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Posts
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Thanks!
You have me thinking of FrostBreath now .. I'd discounted it before, as I'd never liked it much, but can see how it might be of some use now, especially with the scourging of Ice Storm.
Makes sense about Tar Patch and will look into rech/end for it as a priority.
Sidetracking a little, is it worth putting hold% and dmg% procs in Ice Bolt, as it's a fairly quick firing filler attack?
I'm building her mainly for recharge, with some defense but not a priority. Will take Maneuvers for the def, but don't think I will bother with tough/weave as endurance is already tight. or should I make more of getting defense? I just feel with DN and Fear, that the mobs should have almost floored to-hit anyway.
Haven't thought too much on epic yet. Mu looks interesting, but I do like the look of Soul plus it's more thematic. I see a lot of people taking Mace with /dark, but is that just overkill on defense?
Quite new to corruptors as you might be able to tell, but loving them. Mostly played doms or defenders in the past and finding corruptors a lot of fun and very versatile. Been playing a Fire/Rad too, so the damage difference has been quite noticeable, but I like my Ice/Dark a lot so want to fix her (or myself and how I play her) rather than give up on her.
Thanks again for the help. -
Overall I'm liking Ice/Dark, but find it a little slow at times and want to look at ways to increase my damage output.
What's the best way to slot Tar Patch and Ice Storm? and how effective are the procs in them?
Tar Patch:
My current thought is 2 x Recharge 1 x ImpSwift Dmg% .. but, is this actually worth it? or should I stick to just 2 x Recharge? or maybe even 5-slot Curtail for the def and global recharge?
Ice Storm:
This seems a good place for 5-slot Positron, but according to mids the damage becomes 1.6 per tick. But does the damage get rounded down or anything? so will it actually be worth the investment? I'm also thinking of slotting a ImpSwift Dmg% in it too.
Thanks in advance. -
I've usually played mind doms, so gravity was a bit of a learning curve. Gravity is the only dom I've -had- to take the aoe immob and aoe hold, to give myself more utility when teaming, as I've found most teams aren't aware or used to wormhole so it gets mostly used when solo.
I really like Grav though and I find it very good solo, and while it has a weaker aoe set, it does have a very nice ST attack chain. I wouldn't take propel, unless you mainly solo, as on a team it will get frustrating when every mob is wiped out before your propel fires off.
I went Grav/Elec and it works well, though I feel the damage is a little under-par, though it's not bad. I take it that she's taking gravitic energies and discharging them as electricity. But overall I like it best. It has a good mix of ranged and melee attacks.
Grav/Energy is good thematically I think. Energy is nice for mitigation, but overall I found it too chaotic and a bit team unfriendly. But it's safer as far as most the secondaries go. Thematically-wise, I take it that you're manipulating energy to alter gravity and the damage is caused by the force of gravity.
Grav/Fire is good for damage. Never liked the combination thematically or animation wise, I just prefer the way Grav/Elec blends more. But, if you want damage, then fire is the way to go. -
Yeah, gleaming bolt can be nasty when proc'd up.
2 Hami's, hold%, achilles resdebuff%, ladygrey dmg%, shieldbreaker dmg%
or you could 4 slot devastation (incl. hold%), with 2 other procs of which i think the ladygrey and achilles are the cheapest.
I'd also be tempted to drop the nuke for the 3rd ranged attack, you could then slot that with decimation for the recharge. Never liked the nuke on my PB, far too situational and I always felt too vulnerable after with everything dropping.
Another thing I might be tempted with is dropping stealth/grantinvis and taking maneuvers and vengeance instead. Vengeance might see more utility if on a team and you don't need the concealment as you have ss/celerity.
The only thing I would question is why so much KB protection? I would possibly, drop some of the steadfasts and 4-slot imperviums for more max-end and psi-resists. If mids is telling the truth, this would actually give you more end-recovery overall.
You could also scrape a slot from here and there, then 6-slot stamina to add 3 efficacy for an extra 9-10% end rec overall. -
The only melee attack I used was Incadescant, which I just loved so much. It's an awesome opener and can take most bosses out of the fight while I wipe up the minions.
I love the self reliant feel of the PB and really enjoy not having to rely on forms or mobs anymore. And when it's down to a 1v1 with a boss/EB/AV then I find it so much easier on my PB.
Haven't played my WS since. -
Thanks and that all makes sense and seems a good reason to take both.
