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Posts
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Joined
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[ QUOTE ]
Well built and money spent toon with some skillz would be able to do a task villain respec task force in 12min. I wanna see you try that in 12min.
[/ QUOTE ]
I can do it faster, does that make me special? -
Yes, by itself PSW is overpowered, but I don't think the /psi set as a whole was. Maybe PSW deserved to get toned down a little bit, but not this much. Sure, the ST damage of /psi went up, but the AoE damage took a big hit. Psy Scream is the only other AoE attack in the set, but the cone is small and the animation time is sorta long.
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I just finished playing around with my Fire/Psi again. I know PSW and Psy Screams modifiers are off, but my AoE damage went down a lot compared to before. I think Psy Screams arc should be increased so you can actually hit more foes with it.
I still need to mess around with the low levels. -
[ QUOTE ]
Nice vids, I just wanted to know how you manage to not get hit often or how you kept her held for so long. This must be a perma-dom only thing right???
[/ QUOTE ]
If you have enough recharge, you can hold AV's through the PToD. -
Here's the build I'm currently working with. This is slotted mostly for +rech, +HP, and +recovery. I use this to solo 8 man Liberate, AE farms and just regular gameplay.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fiery-Enforcer: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(43)
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), S'fstPrt-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(7)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(25)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), Aegis-ResDam/EndRdx(19), S'fstPrt-ResDam/EndRdx(19), S'fstPrt-ResKB(36)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(23), Mrcl-Rcvry+(37), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(34)
Level 24: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(29)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 28: Boxing -- Amaze-Stun(A), Amaze-Acc/Rchg(50)
Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), S'fstPrt-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31), S'fstPrt-ResKB(46)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Hurl -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]7% DamageBuff(Smashing)[*]7% DamageBuff(Lethal)[*]7% DamageBuff(Fire)[*]7% DamageBuff(Cold)[*]7% DamageBuff(Energy)[*]7% DamageBuff(Negative)[*]7% DamageBuff(Toxic)[*]7% DamageBuff(Psionic)[*]77.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]92% Enhancement(Accuracy)[*]15% FlySpeed[*]236.1 HP (15.8%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Immobilize) 4.4%[*]MezResist(Sleep) 4.4%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]34.5% (0.58 End/sec) Recovery[*]26% (1.63 HP/sec) Regeneration[*]11.3% Resistance(Fire)[*]11.3% Resistance(Cold)[*]3.13% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]1.26% Resistance(Psionic)[*]15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
Don't you think you should have summoned your pet?
[/ QUOTE ]
Mind /Fiery AV soloer -
Congratz on the raid, wish I could have been there. For the yellow spike team, I agree, there should be 6 brutes and 2 healers just like the taunt team. Everyone should be on the same target to take down the yellows fast. If everyone is all over the place, it'll take longer and cause more deaths. For the most part if the taunt team is doing a good job, you shouldn't get much aggro from the yellows.
The taunt team should be fine as long as each brute taunting has an EoE popped at all times. I find brutes with high HP and regen or with a self heal are the best to use. My SS/Fire was great for taunting in the past raids, except the knockback is annoying. -
I really don't think it's as hard as most people think. I've completed with a Mind Dom, using Shivans + Veng, and with just a regular team pulling. It's a hard SF, you need to have a good team for it. Hell I can complete the first 4 missions with my Mind/Fire Dom solo, I haven't yet, but I can probably complete the whole SF solo with some luck.
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Mind/ and Fire/ are the best to perma hold AV's through the PToD. I heard Ice/ can do it too, but it's more difficult. And of course, you have to be a permadom for this.
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I have the proc slotted in Footstomp and it goes off often.
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[ QUOTE ]
damagewise its not.
[/ QUOTE ]
Well just comparing the 2 attacks it's not, but the DPS of FS will be better than LR. -
[ QUOTE ]
Try 4.5 seconds.
[/ QUOTE ]
Maybe when the FF +rech proc goes off, otherwise you're not going to get the recharge time that low. -
If you are primarily going to farm Liberate, I would stay away from elec/shields for 2 reasons. The stacked vengeance they get will eat through your defense and also elec is lacking in the ST damage department which you will need some to take down the bosses.
