Miladys_Knight

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  1. Miladys_Knight

    Storm question

    Its not a NEED. I was just wanting to see if what I thought would be a fun concept and solo play style was also viable mechanically.

    I've been playing the game waaay too long to NEED anything. I just like fun and unusual permutations that are also effective.
  2. Miladys_Knight

    Storm question

    Elec/Storm - it would be a theme build. Soft capped ranged defense with decent AoE defenses. Hurricane to take care of the melee vector and for mob Chaos.


  3. Quote:
    Originally Posted by Miladys_Knight View Post
    Bear markets are just as good as bull markets for making profit if you know how to do it. You just have to get over the paradigm shift.

    From the Ferengi rules of Acquisition

    Rule #9 Opportunity plus instinct equals profit.
    Rule #10 Greed is eternal.
    Rule #13 Anything worth doing is worth doing for money.
    Rule #34 War is good for business.
    Rule #35 Peace is good for business.

    YMMV
  4. Bear markets are just as good as bull markets for making profit if you know how to do it. You just have to get over the paradigm shift.

    From the Ferengi rules of Acquisition

    Rule #9 Opportunity plus instinct equals profit.
    Rule #10 Greed is eternal.
    Rule #13 Anything worth doing is worth doing for money.
    Rule #34 War is good for business.
    Rule #35 Peace is good for business.

    YMMV
  5. Miladys_Knight

    Storm question

    The idea would be for use as a solo toon. I'd create a 2nd build for teaming if I liked it well enough to purple out.
  6. I'm with EJI on that one. A blapper needs defense or active mitigation as the primary build goal. Soft capping S/L and grabbing as much ranged defense as possible is usually my primary focus.

    Even with all that in consideration Clarion is going to be a must have to keep mitigation toggles running so you can actually stay active in melee range.
  7. Mind Control Primary

    Mesmerize and Levitate - you don't NEED both of these powers but you HAVE to take one of these powers. No choice there. Both are good single target damage though as a dom you have gobs of single target damage all ready. Both recharge in 6 seconds. Mesmerize does the same damage as Dark Blast. Levitate does more.

    Dark Blast animates slightly faster than both and Mesmerize animates slightly faster than Levitate.

    Mesmerize and Levitate both recharge in 6 seconds, Dark Blast in 4.

    Mesmerize and Dark Blast have the same endurance costs. Levitate costs more.

    My personal choice here is Mesmerize. It is range 100 rather than 80, it does pure psi damage rather than pure smashing like Levitate, and even if you slot it for damage (which is how you should slot it) it applies sleep with a duration FAR longer than its recharge, which makes it as good as a hold while solo.

    Dominate - this is your single target hold. Take it, slot it for hold, love it. 'Nough said.

    Confuse - as Dominate. This is one of your primary single target controls. If you slot the purple set here including the proc it becomes a mini-AoE confuse. If your secondary has a power boost type power in it you can (as a perma dom) use this in combination with Mass Confusion to perma-confuse non-confuse resistant AVs even through PToD. This power will not notify the spawn.

    Mass Hypnosis - A ranged AoE sleep that does not notify the spawn. Useful as an Alpha breaker and for stopping adds. This is an every spawn control for a Perma Dom.

    Telekinesis - a single"ish" target hold that pushes mobs away from the dom. It has its uses but IMO not needed at all by a perma dom.

    Total Domination - a ranged AoE hold that is useable every other spawn by a perma dom. Take and slot for Hold.

    Terrorize - Cone fear that does as much damage as Night Fall but in an arc that is more than 4 times wider while having the same range. An every spawn control AND damage power. Definitely one to take. (Again slot for damage rather than fear duration)

    Mass confusion - the Jewel of mind control. This is an every other spawn control that is awesome solo with a secondary power set that provides a power boost power in the set. This power does not notify the spawn.

    Dark Assault has no particular synergy with Mind Control and, if you are going to rely on the mobs damaging themselves due to your confuse powers, some potential anti-synergy with the -to hit in the dark powers.

    Powers follow the standard "Dom formula" of a PBAoE and a Cone which means that only one or the other are going to be truly useful unless you play a dervish that constantly leaps in and out of melee to maximize your AoE damage.