According to mids, doms get 40% resists in pvp.. does anyone know off-hand, how much benefit they get from the shields with DR factored in?
Never used the pets in pvp, so don't know how effective they are.. but is it worth dropping an attack, like Havoc or a ranged attack, for the PPP pet?
Thanks again, it's helping lots. -
Thanks for that, I will look into those two.
Do I take it, that because of the high base res% for doms in pvp, that the shields aren't too much of a benefit? -
That's great, thanks.
This is what I'm currently looking at ...
1. Lift
1. Charged Bolts
2. Gravity Distortion
4. Crush
6. Lightning Bolt
8. Hasten
10. Havoc Punch
12. CJ
14. SS
16. Build Up
18. Maneuvers
20. Tactics
22. SJ
24. Acro
26. Wormhole
28. Stealth
30. Invisibility
32. Singularity
35. Thunder Strike
38. Votaic sentinel
41. Water Spout
44. Shark Skin
47. Hibernate
49. Phase
I find I haven't got room for the PPP pet, which I normally wouldn't worry about, but it seems quite useful with Grav. Is is recommened to take it? and if so, what power should I drop for it?
Is there any other epic/patron power set that should be considered? or is Leviathan the best? it seems it, but just want to make sure I'm not missing anything.
I'm assuming too, that I should be building for +rchg and +hp primarily.
Is it worth 3-slotting health for the 3 procs? or is the doms hp's too low to make any real use of the +regen procs? -
I have a grav/elec dominator that I'd like to take into zones.
Don't have mids to hand where I am, but these are the powers I'm taking ..
Grav: Lift, GD, Crush, D.Shift, Wormhole, Singy
Elec: CB, LB, Havoc, BU, TS, Voltaic
Pools: Speed, Leaping, Leadership
Now.. a couple of things I'm not sure on ..
1) What is the most useful epic? Levi looks nice, as it has waterspout, plus hiber is handy. But how useful is Mu with SoP in PvP?
2) Would it be better to take stealth for phase or fighting power pool? Fighting would give me more resists, but stealth gives Phase which is very tempting. But to get Phase I would need to drop a power, so probably crush or d.shift would have to go.
3) Charge Bolts is low damage, but fast(er) recharge, so would it be worth proc-ing this? or should I ignore it altogether and just proc the other attacks as with the amount of recharge they'd be pretty quick anyway.
4) With all the range attacks I have, is it worth taking Havoc? It's quite a nice attack, but not sure I really want to be in melee range.
5) A lot of people don't seem to take crush, but it seems nice for proc-ing and does ok damage compared to the other grav attacks .. but am I missing something? are immobs no good now and should I be slotting something else up instead?
6) How useful is d.shift in pvp? Seems a great escape power, but is it effective at nowadays?
Anyway, thanks for your time and apologies for the lack of mids build. -
I'd be tempted to slot Glinting Eye with 4 Devasations (including hold%), a Shield Breaker dmg%, and a Lady Grey dmg%.
I'd try to slot a dmg% as an extra in Gleaming Blast too.
Depends on your playstyle though, but for me, my ranged attacks get used most of all with Incandescant just to finish someone off or a nice initial strike from stealth.
You have no KB protection either, so might be worth trying to fit that in somewhere. -
Liking the builds, both very similar to what I use for mine. I was actually at the stage of trying to decide whether to keep her or strip her IO's for other toons, but I think these builds have given me an incentive to continue with her again.
For White Dwarf Strike I would definitely use procs. It's quick recharge so should churn out some reasonable damage and it's quite a cheap one to proc up as well. With good recharge you could proc up the second attack too, not sure I would do the third one as it seems too big a recharge to make it worthwhile.
I would also chuck another proc in Gleaming Bolt .. the one from the Shield set, can't remember if it's breaker or wall .. I'm guessing breaker.
I'm curious about the AOE's too .. looking at the numbers, luminous and proton just look so weak .. are they more effective then they look on paper? or would it be better to just specialize in ST attacks more?
My own build is more similar to Big_Soto's and I've used his PVP build as a guideline and inspiration to build my own human-only PB. But, I have a few of questions..
1) Why no Photon Seekers? The damage looks very good on them and would there not be quicker kills if using Radiant + Photons, rather than the 2 AOE's?
2) Why vengeance? Is it not better to have a power to help kill quicker and hopefully then not lose any team member?
