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I'd suggest trick arrow since you played storm so much.
Mind is absurdly powerful at the lower levels, TA makes it even more so with entangling arrow. It'll be a challenge to build as well, there are a lot of goodies from both sets that you'll want, but you'll have to decide on one over the other while leveling up. -
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Jezabel Delias: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(5), HO:Centri(5), Decim-Build%(43)
Level 1: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Dev'n-Hold%(17), HO:Centri(23)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(9), Ragnrk-Knock%(9)
Level 4: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27)
Level 10: Hurdle -- Jump-I(A)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(42)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
Level 22: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(42), GSFC-ToHit/Rchg(42), GSFC-Build%(43), GSFC-Rchg/EndRdx(50)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Dam%(29), HO:Nucle(31)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Dmg-I(43), Dmg-I(46)
Level 41: Stimulant -- EndRdx-I(A)
Level 44: Aid Self -- IntRdx-I(A), Dct'dW-Heal/EndRdx(45), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal(45), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 47: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/Rchg(48), Armgdn-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
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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
Code:This is pretty much my live build right now. You don't need to build for too much recovery. PS is up fast enough to let you refill your end. I could build for more recharge but there comes a time when you start getting diminishing returns on that investment. I felt at 88% global I was better off getting capped HP and more damage bonuses. If the FF proc in thunderstrike procs then I have a good chance at perma hasten.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1430;739;1478;HEX;| |78DA9D934B4F534114C7E7F6412DF405A55028058A807DC0851A541E1A2342A3489| |58061A592D28EE56A73DBB42511576EDCE173A11B0D2A2A1A97BE62FC1A1A5DF84D| |7CD4F398826B6FDAFF6FE6DC33FF393377267D6DC625C48DE342739F2C642A95956| |9D0AA2C3B96B28634B3D23327AF675665A17746168C4CC52184E850292B8B19332F| |737ACA284B1E16ADBF595A2F958AE5AA3E5B90D96AD9C81AD58D9574C6344AEB854| |CD5289ACDA7CD3559966655AF371A178AC582BE549232E7A266CAA89AB252E1CEBC| |CC940C33EFA64E5AE6C0D1942DB32523ABA78AE5AC04739C772308E5C5E07F42D49| |F9A5D6C037A84E539E325C1F60A1016B63180CD2AE28F804191DB1B6653C33C9CEF| |D921F878581B0D13621AA0A97CEDA04588A46818631C22EC3BCC384290906855E9D| |6410A35461931822BCE4810FA60B3ED645FB3D813024311463F6306D4A1FC1C6FA9| |C0B67784E07BC60742E7474203E43AD94F38A3E4300BDAA41C9AB62C9875E009E32| |9E31921B64DD80F0E6E4E17EE102CC5291C10F2B2A9E69D83865FF89635DCA414C4| |9A9577F310ADA845678C105A471949DE2330F2B391D5DF4BD575DFA759BB1F107A1| |F025AC51ABC0A28DBC0D6BFD5C55E10E2AF292FB943BD36B06D578B6E0F68F895F3| |78869543C765DEA13CA16B8D7195BE72F7513E1CED601152AB0EFDB0E0AA83100A2| |BD770848A3D4543D9B5E72757FC8BF19B10F9C3A811708A3E3A3C357BDF26EFEE2D| |C66DC61D42FF5DC63D4201F207D4B91EF862C12A07BF32BE31BE13E261AA6998D10| |DD546D502A25C6D0F8412CA2811A2D0D0190DA7189A679C230CA719670957205157| |A3F471FA6C23938C29C60421798C71938A7E030765544D3FCA9FA0CBB67BD1E0078| |F98B7D5EF1244AC347CC1B67BBB84464991BDA49AD3B77B99FEF7F9E4AADB39171B| |41CFA32C8068CBD8BA807211BB97B095C1D62A4A16BBB5CFAEFA1ABCE358D704CA2| |4CA144A00EA139B98E9C01BD684E24271A37850BC283E143F4A27CA6394DA5F7709| |F9E1| |-------------------------------------------------------------------|
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Just to add on to the pile of builds. Here's one with aid self:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
