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Posts
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Joined
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If I slot a Performance Shifter +end proc in here, will it add endurance to me like I hope it will, or is it one of those powers that might add endurance to my enemies?
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My brute had just used electrifying fences from the mu PPP to keep them in burn so the fear wasn't really a problem. I must say I like the upfront damage though, it takes less time for the enemies to go down.
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I gotta say, emp/sonic is quite impressive. It gets my vote as the most all around best duo the game has to offer.
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Quote:I have not heard of ANY changes to /elec for GR/I18. This is blasphemy as far as I'm concerned./elec is a solid and very fun scrapper secondary. It really likes recharge, and brings some to the table.
It's just a bit overshadowed by /sd and /fire for damage, and by /wp, /regen, and /inv in sheer toughness.
It's a very nice middle-of-the-road set, and is likely getting a HUGE buff today.
TODAY?!
Go play man! Play like the wind! -
Well an "easy" route would be bots/ff. Your bots will almost never get hit, let alone die, and even if they do get hit, you have a MAX heal that will automatically restore them to full hp, and the protector bots have a heal they can use. It is not very exciting, but it is safe and you won't ever find yourself feeling that your henchmen are too squishy.
Thermal will provide a smaller yet still noticeable amount of protection, and it will also give them some damage. Forge and melt armor will help a lot for adding to that. A forged assault bot will do some pretty sick things.
Traps will keep your bots alive to a slightly lesser extent than ff, but moreso than fire. It also provides some added damage and control through acid mortar, caltrops, poison trap, and trip mine. From what I hear, this is one of the top damage sets to pair with bots.
IMO those are the top three sets to pair with bots but YMMV. -
Toggles don't have nearly as big an impact on endurance as most people think. Those 7 toggles, each with one IO worth of end reduction, and maybe 2 on fighting, equal out to about the same endurance one offensive toggle takes without end reduction.
On top of that, your attacks are the main reasons for endurance problems. They take a much larger amount of endurance over time than toggles do. -
If you are capped, then you shouldn't have much of a problem. I'm not sure if it was up to date, but I recall someone saying a +4 AV will still only have ~10% chance to hit on capped defenses.
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If you want a blaster to do it, fire/psy will be best because of drain psyche. If you want fire but don't mind it not being a blaster, fire/traps corr will be better. And then if you want fast paced, you need some kind of radiation debuffer, probably fire or ill rad troller.
A fire/fire blaster, however, will be very difficult. -
Quote:Not 100% on this, but I don't think +hp will make Healing Flames heal for more. I think it is based on base hp.I normally don't go for +def on FA. You don't have much to stack it with, so I instead go for +recharge, +HP, and +regen in that order. By slotting for that Healing Flames is up a lot more often and the +HP makes it heal for more. I have an Elec/FA and run him at +1/x8 with out any problem.
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Quote:I was under the impression the idea was to get them capped, then add to it with FE even more so with that post.Oh, but it doesn't add +Damage. It boosts the damage numbers of your powers. Where powers such as Build Up, Against All Odds, and etc. bring nothing to a character that is Damage capped, Fiery Embrace will actually allow you to do even more damage if you're Damage capped.
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Quote:I am planning on getting power sink with mine. The planned out build will have perma dom and I believe that amount of recharge on power sink will help a lot.I really like Fire/Earth, but fair warning: Fire/Earth is an absolute endurance hog with no way to replenish it. Be ready to constantly bum blues from everyone else in the group and frequently use rest, even with the free refill from Domi. I'm guessing once I get perma, this problem will be alleviated, but it's hell in the leveling stages. I don't think I ever had this issue with either Psi or Thorns.
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This is when the emp duos really shine. AB has +100% recharge, which is far more useful IMO than a 50% damage buff. There is also the fact that the emps have defense and pains have resistance(minimal at that). Although the duo will still work rather well together, pain is not empathy, and you won't be as powerful as the idea that inspired the duo.
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Quote:1) You have teamed with some bad tankers if any corruptor takes an alpha like they can.I personally have a Elec/Dark Corruptor, and I can honestly say that its a far better choice then Elec/Kin.
Heres a few reasons I consider valid as to why.
1) You can take the Alpha like a Tanker using Dark Miasma.
2) You dont have to be in Melee range for any of your powers like Kinetics requires you to be.
3) You get a Heal Bot/Tanking Pet at lvl 38.
4) Your Heal is Ranged and can be easly used in teams because your the Ancor for the heal radius.Where as /Kin would only benifit those in Melee Range of the Ancored target.
4) Twilights Grasp is a Ranged Heal and doesnt fail to go off should the enemy die while its being cast.A major draw back of Kinetics is Transfusion will fail to go off if you trigger it as a enemy dies.
5) Youd need a Agro Magnet to get the full force of /Kin's Fulcrum Shift.Where as with Dark Miasma, you need no help at all.Or a team for that matter.
Hope these are helpful reasons.
2) Elec already has one power in melee, and the powers in kin that require melee will keep you alive quite well while there.
3) Healbot, that's what he's for. Not the -tohit or the holds or anything that doesn't require you to follow him around to get benifits from. And once again, tanking pet? You have teamed with some bad tankers.
4) Kin already has you in melee, so you do benefit from it. And transfusion animates almost twice as fast as twilight grasp, so it will heal you quicker if it's needed.
