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Posts
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Joined
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I am very supportive of this change, and anything that increases the population of the EAT's on both sides. I really dislike soloing HEAT's, but find them to be a boatload of fun on teams. The problem is, many players don't really understand HEAT's so they are often overlooked by teams who are looking for a straight-forward "buffer" or "healer" or "tank" or "damage-dealer".
I would also think that if people haven't reached the late-game and have played only lower level toons, HEAT's would feel pretty amazing in the first 20 levels (especially PB's). I remember the first time I took my PB on a Frostfire with a full team. The sound effects of the Nova blasts plus the sheer AoE potential at such an early level felt amazing. But I was hooked long before that. I remember childishly giggling the first time I flew through Outbreak. Granted, that was long before jet packs, and ninja run, and vet rewards. That was back in the day of sprinting through the hollows and taking the Debt Express back to Atlas if you accidentally fell in the Gulch.
I like soloing my VEAT's, but having a contingent of them on a team is a "crank the difficulty and steam-roll anything" experience. I expect that this change will have the most impact on CoV, and I expect a lot more VEAT's out there. CoV has one EAT selling point that CoH doesn't have, and that is, you actually encounter the VEAT's as foes in the regular archetypes. And for most Villain AT's, Arachnos hit HARD. So there is a built in incentive to want to play as them.
So if this begets more EAT's on either side, then that's awesome. I just wish the first contact in the HEAT arcs was Justaris, and the first mission was to read his guides. The only thing that frightens me is having a lot of people running around with EAT's that are poorly made and poorly played. -
You are somewhat correct. Language was meant to be pliable. Spelling was not. Also, "you know exactly what he/she meant". Only one person was involved in that post.
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One thing I forgot to note:
I took the mocking beratement set on Omega because of the superior recharge bonus (it was the last thing I took to get perma-hasten). I know this doesn't play well for damage, the best suit of Omega. I am wondering how much the +taunt will have an effect, though. Anyone tried this? -
I am having a lot of fun with a Crab build that looks very nice in Mids. I am soliciting both advice in slotting and powerset choice, as well as a ballpark price for the build. I have never completely IO'd out a character, but this one looks pretty fun.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Wreckoner: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (19) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Endurance
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (19) Thunderstrike - Accuracy/Damage/Recharge
- (27) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (5) Red Fortune - Defense
- (50) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Endurance
- (A) Flight Speed IO
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (A) Red Fortune - Defense/Endurance
- (11) Red Fortune - Defense/Recharge
- (11) Red Fortune - Defense
- (46) Red Fortune - Endurance/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (A) Healing IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (17) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - Chance for +End
- (21) Endurance Modification IO
- (A) Rectified Reticle - To Hit Buff
- (23) Rectified Reticle - To Hit Buff/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (25) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Resistance
- (27) Reactive Armor - Resistance/Endurance/Recharge
- (A) Flight Speed IO
- (A) Doctored Wounds - Heal/Endurance
- (29) Doctored Wounds - Recharge
- (29) Doctored Wounds - Heal
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (48) Doctored Wounds - Heal/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (31) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (A) Mocking Beratement - Taunt
- (33) Mocking Beratement - Taunt/Recharge
- (33) Mocking Beratement - Taunt/Recharge/Range
- (33) Mocking Beratement - Accuracy/Recharge
- (34) Mocking Beratement - Taunt/Range
- (43) Mocking Beratement - Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Call to Arms - Accuracy/Recharge
- (39) Call to Arms - Accuracy/Damage
- (39) Call to Arms - Damage/Endurance
- (39) Call to Arms - Accuracy/Damage/Recharge
- (40) Call to Arms - Endurance/Damage/Recharge
- (40) Call to Arms - Defense Bonus Aura for Pets
- (A) Gravitational Anchor - Immobilize
- (42) Gravitational Anchor - Immobilize/Recharge
- (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (42) Gravitational Anchor - Accuracy/Recharge
- (48) Gravitational Anchor - Immobilize/Endurance
- (A) Ragnarok - Damage
- (45) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Damage/Endurance
- (46) Ragnarok - Accuracy/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Ninja Run
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Quote:Thank you for putting this together, and it does seem necessary at this point.Before anyone speculates the purpose of the following thread it is only here for information that is getting skewed by the public at the moment. I am in no way affiliated with NCsoft nor do I have any secret source of information. All of the following information has come from official announcements or specifically are marked as my speculations. Please do not take offense by this thread as it is for information purposes.
