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Posts
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[ QUOTE ]
[ QUOTE ]
Various enemies have also have an artificial intelligence that will say for example "go for the controller!"
[/ QUOTE ]
Huh? Which enemies might that be?Interesting
[/ QUOTE ]
Fire Blasters?
Nothing in PvE will go for a Controller first, but it's theoretically possible to code something that way. Certain mobs are weighted to assign a higher threat level to certain enemies (Voids HATE Khelds, for example).
But remember that a n00b Controller that opens with a ranged AoE immobilise before aggro is locked down is going to be getting an alpha strike upside the head regardless of what the mob "thinks" of them!
[ QUOTE ]
Isn't 31% of base damage basically another SO in every power?
[/ QUOTE ]
Yes. It's noticable, consider that Defender-level "Assault" is only +18.75% Damage. Fort gives +31.25%.
Personally I'd usually 'Fort the Tanker first, Blaster second and Scrapper 3rd. On a team without a LOT of buffs floating about, a Tanker gets slightly more out of the +Defence than the Blaster will the +Damage. A Blaster will virtually always get more out of it than a Scrapper though (since they can really use the +Defence too, and though 'Defiance 2.0' cheapened the effect of +Damage buffs on Blasters, every little helps!) -
AoE = Area of Effect. As-in "damage over a wide area".
Most of the scrapper primaries have some form of cones/AoE damage, Spines + Dual-Blades are the best. -
+ Spines/ for most AoE damage
+ MA/ for most Single-Target damage in a short period of time (fast 'spike' attack chain)
+ Broadsword/ for most Single-Target damage in one single attack (Headsplitter)
+ Claws/ for most Single-Target damage over time (chain using 'Follow Up')
+ Dark/ for the least resisted damage type (most damaging versus foes with high-resistance) -
[ QUOTE ]
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Some people are new to the game and these forums
[/ QUOTE ]
Irony; man makes tongue in cheek joke about passing judgement on someone. Shannon immediately passes judgement on man in most ludicrously overblown display of judgementalism anyone could ever hope for.
[/ QUOTE ]
BURN HER!!
[ QUOTE ]
VILLAGER #1:
We have found a witch. May we burn her?
CROWD:
Burn her! Burn! Burn her! Burn her!
BEDEVERE:
How do you know she is a witch?
VILLAGER #2:
She looks like one.
CROWD:
Right! Yeah! Yeah!
BEDEVERE:
Bring her forward.
WITCH:
I'm not a witch. I'm not a witch.
BEDEVERE:
Uh, but you are dressed as one.
WITCH:
They dressed me up like this.
CROWD:
Augh, we didn't! We didn't...
WITCH:
And this isn't my nose. It's a false one.
BEDEVERE:
Well?
VILLAGER #1:
Well, we did do the nose.
BEDEVERE:
The nose?
VILLAGER #1:
And the hat, but she is a witch!
VILLAGER #2:
Yeah!
CROWD:
We burn her! Right! Yeaaah! Yeaah!
BEDEVERE:
Did you dress her up like this?
VILLAGER #1:
No!
VILLAGER #2 and 3:
No. No.
VILLAGER #2:
No.
VILLAGER #1:
No.
VILLAGERS #2 and #3:
No.
VILLAGER #1:
Yes.
VILLAGER #2:
Yes.
VILLAGER #1:
Yes. Yeah, a bit.
VILLAGER #3:
A bit.
VILLAGERS #1 and #2:
A bit.
VILLAGER #3:
A bit.
VILLAGER #1:
She has got a wart.
RANDOM:
[cough]
BEDEVERE:
What makes you think she is a witch?
VILLAGER #3:
Well, she turned me into a newt.
BEDEVERE:
A newt?
VILLAGER #3:
I got better.
VILLAGER #2:
Burn her anyway!
VILLAGER #1:
Burn!
CROWD:
Burn her! Burn! Burn her!...
BEDEVERE:
Quiet! Quiet! Quiet! Quiet! There are ways of telling whether she is a witch.
VILLAGER #1:
Are there?
VILLAGER #2:
Ah?
VILLAGER #1:
What are they?
CROWD:
Tell us! Tell us!...
