Nitrogen_Star

Recruit
  • Posts

    71
  • Joined

  1. The elec/psi dominator sounds like a powerful combo,and i've no doubt it's as effective as you say. It could be exactly what i'm looking for.....emphasis on COULD,since,unfortunately,i don't like how psi attacks animate or sound in this game. Nothing wrong with the numbers,it's strictly a matter of personal taste. I may try and give it a go.....but i've ended up deleting all the psi characters i made.
    So far,the best choice for me seems to be the E3 blaster
  2. I am toying with the idea of making a sapper-like character,one capable of locking down a spawn by taking all the mob's endurance and possibly do decent damage (by that i mean he doesn't struggle too much against equal level bosses and doesn't have to hit them 30 times to kill them)

    I know there are already a lot of them (i've seen incarnate AVs drained of all endurance in trials many times) but i still haven't made one myself. What do you think would a good AT/powerset combination to achieve such goals?
    When i asked in game,kin/elec defender and elec/psi dominator was the answer,but i don't like the sound and animation of psi attacks ,also i'm wondering if there are more,equally effective combinations out there.
    So what do you think would be a good endurance drainer?
  3. Silly me,i put stupefy in fault for the +recharge and then forgot about the fifth bonus. Also the thought of putting a basilisk in seismic smash didn't occur to me. Thanks for the ideas,that was great build. It lacked a free slot to put the tanker proc in it,also i forgot to mention i wanted to keep the winter's gift. While reviewing it,i also remembered about the force feedback proc,wich could provide a niche recharge bouns...so i've finally settled for this:


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Monolithaur: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23)
    Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 6: Heavy Mallet -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(37)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(13)
    Level 12: Taunt -- Taunt-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(40)
    Level 22: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(33)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27), LkGmblr-Rchg+(29)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(34)
    Level 30: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), FrcFbk-Rechg%(46)
    Level 32: Unstoppable -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 35: Tremor -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/EndRdx(36), Erad-Dmg(36), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(43)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), BasGaze-Acc/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
  4. Hello everyone. This is the build i have planned for my invulnerability/stone melee tanker. I am quite happy with it,i aimed to cap defense and hp,get enough recharge to achieve quasi-perma dull pain (even more than perma with hasten active) and enough recovery and accuracy to get by. All in all,i think it's pretty tough,and i could go with this.
    So,where's the problem,you ask? It's in the fact that i would have liked to fit in Tremor as well. Fault has enough recharge and increased stun to offer some nice mitigation i think,but more knockdown could still be useful. Also,as it stands i have no area attack,and while Tremor's damage is low,it's still better than nothing. I'm almost always a team player and so i might not even notice the lack of such a weak AoE,but still....one more attack is always nice to have.
    I bumped my head but couldn't find a way to fit Tremor in without losing something (softcapped defense with one enemy in range and recharge especially). I'm wondering if some IO slotting guru can offer some advice or may notice something that i'm missing.
    only afew things before you look at the build:
    you will notice an unused slot that i haven't placed anywhere. That's where the tanker ATO proc will go,i'll put it into an attack. So one slot has to stay free.
    the six slot in health feels like a waste,and it is. I slotted the numina set to get E/N defense,but a better solution may be needed.
    i used no purples and no pvp sets because i cannot afford them at the moment,and even if i could,i'd sell them to properly slota dozen more characters instead of pumping everything into this one. So i have to settle for "regular" IO sets.
    my alpha choice is spiritual core paragon for the recharge,heal and stun.Haven't decide what other incarnate power to get after that.But i'm not really a fan of incarnate powers,except for alpha and destiny.

    That's all,i hope i can get some advice Thanks for the patience,cheers!