Since everyone seems to have a problem with understanding what is going on right now this should sum it up for you:
It also might be helpful to address why there is so much confusion. I remember watching Pos's power point from HereCon where dual pistols, demon-summoning, and ultra mode were all listed as features of Going Rogue. Ultra mode was referred to as "Going Rogue Graphics". At the time, there was no talk of an issue that would release content associated with Going Rogue prior to GR's launch. And when they introduced the Loyalty program last September or October, it really sounded like you were going to be testing all of these apects of Going Rogue.
When I17 was officially introduced on 9 February, the title of the announcement was listed as:
"Ultra Mode, Issue 17: Dark Mirror and Going Rogue!"
In reading the full text of the announcement, it is clear that UM is part of I17, but Going Rogue is a separate subject. That was not clear in the title, and as far as I can find, that is the first time it was confirmed that UM would be released prior to GR.
DP closed beta started on the same day, and the annoucement of it began by saying:
"Loyalty Program participants, Veterans and Hero-Con Attendees…today is the first opportunity for you to see your devotion to City of Heroes® pay off!"
So if you find people on the forums who are confused, it is not because they are stupid. It is because the Loyalty program appears to have determined the invitations for closed beta on DP, but not necessarily for the other things that were introduced side by side with Going Rogue. -
I think that the major source of confusion is that it appears that several game features that many people equate with Going Rogue are coming out ahead of the expansion release. Dual Pistols, Demon Summoning and Ultra mode are clearly tied to the Going Rogue expansion in Pos's opening keynote ----}
http://www.youtube.com/watch?v=SItM3OLqb5w
Ultra mode, in this video, as first described as "Going Rogue: Graphics Preview". The two new signature characters for Going Rogue are vehicles for introducing the two new powersets.
Do I understand the advantage in not unleashing all of these different components into closed beta at once? Certainly. Do I understand the confusion and, in some cases, consternation on the part of many "loyal" players who thought they might get into closed beta to test all of the aspects of the game introduced by "Going Rogue"? Absolutely. The breakdown here is in communication.
The devs very clearly spelled out what it takes to get into closed beta for Going Rogue. To then say that DP is pretty much "GR", and and "UM" is not "GR", and "DS" is not "GR" is inconsistent with the big picture that they laid out to describe "GR". There just needs to be some clarification about what is "powerset closed beta" vs. "i17 closed beta" vs. "GR closed beta". -
Quote:This struck me as both very funny and very creative. Thank you for this picture of drunk robot bowling.I soloed through that one Striga mission with a warehouse full of nothing but robots on a mind/storm controller before Storm's damage powers. I ended up confusing them, then Galeing the last survivor, still confused, down the hall to the next spawn - it was still faster than trying to mind-control them to death.
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I am just curious as to how my computer would fare with ultra mode. Here are some of my specs:
HP9350f
AMD Phenom 9850 Quad-Core
2.5 GHz
6GB RAM
Vista 64-bit
NVIDIA 9800GT
Could I upgrade to a better to video card without upgrading other aspects of the computer (i.e. processor or heat management)? -
Quote:Can I run hover and combat jumping at the same time? If not, it would take me to just under the soft-cap, but the difference is so small, I can't imagine it would be felt. Sometimes it feels like hitting the soft-cap is a parlor trick.Trade out Maneuvers for CJ. It'll keep you at Ranged softcap for a fraction of Endurance cost.
Quote:It's nice to see you get the Hold combo, but, given that you're Fire Blast, aren't you a Damage Dealer? It's a nice versatility option if you're on a DD-heavy team without a couple of good Doms to lock down the AVs, but usually you're going to be a key player in unleashing damage on an AV in-between your de/buffs. Worrying about Control shouldn't necessarily be where you're at, on a team, and if you don't solo AVs, then you probably won't use the combo.
Quote:It's a nice chain, though I still think you need another RR in Aim, and should have that up between TP and RoF.
Quote:Also note that TG requires a to-hit check in order to Heal and debuff, and you haven't slotted any Accuracy in it at all. This may very well cause you to miss the AVs and GMs who need those debuffs the most. (I've struggled with this one myself, even argued that TG hits so often the Acc IO was worthless, but with an Accurate Healing set in there, the difference between it usually hits and it always hits is pretty obvious).
Quote:I'm curious to know how bad you find the scatter of RoF and Fireball (and DN) on Tar Patch. TP and Fluffy's tentacles, are you only way to keep the mob together how you want it. I've, personally, never liked relying upon Tar Patch. I realise this would be a total shift in your EPP, but Web Envelope offers an AoE immob, and you'd still maintain the hold in Web Cocoon.