F'amu 5: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(3), LkGmblr-Def(3), HO:Enzym(11)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(40)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), HO:Enzym(5)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(50)
Level 12: Hurdle -- Jump-I(A)
Level 14: True Grit -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx(15), Numna-Heal(33), Numna-Heal/EndRdx/Rchg(34), Numna-Regen/Rcvry+(37), Numna-Heal/Rchg(39)
Level 16: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(33), Mrcl-Rcvry+(33)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 22: Stimulant -- EndRdx-I(A)
Level 24: Stealth -- LkGmblr-Def(A), LkGmblr-Rchg+(25), HO:Enzym(31)
Level 26: Incinerate -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(29)
Level 28: Against All Odds -- EndRdx-I(A)
Level 30: Aid Self -- IntRdx-I(A), Panac-Heal/EndRedux(31), Panac-EndRdx/Rchg(31), Panac-Heal/Rchg(43), Panac-Heal/EndRedux/Rchg(46), Panac-Heal(50)
Level 32: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 35: Shield Charge -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dam%(37)
Level 38: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: One with the Shield -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
Code:The lack of hasten does make it lose a bit of the "super expensive" luster, and yeah, I took a crazy pill and used stealth.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1428;726;1452;HEX;| |78DA9D934B4F534114C7E73ECAA5ED6D4BA1A5E5D516045A402A25220F634C14301| |89A20200B059A5246B8496D9B1691B272A1261AF7AEDC18F0F1118CDF44FD1A3E37| |F53CA68D6B6FE0FF9B9973E63FE79EDBC99E2CDA423CB92E34FFCD62BE56CB6D14A| |AF94A45563D9BB270582A17CB07756B39997FF828316309217A9BF15C5616A54C2F| |3BB25AE771BC155A940F64A926D31B878E2CEE37A7C195D2A1ACCAD251BA39B0D7C| |AE5627A55E62B4EE98027CBCE5149D66A3E9A64E5BE53704A3248B395D2B15373F6| |9CA27354EF5CAA3885F48D62FE54E6B2F9DA11141185EAC6E0FF2996494FC325EE0| |1E2C27F9FD0B1CDD82174EE3272048F0FA0D12E434460E0167A58C3881E22786621| |661AE299A5F2C05E63FB10DB87D8BE9BEDBBD93EC9F65EB037D85E37D8D7645F53F| |93E075F97F2759DE9186A3B67BC23B4BF677C20783E12BA6197A57C2DF6B5BF50C4| |FE4AF0C1C16E4ED0DC0B7C5446B10D367B3926BC29C080B021DDC74B2EDF3AF9F9E| |F10127709839B84E12DC2E806C102A380AA22B0C4E9B718B7092F2021C82F67068F| |A923D153C2F063C2E809A34E6887F42EE5D7950064C4A0C26B78AB9088414298FD4| |47890223E588AA83D116E6D941B12531D7E09193DAA889E511D37F5A6186384FE71| |C604C10FADE8D3343AA38FCF885BD823EECE401F2DC5FA0DC200613C46988C13320| |942008CE2AACD712C292A82B034A44A199AA3E32ECC3316185709C3D70811387784| |D3F511FEBC49FEBCC96F3AFE54DF825F4A1596FA4E91B11F8C9F8C5F84F1DF8C3F8| |433D835A1764D6806BEDB459D61304CC2A48BD14638875D69557B7A9AEABB749931| |C3B842C8CC123A217D4A7DAAA9696A48BFD9BAA1F0078F58FD77C5A0E2D6CCD63D1| |31A25C5CDD6156DB83B5AB7E57F9F4F76D3CEBDEE01DD445903D1B670B48DB283D3| |5D1CE571B48752C069E3B3DDAC38308775CDA32CA05C4509437DE215665A5E102F8| |A8DE243F1A304503A50BA507A51DEA034FE02B124EDD4| |-------------------------------------------------------------------|
It's mid level exemp friendly, you have all your bonuses by level 30, and you also have access to aid self. -
Quote:No, I'm not.You're asking to turn a Tank into a Brute or a Scrapper into a Stalker or a Controller into a Dominator, effectively.
Just roll the native AT to that side in that case, this option brings nothing to the table.
Tanks that switch over that choose the new set of stats don't have fury, controllers still get containment. Effectively these would be variations on existing ATs, but these perks/penalties should be designed so that end product is not a simple rehash of ATs on the other faction. So no, it's not about "turning a tank into a brute or a scrapper into a stalker," it's about a whole new metagame.
Snow Globe, this is forum and I'm free to express my ideas. You may have your opinions on GR and why I shouldn't be posting right now this but there is nothing wrong with me laying my ideas on the table. I didn't start this thread guns blazing saying "we need this nao!!!11," and I certainly wasn't expecting the kind of responses I'm getting.
