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Posts
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Joined
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I think if the devs are not going to budge on the password issue then at least a switch_to option in the menu which will switch toons but prompt for the password would be a good idea.
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You also need to take into account that no matter how high your defence is you will still get hit 5% of the time, and also there are DEF caps depending on AT.
So the best you could hope for on a scrapper (And probably impossible to get) is 50% DEF and 80% RES and that means 99% mitigation.
Tankers with their 90% RES cap can mitigate 99.5% total damage. -
I haven't looked at the whole build but I would swap one Heal in Transfusion for a Recharge Reduction. The third heal is only giving you about 18% benefit whereas adding the second recharge will give you a 40% ish benefit.
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I think the problem with this comes because some powers are more use when you also have other powers of that kind. IE: Maneuvers isn't much use to a RES dased character, but I almost always take it on my DEF based characters, and even then its only useful if I am pushing for capped defences.
You can't really look at powers in a vacuum like that. -
[ QUOTE ]
[ QUOTE ]
Make the Warshade inherent work like the Peacebringer inherent.
[/ QUOTE ]
Nooooooooooooo!
[/ QUOTE ]
Definately Noooooooooooo!
Actually leave Warshades alone altogether now as they are beyond fine. The only thing I could possibly ask for is a reduced end cost for the dwarf form attacks (Particularly the heal) but that would probably become overpowered as the only thing stopping me soloing pylons is endurance.
PB's could use the KB being changed to KD, if only so people no longer hate teaming with them. -
[ QUOTE ]
The changes to Human form damage and how quickly Dwarf Mire recharges now make double mired nukes & Unchained Essences so much fun now.
[/ QUOTE ]
Something I have found VERY fun is the newly available triple mired nuke!
Human Mire, Switch to Dwarf, Mire, get aggro so everything is nice and close, Mire again (Assuming massive global recharge of course), Quasar!
Works best running ahead of 8 man teams so the spawn survives for the 10 seconds it takes to hit Quasar. And is great on the Cimerora wall watching the corpses go flying over the edge -
Bloody invalid form errors, whats that about?
Back on topic: Ah thanks for that, I figured hitting 10 targets would get you more fury than just hitting one.
Though by the time I have got my brute high enough to have an AoE I should have the hang of fury I hope. -
I have played pretty much every AT hero side and am only now starting to get into villain side and as part of my villainous training I am going to roll a fire/fire brute, but having never got one past level 10 before I thought I would ask about Fury.
Should I:
A - Be running in chaining quick activating ST attacks to build fury before unleashing the AoE's like FSC, Fire Breath and Burn
B - Open with FSC, patron immob, Burn and Fire Breath then follow up with the quick ST attacks.
C - Use group 1 to build fury with the ST attacks then unleash AoE hell on group 2, rinse/ repeat
D - Something else
That question comes because all the guides I have read talk about getting quick attacks out repeatedly, but do AoE's not generate more fury than ST attacks (Assuming no gaps in the chain)? -
I think I remember someone claiming 7 hours once upon a time, I can't imagine a dev ever confirming it however as it defeats the point of the whole game.
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Actually looking back at the numbers you are right, I don't really need the recharge so I guess it could be droppable.
Also your probably right about health > hurdle.
Will rethink my build.
Thank you -
Thanks for the help all, I have swapped the LoTG Def/Rech for the Def/End/Rech set as you are right I hardly lose any defense at all (Dunno how I never thought of that tbh).
As for picking up health instead of hurdle I can see the reason, but I am determined to fit aid self into the build instead because 19hp per sec (What I would regen with health) is only going to make downtime faster rather than save my life. Aid Self with capped defences seems to be a very good tool as I have just found out on my bots/bubbles and haven't notived that much that does -DEF tbh, at least nothing that hasn't been pounding on the brute instead
Oh and I can't imagine ever dropping mental training. 20% recharge is great and its extra speed which I need considering I have no travel power. -
I have been playing with Mids trying to make a Bane build with softcapped positional defences and it was fairly easy until I realised that Cloaking Device only provided ~5% defence once you have been seen, as oppose to the ~11% I had been planning for.
