NecroOmNomNomicon

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  1. In the purest most logical sense, yeah Sonic Blast would create wind as a byproduct, and amazingly the devs didn't see fit to make an attack named "Sonic Boom". I would still like an Air Blast though, or even failing that how about an actual storm blast that clumps some of this together. Wind and Water attacks in the game set that would mesh better with Storm Summoning and existing powers like Waterspout.
  2. Quote:
    Originally Posted by Arcanaville View Post
    If its a question of picking the best alternative, unresistable scale 4 damage has my vote.
    AoE 16 target max plz, 5 second recharge plz...
  3. Yeah it's just that, although I love reading knockback love/hate threads just as much as I loved reading Dominator love/hate threads in I6, I know that most people who are bothered by knockback are ironically strong advocates of knockdown. Knockdown is the better alternative in soooo so many situations, and the reason why people love powers like Ice Slick and Earthquake, but puke blood when someone tosses a Bonfire first thing into the center of a group. It really makes me wish for some kind of enemy debuff like a controller's cages that adds all that -10000% resistance to knockback, but without the PROTECTION to knockback, which would turn everything into knockdown.

    That's why I wanted to see which people would play (or just not hate as much) Energy Blast if it was only Knockdown. The swap ammo idea was great, except it would probably take the spot that Aim occupies if they treat it the same as Dual Pistols; Actually I guess I'm not sure at all how the Devs would decide to implement that but it'll probably never happen anyways.
  4. Quote:
    Originally Posted by New Dawn View Post
    To watch someone run in and Nuke KbAoE a spawn first thing only to have spread mobs hardly dented, outside of cone range, outside of small aoes like debuffs, anchors knocked over the edge of some balcony..

    You'd think that the blaster, after seeing this effect would then allow the team to do what they did as it was more efficient, whilst minimising inefficiency and use the nuke as finisher...

    As a Tanker one can herd and pull down a wall length where possible before the blaster gets to the front, mobs spread along a wall can be kbed to the wall.

    But when said Nuking Blaster is up a Tankers butt, like it was the safest place to be, ready with that nuke it just better to run in without the aura on.

    As someone with several energy blasts and four stormies, there is good kb and there is "who let the four year old at the keyboard?" kb.
    Aye there be a lot of 4 year olds in this game. The ones who regardless of what the argument is about, feel that only their side can possibly be right. What if all the Knockback in Energy Blast was converted to Knockdown? What percentage of players would be happy, and what percentage would be pissed?
  5. Well, I would focus on Defense bonuses if you can, with Recharge bonuses as a secondary but still important goal. With the gifts of the Regeneration powerset, you shouldn't need very much Recovery, and +Health Bonuses are mostly wasted since Dull Pain and Accolades will usually overmax your Health.
    If you are waiting to use Dull Pain as a reactionary heal, then your total Health is still a concern, but once you pop it almost any build will be over the Health cap.

    I threw together a build with two rules: no purples and no PvP IO's. It's still semi expensive because the Obliteration sets and Lotg 7.5%s do cost a lot, but everything else is pretty cheapo. I went Spiritual Core Paragon for the Alpha, because it's great on any Regeneration toons and the recharge will benefit basically any build. With good recharge on a Spine toon, you can purely use Spine Burst and Throw Spines pretty much back to back, adding in Ripper if you want.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spines on da Cheap: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment

    Hero Profile:
    Level 1: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 1: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Numna-Regen/Rcvry+(17), Numna-Heal(50), Numna-Heal/EndRdx(50)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39)
    Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
    Level 24: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(42)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Instant Healing -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(15)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  6. NecroOmNomNomicon

    Staff Mastery?