That's fine though, the devs are known to read these boards and I only hope that this offers them some ideas. Whether they choose to implement elements of this suggestion is up to them. If they don't like my idea that's fine too. What's more important to me is that the idea gets presented. -
Quote:I would say it's an issue with your timing or how you are controlling the character, perhaps it's your power picks. My jousting characters all have CJ, Hurdle and SS. SS is more for stacking stealth with a stealth proc but it does add momentum. But I can do fine with just CJ and hurdle.Here's the thing, If start to jump out and after 3 or 4 feet of movement I hit the attack, I stop going up, I stop going back. I move straight back down to the ground having only covered about 5 or 6 feet. As soon as I attack I lose all movement except downward. There's a little bit of maneuvering possible because combat jump and superjump allow in-air maneuvering, but it seems suppressed. I keep meaning to test off the top of a steel canyon skyscraper to see if I get maneuvering back before I hit the ground or if it stays suppressed until the next "jump".
I get this hitting me a lot even outside of combat with toggles. I'll be superjumping to a mission and I forget and turn on an attack aura mid-jump... plummet straight down full loss of intertia and forward momentum.
With SuperSpeed, I safely end up on the other side of my target. moving slower, but still moving AWAY not straight to the ground at his feet.
When I blap I usually don't jump completely away from the spawn, I usually direct myself to my next target and land next to it.
Make a lowbie on liberty, I'll show you. @N'emu -
I really wonder if some of you are simply reacting to the term "consequences." Would it stop the knee jerk reaction if I retitled the thread Going Rogue Branching Options?
Let me recap my idea, I'm afraid it's getting lost amidst all the negativity:
Switching sides will allow you to choose an alternate set of stats for your character, those that wish to just port over the exact same AT over to the other side can still do so.
This alternate set of stats will buff one aspect of your AT, for example base damage, but weaken another aspect, for example base hit points.
These alternate stat changes are reversible, either by completing some objectives similar to a respec trial or simply by employing the same mechanic that made 2nd builds possible.
I really don't see anything that can adversely affect playing experience, those people that wish things as they are still have the option to. -
A very valid question Samuel. I was actually thinking about that last night.
We already have reward pop ups for the respec/LRSF/STF/HAMI. A threshold can be setup with the morality system and the player can choose whether he wants a straight up port or an alternate version with perks/penalties. This way players that wants a straight up port over to the other side still has that option. -
There are existing game mechanics that don't fit conceptually, look at the end discount portion of vigilance. I get an end discount for dead teammates?
Just as there are those comic book characters that don't fit conceptually with this idea, I'm sure there are also others that do.
The example I gave was just that, an example to illustrate the idea. I don't have anything final because this idea occurred to me a few hours ago. However, this is a forum and all and I'm not opposed to like-minded people pooling ideas together. -
If it floats your boat, sure, for that example.
The actual perks/penalties, however, may not be what I offer in my example. -
The idea is to introduce some kind of perk/penalty for side switching that is reversible, since there are only two factions. To expand a little more using my tanker example, when he goes rogue he gets the damage buff at the cost of lower hit points, or lower armor values, or something else I haven't thought about that would be an appropriate penalty. But if he switches back to the good side he reverts back to tanker values.
The exact details may not be what I offered as examples. The goal is to offer another layer of variety using existing ATs, so as to open up new build possibilities and playing experiences.
It maybe too late for GR and that's fine. I'll withdraw my 'how about for GR" portion of my idea. -
It's not about penalties, I did mention a perk to COUNTER BALANCE the penalty.
It's not about the difficulty in achieving the transition from good to evil, nor about the time it takes to do so.
It's about a little more variety so that we are not getting just a straight up port of the same ATs across factions. If they switch back they revert back to their original stats.
I don't see the harm of posting an idea in the suggestions forum. I didn't know something like this could rattle your nerves so much, maybe my next post will have pictures of dozens of bunnies, or cake, to assuage your rage. -
With GR we can port heros to villains and vice versa. How about in addition to just porting over the archetype and the ability to use patron/epics of the opposing faction, we also introduce stat increase/decrease for those that choose to go rogue as a consequence of their change of allegiance?
For example, a tank that goes rogue gets a damage buff (his methods becomes more lethal), but that perk is offset by something, like lower gauntlet value, lower base hit points or lower values from toggles.
I don't have a complete list of these perks/negatives that accompanies each AT but the idea is that each perk would be counter balanced by a negative.
I think this would introduce another layer of variety and another round of build possibilities without having to create more ATs. -
I'd STRONGLY recommend stamina if you are just building with SOs. With quickness and hasten your attacks will recharge faster and consequently you will burn end faster. You are also going to be running at least weave on top of your 3 SR toggles and that only adds to your end consumption rate, and I don't think Dark Consumption will compensate for the lack of stamina for your first 41 levels.
