer more defense, It's nice to have ~52 defense to cushion for a debuff, and to make it easier to cap with small purple candy for Incarnate Content. So far, I've not felt the need to Incarnate Cap any actual live characters. I even changed Alleyne to a more offensive build.
  16. Incarnate soft-cap is a minimum of 59% (64% - 5%). Each Orb adds another 10% or so, best to judgement those Orbs anytime you see one.

    Assault is every bit as good as shatter armor, due to redraw issues limiting Shatter Armor and your personal offensive capabilities, at least when either soloing or fighting anything softer than an EB while teaming. Shatter is also a pita to apply and use optimally, while Assault is automagic. In the end, Assault is better for solo and teaming when not killing an AV, While Shatter Armor is better for taking down an AV while teamed. Which do you spend more time doing, or which do you prefer to specialize in ? I finally gave in to the inevitable and switched back to double assault, and I've never looked back again.

    It appears you could easily get another 1.5 defense out of Mind Link, and 1.1 out of Foresight. That's like a nearly free PvP Defense IO.

    You could also plan on cardiac or musculature radial for +recovery, making it much easier to expand your offensive and defensive capabilities by giving you much more flexible slotting options. There look to be many options you may not have looked at in a fairly focused approach to get every +recovery and +recharge bonus you could find. I make the assumption that is an informed preference that understands the sacrifices that were made in return.

    I also assume it is an informed preference to aim for a the incarnate softcap within the build without inspirations, understanding that you will still be vulnerable anytime there is an orb in a spawn (which is almost every spawn), and understanding the sacrifices made in reaching that goal.
  17. Linea_Alba

    Non-healing Emp

    First
    I'm going to suggest you read Green Machine specs and tactics:
    http://www.repeat-offenders.net/foru...faq-and-guide/


    Next
    Quote:
    I was on an STF where the tanker was a Level 47, had next to no defense, and was trying to tank LR. I was called all sorts of names (and these were people I knew) because I didn't heal fast enough. I decided to delete my first Emp due to that (probably overreacting, but I was really upset by it, and I was still young in my CoX career.) I no longer hang with that group for that and a few other reasons. I know player notes would be fantastic, but I'm afraid of one-starring too many people.
    Bad players are bad players, and it really appears that you are still over-reacting to the bad players. To completely ignore healing is only a bit less worse than ignoring your buffs.

    I would never consider a "Heal Other only" build viable; However, an Healing Aura only build is viable, at least within the framework of a Green Machine style team. Heal Other, Absorb Pain, and Resurrect are all optional for Green Machines, but useful none the less.

    I would consider a "Heal Aura only" Green Machine build viable. There's currently an evil-empath project running in RO based on Green Machines. There are definitely viable "Heal Aura only" Green Machine builds, both past and present. But, as Gamewolf mentions, it's not that hard to fit in Heal Other with Heal Aura, and it's a great place to put Doctored Wounds, and makes your build more flexible and more applicable to a greater range of situations.


    Third
    I've personally not run empaths in years, much for the same reasons you dont' want to run a "healer". Traps and Veats have become entirely more my style: Buffing, helping team-mates, ressing using temp powers, but being entirely self-sufficient, tough as nails, and I never take any flak for not using my "Healing Arrow" power even when I'm playing with total morons. All of which is easily fixed by not playing with morons, but sometimes even in a large coalition like RO, people are off on other servers and projects and I want to team, leaving me with only one option other than soloing: morons.

    So, if you want a "not healzor" empath, I'd look at Green Machine and similar "Balanced" builds.

    In fact, I'd suggest you start a new topic something like "Need Help with Emp/Ice or Emp/Sonic for balanced soloable empath ?"


