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Posts
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Joined
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I notice people interject. Not sure interjection is required. One can only hope that the Devs see the madness one does.
I generally get what I hope for out of Photons, 86.666r % ave of max pos dam output as I use it on 10 tight mobs, not have them float to a single target and waste 9 other possible hits.
Pulsar, some mobs res disorient better than others, higher levels res more than lower levels. This is normal. Keeping some mobs permanently disorientated can happen.
PB Dwarf is a very basic form therefore in theory I'd of expected it to be not hard to of got right to design intentions by now. -
I have 2 builds on my TA/A, one for teaming and one for soloing. I can see why you've gone with what ya took. I did dabble with it for 5 mins not to turn it into mine but just to suggest a couple of things that might suit you and give you another perspective. I find the entire primary useful. I could probably write a whole lot about each power but I much rather people discover things for themselves. What I have done is moved some slots about and snuck in entangling arrow. A team can be like a deck of cards and my entangling arrow can be the card that if taken away, the whole pack falls. I'd have no problem in theory, tanking whatever for your defender pre incarnate. Between us we can keep the rest of the team alive and well but entangling arrow can and might make my life easier. I am only saying in theory because we could be on seperate servers.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Pin - Point: Level 50 Technology Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(3), DarkWD-ToHitDeb(15), DarkWD-ToHitdeb/Rchg/EndRdx(37)
Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(34)
Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(36)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(36)
Level 6: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(17), FtnHyp-Sleep(40)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(42)
Level 12: Acid Arrow -- ShldBrk-Acc/EndRdx/Rchg(A), AnWeak-Acc/Rchg/EndRdx(13), Achilles-ResDeb%(21)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit(17), AdjTgt-ToHit/Rchg(37), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(43)
Level 18: Disruption Arrow -- EndRdx-I(A)
Level 20: Glue Arrow -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Kick -- Empty(A)
Level 26: Oil Slick Arrow -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(27), SDefendersB-Dmg/EndRdx/Rchg(27), SDefendersB-Acc/Dmg/EndRdx(29), SDefendersB-Acc/Dmg/EndRdx/Rchg(29), SDefendersB-Rchg/Heal%(31)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResKB(42), S'fstPrt-ResDam/Def+(50)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(40)
Level 32: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), EoCur-Acc/Hold/Rchg(34)
Level 35: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit(43), AdjTgt-ToHit/Rchg(43), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45)
Level 38: Rain of Arrows -- Posi-Dam%(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Acc/Dmg(40)
Level 41: Force of Nature -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(45), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(46)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-Psi/Status(50)
Level 47: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-EndRdx/Stun(48), Stpfy-Acc/Stun/Rchg(50)
Level 49: Entangling Arrow -- Acc-I(A)
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: Sprint -- Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(15)
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I was tempted to do another comp, I got 6 Ragnoraks for a prize atm but I am not with a firm conviction to the toon I am thinking of making.
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There are about 15 threads in this section where people are looking for critique but have had no reply. You could do all of them.
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Quote:Wow at this comment which doesn't mention the ***/ and the ***/ or reasoning to give it some credence.Wow at this thread. I have a /Ice Tanker and I have played a /Staff Tanker and there is no way that Ice can outdo Staff across the board...in fact Staff has better mitigation and better damage output than /Ice.
You have been like a kid in the sweetshop when it comes to what every powerset needs but 95% of the people that don't come to the forums might need their concepts left alone. -
Quote:1) Not the greatest swordsman in history, said to be by some maybe.The story goes that even the greatest swordsman in history, Musashi, was vexed and barely able to beat a small number of Hozoin spearmen.
2) More than one Hozoin Spearman is still good I thought.
3) I used to be pretty good with staffs and 3 sectional staffs. -
What I do is either allow more consolidation time or because the tanker isn't a good aggro magnet, lower my DPS through selective targeting and I hate having to lower my DPS.
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Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx(13)
Level 6: Jacobs Ladder -- Oblit-%Dam(A), Oblit-Dmg(17), Oblit-Acc/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(21), GSFC-ToHit/Rchg(23), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(25), GSFC-Build%(25)
Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(27)
Level 12: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(31), Oblit-Acc/Rchg(31)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(33)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34)
Level 20: Lightning Field -- Erad-Dmg(A), Erad-%Dam(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Acc/EndRdx(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(39), Dct'dW-Heal/EndRdx(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 32: Lightning Rod -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(43), SBrutesF-Acc/Dmg/Rchg(43), SBrutesF-Acc/EndRdx/Rchg(43), SBrutesF-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Lightning Reflexes -- Run-I(A)
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: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 50: Resilient Core Paragon
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Quote:Tohit?The same goes for Aim. It's slotted that way for the defense boost.
