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Posts
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Joined
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For what I see in US Forums, it seems Spines/Inv are flourishing now, but /Inv changes feel great and Spines is great primary so it's understandable. I'm so happy with my DM/Invuln that I'll probably give a go to another Inv stateside, just not sure of which primary, need to check a few builds, might see about Fire/Invuln (damn devs, scrappers should have got Combustion on Fiery Melee GRRRR)
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Tbh I don't think PvP is going to be fixed. In my opinion, devs have found a goldmine with the merit thingie. See, Positron TF, Synapse TF, Dr. Q TF are still [censored], but that's not important to devs, what is important to them is that people now do these TF's regularly, so they realized of the power of merits and ensured the success (not saying it wasn't going to be successful anyway) of the MA, now with Tickets, so I wouldn't be surprised of I15 "fixing" PvP by giving "vouchers" or "coupons" or however you want to call them following the same principle. We know it's still broken, but their datamining would probably show that more people do PvP same way their datamining probably shows now that the frequency Positron, Synapse or Dr. Q TF's are being run has increased exponentially compared to pre-I13, so who can maintain that something is broken when numbers "prove" otherwise?
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Hmmm, this kind of thread rings a bell
Gtz mate on your 15th lvl 50, a second Defender is always handy (specially when I had a Cold/Dark at lvl 50 first)
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I am curious about Earth/Thermal, would like to see what Stoney can do with Heals, Shields and Forge
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Your attacks are heavily underslotted, plus Follow Up needs acc, rchg AND the Chance for build up, not the Gaussian's set. Getting your mez protection at lvl 18 is a mistake imho, but main thing is that you have overslotted powers who don't need that many slots and left your attacks underslotted, an even level boss fight might take you 15 min, more if the boss is Freakshow.-
Dunno, but you still have a ton of slots available to allocate under lvl 32 that you have not used
Edit:
Do this instead and become a buzzsaw killing machine:
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Claws-SR: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dam%(34), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def(3), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(34)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40), Achilles-ResDeb%(40)
Level 4: Focused Senses -- S'dpty-EndRdx(A), S'dpty-Def(5), S'dpty-Def/EndRdx(5), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(13)
Level 6: Swift -- Run-I(A), Run-I(37)
Level 8: Follow Up -- Acc-I(A), Acc-I(9), AdjTgt-Rchg(9), AdjTgt-ToHit/Rchg(13), RechRdx-I(15), GSFC-Build%(15)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(23), Winter-ResSlow(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), RgnTis-Regen+(19), Numna-Heal/EndRdx(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Quickness -- Run-I(A), Run-I(46)
Level 24: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Acc/Rchg(31)
Level 28: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- S'dpty-EndRdx(A), S'dpty-Def(33), S'dpty-Def/EndRdx(33), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 38: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Hurdle -- Jump-I(A), Jump-I(48)
Level 49: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]9,5% DamageBuff(Smashing)[*]9,5% DamageBuff(Lethal)[*]9,5% DamageBuff(Fire)[*]9,5% DamageBuff(Cold)[*]9,5% DamageBuff(Energy)[*]9,5% DamageBuff(Negative)[*]9,5% DamageBuff(Toxic)[*]9,5% DamageBuff(Psionic)[*]6,75% Defense(Smashing)[*]6,75% Defense(Lethal)[*]5,81% Defense(Fire)[*]5,81% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]10,5% Defense(Melee)[*]9,25% Defense(Ranged)[*]8,63% Defense(AoE)[*]52,5% Enhancement(RechargeTime)[*]47% Enhancement(Accuracy)[*]4% FlySpeed[*]140,6 HP (10,5%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]MezResist(Held) 5,5%[*]MezResist(Immobilize) 7,15%[*]MezResist(Stun) 2,2%[*]2% (0,03 End/sec) Recovery[*]70% (3,91 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]1,26% Resistance(Fire)[*]1,26% Resistance(Cold)[*]3,13% Resistance(Negative)[*]3,13% Resistance(Psionic)[*]4% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Touch of Death[u]
