Madadh

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  1. Yeah, if I'm going to have to spend the first few minutes of every login rearranging my UI, that is just not good. And fairly unacceptable.
  2. Quote:
    Originally Posted by Pyro_Master_NA View Post
    The issue I have is that there is always going to be a bonus for defenders that not everyone will benefit from. Even if it was a +% to all buffs, then you'd still have TA gripes. +% to debuffs and you get empath gripes. And just because other ATs can heal, doesn't mean that those ATs would benefit more from a +heal% set bonus in their AT IO set. If the devs want to add in a +heal in any AT's IO set, then as the only AT with heals available in their primary, defenders make the most sense.

    Besides, you can't tell me you get 5 slots of crushing impact for the immob resist, right? Right, because you don't always get a practical use out of every bonus on the IOs you slot, just like not everyone will benefit from the +heal on the defender's AT IO set.
    Quote:
    Originally Posted by Pyro_Master_NA View Post
    If the heal proc is affected by the +heal bonus, then there is going to be a use for everyone. And besides, with everyone running around defense capped these days, healing becomes more useful since people less often need defense buffs thrown on them or tohit debuffs on their enemies. So when they do get hit, heal them right up.
    Can we gather from your steadfast advocacy that the set remain as is that you were planning to get this set, and that without the +Heal, no matter what the +Heal was replaced with, you would no longer find the set appealing?
  3. Quote:
    Originally Posted by Taterrex View Post
    ....and I never said high ST dmg was that important.
    Yes you did..

    Quote:
    Originally Posted by Taterrex View Post
    I am in search of a character that can...
    Solo GM/AVs
  4. I believe it's a unique, and it only applies to the person who actually slots the IO, even if it's slotted in an AoE +res power. Therefore, there is no possible way to stack it.

    Edit: Mid's shows it as a unique, and that's plenty of verification for me.
  5. Quote:
    Originally Posted by MistressFir View Post
    I can't take any credit! Doomguide tweaked my build so I went with what I learned from it .
    Doomguide does nice def builds. You can do worse than following his advice, that's for sure.
  6. I meant to address this question directly, and somehow didn't... So..

    Quote:
    This is my first empath so what do people usually go for in terms of build mechanics. I guess a lot of people like to make them manageable in a solo environment but I'm mainly worried about the teaming aspect.
    I build for either s/l/e or Ranged, then AOE and Melee. If I'm getting directly targeted by AOEs, I'm also getting targeted by ranged (and maybe melee). And in that case, the ranged (and maybe melee) are the more dangerous. If I'm just getting AoE splashed, I can move, or try a myriad of other tricks (eating a purple or 2).. The times when AoE splash is severe enough that it equals death before I can react are fairly rare, in my experience, and personal play style.

    As an Emp, your most potent heals have a fair amount of range, so you can always drop back for a bit when the AoEs get really nasty.

    For general emp advice, I build for global recharge, and good base defense. Then enhance either s/l/e or Ranged. Then I try to make sure my heals are all strongish, and my buffs are fast. Most emp buffs are quite potent with just base slotting, so speed trumps making them more potent. Then I build for versatility. Many teams need no heals. Many need no buffs. Some need neither. If a team needs both, badly, then they probably need help everywhere. So versatile is always better in my book. If I try to make sure to have a decent attack chain. If I can add some crowd control, I try to do that, too. Some nice AoEs when the melee types have a nice crowd and aggro under control is also a nice bonus, if I can fit it in.

    For my Emps I almost always grab the Dark Epic, because Oppressive Gloom is very strong and the damage is a non issue with Heal Aura. But Psychic also has some AoE mez, and a ST Hold, so it's a good choice, too. Really, most all the epics allow you to get some form of crowd control.

    I also almost always have Recall on my emps, since it's useful for when things go pear-shaped. So I maximize it's utility and try to get full stealth somehow, too, so I can be the party stealther/scout, if the team is lacking one. Superspeed and a Stealth proc is the usual ticket for my builds.

    That's my general build concept with a Emp.
  7. Quote:
    Originally Posted by BurningChick View Post
    Here's the funny thing.

    I've put FAR more time on my Dark / Dark defender than on my FF / rad ... and my FF / rad has been mezzed for less time. FF's supposed advantage of having mag-based status protection is more than made up for by my 3D's ability to make life miserable for mobs.