3) Why weave? I get why Tough is used and it makes a lot of sense with the nice res% stacking with the PB shields and in pvp it's a blank res% which is great. But is the def% really worth the slot?
4) With fighting is it worth taking Radiant Strike too? or is boxing not that good?
5) Is concealment worth it on PB's (mostly for zone pvp) or do we assume everyone can see us anyway?
My power pools are speed, leaping, leadership, so I'm trying to decide whether to go for Fighting or Concealment or whether to maybe take the AOE's instead.
In general, how effective are the status resist IO's in helping against mezzes? I've been using them, but couldn't really tell a lot of difference with them, so now I'm starting to wonder it wouldn't be better to use them for something else.
Also, what about Assault? or is it too tight to run it with all our other toggles?
EDIT: I'm slotting Radiant/Incandescant with 5 Crushing Impacts and 1 Explosive Strike Dmg% .. is this still worthwhile with the slow recharge? or should I 6 slot crushing impact for the psi resist? -
My first 50 was a kin/nrg defender. She was the busiest and I think the most fun toon I've had. But, alas, I deleted her a long time ago with the intentions of rebuilding her with a different secondary but I just couldn't find one I liked as much as nrg, even though it's such a mis-match for kinetics.
Enough of my reminiscing, here's a few things I found during my time playing her. I will add a caveat that it was many issues ago and things have changed since, so feel free to take or leave the advice/comments as you see fit.
Epic Pool - personally I found psy the most useful by far on a kin. we lack mitigation and when solo-ing those alpha strikes can be so very painful. having mass hypnosis and a hold is godsend and I found these far more useful than any of the powers from the other pools. The shield too, is extremely handy as psionics is one of the most damaging attacks, especially in end game. Personally, I think +res shields are more useful on a kin, because of the -dmg debuffs you do on the enemies, but if you go for the +def shields then you will need to try and softcap melee/ranged defence.
Travel Pool(s) - I used to use Syphon Speed + Super Jump, which was an amazing combination. In combat I used to use CJ and Acrobatics. Avoiding immobs and kb's is crucial as mobility seemed so much more important on my kin than any other toon. It was about blasting from range, then zooming in to heal, then get back out again. I agree, you can use SS, but it's overkill with Syphon and I used to use Stealth+IO+Sprint. It does get frustrating at times having to drain an enemy for speed, but it's also somewhat satisfying. Never got on with IR, found SJ just so much better and I couldn't live without CJ+Acro.
Flying? - a travel power that's often overlooked on a kin, but extremely useful on a kin/nrg. with syphon you can zip around pretty fast with hover in combat and all the annoying kb becomes oh so lovely knockdown. I played this for quite a while, before returning to SJ, but certainly one to consider if the KB ever becomes too much. There are just times when the kb from the nrg attacks kicks in and your transfusion ends up being the other side of the room and not where you are.
Hasten - I wouldn't live without it on a kin. Keeping your big powers up as often as possible is too important to be without it.
NRG - Power Push should be taken on a kin imho. It's such a great "oh crap!" power and certainly one to consider slipping into your build if you can. With Power Push and Dominate (assuming psi is taken) you have two great powers for keeping mele enemies off of you.
For Power Bolt, I would slot it different .. 4 devastation with 1 of them being hold%, 1 hami acc/dam (or a damage proc), 1 damage proc from explosive strike .. this isn't too expensive compared to many sets and has huge utility. It's a quick recharge power that will kick out a nice amount of damage, especially with a proc or two in it, plus the hold will fire off quite often which can be another godsend for a kin.
IO's - +rechg, +hp and depending what shield you use, then +def. I think ranged def is more useful than melee def and I know some people will cuss at that, because kin is in melee so often, but they aren't really, they just rush in buff/heal and out again. Most damage we take is from ranged, typically the alpha. I had a lot of +Acc back then too, but I never used tactics.
Anyway, these are just things I recall and some of the issues/things I found during my times playing her and most of what I say may be of no use, but hopefully some small bits of it might be.
It's been a long time since I played her and now I want to remake her as I'm starting to miss the fun that kin/nrg was.
A totally awesome, highly underrated, somewhat frustrating, yet extremely fun powerset. -
A few points:
1) You can get lv33 IO's, which wont make a lot of difference, but every little can help.
2) Try and move Tactics earlier in the build (by lv35), perhaps moving Twilight Shield back. Stalkers will likely be one of your main threats, so spotting them is a huge bonus.
