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Great guide!
I've been playing Dark Armor on my Tank since I12 came out, but I was floored with the suggestion of adding the Theft of Essence Proc. If it works half as well as you suggest it does, I think I need to invest! -
Good point. I completely forgot about that.
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Is there a map similar to the Television's Nemesis map (commonly used for farming purples) on Blueside?
I've checked Red Tomax's "Factions" section, and cannot discern any quite like the villain map. -
I'd say the Spines/Fire would benefit the most (adding defense to that build would greatly increase its survivability), however I think that you should IO the single character that you find you play the most.
IO the one you enjoy the most already, and you'll find that with the boost in performance you'll like them even more. -
Thanks all, for the wonderful advice.
I think I'm going to stick with Claws/Invuln (as I plan on rolling a Claws/WP Brute on Blueside when Going Rouge hits). -
I'd like to make a claws scrapper, but I'm not sure which secondary to pick...
I was thinking either Invuln or Willpower, any suggestions one way or the other?
Thanks! -
Hence why it'd be so awesome.
It was also my understanding that it checks for the proc once each activation, not once for each enemy hit. However I am unsure of the actual mechanics. Anyone know for sure?
If it does indeed check once per enemy hit, I know a certain DA/DM Tank of mine that will be putting a Gaussian's in Soul Drain. -
No worries...
I actually missed the entire bit, and only caught what soilfir has quoted.
Thank god for increasingly infrequent forum viewership? -
I had what I thought was a decent idea last night (though I'm sure I'm not the first to think of it)...
Black Dwarf Mire, with its short animation and recharge times, would make an EXCELLENT place for a Gaussian's Chance for Build Up proc.
However I found out (both in Mids and on Test/Live) that neither Sunless Mire nor Black Dwarf Mire accept to-hit buff sets.
What makes this such a strange situation to me is the fact that Focus (of Scrappers' Claws set, after which the new version of Black Dwarf Mire was modeled) and Soul Drain (of Dark Melee and various other sets, which Sunless Mire was modeled after) BOTH accept to-hit buff sets.
What gives?
EDIT: Upon further inspection, I saw that this is a known issue, as outlined in part V of the Post-I13 Kheldian Issues thread. -
Does anyone with experience with this IO have anything to say about it? I'm sitting on one Blueside, and haven't sold or deleted it yet.
If it works decently, I might just slot it somewhere... -
Imagine you're a tank with 9 magnitude Immobilize protection...
An enemy casts a Magnitude 4 immobilize on you. This is effectively a -4 magnitude Immobilize protection, so you have an excess of 5 Immobilize protection.
A second enemy casts another mag 4 Immobilize. You're still not immobilized because you have 1 excess Immobilize protection (9 - 4 - 4 = 1).
A third application would yield a -3 magnitude Immoblize protection (9 - 4 - 4 - 4 = -3). Any time your protection decreases to a Negative number, you are affected by that particular Mez.
As to duration, that's tied with endurance. Taking the above example of Immobilize, let's say the Immob is mag. 4 with a 60 second duration. Let's also say that you have 50% Immobilize resistance (status resistance).
This means that the mag. 4 Immobilize only acts on you for 30 seconds (.5 * 60 = 30), after which time the -4 Immobilize protection wears off.
Sleep is an entirely different Mez type, and barring any extra damage from Containment (if you are a controller), the two will have nothing to do with each other, with the possible exception of a sleep suppressing the effect of another Mez type protection toggle.
Let's go back to the example with Immobilize. Let's say I'm a defender with Combat Jumping (which grants Magnitude 13 Immobilize protection) but with no other Mez protection. I'm tagged with a sleep, which causes the Immobilize protection from Combat Jumping to suppress. I am tagged with a mag. 4 Immobilize thereafter.
For the duration of the sleep I have a -4 Immobilize protection, and am therefore also immobilized, however when the sleep wears off the toggle returns my mag 13 Immobilize protection back to me, for a total of 9 Immobilize protection. I am no longer Immobilized, even if the duration of the immobilize is not up.
EDIT: Lemur Lad beat me to it. Hope my info helps anyway. -
I put Taunt in my build at level 49...
Just means you need to be on top of things before that. -
Thanks for the heads up. I just made some 10 million off a crafted gaussian, and around 5 million a piece for the other two I had to sell.
Could have gotten more, but 20M is a decent haul in my book. -
QR, and didn't read the whole thread yet...
