Pinkpup

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  1. Some numbers from Mid's

    Night Fall, slotted with five Pos Blast 91.1 damage, recharge 7.53, accuracy 117.5%
    Night Fall , slotted with six Post Blast ups the damage to a possible 105.4

    Tenebrous Tentacles, slotted with five Pos Blast 77.4 damage, recharge 7.19, accuracy 124.3%. With six Pos Blast, damage is a possible 91.8. But if you take out Pos Blast A/D/E and keep the %Change Energy Damage, so five slot it again, damage is still a possible 90.7. Default Duration 22.4

    Now if you slot it with;

    Pos Blast - D/E and %chance/energy
    Trap of the Hunter: %chance/lethal and a A/I/R
    Cloud Sense: Tohit Debuff and a %chance/negative

    Damage is a possible 95.9 (4 different types), a rechange of 7.85, Accuracy 97.6 , a Duration of 28.2, and a -11.3 ToHit Debuff (normal 9.38).

    But you miss out on the Pos Blast set bonus of +9 to Acc and 6.25 to recharge for a Status Resistance of 2.5% from Cloud Senses.

    Now if you switch Trap of the Hunter for Gravitational Anchor Immobilize and Change for Hold... damage is down to 76.2 (I switched Pos Blast %change for a more reliable D/R). But you get a duration of 34.2, and a another chance for a immobile.


    With looking over the numbers, maybe you're right on using Pos Blast to get the recharge and Acc set bonus.

    For 4 LotG Rechange %, you could do one in Shadow Fall, Maneuvers, Combat Jump, and Vengeance... then take Tactics for a Gaussian's Synch Change for Build-up. With Tactics and Shadow Fall running, its a end cost of 0.83/s. Since I would be using Maneuvers and CJ as mules, not going to add their cost in. Frankly won't use them at all unless on a full team that's getting their behinds kicked.

    As I said before, Endurance will be your biggest problem on anywhere but a full team (Vigilance). Problem with being a D4 with good recharge, you got to play it like a blaster in regards to endurance usage.
  2. Quote:
    Originally Posted by chief_beef View Post
    im sticking by my slotting of tentacles for the time being. enhancing the -to hit doesn't seem necessary to me since it should be floored with a fearsome stare, tentacle, night fall cycle. not to mention fluffy's help or really any other power you use for that matter. plus since it's an aoe the extra damage adds up. even more so if the proc fires.

    side note: has anyone tried the chance for hold purple proc in tentacles? did it seem worthwhile?
    Its a waste money to slot tentacles for damage... especially those IOs (100 million for maybe few more points). I slot for hold, since I like helping my team out by keeping mobs tight for their AOEs.

    As for use of a purple hold proc, I've always wanted to try it out but haven't been dissatisfied what my normal slotting yet.

    And as for the Leadership Pool... I won't take any of it. Endurance will always be a problem, even at higher levels (worst if you slot for recharge). Darks has so many gems, that do so much already for your team. Why be a apple polisher and take leadership? Any team will be happy just having a D4 with them(Leadership or not)!
  3. Quote:
    Originally Posted by Windenergy21 View Post
    Not to mention, one big reason why I hate absorb pain, is the heal doesn't come in until the end of the animation. You almost have to use heal other before it anyways cause SO many times i've seen people faceplant cause the emp on the team uses AP instead of heal other and the tank or whatever gets killed before the actual heal kicks in anyways.
    You know, you're right... never thought about it before now. Yep, I've lost a few teammates when AP was just a second too late.

    But if you got your recharge down to the barely above the animation time, you don't need Absorb Pain any longer. And if your buffs are good enough, you won't even need your heals in the first place.
  4. Quote:
    Originally Posted by Everfree_Fire View Post
    My problem with dropping Absorb Pain is that, when I am actually teaming, the power heals by a lot more than Heal Other, and makes a great "Oh $^&@" heal for when the tank nearly gets knocked down.
    If you're going for a prema-Haste build, you really don't need Absorb Pain since you can just double-up on Heal Other on that tank (or a Heal other, then a healing aura). I understand its faster, but it got a huge downside with not being able to heal yourself for what will seem like forever in a battle going bad.