    Fourth
    Here's a quick Sample Green Machine Based Build. Probably needs cardiac to survive the RA downtime. Control based ancillary would likely be better for soloing, but defense/resist based better for teaming. I even like the abysmal Emp/Elec for it's hold and endurance drain for solo play, even if it's actual offensive punch is a bit anemic. Personally, I think I'd either go Emp/Ice or Emp/Sonic, with an edge toward Emp/Sonic for the lower endurance usage. Emp/Sonic can also branch out into control as well, for soloing purposes. Emp/Ice has built-in control, and better overall performance, but at the cost of higher endurance consumption.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emp Elec (v1.00.i19 Musculature Radial Paragon): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Rchg:50(9), Dct'dW-EndRdx/Rchg:50(11)
    Level 1: Ice Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(5), Dev'n-Hold%:50(7)
    Level 2: Ice Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(13), Decim-Acc/EndRdx/Rchg:40(13), Decim-Acc/Dmg/Rchg:40(15), Dev'n-Hold%:50(15)
    Level 4: Heal Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(19), Dct'dW-Rchg:50(19), Dct'dW-Heal:50(21)
    Level 6: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(21), Posi-Dmg/Rchg:50(23), Posi-Acc/Dmg/EndRdx:50(23), Posi-Dam%:50(25), ImpSwft-Dam%:30(25)
    Level 8: Clear Mind -- Range-I:50(A)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 12: Fortitude -- LkGmblr-Rchg+:25(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def:50(29)
    Level 14: Aim -- RechRdx-I:50(A), RechRdx-I:50(29)
    Level 16: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
    Level 18: Recovery Aura -- RechRdx-I:50(A), Efficacy-EndMod/Rchg:50(33), P'Shift-EndMod/Rchg:50(33)
    Level 20: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(34), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dam%:50(34), ImpSwft-Dam%:30(36)
    Level 22: Maneuvers -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:50(36), RedFtn-Def/EndRdx:50(36)
    Level 24: Assault -- EndRdx-I:50(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(37), Dct'dW-Heal/Rchg:50(37), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Rchg:50(39)
    Level 28: Bitter Ice Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(40), Decim-Acc/Dmg/Rchg:40(40), Dev'n-Hold%:30(40)
    Level 30: Tactics -- HO:Cyto(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(42), Dct'dW-Heal/Rchg:50(42), Dct'dW-Heal/EndRdx/Rchg:50(42), Dct'dW-Rchg:50(43), Efficacy-EndMod/Rchg:50(43)
    Level 35: Freeze Ray -- Lock-Acc/Rchg:50(A), Lock-Rchg/Hold:50(43), Lock-EndRdx/Rchg/Hold:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(45), Lock-Acc/Hold:50(45), Lock-%Hold:50(46)
    Level 38: Blizzard -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(46), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(48)
    Level 41: Power Build Up -- RechRdx-I:50(A)
    Level 44: Temp Invulnerability -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/Rchg:50(50)
    Level 47: Force of Nature -- Aegis-ResDam/Rchg:50(A), TtmC'tng-ResDam/Rchg:50(50), RechRdx-I:50(50)
    Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Musculature Radial Paragon
    Level 0: Geas of the Kind Ones
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(31)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17)



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    PS: *Face Palm* I never thought I'd see the day I'd have to defend taking a healing power on an empath. *head desk*
  18. Quote:
    Originally Posted by anonymoose View Post
    ...ob. flamebait -- a /kin 'troller, there's a toon unlikely to SB you.
    I think you meant to say Fire/Kin Controller. The majority of those I meet are farm builds that don't have a clue how to play in the rest of the game, nor on a team.
  19. Why be a defender:
    • Traps/ :: Better Numbers
    • Empathy/
    • FF/
    • Sonic/ :: Better Numbers
    • /Sonic Blast :: Better Numbers
    • Easier to Self-Softcap :: The better numbers on all the buffs makes this easier, cheaper, and more diverse.
    • Vigilance for Team Endurance Buff :: Weak argument, but if you're NOT going to IO or Incarnate a character, this is a valid option; especially so with something endurance heavy like Storm.

    Why be a Corruptor:
    • Fire Blast
    • Scourge
    • Pain Domination

    All the rest of the sets I feel like can go either way, and will by default most often go Corruptor for the extra damage, unless that's over-riden by the desire to softcap combined with costs of the build.
  20. looks much better. You've got Incarnate Melee/Ranged. Add Darkest Night and you have very solid Incarnate defense to all. You won't even need Elude except for special circumstances, which slotted with only the default slot will only be available for special circumstances. Furthermore, Darkest Night gives you enough defense to withstand Defense Cascade Failure for most situations. This means your build is on average more durable than mine.

    Note: Toggle Anchors love to run, and if something is outside the toggle radius, you lose that protection.

    I personally pulled more out of defense, and put that into AoE Offense while relying more on Elude; But each build has it's own strengths and weaknesses.

    You've got Incarnate Melee/Ranged
    +17% Darkest Night as well as -17% Damage (aka resistance)
    +60% Elude
    +29% Vengeance

    As a comparison, I find I need ~70% defense to solo +4x8 Cimerorans and not suffer defense cascade failure too easily. It can still happen, but as long as I monitor my defense and kite a few seconds as it drops low, I'm fine. Cimerorans CAN drop you by -100 defense or more, if you let them. The key is to delay them a tad if they get you too low, and let a couple of the debuffs to expire.

    You really have defense covered solidly, perhaps too solidly. At this point, if you aren't tough enough (each person has their own subjective measure of tough enough), you need resistance. (Tough + Paralytic Radial 75% chance for -damage + Darkest Night) could be up to ~60% S/L resistance Equivalent with ~38% FCENTP Resistance Equivalent. However, taking Paralytic over Reactive drops your offense by 60 to 90 dps, or -.25x, or equivalent to 4 x assault. I also assumed use of AoEs to keep Paralyitic Radial saturated. I don't think your build has enough AoE to actually keep it saturated, so your resistance equivalent would likely be 10 to 15 lower, unless you picked up more AoE. Also Note, that you have to hit each target on average 5 times per 10 seconds to saturate, and if the targets run or get out of range of your toggle and -damage proc attacks, you loose that -damage/resistance equivalent.
  21. All my Veats (see signature) and most my other builds are:

    Alpha: Cardiac T3 (Defensive) / Musculature T4 (Offensive)
    Destiny: Rebirth T4 (Defensive) / Ageless +Recovery T3/T4 (Offensive)
    Judgement: Void -Damage T3/T4
    Interface: Reactive Radial T3/T4
    Lore: Clockwork Core, Clockwork Radial, Warworks Core T3/T4
  22. I used to take Shatter Armor, but once redraw was pounded into my head, I did my own testing and confirmed the redraw really does hurt. It was just as good, or better to take another Assault as to bother with Shatter Armor. It was my understanding that redraw issues had been addressed with many attack sets, but Either I was mistaken, or Widow Claws is one of a small number of exceptions.

