Netphenix5

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  1. On Freedom :

    Psylad - You'd think all those übercorny names would have been snagged already. Then again, maybe it just mean I'm Cornier Than Thou.

    Take Mikazushi - I was pleasantly surprised that I managed to transfer him from another server without needing a rename token. I can't be the only guy who played Persona 3 and 4 around here...

    Dame Night - Fitting for a Thug/Dark MM... So much so I couldn't believe it was available.
  2. One slight detail that no one mentionned is that being a VIP gives you access to the Incarnate system and the post-level-50 content - which no amount of Paragon Points can unlock for you.

    That's a HUGE added value for your 15 bucks a month. Heck, as far as many people are concerned, it justifies staying a VIP. Of course, that may not be your case, but considering how much work the devs also do on that part of the game, I think we're definitely getting our money worth.

    Also,

    Quote:
    Paragon Studios is in business to make money, not to pump out a game for free to the entitled masses.
    This, very much this. And frankly I'd add that compared to MANY of their competitors they are exceptionally fair and generous about what we get for said money.
  3. If you don't mind a respec to change APPs, I found recently that the Ice APP, while nice, was not as useful on my Ice/Ice Blaster as I thought. S/L Defense was harder to stack than ranged, so the armor had flaws, Flash Freeze, while a good alpha opener, was... Disappointing at best, and Hibernate, while very nice out of combat, would rarely save my bacon while fighting - because even if it topped my health, as soon as I came out of it I was dead in three hits.

    I've recently switched to the Electric APP, and I'm loving it. The resistance armor will synergize very nicely with the Absorb mechanics that i24 will add to the improved Chilling Embrace (and dodging mezzes is not needed on blasters when you have Defiance 2.0, some KB protection from IOs and powers that slow attackers) and either Power Surge or EMP Pulse are great "oh fudge" buttons for really tough fights BUT...

    ... The REAL gem of Electrical Mastery is Static Discharge. Ice Blast has one weakness in my book : it is fairly light on AoEs. Frost Breath is nice but the cone is pretty narrow, Ice Storm is a LONG DoT and Blizzard doesn't make up for the other two.

    My trick on my Blaster was to add an Impeded Swiftness proc to Shiver - it turns a HUGE cone control power into a HUGE cone hybrid control/damage power. Not as reliable as I'd like, but it adds up since Shiver is a power I love to spam, and PPM procs should help on that. And on top of that, Static Discharge is a third cone that recharges fast, covers a much bigger area than Frost Breath and does its damage upfront instead of in two waves.

    So now my Blaster has three damage cones, two rain powers, and feels much more useful in big clusters on mobs than before. BEFORE even adding Judgement to the mix.
  4. If you're a veteran, one of the special proc IOs you get at level one (Resistance Tactics I think) also adds a chance for KD to the power it's added to, which could in turn become KB against low-con or KB-weak mobs. I know it's bit me in the rear a couple times against Clockworks.

    And of course, Overwhelming Force in a non-KB power would do the same.
  5. Here, finally. I made one change, swapping the Stupefy in Flashfire for a set of Superior Dom ATO. The uncatalized version is nifty too before level 50 of course. It let me pull a slot from Phœnix and slot a fifth Positron in Fireball for better stats and more recharge :

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Katen: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
    Level 1: Flares -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(23), Entrpc-Dmg/EndRdx/Rchg(34), Entrpc-Heal%(43)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(21), Enf'dOp-Immob/Rng(21), Enf'dOp-Acc/Immob(46), TotHntr-Dam%(50)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(37)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 10: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(11), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(37), Entrpc-Heal%(43)
    Level 12: Flashfire -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SAotDominator-EndRdx/Rchg(13), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SAotDominator-Rchg/+Dmg%(23)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
    Level 20: Stealth -- LkGmblr-Rchg+(A)
    Level 22: Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(25)
    Level 26: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(27)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(37)
    Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Rain of Fire -- Det'tn-Dmg/EndRdx(A), Det'tn-Dmg/Rchg(42), Det'tn-Dmg/Rng(42), Det'tn-Acc/Dmg/EndRdx(42), Det'tn-Dmg/EndRdx/Rng(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(50)
    Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx/Rchg(48)
    Level 49: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    ------------



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    This gives you 115% recharge buff out of hasten at level 50, more than enough for permadom. It also gives decent-but-not-great ranged and E/N def, decent S/L/F resist for those things you can't lock down, and enough stealth to get in position to use your controls.