    Folks? I know many of us object to the defender = healer position of much of the playerbase ... but, at the end of the day, most defender sets DO have a heal. Most defenders will derive some benefit from it. Arguably, the VAST majority of defenders will see some benefit from the set since, well ... there just aren't all that many heal-less defenders in-game.
    As far as I can recall, no other AT Specific IO Set had a bonus that was useless to any possible combo of Primary and Secondary powers.

    Is it the end of the world? No.
    Is it going to affect me in the slightest? No, I don't plan to buy any of the AT IO sets.
    It's mostly just annoying that the Devs are reinforcing the Def=Healzor misconception that so many Def players have worked to counteract.

    If your logic held true, than a +Heal Set bonus would work just as well for Corrs as for Defs.. I'd say about the same number of Corrs as Defs have no chance to access a heal in either of their powersets. Yet I imagine the ire would be a lot closer to universal if they did offer Corrs a +Heal set bonus on the Corr specific IO set.

    Just my opinion, though.
  8. Madadh

    armors question

    Quote:
    Originally Posted by Ragnar_Lodbrok View Post
    Ok, I just had a thought...What about Ea? I got a Km/Ea brute to 45 before the KB annoied me too much, but Ea seemed pretty good since the revamp. Anyone know how it fares in ITF? I never took it there as I never finished slotting him.

    I'd imagine pretty well, but my EA alts aren't ready for an ITF yet. They can easily cap (or overcap) to s/l def, and have pretty decent DDR numbers (52%ish, IIRC). Nice self heal, too. So I'd imagine they could be build to be quite effective on the ITF. Not quite like Invul or SR, but I'd guess on the upper end.
  9. Quote:
    Originally Posted by DocBenway View Post
    ....or an ounce of recognition.
    Well said!
  10. Although, I'd probably go with something closer to this. More control, some team +Dam from assault, Veng is good if you're the rezzer anyhow, recall is also useful for the rezzer. Adding the stealth proc to sprint and with SS and recall, you can be the team stealther/scout if needed (just make sure to shut off Oppressive Gloom). Two viable single target attacks gives you a somewhat serviceable attack chain, and allows you a bit more Ranged def if you do grab aggo. Far more versitle in my opinion, without giving hardly anything up.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doctor Stimpack: Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Fire Blast
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Panac-Heal:50(A), Panac-EndRdx/Rchg:50(3), Panac-Heal/Rchg:50(3), Panac-Heal/EndRedux/Rchg:50(7), Panac-Heal/EndRedux:50(9), Panac-Heal/+End:50(48)
    Level 1: Flares -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 2: Heal Other -- Panac-EndRdx/Rchg:50(A), Panac-Heal/Rchg:50(5), Panac-Heal/EndRedux/Rchg:50(5), Panac-Heal:50(7), Panac-Heal/EndRedux:50(9)
    Level 4: Absorb Pain -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(17), Numna-Heal/Rchg:50(43), Numna-Heal:50(43)
    Level 6: Resurrect -- RechRdx-I:50(A)
    Level 8: Clear Mind -- EndRdx-I:50(A)
    Level 10: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(11), LkGmblr-Def/EndRdx:50(11)
    Level 12: Fortitude -- LkGmblr-Rchg+:50(A), HO:Membr(13), GSFC-Rchg/EndRdx:50(13), HO:Membr(15)
    Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(15), Zephyr-Travel/EndRdx:50(17)
    Level 16: Boxing -- Empty(A)
    Level 18: Recovery Aura -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(25)
    Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25), Aegis-EndRdx/Rchg:50(40), Aegis-ResDam/EndRdx/Rchg:50(50)
    Level 22: Aim -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit:50(37), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 26: Regeneration Aura -- Panac-Heal/Rchg:50(A), Panac-Heal/EndRedux/Rchg:50(27), Panac-Heal/EndRedux:50(27), Panac-EndRdx/Rchg:50(29), Panac-Heal:50(29)
    Level 28: Blaze -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(36)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), HO:Enzym(31)
    Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Rchg:50(34)
    Level 35: Oppressive Gloom -- Amaze-Acc/Stun/Rchg:50(A), Amaze-Stun/Rchg:50(40), Amaze-EndRdx/Stun:50(45), Amaze-Stun:50(46), Amaze-Acc/Rchg:50(48)
    Level 38: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/Rchg:50(39), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg:50(40)
    Level 41: Dark Embrace -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/Rchg:50(42), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(43)
    Level 44: Assault -- EndRdx-I:50(A)
    Level 47: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 49: Recall Friend -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(34), EndMod-I:50(34)



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  11. Quote:
    Originally Posted by MistressFir View Post
    Well, I'm obviously not the Queen of Builds (I have a similar thread asking for help in this same subforum/page), but I tried changing some things around.