Thanks for all of your help with this. You have brought up some really good points, and affecting a lot of change in my build. Best to you. -
Sorry, let me address this. I prefer to team but do not like leading, so I solo until I am invited to a team. I have no interest or aspirations in fighting AV's solo, but I like to face them in teams. My usual attack opening (solo) is to stealth into position, FS the group, Darkest Night a lieut in the middle, tar patch, rain of fire, fireball, fire breath, ST the leftovers. I cast FS whenever possible and Twilight Grasp lieuts when necessary. I normally am hovering just above my fluffy, so I can take advantage of his heals.
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Alright, thanks for the advice, and I have re-worked some of the build. I am trying to keep the build down in price, so I have tried to avoid some of the more expensive sets (except for a couple, including the Numina's and a couple of other individually pricey IO's). I also added in maneuvers and slotted up howling twilight, which is a power that I have never used very much, because I can't get past the idea that it is a rez instead of a great stun and regen debuff.
I also got rid of the patron pet--they just seem so situational and out of control. They all just seem like the Summon Amy temp from CoH. They are powerful but un-focussed, so they wind up causing as much damage as good. In its place, I slotted up Howling Twilight and put a couple of slots in Electric Shackles--enough to be a nice one-two-punch with PetGaze. I also put in health and took out hurdle. Point well taken on that one.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Father McKenzie: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (9) Thunderstrike - Damage/Recharge: Level 50
- (36) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (46) Thunderstrike - Damage/Endurance/Recharge: Level 40
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (17) Numina's Convalescence - Endurance/Recharge: Level 50
- (17) Numina's Convalescence - Heal/Recharge: Level 50
- (33) Numina's Convalescence - Heal/Endurance/Recharge: Level 30
- (33) Numina's Convalescence - Heal: Level 30
- (33) Numina's Convalescence - +Regeneration/+Recovery: Level 30
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (3) Positron's Blast - Damage/Endurance: Level 50
- (7) Positron's Blast - Damage/Recharge: Level 50
- (15) Positron's Blast - Damage/Range: Level 50
- (27) Positron's Blast - Chance of Damage(Energy): Level 50
- (34) Detonation - Damage/Recharge: Level 35
- (A) Recharge Reduction IO: Level 50
- (5) Recharge Reduction IO: Level 50
- (5) Pacing of the Turtle - Accuracy/Slow: Level 50
- (34) Pacing of the Turtle - Chance of -Recharge: Level 35
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (11) Positron's Blast - Damage/Endurance: Level 50
- (11) Positron's Blast - Damage/Recharge: Level 50
- (34) Positron's Blast - Chance of Damage(Energy): Level 50
- (37) Positron's Blast - Damage/Range: Level 50
- (37) Recharge Reduction IO: Level 50
- (A) Dark Watcher's Despair - To Hit Debuff: Level 50
- (9) Dampened Spirits - To Hit Debuff/Recharge/Endurance: Level 50
- (15) Dampened Spirits - To Hit Debuff/Endurance: Level 21
- (27) Dampened Spirits - To Hit Debuff: Level 50
- (A) Run Speed IO: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (13) Thunderstrike - Damage/Endurance: Level 50
- (13) Thunderstrike - Damage/Recharge: Level 50
- (31) Thunderstrike - Accuracy/Damage/Recharge: Level 35
- (31) Thunderstrike - Accuracy/Damage/Endurance: Level 35
- (37) Thunderstrike - Damage/Endurance/Recharge: Level 35
- (A) Healing IO: Level 30
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (45) Gift of the Ancients - Defense/Endurance: Level 30
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (19) Thunderstrike - Damage/Endurance: Level 50
- (19) Thunderstrike - Damage/Recharge: Level 50
- (25) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (25) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (39) Thunderstrike - Accuracy/Damage/Endurance: Level 40
- (A) Cloud Senses - ToHit Debuff: Level 30
- (21) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (21) Cloud Senses - Accuracy/Recharge: Level 30