Anyway to cut a long story short below is my planned build but I REALLY want to find room for aid self and the pets (Call Reinforcements) without hurting anything or getting too many touch of death sets as I don't think they are available very often from what I hear.
The powers I am most willing to drop are Maneuvers (From the pool) and Combat Training: Offensive, though if you can manage it I would be happy to drop the whole fighting pool instead.
Oh and I would like to keep >90% recharge if possible (The more the merrier).
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Bane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 1: Wolf Spider Armor -- ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(11)
Level 2: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(3), LkGmblr-Def:50(7)
Level 4: Bane Spider Armor Upgrade -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(5), ResDam-I:50(7), ResDam-I:50(9)
Level 6: Swift -- Run-I:50(A), Run-I:50(45)
Level 8: Hurdle -- Jump-I:50(A), Jump-I:50(9)
Level 10: Build Up -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(17), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-Rchg:50(29), AdjTgt-ToHit/EndRdx:50(37), Rec'dRet-Pcptn:20(39)
Level 12: Pulverize -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(13), Hectmb-Acc/Rchg:50(13), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dam%:50(39)
Level 14: Poisonous Ray -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(15), Apoc-Acc/Rchg:50(15), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43)
Level 16: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/Rchg:50(40)
Level 18: Shatter -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(23), T'Death-Dmg/EndRdx/Rchg:40(40), T'Death-Dam%:40(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-Acc/Rchg:50(27), P'Shift-EndMod/Acc:50(40), P'Shift-End%:50(50)
Level 22: Mental Training -- Run-I:50(A), Run-I:50(34)
Level 24: Cloaking Device -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/Rchg:50(46)
Level 26: Placate -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Tactical Training: Assault -- EndRdx-I:50(A)
Level 30: Tactical Training: Leadership -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(45)
Level 32: Crowd Control -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34)
Level 35: Surveillance -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(36), ShldBrk-Acc/Rchg:30(36), ShldBrk-DefDeb/EndRdx/Rchg:30(36), ShldBrk-Acc/EndRdx/Rchg:30(37)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(42), TtmC'tng-EndRdx/Rchg:50(42), TtmC'tng-ResDam/EndRdx/Rchg:50(43), TtmC'tng-ResDam:50(45), TtmC'tng-EndRdx:50(46)
Level 44: Combat Training: Offensive -- Acc-I:50(A)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/Rchg:50(48)
Level 49: Weave -- LkGmblr-Rchg+:50(A), DefBuff-I:50(50), DefBuff-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Conditioning
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If you can help it would be appreciated
(Money no object but I don't want things that are unavailable) -
It is definately a competition to be #1, but I would like to see more than total prestige being measured, for example:
Characters active over the last month
Prestige earned last month
Levels gained last month
New additions last month
% active/inactive over the last month
Badges gained last month
Most tanks/scrappers/khelds etc
You can show the above for last year and all time as well. It allows the top SG's to remain top because they are also going to top the activity and monthly prestige charts, but lets the newer SG's get some recognition (New members and levels gained will probably be ruled by new SG's).
Actually because I think a good SG can make or break a persons gaming experience I would like to see a proper SG roster where you can put up your SG rules, an SG description and all the stats are updated automatically so a newbie could just sort by whatever he is interested in and read up about the SG's. There could be an 'apply' button which would send emails to the SG leadership.
(If I hadn't joined the Handprints I would probably have quit the game long ago) -
I know this is a fairly late reply but the big problem with kin/archery is that to get the full benefit of fulcrum shift you need be be right in the middle of a group and by the time you have fulcrum shifted the group will be decimated (Assuming you aren't the main source of damage) thus wasting most of your RoA.