3) I would be tempted to try and squeeze in Orbiting Death, as I'm pretty sure this can be used as an early warning system for Stalkers.
4) You might need more KB protection. 41pts is the magic number. If you get KB'd then it's pretty much game over.
5) Perhaps look at some procs (+dmg,+hold) for the the quick firing ST attacks. Some of these aren't too much more expensive than normal set IO's and the increase in damage can be well worth it.
6) I would be tempted to swap the Thunderstrikes for Decimations. These aren't much more expensive and the +rchg will be much more beneficial than the +def. Defence really wont do you any good unless you can get it very high. Decimation also gives +HP which will aid your regen a little.
7) Overall slot more for +HP then +Def and still give a high priority to +rchg.
8) I would pop a Stealth IO in SS or Sprint. While it's true 90% of your opponents will have decent perception, not all will. So that occasional stealth might just give you the edge at times.
9) You might find it useful to move essence drain forward too. While not the best of heals, you don't have that many options available, so something is better than nothing.
10) Nova is surprisingly good for survivability. Damage, Range and Speed. All very important factors. Frankeslotting the ST attacks with Hamis and procs will give you amazing damage while remaining out of reach of so many. Sit back, hover and wait for the ranting to begin. -
Mids doesn't really show you, no.
Basically, click-powers (like hasten) carry over into the form until their duration runs out. All toggles drop and all powers outside the forms aren't available.
The only things really available are the form and the form powers.
I would say what bonuses you chase are down to play style. Recharge is obviously a favorite and HP is very good too. Personally, I've never been disciplined enough to keep dropping forms to reapply eclipse the moment it's available, but that's down to my lazy play style. Because of this, I found ranged defense to be very effective and also provided a reasonable recharge rate.
Not sure how I would recommend making a shade more awesome solo. I personally found my shade very awesome and probably the easiest toon I've had to solo.
One thing I did do was fully slot my Nova blasts and Dwarf attacks as early as possible and as a priority over most other powers. Nova blasts are great for procs too as they recharge very quick and this can add quite a surprising amount of damage/utility.
Get +Endurance in Dwarf form asap too, Nova can wait as it's pretty endurance friendly and kills things very fast anyway. Dwarf I found a struggle through the 30's as you need to use it more, but the endurance drain is a killer. So slot for endurance as much as possible, even if only temporary.
Like you I found Unchained Essence very meh. In the end I gave up on it. I found that I could do just as much damage in Nova form. I've been quite amazed at the improvements to Nova blasts.
Do the Shade story arcs. These are quick and easy and give some nice merit rewards, which you can easily exchange for rare salvage or useful IO recipes. -
I have to echo the previous posters, if you're tri-form then you should be blasting in Nova. Personally, I wouldn't even slot/take the human blasts. The Nova blasts really are that good.
Don't neglect the dwarf attacks either, it can actually churn out some decent damage nowadays, especially if you slot it properly. Besides, which, the slots are useful for helping get +rchg.
Personally, I never found the human aoe's that good, though many swear by them. I found the Nova aoe's and blasts far more effective. The range, damage and speed of the attacks is so good. I just found that by the time I dropped to human form, used a big aoe, that the mob would of been dead anyway, had I stayed in Nova.
Recharge is all about the sets you slot into your attacks. Usually you gain +rchg on the 4th or 5th piece of a set. Examples would be .. 5pcs of Crushing Impact in dwarf attacks, 5pcs of Decimation in nova blasts and 4pc of Basilisks Gaze in Grav Well, Doctored Wounds in the heals, etc. There are obviously other sets you can go for as well. The other usual practice is slotting LotG recharge IO in defence powers like Shadow Cloak.
Personally, I gave up on chasing recharge, I just wasn't disciplined enough to re-apply eclipse whenever it was ready. I went for Ranged Defence, which probably worked out just as expensive, but it did allow me to play around in Nova form for longer. -
I actually found my WS very easy to solo, though I have to agree that they're even better on teams.
Oddly, Tsoo I found easier than on any other toon I've played. Ranged Nova FTW! Sorcerers were low priority targets, as I could out blasts their heals and hover outside their debuffs, allowing me to concentrate on the mezzers and damage dealers. Nova would kill anything in about 2-3 hits I found, so once you aoe them and they scatter, you could just pick them off easy.
Stygian Circle I found wasn't as game changing as I had hoped. While it was amazing at keeping you going and stopping downtime, it still wasn't viable to drop from Nova to Human to use it mid-fight.