    The problem with fire is that you can only use ranged damage sets for most things since it doesn't have any particular secondary effects that you can slot an entire set for (Shield Breaker seems really good for a /Rad).

    Here's the chunk, it has a bit less recovery but I moved your Panacea proc to Health so that should even things out... and I hope you weren't going to use Blaze... or Aim <.<;
    Good call on the Membranes in Fortitude. I'm not sure I'd want to lose attacks, if I were the OP, but you did pull more AOE def out. Very nice.. I think I'd still swap Inferno with Rain of Fire. Pancea proc could still go in the Heal Aura if the OP wants the set bonus and wants the team to benefit from it.

    Very nice set of changes, all in all, though, depending on what the OP is after.
  12. I made a few minor tweaks, and 1 not so minor one.

    I swapped a gaussions +tohit for a +recharge/-end in Fortitude. The extra tohit I think will be a lesser value than the extra recharge and the more end.. Totally a judgement call, there, though.

    I swapped boxing and absorb pain the order taken, since I don't think boxing can be taken at lvl 4, and Absorb Pain was the only thing I could swap it with that wouldn't force you to make more changes.

    I moved the Panacea proc from Regen Aura, where I believe it will only fire every 155 secs, to Heal Aura, where it can fire a lot more often. Or you could move it to Health, your call. If you do move it to health, you'd lose that 5 set bonus, though.

    I lost Inferno, as a crashing nuke on a support oriented set seemed weird and of limited utility, and replaced it with Rain of Fire, one of the best powers in your secondary. I gathered you were mostly chasing the Recharge from Oblit, so I replaced it with the Posi set. More recharge, still has some Acc adds some Recovery, at the cost of 3% global damage. And now RoF is 7 secs off of Perma (or probably is Perma with Spiritual added in, I didn't look).

    All those Panaceas aren't cheap, so I'm assuming you've got no problem really spending on this alt. If so, then I'd suggest the Ragnarok in Rain of Fire. The chance for Knockdown will be very fun in that power, I'd expect, and then it's only 2 secs off of perma RoF, before Spiritual Alpha. The extra recovery and even more global recharge won't suck, either. I added that in as an alternate slotting in the build below.

    Personally, I'd like more attacks, and I'd lose the flight pool (Hover and Flight, all of it) to get them, and rob slots from all over the place to make those extra 2 attacks viable, but that might well lower your AOE defense. But, I know some people (almost everyone) like the flying more than I do. So I just tried to modify your build and keep the basic design enact, as opposed to a radical change.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doctor Stimpack: Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Fire Blast
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Panac-Heal:50(A), Panac-EndRdx/Rchg:50(3), Panac-Heal/Rchg:50(3), Panac-Heal/EndRedux/Rchg:50(7), Panac-Heal/EndRedux:50(9), Panac-Heal/+End:50(48)
    Level 1: Flares -- Dmg-I:50(A)
    Level 2: Heal Other -- Panac-EndRdx/Rchg:50(A), Panac-Heal/Rchg:50(5), Panac-Heal/EndRedux/Rchg:50(5), Panac-Heal:50(7), Panac-Heal/EndRedux:50(9)
    Level 4: Absorb Pain -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(17), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(43), Dct'dW-Rchg:50(45)
    Level 6: Resurrect -- RechRdx-I:50(A)
    Level 8: Clear Mind -- RechRdx-I:50(A)
    Level 10: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11)
    Level 12: Fortitude -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(13), LkGmblr-Def:50(13), GSFC-ToHit/Rchg:50(15), GSFC-Rchg/EndRdx:50(15), GSFC-ToHit/Rchg/EndRdx:50(17)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40), Zephyr-ResKB:50(50)
    Level 16: Boxing -- Empty(A)
    Level 18: Recovery Aura -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(21), Efficacy-EndMod:50(21), Efficacy-EndMod/Acc:50(25)
    Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(23), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25), Aegis-EndRdx/Rchg:50(40), Aegis-ResDam/EndRdx/Rchg:50(45)
    Level 22: Aim -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit:50(37), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 26: Regeneration Aura -- Panac-Heal/Rchg:50(A), Panac-Heal/EndRedux/Rchg:50(27), Panac-Heal/EndRedux:50(27), Panac-EndRdx/Rchg:50(29), Panac-Heal:50(29)
    Level 28: Blaze -- Decim-Acc/Dmg/Rchg:40(A), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg:40(48)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), HO:Enzym(31)
    Level 32: Adrenalin Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Rchg:50(34)
    Level 35: Conserve Power -- RechRdx-I:50(A)
    Level 38: Rain of Fire -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/Rchg:50(39), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg:50(40)
    Level 41: Temp Invulnerability -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/Rchg:50(42), Aegis-EndRdx/Rchg:50(42), Aegis-ResDam/EndRdx/Rchg:50(43)
    Level 44: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 47: Hover -- LkGmblr-Rchg+:50(A)
    Level 49: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(34), EndMod-I:50(34)