Fulcrum shift from range will net you personally I think 50% or 75% (Definately 50%, not sure if you also get the 25% from hitting the target or not) and give the rest of the buff to those around the target, and since the clickie buffs like BU aren't perma your not going to be at the damage cap as often as you like, unless you are happy with RoA every other group (IE: First mob get your fulcrum shift bonus, lob out a few ST attacks/SB's etc then be at the front of the queue with RoA for the second group) -
I would like to see more co-op taskforces including at lower levels. Something involving the Nictus actually gaining a foothold in this time zone instead of in the past. Or another Rikti pre-invasion force that needs pushing back.
It would be nice to have at least one TF for every 5 levels both sides.
Expanding the flow of the game so that villains completing certain arcs cause events to happen in paragon city and vice-versa (IE: Villains defeat x amount of snakes so they try and move out of the rogue isles into paragon city, an event sounds to push them back which if failed means snakes start appearing randomly in paragon city until x amount are defeated and they move back to the rogue isles)
Some more nice accolades to make them worthwhile too (Not just a badge but useful like portal jockey etc). -
[ QUOTE ]
A way to do it would be to have not so much 'contacts', but 'Handymen'.
For example;
Handyman; "Hey, what can I do for ya fell...a...wait a minute, ain't you..?
Oh hells..right..well, um, sir, whatcha need?
What? How would I know where to get that many explosives?
Shhh! Keep it down willya? Ok, ok, I got a shipment coming in tonight. You keep the Port authorities off my back, and it's yours, ok?"
For every mission of this sort you can 'create' a mission that involves or revolves around a personal scheme. Or something similar. It just gets a bit boring having to 'work' for people. You big, your bad, you're the one with the powers. *They* should be running around for you
[/ QUOTE ]
I absolutely love this idea!
As you do arcs you get introduced to these handymen so at level 50 you will have quite a few and can flashback to earn a few more, then you can 'hit them up' and do some protection missions to earn things like maps, explosives, delivery times etc and when you collect a certain list of things you unlock a massive heist mish (Or something very villainous) where you get to beat on a hero (Or 10) at the end to see if you complete it or not!
I would even go so far as suggesting these be the 'end game' content that some people (including me) would like to see, very difficult missions where you need to put in a lot of work to unlock and with very difficult heroes at the end but big rewards. The rewards could include temp powers much like the bank job powers, but useful to a lvl 50 (And some lovely merits).
I recently read I think BaB mentioning an 'arch-enemy' system he wants that could be used to provide the final boss in the last mission, someone specifically designed to counter your abilities! -
I have already changed this quite a lot because I realised it was missing attack power (To grab the aggro) and accuracy so don't worry about looking at it
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I can't seem to find any recent guides to Stone/Stone (At least on these forums: Haven't gone to the US forums yet), and so this is my first attempt at creating a build for my new Stone/Stone tank.
I have tried to offset the recharge penalty of granite as much as possible, but was concentrating on defence, resists and specifically psi resists (Ended up with 21.7% Psi def, and 18.3% Psi res, which I assume is good considering).
I have also decided against taking too many attacks because my play style is to be an aggro magnet and just soak up whatever comes my way rather than actually trying to fight.
Also you will notice I have kept most of the armors. I intend to be in granite almost all the time, but those armors allow me to slot for some nice bonus', so I am not willing to sacrifice that for more hitting power.
