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Posts
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Was Donna who'd originally contacted me about it, I'd thought it was just a Coalition effort TBH since the Goonies had been talking about getting a few TFs going over the Christmas period. Morty had also said he was up for it and will be there at 7ish tonight... we should be able to get 2 teams going if enough turn up!
Since it's the Shard, I'll be bringing my Spines/DA Scrapper along unless we need a Tank or more support. -
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[ QUOTE ]
I would agree, but then so is making toons bad solo. You cant have a situation where a toon A is good solo and teams, and toon B is bad solo and good in teams.
[/ QUOTE ]
A = Mastermind/Brute
B = Dominator/Blaster
There's other things besides "Team" and "Solo" that go into balancing an AT.
Such as "Time": MM "Set up time" and Brute "Fury Building Time".
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Updates from Castle:
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(QR)
Well, I just soloed Hero Statesman, using 3 small purples and 3 small orange inspirations. It took around 80 seconds. Would have been faster, except for his verdammt Dull Pain!
As our QA guy put it, "Why bother using any of my other attacks against an AV? Assassin Strike is all I need!" I think the 'fix' is a little over the top, but the path I'm on ought to lead to something entertaining.
[/ QUOTE ]
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Is Stalker's "fix" only going to be on Assassin Strike? I am hoping we get to see a mix of AS and other buffs.
[/ QUOTE ]This was just an idea I had that could address a specific issue I know Stalkers have. Obviously, the idea works; the question now becomes one of degrees. Do I want a group of Stalkers to be able to One Shot an AV? If so, how large of a group? Do they need outside buffs to accomplish it? If a full group CAN'T one shot an AV, how close to defeat should it be? How do those effects scale when facing AV>EBs? How about natural EBs or Bosses? If there are discrepancies, which side do I err on, or do I bite the bullet and make the server process another attrib per attack?
EDIT: BTW, those are the questions I'm asking myself...not really meant for discussion, so much as to illustrate how I am thinking.
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What about Stalkers who didn't take Assassin's Strike?
[/ QUOTE ]I imagine they will want to re-evaluate their builds *if* they plan on fighting AV's and such.
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Fair enough. Freespec when the fix goes in?
[/ QUOTE ]Perhaps. If so, it would not be for this.
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PS: Can you tell us what type of Stalker do you play?
[/ QUOTE ]My highest level stalker in a non-test environment is Claws/Regen. Solo'd to level 29.
[/ QUOTE ]
"Happy Christmas" Folks! -
Leaving aside the, erm, comedic value of that skit... what would /regens be doing in a hospital?!?
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Looks OK, you're lacking self-heals and any form of +Perception... but you specified team-based PvP so I'm sure that teammates could cover that. TBH i'm sure there's still better stuff you could take than Kick/Tough... "Boost Range" for example. Also, isn't Force Mastery a bit better than Ice for team PvP? IIRC all Snowstorm does with a Kin and a Healer on the other team is inflict -fly and drain your end bar.