(Strike)<ul type="square">[*] MezResist(Immobilize) 2,75%[*] 20,1 HP (1,5%) HitPoints[*] 2,5% DamageBuff(All)[*] MezResist(Held) 2,75%[*] 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)[/list][u]Red Fortune[u]
(Focused Fighting)<ul type="square">[*] MezResist(Immobilize) 2,2%[*] 1,26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2,5% Defense(Ranged), 1,25% Defense(Energy), 1,25% Defense(Negative)[/list][u]Crushing Impact[u]
(Slash)<ul type="square">[*] MezResist(Immobilize) 2,2%[*] 15,1 HP (1,12%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Serendipity[u]
(Focused Senses)<ul type="square">[*] 4% (0,22 HP/sec) Regeneration[*] 10 HP (0,75%) HitPoints[*] 3% Enhancement(Accuracy)[*] 1,25% Defense(AoE), 0,63% Defense(Fire), 0,63% Defense(Cold)[/list][u]Adjusted Targeting[u]
(Follow Up)<ul type="square">[*] 2% DamageBuff(All)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7,5% Enhancement(RechargeTime)[/list][u]Winter's Gift[u]
(Combat Jumping)<ul type="square">[*] 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0,67 HP/sec) Regeneration[*] 25,1 HP (1,87%) HitPoints[/list][u]Obliteration[u]
(Spin)<ul type="square">[*] 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)[/list][u]Scirocco's Dervish[u]
(Eviscerate)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 3,13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3,13% Defense(AoE), 1,56% Defense(Fire), 1,56% Defense(Cold)[/list][u]Luck of the Gambler[u]
(Dodge)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 15,1 HP (1,12%) HitPoints[*] 7,5% Enhancement(RechargeTime)[/list][u]Steadfast Protection[u]
(Tough)<ul type="square">[*] 3% Defense(All)[/list][u]Serendipity[u]
(Weave)<ul type="square">[*] 4% (0,22 HP/sec) Regeneration[*] 10 HP (0,75%) HitPoints[*] 3% Enhancement(Accuracy)[*] 1,25% Defense(AoE), 0,63% Defense(Fire), 0,63% Defense(Cold)[/list][u]Luck of the Gambler[u]
(Evasion)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 15,1 HP (1,12%) HitPoints[*] 9% Enhancement(Accuracy)[*] MezResist(Held) 2,75%[*] 3,13% Resistance(Psionic)[*] 7,5% Enhancement(RechargeTime)[/list][u]Thunderstrike[u]
(Focus)<ul type="square">[*] 2% (0,03 End/sec) Recovery[*] 2,5% Defense(Energy,Negative), 1,25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[*] 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight[*] 2,5% Defense(Ranged), 1,25% Defense(Energy), 1,25% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Lucky)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 15,1 HP (1,12%) HitPoints[*] 7,5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Agile)<ul type="square">[*] 10% (0,56 HP/sec) Regeneration[*] 15,1 HP (1,12%) HitPoints[*] 7,5% Enhancement(RechargeTime)[/list]
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Dunno, this is the way I'd do a WP/Nrg, but I am obsessed on defence:
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
project xx set build mk2: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Regen/Rcvry+(29), Numna-Heal(31), Numna-Heal/Rchg(34), ResDam-I(34), ResDam-I(42)
Level 1: Barrage -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(7), Mako-Dam%(19)
Level 2: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(37)
Level 4: Fast Healing -- RgnTis-Regen+(A), Numna-Heal(5), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(31)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- HO:Golgi(A), HO:Golgi(9), Heal-I(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), EndMod-I(13)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(19), Zephyr-ResKB(42)
Level 16: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 18: Swift -- Run-I(A)
Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(21), Mocking-Rchg(25), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37)
Level 22: Health -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(42)
Level 24: Heightened Senses -- HO:Enzym(A), HO:Enzym(25), DefBuff-I(29)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(27), EndMod-I(27)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50), ImpArm-ResPsi(50)