    The -to hit in Night Fall can be double stacked by a perma dom which means that hitting the defense soft cap isn't needed which allows you to focus more on other things.

    Gather shadows increases both your secondary effects AND your damage making it particularly effective for a Mind dom.

    The other thing of note is that the tier 3 ranged power, Life Drain hits foes hard AND heals you which is unique in the dom assault sets.

    All in all the 2 sets together are quite powerful and fun to play though, as with all non-thorny assault sets rather lacking in AoE damage. I recommend either Fire Epic for Fire Ball and Rain of Fire or Ice for Sleet and Ice Storm.
  8. Miladys_Knight

    Storm question

    Is Hurricane + Spring Attack a good alpha mitigator if you don't mind mob scatter?

    I have an idea for a toon I was thinking about trying.

    Pros? Cons? Discuss please.
  9. Miladys_Knight

    Aura Controller

    Ice/Rad/Ice does it a bit better IMO. Mine has the lockdown proc in Choking Cloud, Contagious Confusion proc in Arctic Air, and Grav Anchor proc in Frostbite.

    I focus on AoE control and let the rest of the team worry about cranking out the damage.
  10. Miladys_Knight

    Do I need Aim?

    Aim is like underwear.

    You can get away without it, but you probably shouldn't.
  11. Forcefields lets the team hit the defense softcap to all positions AND provides all the squishies with mez protection.

    Sonic Resonance lets the team hit their various resistance caps AND provides the squishies with mez protection.

    In fact, the only Buff/Debuff set that doesn't let you hit a cap of some kind is Trick Arrow and IMO is the only support set that needs a re-balance.

    All the others do exactly what they are supposed to do the way they are supposed to do it.
  12. Quote:
    Originally Posted by Deacon_NA View Post
    I just want to be an advocate for PGA. A -25% (troller value) damage debuff is far from negligible. In fact only Darkest Night offers more among the aoe damage debuffs for trollers. You'll most appreciate it against those mobs you can't control, such as an AV, who won't resist the debuff as part of AV resistances. Also I've noticed it does sleep mobs these days, for whatever that's worth.
    I find all of the above to be true, however, as a Fire/TA there is little that you can't control. An AV Debuffed with PGA can still 2 shot you (only the no "one shot" code prevents the single shot kill) since you haven't got enough hit points to survive a single hard shot from an AV.

    In just a couple of seconds you can stack a mag 6 hold on a full spawn or a mag 12 on a single target. You can quickly triple stack immobilizes, Double stack slows, and layer in an AoE stun, plus KB/KD from OSA and Bonfire. In fact the only thing you won't be able to reliably control IS an AV and the power set combination is tight enough that including a power that will only be truly effective against the rare AV is not a build choice that I recommend.

    The sleep is also a moot point as it will last only fractions of a second with all of the AoE ticking minor DoTs constantly.

    Your Milage May Vary of course.
  13. This build is soft capped for S/L defense and within 1 small purple insp of the softcap for both Ranged defense and Energy Defense.

    No powers selected as mere set mules and all powers usable as slotted.

    Energy/Energy/Mace is quite versatile. You can easily tweak power slotting and IO sets to arrange defense values to suit your preferences


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Power Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx/Rchg:50(9)
    Level 1: Power Thrust -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(9), Mako-Dmg/Rchg:35(11), Mako-Acc/EndRdx/Rchg:35(11), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(36)
    Level 2: Power Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(17)
    Level 4: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50), FrcFbk-Rechg%:50(50)
    Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(46), HO:Nucle(46)
    Level 8: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37), RechRdx-I:50(40)
    Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(45), HO:Nucle(45)
    Level 12: Aim -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(37), RechRdx-I:50(37)
    Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(25)
    Level 16: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 20: Stun -- Stpfy-Acc/Rchg:35(A), Stpfy-EndRdx/Stun:35(21), Stpfy-Acc/EndRdx:35(21), Stpfy-Stun/Rng:35(23), Stpfy-Acc/Stun/Rchg:50(23), Stpfy-KB%:50(31)
    Level 22: Stealth -- LkGmblr-Rchg+:50(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Explosive Blast -- SBlastersW-Acc/Dmg:50(A), SBlastersW-Dmg/Rchg:50(27), SBlastersW-Acc/Dmg/Rchg:50(27), SBlastersW-Acc/Dmg/EndRdx:50(34), SBlastersW-Acc/Dmg/EndRdx/Rchg:50(34), SBlastersW-Rchg/Dmg%:50(34)
    Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(29), RctvArm-EndRdx:40(29), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(31)
    Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), Winter-ResSlow:50(33)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(36)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), HO:Endo(40)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43), Enf'dOp-Acc/Immob:50(43)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 47: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
    Level 49: Phase Shift -- RechRdx-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    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(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3)
    ------------