- (29) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (43) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (50) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (29) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (42) Basilisk's Gaze - Recharge/Hold: Level 30
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Positron's Blast - Accuracy/Damage: Level 35
- (31) Positron's Blast - Damage/Recharge: Level 35
- (36) Positron's Blast - Damage/Endurance: Level 35
- (A) Recharge Reduction IO: Level 50
- (A) Stupefy - Endurance/Stun: Level 50
- (36) Stupefy - Accuracy/Recharge: Level 35
- (48) Stupefy - Accuracy/Endurance: Level 35
- (48) Stupefy - Stun/Range: Level 35
- (48) Stupefy - Accuracy/Stun/Recharge: Level 35
- (50) Stupefy - Chance of Knockback: Level 35
- (A) Cloud Senses - ToHit Debuff: Level 30
- (39) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (39) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (40) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (40) Cloud Senses - Accuracy/Recharge: Level 30
- (40) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) Performance Shifter - EndMod/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy: Level 50
- (46) Performance Shifter - EndMod: Level 35
- (A) Reactive Armor - Endurance: Level 30
- (45) Reactive Armor - Resistance: Level 30
- (45) Reactive Armor - Resistance/Endurance: Level 40
- (A) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (50) Basilisk's Gaze - Recharge/Hold: Level 30
- (A) Endurance Reduction IO: Level 35
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 30.8% Defense(Energy)
- 30.8% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 38% Defense(Ranged)
- 3% Defense(AoE)
- 6.3% Max End
- 3% Enhancement(Stun)
- 6% Enhancement(Heal)
- 38.8% Enhancement(RechargeTime)
- 39% Enhancement(Accuracy)
- 27% FlySpeed
- 60.2 HP (5.62%) HitPoints
- 27% JumpHeight
- 27% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 8.3%
- MezResist(Immobilize) 6.1%
- MezResist(Sleep) 7.75%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 20.5% (0.34 End/sec) Recovery
- 12% (0.54 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 27% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;727;1454;HEX;| |78DAA593C94F13511CC7DF4C5B4B1718CA4ED95A5A28A552E1E67230012421D204A| |8A851633381012662DBCC4C13F5222E474F6ABCA1C0DD68D862F4886BBCBA45BDB9| |FE17F85B1E25C6A393F6FB9979EFFD7EBFF7FBBE99CCA5E1A0108B4785A20D2DE8B| |69D1B2A5856A9E8142C4F469F33A7B511DD9937AC4866FAB891BF621A5E21444B79| |4D6E52CFCF1933E911D332728310EF84F7E6064BB3B3E961DDBA90CB98BA7D510F8| |DE621939177D2BB37C1F1426101829DBC61DB017E5830E7E61D3FDD678B8631A3D1| |ED98A1CF18963D6F169B8F15CDE9F45E954C299781BA8675B909B696847F4215F2D| |AF18825C08050EF13F62D132A1E10622B84BE558C11DB0A409151130ACE544F32B2| |84C809409B884C314E127A54190451CA3AD7DAE05A9B84AA2D42F80921FA08D0299| |E43888BA35CAE14CDB8251E52ADE89A82EB9290DD23B37B38BB9FB3FB397B94D3C6| |B9489C73BC80582F77E2F26EA9D4F11AA16A035027C28FE9C90367E9E375C2D747A| |1DD30119005036C5D90AD0BB267EDCBD440FB0A21BE4AF042A24A99A8322ED09757| |F0A8F190A2359255FBDD0C28119225425CA2864BD47089263EA4A655DED10A9DCE6| |B88AD9551B5DF544C54F79DF183D0FA93D0FB8B30F09B50011BABE75DA8F511CAD7| |F0177CB0A0516EB3F133B9D2F745C59E6230D32C679ABFD24C2FCFBC81D11679782| |DEFB8F87B42F203EFE11383948BB7ADB36D9B84D80621050B3AA46D1D7C742FE9D8| |B9CDCE457A15625769ECC035C675C60DC2C04DC25BD02E19D5C5E674B339DDEC4A8| |25D49B0550936C78637B047A8D447CF1DEA307997718F9DB84DFD3AB02E254D4CC5| |F80C3B19ED0A9E4D0916A4B9BC92FEC8FEB3132130B15F76D81FA5A65BDDE58F137| |E7089B17F46C6DDE58F4A283432BAB7E6BFAEA7C1DD3CBE093F6816650AE514CA69| |9433286751CEA19C47C9A1EC3C2B476B07714387500EA31C41B9858BBCF8F904508| |228952855281A4A354A2D4A034A18650965E70F981311B6| |-------------------------------------------------------------------|
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I am playing around with some builds that have a good amount of to-hit debuffs while I am IO'ing for defense. I know 45% is the soft-cap for defense. How do you express one's defense when your opponents are affected by a +to hit debuff, such as darkest night or fearsome stare? Or should I still build toward the soft-cap without taking into account the to-hit debuff? Or should I try and hit the soft-cap and then not really worry to much about enhancing for the to-hit debuff aspect of powers?
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I am still blaming Shadow Ravenwolf for that wall of text. I don't have time for pleasure reading.