    Quote:
    Originally Posted by GuyPerfect View Post
    Staff Mastery happens to be the name of a power in the set (akin to Swap Ammo), so technically Staff Mastery will in fact be released.
    This guy is lol.
  7. Quote:
    Originally Posted by GuyPerfect View Post
    To those poor souls who stumbled into this thread:

    Def = Defense, mechanic
    Regen = Regeneration, Power Set, not to be confused with the mechanic
    MA = Martial Arts
    KM = Kinetic Melee
    ELM, Elec = Electric Melee
    ST = Single Target
    AoE = Area of Effect, aka multiple-target attacks
    PBAoE = "Player based" or "point blank" AoE--the area emits from the attacker
    BS = Broad Sword
    DM = Dark Melee
    SJ = Street Justice
    WP = Willpower
    Amazingly every reply above this one had no problem understanding. You should give people more credit instead of assuming they can't draw basic conclusions.
  8. Unfortunately, Stalkers don't have Dragon's Tail, and Brutes don't have MA period. But I guess we have a choice for Scrappers.
  9. If there's a thread like this somewhere, I can't find it. I hear a lot about good old Katana Def stacking for a Regen, but honestly I really don't like weapon Redraw, and picking Regen maximizes your Redraw, which just kills it for me. Like I had a Regen boner, then I had to Redraw my stupid weapon, and now it's gone.

    What I came up with is that, like EVERYTHING ELSE, Regen wants you to have a primary with good mitigation. Unfortunately many of the sets with great knockdown powers like Focus, and Crowd Control, are weapon-based sets and therefore excluded from this argument. Stone Melee has good mitigation for sure, but that is only a choice on a Regen Brute. I still need to find what's best for a Scrapper or Stalker, and the best I came up with is Street Justice. It has plenty of knockdowns as well as some stuns, and Stalkers don't lose access to Spinning Strike which is the AoE knockdown, and none of the animations are dangerously long as to get you killed. What do you guys think?
  10. NecroOmNomNomicon

    Best DPS

    It's a shame about that debuff situation, because I really like Martial Arts. But it can't take any achiles procs and only one PbAoE so only one pvp -res proc... sadface.
  11. There are so many ways to farm, but Claws is definitely a great set to do so. If you are willing to invest heavily into your build you can have some success with Dark Melee, because Soul Drain lets you keep a nasty dmg buff active permanently (30 sec duration / 120 sec recharge) without crashing like Rage, or interupting your AoEs constantly like Follow Up. CLAWS AND SS AREN'T BAD SETS, but Dark Melee is attractive for another good dmg buff option without those obvious drawbacks, and another endurance siphon power on the same recharge as consume. That means you should never run out of endurance, which is good because you'll be locked into certain Epics like Mu to take all the AoEs you'll need, since Dark Melee only gives you one in Shadow Maul. DM / FA / Mu works, it just requires a lot of recharge. Claws is a lot easier to build though.
  12. I Second going Cardiac on an Invuln. No Reason to use a Defense boosting Alpha, because where Invuln really suffers is on its poor resists to everything but S/L. Invuln is this great set where you're so awesome when you are in a pack, being a boss, and then you go and try to pull an Energy Blast AV or a bunch of enemies with ranged off-type attacks, and suddenly your mighty capped S/L resist means nothing compared to your piddly 30%ish resists to the current attacks, hitting you easily since you aren't in Invinc range. This situation happens more often than you would think, and it mandates two things. First, Cardiac lets you slot your build for much more def bonuses by fixing your end problems on its own, with the added benifit of some extra Resists to cushion those blows. Second, either Barrier or Rebirth Destiny powers will give you some survival when you need it in those situations where you are outside Invinc range, like when pulling AVs. Invuln does have some probs, but you can mitigate them.
  13. VEATs can use Mind Link + their inherent Maneuvers + Leadership Maneuvers

    It's a good thing they CAN'T power boost like Defenders can, or else they'd have 120% Def to all instead of just the 70% they already have.
  14. Quote:
    Originally Posted by Stone Daemon View Post
    This speaks volumes as to the quality of kheldian players you've teamed with. And to your experience with the AT.
    He means you played with crappy Kheld players, instead of the beastmode perma light form Gods people build on freedom.
  15. NecroOmNomNomicon