Level 32: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Acc-I(34)
Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Weave -- HO:Enzym(A), HO:Enzym(45), DefBuff-I(45)
Level 44: Hurdle -- Jump-I(A)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48), Zephyr-Travel(48), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 49: Strength of Will -- Aegis-Psi/Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]11,5% DamageBuff(Smashing)[*]11,5% DamageBuff(Lethal)[*]11,5% DamageBuff(Fire)[*]11,5% DamageBuff(Cold)[*]11,5% DamageBuff(Energy)[*]11,5% DamageBuff(Negative)[*]11,5% DamageBuff(Toxic)[*]11,5% DamageBuff(Psionic)[*]14,9% Defense(Smashing)[*]14,9% Defense(Lethal)[*]11,8% Defense(Fire)[*]11,8% Defense(Cold)[*]13,6% Defense(Energy)[*]13,6% Defense(Negative)[*]3% Defense(Psionic)[*]13,6% Defense(Melee)[*]20,5% Defense(Ranged)[*]15,8% Defense(AoE)[*]1,8% Max End[*]20% Enhancement(RechargeTime)[*]9% Enhancement(Accuracy)[*]5% FlySpeed[*]267,1 HP (14,3%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 9,35%[*]MezResist(Immobilize) 11,6%[*]MezResist(Stun) 2,2%[*]2,5% (0,04 End/sec) Recovery[*]36% (2,82 HP/sec) Regeneration[*]9% Resistance(Psionic)[*]5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Steadfast Protection[u]
(High Pain Tolerance)<ul type="square">[*] 3% Defense(All)[/list][u]Numina's Convalescence[u]
(High Pain Tolerance)<ul type="square">[*] 12% (0,94 HP/sec) Regeneration[*] 35,1 HP (1,88%) HitPoints[/list][u]Mako's Bite[u]
(Barrage)<ul type="square">[*] MezResist(Immobilize) 3,3%[*] 28,1 HP (1,5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3,3%[*] 3,75% Defense(Ranged), 1,88% Defense(Energy), 1,88% Defense(Negative)[/list][u]Reactive Armor[u]
(Mind Over Body)<ul type="square">[*] 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)[/list][u]Impervium Armor[u]
(Mind Over Body)<ul type="square">[*] 3% Resistance(Psionic)[/list][u]Numina's Convalescence[u]
(Fast Healing)<ul type="square">[*] 12% (0,94 HP/sec) Regeneration[*] 35,1 HP (1,88%) HitPoints[/list][u]Efficacy Adaptor[u]
(Quick Recovery)<ul type="square">[*] 21,1 HP (1,13%) HitPoints[/list][u]Blessing of the Zephyr[u]
(Super Speed)<ul type="square">[*] 3,13% Defense(Ranged), 1,56% Defense(Energy), 1,56% Defense(Negative)[*] 3,13% Defense(AoE), 1,56% Defense(Fire), 1,56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Obliteration[u]
(Whirling Hands)<ul type="square">[*] 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)[/list][u]Mocking Beratement[u]
(Taunt)<ul type="square">[*] 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)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0,94 HP/sec) Regeneration[*] 35,1 HP (1,88%) HitPoints[/list][u]Efficacy Adaptor[u]
(Stamina)<ul type="square">[*] 21,1 HP (1,13%) HitPoints[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] 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)[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] 3% Resistance(Psionic)[/list][u]Kinetic Combat[u]
(Bone Smasher)<ul type="square">[*] MezResist(Immobilize) 2,75%[*] 28,1 HP (1,5%) HitPoints[*] 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35,1 HP (1,88%) HitPoints[*] 2,5% (0,04 End/sec) Recovery[*] 2,5% DamageBuff(All)[*] 2,5% Defense(Melee), 1,25% Defense(Lethal), 1,25% Defense(Smashing), 2,5% Defense(Ranged), 1,25% Defense(Energy), 1,25% Defense(Negative), 2,5% Defense(AoE), 1,25% Defense(Fire), 1,25% Defense(Cold)[/list][u]Mako's Bite[u]
(Total Focus)<ul type="square">[*] MezResist(Immobilize) 3,3%[*] 28,1 HP (1,5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3,3%[*] 3,75% Defense(Ranged), 1,88% Defense(Energy), 1,88% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7,5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
(Combat Jumping)<ul type="square">[*] 3,13% Defense(Ranged), 1,56% Defense(Energy), 1,56% Defense(Negative)[*] 3,13% Defense(AoE), 1,56% Defense(Fire), 1,56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Aegis[u]
(Strength of Will)<ul type="square">[*] 3% Resistance(Psionic)[/list] -
[ QUOTE ]
EU side = one/maybe two a month
US side = one/two a day
[/ QUOTE ]
^ dis -
For regular mish soloing with cheap builds, Fire/WP, DM/WP or even Claws/WP
Spines/WP is a bit trickier for soloing but will allow you farming nicely at lvl 50 if you wish to do so.
