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Posts
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Joined
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I think this'd be plenty fair. Once you're up to your T9/VIP and have all the costume sets you want and have no need for further Superpacks for whatever reason, there's not really anything to buy. I think this would be a nice repeatable token to have.
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That makes you one special cupcake, then, given that the rest of the cupcakes don't have that many characters on average ... and here's where it gets REALLY interesting. They don't have 50, 100, or even 300+ characters that they'd actually be willing to spend points per character to have what is and should always be an account-wide unlock. They probably would buy it for a small number of their characters. Mind you, Forbin did state the following:
Quote:400 points would be a fair price if they were sold individually per character. However these are account wide unlocks, and the devs are basing the price on the fact that each account can have up to 768 characters on it.
Quote:People with multiple characters - and adding, deleting, rerolling others - are more common than me, sure - but they're also more common than the people who will only, ever, play 1-2 characters. Given... well, let's tear apart your next argument:
"Runo said something here, yada yada."
Except your analogy is horribly, horribly flawed.
I buy Tray 2 now, for instance. It doesn't just go to every single character I have now, but every character I create in the future. Ever. Until the game finally shuts down.Quote:For your snickers bars, you'd be asking to pay for eight - for all the snickers bars you may want until the last store in the chain closes its doors for the last time.
It's almost like someone was trying to play the devil's advocate, but was failing miserably at it.
Quote:Not to mention that, yes, that IS the argument Forbin was making..
That said, this is becoming a bit too close to a verbal slog for my tastes since it was a pretty pointless debate to begin with. Did Forbin make that point? Sure, but it wasn't his entire argument. And therein lies the fallacy.
However, the important thing here is that I'm sure the OP didn't expect the thread to get derailed like this, and for that, I'll leave my thoughts, my apologies and proceed to duck out. Bai! -
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Quote:Point out one player that has 100+ characters and I'll direct you to the thousands upon thousands more that don't.No it isn't. One of the major selling points of this game has always been the vast number of alts players can make, and the average user has dozens of characters.
Quote:So cry all the crocodile tears you like about the big bad prices, the fact still remains that the price is more than fair for what we get. You always have the option of doing without and using the other methods to pull enhancements off of builds. -
Quote:The idea of transactions needing to be based around the premise of 'having up to 768 characters' is laughable at best.400 points would be a fair price if they were sold individually per character. However these are account wide unlocks, and the devs are basing the price on the fact that each account can have up to 768 characters on it.
The average user isn't going to see use out of this on even a fraction (maybe 10% if you're a hardcore player across several servers-- give or take) of these 768 available character slots; which you should consider are already quite costly to unlock, and take a substantial amount of time to earn.
If you like being gouged, that's fair enough, but arguing that a digital service isn't 'a fair price' because it costs too little is comedic. I don't know about you, but when I walk into a hobby shop and see something at a lower price than I expected, I don't go "Oh, I can't buy this frivolous item, this is going to save me way too much money." -
Whoops... that was an oversight on my part! Yeah, that should be Aim with Aim-esque values, not Build Up. Thanks!
As for the looks of the set, pretty much! It's supposed to basically be a combination of plasma 'beams' (lines of energy or magic or what have you) that you fire, as well as 'pulses' (think the Praetorian PD's energy gauntlets) or blasts that you attack with. These visuals and the theme, and the Cauterize mechanic, are supposed to separate the set from other blast sets. -
What separates most blast sets from the other blast sets other than gimmicks? You can only do powersets in so many ways before they begin to seem same-y regardless. Giving them differentiation in what they do, even if it's only a mild difference like its animation set or a 'gimmick', lets us have a variety in powersets. Personally, even if it IS only minor differences, I'd rather have variety.
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Pretty much, and a bit less weapon-y since it wouldn't be coming out of a rifle. :o
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For #1, you can (mostly) address the problem by using Enhancement Unslotters to unslot them before you even respec 'til you have, like, ten or so that you know you can unslot in the respec process.