    Add to the fact, getting sucked by when the tank pops Unstoppable and you don't notice... my emp fender has died a handful of times trying to AB the tank and gets too close and grabs some hate.
  5. Pinkpup

    Dark/Sonic Build

    Quote:
    Originally Posted by Garent View Post
    It's for the status resistance.
    I understand that.... you don't need it!

    As a Dark/Sonic, mobs won't have much of a chance to mez you. Fearsome Stare is a monster (I have a dark/rad) and any team you're on will be cutting through them like butter on a hot summer day. Yes, you are that awesome...

    So save the cash, cus all those LotG-+recharge are going to be enough of a problem to get.
  6. Pinkpup

    Dark/Sonic Build

    My 5 cents...

    Tar Pit is overslotted.... at most I would put four in it.
    So unless its a great set bonus, I would just throw in some recharge and at max two slows. Really that's all you need, cus if you can throw it out enough times it won't matter if the mob escapes the first onw.

    Howling Twilight, give it another recharge. Its a great debuff even if no one is around to raise. I use it on ever boss I come across during a mission if possible. I know you got some great recharge with your 5 LotG-recharge + and Hasten, I would still do it.

    Maneuvers - if its a mule for your LotG -recharge +, just one-slot it then. Really with being a Dark/, you really don't need the 5.05% defense that it gives you. Even the 10% reg that two gives you isn't all that impressive with T-Grasp recharge time of 2.6 seconds and 483 points of healing.

    Tactics - Five slots maybe, but not six. Actually I would not even take it, since you're already doing so much for your team. Its a drain on your endurance you don't need, cus you're going to have at least DN and SF going most times. So replace it with Mass Hypnosis, and slot it with purples like you did Screech.

    Vengeance - toss it! Its not the power it use to be, and folks don't stay down usually long enough to even use it. Switch it with Stealth, at least you might get some use out of that.

    And with your recharge rate, I see alot of endurance problems in your future even with five PS in Stamina.

    Mind over Body... don't need to spend the money on a Aegis +3% Psionic... not with a Psionic resistance of 62.3 % with gone.
  7. That is why I would say a /kin, since the fire/reg scrapper is going to have major endurance problems in the 20s/30s. Slot speed boost with some endurance IOs, and you will be helping him alot more then some minor debuff. But then I'm assuming the scrapper is a new to coh.
  8. Quote:
    Originally Posted by Brakkus View Post
    Ok, he has decided on fire/regen.
    Yes, we fail... but then, we read too. So its a toss up in my mind.
  9. Really there isn't a bad choice here on troller powers, just some better then others. So instead of saying "What troller can best help my friend?" to "What troller do I want play that my friend can help me with?" Say take a fire/kin ( or rad, or storm), those guys needs some help in lower levels... your friend can help you there (and have matching themes- Fire). You could do a Illusion/Rad, Ice/Kin (which I have one, safest toon I ever played and much beloved by a scapper I use to play with), Trick Arrow, Storm, really anything would be a solid choice.

    So my advise is pick a troller that starts a little weak at lower levels, and use your friend to help you get pass that. He doesn't need that much help as a fire/reg scapper, so best just pick a troller that looks fun to play and fits your style.

    And a Kin adds so much more then just SB... a very good heal that's great for the melee guys, Transfusion (which your friend's scapper will love due to negating his endurance problems), and the big daddy of them all, FULCRUM SHIFT!
  10. Ok... looking over your build, about the only thing it does well is spending influence on a truly crappy build.

    I mean, your mistakes on this build are too long to list. Really who would put a Performance Shifter - Chance for + End in Speed Boost or Transference? That's just total waste of influence besides being a bad slot choice. And Fulcrum Shift, just 3 slots... that's plain crazy (most folks I know have 2 crafted acc IO and 3 crafted recharge IO). Yes, its that important!