If you want to make expensive builds DM/SR, DM/Invuln -
Tbh man, Rad/Rad is overpowered any way you look at it, they can even tank LR (witnessed it myself).
Just be careful with yours and leave some foes alive for the rest of us mate -
Aha, more people signed and more people joined today on the EoE run, this is starting to look much better.
Count me in for helping in any EoE runs this week, will bring some storage char to give them away before the raid to anyone who needs them.-
Edit: Btw, if you think some form of voice comm is needed (at least between leader, leader team and team captains it should be very helpful) I can host Skype conference without problem on my laptop. Unfortunately can't host myself TS or Ventrilo though. -
Although the defence figures look great, it strikes to me a bit too high on end consumption, specially when Darkest Night is on, it's too dependant on Dark Consumption and Energy Drain, not sure how much dmg will these two attacks do even on full fury, but my guess is that they will lower DPS to keep the blue bar full.
Accuracy looks a tad low also. -
Update:
50's:
INV/NRG
ICE/FIRE
Upcoming Projects:
SD/DM
INV/DM -
Update too:
50's:
DM/SR
KAT/INV
DM/DA
DM/SR (yes, again)
SPINES/WP
CLAWS/WP
Getting there:
DM/INV
Upcoming Projects:
MA/WP
DM/FA
MA/FA -
Yup but that'll mean that only half of the raid have EoE's, and that's if all of us show up.-
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Hmmmm, lots of empty spaces this time in the raid, we're still going on?
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And yet, as per what you're saying about your last night's experience, seems the most sensible way would had been pulling rather than herding if I am reading correctly.
From what I've seen so far ingame, most herders on an 8 man team just do so to please themselves and in some cases, telling others off when doing same thing on two tanker teams, like not everybody has the right to do same thing, I've also found this happens far more in EU teams, in my short US experience, usually players who don't adapt to team leader orders are plainly kicked off the team, which in most cases I've found out it's a good practice. Most groups in an 8 man team (and 5+) will be close enough to aggro cap to not justify herding above other methods, such as pulling or simply taking alpha, and in few occasions depending on their spawning position, herd. Post lvl 32 this is specially true since any decent built controller who knows what he's doing (and even a Dark Defender) can take care of most aggro by himself relegating the tank to a secondary role if he wishes to do so, so even less point to make the team waste time herding for the sake of doing so, again, except in few occasions where yes, the most advisable course of action is herding and someone in the team, not necessarily the tank if he's not team leader, needs to assess the call about how to proceed.
However, herding per se is the least useful tactic in most occasions on large teams and most of the times I've seen it done it has been due to player's ego or to cover for blatant team weak skills, which don't necessarily mean players weak skills, I mean team skills, which could be sorted by team leader, not nnecessarily by the tanker whoever the tanker is, and as I've seen mostly in this game herding on large teams usually leads to popcorn while waiting. Some of you are keen to give others the benefit of doubt, for good or bad, Im not that keen since Ive found myself too often utterly bored on such teams where the tank is not merely assessing the situation but just perma-herding without taking care of the aggro cap for his own fun or even worse, trying to tailor the right team to facilitate herding.
