Neutrino_Siphon

Legend
  • Posts

    238
  • Joined

  1. Myself, I almost never slot even Common IOs until the 40s. Unless I get them as a drop and the salvage isn't being flipped on the market. I find SOs to work from L22 to like, 40. Then I start actually bothering to use IOs.

    Sets are a different animal for me. I dont play nearly as much as I used to, so I cant inf farm my face off But I wait until 50 for sets.


    Just my crazy way of thinking
  2. So, this is completely hypothetical for the time being. I wanted to see if I could get a Elec/Elec/Mace to the soft cap for S/L, and have decent Regen. Which I did. Well, close enough at least. I was just wondering if this build would be viable to actually play?

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Tesla Cage -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(13), NrncSD-Hold/Rng(15), NrncSD-Acc/Hold/Rchg(34), NrncSD-Dam%(34)
    Level 1: Charged Bolts -- Entrpc-Acc/Dmg(A), Entrpc-Heal%(7)
    Level 2: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(39), Enf'dOp-Acc/Immob(39)
    Level 4: Lightning Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Apoc-Dmg(7), Apoc-Dmg/Rchg(34), Apoc-Acc/Dmg/Rchg(39), Apoc-Dmg/EndRdx(40)
    Level 6: Jolting Chain -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(40)
    Level 8: Conductive Aura -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(9), Numna-Heal/EndRdx(13), Numna-Heal(25)
    Level 10: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(45)
    Level 12: Super Jump -- Jump-I(A), Jump-I(48)
    Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(23)
    Level 16: Build Up -- Empty(A)
    Level 18: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(37)
    Level 20: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(21), Entrpc-Acc/Dmg(23), Entrpc-Heal%(25)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Weave -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(31), Krma-Def/EndRdx(45), Krma-ResKB(50)
    Level 28: Synaptic Overload -- Pplx-Acc/Rchg(A), Pplx-Acc/EndRdx(29), Pplx-Acc/Conf/Rchg(31)
    Level 30: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 32: Gremlins -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(43), SvgnRt-Acc(46), SvgnRt-PetResDam(46)
    Level 35: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 38: Voltaic Sentinel -- C'Arms-Dmg/EndRdx(A), C'Arms-EndRdx/Dmg/Rchg(50)
    Level 41: Scorpion Shield -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), Krma-Def/EndRdx(42)
    Level 44: Disruptor Blast -- Empty(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Poisonous Ray -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(27)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1612;771;1542;HEX;|
    |78DAA594594F135114C7EF4C5B4A4B4B5B59CA8EA02C16A86D5C82FA600C8B92D00|
    |44250C356C73A8149EAB46907236FBEA90928B83CFAA4DFC02DD10FA1DFC018E3AE|
    |882C8A7119CF32B4923E3A69FFBF9933E79C7BEE997B6FEC62AF47884B4785E4EB4|
    |92AD96CBC37755ED315239571C494692D219C4288E69C31DE93D28D4C2A19EE4BAA|
    |0923A325B60CA1BCCBB16C56994D1A3917CD988BC7145D4BCF2615434BE981017D4|
    |6CDA8BA11DEBAF10CA520E5A0AAA4357DDA4B0FFDDAF48C014F6E7A1A49ABEAB900|
    |DD0EE817B4AC76564B42DADABEB49608E7478E290915246BA899B92AA8FB00FC57F|
    |DC2BA4C87989084A817F224C13345288D139ACE3014C22B39172589056C81285A22|
    |AC413EC9CA272DC25D54C84B04FB0DC28E9B84D65B8CDB84D790CF6645D9EE0A72B|
    |F4728EA94114D5D84D630A12D425887B11C1C6573CC93A97881E0BFC67ED7091BE0|
    |E7A4AA4C9BF3204DA0B89BE7384CC3578D12DE80B7CBAAC235066813EE71827F825|
    |03749689B2274C60941580225562F4ADAA9E8BD8C4A78E3A56698B2B7814CA58C4A|
    |C65B18D0C7A1C267C225BE43A901B6D803BD54FD8E3EC2EE7EC671C609C23BD032A|
    |B0365CF2867F9731E81BF4A157F15092AA9B006AAA0816C6009726D2218A466D8C1|
    |54CD267B351758C36860747E13E817DD246C42A9B59C53AEFD440DAC5B2634AC10D|
    |ECBE8C6F9EAEF73A207849D0F39DF2342D763C20FC8D76875BF7185FDBE325609A1|
    |35765F676C103EC8383F8E6AFE494DD9F58BF19BF187103219B8CCA2E2233CB458D|
    |FACE505D5197D49B802EFDBB909B6769EF69EEDE0265C05BF0EABA31DD4D166685F|
    |D8EA47B883D7C1365C8690881512A1903A7B6E1BC10F2D830596217B6E43098907C|
    |AFBFCD7F5C4B395C735EC061D4119453985721A650C651C6502650A258E623ECD45|
    |FBBAB1A0432887518EA054E0B9328F9E4EDC1C25281E142F4A298A0FC58F5286528|
    |37207C574F973C781F9197248D2BFF35F2EB07CC95B24E9242DBE286FE995FC1B9B|
    |C447849B8F88F24542CD122152D0F75081255A60D95F60D95760C9F7FB2F78AE5D6|
    |D|
    |-------------------------------------------------------------------|


    Only bad part is it's really freakin' expensive, lol. But it has 44.3% Def to S/L, 30.7% to Melee (which is where I'm going to be most of the time anyway), and 301% Regen with one enemy in Conductive Aura range, and 370% with 8.
  3. Well...