BEDEVERE:
Tell me. What do you do with witches?
VILLAGER #2:
Burn!
VILLAGER #1:
Burn!
CROWD:
Burn! Burn them up! Burn!...
BEDEVERE:
And what do you burn apart from witches?
VILLAGER #1:
More witches!
VILLAGER #3:
Shh!
VILLAGER #2:
Wood!
BEDEVERE:
So, why do witches burn?
[pause]
VILLAGER #3:
B--... 'cause they're made of... wood?
BEDEVERE:
Good! Heh heh.
CROWD:
Oh, yeah. Oh.
BEDEVERE:
So, how do we tell whether she is made of wood?
VILLAGER #1:
Build a bridge out of her.
BEDEVERE:
Ah, but can you not also make bridges out of stone?
VILLAGER #1:
Oh, yeah.
RANDOM:
Oh, yeah. True. Uhh...
BEDEVERE:
Does wood sink in water?
VILLAGER #1:
No. No.
VILLAGER #2:
No, it floats! It floats!
VILLAGER #1:
Throw her into the pond!
CROWD:
The pond! Throw her into the pond!
BEDEVERE:
What also floats in water?
VILLAGER #1:
Bread!
VILLAGER #2:
Apples!
VILLAGER #3:
Uh, very small rocks!
VILLAGER #1:
Cider!
VILLAGER #2:
Uh, gra-- gravy!
VILLAGER #1:
Cherries!
VILLAGER #2:
Mud!
VILLAGER #3:
Uh, churches! Churches!
VILLAGER #2:
Lead! Lead!
ARTHUR:
A duck!
CROWD:
Oooh.
BEDEVERE:
Exactly. So, logically...
VILLAGER #1:
If... she... weighs... the same as a duck,... she's made of wood.
BEDEVERE:
And therefore?
VILLAGER #2:
A witch!
VILLAGER #1:
A witch!
CROWD:
A witch! A witch!...
[/ QUOTE ] -
-
IIRC the Build Up Proc is a small chance to initiate a 5-Second long "Build Up" effect on the pet that activates it. It kicks in after the roll for the attack that triggers it, so your "current attack" does not get buffed.
If BOTH your current attack finishes animating AND the roll for the pet's next attack triggers within those 5 seconds, then you'll get the buff applied to that next attack. So this Proc will vastly favour pets which have fast-recharging, quick-animating attacks. -
Your build isn't really suited for a lot of recharge bonuses, but if you're overly worried about it then have a play about on Mid's builder and see what you can make. The display in Mid's will give you a good idea about what sets give what bonuses. I've cobbled together a few quick specimen builds below.
The build up proc is expensive and a "purple" pet IO. The other purple one to look for is the "Chance for Hold" in the immobilise set (goes great into the AoE immobilise) but again, it's very expensive.
Cheap build, using the power picks you gave and going for recharge when possible (and inexpensive!):
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Cabin Girl: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- HO:Perox(A), HO:Perox(3), G'Wdw-Acc/Hold/Rchg:50(3), EoCur-Acc/Hold/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(27)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(36), Dct'dW-Heal/Rchg:50(36), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:50(43), Numna-EndRdx/Rchg:50(46)
Level 2: Fire Cages -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(19), TotHntr-Acc/EndRdx:50(19), TotHntr-Acc/Immob/Rchg:50(46)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(5), P'Shift-EndMod/Acc/Rchg:50(5), P'Shift-EndMod/Rchg:50(25), P'Shift-Acc/Rchg:50(25)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx:50(A), C'ngBlow-Acc/Dmg:50(9), M'Strk-Acc/Dmg/EndRdx:50(9), M'Strk-Dmg/EndRdx:50(11), M'Strk-Acc/EndRdx:50(11)
Level 10: Radiation Infection -- DampS-ToHitDeb/EndRdx:50(A), DampS-ToHitDeb/Rchg/EndRdx:50(34), DarkWD-ToHitDeb/EndRdx:50(34), DarkWD-ToHitDeb:50(34)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(13), Stpfy-Stun/Rng:50(17), Stpfy-Acc/Stun/Rchg:50(17), Rope-Acc/Stun/Rchg:50(43)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(23), EndRdx-I:50(23)
Level 24: Lingering Radiation -- Acc-I:50(A), RechRdx-I:50(27), RechRdx-I:50(31), RechRdx-I:50(31)
Level 26: Cinders -- G'Wdw-Acc/Hold/Rchg:50(A), EoCur-Acc/Hold/Rchg:50(37), NrncSD-Acc/Hold/Rchg:30(37), Hold-I:50(37), RechRdx-I:50(40)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold:50(A), EoCur-EndRdx/Hold:50(29), NrncSD-EndRdx/Hold:30(29), EndRdx-I:50(31), Hold-I:50(40)
Level 30: Mutation -- EndRdx-I:50(A)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg:50(33), SvgnRt-Acc/Dmg:50(33), SvgnRt-Acc/Dmg/EndRdx:50(33)
Level 35: Recall Friend -- EndRdx-I:50(A)
Level 38: EM Pulse -- EoCur-Acc/Hold/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(39), NrncSD-Acc/Hold/Rchg:30(39), Hold-I:50(39), RechRdx-I:50(40)