    Flashfire is your main, up-every-spawn control, and paired with Fire Cages it gives you an AoE hold that actually LASTS. Hotfeet and consume benefit from melee wadding, but every other attack you have can be used at ranged as well as point-blank. Blazing Bolt is useful to build up dom after a rez or logging in.

    Sadly, Embrace of Fire doesn't grant you permasnipe, but a yellow or a Tactical teammate will, since you'll have permanent +15% tohit as is.

    All in all, it's a budget build. No purple (Catalyzed ATOs don't count in my book), LotGs and Numinas are easy with A-merits, and the rest just requires some marketing. I think it could even perform reliably on SOs.
  6. Personally, if I had to re-design a "crash" to represent the exhaustion at the end of T9s, I'd remove the endurance crash but floor both the recovery and the recharge of my powers for a bit - say 15 to 30 seconds.

    That way no toggles go down, and you get a chance to fire off a couple shots to finish that stubborn almost-dead critter, but you're gonna have to think carefully about what you're doing until you catch your breath, because your ressources are just about to run out. Heck, you'd still have the strength to RUN AWAY if needed, but not enough to start on another, fresh mob right away.

    Plus I think that thematically it'd be a closer translation. Just one of those crazy thoughts.
  7. Great guide doctor ! Lots of nice tips I'll be sure to use when I can't find a trial or feel like being an antisocial Incarnate.

    One remark though. I somewhat disagree with this bit :

    Quote:
    Originally Posted by Dr Harmony View Post
    Lore and Destiny Level shifts are irrelevant to this lifestyle.
    They're not essential, certainly, but I don't find them irrelevant either - and it would be easy for a first-time Incarnate to read this as meaning they don't work outside iTrials. Those apply to all incarnate content, which includes the Dark Astoria arcs. While they aren't that useful outside of iTrials, I know I was happy to have them for the final story arcs of DA. Even more so for the Taskmaster repeats. Nitpicking, I know, but I wanted to clarify that they do apply even solo so long as you're in DA.
  8. Quote:
    Originally Posted by Starflier View Post
    Use Titan Sentinel to export your builds from game to Mids.
    No can do, mac person here. I'll traslate it the hard way, you just wait.
  9. Hey - those are directly from the game. This is my level 50 F3 Dom, and he was my main badger for over a year.

    build 1

    build 2

    build 3

    bonuses

    I'll try and turn this into a readable Mid's export in a couple hours.
  10. My apologies for bailing on you this week-end - I'm in the process of moving, and I admit I completely forgot I promised you a peek at my build. I'll get you some screen caps and such tonight.

    Oh and careful with OF in Bonfire - I seem to remember posts stating that it turned out to be so good in it that they were planning to change procs so they'd only tick once every 10 seconds in patches and rain pseudopets, including and especially things like Caltrops and Bonfire. I haven't seen a Redname post on it but I can't say that little tidbit would surprise me. So have a poke around the forums on the subject before you commit to a soon-to-be-nerfed ubercombo.
  11. Quote:
    Originally Posted by Doc_Reverend View Post
    That's my speculation as well.
    Well, glad to see I'm making sense to at least one person.
  12. True. I knew I forgot to edit a bit out. I stand corrected on that point.
  13. Totally aside from the Rikti lore thing, I think you're overreading the whole "Angels = Battalion" thing.

    From what we learn in First Ward and especially Night Ward, it appears that the Talons of Vengeance were likely at some point locked in the same Eternal Prison they are trying to open throughout the Night Ward storyline. (Source : Mistress Nadia in the Ward Arc. See? Some of us can quote sources ! ). This possibility is strenghtened by the fact that Lamashtu, the daemon goddess imprisonned therein, is refered by the ToV as their All-Mother, indicating a strong link. (Source : Magician Arc in NW)

    My take on all this is that the Angels are linked to the Prison (possibly its custodians, or the entities responsible for establishing it and setting up the Black Knights as the custodians - the BKs are named as said guardians in Ward's arc) and the "heretics" they are chasing to Night Ward are the ToV - their view on Vengeance certainly is a travesty of what the original Greco-Roman Furies stood for. If the ToV escaped the Eternal Prison as is suggested, the angels could very well be chasing them - but humans defeating both Lamashtu and the Mother Keres in the Dream Doctor arc makes their intervention unneeded.