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I have been struggling with a final build for my fire/dark, Father McKenzie. I would like to soft-cap ranged defense, but I can't get there with saying good-bye to some powers that I really like. Anyone have some wisdom to lend?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Father McKenzie: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (9) Thunderstrike - Damage/Recharge: Level 50
- (36) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (46) Thunderstrike - Damage/Endurance/Recharge: Level 40
- (A) Touch of the Nictus - Healing: Level 50
- (17) Touch of the Nictus - Accuracy/Healing: Level 50
- (17) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
- (33) Theft of Essence - Accuracy/Endurance/Healing: Level 30
- (33) Theft of Essence - Chance for +Endurance: Level 30
- (33) Theft of Essence - Accuracy/Endurance/Recharge: Level 30
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (3) Positron's Blast - Damage/Endurance: Level 50
- (7) Positron's Blast - Damage/Recharge: Level 50
- (15) Positron's Blast - Damage/Range: Level 50
- (27) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (34) Detonation - Damage/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (5) Recharge Reduction IO: Level 50
- (5) Recharge Reduction IO: Level 50
- (34) Slow IO: Level 50
- (36) Pacing of the Turtle - Chance of -Recharge: Level 40
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (11) Positron's Blast - Damage/Endurance: Level 50
- (11) Positron's Blast - Damage/Recharge: Level 50
- (34) Positron's Blast - Chance of Damage(Energy): Level 50
- (37) Positron's Blast - Damage/Range: Level 50
- (37) Recharge Reduction IO: Level 50
- (A) Dark Watcher's Despair - To Hit Debuff: Level 50
- (9) Dampened Spirits - To Hit Debuff/Recharge/Endurance: Level 50
- (15) Dampened Spirits - To Hit Debuff/Endurance: Level 21
- (27) Dampened Spirits - To Hit Debuff: Level 50
- (36) Dark Watcher's Despair - Chance for Recharge Slow: Level 40
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Jumping IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (19) Thunderstrike - Damage/Endurance: Level 50
- (19) Thunderstrike - Damage/Recharge: Level 50
- (25) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (25) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (39) Thunderstrike - Accuracy/Damage/Endurance: Level 40
- (A) Cloud Senses - ToHit Debuff: Level 30
- (21) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (21) Cloud Senses - Accuracy/Recharge: Level 30
- (29) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (43) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (50) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (29) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (42) Basilisk's Gaze - Recharge/Hold: Level 30
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (31) Positron's Blast - Damage/Endurance: Level 50
- (31) Positron's Blast - Damage/Recharge: Level 50
- (31) Positron's Blast - Damage/Range: Level 50
- (37) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Cloud Senses - ToHit Debuff: Level 30
- (39) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (39) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (40) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (40) Cloud Senses - Accuracy/Recharge: Level 30
- (40) Cloud Senses - Chance for Negative Energy Damage: Level 30
- (A) Performance Shifter - EndMod/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy: Level 50
- (46) Performance Shifter - EndMod: Level 35
- (A) Reactive Armor - Endurance: Level 30
- (45) Steadfast Protection - Resistance/+Def 3%: Level 30
- (45) Reactive Armor - Resistance: Level 30
- (45) Reactive Armor - Resistance/Endurance: Level 40
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (48) Expedient Reinforcement - Accuracy/Damage: Level 50
- (48) Expedient Reinforcement - Damage/Endurance: Level 50
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (50) Expedient Reinforcement - Endurance/Damage/Recharge: Level 35
- (50) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 35
- (A) Accuracy IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 22.7% Defense(Energy)
- 22.7% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 29.3% Defense(Ranged)
- 3% Defense(AoE)
- 8.1% Max End
- 50% Enhancement(Accuracy)
- 38.8% Enhancement(RechargeTime)
- 23% FlySpeed
- 56.2 HP (5.25%) HitPoints
- 23% JumpHeight
- 23% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 7.5%
- MezResist(Held) 7.5%
- MezResist(Immobilize) 8.6%
- MezResist(Sleep) 7.5%