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  14. Quote:
    Originally Posted by corinna View Post
    With visions of cackling maniacally while the world around me burns, I have embarked on building a Fire/Trick Arrow controller who I've leveled to 24. So far, so good! There are some synergies I'm trying to come to grips with and some questions I have.

    * Char & Ice Arrow: It's nice to be able to stack high amounts of magnitude holds on bosses so quickly. Too bad Ice Arrow doesn't do damage though. Is it worth adding damage procs to Ice Arrow, or am I better off leaving it alone?
    Slot Ice Arrow for hold duration and recharge. It has a shorter duration and a longer recharge than char. Slot Char for damage.

    Quote:
    * Smoke & Flash Arrow: With conservative slotting (2xto-hit debuff SOs each) I notice I'm able to stack these for ~15% to-hit debuff. Should I keep both? Are there better slotting options with IOs?
    You can leave them as they are. They last 60 seconds so recharge isn't all that important. You can increase slotting to 4 slots per and put in Dark Watchers for some extra recharge, caveat - don't slot procs in these powers. Even if they don't proc they alert the mobs. The best thing about the above is that Flash Arrow is unresistable.

    Quote:
    * Poison Gas Arrow: the -DAM seems negligible. Should I dump it?
    For a controller its much less than stellar since any thing that could throw damage at you is most likely controlled all ready. Reducing 0 by 31.25% is still 0.

    Quote:
    * Cinders & EMP Arrow: These look like they'll work good together, but I intend to push off Cinders until late in my build since I've had spotty luck with PBAoE holds. Am I on the right track?
    Play style choice really. Bonfire with the KB>KD proc may solve most of your PBAoE hold issues.

    Quote:
    At some point I hope that I can drop an oil patch, march in with my pets and hot feet then unleash fiery hell. Will that work out, or am I early enough to give up on that vision?
    Mine works just like that though last time I played mine the Imps still freaked out from the time OSA ignited until the Oil slick went out.
  15. Quote:
    Originally Posted by peterpeter View Post
    One thing to mention: it makes no difference whether you are a hero or villain, or which server you are on. There is now only one market server, and we all share it.
    Woo Hoo!!!!!
  16. Miladys_Knight

    Name wipe

    Quote:
    Originally Posted by Rangle M. Down View Post
    For someone who enjoys getting pun names, I recently rolled up "Sands of Moo", a KM/Dark Brute. While it may not be a great name to others, I find it a very fun one.
    A long deleted toon that I had was a dark/regen named "Sands of Mew." Had Sands, Shadow Maul, and Flurry. It was a "cat" character and of course everyone wanted to know why it wasn't a claws scrapper "sigh"
  17. Miladys_Knight

    Name wipe

    To the OP. Be more creative. You don't even have to venture into other languages unless it fits your theme.

    Here's a free tool to help you come up with cool names

    http://thesaurus.com/

    I'm not as overboard as Memphis Bill is, but I have nearly 100 characters and each of them has a unique name. My advice is to think harder and be more creative than the guy that stole "IRONingboardMAN" from "you" (who thought of it first? OH YEAH the guy that all ready has it.)
  18. Miladys_Knight

    Name wipe

    Quote:
    Originally Posted by Rangle M. Down View Post
    I suspect it follows the full moon cycle, but I have no proof.
    It was a full Moon on Thursday.
  19. Quote:
    Originally Posted by Synesence View Post
    I would think adding a mez protection would be breaking the rule, that's why I wondered about a self-rez instead. Honestly, I'm much happier carrying Break Frees and have a self-rez available every 5 minutes than having to go all the way to the hospital or hope to survive the onslaught from using an Awaken.