Gravitic Emanation and Inky Aspect are a great combination, allowing you to stun most anything you jump in the middle of, leaving you free to mire, nova and blast the boss before they wake up.
Cloak and SS worked great with Emanation/Aspect too, allowing you to get close and get into position without being noticed.
Starless Step is great too. Never used it on another too, but it's something I wouldn't be without on a WS. TP-ing in a void/quant or tough mob, stun/hold it, mire then nova form to kill it quick before it's buddies come to help out.
I had the same experience switching forms, though it happened only rarely, but when it did it was so frustrating. In the end, I found myself never dropping from Nova->Dwarf as it was too painful. I would just fly high or scoot out of there and hope the enemies gave up chasing. Though I think I was too stubborn and too undisciplined to change forms early enough. Human to Dwarf wasn't overly an issue and if I did get mezzed while changing, I often was able to re-do it in time before I faceplanted. Biggest problem I found was being in Inky Aspect, it was hard to tell at times if I was/had changed in time.
All the frustrations change at level 38 though and whether you're in Human or Nova or Dwarf it makes little difference. The shields become pretty much useless then anyway and if you do fail to change form, then you easily have enough time to try again.
For me, the biggest change, was slotting for ranged defence. I know most go with recharge for perma-eclipse, but I was never disciplined enough to re-apply eclipse at every recharge. Ranged defence allowed me to stay in Nova longer and blast longer.
I just found the constant changing of forms tedious, which is why I'm now playing a human-only PB.
WS's are awesome though and I don't think I've ever felt quite so powerful on any toon I've played. -
I would echo Justaris's words and suggest trying several styles, it's the one AT that plays so very differently depending on the build you have.
My first/second Kheld was a Tri-Form WS, she was pretty amazing and gave me a true sense of uberness. That's no kidding either, squid form is fantastic now and the damage you can churn out is quite scary. You then drop into dwarf form for voids/quants or anything too tough and duke it out with them. You then finally have human form for the buffs and a couple of minor controls. I don't think I've felt quite so powerful on any toon, but, even with all the uberness I stopped playing her. For me, and this is a personal thing, the constant form changing became irritating.
My third Kheld is a human-only PB, and I love her to bits. Though her blasts are weaker than the tri-form, she has great survivability, what with the shields and heals and of course her mighty incandescent strike. Her only weakness is mezzes and I nice dwarf form loads because of it. But, I'm going to remain stubborn and stick to human-only.
The main difference I've found with them is, WS is better at AoE damage and PB is better at ST damage. If you plan to mostly PvE then I highly recommend the WS, if you plan to foray into PvP in anyway then I would recommend the PB.
A lot of what makes WS so great, they don't get until the late 20's and 30's, so if you were tempted by human-only WS then it's a very long haul to get there. So, I would recommend Tri-Form no matter what, at least until you get eclipse. Even if you want to go Human/Nova only, it's worth taking dwarf form just for breaking mezzes or some dr for when you get in trouble.
One of the problems with suggesting builds is how so many powers become redundant depending what you choose. If you go with Nova, then you don't want to take the human-form blasts, they are very weak compared to Nova. You also don't really need the shields if going with dwarf form.
Levels 6-20 have never been so easy or quick on any toon, than with squid form. At level 6 you suddenly have 2 long range blasts and 2 aoes, all of which churn our great damage and you also get some kb thrown in for fun too, plus you're fast moving and airborne. Highly recommended and you can always respec out of it later. -
Ok, well I've looked at a few changes..
1) Can move Acrobatics forward, as I have some default -ve/nrg resists anyway.
2) Do I move back Thermal Shield and/or Shining Shield, in order to take maneuvers/tactics earlier?
3) Do I move back Photon Seekers and/or Quantum flight? Not sure on Quantum though, as having a phase power is always handy, but is it essential to have it available for SC?
4) Should I in fact take Photon Seekers, or would I be better off with another ranged or melee attack?
If anyone else has any comments on any powers I should or shouldn't take, or perhaps on the order I'm taking the powers, it would be appreciated.
Thanks -
This is my PB build.. though it's not set in stone yet, as slotting might change depending on what purple and pvp sets I can get, and also depending on how my needs change for +rchg, +regen and +hp.. the actual powers are open to change too.
As I said, my biggest concern is over the order of the powers and what I need to have available for the various zones.
