Pyro_Master_NA

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    LGTF is hard, managed to duo it with my friend, the mitos and hami have mag 500 confuse protect, and yes the honoree is basically a statesman clone but without super strength and all his cheap stuff

    ITF and LRSF are the easiest to solo with a mind dom, ive seen a ill/cold troller solo the STF and fire/cold corr solo apex tf
    Solo Apex. Now there's a challenge.
  2. Any combo with either rad or energy blast and traps or devices on defender, corruptor, or blaster. I would suggest traps over devices though, but some will want blaster level damage for Iron Man. The ffg gives you his level of protection with minimal IO investment.
  3. Quote:
    Originally Posted by Sailboat View Post
    Dark doesn't HAVE capped defense.

    IOed Dark can, but hell, Blasters can have capped defense. That's not really a property of Dark.
    Dark itself is still layered with stun/fear/res/heal/def. Not capped out of the box but still has 5% def.
  4. Quote:
    Originally Posted by gameboy1234 View Post
    5 to 8 players who know what they are doing.
    As much as that makes it doable and easy, certain sets WILL perform better together than others, there is no denying that. If 8 well played peacebringers were on a team, I guarantee 8 well played fire/rads would be faster and safer in just about every situation out there.
  5. Quote:
    Originally Posted by NightSable View Post
    8 Fire/Rad Trollers. This has been done with superteams many times in the past.
    Yea, it's crazy. It gets rediculous once there are 24 flaming, radiated monkets running around. Not to mention the 8 damage auras and 8 hold auras. And perma aoe holds.
  6. Pyro_Master_NA

    How good is WP?

    To get it's aura to hold aggro well, rttc will need 2 taunts slotted in it so it lasts long enough to reapply before it wears off. Adding in taunt and target swapping/aoe is still needed though to keep aggro on you.
  7. Quote:
    Originally Posted by SinisterDirge View Post
    Not to take anything away from Pyro, but Dechs has explained it better than I have ever read elsewhere.
    Hey, Dechs is a defense guru, no worries taking anything away haha. In all honesty, I was expecting him to come down to reccamend looking in his sig.
  8. Soft cap means 45% defense, usually to a specific kind of defense. Most players go for 45% position defense, which would be 45 range, 45 melee, and 45 area of effect. The next most common type of defense to shoot for is 45 to smashing and lethal defense, which will be used for those who start with no defense from their power sets on most occasions.

    Now on some blasters and other ranged ATs, people will build for just ranged defense and stay at a distance from their enemies via hover. And if a character has only a small amount of positional defense, they might shoot for 32.5% defense, so a small purple inspiration will get them to the soft cap.

    That being said, soft cap means the highest useful defense you can get. Because (99% of them) enemies have a base 50% cahnce to hit, and a minimum chance of 5%, any more than 45% defense is wasted, so even though it can still go higher, the higher amount makes no difference.


    I'm sure I missed some stuff, but I'm sure some others will come by and fill in what I missed. But aside from soft capping defense, a lot of mids builds focus on other things as well. Some people focus on recharge bonuses for various reasons, such as getting a power permanent (like hasten), or just getting a long recharging power to recharge faster, or get their main attacks recharged faster for a better attack chain.

    People will also try to get more max hp and endurance, with endurance usually including some recovery bonuses as well. This combined with a lot of recharge makes some builds able to attack endlessly without running out of endurance, and allows some people to solo arch villains and giant monsters.

    Each character will need to focus on different things, but those are usually the main things people will build for on mids. Good luck finding what each of your characters needs.
  9. Quote:
    Originally Posted by Doomguide View Post
    Okay I give up ...
    Hasten +70%
    Doctored Wounds +10%
    Total Recharge in Build per Mids 180%

    Where's the other 100% coming from? At far as I can see in my download copy nothing in Accolades or Incarnate or anything else is active?

    PS I follow that it will be or could be from the duo partner's AB but how is that showing up in Mids?

    PS2: Heh, Kick is toggled on, the recharge from the FF proc in there is throwing things "off".
    Haha yes, I use the FF proc to see the rech bonus from AB in mids, but the proc isn't in my actual build.

    Quote:
    Originally Posted by Von Krieger View Post
    Someplace to dump the several billion INF I have piling up, that's what.
    Well if that is the end goal of the build, you picked the wrong build to try it with. Recharge diminishing returns will make that recharge bonus you have make things "more" perma, but that really doesn't do anything since the powers don't stack, and SD has an easily hit target cap from one use.

