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CJ by itself, or even stacked with Cloaking Device isn't going to give you much, if any defense that's noticeable. It will help a very small amount, but it won't by itself increase survivability by any meaningful percentage. Some things it is good for aside from defense is it's inherent Immob protection, which can be very useful preventing a blaster from being rooted by NPCs (CoT mages, Consigliare's etc) allowing you to get out of LoS before they drop a hold on you. It's also good as a set mule like you said, for stacking defense with set bonuses and for using -KB IOs like the blessing of the zephyr or karma.
You should be able to get around 30% Ranged defense from set bonuses alone, but you'll likely be shortchanging a couple of powers along the way... not necessarily a bad thing, but you need to pay careful attention to make sure that you're not gimping key powers. This can be an option if you don't want to get too many powers outside of your primary and secondary. Grabbing a couple pool powers and skipping some primary/secondary ones in order to supplement the set bonuses is another option, and sometimes you'll come out better for the wear.
for example let's take the scenario where you're going for ranged defense, there are quite a few... probably a majority of sets that offer ranged defense bonuses. we'll use Thunderstrike as the example set, it gives you 1.25% ranged defense with 3 slots and another 2.5% ranged with 6 slots for a total of 3.75% defense to ranged... if you were only 3 slotting you'd get just the 1.25%. Combat jumping gives you 1.75% defense to all and doesn't need any extra slots. So if you were going to take, say, bean bag and slot 3 thunderstrikes in it just for the bonus, you'd be better off skipping bean bag altogether and taking CJ instead, which would give you 2 slots to place elsewhere, possibly for a 6th slot bonus in another power.
Quote:Just to round out the information, my major set bonuses are 5/6ths of a Sting of the Manticore, 5/6ths of a Positron's Blast and a full set of Gaussians. That's about it. I do have Body Armor from the Munitions pool but that's resistance, not defense if I remember correctly. Due to character concept, I'm avoiding Hover.
I made up a quick build in mids so you can see some of the defense bonuses etc in play (figuratively of course). I used all the powers you mentioned. This build has near softcapped range defense sitting at 39.8% and around 36% ranged defense when Cloaking Device is suppressed. If you swapped your EPP to Force Mastery like I suggested and took Temp Invulnerability, your S/L resistance would be at 49% instead of 30% and you'd have PFF to fall back on. I used one purple set in this build, Ragnarok in Full Auto, to get the recharge below 30 seconds without hasten.. you could always frankenslot too, but the set bonuses are nice. I also didn't use any LoTG's, which you said you had a couple... i'm sure you could sell them for a shiny penny on the market
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(23)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 4: Caltrops -- P'ngTtl-Dmg/Slow(A)
Level 6: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(7)
Level 8: Buckshot -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(9), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(13), Posi-Dam%(17)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 12: Boxing -- Mako-Acc/Dmg(A)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Flamethrower -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(19), Posi-Dmg/Rchg(21), Posi-Dmg/EndRdx(27), Posi-Dam%(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21)
Level 22: Cloaking Device -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(25), GftotA-Run+(37), GftotA-Def(43)
Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(39)
Level 26: Ignite -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/Rng(37), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43)
Level 28: Trip Mine -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), Erad-%Dam(34)
Level 30: M30 Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(48), Posi-Dam%(50)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34), Ragnrk-Knock%(34)
Level 35: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(36), GftotA-Run+(36), GftotA-Def(36)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Body Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Surveillance -- UndDef-DefDeb/Rchg(A), UndDef-Rchg(45), Achilles-ResDeb%(46)
Level 47: Sniper Rifle -- Mantic-Acc/ActRdx/Rng(A), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(48), Mantic-Dmg/EndRdx(50)
Level 49: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 23% Defense(Energy)
- 23% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 27.1% Defense(Ranged)
- 5.5% Defense(AoE)
- 5.4% Max End
- 41.3% Enhancement(RechargeTime)
- 5% Enhancement(Immobilize)
- 65% Enhancement(Accuracy)
- 18% FlySpeed
- 22.6 HP (1.87%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 24.5% (0.41 End/sec) Recovery
- 22% (1.11 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 23.8% Resistance(Fire)
- 18.8% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 15% Resistance(Toxic)
- 10% Resistance(Psionic)
- 33% RunSpeed
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first, you need to be level 4 at minimum to use it. once you're *trained* up to level 4, you can open your powers window and add it to the tray. it will show in the far left side of the powers window, you may need to scroll down in the window to see it.