I quite liked ya build, it made me spark up mine to see what I went for. What you've done is dropped in some offense with some attacks in order to maintain high defense. I get that, I didn't do that myself, I settled for being offensive and with the need for a luck to softcap but I team and teams bring all kinds of things that may put me in the position of simply being about full on damage. -
It takes alot of slots to go around all them powers and make them good. Most people don't entertain it.
First thing in leveling up, you only need enough accuracy to face the groups that offer you the best xp/time.
With that in mind, plus the idea from what you've done which seems to look like you wish to try out all the powers near enough I kept all them powers and played with your slotting. Go out and hit some +2s with it basically, not try for +4s.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Warshade: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Hero Profile:
Level 1: Ebon Eye -- Acc-I(A), Dmg-I(27), Dmg-I(29)
Level 1: Absorption -- ResDam-I(A)
Level 2: Gravimetric Snare -- Acc-I(A), Dmg-I(29), Dmg-I(31)
Level 4: Gravity Shield -- EndRdx-I(A)
Level 6: Dark Nova -- EndMod-I(A)
Level 8: Shadow Blast -- Acc-I(A), Dmg-I(31), Dmg-I(33), EndRdx-I(33)
Level 10: Penumbral Shield -- EndRdx-I(A)
Level 12: Sunless Mire -- Acc-I(A), EndRdx-I(33), Dmg-I(34), Dmg-I(34), RechRdx-I(34), RechRdx-I(36)
Level 14: Shadow Cloak -- EndRdx-I(A)
Level 16: Twilight Shield -- EndRdx-I(A)
Level 18: Gravity Well -- Acc-I(A), Dmg-I(36), Dmg-I(36), RechRdx-I(37), RechRdx-I(37)
Level 20: Black Dwarf -- ResDam-I(A), ResDam-I(37)
Level 22: Stygian Circle -- RechRdx-I(A)
Level 24: Essence Drain -- Acc-I(A), Dmg-I(39), Dmg-I(39), Heal-I(39), Heal-I(40)
Level 26: Gravitic Emanation -- Acc-I(A), EndRdx-I(40), RechRdx-I(40), RechRdx-I(42)
Level 28: Unchain Essence -- Acc-I(A), Dmg-I(42), Dmg-I(42), EndRdx-I(43)
Level 30: Inky Aspect -- Acc-I(A)
Level 32: Dark Extraction -- Acc-I(A), Dmg-I(43), Dmg-I(43), EndRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 35: Orbiting Death -- Acc-I(A), EndRdx-I(46), EndRdx-I(46), Dmg-I(46), Dmg-I(48)
Level 38: Eclipse -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 41: Dark Detonation -- Acc-I(A), Dmg-I(50), Dmg-I(50), EndRdx-I(50)
Level 44: Stygian Return -- RechRdx-I(A)
Level 47: Starless Step -- Acc-I(A)
Level 49: Shadow Slip -- EndRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31)
Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
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: Shadow Step -- EndRdx-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- EndRdx-I(A)
Level 6: Dark Nova Blast -- Acc-I(A), Dmg-I(3), Dmg-I(3)
Level 6: Dark Nova Bolt -- Acc-I(A), Dmg-I(5), Dmg-I(5)
Level 6: Dark Nova Detonation -- Acc-I(A), Dmg-I(7), Dmg-I(7), RechRdx-I(9), RechRdx-I(9)
Level 6: Dark Nova Emanation -- Acc-I(A), Dmg-I(11), Dmg-I(11), RechRdx-I(13), RechRdx-I(13)
Level 20: Black Dwarf Antagonize -- Taunt-I(A)
Level 20: Black Dwarf Drain -- Acc-I(A), EndRdx-I(15), Dmg-I(15), Dmg-I(17), Heal-I(17), Heal-I(19)
Level 20: Black Dwarf Mire -- Acc-I(A), Dmg-I(19), Dmg-I(21), RechRdx-I(21), RechRdx-I(23)
Level 20: Black Dwarf Smite -- Acc-I(A), Dmg-I(23), Dmg-I(25)
Level 20: Black Dwarf Step -- EndRdx-I(A)
Level 20: Black Dwarf Strike -- Acc-I(A), Dmg-I(25), Dmg-I(27)
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Quote:He's archery not assault rifle. If a good blaster build to you says skip half the dev set for fight pool and stick a glad in it then just take 5 mins to do one. No need to make him read all that.
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Quote:From a best light point of view, I completely agree.1. Reduce pledge drives
2. Less British dramas
3. More hard science shows.
I have never seen a hard science show, maybe soft science show claiming to be hard but plenty of American Dramas.