    Note, I have no SOLID proof of that, but it seems less far-fetched to me than saying those guys are Battalion forerunners.
  14. Quote:
    Originally Posted by ImpulseKing View Post
    I'm by NO means an expert, and I'll admit I haven't looked at the build, but I think you are confusing +Accuracy for +to-hit. My understanding is that the Kismet unique is the only IO-related means of getting +to-hit.
    He's not. He's using Tactics and Focused accuracy to get almost +20% toHit buff. Kismet on top of that does the trick.

    Thanks for the feedback, BTW, Most_Amazing. To answer your remarks :

    - I didn't take a travel power because I have Ninja Jump and Steam Pack (I forgot to make it appear in my build) and the low-levels travel temps from bank missions. I've found those provide more than enough travel time and free up power choices I'd use far more regularly. Furthermore, as a Corruptor Snap Shot gets great use thanks to Scourge to finish off a sliver of life on even a boss, and it recharges as fast as it animates. I litteraly always have an attack up. And I'd never consider giving up Aim - not only do I need the ToHit on purple targets, but the +Damage is pure gravy on RoA, since both recharge almost as fast.

    - I never got into Disruption Arrow. I know some swear by it, but I loathe the graphics, it animates slowly for what it does, it's a one-trick-pony. Solo, Aim gives me more damage on my AoEs, in a boost that doesn't get resisted (unlike debuffs) and on team, I've never felt in made as measurable a difference as Acid Arrow - anything minion or lower dies in seconds even on iTrials, and anything tougher will resist the debuff so that the time gained is almost nil. It's a nice power, but the fact that you can slot no sets and its unbuffable single effect make it far less versatile than the rest of the set. In short, I find it boring.

    - I may take the time to go redside and grab Mace Mastery. So far this toon is part of my blueside SG and has Hero Merits left to burn, but I admit that I'd forgotten about Focused Accuracy. The i24 changes will make it a great power to have. So thanks for reminding me of it ! I'm less of a fan of Scorpion Shield though, because stacking S/L defense on it is tough. But I may go Softcapped Energy-def and decent ranged and S/L on the side. I'd rather have major debuffs powers like Glue Arrow and EMP than a couple more points of S/L def, personally.

    I looked at your build and I'll definitely grab some stuff from it (I completely forgot what a gross ToHit buff Tactics gave to Corruptors, for example.). But I shudder to think what a pain on the blue bar it must be just to get soft-capped defense, and the idea of TA going for anything other than Intuition Alpha makes me a sad panda. But to each his own, I guess. Not my style, hope it works for you.
  15. A few things that immediately made me cringe about this build (no offense, it may perform good for you, I just wouldn't do it that way) are the following :

    - You have a damage proc in Flash Arrow. That power doesn't notify mobs, and is in fact there to make them notice you less. HOWEVER, the moment that proc goes off, you'll aggro the whole spawn, because you damaged one of them. and considering that it has a HUGE radius, it could very well affect more than one spawn on big-teams maps.

    You just effectively neutered that power, turning it from a fantastic perception debuff (which adds up to your stealth and doesn't suppresses) to a measly to hit debuff that shouts "hey, look at me and shoot me!". I don't care what set bonus you're chasing, get rid of that proc ASAP. IT. WILL. GET. YOU. KILLED.

    - You have no accuracy slotted in Acid Arrow ?!? Your single best debuffing power beside OSA, the one that IS up every spawn, that helps you kill stuff faster and hit them more often... And you give it no chance to hit often enough to matter. If there is one power I consider mandatory to six-slot in TA (well, after OSA) it's that one. In fact, I'm pretty sure every time an Acid Arrow misses, Nemesis smothers a kitten somewhere. Please, for the love of kittens, at least slot some accuracy in it. Frankly, you want max acc and recharge on this baby, and decent -def to boot, but if nothing else, at least try to make it hit. Think of the kittens.