    If you wanted to make a build to dump billions into to make it great, roll up a DM/SD capable of soloing tfs.
  10. Fire/earth dominator with waterspout from mako, and fly. Whirlwind helps concept, but is a really bad power in practice.

    I know it isn't of the AT you asked for, but it still focuses in melee, but plays differently than normal "melee archetypes."
  11. No way. The whole concept of energy aura is that you have unlimited energy. Conserve power isn't up enough to simulate that, but drain is.
  12. Quote:
    Originally Posted by Dirges View Post
    I don't see how stalkers are designed to go solo any more then scrappers, brutes, veats, or MMs. Really with less health they are worst soloers. Could you elaborate.
    They have a built in "run to the mish objective and complete it" power in every secondary. They also have AS to take out any bosses they want, and placate to eliminate the next biggest threat faster. On a team, they deal only (for the most part) single target damage, and don't kill multiple things as fast as scrappers, brutes, veats, or MMs as you gave as examples.
  13. Quote:
    Originally Posted by Wyatt_Earp View Post
    Wow, that text color is hard to read... XD

    Here is what I would do... I just moved around a few slots to acquire some different defense bonuses and swapped Freeze Ray for Bitter Freeze Ray. This build has 82.5% recharge, but with the defense bonuses, it gives you capped defense (with Fortitude) to S/L/E/N/Range/AoE and only 1-2% from the cap on everything else.

    As far as overcoming the Recovery on the nuke, Adrenalin Boost (which should be permanent on both of you) with one end mod will handle that.

    *BUILD REMOVED TO SAVE SPACE*
    You don't need any defense bonuses to get it capped. 3 in CJ/weave/fort/maneuvers will get you there. You may be coming up short if you forget to add in both players' maneuvers. And recharge bonuses really don't do much but a few decimals of seconds off of your attacks, since making hasten and AB more perma doesn't do any good since they don't self stack. And since all the defense powers are +DEF(all), the set bonuses are just giving a (very) minor buffer zone between debuffs that get through.
  14. You really don't need all those IO sets on this build. AB, hasten, and defenses make up for just about any set bonuses you would want anyway, right? And personally, I would drop the auras once you get AB, as they are just another interruption if you are strictly duo'ing. If you team a lot with more than just the 2 of you then the auras will be perma and much appreciated though.

    I waaaaaaaaaaaaaaaaaaaaaaaaaaaaay cheapened up the build, and you still have everything perma that needs to be perma (hasten, AB, auras alternating) and capped defense and capped acc on +4s. The only set bonuses you would want are a few small recharges to push hasten into perma recharge levels, and it just takes 2 cheap sets. And a KB IO will cover mezz protection completely.

    http://www.cohplanner.com/mids/downl...90F20FE7C6D881
  15. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Fire/kin troller who thinks bonfire is meant to be placed in the middle of every group, and the chance to stun proc in speed boost.
    Nevermind, make that a grav/kin with previously stated wormhole and dim shift tactics.
  16. Fire/kin troller who thinks bonfire is meant to be placed in the middle of every group, and the chance to stun proc in speed boost.
  17. Pyro_Master_NA

    Fire/Rad - I19

    Quote:
    Originally Posted by SpellsofHate View Post
    To both the OP and Pyro, I see you both took assault. I really don't care for the power that much as a controller, for the best bang for your buck pick up manuvers and shove a LotG 7.5% recharge in there if you have the money.That might also help Pyro close the gap on his little down time and over all increase control as abilities come up faster.

    Other than that, what kind of play style are you going for Jharber?
    That is a good point, and I can't believe I missed that thank you. I think I went assault assuming the control would provide enough protection and that killing faster would be better, but I never thought of using maneuvers for just the mule.
  18. Pyro_Master_NA