As for #2, YES. /signed. There needs to be some sort of chat window or something in the respec window. It's a fairly long and in-depth process and sometimes I like to ask my friends about the respec mid-process, so... either adding a chat function or making it a non-fullscreen window would be boss! -
Hey folks!
So this is a new Blaster/Defender/Corruptor set revolving around the theme of plasma beams and bolts. Obviously this is more of the science fiction ideal of plasma and not the actual real-life equivalent. Here's a quick description:
"Whether the source of your plasma comes through your armored gauntlets, is channeled through some arcane or divine source, or are simply a benefit of your mutations or you're a weaponized scientific experiment, you have the ability to offensively utilize intensely hot plasma as a weapon. This blast set relies on the Cauterize mechanic*; though it deals excellent area damage, the focus of this set is to use its single target attacks to apply multiple layers of the 'Cauterized' debuff, reducing the target's ability to resist further assault or recover from severe wounds."
I'd like to add a quick disclaimer! The way I've laid out the set in this post is just the way I imagine it should or could work. Is it practical or balanced? Most likely not in the least, but I think it would be fun in its current form. Of course there's always room for critique and improvement, so post away!
That said, you might disagree, feel free to nitpick about the way I've proposed the set should work. Obviously if Paragon by some chance likes the set enough to implement it in some form, it's probably going to be different from what we the players have imagined, but I'm sure we can lay down some ground rules for what we'd like to see out of this set (or a set like it)!
*More on CAUTERIZE and the set in general:
--This is a debuff that does not apply on area attacks, but rather only on single target attacks (area attacks will only refresh the duration of applied stacks of Cauterized, but single target attacks can only apply stacks, not refresh them). Cauterized will stack up to three times on each target.
--It's kind of a combination of Water Blast's Tidal Power and Beam Rifle's Disintegration: you can use certain attacks to build up stacks of Cauterized. Cauterized is a stacking debuff that decreases the target's damage resistance to Lethal, Energy and Fire, letting your Plasma Blast attacks (and any other sources of these damage types from yourself or allies) hit even harder as the Cauterized debuff.
--It also applies a progressively more powerful hit to Regeneration with each stack.
--Most attacks will be Fire/Lethal damage, but some of the more 'nuke-y' attacks will be Fire/Energy.
--I kinda imagine it sounds a bit like the Praetorian Police gauntlet-cannons. High-pitched, deadly whirring.
--Some mild differentiation between animations at creation would be neat! Maybe the choice of firing from your palm or wrist?
Some example powers from Plasma Blast...
Tier 1: Plasma Pulse Beam
Minor-Moderate Fire/Lethal damage and recharge in line with standard T1 blasts. Applies a stack of Cauterized.
Conceptual Animation: You alternate between your left and right palm (or wrist), firing a quick plasma beam straight at a single target.
Tier 2: Channeled Plasma Beams
High Fire/Lethal damage, applies a stack of Cauterized.
Conceptual Animation: You lift both your arms, firing a slightly slower, more devastating dual plasma beam straight at a single target.
Tier 4: Plasma Beam Sweep
Moderate-High Fire/Lethal damage, slow recharge. Refreshes the duration of Cauterized on targets caught within in the wide, long-distance cone.
Conceptual animation:
Tier 5: Plasma Pulse
High Fire/Lethal damage, moderate recharge. Applies a stack of Cauterized.
Conceptual Animation: You point one arm at a single target, letting the intensity of the next plasma blast charge up before firing it in an intense and focused blast.
Tier 6: Intensity
Build Up equivalent for Plasma Blast that lets you apply a stack of Cauterized to each target hit with your next area attack, as well as increasing damage dealt by about 70% and ToHit by 12.5%. Slightly less powerful as a damage buff than Build Up.
Tier 7: High-Intensity Plasma Blast
Very High Fire/Energy damage and slowish recharge in line with the single-target 'super blasts' like Blaze. Applies several stacks of Cauterized.
Conceptual Animation: You connect your arms and fire a super-intense twin bolt of plasma, forming one large blast.