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That's actually a bugged graphical effect with (at least) ATI cards and water effects turned on in the advanced graphics options. It's not a proper reflection by any means... notice how the statue base with the hellions on it is completely inverted? if it were a proper reflection the hellions would be reflecting in the water directly in front of them... not behind and off to the side. i've seen it before and in zones where theres a large amound of water it's extremely annoying seeing the whole zone inverted in the water... and quite dizzying if you turn a lot.
It's definately not ultra-mode reflections... ATI water reflection bugs should be fixed in ultra mode's release, as was demonstrated with ATI's graphics powering the HeroCon demo. -
Quote:I can agree with some of your points, but I think we're also looking at the power from two different angles. You seem to be looking at it solely on its own merits as a standalone power, while I'm looking at it from an entire build standpoint that has other forms of mitigation like +defense (weave, combat jumping, scorpion shield, set bonuses etc) and +Resistance (tough, other patron shields etc.).I dunno, for that 20% I'd still say Painbringer is a fantastic enough buff to make it definitely needed. For a primarily solo build I'd just skip the rez and Share Pain.
I say Soothing Aura is poop because it's easier than writing out the whole song and dance.
Since I do also love a good performance, here it is:
Soothing Aura, fully enhanced, heals for about 80 hp per tick. It ticks every 4 seconds. A Corruptor with no +hp of any kind has 1070 hp at 50. Animation free healing is nice, but its such a paltry amount and ticks so slowly it's really not worth it.
If you get hit for 80 damage it'll heal it right back up again in the next 4 seconds, but 80 damage is nothing. If you get hit for 2-3 ticks worth of Soothing Aura heals, say 150-300, you're much better off using Nullify Pain. Instant, 240ish hp.
The situation in which Soothing Aura would be great is if you were constantly taking 80 points of damage or less every 4 seconds. In which case, awesome. It'll keep you alive for not much endurance, animation time free and looks pretty to boot so girls will want to touch you.
But that's not a realistic scenario. The touching by girls and the 80 dmg or less every 4s. Yes, you can also heal allies with SA. But again, 80 points every 4 seconds. It's even worse when you compare the numbers to other ATs who have more hp.
The way I see it, if an ally needs only a small amount of healing to top them off (so Soothe isn't warranted) either they've taken so little damage that their natural regen can handle it (100 pts or less) or enough that I'd need to stand right next to them and stay right on them for 8-12 seconds to heal them back up with Soothing Aura. It's simply much more efficient to use Nullify Pain.
If you or an ally has taken enough damage that leaving it to natural regen would be unwise, it takes Nullify Pain 2 seconds to do the job Soothing Aura takes 12-16 seconds for. Plus Nullify Pain is on your schedule. You hit it when you want its healing. Soothing Aura would be much more useful as a regen buff, like the MM version. Even better as a click +regen buff.
Soothing Aura is good for:- set bonuses
- looking pretty
- Masterminds
- a static team stacked with pain corrs where everyone has it
Aside from our viewpoint differences, Soothing Aura is also a decent boost to Nullify Pain... as you said NP only heals for 240HP... SA will heal at least another 180HP during the time NP activates and recharges, making for just over 400HP heal in that short time. In any case, I've obviously had a better experience with the power than you have, which is no surprise in a game where personal results can vary so greatly. Lets just say that we agree to disagree on this power and leave it at that...
Quote:Sounds about right, yeah. And at the end of the day I usually go with what suits my concept/seems fun/has pretty animations/I haven't played before over what works better mechanically anyway. I usually try to play every alt differently, some are for concept and some to see what I can squeeze out of them, but all of them are for fun
. I'll generally take most or all of the primary/secondary powers and learn to use them on the way up and then change the builds as I see fit. Dual Builds is also a nice way to do both concept and performance builds. Cheers!
