Neogumbercules

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  1. Hey guys I'm back in the game after an extended hiatus and I've not forgotten this thread. If there's anything that needs to be added, removed or changed just let me know and I'll try to get around to it.
  2. My first real character in CoV was a Mercs/Dark MM.

    I'm not saying Mercs are great, because if you look at the numbers they clearly underperform compared to everything else, but they still got me through the entirety of the game with relative ease, and I've even solo'd some of the tougher AVs with the guy. Yeah that was mostly due to /Dark Miasma, but with the right procs and some incarnate goodness, my mercs were ripping through pretty much everything.

    MM's are kinda like Scrappers in that some powersets are better than others but either way you're still f'n awesome.
  3. I have a character name reserved on freedom for when/if they ever re-visit Assualt Rifle and make it something I actually enjoy playing.
  4. I took Agility on my NB/Elec Stalker and skipped Power Sink. I think I'm nuts.

    I have 4.04 ep/s recovery in my build with Agility on and 2 Perf. Shifter procs, and on my build, which I am building for defense, agility made sense because it gives me extra damage, defense and a bit of endurance help. Cardiac would have only offered me a bit or resistance and endurance reduction.
  5. Neogumbercules

    New Stalker

    I went with Ninja Blade/Elec Armor for my new Stalker. I really liked the costume/theme of a sleek, high tech ninja warrior that favors speed and technology as his advantage over brute force or sneaky tactics (kinda like a Decker from Saints Row 3 if you ever played that). Instead of going for the big AS followed by placate/scrapping I'll be hitting the AS then using SD and GD to build up my Focus for as much controlled critting as I can do. The idea is to use my big hitters as much as possible and they are both down to a 2.54 and 3.23 recharge on my current build.

    The thing I'm most looking forward to is a very smooth chain with Soaring Dragon, Golden Dragonfly, and AS. Throw in some Divine Avalanche and a heavily invested +def build with a smattering of +HP and I have a character that will hone in on the baddies and elegantly slaughter them in relative safety with all of the extra layered protection I'll have.

    The problem I'm running into is that this build is super tight. This is my preliminary build if you're interested. There's an extra slot I don't know what to do with, and Weapon Mastery is taken purely for theme, though I may drop Exploding Shuriken. Dunno yet:


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

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(21)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(11), Aegis-ResDam/EndRdx/Rchg(34), Aegis-Psi/Status(37)
    Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(11), Aegis-ResDam/EndRdx/Rchg(37), Aegis-EndRdx/Rchg(43)
    Level 6: Assassin's Blade -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(36), RechRdx-I(50)
    Level 8: Flashing Steel -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(9), C'ngBlow-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-%Dam(43)
    Level 10: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40), Aegis-EndRdx/Rchg(43)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(37)
    Level 16: Grounded -- ImpArm-ResPsi(A), Empty(42)
    Level 18: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(36), LkGmblr-Rchg+(40)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 24: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(27), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(45)
    Level 32: Golden Dragonfly -- Oblit-Acc/Dmg/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(36)
    Level 38: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
    Level 41: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(42), P'Shift-End%(42)
    Level 44: Shuriken -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Exploding Shuriken -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50)
    Level 50: Agility Core Paragon
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(31), Efficacy-EndMod/Acc(31)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  6. Concept and costume trump the numbers this time for me. My Kat/Elec is pretty BA.
  7. Last time I went into a pvp zone I was on my Stalker and get attacked by a trick arrow controller with a low damage primary. Maybe Ice Control. Either way, I got locked into a situation where I was perma-held but the guy was taking forever to kill me so I just logged out.

    When I came back, I was still alive in the same spot and the guy was gone.

    Guys, I just got back from playing BF3. The PVP in that is pretty good.
  8. Quote:
    Originally Posted by TheBoost View Post
    I was thinking of getting one of the two purchasable powersets, Street Justice or Titan Weapons. I'm unsure of pricing still, but I saw some enhancements like " Kinetic Combat" running for 100 million each, and some Willpower sets included 5 sets of them.
    One of the best ways to make money without playing the market yourself is to run tip missions for your alignment merits. Every other day you can get one of those $100,000,000 enhancements yourself and either slot it or use it.
  9. I'm playing TW/WP and it seems pretty tough. Only level 18 atm. I really love the pounding I can lay down after hitting BM. The set does a good job of making you feel like a bad ***.
  10. Quote:
    Originally Posted by GATE-keeper View Post
    Thanks everyone for your responses. I think I'll go with Claws/Fire; as someone mentioned earlier, SS/Fire will probably run into End problems without IO's.