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  13. Since no defenders have broad mez protection prior to lvl 50 and Clarion, and most don't have any at all (only Acrobatics and the minor hold being available across the board) maybe the heal should be replaced with a Lvl 2 (or lvl 3, I'm not sure where the sweet spot would be) Protection vs Fear, Sleep, Stun or vs Fear, Hold, and Sleep.

    The reason not to include both Hold and Stun is to protect the unique level of protection FF, Sonic, and Traps enjoy, while still having value to all defenders.

    And of course, FF, Sonic, and Traps would still benefit from the slightly enhanced Protection values.
  14. If I want a place to 6 slot Gaussians set for the defense bonus, I usually find Focused Accuracy a good spot. Six slotting seems overkill in most other places, or if we're talking about BU or Aim, it may not have enough recharge. I also like having the chance for BU proc in a toggle for a chance to fire every 10 seconds.

    Lastly, I like the ToHit Debuff protection of Focused Accuracy. Granted, not many combos can run Focused Accuracy all the time, but if you have the end to spare, it's will worth it when soloing x8 spawns of Carnies and 2 MIs and their pets start stacking tohit debuffs. As was said before, it's also fun mowing through Rikti drones like they are just any other mob.
  15. Draggynn has the right of how these procs work. LotG won't affect anyone but yourself. Neither Miracle or Numina. Panacea does, though. And Performance Shifter can't be described any better than with the word, 'wonky.'
  16. Madadh

    And why?

    Quote:
    Originally Posted by TheBruteSquad View Post
    A Super Strength Brute.

    I took one to 50 using jump kick, air superiority, and boxing as my attacks of choice. With Rage running and fury the damage isn't bad at all.

    The character has since been rerolled as Street Justice, as that was the 'feel' I was looking for with the power selection, but it was definitely playable.

    Holy crap! I'm not sure if that's awesome or sick in the head!
  17. First of all, I don't get the impression that the OP was looking for explanations on how to hand wave some powers. He either feels they fit, or he doesn't. I got the impression that he's been doing hand-waving,and is tired of it.

    If so, I totally get where you're coming from. I much to add to that other than..

    1) I agree with someone who posted before. A Soldier with a Huntsman build is a very nice fit. Training and Tactics, or Training and Weapons, whatever it's called (I can't recall exactly) makes a wonderful secondary for a natural origin.

    2) I agree with pretty much everything Premonitions said until he gets to 'filling in of gaps'.. I'm not saying I agree or disagree after than point. I haven't made up my mind there.

    Well, other than that, all I can say to the OP is, I get where you are coming from. I have felt similarly many times.
  18. Quote:
    Originally Posted by Infinitessa View Post
    As a gravity controller one of my favorite powers is Wormhole. Flashy animation, huge activation time to make me feel like I'm charging up something special and forces me to be careful when I use it. On top of that the mechanics are awesome too, teleport my foes AND stun them? Yes please!

    The only real downside is the highly unpredictable knockback at the end. I'm familiar with many of the knockback tricks, flying and aiming down being the most common. But in spite of trying to figure out exactly where to position myself relative to my target, and where to position the exit portal relative to where I want them to end up, Wormhole remains hard to master.

    I realize that completely nullifying or re-working knockback isn't feasible as some players enjoy or even depend on it. But the introduction of our friendly extradimensional gull gives me hope for the future.
    I would SO love this option, but sadly, I don't see it ever happening.

