New Dawn

Renowned
  • Posts

    7257
  • Joined

  1. Kismet +6 tohit in a def power of CJ with that touch of death slotting maybe enough to skip foc acc and go conserve energy instead. I'd say it would be from playing one of my scrappers. I'd prefer that. (OwtS may offer end rec when needed but it takes what it gives back off ya when it crashes basically.)

    Air sup is probably something I'd replace Havoc Punch with in order to keep the ladder. It can hit upto 5 but a likely 3 which is pretty good DPE across 3 npcs. I can't get to a Mids right now as am at work having a break so its off the top of my head.
  2. I wouldn't mind seeing Sonic get a buff, maybe it can give you res to hami raid stuff. It's certainly not attractive as it's uncommon, I got a Sonic/Sonic corrupter who has run out of content, nearly got deleted due to looking like a disco ball at one point but pretty much sits on the shelf. For me it is just not offering something for any occasion like other sets do, something versus Psi would be nice.
  3. Quote:
    Originally Posted by GavinRuneblade View Post
    But some of us are not skilled enough to really do it. You can give me all the training in the world and I'll never play the violin in any way that doesn't make you want to throttle me or shoot me to get me to stop.

    I've tried to modify builds. But really, I can tweak a given power in a complete vacuum. that's the limit of it. Making it fit a concept or contribute to the whole? Totally outside my skillset.

    What helps me play and have fun is when someone just gives me a build and says "pick these, slot these, here's your attack chain".

    Really, you don't want to know how bad it gets when I try to modify things or do it myself.

    I end up with things like my stalker who has the Serendipity Endurance reduction and no other pieces from the set in hide. Or my cold/ice defender who runs out of endurance on one spawn of two -1 level minions and sometimes gets killed by them. And I've been playing for two years now. I'm a bit better now, but not much.

    I appreciate the help because i'll never stop trying to get better, but I really prefer the cookie cutter along with the help.

    This is where guides come in, if you want the best character then read the guides and perhaps do further homework. I had a fight with Dreck with my Trick Archer. It taught me to slot a certain way, his limits are common anyway. If you make something for yourself then you gain, learn by doing, learn by mistakes.

    You can ask how people work out what to do with their builds. How is the attack chain worked out? How much recharge can you gain without gimping the rest of your build?

    Guides are alright as they suffice in getting people started but that's it. Guides should try and give you something to get started from not finish the game with and have no need to know more.

    I prefer other people to do a build to see what they favour, get a rough idea of their limits inf wise and then round it off how I would "without it being the very best I or they can do". Sometimes I may not say where I have rounded it off. Looking at mids should tell people, info is plain to see.

    I posted a near finished Dark/Dark defender once of mine, it was near done but not quite.
  4. Quote:
    Originally Posted by Smurphy View Post
    I can respect not wanting to share one's build. However, the concept of "I'm not telling anyone so no one will figure it out" is quite ludicrous and amusing. There are no "secret builds". There may be billions of possible build combinations mathematically but there are very few options realistically once the general direction of the build is understood. "Secret Builds" simply don't exist.

    *Unless one intentionally makes sub-optimal choices to throw people off the trail to their "secret build". That right there is a cunning plan.
    There are tweaks people can make to their builds in order to be flexible enough to be able to work with any team line up and get the job done. Builds with those tweaks are rare. In most build suggestions for a type of defender say, the slotting could almost lack an extra slot of something in some power. By not having that one slot, best tactical options in a certain random team line up could therefore be limited. I could put a range in my fort. I then don't have to risk getting EMP'd by Scirroco in trying to apply it to someone. In a team with certain limits on team tactics whereby I am the only defender it can make a difference. I am not getting EMP'd, so I can help others. Little things.
  5. Quote:
    Originally Posted by Theron View Post
    I had a discussion recently with a player about builds. The person has not and would not (ever) give out their build, which got me thinking: are builds meant to be a closely guarded secret?
    If you're a pvper in a balanced game where only a slight bit more skill/luck is what it takes to keep winning and your build has a certain flexibility that people just haven't thought about then you could be suspicious about giving away your build as it would be like exposing your flexibility so others can share it and expose all your build vulnerabilities so people can have a better pop against it. However in one pvp fight you get a combat log and ingame you can read peoples powers to get a good idea of someone elses build. I have practically remade peoples builds after pvping them once but I don't pvp seriously, barely ever do I.

    Then there is the cookie cutter factor, some people are proud to offer their builds and have several different copies of what they took the time to thoroughly min/max about whilst others prefer to be completely unidentical for concept individually and/or perhaps have a niche.

    Believing in people playing the game as it is meant to be played, ie a player runs into challenges and learns to overcome them themselves or as part of a team is another reason.