Tier 9: Overcharged Plasma Sweep
Extreme Fire/Energy Damage, standard Archery/Beam Rifle/etc. style nuke recharge and damage. Applies and/or refreshes stack(s) of Cauterized.
Conceptual Animation: You fire thick weaving beams of super-intense plasma everywhere, briefly leaving streaks of flames across the walls and floor and leaving smoking trails of cracked flooring/walling of where the beams hit the environment in their wake. Probably a visual effect that would quickly fade but look pretty devastating.
So yeah, that's the current iteration of Plasma Blast. Does it sound like it could stand on its own as a Blast set? Would you want to see it (in some form, if any) in the game? Is there some way to make the set more balanced or more outstanding? Let me know what you think!
Peace for now Cityfolk!
-Runo -
I like the idea (I may as well type with my knees for as accurate as my spelling are). In the meanwhile, Memphis_Bill has a great suggestion to circumvent the issue, at least until/if spell check gets added!:
Quote:For bios, I do the same premise, but carry through a bit differently--I type it in the in-game bio-description-editor thing and then copy-paste into a word processor and hand-correct any typos. This way the formatting doesn't get messed up as it would if you went from a word processor to the in-game description editor.For now, type it up in a word processor or the like, then copy it over.
Either way'll work, though! -
@Leo_G: I don't think that response was necessary. I do think the point of a suggestion thread is to post how we envision these features being implemented. They 99% most likely won't be implemented how you, myself, BrandX or any player imagines they will be. Rather, they'll be implemented the way the developers see fit (even if laying down a baseline idea is probably in the best interest, which Brand did). Ergo, tearing apart the thread and the initial idea with a large wall of text is kind of silly.
I actually think this, and the above idea of signature epic pools, are nifty ideas that spark some thought. -
Quote:Yeah, that's something I was mulling over. I don't think KB is going to bother me so much that I should forsake something like perma-Hasten for the sake of never getting knocked....I had only a single -4 kb in my tw/da scrapper, and I had no problems with knockback. Permahasten imo is a lot better than having an extra -4 kb. A lot might disagree, but you are a stalker, and not intending to be hit. Given your defense, and the fact you would hardly be getting hit in the first place, is it really worth it blowing your hasten-driven astrikes for just a few points kb protect?
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So I'm homing in on level 35 on my Staff/Dark stalker and I'm really loving this combo -- I've been looking at builds for such a pairing, so I decided to make up my own, and this is what I've come up with so far... Even though it LOOKS good, to me, I feel there are some weaknesses and mistakes in the build that I'm overlooking. I was hoping y'all could address that.
I just finished putting 10 bil into my 50+2 crab and +3 SS/WP brute, so budget and availability of IOs aren't too drastic of a concern; I have a few of these IOs lying around and a large pool of influence, so hit me with your best shot! I'm looking to make a stalker with solid defense, excellent offense and great self-sufficiency. Without further adue... FOOTNOTES!
Good things the build boasts:
*Solid recharge rating. The longest-recharging attack in my attack chain is under 5s recharge
*I feel its overall survivability is very good, with resistance and defense are at excellent numbers. S/L/NRG/NEG and AoE softcap (with melee softcap when Guarded Spin lands), 58.5% S/L 41.5% Fire/Cold, 26.5% NRG, 53.5% NEG, 26.5% TOX and 45.5% PSI.
*Permahasten
*Good debuffs and utility through Guarded Spin, Fury of the Gladiator and Force Feedback procs, Theft of Essence in Dark Regeneration and other goodies.
Bad things the build totes:
*Endurance recovery versus usage is iffy.
*Mediocre protection from Fire and Cold.
*I only have one KB protection IO, meaning I may have to ditch permahasten for another for reliable -KB magnitude. Not a huge deal as Permahasten isn't super important on Stalkers, right?
Questions and concerns about the build:
*Endurance management. Will I have an endurance reduction bonus for my attacks, coupled with a recovery rate high enough to permit the use of Agility Core Paragon over its Cardiac counterpart? The recharge and defense look sweet as heck, but... what's the alpha for me?