During your character's journey to 50 you should be able to amass at least 10 million inf on top of your expenses on SOs. If anything try to get a steadfast protection +res/def unique to put in tough. This will put all your defenses at 42%, just 3% shy of the softcap. With that level of defense you should be very sturdy.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Acc(A), Dmg(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(15)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(7), DefBuff(7), DefBuff(9)
Level 2: Shadow Maul -- Acc(A), Dmg(9), Dmg(11), Dmg(11), EndRdx(13), RechRdx(13)
Level 4: Agile -- DefBuff(A), DefBuff(31), DefBuff(40)
Level 6: Hasten -- RechRdx(A), RechRdx(39), RechRdx(40)
Level 8: Siphon Life -- Acc(A), Acc(15), Heal(17), Heal(17), Dmg(19), RechRdx(19)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(21), EndRdx(46)
Level 12: Focused Senses -- EndRdx(A), DefBuff(21), DefBuff(23), DefBuff(23)
Level 14: Super Speed -- Run(A), Run(48)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A), Heal(43), Heal(46)
Level 20: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 22: Quickness -- Run(A)
Level 24: Dark Consumption -- Acc(A), Acc(27), RechRdx(27), RechRdx(29), RechRdx(29), EndMod(39)
Level 26: Soul Drain -- Acc(A), Acc(31), RechRdx(31), RechRdx(33), RechRdx(33), EndRdx(36)
Level 28: Lucky -- DefBuff(A), DefBuff(37), DefBuff(40)
Level 30: Dodge -- DefBuff(A), DefBuff(39), DefBuff(43)
Level 32: Midnight Grasp -- Acc(A), Dmg(33), Dmg(34), Dmg(34), EndRdx(34), RechRdx(36)
Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(37), DefBuff(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- EndRdx(A), EndRdx(42), ResDam(42), ResDam(42), ResDam(43), S'fstPrt-ResDam/Def+(50)
Level 44: Weave -- EndRdx(A), EndRdx(45), DefBuff(45), DefBuff(45), DefBuff(46)
Level 47: Combat Jumping -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Conserve Power -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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and it's just stun resistance. You'll still get stunned, but it wears off quicker.
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Quote:I always seem to do it wrong with jump as the jump is cancelled when the attack triggers and I plummet. But SuperSpeed works fine for me.
Try this in a lowbie zone:
jump next to your target, jump out (hold both the back and jump keys), immediately after you jump out activate your attack.
You don't que the attack before you make the jump out, because that will just execute the move and consequently root you in the middle of some very angry people when you land (on your way in).
Now practice the same technique, but with a PbAOE. Small radius PbAoEs like power sink require the most precision in timing.
Jousting has practical applications outside of blasting too. I joust healing aura, and both RAs on my emp.
There are certain powers you can't joust, like burn, ice patch, those get summoned where you land.
On a side note this is why I prefer building for ranged defense over s/l on a blaster. -
Jousting melee is easy, jousting PbAOEs takes a little more timing. Then you won't have to worry about dying mid nuke because you are stuck in the middle of a mob during the animation.
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Quote:I took a little closer at your build because I was wondering how you got your numbers...Well, the numbers I have listed give me Perma-Hasten, and HoE is listed at 146.7sec recharge with a 90s effect.. so less than a minute of downtime, I'm not sure if that includes Hasten's time or not.. I assume it does, but that's why I have the +rech proc in Crack Whip (tho Id prolly move that to Corruption and move CFBU to Crack Whip)
I was looking to stay away from Travel Powers, since I usually sit in the middle of things, and with a Def-based build, my thought was using Opressive Gloom for damage control along with the +Chance for ToHit Debuff proc in it for more mitigation, while Smacking the mobs with Crack Whip for -res and Night Fall for -ToHit. I do like the higher Def your build has, and with Dispersion Bubble + Minibubbles, my pets will still be capped on Defense.. tho I do like your Bubble slotting better.. I lose 9% Acc, 5% Recharge, a little res and a few hps, but gain 6 slots to place elsewhere like Tactics, Health, etc.
No, you're right, FF doesn't have need for recharge, but HoE does.
Thanks for the advice, I'll make some changes to a few slotting areas, and see how that goes
Turn the force feedback procs off, it's a common mistake people make. Your global recharge is only 52% and you are FAR from perma hasten. HoE recharges in 216 sec with hasten on and 287 seconds with hasten off. The force feedback proc doesn't stack either, and once procced it has a suppression period of 10s where further triggers are suppressed.