    [EDIT] Alright, I finally noticed you're going for permasnipe, so your +ToHit should compensate for the lack of accuracy. My bad, the kittens should be somewhat safer than I thought. But still, I find Acid underslotted. and Tactics with no end redux will be HARD on your blue bar, so permasnipe will not be easy to maintain with all those toggles and no Cardiac. As it stands, I fear the main weakness of your build, independantly of any playstyle choice, will be endurance management. No way to maintain permasnipe and softcap when all your toggles go *poof*...

    - Since I'm on a roll, I'll add a tip - a damage proc in Glue Arrow turns it from a positional debuff to a potential AoE - and an auto-hit at that, so the damage chance is up to the proc only. Since it notifies mobs anyway, you won't care about additional aggro like you would in Flash. With PPM, it might get even better considering its base recharge. And its duration gives it a chance to proc several times.

    - Every thread about PPM ATO procs that I've read seems to indicate that they are not best used in AoE attacks. If you want to maximize its returns, I'd move that ATO set to Blazing Arrow and slot a set of Positrons in RoA. Unless I missed some planned change, that is.

    - Max damage on OSA. Trust me, it IS one of your main damage dealer post-36. Heck, on my A/TA magic corruptor I made a macro JUST for the purpose of lighting it up easier, and the orange numbers are GLORIOUS. Blazing arrow or an Interface proc will to the job on a Natural toon.

    - Go Intuition for your Alpha. Screw the X% defense Agility could give you, the across-the-board debuff and damage boosts Intuition gives you on Radial will be INFINITELY more important. Heck, the -ToHit boost to Flash can even help make up for the lost defense a bit.

    Frankly, I hate to appear so negative, since you obviously put a lot of thought in that build. If soft cap is your thing, then by all mean go for it. Personally, I'd never play a build that gimps major powers so. But I know my playstyle is not yours.

    If you don't believe me on all that (no reasons you should, after all) go read Luminara's "Trick Arrow Enchiridion" in the Defenders guides, or "Silas plays support and so can you" in the Corruptors Guides. Both have extensive sections on TA and how it relates to Archery.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Resists take effect first, then the remainder deducts from Absorb until its gone, then the rest hits health. Its because resists reduce the damage that hits the absorb shieds that resistance synergizes well with Absorb. The object of the meta game for Absorb is try to keep the damage below Absorb's limit long enough for the next tick to refresh absorb back to full.

    So if you have ~50% resistance in the situation above, its actually that the damage gets reduced from 42.5% to 21.25%, and then reduced to only 11.25% from the Absorb (and then the Absorb shield is gone until the next Absorb tick).
    You need to stop giving me good news. I'm not used to it. This just gets better and better !
  17. Quote:
    Originally Posted by Gallifrey View Post
    Ageless Radial would like to have a word with you.
    Then it can talk to the 50 levels the game makes one go through BEFORE Incarnate stuff gets into the equation (to say nothing of the time required to get to T3 or T4, which for some is not inconsequential. ) I DO stand corrected that there is one (yay?) source of DDR for Blasters. Great, the pigeonhole got deeper...

    Quote:
    Originally Posted by Arcana
    Another interesting thing to consider. Separate from Frigid Embrace getting the sustain effects (absorb, +recovery) its radius is also supposed to increase in I24. From 10 feet to either 20 feet or 30 feet, I forget which. But you are going to be debuffing more things with it over a larger area, and Chilling Embrace includes -DMG. It'll degrade with the purple patch of course, but it will be another tool to lower incoming damage if your playstyle is conducive to bringing the targets into that larger radius.
    A very good point, which will also be a contribution to teams - the reverse equivalent of Assault ! Finally Blasters will get to contribute something beside pure damage. Wow, the mind boggle.

    So, my Cimeroran buddy slashes me for 50% of my life bar. Chilling embrace drops that to 42,5%, its Absorb takes it to 32,5% and my S/L resist turns it into... Wow, just above 16% ! My Blaster goes from dead in two shots to dead in 7 - more than enough time to kill the Roman first. Well, ARREST the Roman, sorry...
  18. Thanks for the reply, Arcana. It seems I did read correctly so far.