- MezResist(Stun) 7.5%
- MezResist(Terrorized) 7.5%
- 16% (0.27 End/sec) Recovery
- 20% (0.89 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.7% Resistance(Fire)
- 14.7% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 23% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;720;1440;HEX;| |78DAA5934B4F135114C7EF4C5B4A1F504A814281D207D09642A13B1F0B134012224| |D5062346A6C2630C0446C9B99A951577E00576ADCA1C217D020A291A5EFB85563D4| |9DCF9DCF3D9EC7A584B87402FF5F7BEE79DD73A685F3E37E212E1D104A606C49B3A| |CE258D934AB15BB6CBA0ADA82311B98D0EC45DD8C15660FE9A58B86EE164274D67C| |8A47B4D2823E979B304CBD380AF17664E76CB43A3F9F1BD7CC33C582A15967B5E06| |40932E9253BB7FDC13F5D2E2F41B05DD22DCB4B5F662ABA3EE763FB92B1B06807E8| |F394AECDE9A6B568543A0E568CD9DC4E9542B55880BABA79A11D5ACBC07F4A15F2D| |9728965405EA8370875B708F53709C915C2D02AC688470A40915121079E34B532C2| |845813A05BC49A1941425A954110A5DCE55AEB5CEB1EA1718310B94F88DF263C861| |00747391D59323977213ECC1DAE29D85A068AB864111717F172112F17893F20F472| |AD5ECEF10462DD7C21A77B43A58BAF111AD7012D227287BE2537552CE282CD7AD85| |D78862843024C3E36A93E4EEADF853A706890310D69323D83AF01690AC4C93408F9| |83B2FD20EFA399F7D1CC8B68E7B5B4AF12FA57681FCF21494846853EAA38EC964F8| |CCF84AE2F8481AF84FC37423D74D42A5B6E8D51BEB65DF08043981D94F03B1AC0D0| |7B404224E1A4439E747CA093013E7901D64E6EC5D1F98A8BBF2664DE700F6F19A43| |CF16EDE5394F714E53D45E582F865C8827B0FBB8B1E1EE85305EBB129C1A69760EA| |9373E8E339F4F31CFA7900291E408AA792E23958F07AA5854A2DA7AFD26532D718D| |7F9D257E86A36F865F9D28E6C52C1D0C13023C188D22B780EFC72B28BDC77CA30FC| |83F193F18B90FF4D69F37F0855881A91D71989D075BA9CB51F27FCC123A6FEB14C3| |B6B3F2AA1906572C7E7BF9E87FEED3C9EC35ED01994A328C7508EA39C403989720A| |E5344A11656BB3161DD8830DED45D987B21FE5323AB97D203E143F4A034A234A00A| |5092584D28612415946D9FA0BF2261161| |-------------------------------------------------------------------|
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Sorry, I just remembered one more thing I wanted to add on the subject of human-only. I am not too keen on human-only as a strategy since the last issue buffs to khelds. I can't find a good reason to skip dwarf anymore. Even in a high defense build with shields that last through mezzes, I am still helpless if I get mezzed; and I get mezzed fairly often. With dwarf form slotted with two extra slots in the form and only the default slot in each power I can:
1) break free from the mez
2) have 56-60% res from all but psionics
3) heal 67% of my hp (which are buffed by 75% already)
4) hit my most dangerous foe with 26% def debuff with my ST attacks
5) knockdown all melee foes, which gives me enough time to
6) shift back to human and toggle up
Granted, it takes about 8.5 seconds to get through that chain, but I am ok with that. At the end, I am more buffed and my enemies more debuffed. And I hate just sitting there, unable to do anything while mezzed. This keeps me busy. I like busy. My warshade is busy, and my pb is jealous. -
I like a lot of your build, but I think there are some things that could use some fixing. First, essence boost is very slot starved. It is a great power that should be up and working to full capacity as often possible. Second, photon seekers is a fun power, but should be slotted up more to make a difference. With one slot, you will feel more of the knockback than you will the damage; and the damage can be quite spectacular. Finally, light form should be enhanced for a bit more damage resist. Light form should feel like a game-changer, and unless it is slotted out for at least a bit of recharge and resist, I think you may have hard time seeing a difference.
Your use of IO's provide a lot of helpful aspects on a minor basis, but there is nothing that you can really hang your hat on. You have mediocre smashing/lethal def, ok recharge, and a pretty good knockback/up protection. I would urge you to build your IO's to be great at one thing, whether that be positional defense or recharge (as these two work great with PB's). Recharge works well because you have light form, some high damaging but high recharge attacks (two nukes, IS, RS), and conserve energy to help with endurance.
Personally, I went for ranged defense. With all of my toggles running, I can get 52% ranged defense. I slotted up my three blasts and IS optimally, and kept RS, solar flare, dawn strike and photon seekers with pretty darn good slotting and great set bonuses. I also made it possible to skip quantum shield by having a energy/negNRG def that exceeds 45%. The build is not ridiculously expensive for its return.