4again?) Not much to argue there, I haven't tested the dead target thing on dark as much. Never seems to be a problem on my kin/elec though. If the target is that close to dying, heal off of another one. And if the only target left is that close to dying, you don't need the heal that badly.
5) To get the full force. But let's say you still hit 3 enemies with it. That's still a 100% damage buff. That's like adding an extra 3 slots of dmg. And with the difficulty slider, you can easily add enemies.
I'm not saying /dark would be a bad choice, but don't expect to be able to tank with one, or have a reliable healbot spamming green numbers if you make one. And don't think melee range equals instant death for corruptors either. Especially the ones who can debuff enemy damage while similtaneously buffing their own to kill the threat faster. -
Fire/Shield. Good AoE, good single target, good survivability. IOs can make it into not only a jack of all trades, but a master of all trades.
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Quote:If you have rrom to grab tactics, and slot fort for +tohit, 3 dam and one acc will pretty much keep you set for +4s. The recharges will be shaving off fractions of seconds after hasten/ab, and with ab going, endurance slots are pointless. Really, unless you are facing some ae critters with high defense, the one acc will be slightly overkill.Since I'm already firing off smooth attack chains more or less continuously and not missing, I'm happy not to upgrade usually. The difference will certainly fade into insignificance next to the massive emp buffs you're talking about here.
Fort ed cap is at about +30 tohit, and tactics on 2 characters is just shy of +40. The two together make your aim better than Luke's X-wing shooting the Death Star. -
Quote:Kins can max out their own damage from just one person's FS. Kins can give each other +50% recharge plus another 60% from stacked siphon speed. Emp gives a perma +100% with AB. Both offer "limitless" endurance through AB and transference, but transference can miss. ID has KB protetion, CM does not. Emp relies late game on regen that is constantly there. Kin relies on a heal that can miss and is in melee range. Emps have +Def and +tohit. With 95% damage from enhancements, 31 from fort, 39 from 2 assaults, and 20 from new vig, emps can still push close to the damage cap if they grab //dark and get soul drain, making FS a neglegible difference.I was thinking of 2 emps also. Combined with Archery on both. 2 RoA every 16secs or so plus all the defense that the other posters are talking about sounds nice. My other thought was 2 kin/arch, for the added damage. Which do you guys think would be better? Kin or Emps? Ive never tried Emp so i have no clue as to even how to slot it.
My vote goes to 2 emps. -
As others have said, getting max hp on a wp tank is not difficult. For quite a bit of influence, you can get a wp tank that even has *max hp and capped s/l defense. Offensively, this build is not very potent, but defensively, it is very well build IMO.
*technically, 6 hp away from cap, but will not be a visible difference.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Numna-Heal(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(34)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(21)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 26: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(46)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45)
Level 47: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), Mako-Acc/EndRdx/Rchg(50)
Level 49: Taunt -- Taunt-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 29.3% Defense(Smashing)
- 29.3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 23.6% Defense(Melee)
- 6.75% Defense(Ranged)
- 5.5% Defense(AoE)
- 18% Enhancement(Accuracy)
- 30% Enhancement(Heal)
- 40% Enhancement(RechargeTime)
- 5% FlySpeed
- 400.6 HP (21.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 16%
- MezResist(Stun) 4.4%
- 2.5% (0.04 End/sec) Recovery
- 100% (7.82 HP/sec) Regeneration
- 5% RunSpeed
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Although the damage ticks at 2 seconds, I believe procs on damage toggles only have a chance to go off every 10 seconds, so you are much better off slotting for damage than procs. Especially since damage slots can be doubled by containment and procs cannot. As a fire controller, you should be having containment damage on hot feet almost 100% of the time with fire cages.
For the "best" frankenslotted hot feet, you need 5 slots:
acc/dmg/end multi strike
acc/end multi strike
acc/dmg multi strike
dmg/end multi strike
acc/dmg/end sciroccos's dervish.
If they are all at lvl 50, that gives you 91.78% enhancement to all 3 and gives what are more or less neglegible set bonuses. -
It isn't "unstoppable," but from what I know, it is at mag 100, which is VERY high.
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Fissure is ranged, activates over a second faster, costs slightly less, does more damage, stuns, and recharges faster than Tremor. Considering with IOs and a FF proc, it become nearly spammable, no, it is not a let down of a teir 9.
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Honestly. It's not like any high level SD character isn't getting a decent number of greens anyway. My highest shield is only a lvl 30 tanker, and he feels more than survivable enough, and he has /fire, so he doesn't get any mitigation from anything but shields.
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Quote:But if they changed that, my emp/son duo wouldn't be able to make it 3 seconds away from perma on an SO buildRaise your hand if you think its a load of crap that Defender SD still has the 120s recharge when Dom SD got nerfed to 240s ages ago and Corrs have been at 240s since forever.
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Quote:You don't have pics of multiple alts soloing almost every gm in the gameWe suggested the same thing and you take his words over mine?
I will go *wrist* now :[
And not to be rude, but your logic on the snipes being good on sustained dps was incorrect and discredited the arguement. Silverado is a player who I know has plenty of experience and is a more reliable source. Nothing personal AGAINST you, just something personal in favor of him.