I've a Fire/EM Blaster PvP/PvE hybrid build I've been working on, details below. It's at the Blaster HP cap (with accolades) and whilst it doesn't take 'Boost Range', it has a little extra range slotted into the ST Blasts.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(7), HO:Centri(17), Decim-Acc/EndRdx/Rchg:40(37)
Level 1: Power Thrust -- Acc-I:50(A)
Level 2: Energy Punch -- Mako-Dmg/EndRdx:50(A), Mako-Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 4: Build Up -- HO:Membr(A), HO:Membr(15), HO:Membr(15)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(46)
Level 8: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(17), Acc-I:50(34)
Level 10: Bone Smasher -- Mako-Dmg/EndRdx:50(A), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(11), Mako-Acc/Dmg/EndRdx/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(31)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(40), Numna-Regen/Rcvry+:50(42), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(50), RgnTis-Regen+:30(50)
Level 18: Blaze -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(19), Dev'n-Acc/Dmg/Rchg:50(19), Dev'n-Acc/Dmg/EndRdx/Rchg:50(23), HO:Centri(23), Decim-Acc/EndRdx/Rchg:40(36)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Stimulant -- EndRdx-I:50(A)
Level 24: Aid Self -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(25), Numna-Heal/EndRdx/Rchg:50(25), IntRdx-I:50(27), IntRdx-I:50(43), IntRdx-I:50(43)
Level 26: Aim -- HO:Membr(A), HO:Membr(27), HO:Membr(31), Rec'dRet-Pcptn:20(46)
Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Acrobatics -- EndRdx-I:50(A)
Level 32: Inferno -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Rchg:50(33), C'ngBlow-Acc/Dmg:50(33), C'ngBlow-Dmg/Rchg:50(33), M'Strk-Dmg/Rchg:50(34)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Total Focus -- Mako-Dmg/EndRdx:50(A), Mako-Dmg/Rchg:50(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 41: Personal Force Field -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def/EndRdx:50(43)
Level 44: Temp Invulnerability -- HO:Ribo(A), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam:50(45), Aegis-Psi/Status:50(45)
Level 47: Force of Nature -- Aegis-ResDam/Rchg:50(A), TtmC'tng-ResDam/Rchg:50(48), ImpArm-ResDam/Rchg:40(48), RctvArm-ResDam/Rchg:40(48)
Level 49: Super Speed -- HO:Micro(A), HO:Micro(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]- [*]+15% DamageBuff[*]+1.58% Defense(Fire)[*]+1.58% Defense(Cold)[*]+18% Enhancement(Accuracy)[*]+21.3% Enhancement(RechargeTime)[*]+5% FlySpeed[*]+167.2 (13.9%) HitPoints[*]+5% JumpSpeed[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 36.5%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 20%)[*]+6% Recovery[*]+68% Regeneration[*]+1.58% Resistance(Fire)[*]+1.58% Resistance(Cold)[*]+3% Resistance(Psionic)[*]+10% RunSpeed[/list]Code:[/color]
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It's just they put a positive spin on it.
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Us Fire Blasters bring lots of death, mayhem and destruction to team situations.
And sometimes we even defeat mobs too. -
S'official!
Castle:
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The reasons for this change are outlined in the, albeit rather long, thread regarding Stalkers with Scrapper Modifier, linked above. This post is made to help Castle know how those 1,000 posts have changed our opinions, and to help him know that we've pretty much finalized our suggestion, for the most part. Hopefully he'll chime in with his opinion.
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Spent some time today looking at the assassin strike powers suggestions. It's doable, certainly, and not a particularly bad idea. It's got a few technical problems (When is an Elite Boss NOT an Elite Boss according to the powers system? Answer: More often than you think!)
So, today, I'm taking a bit of time to experiment with some odd ideas I have that may work...or may not. If not, I'll go back into head scratching mode for a while. If they do, well, then, Stalkers will be considerably better fighting things above Lt. level than they are currently whenever we get around to patching next.
[/ QUOTE ] -
When our Defiant team completed the Master of STF we had no less than 3 Katana Scrappers on the squad.
It honestly doesn't matter. I've been saying for ages that Blasters and Scrappers each have merits on the STF... Blasters are better versus GW (Melee Heal), the Repairmen (AoE is good) and Recluse (His PBAoE HURTS), Scrappers are better versus everything else (Flier, Towers, other Patrons). In fact with a Scrapper's Defensive Secondary there is a bit more margin for error, which might be more desirable on a MoSTF team. -
Lets See...
Spines/SR build... Spines/SR build... I know I had one lying around here somewhere....
Aha!
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</pre><hr />
Not so hot on AoE Defence, though it has Elude up nearly 50% of the time to compensate for that.
Works at pretty much the Ranged and Melee defence caps the rest of the time though.
If you're not so big on Stalker-hunting, you can easily swap out Maneuvers/Tactics for Evasion and Hasten. -
[ QUOTE ]
But ultimately, in an immob heavy team, AR is the best AoE of all.
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In an Immob-heavy team Blazing Aura + Hot Feet + FSC + Burn wouldn't leave much behind anyway.
When you factor in Aggro control and the ability to lock the mob in place, there comes a point where it becomes better to have AoEs (ranged or Point-Blank) rather than cones... simply because with a /Fire secondary you will do far more damage in the middle of the mob than on the outskirts of that mob lining up your cones.