    Oh, those two Blessing of the Zephyrs - Run Speed, would get you kicked from most teams. Only person that does that, either is being a huge jerk to his team
    ...or just trying to help a buddy win a racing contest.
  11. Quote:
    Originally Posted by Talionis View Post
    Yes, it ran faster and smoother without her. But I wish I had better advice that could've been more effective in telling her better what she should have done. I also was really disappointed to see such a high level PB unable to adjust playstyle.
    I use to think a lot of vet badges meant a better player.... and after some time, I realized how screwed-up that was. Just because she had a 50 means nothing (even less during the AE days). Vet badges are a little better to gauge experience, yet even with those you can't be sure about someone. She didn't listen because she thought your advise was crap (or didn't speak English), as likely you would if someone started telling you how to play your 50 just so 'insert class here' can hit a few more bad guys with their aoe. In fact, once on my shield tank... I wanted to pull but the shield scapper just kept charging in, and after some back and forth, he was correct that pulling won't work due to the mobs range attacks.

    Best keep a open mind, that's what I say... and if it doesn't work out, no regrets. Its a game after all, its suppose to be fun.


    Quote:
    PB's really need the AoE knockback to stay alive? It sounds like less a benefit and more a weakness to the power. I never expected Khelds to be "better" than other archetypes. But I expected them to be more team friendly.
    Why? Cus if you read the Khendian forums enough, the first thing anyone says when asked by a first-timer which to play... its "PB are more solo friendly", so kb isn't a problem when you're soloing (its even a benefit).

    Unless you're fighting a werewolf in the water, and you keep knocking him back so much it starts looking like a swim race. lol


    Quote:
    know Khelds bring a lot of flexibility. I've had good khelds before and not really noticed the ridiculous KB that I had the other day. Even so, I've never made one since the knockback as a secondary effect has kept me away.
    She could have been slotted with KB IOs... they're cheap, and have some nice set bonus.
  12. If you invite a PB into your team... you're going to have some KB. Most teams I've been on have been willing to put-up with it because my tri-form PB brings alot to the table besides (like dwarf form, etc.). And after 42 months of playing the game, I've noticed you will always find someone doing something annoying on any PUG team you're on (scapper-lock, tank grabbing too much agg to hold, suicidal blasters, trollers that throw holds after you lay down your ice sheet...etc,etc,etc). Unless they're causing team-wipe, most of us look the other way. Because my rule is, if you start telling me how to play my toon... I gain to the right to do the same to yours.

    And most folks don't like that...


    So I'm in the camp that you did something stupid with kicking the PB. But willing to give the benefit of the doubt, cus she could have been real pain. So the question is, was your team that much better with her gone?

    If so, then you made the right decision.... if not, then you were in the wrong. But due to this, I think you give-up any right to ***** when you get kicked from a team for doing something their TL finds annoying.

    Seems only fair....
  13. On my FF/Elec, I got a nuke... on my Emp/Energy and Dark/Rad. Nope, didn't take one due to not wanting my endurance in the toilet when I may need it for other more important things. You can't always count on having a blue ready, and as people say... Fender's nukes are better for cleaning-up after the battle has started then a opening move.

    So really, if it fits in your play style.. get the nuke. It not, then don't. No one has ever yelled at me in a team for not having one.

    Oh.. I should mention, I don't use my nuke that often on my Bubbler. She got Leadership, so when I do dump my endurance after a nuke, its a pain to re-toggle like 3 to 5 powers. So most times, I don't nuke to just avoid that hassle.
  14. So what's your focus, team mostly, half and half, or always soloing? What's your playing style? Hanging with second rank or getting in the thick of a battle... more wanting strong debuffs or killer damage. I could even ask, are you looking for a task force build for ITF or Stateman? Then the last question is budget... how much are you willing to spend?
  15. Yes, you can't judge a Emp on how good they are by if they attack or not. I've had TL who expect me too and others that get upset when I do. Really it depends on how well the team is doing in the mission. For me, floating about the fight with one eye on the team bars and the other on how the fight is looking is pretty attention-intensive. I doubt few can fault me for not wanting to get locked in a attack chain while I try to keep the team alive and at max-buff.

    But then, I've been known to keep CM up on most of the team in a CoT mission.