    Storm/Fire

    Clarion is really helpful on a Storm, to keep you from being mez'd and prevent toggle drops, which can be 100% fatal. Hurricane keeps you alive, it drops, you die. But at the same time, Rebirth is almost a necessity on Defenders without self heals, so I'm not sure what I'd do. If you go Clarion then make sure you have Aid Self slotted up because not having any self heal at all is teh sux.
  16. Quote:
    Originally Posted by Another_Fan View Post
    Ring of fire is there because its ranged and has better DPA than most of the blaster attacks that you can get. I know people that take /fire for just ring and build up.
    I pretty much have my Fire-Fire Blaster a lot like this now, since Fire Blast's retarded 1.67 animation really kills it, I need RoF to have any hope of a decent ranged attack chain, Fire Blast being a last resort if you have any better options like RoF and Fire Sword.
  17. I saw your topic and I figured I'd post the build I use on mine, no changes made from what I actually use. Cardiac Core Paragon is definitely your number one goal when you start incarnating though, then mix in either Rebirth Destiny so you can get a good self + ally heal, rounding out the build. Nothing else specific really matters for incarnating, but to keep with my themes I went Void Radial Judgement for the -dmg debuff, and Reactive Interface for the -Res debuff. I personally have a lot of fun on my Sonic/Sonic.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Force-Multiplier: Level 50 Magic Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/EndRdx(7)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/EndRdx(11)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
    Level 6: Sonic Barrier -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-ResDam(17)
    Level 8: Sonic Haven -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(19), TtmC'tng-ResDam(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 12: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResDam(25), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(27)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(27)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Super Jump -- ULeap-Jump(A)
    Level 20: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Acc/Dmg/EndRdx(31)
    Level 22: Disruption Field -- EndRdx-I(A), EndRdx-I(33)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34)
    Level 26: Clarity -- RechRdx-I(A)
    Level 28: Assault -- EndRdx-I(A), EndRdx-I(34)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(37)
    Level 32: Liquefy -- RechRdx-I(A), UndDef-DefDeb/Rchg(37), DampS-ToHitDeb/Rchg(37)
    Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
    Level 38: Vengeance -- LkGmblr-Rchg+(A)
    Level 41: Dominate -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46), CoPers-Conf%(46)
    Level 47: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50)
    Level 49: Amplify -- RechRdx-I(A)
    Level 50: Cardiac Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40), Numna-Heal(42)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48), P'Shift-End%(48)
    Level 1: Vigilance
    Level 4: Ninja Run



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  18. Quote:
    Originally Posted by Comicsluvr View Post
    As with all things, it depends on the circumstances. Yes, the Explosive Blast right in the middle of the spawn you have targeted with your various AoE powers can ruin a well-laid plan. It may not be that the Blaster doesn't care, they simply may not know any better.
    Ignorance is only an excuse once. Soon enough anyone with a lick of skill and intelligence will try to get the Energy Blaster to stop that, although they may not be entirely polite about it, that's what happens when knockback aggravates some people. Either way there ARE idiots who ignore the sentiment of the team after being informed about their knockback, and keep it up anyways. I don't like those people.
  19. *Copied segment from one of my posts in a diff thread*


    If you were going specifically for mitigation through Knock Downs I would definitely suggest War Mace, even over Battle Axe which is SUPPOSED to be The Definitive KD Set. The thing about Battle Axe is that most of its attacks simply have a moderate to high chance of causing KD, that being the gimmick of the set. War Mace supposedly does better dps due to Clobber (which is a pretty amazing attack) but Battle Axe has slightly superior DPA on the majority of its attacks. Still War Mace has 2 powers with KD and one with KU but their chances are all higher than Battle Axe's similar powers. I heard all this from one of my friends when I was defending Battle Axe to him, and it turns out he was right and War Mace is better in certain respects, especially getting some GARUNTEED KD when you need it. If you are decently lucky, you can still find Battle Axe to cause good KD but the inverse is that if you are unlucky, you can find no KDs when you really need them.