Your comments would be appreciated:
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Stalaktite: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
------------
Level 1: Stone Skin ImpArm-ResPsi(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(5), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(46)
Level 1: Stone Fist Hectmb-Dam%(A)
Level 2: Rock Armor LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 4: Earth's Embrace Numna-Heal/Rchg(A), Numna-Heal(7), Numna-Heal/EndRdx/Rchg(7), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal(11)
Level 6: Mud Pots Sciroc-Dam%(A), Armgdn-Dam%(11), ImpSwft-Dam%(13), EndRdx-I(13), EndRdx-I(15)
Level 8: Rooted Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(29)
Level 10: Taunt Zinger-Taunt(A), Zinger-Dam%(15), Zinger-Taunt/Rchg(19), Zinger-Taunt/Rng(19), RechRdx-I(23), RechRdx-I(23)
Level 12: Brimstone Armor ImpArm-ResPsi(A), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx(40), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam/Rchg(46)
Level 14: Swift Run-I(A)
Level 16: Health Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(17)
Level 18: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(36)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
Level 22: Recall Friend EndRdx-I(A)
Level 24: Teleport TSM'n-EndRdx(A), TSM'n-Rng(25), TSM'n-Stlth(25), Range-I(27), EndRdx-I(29)
Level 26: Minerals LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(37)
Level 28: Fault Zinger-Dam%(A), ExStrk-Dam%(31), RechRdx-I(31)
Level 30: Boxing RechRdx-I(A), Mako-Dam%(43)
Level 32: Granite Armor LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(34)
Level 35: Tough ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), Aegis-Psi/Status(36), S'fstPrt-ResDam/Def+(37), ImpArm-ResPsi(37)
Level 38: Weave LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(39)
Level 41: Tremor Sciroc-Dam%(A), ExStrk-Dam%(42), Zinger-Dam%(42), RechRdx-I(42)
Level 44: Stone Prison GravAnch-Immob(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
Level 47: Salt Crystals FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
Level 49: Seismic Smash RechRdx-I(A), RechRdx-I(50), Dmg-I(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
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Set Bonuses:
Impervium Armor
(Stone Skin)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25 Max End
MezResist(Held) (Mag 2.75%)
3.13% Resistance(Psionic)
3% Resistance(Psionic)
Luck of the Gambler
(Rock Armor)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Earth's Embrace)
12% (0.94 HP/sec) Regeneration
35.1 HP (1.88%) HitPoints
Miracle
(Earth's Embrace)
2.5% (0.04 End/sec) Recovery
35.1 HP (1.88%) HitPoints
Numina's Convalescence
(Rooted)
12% (0.94 HP/sec) Regeneration
35.1 HP (1.88%) HitPoints
Perfect Zinger
(Taunt)
MezResist(Terrorized) (Mag 2.75%)
10% (0.78 HP/sec) Regeneration
5% Enhancement(RechargeTime)
Impervium Armor
(Brimstone Armor)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25 Max End
MezResist(Held) (Mag 2.75%)
3.13% Resistance(Psionic)
3% Resistance(Psionic)
Numina's Convalescence
(Health)
12% (0.94 HP/sec) Regeneration
35.1 HP (1.88%) HitPoints
Luck of the Gambler
(Maneuvers)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
5% Enhancement(JumpSpeed), 5% Enhancement(JumpHeight), 5% Enhancement(FlySpeed), 5% Enhancement(RunSpeed)
35.1 HP (1.88%) HitPoints
Time & Space Manipulation
(Teleport)
8% (0.63 HP/sec) Regeneration
28.1 HP (1.5%) HitPoints
Luck of the Gambler
(Minerals)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Granite Armor)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
Impervium Armor
(Granite Armor)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
Impervium Armor
(Tough)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
3% Resistance(Psionic)
Aegis
(Tough)
3% Resistance(Psionic)
Steadfast Protection
(Tough)
3% Defense(All)
Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
21.1 HP (1.13%) HitPoints
Gravitational Anchor
(Stone Prison)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Fortunata Hypnosis
(Salt Crystals)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
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You mean this bit?
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Hi All,
This is either my first post, or I last posted so long ago I can't remember, but I hit 50 on my Warshade the other day and thought I would come here for some advice on my planned build.
Firstly the way I play: I am going to be fully tri-form. I mainly spend my time in Nova form blasting away, dropping into human for utility, heals etc, and going into Dwarf when called upon so i need all 3 forms to be equally viable.
You will have noticed that I have not taken human shields etc, or slotted the blasts and I am very set on this power choice. The only thing I would possibly drop is unchain essence, but that is only because I cant find enough free slots for it, which is what I would prefer.
The idea is to get as much +recharge and +accuracy as possible, hopefully that will reduce the amount of recharge I need in sets because that seems to be fairly rare, or at least in the sets I have found.