Level 41: Indomitable Will -- RedFtn-EndRdx/Rchg:50(A), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def:50(43), RechRdx-I:50(46)
Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(45), RctvArm-ResDam/EndRdx:40(45)
Level 47: Psionic Tornado -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/EndRdx/Rng:50(48), Det'tn-Dmg/Rchg:50(48), AirB'st-Dmg/Rchg:50(48), Det'tn-Acc/Dmg:50(50)
Level 49: Fallout -- Det'tn-Dmg/Rchg:50(A), Dmg-I:50(50), Dmg-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+9% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+5% Enhancement(Immobilize)[*]+16.3% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+5% FlySpeed[*]+131 (10.9%) HitPoints[*]+5% JumpSpeed[*]+MezResist(Immobilize) (Mag 2.2%)[*]+MezResist(Sleep) (Mag 8.25%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+5% Recovery[*]+12% Regeneration[*]+3.47% Resistance(Fire)[*]+3.47% Resistance(Cold)[*]+1.88% Resistance(Energy)[*]+5% RunSpeed[*]+1% Debt Protection[/list]<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4616;1270;1696;|
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|-----------------------------------------------------------------------------|
</pre><hr />
Expensive build, using the power picks you gave and going for more +recharge (though not using "Purple" sets):
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Cabin Girl: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- HO:Perox(A), HO:Perox(3), G'Wdw-Acc/Hold/Rchg:50(3), EoCur-Acc/Hold/Rchg:50(5), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(9)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(19), Dct'dW-Rchg:50(36), HO:Golgi(43)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(9), Enf'dOp-Acc/EndRdx:50(37), Enf'dOp-Acc/Immob/Rchg:50(40), Enf'dOp-Acc/Immob:50(40), GravAnch-Hold%:50(43)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(11), P'Shift-EndMod/Rchg:50(11), P'Shift-EndMod/Acc/Rchg:50(37), P'Shift-Acc/Rchg:50(37)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Hot Feet -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:50(31), M'Strk-Dmg/EndRdx:50(36), M'Strk-Acc/EndRdx:50(36)
Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(34)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(13), Stpfy-Stun/Rng:50(15), Stpfy-Acc/Stun/Rchg:50(15), Rope-Acc/Stun/Rchg:50(43)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(23), EndRdx-I:50(23)
Level 24: Lingering Radiation -- Acc-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25), RechRdx-I:50(46)
Level 26: Cinders -- G'Wdw-Acc/Hold/Rchg:50(A), EoCur-Acc/Hold/Rchg:50(27), NrncSD-Acc/Hold/Rchg:30(27), Hold-I:50(34), RechRdx-I:50(34)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold:50(A), EoCur-EndRdx/Hold:50(29), NrncSD-EndRdx/Hold:30(29), Hold-I:50(46), EndRdx-I:50(46)
Level 30: Mutation -- EndRdx-I:50(A)
Level 32: Fire Imps -- HO:Nucle(A), BldM'dt-Acc/Dmg:50(33), BldM'dt-Dmg:50(33), S'bndAl-Build%:50(33)
Level 35: Recall Friend -- EndRdx-I:50(A)
Level 38: EM Pulse -- EoCur-Acc/Hold/Rchg:50(A), G'Wdw-Acc/Hold/Rchg:50(39), NrncSD-Acc/Hold/Rchg:30(39), Hold-I:50(39), RechRdx-I:50(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(42), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Mind Over Body -- HO:Ribo(A), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam:50(45), Aegis-Psi/Status:50(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Fallout -- Det'tn-Dmg/Rchg:50(A), Dmg-I:50(50), Dmg-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2.5% Defense(Lethal)[*]+1.58% Defense(Fire)[*]+1.58% Defense(Cold)[*]+18% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+3% Enhancement(Immobilize)[*]+28.8% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+5% FlySpeed[*]+72.3 (6%) HitPoints[*]+5% JumpSpeed[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 20%)[*]+MezResist(Sleep) (Mag 21.7%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 22.2%)[*]+6.5% Recovery[*]+32% Regeneration[*]+2.84% Resistance(Fire)[*]+2.84% Resistance(Cold)[*]+5% Resistance(Negative)[*]+3% Resistance(Psionic)[*]+10% RunSpeed[/list]<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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</pre><hr /> -
[ QUOTE ]
Well it just tells me he needs to pull his finger out.