    So unless you're a emp/ dark, sonic, rad, (etc) that does added goodness besides just pretty damage points above their heads... not going to get all upset if you take a pause to focus on your emp duties.
  16. Quote:
    Originally Posted by Fury Flechette View Post
    This is why many of the fire/kins who you see running around have been PL'ed. Many of them will tell you that fire/kins are wonderful to play because they've never actually *played* the character from level 1 to 50.
    Guess the advise is... get PL up to 32.

    Now while I don't have a fire/kin, I do have a fire/storm.... and yes, you need to be in the 30s before you can start enjoying the awesomeness that is fire/kin-izm.

    In fact, I felt about the same on my rifle/devices blaster below lvl 30. I hated to play her (since my other blaster was a fire/fire), and almost deleted her more then once but I worked her up to lvl 28 and started having fun and now I enjoy playing her.


    But if you want to take a break, roll up a ice/kin which is pretty safe at the lower levels. In fact, it was the only toon I ever had that I felt sad to leave Hollows with.
  17. In my fire blaster, I took Cold as my epic.... Hibernate is great for after Inferno. I rather have a power that can save my butt, instead of recovering from a screw-up with a revive (Rise of the Phoenix).

    As for my attack chain, I find myself just doing "Aim, BU, Fire Breath, Fire Ball, Blaze," and repeat till everything is dead. Most mobs are long dead before you get to your third Blaze on the Boss.

    But then, my motto for my fire blaster is.... "I will kill you faster then you can kill me!"
  18. Pinkpup

    Emp/Archer build

    My suggestions;

    Move Absorb Pain back to around lvl 28 or higher... Yes its another heal but you can handle most groups without it till you start hanging with higher level tanks that need a lot of healing to get back into the green.

    Switch Fortitude back to 12th level, and move Clean Mind in the high teens or even the twenties. In the teens, you only got CoT to worry about and usually not enough mezz for you to take it so soon. Fortitude is a much better power to have at 12th, because it helps on the to-hits.

    Stamina.... if you're on teams and have Recovery Aura up alot, you don't need it any more. And especially at such a later level, so I would trade it for the Leadership Pool and help your team out even more.

    Rain of Arrows... get it at 38, cus its going to be your main damage dealing attack. Its just too good for a fender not too, since its damage is arguably near the best a defender can get without having all your endurance drained.

    As someone who takes their Emp fender on alot of Task Forces, you might look into getting the max number of LoTG Recharge +7.5% ( so five, using merits from said tfs). Really with your emp buffs going off all the time, no one is going to worry about much else on your build.

    Stealth/Recall Friends - unless you want that for sneaks, you could look for something better like tough/weave.

    While the Dark Epic is a good choice, surprised you didn't take Power Mastery for the Power Conserve (good choice if you toss Stamina) and Power Build-up (this and Fort/Ab turns a scapper into a monster).
  19. I have a Stealth IO in my nova form, it seems to work the best for me. I mean, how often will you escort a hostage out in nova form.
  20. [ QUOTE ]
    People are still farming AE missions?

    *tsk* When will people learn that every mob killed in a farm, a kitten dies.

    Think of the old school farming and how many kittens where saved by that one mob between the buildings...

    Think of the kittens and go back to old school farming!

    [/ QUOTE ]

    I say, "Good Show!"

    Because anything that helps end the 'Kitten Conspiracy', I'm all for.

    Just because they're cute, doesn't mean they're owed world domination.
  21. Today I was in Atlas AE, and saw this broadcast - "54 bosses team L 4 healer good healer"

    I was laughing so hard, didn't even make fun of him. Pretty much, any "healer" that heals.... is a good healer, but I could be wrong.
  22. Yep, most people don't understand the 'Need for Speed' in a good farm. It doesn't matter if 54s give more, when I can kill 52s twice as fast.

    As for the limits on taunt, I was with a stone tank that kept wondering why the team was dying cus he was agg-ing two groups at once "for more xp". He was surprised when I told him about the aggro cap (and he was 42lvl).