    All the APPs cause widow claw redraw, which kills ST DPS. If you get them for AoE, it's not as bad, assuming you have 3 to 4 targets minimum. I take the patron for the immobilize to keep things in close, once I cause redraw, I figure I might as well optimize the damage I do in the process and drop the other fast dpa AoE.

    In place of Gloom, you might want to consider one of the other Widow or Night Widow ranged attacks. As I understand it, none of those cause redraw. (Poison Dart, Dart Burst, Mental Blast). If it was me, wanting to alpha spawns, I think I'd go with Dart Burst. Mind you, that's never really been my style, but given the objectives and redraw, I think that would be my pick.

    Alternately, you can add 0.65 to 1.1, to estimate redraw. I honestly don't know how much redraw is, but I'm pretty sure it's not less than .65 nor more than 1.1. From the minimal testing I did, It "felt" like about the same as a .83 attack, which is about 1.1 once you add arcana time. But "felt" is not exactly scientific.
  23. Here are my current builds. I Prefer the Melee Version.

    Melee Fortunata Build Link
    Ranged/Control Fortunata Build Link

    For an earlier game build pull one of the AoEs out of the Patrons and into Psynado and/or Scream.
    Also, change any PS procs in the patrons to damage procs. The PS procs are apparently still bugged.
  24. It's fine. It's not at all how I'd do it, but it's good enough.

    I'd slot Gaussian in Follow up.

    I don't see the necessity of some of those sets.

    I don't see the +3% Def IO. It's cheap and it's one slot.

    I don't see the point in 57% defense all if you aren't gonna finish it off to the Incarnate Cap.

    I don't see the point of Incarnate capping anyway, that's what Elude is for, you don't have the DDR for barely incarnate capping to really help that much. I'd rather loosen up the slots and take Elude.

    I never have seen the point in putting more +tohit in Mind Link. Unless it's enough to cap to-hit vs +4, you still need tactics. If you have more than 95% vs +4, you're just wasting it, why bother ? I'd rather add 1 purple set. You can also use a Kismet for the cost of one slot, instead of 2, and a greater +to-hit gain. Mind link is under slotted for defense. DR, DER, D, DR, Kismet appears much better to me, if you insist on +tohit. If you're worried about pre-hasten recharge on ML, I'd completely frankenslot it, I'd rather give up 12 hp and have the recharge and defense.

    I'd probably move hasten earlier in the build to better leverage mind-link.

    Gloom can actually hurt your dps due to redraw, if you have it in there with expectations of using it to increase your dps. If you just have it for runners, it's fine.

    My build is almost completely different.
    Standard Build Link
    Apex/Incarnate Build Link
  25. Quote:
    Originally Posted by DoctorWhat View Post
    ... It's kind of sad to see Heals/Empathy become maybe not obsolete but almost pointless in anything besides situations like an STF's Tower Buffed Recluse....
    A combination of Sonic and FF Bubbles can make the whole team into tanks, making a tank/healer less needed. This was in fact one of the first strategies we used for a tankless run in Beta for the STF. I tanked LR with a Res/Def Bubbled Dark/Dark/Dark. It wasn't the most successful run, but it was also one of our first attempts.

    Sonic and FF Bubbles with Hamis can Cage the Towers and LR, making a tank/healer less needed. Caging runs are still bumpier than the standard trinity run, but that's more due to people not understanding them and listening and really believing in the instructions and differences. If I wanted to remake my STFer, I'd probably go with Illusion/Sonic or Mind/Sonic. FF is still a good choice too, but +resistance is more rare, and +defense is everywhere.

    Illusion can use Phantom Army to make a tank/healer less needed for the STF.

    A kiting/taunting Scrapper can make a tank/healer less needed for the STF.

    So, really, the trinity was NEVER really "needed" for the STF, not even in beta.

    On the iTrials, My Traps/Dark doesn't mind getting in close to give the Brute/Tank +defense. She can even solo a few crates herself, if she has to.

    The truth is, empathy and trinity tactics were never really needed at all. It is simply a bit more obvious now. On the other hand, empathy has always been contributing to the teams, and will still contribute just as much as it always has. The only thing changed is the perception. Sure my squishies can out perform the average tank, but I still love a good dose of Fortitude and Auras making it that much safer and reliable, I still love having a tank along to take the pressure off of me, so I can concentrate more on offense. Maybe empathy is no longer the star it thinks it was, even going so far as to extort teams into paying them influence for the privilege of getting them to join the team; but maybe empathy was never that star to start with.

    (yes, I've actually been on multiple teams over the years where the Stone Tank or Empath tried to extort influence from the rest of the team. If I was in charge those morons were swiftly booted, if I wasn't in charge I swiftly found other company to keep.)