For that reason, I'd actually rather have an Archery/Fire, a Fire/Fire or an Elec/Fire than an AR/Fire. Or to a certain extent, even Ice/Fire (Ice Storm and Blizzard). Or a Spines/Dark, but that goes without saying... -
???
???
If you can't see through their Stealth, you won't see the Stalker until they hit you.
At the Stealth cap (which is what we're all advising the OP to get to) you have 10 feet in which you can see a Stalker. That's close enough to see them start an "Assassin's Strike" right next to you (if you're alert) but not close enough to see an EM Stalker start diving towards you with a Built-Up Energy Transfer.
If you've less than Tanker-level HP, can't see a Stalker and you're not constantly moving, you're dead.
My EM Stalker can Two-Shot anything short of a Tanker in Sirens' Call: if you can't see him coming, the only warning you get will be the "Assassin's Strike" message followed by an already-queued Energy Transfer to the Head. And there are far better Stalkers out there than me... -
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Anyone can now see a Stalker with JUST Hide and Stealth or a Stealth IO. And I mean anyone.
All you have to do is modify your build to get Tactics (I think that's the one...) and put a +perception IO in it, providing 2 layers of perception. This, however, doesn't see a Stalker with Hide, Stealth, and a Stealth IO. But anything that could previously see a Stalker with just Hide can now see a Stalker with all 3, and some things can get 4 layers of perception, I think that being the max... eg, Super Reflexes Scrapper gets +Perc from SR, then Leadership, then Focused Accuracy, and then a Perc IO.
[/ QUOTE ]
Actually that's not quite true.
Different "Layers of perception" can have vastly different buff values.
For Example, Stealth equates to -389 foot perception, The Stealth IO grants -300 Feet.
Tactics on a level 30 (Sirens Call) Tank/Blaster/Scrapper is +186.2 Feet, The Perception IO grants +100 Feet. That combines for +286.2 Feet- less than a Stealth IO and over 100 feet short of seeing through Stealth.
Even a Controller (+266.0 feet) can't see through "Stealth" with Tactics plus a Perception IO at level 30. Only a Defender (+332.5 feet) can. If you want more information, I suggest you visit the link I posted above. -
INV's better versus small numbers of foes and high-damage foes (EBs/Bosses/AVs), a LOT better versus S/L Damage, and is (currently) better at holding aggro. It has a Self-Heal and can hit the HP Cap easily.
Willpower's better versus large numbers of foes or low-to-medium damaging foes, and a LOT better versus Psionic Damage. It also has Fear, Repel and Confuse protection and a more-regular, less-powerful, no-crash version of "Unstoppable". It has +Perception, faster Recovery and much higher Regeneration than INV.
Both work best surrounded by many enemies (RTTC versus Invincibility). At higher levels, INV will pull ahead on raw survivability (because it can not only cap S/L resistance, but Defense to all but Psionic and have Perma-Dull-Pain) but Willpower will always have less "downtime" than INV (HP and Endurance recover faster).
INV's always going to be better versus S/L damage, they're about even versus Fire/Energy/Negative/Cold/Toxic damage, and Willpower easily has INV beaten versus Psionic damage.
That's about it methinks... -
[ QUOTE ]
i want to know if i can just get away with Hide and a Stealth IO to be invisible from Heros
[/ QUOTE ]
Short Answer: "No".
You'll need Stealth + Hide + a Stealth IO to hit the Stealth cap in any Zones.
These days anything short of the cap might as well be lit up like a Christmas tree.
For more info, see Stealth Cap info for Issue 11 -
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Is war mace good vs stone,fire,nrg etc?
[/ QUOTE ]
"Nope", "Nope" and "Nope".
It's about on-par with Axe now, maybe slightly better. NRG, Stone, SS and Fire are still better damage. -
Thankfully my INV/SS Tanker is on my first account, and my Fire/Ice Blaster is on my alt account.
I did a bit of testing, and found that my Blaster couldn't reliably pull aggro from an AFK INV Tanker surrounded by Carnies with Invincibility enabled unless the amount of foes around him were greater than the aggro cap. Any foes I pulled were ones that defaulted to the "prefer range" behaviour and stood outside Invincibility's range. When I put the Tanker's Footstomp on Auto, I couldn't pull aggro to save myself.