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Quote:No offense taken. It wasn't my intention to offend anyone either.No offense, but I don't think anybody's made that claim; lots have suggested /Storm over /Pain for somebody who predominantly solos, which isn't quite the same thing. /Storm offers its big AoE debuff (Freezing Rain) at level 16 compared to Anguishing Cry at 35, and it also offers a meatier -res debuff, slows, knocks down, recharges in half the time, and works at range. Hurricane and Steamy Mist combine to give pretty reasonable +Def/-To-Hit/Stealth, compared to the minor +res and heal from Soothing Aura/World of Pain, and again are available earlier. /Storm also offers some decent AoE damage in Tornado/Lightning Storm, which helps bump up DP's rather anemic damage output.
In a nutshell, for a soloist /Storm offers superior mitigation, debuffs, and damage output, and it offers them sooner. For somebody who teams 80% of the time, /Pain's really solid collection of ally buffs makes it a much more attractive choice.
Thank you for answering the question and listing some good points for /storm. getting buffs/debuffs earlier is certainly benefcial. When compared flatly against /pain power-for-power it certainly seems to be a better set for solo as you said. I think in some cases it will come down to playstyle and whether someone likes delving into powers not available within a set. /storm doesn't seem to have many skippable powers without weakening it's overall mitigation, which will limit your selection regarding power pool access.
Based on what you listed above for /storm, I'd say it's a better choice for someone who finds themselves soloing and/or taking a majority of the secondary powers in their build. /pain will probably be better for someone who wants a more open build and likes dipping into multiple power pools, or for someone who does more teaming. does that sound about accurate? -
Quote:Painbringer is Instant Healing + Righteous Might + lol end issues + can be perma'd. I wouldn't consider that "optional".Quote:Swap Painbringer and Soothing Aura. Painbringer is a fantastic buff, Soothing Aura is shiny but poop.
having soothing aura is akin to having +regen at a set HP healing amount independant of your max HP. It gives you more "regen" than a numina and regenerative tissue proc combined, and it affects your teammates too... what about that is "poop" exactly? In the particular case of DP and the topic of this thread, having soothing aura active doesn't cause redraw on your pistols, nullify pain does, and you can't choose to not take that power. The OP said he'll be playing 80% solo, and Painbringer with all it's glorious goodness, can't be used on yourself, while not having SA will effectively decrease your dps during battle with dual pistols if you need to use NP, as well as your ability to recover more than 1 ally's HP. YOMV but in my experience SA is far more useful solo. -
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Quote:Probably mostly solo, but with SG teaming in there as well. Figure 80% solo.Quote:
Sounds like I have two votes for Storm so far. I admit I was leaning that way.
Thanks for the feedback so far!
First off, I admit I don't have much experience with /storm other than a level 18 defender and playing with others using it. I've looked it over in mids a few times, but not to any great extent. I do have a 50 DP/Storm on test due to the recent level bumps, but haven't gotten around to playing with it. With /storm it looks like you'll need most of the secondary powers in order to be effective with both Solo and teaming in mind. I know it's a very powerful set, but i've seen it cause havoc on teams as well. Since I have little experience with it, I'll try not to degrade it's playability based on that observation. As with any powerset, there will be those who swear by it and others who don't... At this point I can do neither. I do have quite a bit of experience with /pain domination, and I've found it to be a very solid secondary for soloing as well as teaming on corruptors. I have 2 level 50 DP/Pain corruptors on test that I've played a significant amount for the past 3 weeks both solo and teamed. On live I have a lvl 20 Sonic/Pain, lvl 26 Dark/Pain and a lvl 30 Fire/Pain and a few others.
Just to be clear before I go any further, I have a lot of alts and I like testing how primaries/secondaries work together for myself rather than taking others' opinions as gospel... I'm not in the "h34lz r ub3r" crowd, in case you were wondering.