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Monolithaur: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 6: Heavy Mallet -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(37)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(13)
    Level 12: Taunt -- Taunt-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(40)
    Level 22: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(33)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27), LkGmblr-Rchg+(29)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(34)
    Level 30: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33)
    Level 32: Unstoppable -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 35: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
  5. Nitrogen_Star

    KM/Elec AV solo

    An electric tank can be very tough,depending on the build. even with simple SOs,against some enemies,it can take quite a punishment.
    Against really hard enemies,however,or if you want to fight Avs,you will need to plan carefully,pump resistance as much as you can,get tons of recharge,and yes,you will need defense too.
    Your regen is quite good,the -damage from KM will help mitigate incoming damage,resistances are ok. Against most enemies you shouldn't have many problems. But,if you want something that can survive anything,you will need to build for defense. Some powers are heavily slotted for regen,i suggest you take something out of those and sacrifice regen for defense. A few hp per second won't save you if you are getting hit hard,where having a lot of defense,especially s/l,can diminish incoming damage by a large amount. 20% defense will definitely not be enough agaisnt AVs or nasty spwn with bosses. Of course,one must also consider defense debuffs,and the fact that building for defense without losing much of what you already have is going to cost a lot. it can be done,but it's going to be expensive,unless you have a lot of hero merits/astral merits to use. You need kinetic combats,obliterations,and so on.
    Also,are you planning on getting incarnate powers,and if so,wich ones? Spiritual alpha can give you a lot of recharge +healing,resilient can almost cap your s/l resist and raise all the others. barrier t4 can give you much of the defense you need and even MORE resist.
    Your tank isn't bad,it's just not as tough as it can be. If you are willing to invest the time and the resources,you can turn him into a real monster


    p.s. if you have access to enhancement boosters,you can slot hasten with 2 50+5 recharge reduction,freeing up a slot to be used somewhere else
  6. I wasn't sure until now,so i kept silent. There's a small chance that my internet connection will be down in the next few days,but by now,it is very unlikely for such an occurence to happen.
    I should be online and playing,and can take care of the yellow mithos.
  7. Only one things are still a bit unclear to me. I could'nt test them on beta,so i have a question.
    Each piece is unique,so we can only slot them one time in the builds. But,if you upgrade them into the superior version,can you then slot another "normal" rare version of the set again?
  8. Nitrogen_Star

    Dark Assault?

    I am curious on this matter too.Last news i heard was that they changed it a little,how's the set looking now? So far i have a /fire and /electric,the first hits really hard while electricity always feels weak to me. If you have tried /dark,how would you rate it damage-wise?
  9. It was,that's the post i remembered. I looked for it but didn't find it. Many thanks!
  10. Some time ago,and by that i mean maybe one year ago,i found a very useful post here on how to make text files wich could be bound to keys in game. That allowed me to costantly alternate between setting domination and hasten on auto with movement keys or the left mouse button,therefore managing to keep permadom up.
    Recently i've update my system to windows 7 and had to reinstall the game,somehow in the process i lost the files i made and now the binds doesn't work anymore. I forgot how to make them too,tried to do a search in the forum before asking,but couldn't find the thread anymore.
    I'm sure it's a pretty commonly asked question,maybe to the point of boredom,but could you tell me how to do this again? Or please direct me to some useful links if you prefer,that could work too. My thanks in advance for any help in this matter
  11. 567% recharge. I really stopped taking all those "hard facts" and "math" seriously there. That number alone says it all
  12. Don't know about brutes,but i have a elec tanker and an /elec scrapper. The tanker is very tough with energize,the scrapper obviously a lot less. Nonetheless the self heal does its job very well. Also,i cannot think of a situation where aid self would save me if emergize where not enough to begin with. Anything that can kill me after having used energize could kill me even if i had aid self. I never liked interruptible heals,too
  13. Actually,there could be a number of times where having ultra high levels of defense,way beyond the softcap,would help. Think nemesis and multi stacked vengeances,devouring earth and their quartzs,all those nasty enemy factions with strong defense debuffs.......90% of the times that a defense based melee character runs into them at high difficulty settings,he gets crushed. All that defense seems wasted,and for the majority of situations it is,but if he wants to have it and can spare the powers and the slots i'd say it's not so bad an idea.
  14. The recharge cap is 400%,wich cuts recharge time to 1/5 of the normal.Thus,you cannot get burnout to recharge faster than 6 minutes.
    Still,this is a mighty combo,double duration unstoppable and power surge are almost too good to be true. This has given me interesting ideas for my tanker builds...as weel as painful ones since i'll have to rethink it all again.
    ..........or the devs will take notice of it and nerf it all. i'm expecting this too
  15. The time has come for me to turn my attention to my very first and oldest character, ice/energy blaster,the one with whom i started playing. He's been slotted with generic Ios all this time,and after all i'm glad i waited because now i have a lot more options to turn him into a ranged nuke-spammer.