    Here are some numbers directly from the game comparing similar attacks. (scaled to lv50)


    Battle Axe: Swoop
    DPA: 51.96
    Cast Time: 1.83s
    Recharge Time: 12.00s
    70% chance for KU

    War Mace: Jawbreaker
    DPA: 44.67
    Cast Time: 1.83s
    Recharge Time: 10.00s
    75% chance for KU

    Jawbreaker does actually do a bit less damage, and has a (barely) higher chance to KU and a faster recharge, all in all between these two I would admit Swoop is better. Axe wins this one.


    Battle Axe: Cleave
    DPA: 49.40
    Cast Time: 2.33s
    Recharge Time: 15.00s
    80% chance for KD
    Cone: 10ft 20degrees up to 10 targets

    War Mace: Shatter
    DPA: 40.81
    Cast Time: 2.33s
    Recharge Time: 12.00s
    100% chance for KD
    Cone: 8ft 45degrees up to 5 targets

    So here's a similar situation. Again Cleave deals the better damage, but somehow Shatter gets the better KD and recharge again. The cones are different, but Cleave can hit more targets and is a little narrower, and Shatter gets the 100% KD and wider cone. I would call these two powers evenly matched, because of the situational importance of having a wider cone.


    Battle Axe: Pendulum
    DPA: 39.62
    Cast Time: 2.00s
    Recharge Time: 15.00s
    50% chance for KD
    Cone: 7ft 180degree up to 5 targets

    War Mace: Crowd Control (my friend calls this "THE BEST MELEE ATTACK IN THE GAME!!!1!!1)
    DPA: 33.57
    Cast Time: 2.00s
    Recharge Time: 12.00s
    100% chance for KD
    Cone: 8ft 180degree up to 10 targets

    You may notice a pattern here, that again Pendulum has better DPA but Crowd Control gets the 100% KD and faster recharge. However this time it is the War Mace attack that gets the 10 target cap and poor Battle Axe only gets 5 targets. I find that this fact counters out the previous powers where Battle Axe got the higher target cap, becase hitting 10 people with that narrow cone is HARD, and hitting 10 people with Crowd Control is easy peasy. Also the discrepancy in the KD is huge here, with Pendulum only having a 50% chance and Crowd Control having 100%. Crowd Control is indeed a mighty attack, Mace wins this one.


    Battle Axe: Whirling Axe
    DPA: 15.62
    Cast Time: 2.67s
    Recharge Time: 14.00s
    50% chance for KD

    War Mace: Whirling Mace
    DPA: 17.50
    Cast Time: 2.67s
    Recharge Time: 14.00s
    30% chance for 2mag Stun for 5.96s

    In this last case, Axe has an AoE which can KD while Mace's cannot KD. This is also the one situation where Mace's AoE does better damage than Axe's. I think that Mace has enough KD that it doesn't NEED the KD here, but the minor Stun effect will rarely help vs tough enemies. Mace wins this one.



    In summary, if you want to keep any melee toon alive by keeping your foe off his feet, War Mace is the way to do it. Two Cones with 100% Knockdown and 12 second recharges, a high recharge build can use these two powers with proper timing to keep an enemy (or small group of enemies) floored constantly. If you don't have quite enough recharge to do his, adding Jawbreaker in with its 75% chance still means you can keep a single enemy floored most of the time with only moderate recharge. Battle Axe cannot say the same thing, since there is always the chance that your attack chain will have bad luck and not KD right when you really wish it would, although you will do slighty better damage on most attacks with Axe. Mace is also completely capable of mitigation through Stuns as well, which Axe doesn't do at all, furthering the argument that Mace is the ideal mitigation set. Finally, Clobber has ridiculous DPA, and although I don't necessarily agree that this one attack negates the fact that most of the other Mace attacks do less damage than the Axe ones, it is certainly worth noting that Clobber will keep Mace pretty freaking good when it comes to DPS. In the end you can stick with Axe if you want to though.
  20. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    Im probably going to come off like a real prik but I am just going to try and be honest.