On top of that your personal defenses is average, just about anything can still hit you.
The question you have to ask yourself is: with those numbers, do you still think HoE is worth centering your build around recharge for?
Compare that to the build I showed you. 53% global recharge and FF proc, and softcapped to s/l, ranged and AoE, and provoke to divert attention away from pets.
My build does lack hasten and an adequately slotted HoE, but if I believed they were of more benefit to my build I'd have done things different and accommodated those goals. -
You are assuming HoE is a useful enough power to center your build goals for. Jury's still out on that one.
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Did you read the part where the OP said his fire/fire/ice was 50 already?
If the OP asked for a build where he wants to lock his toon at level xx and he's at the softcap for the mid level TF ranges I would have given him one, but don't expect it to be cheap, because these types of builds never are if your baseline budget is just to cover SOs. -
With forcefields there isn't a whole lot that can benefit from +recharge. What it does benefit a lot from is stacking defense buffs. HoE is a power that takes way too long to be practical even if at the recharge cap so I treated it as a proc mule.
Here's my super hot sexy succubus build, softcapped to s/l, range, and aoe.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
K'imu: Level 50 Science Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Force Bolt -- ExStrk-Dmg/KB(A), ExStrk-Dam%(21), ExStrk-Acc/KB(23)
Level 2: Corruption -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17), HO:Cyto(40)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Cyto(43)
Level 10: Swift -- Flight-I(A)
Level 12: Summon Demons -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), S'fstPrt-ResDam/Def+(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Hell on Earth -- EdctM'r-PetDef(A), SvgnRt-PetResDam(19), C'Arms-+Def(Pets)(19), ExRmnt-+Res(Pets)(21)
Level 20: Stamina -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(34), P'Shift-End%(34), P'Shift-EndMod/Rchg(45), P'Shift-Acc/Rchg(50)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(33)
Level 24: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(46), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rng(40), FrcFbk-Rechg%(48)
Level 30: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(42)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Provoke -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Acc-I(37)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(46)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Detention Field -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
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Quote:There's nothing wrong with ranged defense on a blaster with blaps, whether ST or PbAOE. A lot of mezzes are ranged and that's the real blaster killer. Dump flight and grab cj+hurdle and start jousting those blaps and you'll get by just fine with ranged defense.
Never mind, I guess if I want defense I'll just have to conform to ranged defense like everyone else does. Which completely defeats the purpose of my build. It's also impossible for me to hoverblast because the character in question has the flight bug that makes him constantly fly downward. -
I don't know why you are being so defensive. I guess you are one of those super srs types.
The build I made is soft capped to your specifications, for real. Because of your version of mids you failed to do what you claimed to have done. I was teasing you a little but don't take it as an insult.
But I wouldn't play the build I made, for that amount of investment I could just as well generate more orange numbers. Besides I six slotted jump kick. I can't think of stooping any lower besides picking up group TP or fly for the BOTZ bonuses. -
DP is ho hum performance wise. It looks pretty though, if you are into that whole spinny twirly thing.
Demon Summoning is a better reason to get GR. If your decision is based solely on performance of new powersets available now. -
Quote:Well, you fell a little short due to a bugged mids.....Started a thread wit it in it.
I didn't use anything that is out of line bonus-wise, so I doubt any nerfing will come of it. It's all stuff that is fair for the amount of slots invested.
It gives up a little bit to do it too, so it's hardly overpowered.
But I picked up where you failed and succeeded:-p
Cleaving blow is overpowered!!11 Nerf it plz11!! -
well this one doesn't fail as bad...
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 4: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx(45)
Level 6: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36)
Level 8: Hurdle -- Empty(A)
Level 10: Fire Sword Circle -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Dmg(37)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(15), DefBuff-I(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/EndRdx(33), GSFC-Build%(33), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
Level 26: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 28: Consume -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(39), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43), C'ngBlow-Acc/Dmg(45)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 35: Weave -- DefBuff-I(A), HO:Cyto(40), HO:Cyto(40)
Level 38: Maneuvers -- HO:Cyto(A), HO:Cyto(42), DefBuff-I(42)
Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(46), LgcRps-Sleep/Rng(46), LgcRps-Acc/Sleep/Rchg(50)
Level 44: Frozen Armor -- HO:Cyto(A), HO:Cyto(46)
Level 47: Jump Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Acrobatics -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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45.2 S/L
48.6 Eng/Neg
45.5 Rng
Wait no, it fails just as bad...
But it has jump kick...
Btw start buying those cleaving blow recipes/IOs, the .63% range defense is going to be so overpowered!