Also this is really my first build attempt, and I don't know much about IO sets, so may not have picked the best ones.
What I do know is that things are very expensive so I have built this to a budget (Albeit a fairly large one), so don't go crazy on suggesting purple sets.
Here goes the details:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Princess Darkstar: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Concealment
Power Pool: Medicine
Hero Profile:
------------
Level 1: Ebon Eye Dmg-I:50(A)
Level 1: Absorption ResDam-I:50(A)
Level 2: Gravimetric Snare GravAnch-Immob:50(A), GravAnch-Immob/Rchg:50(3), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(5), GravAnch-Hold%:50(5)
Level 4: Shadow Bolt Dmg-I:50(A)
Level 6: Dark Nova Flight-I:50(A)
Level 8: Hasten RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Grant Invisibility EndRdx-I:50(A)
Level 12: Sunless Mire RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13), Acc-I:50(15)
Level 14: Shadow Cloak RechRdx-I:50(A)
Level 16: Stimulant RechRdx-I:50(A)
Level 18: Gravity Well UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(19), UbrkCons-Acc/Hold/Rchg:50(19), UbrkCons-Acc/Rchg:50(48), UbrkCons-EndRdx/Hold:50(48)
Level 20: Black Dwarf ResDam-I:50(A), ResDam-I:50(21), ResDam-I:50(21)
Level 22: Stygian Circle Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(23), Mrcl-Heal/Rchg:40(23), Mrcl-Heal:40(37), EndMod-I:50(37)
Level 24: Aid Self RechRdx-I:50(A)
Level 26: Gravitic Emanation Amaze-Stun:50(A), Amaze-Stun/Rchg:50(27), Amaze-Acc/Rchg:50(27), Amaze-Acc/Stun/Rchg:50(34), Amaze-ToHitDeb%:50(36)
Level 28: Resuscitate RechRdx-I:50(A)
Level 30: Unchain Essence Dmg-I:50(A)
Level 32: Dark Extraction S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(33), S'bndAl-Acc/Rchg:50(33), S'bndAl-Dmg/EndRdx:50(33), S'bndAl-Build%:50(34)
Level 35: Quasar Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 38: Eclipse ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(39), ImpSkn-EndRdx/Rchg:30(39), ImpSkn-ResDam/EndRdx/Rchg:30(39), ImpSkn-Status:30(40), RechRdx-I:50(40)
Level 41: Stygian Return RechRdx-I:50(A)
Level 44: Super Speed Run-I:50(A)
Level 47: Invisibility EndRdx-I:50(A)
Level 49: Aid Other EndRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest RechRdx-I:50(A)
Level 1: Dark Sustenance
------------
Level 6: Dark Nova Bolt Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(7), Entrpc-Dmg/Rchg:35(25), Entrpc-Dmg/EndRdx/Rchg:35(34), Entrpc-Heal%:35(42)
Level 6: Dark Nova Blast Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(7), Entrpc-Dmg/Rchg:35(15), Entrpc-Dmg/EndRdx/Rchg:35(31), Entrpc-Heal%:35(42)
Level 6: Dark Nova Emanation Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(40)
Level 6: Dark Nova Detonation Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(42)
Level 20: Black Dwarf Strike RechRdx-I:50(A), Acc-I:50(43), RechRdx-I:50(46)
Level 20: Black Dwarf Smite Mako-Dmg/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Acc/Dmg:50(50)
Level 20: Black Dwarf Mire Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(25), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(29)
Level 20: Black Dwarf Drain Dct'dW-Heal:50(A), Dct'dW-Rchg:50(43), Dct'dW-Heal/Rchg:50(46), Dct'dW-EndRdx/Rchg:50(50), Dct'dW-Heal/EndRdx:50(50)
Level 20: Black Dwarf Step EndRdx-I:50(A)
Level 20: Black Dwarf Antagonize Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(45), Zinger-Taunt/Rchg/Rng:50(45), Zinger-Acc/Rchg:50(45), Zinger-Dam%:50(48)
------------
Set Bonus Totals:
+9.5% DamageBuff
+4.5% Max Endurance
+81% Enhancement(Accuracy)
+4% Enhancement(Heal)