    The idea is to build for recharge,take ageless destiny,burnout,intuition tier 4,reactive interface,cryonic,and shoot as many aim+build up blizzards as possible,followed by judgement. For bosses and hard single targets i will stack holds and pummel away with fast animation single target attacks,sometimes throwing in a Total Focus depending on the situation. Since i will be end crashing a lot,i domn't want to run many toggles since i find the constant retoggling too annoying to endure. Charged armor and combat jumping are the most i'm willing to accept.
    Offense will be my defense,coupled with holds,slows,and kb. I took the electric epic pool to get a third hold and some resistance.
    Just for fun,i took super speed AND super jump to move around. I like that combo. I know it's not needed,it's an overkill and all,but it's the only character i have built this way and i want him to REMAIN this way,i actually enjoy moving through the city at such a funny pace.

    Having said all that,squeezing some little extra defense wouldn't be bad,of course.The build i made has nice recharge,16% s/l def,and 23% ranged. It's a small deal,but every little bit helps. Now the question that's troubling my mind is: would it really be worth it to get this defense values,or should i drop it to get even more recharge? I could swap the kinetic combats for crushing impacts,forget s/l defense,make a few tweaks and end up having more recharge and 25% ranged.
    Basically,do you think 16% s/l is of any use?


    p.s. purple recipes would help a lot,but i cannot afford them. i still have many characters to slot with IOs and i prefer to use my resources to strenghten them all rather than pump all my inf into one to get a little more percentages. Maybe in the future....but for now,no purples it is