I have a Pure Tri Form PB with haste. No other outside powers except inherent fitness and still solo +4*8 and could tank strongly with her, be the blapper, be the super alpha, super nova and save friends in need by yes being a good enough defender. PBs are versatile and I like the different ways in which I can help a team more than I do anything that is solely only of some use to me.
Right:
1) Toggle suppression when shifting into forms.
2) A means via IO sets to reduce the KB in powers for a more universal approach to KB from which all ATs can benefit. Arbiter Hawk may not like to see less KB and still the remaining DPS from a power so therefore these sets might be less enhancing of damage but more enhancing of endurance discounting in order to maintain the set DPE of an AT.
3) No more Dramas. I do not understand the need for buffs really.
And where is Alien One? One of the few who stepped up to help me attain some reasonable level of ingame expectation of Dark Extractions so far by farming for me and now hes gone -
I have a Dark Armour Tanker. Dark Armour Brute too. What am I wrong about? That Dark Tanks arent end heavy? Don't think so.
Oh I get it, you must be the all knowledgeable one. No, each tanker secondary has it's pluses and minuses including Dark Melee. People can determine what's best for themselves based on their own priorities. -
Nah, there are always pluses and minuses. It could be the best set ever for those that struggle with slotting builds to positive effect with such things as DA. Dark Armour isn't actually end heavy.
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Quote:I like the fact that you've come up with something positive about LRM. I use it when Double Toe bombing isnt an option.
The only time I ever missed Smoke Grenade was fighting Rikti. It just meant that I used Spawn 2 tactics once and Spawn 3 tactics twice.
For a trapper the old gun drone was better (though I didn't use it even then). Since Gun Drone is an end hog, takes too long to cast, is not a permanent pet, gains no benefit from TD, and interferes with Spawn 1 and Spawn 2 tactics, it too is absent from my build.
Smoke grenade, all I can say is I have felt it in PvP and it was good there but maybe more useful to people when they are at 40% range def mostly if anything.
What I really want to get to is Gun Drone. It is potentially great DPE, well worth getting out as well as a provider of a damage buff especially versus AVs. It has the survivability of a basic blaster and can take mezzes for you, can be sacrificed so that you can make a start on a mob through controls. I personally don't remind myself to get it out enough especially when teamed. -
I'd totally agree that, your build is unplayable. I would of 5 to 6 slotted attacks before adding more slots into toggles or a travel power. The difference to the total build with each slot would need to be looked at.
This is cheap, not ultimate but hopefully a kickstart which literally took me 5 to 10 mins, so am in no way going to be disappointed if you pick someone elses more purpled one. This would be a quick not too expensive alternative fix to what you've done.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Blue Gadgeteer: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Web Grenade -- HO:Endo(A)
Level 2: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(7), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(45)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(11)
Level 10: Targeting Drone -- HO:Cyto(A)
Level 12: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), LkGmblr-Rchg+(25)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(43), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 18: Ranged Shot -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(19), ExecCtrt-Dmg/ActRdx(19), ExecCtrt-Dmg/Rng(21), ExecCtrt-Dmg/Rchg(21), ExecCtrt-Stun%(25)
Level 20: Cloaking Device -- EndRdx-I(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 24: Smoke Grenade -- Empty(A)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-KB%(34), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46)
Level 28: Trip Mine -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(29), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Acc/Rchg(31), C'ngBlow-Dmg/EndRdx(31)
Level 30: Caltrops -- ImpSwft-Dam%(A)
Level 32: Rain of Arrows -- BlastersW-Acc/Dmg(A), BlastersW-Dmg/Rchg(33), BlastersW-Acc/Dmg/Rchg(33), BlastersW-Acc/Dmg/EndRdx(33), BlastersW-Acc/Dmg/EndRdx/Rchg(34), BlastersW-Rchg/Dam%(50)
Level 35: Time Bomb -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/Rchg(40)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Cryo Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Surveillance -- Acc-I(A), EndRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Ageless Radial Epiphany
Level 50: Ion Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Core Paragon
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The DPE of an ATs attacks is usually always the same. Apart from varying depending on whether or not its a ST or AoE.
What differs is that the attacks across an ATs powersets aren't balanced against time. With one attack you may do the right DPE but take twice as long to do it.
Your DPS will suffer. On the upside with long cast times you make more end recovery against the end cost of an attack compared to what you would with a short cast time attack. This can help make this set feel good when used with what's often coined as "End Heavy Sets". You don't burn end as quick and you are blind to your DPS potential.
A set full of long cast times deserves to have more AoE to compensate. In my mind better recharge to compensate the PvPers.
A Brute using long cast time attacks will potentially get hit for longer fueling fury and maintaining endurance well through decent end recovery to give a feel good, doing alright factor.