    It's clear that without some hard number and real testing, deciding which goal is better is, at the present time, pretty much moot. But you'll notice I didn't mention aiming for a better goal, just a more interesting one.

    I think we can agree that at the present time, soft capping a Blaster to anything else than S/L/E (with Scorpion Shield) requires some VERY hard choices, and pigeonholes you into some very specific builds. Not to mention that it forces you to run a bevy of toggles which will not only severely limit your recovery, but will require set up time after each mez that goes through. Of course, with high def those mez don't hit often, but when they do hit you're toast.

    On the other hand, the absorb, while limited to 10% of your health every 3 seconds, stands against every and all damage type. It makes building for resistance much more palatable, where before there was no way to measurably add to the protection of Tough and the APP resist armors. So those powers will probably see much more use, and not having to take the def-enhancing pool powers will lend more flexibility to blaster builds.

    In the case of my current planned build (and assuming values stay as planned), with Tough and Charged Armor fully enhanced I'd take only half of the S/L damage that gets past the absorb. Assuming a Cimeroran hacks me for half my health, I'd only take 20%. For Energy, I'd take about 28% of my health out of an attack meant to hit me for 50%. And when I'm running Power Surge, I'd take only 10% of my health on those attacks and about 20% for every other damage type except Psi. Of course, that's assuming the absorb gets to refresh, but still. That's pretty damn tough for the "King of Glass Cannons" Blaster archetype, wouldn't you say? Surviving alphas is gonna get easier. Not easy, of course, but much easier.

    Also, there's no DDR available to Blasters anywhere, so even a measly Carnie Fencer with some luck can make all your careful defbuild-planning go *poof*. While resist shields, if I remember correctly, inherently resist debuffs by their base value. So while you get rebuffed, your resists almost never get floored.

    Of course, they don't do squat against mezzing, so you could get slapped by an Illusionist anyhow. Pros and cons on both sides, but it definitely opens up options. And that's what I find interesting.
  19. I can't access the game right this second but I got one of those at level 50 - it's a Fire/Fire/Fire even. I can get you its build later this week-end of you want, but I'll admit here and now that I build him with permadom in mind, so there are a couple mule powers and such in the build. He's also almost exclusively built for ranged action. If you're ok with those caveats, I'll post the build tomorrow.
  20. I'm working on my Ice/Ice Blaster. Now, I used to try and get as much defense into my builds as I could, because that was the only worthwhile mitigation I could get.

    But if I read everything about i24 correctly (especially the various posts by Arcanaville) it would seem that resistance might be a more interesting goal now for an /Ice Blaster. So, I came up with a new build, based around
    - the Elec APP for charged armor and Power Surge,
    - Tough,
    - no Weave, no Hover or Combat Jump,
    - no Leadership,
    - and the Medecine Pool.

    Altogether I'm probably around 35% resist to S/L, 25% to E, the possibility to go to 75+ in those three and around 50 for everything else except Psi with Power Surge, and the Absorb shield to leverage as well. I'l be using Cardiac Core Paragon for Range, End red and Res boost. I got the Eye of the Magus Accolade for emergency def boosts and I'm planning on getting Watchman over the Invasion weekend.

    Also, I admit I never took the time to understand Hybrid so far, so I'm kind of lost as to what branch might be more useful for this toon. He has damage AND control, so I get confused by the choices.

    Any thoughts? Comments are very welcome
  21. Quote:
    Originally Posted by Texas Justice View Post
    One of the Community Team such as Hit Streak, Freitag or Zwellnoiwontspellhisnameright.
    Request sent to Freitag. He had the shortest name and I was feeling lazy.
  22. Quote:
    Originally Posted by _Toxa_ View Post
    Is the issue with list items not showing up fixed?
    From everything we heard from the Mid's official team, its code is even worse than that of the base editor, and they very much doubt they can find a way to fix that on the Mac port (at least I read it that way) but frankly, I don't find that such a hassle - at least you can select them by mouseover.

    the issue of the popup windows are more annoying, especially for the Incarnate powers, but even on that front I still consider this port more than useable.