I don't know what's up with Willpower, but if my Blaster sneezes the wrong way it overcomes RTTC. It'd likely be much harder to pull aggro from a WillPower tank that's Taunting and using AoEs (eg, Footstomp), but the whole point of a Taunt Aura is to keep nearby foes anchored on the Tanker. At present it's simply not WAI. -
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The only secondairy i wouldnt suggest, /ice. Although i have 2 lvl 50's with /ice, the 'tricks' in the set are not enough to compensate the strenght of the other secondairy.
[/ QUOTE ]
I'd contest the "Ice" point slightly.
Whilst it's true that Ice is a bit naff for damage output compared to the likes of /Fire, /NRG or /Elec... it makes up for it in survivability. Ice Patch alone can mean the difference between being able to solo something, and faceplanting. "Shiver" is almost as good. I'd say /Ice is slightly more team friendly than /Devices.
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If you are building for solid team AoE, then make freinds with lots of tanks, and go all out for it!
[/ QUOTE ]
Watch out for WillPower Tankers though. There's something wrong with their Taunt Aura at the moment, and AoEing is a death sentence for a Fire Blaster on a team with a Tanker that can't reliably hold aggro.
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Whatever your secondary, make sure you get build up. Another staple blaster power.
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/Dev doesn't get Build Up... -
[ QUOTE ]
1) If i want the recharge bonus from 5x Crushing Impact, is the maximum level IO I can use is lvl 41 ?
[/ QUOTE ]
Yes. All the Crushing Impacts you want to apply towards set bonuses will need to be a maximum of +3 to your exemped level (38).
[ QUOTE ]
2) If I slot all my attacks with lvl 41 Crushing Impacts, arent I losing out on a considerable amount of damage compared to slotting them with a lvl 50 set of C.I's ? or do you guys feel the bonunses you get make up for it ?
[/ QUOTE ]
Any damage you lose will be negligable since even with level 41 Crushing Impacts it's easy to get over 100% Damage. The other attributes will be more greatly affected (in the region of 5%), including Accuracy (pretty important for PvP). Play about with Mid's Builder and see what you can come up with.
Generally folks will leave out the Damage/Endurance or Damage/Recharge depending on the attack, and the attack's 6th slot can easily be a level 50 "Acc/End/Rech Mako's Bite".
[ QUOTE ]
3) If I slot a lvl 50 Chance to build up in build up, will it proc or does it need to be <41 to proc
[/ QUOTE ]
Procs work at any level.
[ QUOTE ]
4) Likewise, if i use Numina's +regen+reecovery, does it need to be <41 to work in Warby ?
[/ QUOTE ]
The Numina and Miracle +Recovery uniques act as "Procs" rather than set bonuses and work at any level.
[ QUOTE ]
any other hints / tips would be useful, im not a noob to the game, I have 5 50's - I have never looked at PvP slotting before and I need a gentle shove in the right direction.
[/ QUOTE ]
Above level 32 (Warburg, RV, Arena) you won't need to worry about losing any enhancement effectiveness when exemped... but for Sirens Call, you'll lose a bit of enhancement strength. It works out at about 7% stripped off, so you'll need to add about 7% extra enhancement (eg. so you've got 107% Damage before ED kicks in) to be at 100% when exemped down to level 30.
For Bloody Bay, you'd need far more- about 27% - and so little PvP takes place in BB that it's generally not worth trying to compensate for that amount of enhancement loss. -
Ah, the downfalls of Positional rather than Typed defence...
How are those guys against Rularuu and Carnies these days anyway? AFAIK some of those Mind/ and Illusion/ powers are still only flagged as Psionic not ranged/melee/AoE.
It's difficult to say who my Strongest Scrapper is... my Spines/DA beats the pants off my Kat/Regen versus non-lethal damage and Ranged/AoE damage, but the Regen rules versus Melee and Lethal. Also the DA is far better versus Minions/LTs, they're about even on +0/+1/+2 Bosses, and against EBs or harder Bosses the Regen wins. Versus AVs the Regen is better solo (sometimes can survive indefinately) and the DA is better teamed (can tank some with support and doesn't suffer from being inside PBAoE range nearly as much as the Regen).