    When farming for expeez, is it better to have Bosses on or off? Also, is -1 player level faster xp/min than higher settings?

    (I have no intention of using this setup to PL toons from 1-50, I only intend to get a toon up two or three levels. For instance, if I want a toon on my main acct to run a particular WST, but the toon is a few levels too low, then I'll do this.)
    I ran with bosses on and it was slooooow. I found +2/8 no bosses to be the sweet spot. I recently bought the IO license for the preem account so I'm not sure how much of a difference that'll make if I turn bosses back on. Probably still be too slow since a Claws Brute has a hard time breaking the +300% damage bonus without lots of reds. You are going to have to "map" your mission before inviting your buddy if you don't want bosses. Do that by jumping around the entire area in order to spawn everything before you invite your lowbie.

    The biggest hurdle for a preem account PL'er is having the guy you're PL'ing throw off your inspiration drops.
  11. Yeah +20% recharge plus Energy Drain gives +def for every foe hit.
  12. I've used a Claws/Fire for this and it works well. Half the time I'm wishing I was using a SS/Fire to deal with the difficulty of building a large +dam bonus, but I'm sure if I was using an SS/Fire I would be wising for Cardiac Alpha...
  13. So the Stalker changes, while not yet set in stone, got me interested in making a new Stalker so I decided on Spines/EA. I never played spines to a decent level before and the new and improved EA is pretty awesome.

    I suppose the idea for this build is to focus on huge AoE burst followed by being able to quickly chain AS with the Assassin's Focus ability that Synapse was posting about.

    Figure I will select the hardest target and open with Build Up>Fireball>Throw Spines then jump in with Spine Burst and either Lunge or Impale. At that point I'll just use AS for the near guaranteed crit then cycle Lunge, Impale and Ripper, making sure to have a level 3 Focus in time for AS to come back.

    As far as survivability goes I've soft-capped myself to everything but Negative and Psi -before- Energy Drain. Assuming full Energy Drain I will be sitting a fraction of a % from the soft-cap to Energy and a bit short on Psi. I've got some decent resistance to S/L and with the HP accolades + Overload for an "Oh Crap!" button I should be ok (assuming the HP cap improvements go through).

    Just wondering if I missed anything obvious!

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

    Click this DataLink to open the build!

    Level 50 Mutation Stalker
    Primary Power Set: Spines
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Villain Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Kinetic Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(7)
    Level 4: Power Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Rchg+(9)
    Level 6: Assassin's Impaler -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 8: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(36)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23)
    Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(39)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Rchg+(27)
    Level 26: Ripper -- Oblit-%Dam(A), Oblit-Dmg(29), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 28: Energy Drain -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(33)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36), RechRdx-I(39)
    Level 35: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(50)
    Level 38: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(40), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-EndRdx/Rchg(46)
    Level 41: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(50)
    Level 47: Kinetic Dampening -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
    Level 49: Overload -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  14. I have a baby Fire/DM Blaster that I am trying to decide where to take.

    I know I want Soul as my APP because I want Soul Tentacles and Night Fall and it fits thematically. What I'm really wondering about is whether or not it's worth going for Oppressive Gloom to combine with Dark Pit for a high level stun. In theory this sounds like it would work great. I would need lots of recharge and accuracy to make Dark Pit worthwhile.

    The problem being I would have to live in melee mode, which sorta defeats the purpose of having those cones.

    I was wondering if anyone out there has tried these combos and can comment on it for me.
  15. I'm a big fan of the Huntsman.
  16. Ran a Claws/Elec fresh out of the tutorial in my level 1 map, now modified for two ambushes.

    Took Lightning Field at level 2
    Sold my big green on the market for 150,000
    Set diff to 0/8 Bosses on
    Bought 4 purples to enter with
    Entered map
    Used 4 purples and triggered ambushes
    Cleared map at level 5. Gained about 560 tickets

    I did mission two which put me at level 7. After that I trained up and took Spin and gained 4 new inspiration slots.

    Bought 4 purples and 4 reds for the next mission
    With Spin and the extra damage from the reds I was able to kill much faster and much easier, but only gained 2 levels since I can only reasonably have 2 ambushes.

    If their goal was to drastically slow down this type of farm, they succeeded. It takes longer to get rolling since you have to work your way up to having more inspirations slots since you can't load up before you enter anymore. Once you get your 8 slots though, things go faster.

    Then there's the fact that since there are so few ambushes, and the second wave only provides 75% XP, you have to restart way more often. That'll slow you down a lot from having to reload the map constantly.