I would roll a SS/Fire, it should prove to be the fastest to farm Liberate. -
Here's what Hephaestus posted on the thread in the Controller forums. This sums up how I feel.
[ QUOTE ]
You know, I don't think the kins who try to SB the team either before every mob or before every other mob are what anyone is complaining about. I don't think anyone here expects a kin controller to really keep SB up all the time on every team member. I know that I don't.
However, I have seen a faitr number of kins that actually NEVER SB any team members, unless there is a stone tank, and even then only when the stoner requests it. They took SB for their fire imps, and that is all they use it on. The discussion here seems to mostly be with one side saying that those kins would generally be of more help to accomplishing team goals if they spent a little more time doing SB on teammembers (like every other mob or two), while the other side says that they should be allowed to play the game the way they most enjoy it. Both of which are quite valid points, IMO, and not mutually contradictory. That is, not mutually contradictory if you don't read more into them then I wrote here.
[/ QUOTE ] -
[ QUOTE ]
Castle has stated that the damage buff was only one of the upcoming changes.
[/ QUOTE ]
Yea, but If I remember correctly, he said the buff to base damage was the major change. -
Take Jibikao's advice, you don't wanna skip those powers. Here's my current Fortunata build:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Darkness-Surrounding v2: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(31)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Subdue -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(21)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Indomitable Will -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(43)
Level 12: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Hold%(15)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(17), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), Numna-Heal(36), Numna-Heal/EndRdx(46)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(50)
Level 24: Mind Link -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(25), AdjTgt-Rchg(25), LkGmblr-Rchg+(27)
Level 26: Foresight -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(29), LkGmblr-Rchg+(29)
Level 28: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(40)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(43)
Level 32: Psychic Wail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
Level 35: Mask Presence -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(46)
Level 38: Aura of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(50)
Level 41: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42), AdjTgt-Rchg(43)
Level 44: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Soul Tentacles -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Hold%(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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[u]Set Bonus Totals:[u]<ul type="square">[*]17.5% DamageBuff(Smashing)[*]17.5% DamageBuff(Lethal)[*]17.5% DamageBuff(Fire)[*]17.5% DamageBuff(Cold)[*]17.5% DamageBuff(Energy)[*]17.5% DamageBuff(Negative)[*]17.5% DamageBuff(Toxic)[*]17.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]8.31% Defense(Energy)[*]8.31% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]13.6% Defense(Ranged)[*]8.63% Defense(AoE)[*]2.25% Max End[*]110% Enhancement(RechargeTime)[*]4% Enhancement(Confused)[*]81% Enhancement(Accuracy)[*]10% FlySpeed[*]152.6 HP (14.2%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 4.95%[*]26% (0.46 End/sec) Recovery[*]70% (3.76 HP/sec) Regeneration[*]10.4% Resistance(Fire)[*]10.4% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I don't think anyone said that SB is needed, but it greatly benefits the team. The same thing with Fulcrum Shift, it's not needed but helps out the team. And I'm sure people will complain if you never use Fulcrum Shift. The people saying "Must have SB on all team members at all times or I'll kick you." are just ignorant. I just hate it when there's a kin on the team who nevers SB at all even if they have the power.
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Whoops, that's what I get for looking at the build really quick. Ignore my previous statement lol, it's perma with 2 slots. I don't know why, but I read it as 118 instead of 128.
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I would personally move the 2nd slot out of hasten also because it's perma with only one.
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Some people seem to be forgetting the difference between kins that sometime SB and those who NEVER. If you don't wanna SB anyone then just don't take the power.
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We sacrifice some defense for the amount of carnage we can put out.
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I have a fully IO'd out Fire/Psi and Fort. My Fire/Psi definitely farms ALOT faster than the Fort.
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I may be able to bring a /stone brute with taunt, I have to check what's slotted in him (pretty sure just regular IO's).
Also, Warburg nukes aren't really needed if the yellow taunt team knows what they're doing. Having an EoE up at all times while keeping a yellow occupied should be all you need, with support circling around the goo.
I know all that's what I did while keeping 2-3 yellows taunted :P