The problem with Staff is the problem with the game for me. It's not balanced against time like people would want it to be.
A Powerset has to particularly work well with 3 Powersets that you combine it with. Staff probably does without us needing to look. Dark Armour being one, for many. For some, a DA they can finally play.
You have to make choices you can live with. Not everyone will find the niche benefits of putting X and Y together and build upon it. I have 100ish characters and personally love it when I find that certain something character can have that all my other characters can not. Last thing I want is 8 controllers, all about doing damage, all surviving by the same power pool additions being almost identical to eachother except for pretty graphics.
I would not of deleted. Sets can change at anytime. Niches can be found long after 50. -
Quote:mass hypnosis makes them not only stop attacking you but attack each other
If Trick Archery was part of the control set then maybe we should be comparing Trick Archery to Mind Control. But it's not. If ya want Mass Confusion and keep a spawn busy hitting eachother or Seeds of Confusion then feel free and go make a Mind/TA or a Plant/TA, hell go make an Elec/TA for each of those super powersets ya mention and get EMP Arrow to boot!
I don't understand how people can fail when playing with a Trick Archer or relying on one. Playing with one like it can heal arrow you at any point would be a bit stupid. It takes knowing how to team with one to get the most out of their support, just like it takes knowing the opposite on how to team with one to get the least out of their support. I could go and hide behind a wall and scream heal me to an empath that's over 300ft away. This is precisely my point. If you don't play within a team mates flexibilities then no you are not going to succeed.
Some people like to run through steam rolling everything, not worrying about their timing, not having to care about their positioning and it's all just a keymash fest. That's for some people. Some people like to feel immortal and unchallenged. Some people actually cover their faults by eventually getting that build that allows them to get away with their one tactic of giving the enemy everything it could want. Again that's some people not all people.
Each defender set offers something another does not. You trade things, you can't be good at everything and when teamed with two defenders, one defender could be bringing something to the table that the other defender does not. I'd rather sit in on a Trick Archers farm than a Empaths farm if we are all looking for something that actually can singlehandedly save the team because in a typical PuG people do things like kill mobs to save themselves. -
Quote:I have a sonic, they do not single handedly carry people, people contribute too or are supposed to.Not sure if serious. Ever play a Sonic or FF Defender that knew what they were doing? How about a Dark Defender? I'm sure Cold is just as amazing.
There is plenty of 'singlehandliness' in teams due to power creep in the inability for NCSoft to balance a checkbook let alone powersets but that last one is understandable but honestly: SS/Fire/Soul brutes carry teams all the time. So do Ill/Rad/lol Controllers. How about Bots/Dark Masterminds? Etc.
Not sure if you're even playing the game anymore at this point
As a Dark Defender, which I have I think you'll find that other players contribute too or are supposed to.
Even with my Colds, or FFs other players contribute.
There is no singlehandedness unless everyone sits at the door.
There are factions that can break the level of support most the sets I have just discussed to beneath the average to what people are used to.
The other ATs are irrelevent to what you've been quoting me.
The difference is in how natural, people can play with the defender sets. Are some defender sets potentially allowing some mindless morons do well where others sets can't?
Sure and that's the problem. There shouldn't be anyone offering a team of idiots an autowin.
If you can't play to your characters strengths then you suck as a player of a character. If you can't play to the strengths of the defender you have then you suck with your character. -
Staff Melee can prob go with everything.
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There needs to be some well laid out ground rules.
You don't ask the Devs to look at Plant Control.
They might look at one thing and see another. -
It's not an ST, if you put it 3.5 teleportals back behind a grp then ya might DS half a grp, not somit doable at speed I don't think. It's upto us to be creative with it. Currently all I have done is prevent impending ambushes on a lets all try to aggro 17 mobs each type of PuG.
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I'll be a judge. Looks to me like a 5th of Princess Darkstars own contribution is made up of THBs help. Going from the OP, where Princess Darkstar couldn't for the life of him whatever come up with something it's concieveable that THB helped kickstart PDs idea. Then since then two builds have come into play remarkably not too dissimilar to PDs idea, a quick couple of changes and we are "tada". Whether or not they were done from a blank canvas is up in the air proofwise. It may of been best if PD had not self contributed at all.
It is most conceiveable that PD had gone with his own idea after all which is possibly as I say using a 5th of what THB had done. Whosoever helped turn the gears most as to what Princess Darkstar finally conceived for himself should recieve some reward or be the only reciever. 500 million Inf as stated in the beginning ain't much but it maybe a 5th of the price of an entire purple set and there is atleast a 5th of a build in common.
Then we can all be done and dusted.
The moral of the story will be don't self contribute.