    Quote:
    Originally Posted by _Toxa_ View Post
    Is anyone bothering to keep the build updated?
    I know I am, since anyone can do it. It requires a small five-step-process and uses the same update packages as teh PC version.

    Quote:
    Originally Posted by _Toxa_ View Post
    Is there a central, reliable location to download the most recent build?
    Not that I know of, but maybe if more people know of this we could find someone with some room on a website and willing to lend it to us for storage. I'd be willing to keep the versions updated as new builds come up.

    I don't have a website of my own currently but I'm working on fixing that, so hey, maybe I'll end up taking care of it if no one else does and the MID's people and U Dark don't mind.

    Quote:
    Originally Posted by _Toxa_ View Post
    Until each of those questions can be answered with a "Yes", I'm keeping the cork on the champaign.
    Considering the wait we had for any port and the remarkable work U Dark did to provide us with one, I'm not only uncorking, I'd have sent him a couple bottles already if international shipping didn't make it so ludicrously expensive.
  23. I can't believe this thread hasn't been stickied yet. I still run into mac users who don't even know we have access to MIDs now.

    Sooo... Who do I ask for a sticky?
  24. I'm trying to put together a fairly balanced build for a level 50, not-yet-incarnate Archery / Trick Arrow Corruptor. The only "rule" is that the budget is somewhat limited, so the only purple set the set can afford is a cheap one (hence the Fortunata Hypnosis). I could use some constructive critics.

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kelvren: Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Power Mastery

    Villain Profile:
    Level 1: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 1: Entangling Arrow -- TotHntr-Dam%(A), TotHntr-Immob/Acc(43)
    Level 2: Fistful of Arrows -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(3), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(37)
    Level 4: Glue Arrow -- ImpSwft-Dam%(A), ImpSwft-EndRdx/Rchg/Slow(5)
    Level 6: Blazing Arrow -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(7), SMotCorruptor-Acc/Dmg/Rchg(7), SMotCorruptor-Dmg/EndRdx/Rchg(9), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(9), SMotCorruptor-Rchg/Dmg%(11)
    Level 8: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(46)
    Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(40)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Flash Arrow -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb/Rchg/EndRdx(40)
    Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), FtnHyp-Sleep(17), FtnHyp-Sleep/Rchg(43), FtnHyp-Acc/Rchg(45), FtnHyp-Sleep/EndRdx(45)
    Level 18: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(46)
    Level 20: Acid Arrow -- Achilles-ResDeb%(A), AnWeak-DefDeb(21), AnWeak-Acc/DefDeb(21), AnWeak-Acc/Rchg(23), AnWeak-DefDeb/EndRdx/Rchg(25), AnWeak-Acc/Rchg/EndRdx(27)
    Level 22: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(34)
    Level 24: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(25), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(42), Mantic-Dmg/EndRdx(42)
    Level 26: Kick -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(43)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Det'tn-Dmg/EndRdx/Rng(34)
    Level 35: Oil Slick Arrow -- Achilles-ResDeb%(A), Posi-Acc/Dmg(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), G'Wdw-Acc/Hold/Rchg(40)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 44: Power Build Up -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(45)
    Level 47: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
    Level 49: Force of Nature -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-EndRdx/Rchg(50), ImpArm-ResDam/EndRdx/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    ------------



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  25. Netphenix5

    Archery?

    Those are very good points, and I fully endorse them. TA is a very busy set, and the playstyle won't fit eveyone. I'm hooked on it, but I'm sure others find it a pain.

    However, one of the weakness of click VS toggle powers turns to a strength when you consider that none of the major debuff sets (with the exception of Traps) has a mez shield for the player. And once you get mezzed, all those nifty toggles that keep your team alive, like Darkest Night or Radiation Infection, go *poof*.

    So not only will you have to reapply them all once you get unmezzed (even if it's a hundredth of a second later) but there's a good chance that the aggro those same debuffs bought you will make you very very dead. With TA, the persistent nature of the debuffs means that you stand a somewhat better chance to get over it and survive. It's not perfect, but it bears mentionning. I know PGA's cloud and Glue's patch have given me the time to use a Break Free and shoot a life-saving Ice Arrow countless time.