[/ QUOTE ]
Pull my finger out of WHERE exactly?
[ QUOTE ]
Yes I have all the Harry Potters stuff!!
[/ QUOTE ]
Methinks Shannon is the one that "needs to get out more"... -
[ QUOTE ]
9 Level 50s is two years without PLing. i think it's about high time you DID start paying a little bit of attention to Real Life.
[/ QUOTE ]
Let me get this straight, we've gone from "Mael just posts on the forums and never plays the game" to "Mael is a hermit and never leaves the house because he's too busy playing CoH" in the space of half a page??!?
[ QUOTE ]
Just so it does not come as a culture shock or so you don't look like a fool when talking to poeple.
Billie Piper is no longer in Dr Who.
[/ QUOTE ]
o.O Good thing she's still got her hubby Chris Evans' shoulder to cry on then...
[ QUOTE ]
There has been a spin off series of Dr Who.
[/ QUOTE ]
Come on, even *I* remember the wonderous viewing experiences of "K9"!
[ QUOTE ]
There has been a second Fantastic Four movie (Dire)
[/ QUOTE ]
There was a first one? Was it as bad as Hulk or as good as Daredevil? o.O
[ QUOTE ]
There has ben a 3rd Spiderman Movie.(Also dire)
[/ QUOTE ]
I stopped watching those after they butchered Doc Oc's character backstory...
[ QUOTE ]
LOST is no in Season 4
[/ QUOTE ]
No-one cares. Lost: Season 50: "Still on that bl**dy island."
[ QUOTE ]
and biggest shock of all. Dumbledore was [censored]
[/ QUOTE ]
THAT's meant to be a shock in a world of magic, imps and Ginger teenagers? Did that silly writer bint finally kill off Harry Potter yet? I swear he's worse than Wesley Crusher...
[ QUOTE ]
There ya go, you are safe to go out in public now.
[/ QUOTE ]
I'm afraid it'll likely take more than that to prepare the general populace for my reintroduction into society. Like fallout shelters. I wonder if Positron has a spare containment suit he can lend me..?
[ QUOTE ]
(Don't worry, this is just a service we provide to the needy)
[/ QUOTE ]
Like GG's free wings?You FIENDS!
-
[ QUOTE ]
You never played a Granite isit?
Let alone one with a kin in the team
[/ QUOTE ]
I'd make a witty comeback, but Taunt is still recharging... -
[ QUOTE ]
[ QUOTE ]
Granite isn't easy mode if the getting and keeping of total aggro control and redirecting of attacks is your main motivation because then you can find it challenging.
[/ QUOTE ]
lol this, just run in and click taunt.
[/ QUOTE ]
*Runs in*
...
...
...
*Still Running in*
...
...
...
*Gets inside of taunt range*
*Uses Taunt*
"YOUR MOTHER WAS A HAMSTER, AND YOUR FATHER SMELT OF ELDERBERRIES!!!"
...
...
...