    1) IMO Mesmerize and Dominate are your two blast powers. They just happen to Sleep and Hold your enemy in the process. They're you're bread and butter.

    2) Total Domination needs at least two Accuracy enhancements, as it has a lovely 0.8x Acc instead of the usual 1.00x.

    3) Now that I look a little deeper... all your powers need two Accuracies, except for Dominate and Confuse, they have 1.20x.

    4) You really only need two slots in Health.

    5) What Tormentoso said. Power Push isn't the suck version Blasters have. It's the scary steroid version.
  4. If you wanted to be funny, you could always go 3 Recharge and 3 run speed.




    It's fun in Speed Boost.
  5. Classic combos, IMO:

    Invul/SS Tank - Goes without saying, really.
    Fire/Energy Tank - Being able to deal damage ticks of 100 and AoE attacks... and the occasional suicide from ET.

    AR/Dev - Your classic Soldier of Fortune combo.
    Fire/Dev - Apparently this combo is/was good... saw quite a few of them back in the day.
    Energy/Energy Blaster - Power Boost + Power Push (six slotted for KB, of course). 'Nuff said.

    Fire/Kin Controller - Yeah.
    Mind/Storm - Cause they want pets too!

    Pure Emps - Failure, in my eyes. But hey, I'm not here to tell you what to play.
    FF/Energy - It's like a restraining order.

    Darkity Darks of All Flavors - The closest you could get to being evil without being evil.

    ScrapperPowerSet/Regen - Regen. Was. God.
    MA/Dark - Stun stacking, I guess...
    MA/SR - Because you can't really make a good pirate combo, but ninja's are easy!
    Spines/Dark - Total AoE destruction back in the day.

    Peacebringer - Oooh... shiny.
  6. I have no decent experience with the villain patrons, but knowing main point of the powers I can try to explain something important!

    Soul Mastery looks pretty mean for a Crab. Soul Tentacles (AoE Immob), Dark Obliteration (Targeted AoE), and Darkest Night (toggle -Dam -ToHit), mixed with your Crab powers like Venom and Frag Grenade, and Suppression, you could easily be a AoE beast. Omega Maneuver (some take it, some dont, I plan on it.) could provide even more AoE Death, but that's your decision to take it or not.

    All the other Patron sets are the same power template, except Soul is the only one with a toggle. Mace Mastery looks appealing to me, with the last power getting another Arachnobot that I have perma, in Mids


    My recommended attack chain, with Soul Mastery, would be:
    Soul Tentacles -> Darkest Night -> Venom Grenade -> Dark Obliteration* -> Frag Grenade* -> Suppression -> Finish off whatever's left.

    * = You can switch the two powers, doesn't really matter.


    IMHO, YMMV,
  7. Hey folks, working on my first Soldier here and I thought of something...

    Having both Venom Grenade AND Poisonous Ray as a Bane. Picking VG from the Huntsman "path," and PR from the Bane path. My thought was combining -Res and -Def would be pretty nasty.


    The redraw wouldn't really bother me, seeing as I would open with VG for large groups, and switch to the Bane powers with the Mace.

    How nasty would this little combonation be? My theory is "if you're going to kill it, be really mean about it." VG + PR seems to fit the bill.
  8. Bah, that's probably it. They sound the same, kinda.
  9. I also think there's something to do with PvP. Dont quote me on it, though.
  10. I skimmed through the first few posts and I have to say a few things.

    Purge, other people DO have an opinion. It doesn't have to be backed up by anything of value. Facts do. Opinions dont. Crazy concept, I know.


    It's never gonna happen. Learn it, live it, deal with it.


    Also, IBTL.
  11. Neutrino_Siphon

    Claws/wp or sr

    I'll cast a vote for Claws/WP.

    If I can toot my own horn a little...

    (Keep in mind I'm IOed out... almost)
    S/L Res: 52.71%
    F/C Res: 13.27%
    E/Neg: 8 something

    Defenses are higher than 10%, which isn't exactly ninja-mode, but it works for me.

    1761 HP
    1.42%/sec Regen
    3.25%/sec Recov
    11.5% Damage bonus
    17.5% Recharge bonus (not including the Force Feedback proc I have in Shockwave, which fires a lot).

    All in all, it's a very good combonation. But, in the end it's all up to you Just figured I'd throw in my two cents.
  12. Quote:
    Originally Posted by Severe View Post
    i mean really..who isnt safe behind a tank :P
    A Blaster.




  13. Neutrino_Siphon

    ss is weak!

    Plus the fact that you're a Tanker. The Archetype is defense (meaning res/def) based, so naturally your damage is going to be lower, as it's not generally the priority for the standard run-of-the-mill Tanker.
  14. It's Bill. If he's not seeing orange numbers he goes into a state of narcoleptic-like unconciousness, except he's twitching and drooling.


    Not a pretty sight.
  15. IMO, I go 3-2-1. Tier 1 has 3 (Seeing as they end up being two levels below you). Tier 2 has 2, as they end up being one level below you), and Tier 3 has 1, since (Brainfart) they end up being your level (?).

    But with Tactics, you could probably skate by with just two Accuracy in Tier 1 henchies.
  16. I still laugh at the Doomsayers when ET got "nerfed."


    Doomsayer: "NOTZ MAH PRESHUS DEE PEE ES!"
  17. IMO, all the must-haves are all the powers but Barrage (Although some find use for it), and Stun. Stun just sucks


    Many will complain about Energy Transfer. The animation time is longer than it used to be, yes. But quit screaming doom when you lose your precious DPS. ET's still one of two heavy hitters in the set. Take it.
  18. Quote:
    Originally Posted by Umbral View Post
    You know, except for the ridiculously awesome -dam secondary effect that Brutes and Tankers get higher values for.
    Collective agreement from the Brute forums is that KM's lengthy (dont quote me on that, never played it myself) animation times aren't good for fury building.


    And IMO, some/most Tanks dont really care about how hard they're punching, but how hard they're being punched.
  19. I've noticed this too. A lot fo the time I have to re-summon after every group, even on +0/x2.
  20. Hm, what happened to the Rep whatnot?
  21. <QR>

    *facepalm*



    And yes for Carp Melee.
  22. Quote:
    Originally Posted by Necrotech_Master View Post
    i would choose Eviscerate because its decently strong and doesnt kb things all over and is stronger than shockwave

    i would take shockwave too, but the freaking kb is annoying, so i hate the power, if it had no kb i would use it all the time or if it did kd instead of kb like focus i would take it
    lrn2usekb
  23. My Claws/WP has both, and Eviscerate (even with it's three day animation time) is still very useful. I use it as an opener, or when I'm faced against a large group. The higher chance to Crit (that's in Evisc right?) is definitely worth it too.

    Shockwave is tricky to use, but when used right, it's amazing. Quick recharge, good damage, and fast animation time make it a staple in my attack chain, even when I'm up against an AV going for DPS. The KB should be aimed at the Tank (Not the AT, the damage soaker) seeing as they'll have most of the aggro. Shockwave also works as an excellent opener. Jump close, Shockwave, jump in, Spin, and shred the rest.

    Eviscerate is definitely the more situational of the two, however. IMO, if you have to pick one, I'd choose Shockwave. Brutes have a higher Threat Level (4.0 v 3.0) than Scrappers so, chances are, enemies are going to be slapping you more often than the rest of your team. And Shockwave does two things in that instance: Draws enemy attention to you, and gets the enemies off the squishies.


    IMO, YMMV
  24. Quote:
    Originally Posted by Deus_Otiosus View Post
    If they have willingly and purposefully not taken those powers for whatever reasons, they have no place on my team.

    Because I want team-minded, co-operative players on my team. Not selfish people who think it's OK to eschew team benefit for their own personal whims and expect others to pull extra weight for their poorly designed character.

    Because that's what it boils down to.

    If you're planning to team, plan your character's build accordingly.
    So, by this logic, my L50 IO'd for +HP +Regen and +Def Claws/WP Scrapper is more gimp than a legless horse and a complete failure as a team character because I (95% of the time) can run off on my own in 8-man missions set on as high as +3 and survive? Because I'm not built for "team play?"

    Anyways, back onto the subject of this sub-forum. Myself, I will NOT kick someone unless they are completely full of fail. Playstyle, not power choice. Because that is their choice. If a (for example) Rad/Rad Defender doesn't have Radiation Infection or Eneverating Field at L50, fine. Chances are they know exactly what they're doing and can compensate for it.

    Although, I will admit it depends on my mood. If I'm irritated then the Kin without SB will be given a one-mission chance. If they're good, they stay. If they suck, then they're gone.

    If a SoA doesn't have their TT's, whatever. It doesn't matter to me. Sure, it's not the way I would build mine, but I'm not forcing anyone to build anything. It's their own personal preference. Which is what this game really boils down to. A variety of options to play Character X to try to compensate for everyones playstyle.


    Except my Scrapper. He's gimp, apparently.
  25. Neutrino_Siphon

    Imperious TF

    Quote:
    Originally Posted by _Pine_ View Post
    As long as you don't have too many non 50s, should be pretty quick and painless. People looking for a PL on an ITF usually don't contribute as much, and thus make it take longer.
    I disagree with this.


    My Tanker (Level 40 Invul/Mace) wound up being the main Tanker for the ITF, and I did it just fine.