    If it would be fine for Blasters to have mez protection without Clarion, that would be nice, but I feel like that won't happen anytime soon, so maybe a self-rez power would be the next best thing.
    I would prefer to carry a single awaken than have to carry a dozen break frees. If I can stay alive by not being mezzed I wouldn't need a self rez.

    The devs have shown that It is fine for blasters to have mez protection. If not other ATs would not have grantable mez protection and clarion would not be selectable by blasters. The issue of course is that the mez protection is needed by Free players and premium players and it is needed 40 levels and two Incarnate tiers before you can get it with Clarion and it is needed solo and on small teams when you don't have access to team buffs or enough variety of team buffs on those small teams.
  20. Quote:
    Originally Posted by Synesence View Post
    I was wondering if there'd be any problems proliferating the revival power for Blasters in APPs. I just want to know if there'd be any problems replacing one power on each of the Ancillary Power Pools with a revival power similar to Rise of the Phoenix. I have learned to live with no mez protection, but when I die, I want to come back immediately and LIVE through for a second round.

    What do you guys think? Would it be a problem if Blasters had a self-rez power available in each of the APPs for their choosing?
    I think a mez protection power in the APP would be better. Then you wouldn't NEED the self revival power.

    Replacing an APP power with a self-rez = violating the cottage rule. Adding a self-rez without removing a power is ok.
  21. Quote:
    Originally Posted by StratoNexus View Post
    I have and use shiver on my Ice/Ice blaster. I would miss it. If they add damage to Frozen Aura, now that would be good.
    I use Shiver on my Sonic/Ice/Electric to keep the spawn out of melee range. I also use stacking sleeps to keep bosses in check until I am ready for them so adding damage to frozen Aura would be bad......
  22. Quote:
    Originally Posted by Arcanaville View Post
    Those modifiers were sensible, they encapsulated the fact that melee archetypes were not even supposed to get ranged attacks, and when an exception occurred they were supposed to do a lot less damage.

    Setting it that way, and then ignoring it, was one of the original sins that melee perpetrated on ranged archetypes, and one they might still one day regret.
    This is exactly what I meant. Also they did themselves no favors when they gave melee toons Fireball with a 32 second recharge instead of a 16 second recharge. They should have left the recharge where it belonged at 16 seconds and let the ranged damage modifier be the limiter instead of deciding to use the melee modifier for ranged attacks (duh moment there) and then doubling the recharge instead.

    The only reason I could see for such a "we aren't going to follow our own rules" change "might" be that having to cast 2, 16 second recharge fireballs at 1/2 damage instead of 1, 32 second recharge fireball at full damage was that they didn't want melee toons to burn the massive amount of endurance required to cast it twice. Which really should have been another limiter they used rather than ignored.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It's a basic design philosophy of the game that ATs have different scalars for different things and that the powers change based on that. Pseudo-pet powers are a semi-exception since it is apparently a major PITA to have them change per AT. As such the devs have generally limited those changes to situations where the power in question was clearly over-performing on certain ATs (see: Fulcrum Sift for Controllers).

    Powers like Blizzard aren't considered as problematic to overall game balance so they tend to get left alone but nothing I've ever seen shows that the devs consider that to be WAI. It's just not a big enough problem to warrant the effort required to fix it.

    In any case based on the new Poison Gas Arrow it looks like the devs have a better solution for creating these powers going forward for which I at least am thankful (I HATE it when systems have discontinuities in their pattenrs)
    Do you mean things like melee classes not using their ranged damage modifiers for ranged attacks?
  24. You can monitor both stealth radius and threat level with "real numbers" in game. It will let you know when you stealth suppresses and unsuppresses which can also be quite helpful.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    If you place a Cat in a box with a Malta Operation Officer does it exist in a state of being both Stunned and Not-Stunned?
    Only if it is a Zen Cat....