    If I could ask Null the Gull for something that I might think more realistically likely to happen, I'd love the ability to not be affected by other people's Reveal power. Call me crazy, but I love being about to tell what section of a instance has been explored and what part hasn't. But far too often people pop reveal in an instance without even bother to ask their team mates.
  19. Quote:
    Originally Posted by Lyrik View Post
    It empties your power trays. This makes it easier to put your powers in the right place as you don't have to swap them all the time (especially handy if you respecced because a respec puts all powers randomly in the trays)
    Thank you. I assumed that's what it would do, so I'm glad I asked. I would not find that easier. The powers list like the OPs original post dempnstrates is too big a pain to use more than I have to, in my opinion. I'd rather just swap the icons around in the trays, myself, but I'm glad that /cleartray is available and works for some people. I'll go back to hoping for /savetray and /loadtray.
  20. Quote:
    Originally Posted by Zombie Man View Post
    You mean the one where the first major tab doesn't make it clear you have two major choices to make and the second tab doesn't make it clear that this step is optional and the third tab which has blurry and nearly non-sensible pics of the ATs and the fourth tab has an easy-to-miss sub-tab and then when you leave the character creator you have a tutorial screen with 'enter' and 'next' and aren't sure which is supposed to do what?
    Ouch!

    Very accurate, sadly. True, but as they say, sometimes the truth hurts.
  21. Quote:
    Originally Posted by UberGuy View Post
    I love /cleartray, but I really wish there was a /traysavefile and /trayloadfile.
    1) Yes, traysave and trayload would be an awesome addition!
    2) I'm concerned that I might not like what /cleartray does, so I don't want to find out the hard way. Anyone care to just explain what it does?
  22. Quote:
    Originally Posted by Vauluur View Post
    Oh, and I know it's kind of silly to compare a Scrapper build to a Blaster build for performance, but my friend's success annoys me :P
    I lol'd so much. Such honesty! Many people would be in the same boat, but most would deny it.
  23. Quote:
    Originally Posted by Draeth Darkstar View Post
    I am of the personal opinion that Acrobatics is not worth 3 power picks unless you really, really want Super Jump in your build.

    This comes down to the problem that, mechanically speaking, Speed is so much more powerful than the other Travel sets since it includes Hasten and a 35ft stealth that stacks with other sources.

    Also, for two slots (counting the inherent one), you can give Hover or Combat Jumping 8 points of KB protection, via BotZ and Karma -KB IOs.
    Well, quite a few people might want super jump in their build, as it's vertical is quite handy. Also, just as Speed includes Hasten, Jumping includes Combat Jumping, another very handy, widely desired power. Especially since you can easily slot said CJ for many other benefits, as you pointed out.

    But, all that aside, Acrobatics is a great option mostly to squishies, as not only does it provide KU/KB protection, but also Hold Protection and Resistance. That added value really can't be overlooked, because outside of sonic, ff, and devices, I can't think of any way prior to epics or in some cases Incarnate Destiny slot for some squishies to pick up any mez protection.
  24. Quote:
    Originally Posted by Supermax View Post
    My rule is 1 kb IO for squishies and 3 for melee toons (unless they have inherent protection).
    Sounds about right, might be more than needed on the melee alts, but that's a lot about preference. At 12 however, almost nothing will ever KB ya.
  25. Quote:
    Originally Posted by Blue_Centurion View Post
    I'm very late to the party...in so many ways. While I have calculus thru the multi-variable level I bring (happily) absolutely no numbers to this. No Arcana time, no DPs, nada. I do bring my years of RPGs, and art though.

    You gotta give Broadsword just one little cool thing. Doesnt have to be a major buff, doesnt have to bring 'parity'. You just gotta give it something so a % of players love it for that one unique thing.

    Could be increasing one attacks damage, the big wallop. Just enough so that crit number looks even cooler.

    Or, give it something (else) Katana does not have. It already has the ability to be paired with shield. What other cool little thing can it have that makes it attractive without changing game balance at all?

    You can argue numbers and buffs all day long, or debate, or discuss or whatever. They might even get implemented, gratz. But what is gonna make people really enjoy the set (andrun it) is that they love it. Show it some love.
    What if they changed BU to something like Follow-Up. Made it an attack that could do damage (maybe all smashing) and had a buff effect that persisted for some period of time after..