    But tonight, on Justice AE.... once again I heard the cries of "Need Healer for AE Boss Team" about a dozen times with varies TLs. One of the teams even had two fire/kin trollers and a D3 on it, to which I could only wonder why the leader thought he needed a Emp on top of those heals. Ok, I know all about the great buffs a emp defender can bring to a team but that's no reason to hold up everyone for a power set that isn't really needed.
  23. Personally I think the whole AE 'healer' annoyance is more of a symptom then the actually disease. I've been on way too many AE teams that believe they must be fighting 54 lvl purple bosses in every mission or something is wrong. Most times, you see the team fall apart after the first or second mob because the pug leader isn't smart enough to figure out you need to keep a eye on the power sets of those you invite.

    Of course, you have my favor... make a team without even having a ae mission in mind. Or picking a mission that isn't conducive to farming. Like last night, got on a map that had mobs with spine powerset.... my troller really liked being poisoned and having his defense at a -20.

    I've even thought about putting together a guild for those folks.
  24. Mine

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Mocha Chill: Level 50 Mutation Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Ice Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Transfusion -- Theft-Heal(A), Theft-Heal/Rchg(3), Theft-Acc/Heal(3), Theft-Acc/EndRdx/Heal(9), Theft-+End%(15), Nictus-%Dam(45)
    Level 1: Ice Bolt -- Dev'n-Hold%(A)
    Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(17), CtlSpd-Acc/Slow(46)
    Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(15), TmpRdns-EndRdx/Rchg/Slow(17)
    Level 6: Siphon Power -- RechRdx-I(A), RechRdx-I(9)
    Level 8: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Rng/Slow(45)
    Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(11), Rec'dRet-Pcptn(46)
    Level 12: Speed Boost -- EnManip-EndMod(A), EnManip-EndMod/Rchg(13), Clrty-Stlth(13)
    Level 14: Combat Jumping -- GftotA-Def/EndRdx(A), GftotA-Def(25)
    Level 16: Super Jump -- Zephyr-Travel/EndRdx(A)
    Level 18: Freeze Ray -- Lock-Acc/Hold(A), Lock-Rchg/Hold(19), Lock-%Hold(19)
    Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(27)
    Level 22: Acrobatics -- EndRdx-I(A)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Transference -- EnManip-EndMod(A), EnManip-EndMod/Rchg(27), EnManip-Stun%(37), EndMod-I(37)
    Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), DampS-ToHitDeb(34), DampS-Rchg(34)
    Level 30: Tactics -- GSFC-Build%(A), AdjTgt-ToHit(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(46)
    Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34), EndRdx-I(37)
    Level 35: Bitter Freeze Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Lock-Acc/Hold(40), Lock-%Hold(42)
    Level 38: Blizzard -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(39), DampS-ToHitDeb(39), DampS-ToHitDeb/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
    Level 41: Power Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(48), ImpArm-ResPsi(48), ImpArm-ResDam/EndRdx/Rchg(48)
    Level 49: Vengeance -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(50), Numna-Heal(50), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Vigilance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]27.5% DamageBuff(Smashing)[*]27.5% DamageBuff(Lethal)[*]27.5% DamageBuff(Fire)[*]27.5% DamageBuff(Cold)[*]27.5% DamageBuff(Energy)[*]27.5% DamageBuff(Negative)[*]27.5% DamageBuff(Toxic)[*]27.5% DamageBuff(Psionic)[*]1.88% Defense(Psionic)[*]4.05% Max End[*]1.5% Enhancement(JumpSpeed)[*]1.5% Enhancement(FlySpeed)[*]27% Enhancement(Accuracy)[*]12.5% Enhancement(RechargeTime)[*]2.5% Enhancement(Held)[*]1.5% Enhancement(JumpHeight)[*]1.5% Enhancement(RunSpeed)[*]5% Enhancement(Heal)[*]5% FlySpeed[*]87.7 HP (8.63%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]20% Perception[*]19% (0.32 End/sec) Recovery[*]64% (2.72 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]3.13% Resistance(Toxic)[*]3% Resistance(Psionic)[*]5% RunSpeed[/list]