    Fire/Rad - I19

    Here's my only build with perma IW. I currently have the wrong alpha slot in game, but I'm debating wheher or not the 1-2 second down time on IW is worth the shards to make the right one. Anyway, it's also my "lock everything down and don't let it do anything" build, so lots of control and team buffs, but little personal damage really.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    total control: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), Dmg-I(43), Dmg-I(46)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal(37), Dct'dW-Rchg(40)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(34), GravAnch-Acc/Rchg(36), GravAnch-Immob/EndRdx(37), GravAnch-Hold%(37)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx(13), Sciroc-Dmg/EndRdx(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(33), Rope-Acc/Stun/Rchg(34)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(17)
    Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 20: Lingering Radiation -- RechRdx-I(A), RechRdx-I(21), Acc-I(21)
    Level 22: Smoke -- ToHitDeb-I(A)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(27), ToHit-I(27), EndRdx-I(31)
    Level 28: Choking Cloud -- Lock-%Hold(A), G'Wdw-EndRdx/Hold(29), EoCur-EndRdx/Hold(29), Hold-I(31), EndRdx-I(31)
    Level 30: Mutation -- RechRdx-I(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(50)
    Level 35: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(50)
    Level 38: EM Pulse -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Hold(39), BasGaze-Acc/Rchg(39)
    Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(46)
    Level 44: World of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(45), CoPers-Conf%(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(9)
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 3% Enhancement(Stun)
    • 4% Enhancement(Confused)
    • 24% Enhancement(Accuracy)
    • 93.75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 30.52 HP (3.001%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 4.15%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 18.5% (0.309 End/sec) Recovery
    • 26% (1.104 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 5.355% Resistance(Fire)
    • 5.355% Resistance(Cold)
    • 3% RunSpeed



    Code:
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  19. Pyro_Master_NA

    FM/SD vs KM/SD?

    KM/SD. I the damage buffing is nice, and if you monitor it on the character, it makes you feel like you have fury haha. And KM has mitigation and not a huge loss of damage.
  20. Quote:
    Originally Posted by BL00DBATH View Post
    I'm surprised no one said this but I would pair it as emp/sonic and emp/rad for defense and res debuffing, and you can slot tons of achilles heel procs for even MORE res debuffs. And yes, //dark is the only choice for that combo. And whoever mention screech and oppressive gloom...uh why? They're already tanks, what's the point of mezzing the mobs? That's taking away from the damage they should be pouring out.
    Screech/OG is used for anything that might have defense debuffs, as that is really their only weak point. By stunning those mobs with an AoE mag 4 stun and pinpointed mag6/10 in range/melee, defense debuffs simply won't get through. And another layer of protection is always good when they have such low hp.

    And as they are already tanks like you said, they already have more than enough +tohit, so /rad would be pointless. With 2 tactics and fortitude, they don't even need to slot for accuracy against +4s, so debuffing defense is kind of pointless. And for team settings, people will have acc slotted up, and tactics will cap them to +4s.

    *Edit* Also, the achilles' Heel debuff cannot stack with itself, so the most it can do per target is -20res, and that comes from one blast from sonic, and sonic's can stack with themselves. And the proc won't be guaranteed to go off like sonic's, so it's hurting damage. And screech can actually help damage, as its debuff lasts 20 seconds, much longer than the others. And since it's used on problem enemies as a first attack, that debuff will probably last the whole life of that enemy.
  21. Quote:
    Originally Posted by SAUZER View Post
    in pve is the same, fury max % is 75. and they nerfed the overall damage output of the brute. now tank do more damage than brute, expecially with bruiser!
    Although poorly worded, what sauzer means (I think) is that in PvP tanks have more damage and more HP. The PvP damage mods to tanks, bruising, and fury DR makes a tanker better in PvP all else being the same.
  22. Pyro_Master_NA

    Group Fly

    I just want a cool animation for all MMs instead of just bots.
  23. Pyro_Master_NA

    Does it count...

    I say alpha slotted still counts. Reason being, most things that people say "don't count" as soloing are things that aren't perma. For example, insps, shivs, nukes, that one extra teamate buffing you but not attacking, etc etc.

    The alpha is a permanent part of your character, and is story wise, a part of how they got some of their "new power" so it's all fair game in my book.
  24. Quote:
    Originally Posted by Silverado View Post
    WAWG also prevents knockback, which also amplifies the usefulness of Frag Grenade x10
    That synergy right there is why I use it on my crab build.
  25. Quote:
    Originally Posted by Amperrie View Post
    On my D3 defender, my original goal with slotting was to get as much recharge as possible, to get Hasten at perma and spam tentacles and night fall as amassive cone of death. Now, with the Alpha slot, I've gotten to perma hasten without using all of the slots that I had oiriginally budgetted for recharge bonuses. So the question is, should I still keep at getting even more recharge, or is there a second bonus that would help. Prolly can't get any meaningful amounts of defense, tho....any thoughts? Thanks!
    Actually, with a dark/dark, the tohit debuffs mean that you don't need as much defense, so just getting a little more will help a lot.