Here is what it looks like:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
tikkun olam human dwarf: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Glinting Eye -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 1: Incandescence -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/EndRdx/Rchg:35(43)
Level 2: Shining Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3)
Level 4: Essence Boost -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(5), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(39)
Level 6: Gleaming Blast -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(7), Thundr-Dmg/Rchg:35(7), Thundr-Acc/Dmg/Rchg:35(37), Thundr-Acc/Dmg/EndRdx:35(40), Thundr-Dmg/EndRdx/Rchg:35(42)
Level 8: Gleaming Bolt -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(9), Thundr-Dmg/Rchg:35(9), Thundr-Acc/Dmg/Rchg:35(34), Thundr-Acc/Dmg/EndRdx:35(37), Thundr-Dmg/EndRdx/Rchg:35(39)
Level 10: Swift -- Flight-I:50(A)
Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Thermal Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 16: Health -- Heal-I:50(A)
Level 18: Incandescent Strike -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(39)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: White Dwarf -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 24: Reform Essence -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(25), Dct'dW-Heal:50(25), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(27)
Level 26: Radiant Strike -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(46), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(48)
Level 28: Solar Flare -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(42)
Level 30: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:35(36), RedFtn-Def:35(36), RedFtn-EndRdx:35(50)
Level 32: Photon Seekers -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(33), BldM'dt-Acc/EndRdx:50(33), BldM'dt-Acc/Dmg/EndRdx:50(33), BldM'dt-Acc:50(34), BldM'dt-Dmg:50(34)
Level 35: Conserve Energy -- RechRdx-I:50(A)
Level 38: Light Form -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(43), S'fstPrt-ResKB:30(43)
Level 41: Boxing -- KntkC'bat-Knock%:35(A)
Level 44: Dawn Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(45), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45)
Level 47: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(48), ImpArm-ResPsi:40(48)
Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:35(46)
Level 10: Combat Flight -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:35(42)
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Level 22: White Dwarf Strike -- DefDeb-I:50(A)
Level 22: White Dwarf Smite -- DefDeb-I:50(A)
Level 22: White Dwarf Flare -- Acc-I:50(A)
Level 22: White Dwarf Sublimation -- Heal-I:50(A)
Level 22: White Dwarf Antagonize -- Acc-I:50(A)
Level 22: White Dwarf Step -- Range-I:50(A)
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 36.8% Defense(Energy)
- 36.8% Defense(Negative)
- 4.88% Defense(Psionic)
- 3% Defense(Melee)
- 40.5% Defense(Ranged)
- 7.69% Defense(AoE)
- 3.6% Max End
- 10% Enhancement(RechargeTime)
- 21% Enhancement(Accuracy)
- 10% Enhancement(Heal)
- 12% FlySpeed
- 100.4 HP (9.37%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 13.5% (0.23 End/sec) Recovery
- 12% (0.54 HP/sec) Regeneration
- 5.02% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3% Resistance(Psionic)
- 12% RunSpeed
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Here is a build that I have not yet taken live, but it looks fun on paper. It attempts to maximinze defense without giving into poor slotting on key powers. Any guidance would be welcomed.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
tikkun olam human dwarf: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Glinting Eye -- Thundr-Acc/Dmg:53(A), Thundr-Dmg/EndRdx:53(11), Thundr-Dmg/Rchg:53(11), Thundr-Acc/Dmg/Rchg:53(36), Thundr-Acc/Dmg/EndRdx:53(40), Thundr-Dmg/EndRdx/Rchg:53(40)
Level 1: Incandescence -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/EndRdx/Rchg:35(43)
Level 2: Shining Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3)
Level 4: Essence Boost -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(5), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:53(39)
Level 6: Gleaming Blast -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(7), Thundr-Dmg/Rchg:35(7), Thundr-Acc/Dmg/Rchg:35(37), Thundr-Acc/Dmg/EndRdx:35(40), Thundr-Dmg/EndRdx/Rchg:35(42)
Level 8: Radiant Strike -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:53(9), Mako-Dmg/Rchg:53(9), Mako-Acc/EndRdx/Rchg:53(34), Mako-Acc/Dmg/EndRdx/Rchg:53(37), Mako-Dam%:53(39)
Level 10: Swift -- Flight-I:50(A)
Level 12: Build Up -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Thermal Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 16: Health -- Heal-I:50(A)
Level 18: Incandescent Strike -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:53(19), Mako-Dmg/Rchg:53(19), Mako-Acc/EndRdx/Rchg:53(31), Mako-Acc/Dmg/EndRdx/Rchg:53(37), Mako-Dam%:53(39)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: White Dwarf -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 24: Reform Essence -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(25), Dct'dW-Heal:50(25), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(27)