One nice thing about /Pain is that you can have a very loose build with a lot of choices. It leaves your options wide open for personal survivability and can also make you desireable on teams. I'm not talking about being "duh ubah h34lz0r", but actually bringing a good mix of buffs, debuffs and healing both to the team, and yourself. You don't need every power in /pain to be effective on a team or solo. /pain can skip at least 4 powers and DP can skip at least 1 if not 2 (Empty clips or Sup. Fire) which leaves room for a travel power and pre-req, along with soem of the more desireable pool powers like stamina, tough, weave, Maneuvers, Assault, combat jumping/hover/hasten/tp friend (whatever wasn't your travel pre-req, I usually take hasten/SS for travel) a patron shield and another power like soul drain, power sink, hibernate, focused accuracy, conserve power, power boost or acrobatics if you took super jump as a travel.
Powers you'll want to take as /pain are:
Nullify Pain (no choice here) -Standard pbaoe heal a-la radient aura, warmth etc.
Soothing Aura (toggle: pbaoe team minor heal) -like a personal regen aura for the team. this power can heal about 90HP (slotted) every few seconds, which alone is able to negate incoming damage from even con minions. it has a 15' radius. since it's a toggle, you can slot the numina, miracle or regenerative tissure procs in it to keep them active at all times in case you want to skip health (or in addition to it)
World of Pain (pbaoe team +res all damage/placate, +tohit, +dmg) -gives you and your team approx 17% resistance to all damage (slotted), 10% tohit, 16% damage buff and resistance to placate, all for 90 seconds. It can be made perma, but doesn't stack from the same caster, fyi.
Anguishing Cry (pbaoe foe -res, -def (all)) - a 25' radius pbaoe debuff -30% defense (unslotted), -22.5% resistance debuff and can be slotted with the achilles heel proc. the power lasts for 30 seconds and can be made perma.
optional: take at least one ST ally buff, I recommend one of the following:
Share Pain (ally heal, self +dmg, -heal, -regen) -Share pain provides you with a nice damage buff for healing your teammate, but it kills your ability to heal by any means for 15 seconds and can get you killed if you don't use it wisely
Conduit of Pain (ally rez, self +dmg, +tohit, +recovery, +rech) -Conduit of pain boosts your damage, tohit, recovery and recharge by a good amount when you rez an ally, I personally find that I've rarely needed this power myself, so it can be situational depending on your play... of course, you can choose to *make* situations where you can use it for the buff. but since you're mostly solo, this power will probably be highly skippable.
Painbringer (ally +recovery, +regen, +dmg) -Painbringer is a huge ally buff that gives +800% recovery, +500% regen and a +50% damage buff, though of the 3 here, it's the only one that doesn't buff you as a secondary effect. You can however use it on mission NPC allies as well as patron pets etc. to boost their survivability and performance. This power can also be made perma.
One of my DP/Pain alts on test, built similar to the above framework is a very resilient alt and solo's mobs quite easily at +0/x4 difficulty. When I'm done slotting my IO's She'll have approx. 40% S/L/E defense, 30% ranged defense, 35% S/L resist, 30% toxic resist and 20% resist to all other dmg types while pulsing 90HP heals every few seconds and will have a backup heal aura in those cases where all the other mitigation just isn't enough (if I ever run into that situation).
With the -res in piercing shot and anguishing cry, mobs fall pretty easily for me. aside from having moderate healing abilities, I can make myself, and my teams do more damage through both +dmg buffs and -res debuffs, raise their resistances, and make them hit easier and more often with the -def from DP and anguishing cry (plus world of pain's +tohit buff). Along with all the other buffs/debuffs, Painbringer turns any ally player or NPC into a virtual death machine that's hard as **** to kill... Futhermore, Taking focused accuracy means all my debuffs are going to hit (at least 95% of the time with DP's higher base accuracy+slotting) and it gives me perception and tohit debuff resistance which further enforces my personal ability to hit no matter what. Getting a psuedo build up from the Gaussian proc to boost overall DPS doesn't hurt, and slotting Suppressive fire with the Decimation: chance for build up proc further helps with an occasional boost. I normally follow up Sup. fire with executioner's shot to make sure that short boost doesn't go unused if it procs.