If I had to pick one, it'd be my Human/Dwarf Bi-form Peacebringer.
What? He's a /Regen Scrapper, just without Integration and with a tier 9 that's actually useful... -
*Hits thread*
*Hits thread again*
"Zombies Mavis, those darn Zombies are after the chickens again. Get my shotgun!"
Update: With issue 11 and the Perception IOs, I'm able to justify re-shuffling this toon's build a good bit.
Dropped Leadership, took Acrobatics and Cage again and went for +recharge to get Cage and Liquefy up sooner.
I was mainly getting sick and tired of getting Knockbacked by every n00blet with a Veteran Nemesis Staff. And I'm not willing to give up the overpowered uberness that is Power-Boosted Liquefy + Powerboosted Short Circuit on the Statesman TF. And I also wanted the ability to rez fallen villains on the LGTF, hence Resuscitate.
So, the new build... Bit more of a focus on +Recharge and +Max HP than the last one, but very similar in concept. No Hasten or Superspeed, still a Hybrid rather than a PvP toon but the old build proved very, very useful in Sirens and Warburg even without Cage. At least until it started getting chain Knockbacked...
The +Regen on the older build was sometimes useful, but with 'Aid Self' now optimumly-slotted I find that I can manage to pop it through just about everything. And hey, "Powerboosted Aid Self FTW"!
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Mutation Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I:50(A), Acc-I:50(37)
Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(19), Dev'n-Acc/Dmg/EndRdx/Rchg:50(39)
Level 2: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(19), Dev'n-Acc/Dmg/EndRdx/Rchg:50(39)
Level 4: Sonic Barrier -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(9), ResDam-I:50(11), Range-I:50(46)
Level 6: Sonic Haven -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(9), ResDam-I:50(11), Range-I:50(46)
Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(43)
Level 10: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(43)
Level 12: Sonic Dispersion -- Aegis-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx:50(13), ImpArm-ResDam/EndRdx:40(13), RctvArm-ResDam/EndRdx:40(15), Aegis-Psi/Status:50(15), S'fstPrt-ResKB:30(39)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Aid Other -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(27), Dct'dW-Heal:50(40)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(42)
Level 20: Stamina -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(21), EndMod-I:50(21)
Level 22: Aid Self -- HO:Golgi(A), Numna-Heal:50(23), Numna-Heal/EndRdx/Rchg:50(23), IntRdx-I:50(27), IntRdx-I:50(40), IntRdx-I:50(40)
Level 24: Disruption Field -- EndRdx-I:50(A), EndRdx-I:50(25), EndRdx-I:50(25)
Level 26: Clarity -- Range-I:50(A), Range-I:50(43)
Level 28: Aim -- HO:Membr(A), HO:Membr(29), HO:Membr(29), Rec'dRet-Pcptn:20(50)
Level 30: Sonic Cage -- Acc-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31), RechRdx-I:50(31), Acc-I:50(34), Acc-I:50(46)
Level 32: Short Circuit -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc/Rchg:50(33), Efficacy-Acc/Rchg:50(33), P'Shift-Acc/Rchg:50(33), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod/Rchg:50(34)
Level 35: Tesla Cage -- G'Wdw-Acc/Hold/Rchg:50(A), G'Wdw-Acc/Rchg:50(36), EoCur-Acc/Hold/Rchg:50(36), EoCur-Hold/Rng:50(36), HO:Endo(37), RechRdx-I:50(37)
Level 38: Acrobatics -- EndRdx-I:50(A)
Level 41: Power Build Up -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45)
Level 47: Liquefy -- HO:Enzym(A), HO:Enzym(48), LdyGrey-DefDeb/Rchg:50(48), LdyGrey-DefDeb/Rchg/EndRdx:50(48), DampS-ToHitDeb/Rchg:50(50), DarkWD-ToHitDeb/Rchg:50(50)
Level 49: Resuscitate -- Dct'dW-EndRdx/Rchg:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4.5% Max Endurance[*]+4% Enhancement(Heal)[*]+25% Enhancement(RechargeTime)[*]+5% FlySpeed[*]+94.9 (7.88%) HitPoints[*]+5% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 25.5%)[*]+MezResist(Sleep) (Mag 22.2%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 23.9%)[*]+4% Recovery[*]+12% Regeneration[*]+1.26% Resistance(Fire)[*]+1.26% Resistance(Cold)[*]+3% Resistance(Psionic)[*]+25% 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 /> -
AM can be fairly redundant depending on your team setup though. Particularly if there's a Kin on the team.