*Still Running in*
Halfways there!!
...
...
...
*Still Running in*
...
...
...
*Still Running in*
...
...
...
*Finally arrives on the perimeter of the mob*
*Brawls the First baddie*
*By the time Brawl is recharged, Mudpots has already killed three minions*
...
...
...
*Finally gets to the center of the mob*
[Much time passes, whilst Mudpots slowly kills the rest of the mob]
*With everything defeated, Tanker looks around for his teammates*
"Erm, guys, where'd you all go?"
"Hurry up and exit the stupid map, we finished that mission 5 minutes ago!"
...
...
...
*Tanker looks downcast*
...
...
...
*Taunt recharges*
-
[ QUOTE ]
[ QUOTE ]
I've recently made a DM/SR scrapper and am intending to use her for PvP. She'll be my first mainly PvP character, any tips or advice on builds etc?
[/ QUOTE ]
Yes, reroll
[/ QUOTE ]
Take Fitness, SuperJump, Hasten, Superspeed, Aid Self (slot for interrupt reduction), Focussed Accuracy, all the /SR powers and 6-slot all your main attacks including ToF. Spend lots of time practising, and carry BFs.
[u]Then[u] reroll once you see a good Ice/EM or Fire/EM Tanker in action... -
[ QUOTE ]
[ QUOTE ]
Awwww.....Get a life Maelwys, you must be like many on these forums, less play, more talk and un play like numbers
[/ QUOTE ]In case you didn't know, the game is, in it's core, just a lot of numbers
[/ QUOTE ]
You didn't take the "like many on these forums" bit personally there, did you MaX? -
[ QUOTE ]
Awwww.....Get a life Maelwys, you must be like many on these forums, less play, more talk and un play like numbers and as you must never take the power and slot it properly, like those who coment on other powersets and powers and have nothing constructive to say about it.
Stop posting, Start playing.....Have fun
[/ QUOTE ]
I do have fun... and part of it's when I'm on the forums!
Not Playing the game?!? The Fire/Ice Blaster I mentioned hit level 49 on Monday night (During a LGTF team, I wasn't online at all last night), was Fully IO'ed when he hit level 47 and will be my ninth level 50 since I started playing in Jan '06 (My first toon was deleted and rerolled in April '06, so technically I've been playing my currently available toons for a little under 2 years, and I don't powerlevel. When levelling I'll solo, PUG and occasionally run on SG/Coalition teams... these days I tend to be exemping down for TFs a lot too).
Don't confuse my like of arguing niggling little numbers with a dislike of playing the game! I've actually been thinking of cutting back on my gaming time lately to give me more RL free time...
Also, when I post after 8am and before 6pm I'm in work and can't play anyway. More's the pity... I'm tied to a desk for a good bit of the day and reading these forums (amongst others) keeps me somewhat sane...
Oh, and cheers Kokuryu... I try to make a point of not trading insults (although I think I've done my fair share of gloating/bragging from time to time when I've beaten a TF ot two...) but I do have an insatiable urge to correct people when they post wrong figures or misinformation about game mechanics...
I've not got a Sonic/Sonic build handy right at the moment, but I've got a Sonic/Elec one somewhere that I can tweak so I'll put one together when I get into work and have a free minute or two.
[Edit: Have PM'ed you a few sample builds now, I won't stick them here as they're too far Off-Topic] -
Actually Fireblast is more than 10% higher "burst damage" than Flares. And considering the DoT is an 80% chance to inflict the equivilant of a further 50% of Flare's damage, that puts Fire Blast way ahead.
Flares is the worst ST damage-per-activation-time attack in the Fire set (even Fireball beats it). It's not a BAD attack, certainly, but if you were thinking of dropping any attacks, Flares would be number one on the list.
As it is, Flares is considerably weaker than every other attack my Fire/Ice Blaster possesses. Chillblain is better damage and inflicts Immobilisation, plus Slow/Recharge debuffs. Fireblast recharges in less than 1.7 seconds and does far higher damage. Fireball is higher damage than Flares and is a wide radius AoE. Even Char from the Epic pool has higher burst damage than Flares and is a long-duration Hold to boot.