    The good news is you're still getting >1000 tickets per run and like 1 minute per run once you get rolling not counting load times. Also, after only about 15-20 minutes of leaving character creation I was level 10 and that was with only about 3-5 minutes of actually fighting. And that is really the point of my maps anyway. To blast your Brute past the boring low levels in as short a time as possible. Taking this thing all the way to 50 though would be quite impractical.
  17. My solo lowbie farming days are over. I'm too lazy to reset after 2 ambushes so it'll be back to the big zone spawn to spawn style for me. Premium account put to good use at least. Maybe if I make more Brutes with low-level damage auras I can use em to get to level 10 or something. That shouldn't take too long.
  18. If you're talking high level IO'ing when you mean end game then my money is on Invuln. It just has so many layered protections. With capped HP, super high S/L resist, good resist to everything else and the defense cap to all types but Psi there are few things that can kill an invuln.

    Then again, WP isn't too bad either. Super high resist to S/L and I believe it's possible to hit the defense soft-cap to every damage type but Psi. Plus you get extra HP from HPT and Accolades. Not enough to cap you, but enough to make RttC an incredibly potent regen buff. On top of that, WP gets decent resist and defense to psi. Something Invuln completely lacks. You also get a self-rez and Quick Recovery.

    I think invuln gets the edge because with Burnout you can run your god-mode power twice in a row for a long period of being nearly invincible. Some people like to use Dull Pain as a big heal as well. They get enough recharge to make it perma, but only use it when they are getting smacked around and need a big heal. That ensures that they have the heal when they need it, and in protracted battles it's recharging fast enough to always be on.

    Either way both of those sets are at the absolute top of the survivability charts when you IO them to the gills. You really can't go wrong either way.
  19. Neogumbercules

    Longer Bios

    I'm definitely in favor of more bio space. In my mind it doesn't hamper anyone and only provides a decent QoL improvement for people who feel like typing more. People against it just need to get their heads out. If you don't like someones long, crappy bio then don't read it. It's not like there aren't a lot of them out there already and no one is chaining you to your chair and forcing you to read them. You have no basis to defend arbitrary limitations on the haughty notion that it forces people to make "better" bios.

    I'll never understand the mindset of people who come out against an idea that is beneficial to whoever uses it and detrimental to no one. Reminds me of the old influence cap/transfer days.
  20. If you don't mind jumping in and out of melee to use your cones then Kin would be a good choice. It would certainly give you the huge damage boost AR would love. If you're looking to maximize offense and don't want to run Time or Dark again Kin would be the choice. Storm would also be an interesting choice since you can do the majority of your debuffing from range and you'd have some extra options in the form of damage from Lightning Storm.

    Someone may come in here and suggest traps but I will just tell you that I've never played a character that I was just so unhappy with. Concept be damned, that combo was just absolutely no fun to play. Others may disagree and that's fine, but that's just my opinion.

    An alternative would be to try a Blaster. An AR/EM Blaster BU>Full Auto does more damage than a fully Fulcrum Shifted Full Auto on a Corr.
  21. AR has needed new gun models for years. The new ones they added with weapon customization are so theme specific. I always found it infuriating how AR was arguably -the- best candidate for cool custom weapon models, but had some of the worst options available.
  22. I'll be going /WP. Partly because I've never played a /WP to a high level before and partly because I want a secondary that doesn't take a lot of management so I can focus on smashing things.
  23. DM/Invul. Doesn't get much tougher than that.

    Soft-capped to everything but Psi and extremely high resistance to S/L with good resist to everything else. About a 340HP heal (higher on a Brute) every 2.46 seconds. This is a Scrapper build so you can easily switch it to a Brute and even clean it up a bit. If you can fit in Overcharge and Unstoppable you can use that twice in a row. Expensive as hell but it's something worth looking at.


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

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 2: Shadow Maul -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(3), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(34)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(19), T'Death-Acc/Dmg(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(42), Aegis-ResDam(42), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/Rchg(45)
    Level 18: Resist Elements -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
    Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Soul Drain -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
    Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
    Level 30: Dark Consumption -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
    Level 32: Midnight Grasp -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-EndRdx/Rchg(43)
    Level 41: Ring of Fire -- Thundr-Acc/Dmg/Rchg(A)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 50: Spiritual Core Paragon
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ageless Core Epiphany
    Level 50: Pyronic Radial Final Judgement
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod/Rchg(40), P'Shift-End%(46)
  24. No problem with this change. Maybe the market for purples will get better now. AE farmers are gonna clear out or some may stick around to farm Outdoor City Map 02 (think that's the one) style farms. Most others will go back to operating in Gville and Perigrine. AE (as intended) will continue to be a barren wasteland that only a small handful of people care about.