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Some people finish an arc and don't want to rate it. Maybe they're just "playing through" or what have you. I'm one of those. I didn't realize until later that whenever I completed an arc and failed to rate it, the individual was getting a 0 star rating.
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Now that I know this, I will always rate an arc that I play... though I am of the opinion that one must/should finish an arc before giving it a rating. -
Just started one today... working on the build, but here it is (no IO or anything too deeply thought out yet).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Radical Dark: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- (A)(5)(5)(7)(7)(17)
Level 1: Neutrino Bolt -- (A)(9)(40)(40)(43)(45)
Level 2: Tar Patch -- (A)(3)(3)
Level 4: Irradiate -- (A)(11)(19)(25)(34)(37)
Level 6: X-Ray Beam -- (A)(19)(25)(40)(46)(48)
Level 8: Howling Twilight -- (A)(9)(11)
Level 10: Hurdle -- (A)
Level 12: Fearsome Stare -- (A)(13)(13)(15)(15)(17)
Level 14: Combat Jumping -- (A)
Level 16: Health -- (A)
Level 18: Darkest Night -- (A)
Level 20: Stamina -- (A)(21)(21)
Level 22: Aim -- (A)(23)(23)
Level 24: Shadow Fall -- (A)
Level 26: Hasten -- (A)(27)(27)
Level 28: Cosmic Burst -- (A)(29)(29)(31)(31)(31)
Level 30: Super Jump -- (A)
Level 32: Dark Servant -- (A)(33)(33)(33)(34)(34)
Level 35: Neutron Bomb -- (A)(36)(36)(36)(37)(37)
Level 38: Atomic Blast -- (A)(39)(39)(39)(46)(46)
Level 41: Dark Consumption -- (A)(42)(42)(42)(43)(43)
Level 44: Dark Embrace -- (A)(45)(45)
Level 47: Soul Drain -- (A)(48)(48)(50)(50)(50)
Level 49: Oppressive Gloom -- (A)
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance -
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You know, this is almost certainly not the case, but here's a paranoid spin: What if NCSoft were selling partnerships that RMT companies could buy?
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I foresee a ludicrous MArc concerning this very idea in the near future. -
What the above poster said... plus extrapolating on it, try to get them as low as possible.
I go for level 10 Karmas on my Dark Armor Tank. And at only 75 merits a pop, they are very obtainable if you want to do a TF or two. -
I've found that I crash MUCH more often using my laptop (which I play on minimum settings) than when using my desktop (with which I use maximum settings). Neither of which are Macs, but the root issue is basically the same.
When I first started playing I had only 512 Mb of RAM on the laptop... I now have 1.5 Gb of RAM, and it runs much better than it had way back when. You might consider adding more RAM, if you don't have much already... an extra gigabyte RAM is dirt cheap now. -
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I'll cast my vote for Anubis Psy - EnnVee.
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Seconded.
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Third'd. EnnVee requires art for great justice. -
I remember crying during the original Transformers movie when Optimus Prime died. I also remember liking the ridiculous '80s music... "You've got the touch! You've got the power!"
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The thing that chaps my... butt... the most is the fact that Inky Aspect negates the damage from Orbiting Death. It's one thing to have Pool Power clones in the primary or secondary sets that act exactly like those pool powers, but at least make sure some of the shiniest tools of the powersets work together.
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Thanks for making this great little guide... With the changes coming up in Issue 13 I'll be using a Human/Dwarf build as my secondary to my Tri-form build... I just can't wait to get into open beta to test it out!
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I noticed in this build that indomitable will is left until 22.
I'm used to playing Tanks, and I know that so far as Blueside goes, I'd hate to have to wait that long to get mez resist (although the KB up to that point is manageable). Is it significantly different on the Rouge Islands, or should I be looking for an earlier spot to fit this one in? -
The extra heal is downright lovely for AVs when all the subordinates are down and you only have 1 target to draw from.
What makes Dark Regen spectacular is its ability to make you go from an empty to a full green bar, with only 1 target you'll make it 1/4 - 1/2 of the way there -
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Oh yeah thats right. You have to hit in order to actually be rezzed. Its like Dark Regeneration in the way it works but. Dang, at least Fire/s self-rez does a cubic crap-ton of damage.
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There is no to-hit roll involved in Soul Transfer, and thus is affects (as well as draws from) any enemies inside its radius.
As for the build, I personally believe you should slot more for accuracy in the attacks... if they don't hit then they're just a waste of endurance.
Also, if you're going to bother with Cloak of Darkness, why not also pick up Weave, and slot Combat Jump for defense?