Not that I want to get on the bad side of the /storm advocates, but what exactly can you do with /storm that will make it better than /pain for both solo and team play? I'll be trying /storm further than level 18 at some point, I just don't currently see how it compare's to /pain and why it's been recommended so much more. Are the recommendations strictly from an SO-slotted standpoint? for that I'd probably agree that /storm might be better (and I admit also that I've never tried to do a full IO set build in mids for /storm, so I'm really not sure how it would compare IO'd). given that it seems to have a higher AoE potential could also be a factor. Any further elaboration on why storm is a better choice would be appreciated. -
Just FYI... announcements section says I17 closed beta starts Tuesday march 2nd... here's the link to the announcement
http://boards.cityofheroes.com/showt...86#post2654686 -
Quote:Uhh... yea, it's not uhm.... toxic... or anything.... perfectly harmlessI see your pistols fire a thin beam of green knock-out gas to allow you to bring in the criminals without injuring them.
Quote:Holy crap, excellent likeness! Well done!
Dual Pistols and Radiation Emission go together so well, don't they?
I dunno why, but I just can't think of any other powerset to pair with DP than Rad...
I referenced the photo's on the official site alot while making him, Thanks! -
one more for now... Toxication, a Rad/DP Defender.
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Here's another of my test characters. Not a particularly thrilling costume, but I really like these two screenshots. She's a DP/Rad Corruptor.
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Finally got a few more DP screens. This is Disorder, a DP/Energy blaster and tribute to GR's signature gun-toting bad guy, Maelstrom:
Just to prove that he's really a rogue hero... he busted into a Carnie playhouse to save a hostage...
and after he took out the Carnies and rescued the hostage, he took out the hostage...
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Quote:Here's my last DP toon in my sig. The other two are posted a few pages back if interested.
DP/Dark Corruptor. Finally settled on a build I like in Mids too. Double holds will be great. I haven't decided on a name yet (Ardent Black on test, but I already have a toon named that on live). I figure she's going to be some sort of vampire or vampire hunter.
Dispari, your alt looks nearly identical to one I have on live with some minor differences... love that look
I'll post some of my other alts when I upload the photo's, for now here's my DP/Kin on test, just a generic costume with some color changes and minor details added:
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Quote:ZOMGZOMGZOMGZOMGZOMGZOMGZOMGDUALPISTOLSZOMGZOMGZOM GZOMGZOMGZOMGUltra Mode, Issue 17: Dark Mirror and Going Rogue!
A while ago, we announced Ultra Mode, a brand spanking new addition to the City of Heroes® universe that will bring Paragon City and the Rogue Isles to an even fresher and visually more pleasing level!
Ultra Mode will allow you (as long as your computer can handle it) to experience City of Heroes® in a completely different light...literally! You will rediscover places and landmarks in Paragon City and the Rogue Isles as if you'd never seen them before, and best of all, it will be in Issue 17: Dark Mirror, our next free expansion! And it is worth mentioning that once Going Rogue has released, you will experience even greater graphics since Praetoria was developed from the ground up with Ultra Mode in mind!