    here's the build:
    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nitrogen Star: Level 50 Science Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(3), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(5)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(34), FrcFbk-Acc/KB:50(34)
    Level 2: Ice Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(11), Decim-Dmg/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(13), Decim-Acc/EndRdx/Rchg:40(21)
    Level 4: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(15), GSFC-ToHit/Rchg/EndRdx:50(15), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
    Level 6: Frost Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rng:50(7), Posi-Acc/Dmg/EndRdx:50(9), Posi-Dam%:50(9)
    Level 8: Freeze Ray -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(36), Lock-Rchg/Hold:50(42), Lock-EndRdx/Rchg/Hold:50(43), Lock-Acc/EndRdx/Rchg/Hold:50(43), Lock-%Hold:50(43)
    Level 10: Aim -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(40), AdjTgt-ToHit/EndRdx/Rchg:50(40), AdjTgt-ToHit/EndRdx:50(42), AdjTgt-Rchg:50(42)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:30(A)
    Level 16: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(19)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(29), Thundr-Dmg/EndRdx/Rchg:50(31)
    Level 20: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21)
    Level 22: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(23)
    Level 24: Burnout -- RechRdx-I:50(A)
    Level 26: Bitter Freeze Ray -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(27), BasGaze-Acc/EndRdx/Rchg/Hold:30(29)
    Level 28: Power Boost -- RechRdx-I:50(A)
    Level 30: Conserve Power -- RechRdx-I:50(A)
    Level 32: Blizzard -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(34)
    Level 35: Boost Range -- RechRdx-I:50(A)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(40)
    Level 41: Shocking Bolt -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(46), Lock-Rchg/Hold:50(46), Lock-EndRdx/Rchg/Hold:50(50), Lock-Acc/EndRdx/Rchg/Hold:50(50), Lock-%Hold:50(50)
    Level 44: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-EndRdx:40(46), S'fstPrt-ResDam/Def+:30(45)
    Level 47: Surge of Power -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-EndRdx/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 49: Stealth -- LkGmblr-Rchg+:50(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(36), Empty(36)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 14.25% Defense(Smashing)
    • 14.25% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 21.75% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 4.5% Max End
    • 5% Enhancement(Held)
    • 58.75% Enhancement(RechargeTime)
    • 43% Enhancement(Accuracy)
    • 9% FlySpeed
    • 85.84 HP (7.12%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 4.4%
    • MezResist(Immobilize) 13.2%
    • 14% (0.23 End/sec) Recovery
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 9% RunSpeed
    ------------
    Set Bonuses:
    Decimation
    (Ice Bolt)
    • MezResist(Immobilize) 2.75%
    • 13.55 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Kinetic Combat
    (Power Thrust)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Decimation
    (Ice Blast)
    • MezResist(Immobilize) 2.75%
    • 13.55 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 22.59 HP (1.87%) 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)
    Positron's Blast
    (Frost Breath)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Lockdown
    (Freeze Ray)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Adjusted Targeting
    (Aim)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Ice Storm)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Thunderstrike
    (Bitter Ice Blast)
    • 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)
    Blessing of the Zephyr
    (Super Speed)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    Blessing of the Zephyr
    (Super Jump)
    • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
    • Knockback (Mag -4), Knockup (Mag -4)
    Basilisk's Gaze
    (Bitter Freeze Ray)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Blizzard)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Kinetic Combat
    (Total Focus)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Lockdown
    (Shocking Bolt)
    • 3% DamageBuff(All)
    • 2.5% Enhancement(Held)
    • MezResist(Held) 2.2%
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Reactive Armor
    (Charged Armor)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Charged Armor)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Reactive Armor
    (Surge of Power)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
  16. Nitrogen_Star

    How good is WP?

    Quote:
    Originally Posted by Sprite Fire View Post
    with softcapped (48 s/l, 45 fire/cold, 50 en/neg) defense i'll tell you what happens when you're 2 shotted... when it happens.

    Because the next time it happens will be the first.

    Pardon for me saying this,but that is....what i could say? A lot of brag and boasting,if i wanted to be gentle.
    I,like many other who read this forum,have a softcapped WP tanker,with more than 3200 hp,who regenetares like crazy,all the nice things you say. And it's a GREAT tanker,one of my main characters,can face incredibly tough situations and emerge with a full health bar thanks to regen. Yes,WP is that good.
    But it's FAR from unkillable. Defense debuffs will lower your oh-so-great softcap.Regen debuffs will take away your source of healing. Resistance,without SoW,will be low. 3200 hp mean nothing when you take a fierce alpha,or are facing something like Bobcat in tin mage.
    Sometimes,all those nasty things come together. Enemies with defense AND regen debuffs are not uncommon,and many more are surfacing with new factions and incarnate stuff popping all over. There are many situations where if you just plunge in the middle of a spawn thinking you can survive thanks to your high and mighty tanker toughness,you'll be dead and very sorry a few seconds later. And please don't insult us trying to make us believe that 2 attacks cannot get past softcapped defense. Maybe someone new to the game could fall for this,but certainly not someone who has played defense based characters extensively.
    You say you've never been 2 shotted with WP? Well that means 2 things: either you've avoided the really dangerous enemies,or you've always had good support and help from your teammates.