    If you were to get given a complete guide on what to expect and what to do, would there be much point in playing the game? It'll be like mowing the lawn to me. I was into getting to know the numbers but the game has lost its magic from knowing them (but atleast I don't feel dumb in teams). Once you know the magic trick, the magic is gone.

    It is better for players to be self sufficient in creating any build for themselves. Better to teach someone to fish and all that.
  6. SS doesn't have to have as much acc as other sets allowing more end red. Rage balances the tanky SS set with most other tanky primary sets. Elec melee, Dual Blades and Dark Melee are three tanker secondaries I haven't checked for balance and so am not saying all tanky sets.
  7. Temp protection isn't needed. You can put KB res IOs in your armours as you level.
  8. The less range you have the more damage you should be able to do. No aim (no +dam) therefore more range. Thats my logic, not dev logic.
  9. New Dawn

    Am I a healer?

    I do play Plant/Emp, it's like this, there is a time and a place for everything, ya just got to find that out. When to control, when to buff and hopefully barely have to heal as a result.
  10. New Dawn

    Between the 2

    I don't get why farming builds can't tank and tanking builds can't farm. 2 builds is a bit expensive to shave a few secs of some map. Plus farming is a bit lame in my opinion, not worth another build, teamed in a pug I have got purps within 3 mins of eachother. I don't know how the reward system works but normal teaming works well enough for me.
  11. Fire Minded, how many servers do you play on? People on the forums come from many servers, what builds most have is possibly something you will never see as your never going to share the same server. I play european servers, on all four for the past near 5 years, out of that I have pretty much just about filled 36 slots on two server and got plenty more, all caped (except for a couple of GR name reserves) and a few 50s and a few setted. I just don't claim to pvp but I bet there are those that pvp that can walk their talk but face it you won't see that in pvp because they're not on your server.

    Builds are one thing, player skill is another. However I have no doubt pvp is still easy on some powerset mixes...meaning changes achieved little.

    Some of us also have spent time ingame, done things, then spending waiting for that what's next rather than farm the bleep out of things. You can never develop additional content fast enough. I spend about as much time as it ever takes me to reply as I tend to be in the middle of things just fancied a break. You are probably someone who has been an OP more times than anyone else for the number of total posts you've made. That said reading all the replies if you do takes up time.

    I don't think you judge things too well. I can't share your opinions. I think the game is doing something for you and you may have a set view of the population as a whole I don't know but the number of threads you create does tell me you need some communication.
  12. New Dawn

    Ice/Dark Tank

    Quote:
    Originally Posted by Blitzkrieg88 View Post
    Made an ice/dark tank a while back and have no clue what to slot for. Should I take hibernate? How good is -movement and -to hit against any AV(even with their big status and debuff res)?
    They resist most of the tohit debuff, a lvl 50 should resist 85%+ roughly otomh, then with movement, simply use immobs and/or -fly. Just them two really but that'll mean acquiring from pools.

    Hibernate is good as its a second wind panic button, you can still keep aggro however you want to be done with regen and end rec before you lose taunt control. It's pointless trying to get it to rechg any faster due to the no phase period being the exact amount of time as the base rechg.
  13. Quote:
    Originally Posted by Wiggz View Post
    ...which is why I'm posting in the Controller forum rather than the Defender forum.

    My first characters were defenders and some are still among my favorites - the new color options have allowed 'Bubblegum Pink', a FF/Sonic to fulfill my manga festish quite admirably -but lately I've been sporadically leveling three different */Rad controllers (Ill/Rad, Earth/Rad and Plant/Rad) and have gotten all of them into the high 20's or low 30's and I from that experience I have to ask - why would a team EVER want a defender over a controller?
    Don't ever need a vast amount of control and one would rather not have to wait 20 + mins for a controller who is available and willing to team. I generally go for random people within my level range.

    I've seen Mind/Emps control and do the job of an empath defender (who didn't proactively buff) but it really cuts into the Mind/Emps time. The empath did blast but they got lost in their attack chain that much a blaster would of been better.
  14. Quote:
    Originally Posted by Fireheart View Post
    Um, actually, Fire-Minded is referring to a Fire/Fire Tanker's superior AoE abilities, not single target, so in that case, a Tanker could dish our more damage (to a Mob of targets) than a Scrapper could. This isn't a comparison of damage output to an AV, but damage output to a Crowd. **/Fire Tankers get more AoE than Scrappers do.

    Scrappers are still the single-target damage kings.

    Be Well!
    Fireheart
    I think it is only so if the Kat/Fire is reliant on Divine Avalanche which does go against maximum damage potential. If possible wherever possible I'd get rid of that DA. Cut out the need to use it and Kat should prove quite a beaut in terms of damage dealing. Not specifically the best in any area but damn good and possibly right on Broadswords back in terms of ST. (I did do the numbers in 2007 and felt dirty afterwards)
  15. I can't get to mids right now to reproduce the build but, perhaps maybe you've gone for melee def rather expensively, in which case the bonuses still probably work out greater than the slots you could add to weave or manuevers say but anyway I am a little surprised not to see the snipe.