No more waiting in anticipation of this amazing new feature, for its availability is right around the corner! And to make it even more worth your while, here are some additional features you can expect to see in Issue 17: Dark Mirror
- New badges, new missions and new player emotes
- Epic Archetypes now available at level 20
- Improvements and additions to Mission Architect
- Enhancements to UI and game systems
- And more
Remember Going Rogue? That's right, how could you forget? Well, you have the opportunity to get access to the Dual Pistols and Demon Summoning power sets in March and April, if you pre purchase City of Heroes Going Rogue (MSRP $29.99 USD)! You will also be able to get your hands on an exclusive item pack if you get the City of Heroes Going Rogue: Complete Collection (MSRP $39.99 USD), that will be available when Going Rogue releases in July! What's in that item pack, you ask? Well, a few nifty things like:
- Alpha- and Omega-themed auras
- Alpha and Omega themed costumed sets
- Four stance emotes
- The Shadowy Presence invisibility power
I'm so excited.... SQUEEEEEEEE EEE EEEEE EE *head explodes*
Ok now that I got that out of my system, I'm sooo dissapointed because I have to go out of town tonight until thursday and I don't want to miss anything -
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I don't know if it's sleek enough for you, but maybe something like this:
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Generally, I like all levels of the game with the exception of a few small level ranges where I need to update my enhancements... which is around levels 10-12, 20-22 and 30-33. I don't use TO's, DO's or SO's anymore unless I'm testing a respec on test server
last night I actually spent about 2 hours at level 1 (level locked) on a dark/dark defender running through atlas doing missions, grabbing badges and killing level 4-5's outdoors just to do something different
... I earned something like 12k prestige for my SG and, by killing level 4 & 5's I got some salvage drops too. Currently my little level 1 'fender has about 120k inf, 40 badges, 10 reward merits and 0 XP, lol.
I have a lot of alts, well over 100 between my 2 accounts... the majority of which are below 30, and a good number below 20. I suspect I'll be making at least 4-6 more alts once Rogue is released.
In relation to "double boxing" ... I "box" both my accounts on the same machine since I find it easier than using seperate machines. plus I don't have the desk space for 2 keyboards/mice/etc. if you're playing 2 alts by yourself and aren't teamed with another actual person, technically you are soloing... but like Esoteric_Monk said, it's not soloing in the classic sense. still, saying you "solo'd" something without referencing that you were Boxing is misleading, it's not a lie... but it's not the whole truth either. I personally think it's in bad taste just to say "i did it solo" rather than "i did it solo boxing x alts" or "i did it boxing x alts", but that's just me.
I like levelling and getting new powers as much as the next guy, but it's not the end-all be-all of the game for me. I don't think I could get from 1-20 in 3 hours solo, even solo-boxing, Unless some exploit was used. Maybe I just aint got skillz like that... but I also couldn't care less -
Whether AS is needed or not really comes down to individual playstyle. To me, it's the equivalent of a blaster's snipe and isn't absolute necessity. Hide is necessary on a stalker in order to make their inherent work, and you have no choice but to take it... you don't *have* to take AS, and it doesn't make much sense to take it in your case since you'll basically be "scrapping" and using it to farm.
I have an Elm/Ela stalker at 44 currently and never took Assassin's Shock (I don't have placate either), I have to say that for this particular toon, I've never missed AS at all. BU+LR+TS= DEAD spawns, "problem" enemies, like sappers etc. aren't a problem and "tough" bosses aren't that tough when they're the only thing left for the team to kill. While there are occasionally some minion stragglers missed by the AoE's, they can be taken care of fairly easy... Elm's ST isn't THAT bad, but it could use a little love from the devs. I do plan on making a 2nd build with AS at some point, for the simple fact that I think it's the best AS animation in the game and I love watching it.
I dual boxed with this character and my Earth/Psi Dom til around level 33-34 so I can't specifically comment on solo play prior to those levels since I always had "support", in a sense. I can say during that time, i rarely had any trouble from bosses or larger spawns. I always ran missions set to +0/x3 minimum, with bosses/no AV's after level 16.
My Dom is now 50 and I've solo'd the stalker for approximately 8 of the 10 levels I've gained since I stopped boxing with the Dom. I was able to solo Ghost Widow (EB) in the patron arc without any issues as well as various others (Johnny Sonata comes to mind). I've never had anyone tell me it's weak in-game, but I've read it frequently on the boards and it's one of the reasons I originally made this alt, that and I grew especially fond of Electric powersets through my 3xElec Blapper -
Quote:items listed in wentworths and the black market as "costume pieces" are actually the recipe's to make the costume pieces, not the actual crafted pieces themselves. you will still need to aquire the salvage/inf and craft them in order to have the costume piece available for your character.Hmmm, so when I did view the inventory at Wentworth's, it did show some being sold as I believe as recipes. One Wing Boot Costume Piece was selling for 100K of influence. I guess the thing I need to try and figure out is "how" to get my costume piece into that recipe area. Normally in the past, I would just craft it then drop it in the Wentworth's tray, but if it's a recipe, how is that done as there is nothing to drop?
Recipes can be added to WW/BM for sale the exact same way as enhancements, just drag them from the recipe window into a sale slot.
once again, as stated in posts above... you cannot sell costume pieces or temporary powers that have already been crafted on the market -
I run a 3xElec Melee Blaster with approx. 20HP/s (290%) regen at capped HP, 20% S/L defense, 30% Melee defense, 40% S/L Resistance and 30% Energy Resistance. He also has Surge of Power "just in case" things get bad. He's an absolute blast to play (no pun intended
) and I haven't had much trouble taking on anything solo, much less with team support. I keep Lightning Field (PBAoE) active all the time and spam Ball Lightning (TAoE)like it's going out of style and I still rarely find myself in a predicament I can't manage. Of course... My build also has 3 Mag-3 Holds, which is pretty much unheard of in blaster builds, and definately adds to his survivability since I can hold bosses and tough opponents with ease.
I think getting some defense on blasters is important, they can be uber squishy. but since they have no defense debuff resistance I think it's also important to have something keeping you alive in the event your defense falters. I used defense in my blapper build mostly as a survival buffer and don't rely on it solely. My other mitigations work in tandem with the defense and their efficiency is improved IMO.
Your best bet is really to experiment and see what works best for you. Only you know how you play and what you like in the end. I spent a good amount of time copying my blaster to the test server and respeccing into different builds before I found what I really liked and what suited my playstyle, YRMV.
There are a lot of experienced and knowledgeable people here on the forums that can give you good advice, take it... try it.... and come up with something you enjoy playing -
I currently have all the available addon packs. Self Destruct was gobs of fun when i first got it, however the fun wore off and while i still keep it in the tray on all my characters, i've only used it by mistake (or for show) in the past year or so. Some of the Cyborg costume pieces are cool too, but again, I rarely use them aside from a few *select* pieces. YMMV but I'd put Cyborg at the bottom of the list.
The Wedding pack has some excellent costume pieces, and unfortunate to some, no temp power. I probably use at least one piece from this pack in about 90% of my current female toons. Again, YMMV but this one takes #3 for me.
The Mac pack and Mission Transporter temp power I bought specifically for the temp power. I actually bought the "Mac Edition" to get the free month of play with it, which IMO is the best way to get this pack... you get a month paid time ($15) and all the costume pieces + temp for $5. I put this one at #2 and I strongly suggest getting the Mac "Edition" rather than the Mac "pack". That, and the powers that come with GvE are just invaluable (IMO) more so than this one.
Good Vs Evil is the pack to get if you don't have it. The temp powers alone put this pack at the top of the list. I still use the Pocket D transporter and the Jump Pack ALL the time. It also has some really nice costume pieces with it, and you'll get the month of game time too.
I rearranged your list to show the order I would take these packs. Your playstyle etc may be different from mine though, so I'd still consider it carefully and really just get the one that you feel you want most. Look over the features at the PlayNC website and see what each has to offer, they list the features pretty well.
1) Good vs Evil - Mission D teleport + Jump Pack + Costume sets
2) Mac Pack - Valkyrie set + Mission teleporter.
3) Wedding - Surprisingly useful costume sets.
4) Cyborg - Robot-y goodness and self-destruct.
Hope you get something you like! Have Fun! -
Quote:'Don't worry! You're just like forum posters. Sure, they say hurtful things about not hating books and the radio. They're just confused. They need to spend more time with a good friend. A friend who knows them better than they do. A friend like the television. Don't you agree, forum posters? You should watch more television. And play red side.'
Best... Dev... Ever...
Long Live Television! -
Thanks for the info, I wasn't aware that banners were added into that (and actually, completely forgot apocalypse can be triggered with halloween salvage
)
Thanks again!