So no thanks, taking Flares on my Fire/Ice would be pointless as (due mostly to the fast base recharge of Fire Blast) there is no conceivable situation where his using Flares would be superior to using another power.
However, if I was a lower level (no access to damaging powers from my Epic pool) and had a different secondary (Say, Devices, whch has no ranged damage attacks) then I could see there being some use for taking Flares- to fill in for a "secondary long range blast" whenever Fire Blast and Fire Ball are both recharging. -
Personally I still don't rate Flares particularly highly. At low levels while you've few attacks? Sure, but at higher levels it gets rarely if ever used. If you've a secondary that has a ranged tier #1 with a damage component (Fire, Elec or Ice) it's better to pair that with Fire Blast than Flares when you're mezzed.
On my own Fire/Ice, when I get mezzed I can spam Fire Blast and Chillblain continuously. When I'm not mezzed I'm laying down multiple fire AoEs of DOOM or unleashing a fairly powerful ST chain. Flares would drop my DPS. -
[ QUOTE ]
[ QUOTE ]
Whilst the PCs we play the game on might do their sums in base two, the Developers don't.
[/ QUOTE ]
Yes they do. All the power data works that way under the covers - and decent software developers are always more comfortable in base 2 than in base 10, for various good reasons.
[/ QUOTE ]
The way the power data works is irrelevant since this comes about as a result of compiled code. The comments on them are much more telling. Castle tells us that Defence/ToHit calcuations use scalars of 0.75, not 1001011.
We do not have 16 fingers and 16 toes, Humans are naturally better at sums in base 10. It's easier to read, and it's easier to follow. Programmers who work with very low level code tend to be better at Binary than the rest of us, but it'd be VERY rare for someone to do their tax returns in it. I have however heard numerous cases of code monkeys doing their sums in Hexidecimal (Base 16) because although it's harder for the layperson it's also technically more efficient than Denary (Base 10).
Finally, it makes sense when you're writing software code to cater for Base 10 in most of your calculations because it's easier for the NEXT programmer that's used on the project to follow what a given piece of code is doing. In a pinch, for extra speed you can use Hex in your code instead of letting the compiler translate it for you later. Calculations in Binary are *very* rare unless you're working directly with a processor or going for all-out-speed with a very limited memory footprint.
[ QUOTE ]
[ QUOTE ]
It's also bad coding practice to let the value of a declared number incrementally grow all the way up to the capacity of the variable type you're using to hold that number (or even -1 of that number).
[/ QUOTE ]
No it isn't.
[/ QUOTE ]
Really? What would you do if you needed to translate an unsigned integer value into a signed integer value? This is used very frequently in areas where you're copying information to and from different data structures (ie to and from different databases and your application's own environment). Your signed integer value will overflow if you don't limit the unsigned value's capacity to half of the signed one. (SIGNED is typically -32768 to 32767, UNSIGNED is typically 0 to +65535).
The above is one reason why in many games you will see item capacities capped at 99 instead of 255, or 9999 instead of 65535 (or indeed, 2,000,000,000 instead of 4,294,967,295... note that our two billion inf cap is very slightly less than half the capacity of an unsigned 'Long' integer... I suspect it was rounded as a result of "Humans prefer working with round numbers" thinking on the part of the developers).
Integer values for storing such information are almost never used to their full capacity because they are precisely the type of information that tend to get ported to and from different data structures (saved games, server statistics on your character, etc).
The other argument against using up to the maximum capacity of ANY variable (even one local to a certain module of code that will never be seen by non-coders or get translated into other storage) is that you can always get an idiot who comes in to amend the code later and forgets to allow for "zero". In an array, if 65536 items can be stored, the references used to access that stored information are "0" to "65535"... but it's a fairly regular error for someone to have a brain-freeze and mistakenly assume it's 1-65536 in the middle of a calculation. If you populate an array right up to the 65535th entry, you will get a fairly major overflow error after such an idiot tweaks the code and it tries to apply a number to the non-existant 65536th entry. However if your code is only set up to populate up to a maximum of 65534 places (or more regularly, 65530 or less, I've seen as few as 60000 or even 50000 used to give "overflow breathing space" before) then you simply get every item shifted down one place in the array- no "overflow" error. The "bit-shifted data" error can be traced easilly, but in the second case your program wouldn't be open to a potentially major security glitch. -
Patch powers such as Tar Patch/Caltrops. "Rain" damage powers and Arctic Air's -Stealth aura.
-
[ QUOTE ]
[ QUOTE ]
AFAIK the Cap is 2 Billion, not 1.
[/ QUOTE ]
If it starts with a 2, then it will almost certainly be 2147483647 (2^31 - 1). The other likely number is 4294967295. It is extremely unlikely to be any round multiple of ten.
[/ QUOTE ]
Actually if you're looking at it from a purely hypothetical standpoint, it's more likely to be either a round number or truncated at one before a round number (ie "999999").
Whilst the PCs we play the game on might do their sums in base two, the Developers don't. It's also bad coding practice to let the value of a declared number incrementally grow all the way up to the capacity of the variable type you're using to hold that number (or even -1 of that number).
Thankfully, we know that the inf cap is precisely two billion because several US toons have reached it. -
Only if you're fighting someone who doens't have any perception at all, since Invisibility doesn't make you any less likely to be seen than "Stealth + a Stealth IO" will. To be honest Elec's biggest strength is probably the ranged nuke, the blasts both animate fairly slowly so I'd rely more on your secondary for damage.
Personally I don't like snipes. But you could swap out Havoc Punch for it if you're dead set on one. -
For PvP, you really want Acro and SS by level 30. Double-phase build or not.
Also, Voltaic S. will give away your position whilst stealthed- Generally a bad plan. I'd build more as a Blapper, going for Capped HP and +Recharge/Accuracy in set bonuses to get the double-phase up sooner.
Finally, although it's nice to have if you can fit it in, Short Circuit isn't really essential. It's got a long rooting animation, plus you're not /NRG so you don't have Power Boost to make the Drain more potent. These days with +Recovery Set bonuses and EndMod Procs it'd be rare to be able to keep a foe drained. TBH I'd just rely on your sleeps (from Blapps) and Power Sink to detoggle opponents. At higher levels you really shouldn't have much problem catching up to things to Blapp them with Snow Storm + SuperSpeed.
Here's a purple-less IO build that shows my thoughts a bit better:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(9), Dev'n-Acc/Dmg/EndRdx/Rchg:50(19)
Level 1: Electric Fence -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(46), TotHntr-Acc/EndRdx:50(46), TotHntr-Acc/Immob/Rchg:50(46)
Level 2: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(25), Decim-Acc/EndRdx/Rchg:40(25), Decim-Acc/Dmg/Rchg:40(34), Dev'n-Acc/Dmg/EndRdx/Rchg:50(37)
Level 4: Charged Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(34)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(40)
Level 8: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(40)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(15), Mako-Acc/EndRdx/Rchg:50(19)
Level 12: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(13), GSFC-ToHit/Rchg/EndRdx:50(13), GSFC-Rchg/EndRdx:50(37), GSFC-Build%:50(39), AdjTgt-ToHit/Rchg:50(43)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Build Up -- GSFC-ToHit/Rchg:50(A), GSFC-ToHit/Rchg/EndRdx:50(17), GSFC-ToHit:50(17), AdjTgt-Rchg:50(39), AdjTgt-ToHit/EndRdx/Rchg:50(39)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(40)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), EndMod-I:50(21), P'Shift-End%:50(43)
Level 22: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23)
Level 24: Acrobatics -- EndRdx-I:50(A)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Thunder Strike -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(31)
Level 30: Super Speed -- HO:Micro(A)
Level 32: Thunderous Blast -- Posi-Dmg/Rchg:50(A), Posi-Acc/Dmg:50(33), Det'tn-Dmg/Rchg:50(33), AirB'st-Dmg/Rchg:50(33), P'Shift-Acc/Rchg:50(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/EndRdx:50(36), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(37)
Level 38: Invisibility -- LkGmblr-Rchg+:50(A)
Level 41: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(42), ImpSwft-EndRdx/Rchg/Slow:30(42), EndRdx-I:50(42), Slow-I:50(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45)
Level 47: Hibernate -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(48), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal:50(48), Dct'dW-Rchg:50(50)
Level 49: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]- [*]+4.5% DamageBuff[*]+4.5% Max Endurance[*]+41% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+5% Enhancement(Immobilize)[*]+57.5% Enhancement(RechargeTime)[*]+20% FlySpeed[*]+180.8 (15%) HitPoints[*]+20% JumpSpeed[*]+MezResist(Immobilize) (Mag 9.9%)[*]+MezResist(Sleep) (Mag 1.65%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+5% Recovery[*]+30% Regeneration[*]+1.26% Resistance(Fire)[*]+1.26% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+20% RunSpeed[/list]Code:[/color]
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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It's possible to stay in Dwarf most of the time, but even if you six-slot everything with top-of-the-line Set IOs/HOs, you're going to suck royally at killing anything since your damage output is so low.