    Also given the previous posts of yours you're perhaps a bit reliant when it comes to the more extreme acts on someone being dead and staying dead so that you can perma vengeance off of them.
  16. I would of thought that a Kat/FA scrapper would be more damaging than a FA/FM tanker and if and when not then the Kat is likely reliant on DA quite abit of the time. Also am sure that DA is lethal/melee only so it doesn't quite cover everything.

    There is no trick in doing something like going +hp or +regen, it's just making a personal choice.
  17. If you have a look at the end drain of my build and its end recovery and compared to the end drain/end rec of your build (turn accolades on) there is also a difference.
  18. Wow no expense spared. I have far too much altitis to focus on one character like that.
  19. I took ya build and power choices and made some slotting decisions just to offer some alternative slotting advice. I like KB protection and immob protection on my Rad/Rad so I put that in.


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Sonic Attack
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(23), Achilles-ResDeb%(43)
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 2: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(15), Dct'dW-Rchg(17)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(43)
    Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(9), EndRdx(9)
    Level 8: Mutation -- EndMod-I(A), EndRdx-I(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Lingering Radiation -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13), Acc-I(15)
    Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
    Level 22: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(42)
    Level 24: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(37)
    Level 26: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(40)
    Level 28: Siren's Song -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(29), CSndmn-Acc/EndRdx(29), CSndmn-Sleep/Rng(37), CSndmn-Acc/Sleep/Rchg(40)
    Level 30: Amplify -- RechRdx-I(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(31)
    Level 32: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34), EndRdx-I(34)
    Level 35: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
    Level 38: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-EndRdx/Rchg(45), S'fstPrt-ResKB(48), S'fstPrt-ResDam/EndRdx(48)
    Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Force of Nature -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam/Rchg(50), ImpArm-EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run
  20. I don't see much point in manuevers. Darkest Night and Fearsome stare stack in -tohit. Others may differ however and are entitled to do so. I just never saw much point.
  21. It can be done but the DPA is too long to make it unworthwhile. You could be doing more damage with other powers with the group however it can be a case of seeing a tough crowd, team not fancying their chances and using timebomb along with trips to cut the impending fight duration. The less time people have to spend fighting a tough group the more chance they would have but no one cares about debt or defeat unless its an Mo.
  22. I just went on your description and knocked up this, dunno how close it is though.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(9), Dct'dW-Heal/EndRdx(17)
    Level 1: Neutrino Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
    Level 2: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(17)
    Level 4: Irradiate -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(21), Sciroc-Acc/Dmg/EndRdx(45)
    Level 6: Resurrect -- EndRdx-I(A)
    Level 8: Clear Mind -- EndRdx-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Fortitude -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(13), LkGmblr-EndRdx/Rchg(13), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(25)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(15)
    Level 16: Boxing -- Empty(A)
    Level 18: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(21), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc(40)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25), ResDam-I(34), ResDam-I(40), EndRdx-I(50)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx/Rchg(50)
    Level 24: Proton Volley -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 26: Regeneration Aura -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31), Krma-ResKB(43)
    Level 32: Adrenalin Boost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
    Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dam%(36), Posi-Dmg/Rng(39)
    Level 38: Vengeance -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(40)
    Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
    Level 44: Dark Embrace -- ResDam-I(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(48)
    Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Aim -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run
  23. That's alright, your doing stuff that some people on almost every server don't normally see and by mentioning what you do your dispensing ideas for people.
  24. Quote:
    Originally Posted by BL00DBATH View Post
    If any of my friends see this or u have teamed with me on a tf let me know what u like or how wrong I am if ure one of the many I have pissed off.
    Not something to say. Anyway about this tanking business. Your capacity for a high threat level is low compared to others and then there is the mezz issue. With buffs, maging is something defenders do very well, in teams with a tanker, a defender can be number 2 or number 3 on the hit list anyway especially in pugs. I don't dispute taking an alpha but that's not all that tankers do. I have heard of an empath holding recluses attention whilst people take down the towers, again doable but also doable by any AT. Pulling inner circle, defenders do, scrappers with confront can clean do it too, ya just don't see too many about, again any AT.

    I like your putting out there what can be done, but do you know why it can be done?
  25. People have got to find for themselves what parts of playing a warshade they like most and decide whether or not they wish to concentrate on those parts. I couldn't do that I got a pure warshade which is jack of all trade but that's because I like most parts. Oh anyway it's only when a player finds their ideal build that they have a build that outperforms other alternatives should they of min/maxxed it right. Don't matter what others think, if others can't give perfection they shouldn't expect it. My idea of a perfect player is someone who gives me 2 billion inf.