    Being from virtue I am all to used to the concept vs functionality arguments. And in my defense when I run TFs which is everyday when I play, I am not picky about any ATs....except the kheldians. Warshades I tend to be more open about because with little effort or costs they can spec to be tp stealthers at very low lvls. Be assured if your a shade on virtue and asked to join a tf it is expected you can fully stealth by lvl 14. If you cant your a piker shade.

    The reason/problem is simple a good blaster can out dps and out tank either form at the same time. A good tank can to. And if a scrapper recruits you its only because of your utility potential.

    and then there is the whole human form thing. A well made human form is power beyond the ken of mortal men. You meet alot who try to recreate the function and form of the icon that is the man of steel. Most use tanks or brutes, occasionally scrappers but imo all fail to live up to his standard.

    Now a peace bringer in human form with the right pools, and IO sets with a team to further buff him. Now that is superman in this game.

    Just food for thought when considering a kheldian. If your going to be in a team do you want to be subpar dmg and subpar tank at your whim, or a Power beyong all others.

    Favoritism with bad spelling and no numbers to back anything up, YES PLEASE!
  21. The sets are close enough I think that picking one or the other won't really affect your playstyle or build much, but if we reaaaalllllyyy want to compare these sets in reference to the OP, let's talk about set bonuses. Stone Melee gives additional purple options in an inherent hold and ranged attack, although you wouldn't in practice put a purple hold set in Seismic Smash, and lots of epic power pools contain holds and ranged attacks. A more practical analysis would be to look at the obvious S/L Def bonuses possible from the sets, since most people building a /WP Brute will be looking for S/L Def.

    Stone Melee offers:
    4 kinetic combats
    1 obliteration
    1 ranged attack (I count this because the hp/regen bonuses from Apocs or Devastations are still highly useful on a WP)

    War Mace offers:
    4 kinetic combats (realistically 3)
    3 obliterations
    Unfortunately, it's unlikely people would actually need both Bash and Pulverize which kindof ruins this point, but the option always exists to set bonus mule it. A silly option since you can hit 5 kin combats anyway by using Brawl and Boxing in addition to your 3 from your primary.

    In either case it is perfectly feasible to have 5 Kinetic Combat sets just by mule-ing useless powers like Brawl and Boxing, but War Mace offers more Obliteration sets. Again, we have certainly pointed out that both these sets rule for Mitigation and are both great sets, but which do you find easier to build well in MIDs?
  22. I actually run an "Anti-Human" build and a second "Human form only" build on my PB, partially because I like pushing the forms as far as I can, and partially because I like comparing them directly in response to changes like the Light Form buff. I like to analyze my PB's effectiveness even when I play in a gameworld where everyone dismisses my usefulness just for logging onto this AT.

    I prefer playing the shapeshift build mostly because it fills me with pride to push what many people would agree is the weakest possible AT (A non Human Peacebringer) to its limits and still accomplish things. I'm particularly proud of the slotting in my Nova Form, which is my preferred playstyle in the build whereas Dwarf is "ugh the team is dying and I have to tank for them now, time to sack some dps." I don't hate Dwarf, but I hate playing in when I could be in Nova raining dmg proc induced death. It's all done being incarnated, T4s and all that jazz, and I can definitely solo door on the BAF in Nova, then switch to Dwarf and tank the AV's, so it can't be THAT bad... Damage procs and choice of lore pets will obviously effect your ability to solo a door, but I went Polar Lights Core and their AoEs are fairly good.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lumina Magmus: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment

    Hero Profile:
    Level 1: Gleaming Bolt -- Empty(A)
    Level 1: Incandescence -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(3)
    Level 2: Shining Shield -- Aegis-Psi/Status(A)
    Level 4: Essence Boost -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(15)
    Level 6: Bright Nova -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Thermal Shield -- ImpSkn-Status(A)
    Level 12: Inner Light -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Quantum Shield -- ImpSkn-Status(A)
    Level 16: Super Speed -- Zephyr-ResKB(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: White Dwarf -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(25)
    Level 22: Reform Essence -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25)
    Level 24: Quantum Acceleration -- Flight-I(A)
    Level 26: Conserve Energy -- RechRdx-I(A)
    Level 28: Super Jump -- Zephyr-ResKB(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- ImpSkn-Status(A)
    Level 35: Restore Essence -- RechRdx-I(A)
    Level 38: Light Form -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39), RechRdx-I(39)
    Level 41: Weave -- LkGmblr-Rchg+(A)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    Level 0: Task Force Commander
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Mrcl-Heal(19), Numna-Regen/Rcvry+(27), Numna-Heal(27), Numna-Heal/EndRdx(29)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(3), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Cosmic Balance
    Level 1: Energy Flight -- Flight-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 10: Combat Flight -- Winter-ResSlow(A)
    ------------
    Level 6: Bright Nova Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(33), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(34), Apoc-Dam%(34), LdyGrey-%Dam(34)
    Level 6: Bright Nova Bolt -- HO:Nucle(A), HO:Nucle(29), HO:Nucle(31), Achilles-ResDeb%(31), ShldBrk-%Dam(31), LdyGrey-%Dam(33)
    Level 6: Bright Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), LdyGrey-%Dam(42)
    Level 6: Bright Nova Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), LdyGrey-%Dam(37)
    Level 20: White Dwarf Antagonize -- Taunt-I(A)
    Level 20: White Dwarf Flare -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 20: White Dwarf Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 20: White Dwarf Step -- EndRdx-I(A)
    Level 20: White Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
    Level 20: White Dwarf Sublimation -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
    ------------
    Set Bonus Totals:
    • 15.5% DamageBuff(Smashing)
    • 15.5% DamageBuff(Lethal)
    • 15.5% DamageBuff(Fire)
    • 15.5% DamageBuff(Cold)
    • 15.5% DamageBuff(Energy)
    • 15.5% DamageBuff(Negative)
    • 15.5% DamageBuff(Toxic)
    • 15.5% DamageBuff(Psionic)
    • 9.88% Defense(Melee)
    • 7.38% Defense(Smashing)
    • 7.38% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.63% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 27% Enhancement(Accuracy)
    • 18% Enhancement(Heal)
    • 65% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 176.7 HP (16.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 22.5%
    • MezResist(Held) 29.1%
    • MezResist(Immobilize) 30.2%
    • MezResist(Sleep) 22.5%
    • MezResist(Stun) 24.7%
    • MezResist(Terrorized) 22.5%
    • 13% (0.22 End/sec) Recovery
    • 64% (2.86 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 5% RunSpeed




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  23. It also adds to accuracy, but it loses tohit (from 61,1% to 0%) and damage (174% to 3%). It doesn't feel like i will be dealing a lot of damage.

    I'm sorry you don't know this but, you left Aim on and the Guassians Proc on. Your build does not in fact magically have 170% more dmg bonus than mine, you just left the buffs on. Your actual stats are 11.5% dmg, 48% acc, 0% tohitt. That and when you are attacking from outside your foe's maximum range, the Recharge on your fireball will let you KILL THEM BEFORE THEY GET TO YOU, whereas sacrificing recharge for defense means you are willingly letting them survive, get close to you, and hoping that they'll miss... Also I do kindof go overboard on Acc, but I find that too much is not enough there, you'll always fight enemies that do horrible things with their defense... Rikti Drones, Certain AVs, Paragon Protectors... the list goes on. Your team might not always have an Earth/Rad controller with devastating def debuffs to save you guys there, and nothing is worse than watching a team flail and whiff away on a target for 5 minutes, so I take it upon myself to not miss... ESPECIALLY when I'm the Blaster. Maybe the build does have "too much" Acc though.