+70% Enhancement(RechargeTime)
+64.3 (6%) HitPoints
+MezResist(Confused) (Mag 13%)
+MezResist(Held) (Mag 11.9%)
+MezResist(Immobilize) (Mag 10.8%)
+MezResist(Sleep) (Mag 9.7%)
+MezResist(Stun) (Mag 7.5%)
+MezResist(Terrorized) (Mag 14.7%)
+19.5% Recovery
+66% Regeneration
+12% Resistance(Fire)
+12% Resistance(Cold)
+6.25% Resistance(Negative)
+2% Debt Protection
------------
Set Bonuses:
Gravitational Anchor
(Gravimetric Snare)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)
Unbreakable Constraint
(Gravity Well)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)
Doctored Wounds
(Stygian Circle)
+MezResist(Terrorized) (Mag 2.2%)
Miracle
(Stygian Circle)
+2.5% Recovery
Absolute Amazement
(Gravitic Emanation)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)
Soulbound Allegiance
(Dark Extraction)
+16% Regeneration
+32.1 (3%) HitPoints
+4% DamageBuff
+MezResist(Held) (Mag 4.4%)
Scirocco's Dervish
(Quasar)
+10% Regeneration
+3.13% Resistance(Negative)
+9% Enhancement(Accuracy)
Impervious Skin
(Eclipse)
+MezResist(Sleep) (Mag 2.2%)
+16.1 (1.5%) HitPoints
+2% Debt Protection
+5% Enhancement(RechargeTime)
+7.5% Status Effect Duration Reduction
Entropic Chaos
(Dark Nova Bolt)
+10% Regeneration
+MezResist(Confused) (Mag 2.75%)
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)
Entropic Chaos
(Dark Nova Blast)
+10% Regeneration
+MezResist(Confused) (Mag 2.75%)
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)
Positron's Blast
(Dark Nova Emanation)
+2.5% Recovery
+1.575% Res(Fire, Cold)
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)
Positron's Blast
(Dark Nova Detonation)
+2.5% Recovery
+1.575% Res(Fire, Cold)
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)
Mako's Bite
(Black Dwarf Smite)
+MezResist(Immobilize) (Mag 3.3%)
+16.1 (1.5%) HitPoints
+3% DamageBuff
Scirocco's Dervish
(Black Dwarf Mire)
+10% Regeneration
+3.13% Resistance(Negative)
+9% Enhancement(Accuracy)
Doctored Wounds
(Black Dwarf Drain)
+MezResist(Terrorized) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+4% Enhancement(Heal)
+5% Enhancement(RechargeTime)
Perfect Zinger
(Black Dwarf Antagonize)
+MezResist(Terrorized) (Mag 2.75%)
+10% Regeneration
+5% Enhancement(RechargeTime)
+2.5% DamageBuff
Your contribution is appreciated! -
I have just returned to the game after about a year and am making a scrapper, or should I say I have made a scrapper.
So far I am level 10 and am going down the Dual Blades/ Willpower path, but was wondering what best compliments this in terms of travel power pools.
I was thinking that going for super jump would allow me to pick combat jumping, which I think ties in nicely with my resistances and should just generatlly help, but I was initially wanting super speed, because I have never used it. This would give me hasten, and with Dual Blade powers being quick to recharge would help me a lot, but would it be too fast?
Finally I am pretty certain I want to go for stamina, I think every character can greatly benefit from this, but would the powers be better used?
My character is going to be magic origin, but needs to remain human enough that fly or teleport are out of the question, and I don't want to go messing about with medic skills, but I have never had the leadership skill so don't know if that would help.
I group whenever I can, but have soloed a bit so far and imagine I will end up solo quite often, but I never do PvP and never will.
Also I have never yet managed to max any character in any game so I am going more for fun than getting the max out of him by level 50, I don't really anticipate ever getting past 30, though I will be trying.