Herding for me is a no-no 90% of the time and when such thing happens on a team, I prefer to find an excuse and do something else rather than enduring it.- -
Although the nuke looks fun, I think you'll get most of sleet + shout than from the nuke as per what you've mentioned.
Plus bear in mind you need to retoggle everything everytime after nuking, and that's a pain (at least for me... when I remember retoggling after nuking on my blaster) -
2 endrdx and 1 KB Distance IO in Acrobatics should do the trick without needing Karma or Steadfast KB Protection IO's if you can spare the 3 slots for it..
I think the bind you're looking for is:
/bind y "target_custom_next Mitocondria Antibodies" -
The end comnsumption vs. the recovery seems decent, a bit on the edge but decent, you might get in trouble when using Dark Regeneration often. I personally use end/rchg enhancements on it since 2 - 3 foes in range should replenish your bar even if not slotted for Healing and they're usually cheaper.
I'd also use an Acc/End instead of a dmg/end Multi-Strike in Death Shroud to try boosting the accuracy a bit (113% acc seems too low).
I'd probably leave Power Slice and Vengeful Slice with the 4 Kinetic Combats and an Accuracy IO and use both the newly available slots, one in Death Shroud and the other one for a Kismet Unique in Combat Jumping.-
Love the defence figures btw -
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Guess my PM got lost in the PM prune
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it arrived in december & it's on the list
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YAY!!!
I iz happy puppy -
Please don't get me wrong I wasn't complaining at all and prolly should have thought of it myself during the raid and said something, I just noticed that having more than one regen aura made a whole difference when into the jello. It was suggested to send a couple empaths to heal the tank, but that wouldn't work due to the heavy debuffs from green mitos, in fact I died once of DoT in Cowards Hill while a couple empaths tried to heal me to no avail since I still had the debuffs on me.
Also found out that when Hami is low on on Mitos, 2 - 3 Regen auras allowed me saving EoE's.
Dunno, maybe while Omega is checking everything else, someone on leader team, maybe the Dark or the TA should check that since they don't have much to do until Mito respawn.-
It was an interesting experience indeed the Hamidon today tbh. -
I'm up for this with any of the following, so pick your choice mate:
Darkmantler: Dark/Dark Defender (Fly, mass rez and recall)
Agent Magnum: Earth/Rad Controller (Rez)
Great Lebowski: Inv/Nrg Tanker (Super Speedster)
Radiant Howler: Rad/Sonic Defender (Fly and rez)
Miniblast: Ice/Elec Blaster (Fly and decent end drainage)
And of course the usual scrapper assortment
Only have Recall Friend on my D3 though, so none of my rads can be teleporting man on Mito teams I'm afraid. As for flying, all non-fliers come with a Jetpack so shouldn't be a problem to reach anything.- -
Sapphic is right. What I've learned from today's Raid:
1.- Defiant rocks!
2.- Maxed HP WP tanks are great for Hami tanking since they don't depend on SB for Dull Pain
3.- Everyone needs to target same green, they're easy if done so and nearly impossible when split.
4.- It's difficult enough to make everyone turn up for EoE's (half the raid didn't have them) so I wouldn't overcomplicate it with further preparation such as Nukes / Shivans (great if available though)
5.- It's better if each Team Captains show up in time for the raid
6.- Being the Dark Defender on a Hami Raid is booooring
7.- Invuln tanks better use DP together with the EoE before diving in.-
8.- The cycling tank system is great, but as no possibility of heals inside the jello, maybe more empaths needed on Leader Team to always have some form of +regen buff ready, so certain empaths can be assigned to buff a certain tank.-
9.- Defiant rocks!!
P.S.: Did I mention Defiant rocks?
Edit: No need to apologize Omega, you did fine mate, looking forward to next one. Now we got Hami overconfident, piece of cake.-