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Posts
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Joined
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How quickly can a mission be stealthed and how quickly you can get to each mission matters. I ghost/ninja missions all the time but I tend to want arcs done before I outlevel them.
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I got tactics. I like to be able to see things under -per conditions as well as being able to be more sure with my abilities landing. I don't do resurrect, note to ppl, if dead, be more careful. I got assault to get tactics so tanks can res placate better too. I like to be in control of my controller which is why I took indomitable. Disorient, Hold, Sleep, Fear, Confuse, Taunt and Placate are all things my Mind resists as well as some kb io and immob from cj.
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I took Finduilas's build as it was easier to play with and changed it slightly just to do something different. I tend to forget about getting +hp bonuses if a +hp power like dull pain is nigh perma or perma. Currently dp with accolades that will cap your hit points anyway. With that in mind I did this:
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I don't suggest things that are far away from what you have got. I think I have got rid of slots where you've gone for more than 5 of the same set bonuses and then did something else with them. I also went and swapped expensive chance for holds for cheaper chance for stuns. The range in cm and fort can mean you don't have to be EMP'd by Scirroco on a MoSTF or something later as you don't need to be within 80ft as well as reaching people better. You can perma fort 5 people comfortably which is an improvement. End mods in AB aren't essential. I could of done other stuff but I fancied being different:
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Reactive armour as it offers more damage type defense. Willpower doesn't have alot of positional defense. IW can be alright with an end slot unless you want more psi def. The thing I was saying about it is to take it sooner in the build.
Your attacks have long cast times. If you add the cast times together of all the attacks in your attack chain then you will get a good idea of how much rechg your after with the power that has the longest rechg. -
Indomitable Will at 49 looks bad.
You could afford to put CJ at 49 and take IW asap in the build. I think your attack chain +build toggles + time between mobs will come under your net end recovery and so you don't need to go for end rec so much. I wouldn't worry about status resistance as I think you don't pvp. With that in mind I did another suggestion, not for you to look at as complete, it's just a suggestion of many. The return on Melt Armour could be ok'ish if it could get more slots. However I not a fan unless you need to upspeed the defeating just to survive.
I felt you were relying on force feedback to much. Its 10% chance, likely to check for that chance properly every 15 secs. I would use Kick once at the start of each group or end say and so invested slots in haste more.
There is a website called paragonwiki you can look at and find your way around to understand things like the purple patch or different types of enhancements and how they work. I am saying incase you didn't know.
The chance for psi in scorch is possibly worth no more than an average damage slot.
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You've given yourself 10 sets which give you +35hp. That won't work as you can only have upto 5 bonuses of the same type from the making of sets that will work. So you've gone and give yourself 5 +35hp bonuses for nothing. I would if I were you look through for anywhere else that you've gone over 5 on a set bonus and make changes so that you get what you pay for.
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I reckon Dark Armour Brutes could be tanking all 4 of the inner circle together. It's possible. I'd say tanks could throw LR in there for good measure if he didn't need them towers. When it comes to tanking nothing does it better than the tank.
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I usually end up having to warm up into playing my DM/DA. I do believe in herding up mobs tight and killing all before being killed as its more fun. You can almost die but dark regen in time and that why I find it fun. If ya die, soul transfer and carry on.
There is plenty of survivability if you use your toggles well. CoF is mag 3 fear I think, that's better than what tankers get. You shouldn't have to min max and spend billions on a good one, just accept what type of character it is from the powersets and run with it. -
I am in that one percent that takes confront. I can't settle for being a scrapper amongst scrappers. I could never take laser beam eyes.
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If you do /Dev again then just by being Archery isn't going to make leveling that blaster up very different to the AR/Dev. I would either go Archery/NRG or Sonic/NRG.
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Quote:Kiter, Interrupter, Blinder, Crippler..I'd diversify your slotting a bit more. Sometimes more range is more ability to play to ones strengths or in the case of cones and pve a wider cone to hit a spread.Hello, I'm looking for some build help for my AR/Dev blaster
A lot of the reason behind the powers I took (and didn't take, as far as primary/secondary powers go) are due to character concept, but I'm open to suggestions for replacing any sub-optimal powers for something more effective
I'm not into enhancement sets, so no need to get into that. You can more or less ignore slotting levels, though I did have a lot of slots left over so some of the 39+ slottings that may look odd are because of that. Just like for powers, I'm open to slotting suggestions, keeping in mind that I'll only be using IOs of course
Where you got 3 IOs of the same I might go down to 2 in places to free up slots for more caltrops over time. One set to keep villains way back and another at my feet should some get to me (teleporters etc).
You may not want to IO set but a dam/rechg here or a dam/range there may do more for you and get you about the ED cap rather than way over it in some areas wasting slot potential. More LRM over time would suit me.
I can't imagine enfeebles being expensive and so if you gonna 6 slot webgrenade then ya may as well IO set it. Duration is worth more than rechg also I think. The less you have to use it the better.