Warshades would fair better than PBs due to Mire, but they'd be squishier and they'd still suck at damage.
Unless you team with a Pocket Kinetic BuffBot 24/7, I'd strongly advise against going "Dwarf-only".
What you could do is build a good Human/Dwarf Hybrid Peacebringer and alternate between Light Form and Dwarf Form for "perma mez protection". Stick a Force Feedback +Rech proc and maybe a Damage Proc or two in Dwarf Flare plus some +rech set bonuses and you'll be looking at about a 50-50 split between LF and Dwarf. -
Just to confirm:
Red Noise definately won't be able to make it Saturday. I'm out at something from 11am onwards.
And, more to the point... I still need to pick up something for Mothers' day... -
Mobility and Aggro-Control, INV.
Pure Survivability, Stone.
About the only differences between a solidly-built endgame Stone and a solidly-built endgame INV are:
(i) The INV's taunt and AoEs will be recharged much more often (for aggro control) and the INV has far, far better unsuppressed movement which allows them to get from spawn to spawn quickly (usually for more aggro control). The INV will also be able to deal more damage whilst tanking than a Stoner using Granite Armor.
(ii) The Stone will survive longer when facing Psionic, Energy, Fire, Negative, Cold or Toxic Damage. Note that Cold and Toxic are the least common; with Hydra, CoT and Arachnos essentially being the sole offenders. Note also that INV can hit the 45% defense "soft cap" to all except Psionic/Toxic and Stone to all except Toxic. -
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As an aside: if three bosses are escaping your Tank/Controllers to go smack a Blaster, you need to get different Tanks/Controllers. By level, 50 a Blaster should know better than to engage another unaggroed group of mobs. Likewise; by level 50, there is NO EXCUSE for poor aggro control on a group of mobs that your team is aware of, especially on a MoSTF run. If your Tanker just plain sucks, then certainly the Blasters can hold back. But that is merely treating the symptoms of your team's poor aggro control, not the root cause of it.
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It shouldn't happen, but let's face it: things sometimes go wrong. You're halfway through a fight when somebody gets knockbacked into the next group, or a patrol comes along unexpectedly, or the controllers just get an unlucky streak and miss everything (or tanks, for those who rely on their auras). That's when blasters die, if they didn't notice and get out of the line of fire.
If everybody could go an afternoon without making any mistakes then MoSTFs just wouldn't be hard.
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It's my considered opinion that if your MoSTF tanker doesn't die before their teammates do in a "normal situation" (Less than the aggro cap of enemies is aggroed onto your team, nobody has aggroed a spawn that the Tanker isn't aware of, Scirroco/GW doesn't decide to suddenly fly in from above while you're tanking one of their friends, etc.) then you should seriously rethink the team composition. And probably change the tanker.
With the level of buffs that should be available on All MoSTF runs plus their own Epic pool shields, Blasters are usually not that squishier than your average Scrapper. In my opinion, there's still no excuse for the tank letting one die on any part of the TF except versus the Patrons, Recluse, Aeon or the Vine Tree unless the Blaster was *REALLY TRYING* to faceplant. Controllers shouldn't be missing that often either due to the streakbreaker plus allied buffs, but in the end the onus falls on the Tanker to actually keep the team safe. If I was tanking a MoSTF run on my INV/SS, I would be ashamed of myself if I let a [well-behaved and reasonably sensible] teammate die save in the above exceptional cases.