    There's no doubt WP is one of the toughest sets and one of the better choices for a new player.But it's NOT invincible. No set is. Yeah,not even stone.
    Of course,if you factor in incarnate powers,that changes everything. You can cover your weaknesses and increase your damage,and it will only get better in the future. But if you consider only the powerset by itself and the best IO build there is,99% of the time you may feel like a god,but there will be those occasion where you WILL die without massive inspiration use.
  17. Now i feel like a mega-super -ultra noob,but i'm not entirely sure of what pulling a manticore and pretend to go villain means. However,in my case,the alignmet system IS part of character concept and personality,and i doubt i will ever go redside. But more than that,i shadow meld makes me look like a black cloud,that really puts an end to the question once and for all. It could give me 100,000% defense and 80,000% resistance for an hour and i still wouldn't take it,that's how much i hate dark-looking powers

    I am waiting for a mids update to check actual numbers when i switch to the new alphas,but i think i will go agility. Musculature and more damage are tempting,but faster rechaarging powers and the mitigation that comes from draining all the enemies endurance will produce overall better results i think
  18. Ops,i forgot to mention the fact that apart for the performance/strenght aspect,my characters are also concept based and all heroes. Full heroes. So,as good as shadow meld is,that is not an option for me. As for defense,i will end up having around 34% s/l. For destiny,i will take barrier to further boost both defense abd resistance values.
    Now,for the alpha.....i thought going spiritual,to attain almost perma power siphon and energize. The thought of using power sink offensively occured to me,but didn't realize i could use musculature for that. So now i'm thorn: recharge and healing,or damage and end drain. Come to think of it,the new agility could give end drain and recharge too.....i must reflect upon that
  19. I have recently made a kinetic melee/electric armor scrapper. I already had kin meleee for a tank and decided to see how it was for a scrapper. I love the moves,damage is great and so far i have not be disappointed with how kin melee plays.
    But......of course there's a but!
    I'm starting to think i shouldn't have made him /electric. Again,i have an elec tank and,for tankers,i think it's an awesome set. Maybe for scrappers,not so much. I'ts not that his perfomance is bad,in fact it's pretty survivable,the heal,power sink and the damage aura are nice... he just seem unable to compare to my other defense based characters ( SR,shield and energy aura) when it comes to withstand tough situations or boss fights.
    I wonder if an elec scrapper can be made strong enough to take on a x8 spawn and emerge victorious. I'm not saying i want him to defeat +4x8l,actually +0x8 wopuld be enough for me....but at his current level of performance it doesn't seem likely to happen.
    So maybe i should reroll and make him /energy aura,i know how that plays at level 50 and that'0s pretty strong.

    So far,character is level 40 and i would like to know more about the performance of electric armor at the endgame before pushing to get the last 10 levels. Can you give me some insight?

    p.s. i'll post the build i have planned for him in case you want to have a look at it. tell me what you think please. One thing you could say is that i could have skipped some of the attacks,but like i said i like them...and i prefer to keep them all