2 too many slots in Aidother and the res, acro and cloak cld be less end heavy. -
What my role would be depends on my chances of survival. With next to none I might be found +50ft in the air targeting whats immediately in front of a capable tank.
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*Scratches head..*
*scratches head some more..*
'disadvantages'
"hmmm...no it's a great combo."
*Finds a nit* -
And Blasters are force that is good to multiplicate.
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In the basic IO build was alot of unmissable slotting. For the record Gun Drone is worth 10 Body Armours. I use it to take the alpha for me, certainly mezz effects depending on if I decide to play that way.
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I tend to think and I gather from past posts of other people that purpling is something we do with other ATs as it would be nice to feel as nigh immortal/unstoppable with them as we can with the tanky. Farming builds are essentially maximum damage per sec. It'll be easy to throw in purples and have a decent build and so it is hard to fail at going wrong.
Your asking for a lot of PvP enh just to have a build to farm with. I would reconsider if I were you and enjoy other toons or the game. I'd imagine to get that amount will take a lot. If I was gonna spend my gaming time in a farm mish I'd prolly roll a Fire/Fire. It's mean't to be the most offensive and if at any time its not, including now the inevitable will be that it will be made the most offensive.
I think that your opening post is different to the one ya had before whereby your willing to forego more powers seeing as you've narrowed the ones ya wanna keep more. That in itself means that build suggestions could diverse more and be more survivable or damaging as a result.
You have a 3 aoe attack chain, you will have an end cost per sec of all your toggles and a end cost per sec of this attack chain. Add them together and thats all your end recovery needs to be slightly more than. Unless you can reduce the rechg of your attacks more. Given what your in fight end cost per sec of build is and then having little more end rec than that, you can work on other attributes. It'll help to know your average fight duration and time between groups where you make some end rec. I think you'll be over costing a build and getting less out of it the way you are going atm. -
People who aoe immob a spread group or people who open up with an aoe KB.
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Quote:Several of my friends have come back to CoH as the new expansion draws near. We have started a new group of heroes and it has been left up to me to play a healer type....Any suggestions?
Between you and them, you should be able to work out ways to get through the game with eachother on any character you or they want to play. -
With short circuit and powersink then you should be in the thick of things at some point. I would Range/AoE def such a character. I see real offenders, they don't do much in the way of defending. To defend and do offensive things in between is still defending.
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Sound suppression happened before 2009 if my memory serves me right so on that note, I could be wrong.
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I do agree with the vast majority when it comes to fight pool. It will make a difference however given the powers you have taken (I'll guess you might like them) and given the slots you would like to keep; I did this but, I will say that, in keeping all of your powers; I kept the power order the same. I do feel its an awkward order of powers:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Starrior: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), T'Death-Acc/Dmg/EndRdx(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(11), RctvArm-EndRdx(36), RctvArm-ResDam/Rchg(36)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(37), Dct'dW-EndRdx/Rchg(37)
Level 6: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(33), T'Death-Acc/Dmg/EndRdx(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx/Rchg(46)
Level 12: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(40), T'Death-Acc/Dmg/EndRdx(42)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(46)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(21), RctvArm-ResDam/Rchg(34)
Level 18: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Taunt/Rng(21), Mocking-Acc/Rchg(31), Mocking-Rchg(31)
Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(43)
Level 22: Hand Clap -- Insult-Taunt(A), Insult-Dsrnt%(23), Insult-Taunt/Rchg(23)
Level 24: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(25), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43)
Level 26: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29)
Level 28: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31)
Level 32: Unstoppable -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33)
Level 35: Hurdle -- Jump-I(A)
Level 38: Health -- Heal-I(A), Numna-Heal(39), Numna-Regen/Rcvry+(39)
Level 41: Stamina -- EndMod-I(A), P'Shift-EndMod(42), P'Shift-End%(42)
Level 44: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal(50), P'Shift-EndMod(50), P'Shift-End%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 28.6% Defense(Smashing)
- 28.6% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 7.38% Defense(Ranged)
- 7.06% Defense(AoE)
- 1.8% Max End
- 42.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 33% Enhancement(Accuracy)
- 10% FlySpeed
- 105.4 HP (5.63%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 5% (0.08 End/sec) Recovery
- 44% (3.44 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 10% RunSpeed
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Set Bonuses:
Reactive Armor
(Resist Physical Damage)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Resist Physical Damage)- 3% Defense(All)
(Jab)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Punch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Resist Elements)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Haymaker)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Super Speed)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Resist Energies)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Hand Clap)- 1% (0.02 End/sec) Recovery
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Knockout Blow)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Invincibility)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Tough Hide)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rage)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Unstoppable)- MezResist(Immobilize) 1.1% (Exceeded 5 Bonus Cap)
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) (Exceeded 5 Bonus Cap)
(Health)- 12% (0.94 HP/sec) Regeneration
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Physical Perfection)- 12% (0.94 HP/sec) Regeneration
(Physical Perfection)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed