PeterAlmighty

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  1. PeterAlmighty

    Friends

    DAMN!!! that is hawt!
  2. Thanks for the advice BeastMan, but I'm still gonna stick with Kinetic Combat in my attacks since that's where I'm getting the majority of my smash/lethal defense from (3.75% each set!). While Crushing Impact is an awesome set, I think I get enough +acc and +rech from other sets (around 35% to each). Plus I'll have Focused Acc and Lightning Reflexes

    Anybody have answers for those questions I asked in my last post? I'm really torn about whether to keep hasten, or swap it out for Power Surge.

    -Peter
  3. Thanks for the great replies!

    Nihili - Great idea for that extra slot, thanks! I actually managed to free up another spare slot out of lightning field but I'm gonna use it for a -KB IO since I like to hop around in battle and can't do that with Grounded.

    Lisa - Glad to hear I'm not the only one For me, this brute was something I always wanted to make based on an Xbox turned evil (Red Ring o' Death). He just turned out to be loads of fun! I know this build plan is on the expensive side, especially for me, but I figure I'll fund the rare stuff with hero merits or whatnot. Also it's great to hear that running FA all the time is possible


    Couple of questions:
    • Does the Kismet Unique give you 6% toHit, or 6% Acc?
    • Does the LotG 7.5% also give you half-an-enhancement's worth of defense? Sort of like the Steadfast Res/+Def3%. Mid's seems to think so but I don't remember that being on the enhancement.
    • Should I keep Hasten? Including Lightning Reflexes, my global recharge will be 55% which will be more than enough for the attack chain I want. Of course, with that much recharge hasten would be up most of the time, and help Energize, BuildUp, and FSC recharge a lot faster. If I do drop hasten I could replace it with Power Surge or Superior Conditioning, and then use those two extra slots for another two Rectified Reticles in Focused Acc, which would bring me to 44.1% s/l defense!
    • Do people like Power Surge? The crash on that is kind of a huge turn-off for me but it is always nice to have a panic button...
    Any more feedback would be great.

    -Peter
  4. *shameless bump*

    Any comments? Tweaks you'd make? I'm currently lvl 41 btw.

    I decided I'll prolly use that one usused slot for a -KB IO.

    P.S. I miscalculated... This build actually gets 42.2% S/L
  5. Hi all, I'd like some advice on my end-game build for my fire/elec brute. I'm aware this is not the most effective or durable combo but I really love my concept and it's been a lot of fun so far Plus the damage is pretty awesome.

    I'm not sure if building for S/L defense is the best idea since I have no defense powers to stack it with, but I've got it up to 39.4% which is pretty decent. I'm also trying to get a decent amount of +hp, +regen, and at least 27% global rech for my attack chain of choice:

    FS >> Cremate >> GFS >> Incinerate

    ...and from what I've read, I'll need ~134% in GFS to achieve that.

    My main worry is that I don't have enough accuracy slotted in my attacks. I usually HATE missing so I go for at least 60% +acc in my attacks. Since I have Energize and Power Sink I figured I might be able to get away with keeping focused accuracy on all the time.

    Oh yeah and I have one unassigned slot in this build.

    Any build advice would be greatly appreciated!

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Red Ring o' Death: Level 50 Technology Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:50(5)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(7), RctvArm-ResDam/EndRdx/Rchg:35(7), RctvArm-ResDam:35(9)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg/EndRdx:50(13)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(13), RctvArm-ResDam/EndRdx/Rchg:35(15), RctvArm-ResDam:35(15)
    Level 6: Lightning Field -- Sciroc-Acc/Dmg:35(A), Sciroc-Dmg/EndRdx:35(17), Sciroc-Dmg/Rchg:35(17), Sciroc-Acc/Rchg:35(19), Sciroc-Acc/Dmg/EndRdx:35(19)
    Level 8: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(25), RctvArm-ResDam/EndRdx/Rchg:35(25), RctvArm-ResDam:35(40)
    Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(27), Rec'dRet-ToHit/Rchg:20(27), Rec'dRet-ToHit:20(48)
    Level 14: Boxing -- Acc-I:50(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 18: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(29), RctvArm-ResDam/EndRdx/Rchg:35(29), RctvArm-ResDam:35(31)
    Level 20: Lightning Reflexes -- Run-I:50(A)
    Level 22: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(40)
    Level 24: Super Jump -- Jump-I:50(A)
    Level 26: Fire Sword Circle -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(31), Oblit-Dmg/Rchg:35(31), Oblit-Acc/Dmg/Rchg:35(33), Oblit-Acc/Dmg/EndRdx/Rchg:35(33), Oblit-%Dam:35(42)
    Level 28: Energize -- Dct'dW-Heal:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Rchg:50(34)
    Level 30: Hasten -- RechRdx-I:35(A), RechRdx-I:35(36), RechRdx-I:35(36)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/EndRdx/Rchg:50(37), Mako-Dmg/Rchg:50(39)
    Level 35: Power Sink -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(39), Efficacy-EndMod/Acc/Rchg:35(39), Efficacy-Acc/Rchg:35(40), Efficacy-EndMod/Acc:35(46), Efficacy-EndMod/EndRdx:35(46)
    Level 38: Taunt -- Zinger-Taunt:35(A), Zinger-Taunt/Rchg:35(42), Zinger-Taunt/Rchg/Rng:35(43), Zinger-Acc/Rchg:35(43), Zinger-Taunt/Rng:35(43), Zinger-Dam%:35(45)
    Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(50)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(46)
    Level 47: Focused Accuracy -- EndRdx-I:50(A)
    Level 49: Physical Perfection -- Numna-Regen/Rcvry+:35(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- RgnTis-Regen+:30(A), Heal-I:50(50), Heal-I:50(50)
    Level 2: Stamina -- EndMod-I:50(A)
    ------------
    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)
    • 29.88% Defense(Smashing)
    • 29.88% Defense(Lethal)
    • 4.563% Defense(Fire)
    • 4.563% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.25% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 6.125% Defense(AoE)
    • 4% Enhancement(Heal)
    • 36% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 140.56 HP (9.377%) HitPoints
    • MezResist(Immobilize) 18.7%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.95%
    • 1.5% (0.025 End/sec) Recovery
    • 50% (3.129 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 3.125% Resistance(Negative)



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  6. Thanks for these very informative replies guys! Looks like I'll probably skip it since I'm taking all the thorny assault moves. Any opinions on Smoke and Bonfire while we're on the subject?
  7. Hey all, just wondering how people feel about ring of fire on a PVE fire/thorny dom. I normally take the single target immobs on controllers for single target damage with containment, but am not sure about taking them on doms.

    On one hand, it does a decent bit of damage since it's fire (slightly more than thorny darts) and activates quickly, but I might have enough attacks without it.

    Here's my unfinished build... I'm assuming smoke and bonfire are as skippable as they always have been, but any feedback is welcome!

    Thanks!

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Thorny Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine

    Villain Profile:
    Level 1: Char -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 1: Thorny Darts -- Empty(A), Empty(5), Empty(7)
    Level 2: Skewer -- Empty(A), Empty(9), Empty(9)
    Level 4: Fling Thorns -- Empty(A), Empty(7), Empty(11)
    Level 6: Combat Jumping -- Empty(A)
    Level 8: Fire Cages -- Empty(A), Empty(11)
    Level 10: Impale -- Empty(A), Empty(13), Empty(13)
    Level 12: Flashfire -- Empty(A), Empty(15), Empty(15), Empty(17)
    Level 14: Hasten -- Empty(A)
    Level 16: Aim -- Empty(A), Empty(17)
    Level 18: Hot Feet -- Empty(A)
    Level 20: Thorn Burst -- Empty(A), Empty(21), Empty(21)
    Level 22: Aid Other -- Empty(A)
    Level 24: Aid Self -- Empty(A)
    Level 26: Cinders -- Empty(A)
    Level 28: Thorntrops -- Empty(A)
    Level 30: Super Jump -- Empty(A)
    Level 32: Fire Imps -- Empty(A)
    Level 35: Ripper -- Empty(A)
    Level 38: Thorn Barrage -- Empty(A)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)
  8. Since when did fiery embrace only last for 20 seconds?! I guess it's only 30 seconds for dominators. Still, it has the same % uptime as buildup.
  9. Rigel, almost all of us can agree that it's broken, and the devs know it too. I'm just trying to help the community constructively discuss ideas toward a reasonable solution.

    Quote:
    Originally Posted by Rigel_Kent View Post
    Anyway, if Castle doesn't want to do anything ambitious with Vigilance (like most Vigilance suggestions), he could always go for something easy cheesy to code, like passive endmod/slow/debuff resistance.
    I agree that the solution can't be anything ridiculously difficult to code, but a passive like you suggested doesn't fit the model for inherents I outlined above (which I believe is the right way to steer these ideas).
  10. Rather than posting this where it will get lost in the bowels of the "What the hell, let's buff Defenders" thread, I'm hoping to get more exposure here in the open. While pondering ways to fix Vigilance, I came across a slight revelation:

    Almost all other inherent powers affect an AT's playstyle, and can be taken advantage of with the right strategy and finesse.

    Blaster - Players need to put a lot of thought into their attack chain to maximize the usefulness of the Defiance damage buffs.
    Controller - A good bit of strategy goes into setting up and maintaining Containment to maximize damage output while remaining safe.
    Defender - The flaws and faults of Negligence are well documented...
    Scrapper - Scrappers can focus bosses and lieutenants to maximize their Critical Hits.
    Tanker - Punchvoking with Gauntlet is important for holding aggro and saving allies.
    Brute - A good bit of strategy goes into maximizing Fury's usefulness, including: end usage, power picks, slotting, and situational power usage. Example: only using Shadow Maul when your fury bar is high.
    Corruptor - By carefully picking off low-HP enemies, Scourge can be used to great effect, especially on higher HP foes like lieutenants and bosses.
    Dominator - Players can maximize the effectiveness of Domination by carefully timing it when needed, be it for endurance, mez protection, or high magnitude mezzes.
    Mastermind - Supremacy is a lot less playstyle-affecting than the other inherents, but encourages Masterminds to stay near and support their pets, and to use Defensive stance when appropriate.
    Stalker - Proper utilization of "Stalker powers" (Hide, Assassin's Strike, Placate) is an important strategy consideration closely tied to the Assassination inherent power.

    I believe that the best fixes to Vigilance will keep these mostly successful and beloved inherents in mind. Although an improved version of Vigilance should not completely change Defender playstyle, players should be able to maximize its usefulness with the right strategy and finesse! I know I'm not actually suggesting a fix, I'm just trying to help get the creative juices flowing in the community. Let me know what you guys think, and if anyone has ideas that fit this "model," feel free to post them here.

    Peter

    P.S. I also think it's very important to keep in mind that there is a LOT of variance between the different defender primaries, i.e. buff sets (FF), debuff sets (TA), and mixed sets (rad). As such, an inherent that relies on primary powers (like the previously suggested damage buffs when you use your primary powers) must be carefully balanced to affect all defenders relatively equally.
  11. FWIW, after reading this whole thread, I agree with Trashcan wholeheartedly
  12. I duoed as a dark/cold corruptor with my friend's mind/psi up to lvl 23... even without a ton of synergy, it was a total blast to play! That is of course until he went and deleted his dom Still, you can't really go wrong. I feel like a dom is great for any duo in the right hands

    [Edit now that I have more time to answer]:
    I'd also like to add that sleeps can still be used to great effect in a duo, even with lots of AoE. Let's say you're duoing with an elec brute: he runs in and grabs the aggro/alpha, and you both let loose with all your AoEs. The moment you've both cycled all your AoEs (easy to tell since it's just the two of you), mass hypnosis! With proper timing they won't have a chance to retaliate much, and you and your partner are free to pick off the weakened stragglers at your leisure. You can proceed to fully lockdown pesky bosses and lts., run in and drain psyche, carefully line up a telekinesis if appropriate, and fully utilize your new and improved single target damage

    Regarding Stalkers: I think a stalker in the right hands is a powerful addition to almost any PVE team! They are single target specialists, which is more handy than you'd think. Even before I got placate on my db/nin stalker, I would consistently get off 2-4 assassin's strikes per battle, quickly decimating annoying enemies (bosses, tsoo sorcs, SWAT equalizers, etc.), and making missions a breeze for my team.
  13. Quote:
    Originally Posted by Rigel_Kent View Post
    Between Leadership and Medicine, I'd pick Medicine, but between Medicine and almost any Sonic Attack or Mental Manipulation power (except the obvious stinker at level 35), I can do without the tricorder.
    Scare is an obvious *******? I was planning on getting both Scare and Screech on my sonic/MM! Sure, the durations suck and they don't stack with each other, but I reckon they're perfect for taking out pesky lts.. My main justification is that Scare gives you a nice 17.6% defiance boost! I've never tried it though, so tell me if it's not worth it.

    While we're at it, any opinions on Shockwave, Telekinetic Thrust, and World of Confusion? Those are the three powers I'm skipping. On second thought, Shockwave does more damage than I thought, and would give me a third cone I'm just wary of the knockback (although at least it's guaranteed, unlike energy torrent *grumbles*). Is Telekinetic Thrust worth getting/slotting? Is Subdue worth slotting?

    Sorry for the threadjack, but this might help the OP too

    [Edit: Ha! stinker is profane? News to me!]
  14. There's a lot of good advice on here so far, especially from DestineeFable. I'll just append my thoughts:

    -General word of advice to a new blaster player: When on teams, it's a good idea to always wait for the melee types to run in first (or let other squishies throw down controls and debuffs). Once the initial "alpha aggro" has been taken, let loose!

    -As previously discussed, controlling your knockback is a crucial tool to master for solo, and especially grouping. There are two main reasons people dislike knockback on teams. It can scatter enemies, making subsequent AoEs less effective since the enemies are no longer nicely bunched together. KB also can piss off melee allies, since they have to chase after whatever target(s) you are knocking away. Just stay aware of these nuances and you should be fine. For example, one boss is bearing down on your scrapper teammate, and another is after your defender teammate. Unless the scrapper is dying, help the defender.

    -One of the best ways to take advantage of knockback while still minimizing chaos is to corner your enemies. Position yourself so your enemies are repeadedly knocked against a wall, or into a corner. Also keep in mind that one of the best times to use your melee attacks is when the enemy is flopped on the floor

    -Also be aware that certain enemies and villain groups encountered later in the game are resistant to KB effects, so be prepared to adjust your strategy accordingly (for example, hovering above a scary boss and sticking with your ranged attacks).

    -On single target vs. AoE attacks: The combo you've chosen excels at huge single target damage, making you an excellent boss killer. Play to your strengths! When on a team, you're the ace in the hole for taking out a beefy target FAST. Pick a boss or a dangerous lieutenant (i.e. Tsoo Sorcerors) and obliterate them.

    -Regarding AoE in particular: I do recommend Energy Torrent because it's a lot fun to use (and partly because I love cones). Quick/easy beginner tip for using cones: aim at an enemy in the back of a group. I probably wouldn't get Explosive Blast, because it knocks enemies in all directions away from the explosion, unlike energy torrent which can be directed with a little finesse. Torrent is best used when you can knock enemies into a wall or corner, or when a controller has the enemies immobilized. There's a time and place for everything though- keep in mind that torrent can draw a lot of aggro , so just because you have it doesn't mean you should always use it.

    -Powers I wholeheartedly recommend: Bolt, Blast, Burst, Torrent, Aim, Build Up, Charged Brawl, HavocPunch, Power Sink, Shocking Grasp

    -Aim and Build Up are awesome for boosting your burst damage output. Usually it's best to alternate them so you often have at least one up. Slotting: 3 rech

    -Pool Powers: get stamina ASAP! It's by no means necessary, but extremely helpful. The prereqs aren't too bad either, swift + health.


    Ok, I ran out of steam. Hope that helps! Feel free to post here or PM me if you have any questions.
  15. I pay a good bit of attention to attack order on my ice/energy. As a general rule, controllerish and single target attacks give the best defiance bonuses, whereas AoEs have much lower %s. Also, quick animating attacks can take the best advantage of defiance, since you can fire them off in rapid succession and stack up a nice bonus. As such, I try to chain my quicker single target attacks (iceBolt/iceBlast/energyPunch/freezeRay) to get my defiance nice and high, and then "cash in" with a high damage finisher or AoE (frostBreath/bitterBlast/boneSmasher/totalFocus).

    Btw, another reason to *always* take your tier one primary blast is that you can use it while mezzed
  16. PeterAlmighty

    Benumb

    Quote:
    Originally Posted by Turbo_Ski View Post
    Keep in mind that some powers are blocked from it's effects, specifically any power that allows Damage Resist slotting, which is why PB doesn't boost cold shields but does boost FF shields.
    Cold shields are defense based too! You must have been thinking of the thermal or sonic shields
  17. Thanks for the great replies everyone, especially Lewis for that in depth breakdown! I'm amazed you've played all of the combos to such a high level.

    As it turns out, while stuck in indecision about this dom, I made an Earth/Fire dom . He's only level 10, but quickly becoming quite fun. As for a Fire/ dom, I still want to make one! I was leaning towards Fire/Energy, but now am quite intrigued by Fire/Thorns.

    Quick question before I get back to work: Do the thorns redraw if you're alternating between fire and thorns attacks?

    Edit: I'm also wondering what people think of thorntrops... worth getting? worth slotting? howso?
  18. FWIW most of the responses you're getting are negative/joking because the name simply doesn't affect gameplay in the slightest. Not to mention the fact that Cold Domination means domination (aka control) over an element, NOT domination over your foes. For example, Empathy could have been named Healing Domination.

    Btw, lol, the first absurdly violent thing that came to mind in this game:
    [ QUOTE ]
    Beheader - "This is an attempt to remove your opponent's head from his neck with your Battle Axe."

    [/ QUOTE ]
  19. Kind of hilarious how few people are actually commenting on the OP's brilliant idea!

    I, for one, think it's awesome! Sadly it'd take an absurd amount of balancing and special cases to ever implement, and would still prolly be broken with certain combos. It also would be completely useless with certain powers (siphon speed and power come to mind, as they already have this effect).

    Perhaps the solution is to [u]only apply Defendilibrium to one powerset[u] (love the name btw). Let's see... if it only applied to your secondary...
    [ QUOTE ]
    Archery: damage buffs (makes sense when you think about it)
    Dark: tohit buffs
    Elec: recovery buffs (kinda lame)
    Energy: status protection (perhaps status resistance would make more sense without being overpowered?)
    Ice: speed/rech buffs (slightly lower than psi)
    Psi: rech buffs (!)
    Rad: def buffs
    Sonic: res buffs


    [/ QUOTE ]

    Conceptually this is quite cool and provides a lot of variety, but would probably result in defenders neglecting their primaries and losing usefulness in teams. Also the buffs might be too varied... /rad and /sonic would make you into a tankfender, whereas /psi and /archery would make you into an offender.

    Alternatively, if Defendilibrium affected only your primary set, it would encourage defenders to use their powerful buffs and debuffs, while also gaining valuable bonuses for their own survivability or damage output:
    [ QUOTE ]
    Cold: Mixed bag of +def, +hp, +rech etc
    Dark: Lots of +tohit, some +dmg, +res
    Empathy: +regen buffs, maybe? some +dmg, +def, +tohit
    FF: Lots of +def! Maybe KB protection?
    Kin: Ummm... even more +rech and +dmg? I dunno
    Rad: Another mixed bag of goodness
    Sonic: Lots of +res, I suppose
    Storm: +tohit, +def, +res
    TA: +tohit, +rech, +dmg, +res

    [/ QUOTE ]
    I actually really like this second idea. This would require a LOT of balancing, but I envision a very effective and quite helpful benefit, adding a bit more unique flavor to each set (giving you a great reason to play a defender over a corruptor or troller, for example), without completely changing playstyle.

    I hope my spin off idea doesn't fall on deaf ears! Let me know what you think
  20. PeterAlmighty

    No one loves me!

    [ QUOTE ]
    Whisper: "You heal?"

    [/ QUOTE ]
    That was your cue! Put him and all his cursed kind into their place! Defenders fighting ignorance! One noob at a time

    I find that the quickest way to get a team going is to form it myself. Being a lead can be exhausting, but sometimes you really only can rely on yourself to get things rolling (and once you get it going, you can pass the star as needed).

    I simply pop up the team search window, peruse heroes near my level, and start sending out tells to everyone available, "Hey, wanna team up? lvl 5 defender." With a little persistence (without being annoying), this approach works a lot better than just broadcasting. Besides, you can search all zones, and filter the results so you invite a nice blend of various ATs.

    If I have no luck with that approach, I just try and join an already existent team. Find someone on the search with a somewhat intelligent sounding search comment (i.e. Inv/SS tank always LFT! No AE, and send tell first please). Ask them if their team could use an awesome defender. If it turns out to be an AE team, try again
  21. PeterAlmighty

    Secondary

    QR

    Axe and Mace are very similar. Both are slow to start, but your last three powers are awesome/fun AoEs. All axe powers have a good chance for knockdown, which is pretty decent mitigation. Mace is a mix of disorient and knockdown.

    Stone is an awesome single target damage and utility set. You get four great single target attacks, the strongest of which holds a boss in one hit! Fault is an awesome AoE knockdown/disorient control power- it has no damage, but goes a long way toward keeping you and your team alive. Tremor is your only AoE, and it's slow to activate,but knocks down everyone around you. [Edit: Btw, stone is pretty end heavy]

    I know nothing of dual blades... Hope this helps
  22. PeterAlmighty

    Char in 5 slots?

    You're pretty much in good shape with the char slotting either way

    I've never used Drain Psyche, but I'm pretty sure healing is much more important because it also boots the regen debuff, which is awesome for AVs and GMs and such. Also will make you a bit less squishy
  23. PeterAlmighty

    Char in 5 slots?

    QR

    Completely ignoring prices/availability, the best frankenslotting for percentages (IMO) is gonna be:

    Neuronic Shutdown: acc/hold/rech
    Essence of Curare: acc/hold/rech
    Ghost Widow's Embrace: acc/hold/rech
    Basilisk's Gaze: acc/end/rech/hold
    Lockdown: acc/end/rech/hold

    Which gets you roughly 90/34/90/90 a/e/r/h.

    Keep in mind that there are diminishing returns on endurance and recharge effectiveness, so I would put those at a lower priority than acc/hold.
  24. I can help you with defense debuff resistance based on what I've read here. IIRC, the best way to get this higher is to stick two Hami-Os (Membranes I think? whichever is rech/defense) into Active Defense. Due to a miraculous glitch (or feature?) the defense buff actually boosts your debuff resistance. This should also free up a slot for something else, since it seemed to me like your starved for those
  25. Actually I'm gonna disagree with the majority here. As I was reading through your post, an awesome combo continually came to mind and I think it'd really suit you well: Dark/Stone.

    Stone Melee is a lot TON of fun, IMO. Even from the aesthetics alone: huge, beastly sound effects, rock chunks flying off your attacks, lots of knockdown, great animations, screen shaking... It feels so STRONG!

    But hey! It is really strong! Stone Fists is quick and good DPA; the stone mallets feel like your pounding your enemy with all the weight of the earth! Seismic Smash is superawesome- HUGE damage and a mag4 hold (huge end cost, though). Tremor is your only AoE damage but it's fun! Huge slow-mo animation knocking down most nearby enemies.

    And then there's Fault, the true gem of the set, which synergizes perfectly with Dark Armor! If you've never tried this power before, you will love it: a huge stomp causing PBAoE knockdown, mag 2-3 stun, good duration, quick recharge. This will stack with your Oppressive Gloom for some ridiculous mitigation, stunning most enemies in a spawn, even bosses. You'll be a tanktroller!

    Yes you are correct about the endurance problems- I have a dark/mace (fit my concept) and it has been challenging to keep that blue bar up, but totally rewarding and super fun. To alleviate early game woes, I'd suggest holding off on death shroud until you get stamina, and slotting your attacks with mostly acc/end. This will keep you in the battle longer to soak up all that aggro while your friends tear the enemies apart, and you'll likely need that end for your expensive full heal. I also suggest Tough for Dark Armor, but with all your mitigation you prolly don't need it.

    I know you already decided, but consider rolling one of these too!