Level 26: Quantum Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:35(46), RctvArm-ResDam/EndRdx/Rchg:35(48)
Level 28: Solar Flare -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(42)
Level 30: Maneuvers -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:35(36), RedFtn-Def:35(36), RedFtn-EndRdx:35(50)
Level 32: Photon Seekers -- BldM'dt-Acc/Dmg:53(A), BldM'dt-Dmg/EndRdx:53(33), BldM'dt-Acc/EndRdx:53(33), BldM'dt-Acc/Dmg/EndRdx:53(33), BldM'dt-Acc:53(34), BldM'dt-Dmg:53(34)
Level 35: Conserve Energy -- RechRdx-I:50(A)
Level 38: Light Form -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(43), S'fstPrt-ResKB:30(43)
Level 41: Boxing -- KntkC'bat-Knock%:35(A)
Level 44: Dawn Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(45), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45)
Level 47: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(48), ImpArm-ResPsi:40(48)
Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-Travel:53(A), Zephyr-Travel/EndRdx:35(46)
Level 10: Combat Flight -- Zephyr-Travel:53(A), Zephyr-Travel/EndRdx:35(42)
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Level 22: White Dwarf Strike -- DefDeb-I:50(A)
Level 22: White Dwarf Smite -- DefDeb-I:50(A)
Level 22: White Dwarf Flare -- Acc-I:50(A)
Level 22: White Dwarf Sublimation -- Heal-I:50(A)
Level 22: White Dwarf Antagonize -- Acc-I:50(A)
Level 22: White Dwarf Step -- Range-I:50(A)
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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)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 34.9% Defense(Energy)
- 34.9% Defense(Negative)
- 4.88% Defense(Psionic)
- 3% Defense(Melee)
- 40.5% Defense(Ranged)
- 7.69% Defense(AoE)
- 3.6% Max End
- 10% Enhancement(Heal)
- 10% Enhancement(RechargeTime)
- 14% Enhancement(Accuracy)
- 8% FlySpeed
- 116.5 HP (10.9%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 9.9%
- MezResist(Immobilize) 14.3%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 11.5% (0.19 End/sec) Recovery
- 12% (0.54 HP/sec) Regeneration
- 5.02% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3% Resistance(Psionic)
- 8% RunSpeed
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I like how this post has turned into "things I wish I would have known".
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Scientific Theory, redside, three bids in a row:
1,100,000
1,101,000
1,111,111
I can understand (and empathize with) a lag issue causing a typo, but seriously? Wow. -
Let me add one more vote for fire/dark. I had never gotten into either one of those sets before individually, but the synergy is really fantastic. And every power choice I took felt like a fun new toy. It is not like some builds that I have played that can go for a few levels before you pick up something you are looking forward to using. Every ten bubs, its like Christmas morning.
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There are a lot of great suggestions here. Here are a couple from me:
As with any MMO, the abbreviations can be a little overwhelming at first. I would suggest printing out a copy of this guide to help with that:
http://boards.cityofheroes.com/showt...bbreviation%2A
Also, the Guide to Guides is a great place to start learning about the game and how it works. Please keep in mind that some information in some of the guides is out-dated. Each guide should have an issue number next to it (for example, I3, I10, I12, etc.) We are presently in Issue 16, so some (but certainly not most) of the information in the earlier guides may no longer hold true. The Guide to Guides actually has a chronoligical listing of when the issues came out. Here is a link to the Guide to Guides:
http://boards.cityofheroes.com/showthread.php?t=122411 -
Some good build comments have already been offered. I am replying more because I think you will find the character more fun if you recognize that you are not being powerlevelled. Mitigating incoming damage and debuffing the enemies ability to avoid taking damage may not be as noticeable as big orange numbers, but it is a key support role. Support does not equal power-level. As long as you are keeping busy, you can play just as vital a role as a Captain Scrapperlock.
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I consider ice slick and frostbite mutually exclusive. I either use one or the other in combination with arctic air. The only exception is if a different group gets aggroed, then I will throw an ice slick under the most recent group.
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I am playing with trying to put a lot of damage procs in an ice/kin I am working on lately. I have arctic air slotted with 3 damage procs and world of confusion slotted with 4 damage procs. I am stuggling with slotting up frostbite, as the damage is so small that damage IO's seem like a waste (even with containment), but it will accept 3 damage procs. If the other three slots are given to acc/rech and acc/end, does it make sense to slot the posi's blast, impeded swiftness, and trap/hunter proc's in frostbite?