Personally I'll usually gather for an AM (Damage! Recharge) but not bother for Empathy Auras, since my own toons can all easily handle their own endurance and on a team their damage mitigation is generally sufficent.
People that speed on ahead after being specifially TOLD to wait for buffs after zoning annoy me when I'm playing my Sonic Defender though. Hey squishy- are you at the resistance cap yet? No? Then WAIT FOR A SECOND so I can bubble your [censored]. It lasts for 4 minutes, so I'm not asking for a lifetime commitment here... sheesh. People like that end up in last place on my "Clarity" list.
My Defender's at the jump speed cap, so I can generally keep bubbles on the entire team during a mission. Running off immediately after zoning is annoying though... particularly if I'm trying to double-bubble everyone just before our team fights an AV. Oh, and the [censored] toons that only have "Fly" and somehow expect me to keep them fully healed with "Aid Other" in mid-air really get on my nerves too.
[/rant] -
The Armageddon one's higher damage/activation chance and it's Fire damage though. And until you get your grubby mitts on that one, if you use three Scirroco's IOs it grants you a little extra resistance...
Realistically, once you've got >100% Damage and Endred and a good amount of Accuracy in a damage aura, there's not much left. Another IO set isn't going to do you much good with only one remaining slot to play with.
If you don't want extra resists and you'd rather have Psi damage then perhaps I could see someone using that Damage Proc until they get an Armageddon, but the bug is that the Stun Proc works on YOU, not your foes. -
I noticed this last night on Dev Digest. Quite glad now that I had decided against redoing my INV/SS's IO build for issue 11 after all... Invincibility seems to benefit more from Defense Sets than Taunt Sets anyway.
Actually, what taunt auras would be useful to slot taunt sets anyway?
+ Mudpots (Damage sets are best - needs Endred/Damage/Accuracy, 5/6 Slots)
+ Icicles (Damage Sets are best - needs Endred/Damage/Accuracy, 5/6 Slots)
+ Blazing Aura (Damage Sets are best - needs Endred/Damage/Accuracy, 5/6 Slots)
+ Invincibility (Defence sets are best - needs Defence and a little Endred. A LOTG is a bonus, 3+ Slots)
+ Rise to the Challenge (Heal sets are best - needs Healing and maybe a bit of Endred, 3+ Slots)
+ Chilling Embrace (The only thing it can take is slows and taunt sets, needs neither TBH. No Slots)
Damage auras are by far best-slotted with 5x L50 set IOs combined with a Scirroco or Armageddon +Dam Proc.
CleavingBlow Acc/Dmg, Dmg/EndRdx; MultiStrike Acc/EndRdx; S.Dervish Dmg/EndRdx, Acc/Dmg/EndRdx.
So that leaves Chilling Embrace happily taking taunt set IOs (although realistically what Ice Tanker needs extra help locking down aggro?) and you'd possibly squeeze a few into the 2-3 spare slots in RTTC/Invincibility.
My aforementioned INV Tanker went the (5x Red Fortune + a LOTG +Recharge IO) route in Invincibility, and he's quite happy with his +55% Global Recharge rate. He's not going to miss the ability to slot Taunt IOs into Invincibility, and I can't think of anyone else that might other than some very wierdly-built Ice Tankers. -
Just out of interest, what secondary is your WP- does it have any AoEs like Footstomp/Fault/etc.?
Nearly all the Willpower Tanks I've teamed with lately have been Energy Melee. Fairly light on AoEs, but still having Taunt and RTTC. "Taunted" enemies seem to be fine, but the ones around the Tank (in RTTC's taunt aura but not necessarily being hit by Taunt/Gauntlet) appear to be very easy for my Blaster to pull away.
I know that AR/ has considerable AoE potential too, but Fire/ gets "Aim" to go with "Build Up"... and so far for every WP Tank I've encountered, [Build Up + Aim + Fireball + Fire Breath] has never failed to pull aggro...