Thanks for the advise so far and I am trying to take on board what you've said.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Candessa: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Gleaming Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(7), ShldBrk-%Dam(9), LdyGrey-%Dam(11)
Level 1: Incandescence -- S'fstPrt-ResKB(A), Aegis-Psi/Status(25)
Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), LdyGrey-%Dam(11)
Level 4: Shining Shield -- ImpSkn-Status(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(37), ImpArm-ResPsi(42), S'fstPrt-ResKB(46)
Level 6: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Thermal Shield -- ImpSkn-Status(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(37), ImpArm-ResPsi(42), S'fstPrt-ResKB(46)
Level 12: Swift -- HO:Micro(A)
Level 14: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Mrcl-Rcvry+(45)
Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), Rec'dRet-Pcptn(31)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(29), ExStrk-Dam%(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36)
Level 22: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(48)
Level 26: Super Jump -- HO:Micro(A), Zephyr-ResKB(45), HO:Micro(48)
Level 28: Super Speed -- HO:Micro(A), Zephyr-ResKB(45), HO:Micro(48)
Level 30: Quantum Shield -- ImpSkn-Status(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(37), ImpArm-ResPsi(42), S'fstPrt-ResKB(46)
Level 32: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Quantum Flight -- EndRdx-I(A)
Level 38: Light Form -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam(39), Empty(39), Empty(40)
Level 41: Conserve Energy -- RechRdx-I(A)
Level 44: Acrobatics -- EndRdx-I(A)
Level 47: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(50)
Level 49: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Cosmic Balance
Level 1: Ninja Run -- Empty(A)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
------------
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 2.25% Max End
- 8% Enhancement(Heal)
- 55% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 10% FlySpeed
- 164.7 HP (15.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -32)
- Knockup (Mag -32)
- MezResist(Confused) 25%
- MezResist(Held) 25%
- MezResist(Immobilize) 30%
- MezResist(Sleep) 33.8%
- MezResist(Stun) 25%
- MezResist(Terrorized) 29.4%
- 20% Perception
- 12% (0.54 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 12% Resistance(Psionic)
- 10% RunSpeed
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I have several .. my current favorite is human-only PB, but I have a mind/elec dom thatI love playing too, also have a ice/nrg blaster but it seems ice/ has dmg issues so a reroll might be needed.
I will be taking all the powers. Don't have room for tactics and stealth, but I'm guessing tatics is more important.
The problem I'm finding is, fitting everything in early enough. If you squeeze in SS,SJ,Acro,Tactics all pre-35 then you're left very limited on attack/support options. Which isn't the worst thing maybe.
But, for example, do you need the full 41pts in KB for SC? If not then I could put Acro back to 44, if I do need it, then something else would have to give and be put back.
I can see the case for tactics being needed for all zones, I was looking at taking that in the 40's but maybe I should move that forward.
But, from what you're saying, all these powers should really be taken by 35. -
Ok, apologies if this is a dumb question, but I'm curious as to what powers are needed for which zone.
I plan to play in all zones, the higher ones mostly, but would like the ability to exemp down for a change of scene, without losing the crucial powers.
I know we need CJ, SJ, Acro, Hasten, SS, Health, Stamina and powers like Tactics are recommended. But by what level/zone should they be taken? For example, is acro and tactics needed for SC? Could you postpone SS or SJ until later or will it cripple you in SC not to have them?
Also, is tactics 100% necessary? Can you get by with just the perception IO? .. could stealth be taken instead?
And what about hurdle/swift? Hurdle obviously gives you better height maneuverability, but doesn't swift help with unsuppressed movement?
Thanks in advance. -
I know this is an old subject.. but..
There I was, happily playing when I get a tell asking if I'm a healer and would I like to join a team. I explain that I'm a defender. They say need a healer. I start to explain that I mitigate/prevent damage, I buff the team.. but at that point I give up.
Fair enough, healers are good and I have nothing against them, but haven't people learnt what defenders do? that mitigation > healing? that over time you could of prevented far more damage coming in than a healer could of healed.
And if you even mention your secondary blasts they call out the men in white coats to come and collect you. They act like you perform some heinous crime if you blast away, even though your blasts are debuffing the enemies and are an important part of what a defender does.
I don't know if it's that players really don't understand what defenders do or whether they just have that blinkered mmo mentality of having to have a healer no matter what.
I am not a healer, I am a defender.