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Force Storm: Level 50 Science Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg:50(7)
    Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 2: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg:50(11)
    Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg:50(15)
    Level 6: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21)
    Level 8: Power Siphon -- AdjTgt-Rchg:50(A), AdjTgt-EndRdx/Rchg:50(45), AdjTgt-ToHit/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-ToHit:50(46)
    Level 10: Static Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(40)
    Level 14: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-%Dam:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 18: Burst -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-%Dam:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-Dmg/Rchg:50(48)
    Level 20: Energize -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(27), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(29)
    Level 22: Repulsing Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rng:50(31), Posi-Dam%:50(31), Posi-Acc/Dmg/EndRdx:50(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Focused Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(34), Decim-Dmg/Rchg:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg/Rchg:40(36)
    Level 28: Lightning Reflexes -- Run-I:50(A)
    Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg:50(34)
    Level 35: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc:50(40)
    Level 38: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39)
    Level 41: Focused Accuracy -- EndRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A)
    Level 47: Combat Jumping -- Ksmt-ToHit+:30(A), Winter-ResSlow:50(48), LkGmblr-Rchg+:50(48)
    Level 49: Power Surge -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    Level 0: Portal Jockey
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(3), P'Shift-EndMod/Rchg:50(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 26.13% Defense(Smashing)
    • 26.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 17.38% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 47.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 10% FlySpeed
    • 160.6 HP (12%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 19.25%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 2.5% (0.04 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Quick Strike)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Charged Armor)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Body Blow)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Kinetic Combat
    (Smashing Blow)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Reactive Armor
    (Conductive Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Adjusted Targeting
    (Power Siphon)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Reactive Armor
    (Static Shield)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Obliteration
    (Lightning Field)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Steadfast Protection
    (Grounded)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Obliteration
    (Burst)
    • 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)
    Doctored Wounds
    (Energize)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Positron's Blast
    (Repulsing Torrent)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Decimation
    (Focused Burst)
    • MezResist(Immobilize) 2.75%
    • 15.06 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Kinetic Combat
    (Concentrated Strike)
    • MezResist(Immobilize) 2.75%
    • 20.08 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Performance Shifter
    (Power Sink)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    Luck of the Gambler
    (Weave)
    • 10% (0.56 HP/sec) Regeneration
    • 15.06 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Winter's Gift
    (Combat Jumping)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Reactive Armor
    (Power Surge)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
  20. Totally agree with Sailboat. A large percentage of the people who complain about knockback,are the people who would like to have it the easy way and nothing else,and don't bother to learn how to use it effectively. It CAN be a good thing. It just requires a little more effort then just clicking buttons and spam all your AoEs all the time.
    Sometimes you can unleash area attacks,sometimes it's best to focus on single targets. My main is an energy/energy blaster. When doing an ITF,for example,i focus on surgeons and bosses. You may notice that surgeons often reamin far from the rest of the spawn,therefore untouched by all the AoE flying around. I snipe them,the start pummeling on the bosses with my ST attacks. It's a great satisfaction,and guess what,many times it's the scrappers who end up corpse blasting running around while i take my time and pulverize the big guys.
    Yes,sets with inherent kb are harder to you use and sometimes you must restrain yourself. It also means they can add ulterior layers of mitigation on top of damage if you learn your way around the apparent drawbacks.
    The only exception woud be peacebringer's solar flare. Kb on that power makes no sense,and it's almost impossible to use it in a team without annoying everyone. I annoy MYSELF sometimes when playing solo. Then again,if it's used as a mitigation tool with added damage for dangerous situations instead of insisting on spamming it to kill mobs evrytime,the whole thing changes
  21. Nitrogen_Star

    So....farsight

    I've noticed the same thing when buffing the team with my force fields or thermal shields. I think it's a common bug of all buffs,and it becomes very annoying when you have to keep track of when the team protection is wearing off and all the icons just keep blinking
  22. Or you could wait until the new alphas go live. One of them boosts resistance,and there are others boosting healing and defense as well.
  23. It seems your problem is indeed electric melee low damage. Sadly,there isn't a solution for this,and it will only get worse. At level 50,with shield and Against all Odds,my attacks still felt weak. Either you accept your low damage output and learn to live with it,or reroll a different character.

    Also: how can you say that you are a bad tanker,if you don't play in teams? You cannot know until you try. The main reason bad tankers are ,indeed,so bad,is that they only care about showing how tough they are and don't pay attention to what happens to the team. This doesn't seem to be your case. If you try your best to draw the aggro and protect your team,you are not bad. And there's always room for improvement. No one was a good tanker from day one,it's something that you learn as you play.
  24. Two slots and 127% global recharge will make it perma. But i,too, would advise against slotting KO blow with basilisks.
  25. Hasten needs a total of 275% recharge to become perma. 70% comes from hasten itself,and if you three slot it that's another 95%. That adds up to 165% . You need another 110% to achieve permahasten,be it from IO set bonuses,spiritual alpha,or ageless destiny (i find it hard to calculate with destiny decreasing bonus,though). I reached permahasten for my dominator with sets (no purples) and spiritual t3. if you can afford purples and squeeze them in your build,it becomes a lot easier.
    The best place you can find info about how to get perma hasten is the dominator forum i think,because achieving the perma hasten-perma domination combo is a must for almost all dominators. It's where i learned all the stuff i just told you.