*Ancillary/Epic: Is Fire a decent choice? I'd kind of prefer to go for a more damaging epic like Fire over anything else, but if you can make a case for any other epic then I'd love to hear your thoughts!
*Mercurial Blow over Precise Strike for the -DEF... Crazy or cool?
*Should I place my Fury of the Gladiator 2-piece in Eye of the Storm or switch it over to Guarded Spin?
*Scirocco's Dervish 2-piece; was this a dumb choice?
All in all, here's the building block and the build itself for critique. Thanks in advance!:
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Dreadwrought: Level 50 Natural Stalker
Primary Power Set: Staff Fighting
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Villain Profile:
Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(43), SW-ResDam/Re TP(46)
Level 2: Guarded Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(9), Sciroc-Acc/Dmg(13), Sciroc-Dmg/EndRdx(15), LkGmblr-Rchg+(37)
Level 4: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(40)
Level 6: Assassin's Staff -- SStalkersG-Acc/Dmg(A), SStalkersG-Dmg/Rchg(7), SStalkersG-Acc/Dmg/Rchg(7), SStalkersG-Dmg/EndRdx/Rchg(11), SStalkersG-Acc/Dmg/EndRdx/Rchg(11), SStalkersG-Rchg/Hide%(17)
Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
Level 10: Shadow Dweller -- LkGmblr-Rchg+(A), LkGmblr-Def(48), Krma-ResKB(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 16: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(17)
Level 18: Eye of the Storm -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(19), Erad-Dmg/Rchg(19), FotG-ResDeb%(25), FotG-Dam/Rech(29), FrcFbk-Rechg%(46)
Level 20: Dark Regeneration -- Theft-+End%(A), Theft-Heal(21), Theft-Heal/Rchg(21), Theft-Acc/Heal(29), Theft-Acc/EndRdx/Heal(31), Theft-Acc/EndRdx/Rchg(50)
Level 22: Placate -- Range-I(A)
Level 24: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(40)
Level 26: Serpent's Reach -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Kick -- Empty(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(37)
Level 32: Sky Splitter -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Slow%(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(48)
Level 47: Melt Armor -- Achilles-ResDeb%(A)
Level 49: Soul Transfer -- Amaze-ToHitDeb%(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Mrcl-Rcvry+(A)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(36)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 50: Agility Core Paragon
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Gotta agree with Justaris here; I'd recommend Spiritual if you feel your endurance management is fine -- Vigor will otherwise greatly improve your ability to land hits and reduce the cost of powers, as well as add more regeneration through Health, Fast Healing and Rise to the Challenge. It'll also increasing your MaxHP from High Pain Tolerance.
Spiritual will add more to your build if you need heftier recharge, and I feel it will make your build almost as self-sufficient by also adding regeneration and MaxHP. I personally run Spiritual Core Paragon on my +3 SS/WP/Energy brute and his endurance management is fine; he also runs around with 2400 hit points and 730% regeneration on a single RTTC target, which would only be higher with Vigor Core Paragon. I've not looked at other alphas than Spirit for that character since, but YMMV -- Energy could benefit more from accuracy and endurance reduction after all. That's your call. ;> -
Fair points, though I wonder if that was due to technological limitations back in the day. I also would rather have animations occasionally look a little wonky (who's to say they can't be fine-tuned?) and not have to suffer redraw but that's IMHO!
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So I was on my way to see the movies today and I started thinking about how much redraw bothers a lot of players -- myself included on occasion (and don't ask how I got onto that tangent. My mind is crazy!) -- and I think I've come up with a potential solution that may seem a little weird.. but it wouldn't require TOO much alteration to animations/coding and would ease the problem of redraw on not just one weapon set, but multiple weapon sets on one character... I think. Read below and tell me what you think!
*Let's say you have two or three weapon sets. For the sake of this example, we'll say you have two sets that have similar cast/animation times, "Giant Bat Melee" and "Water Gun Blast".
*The obvious problem here is that when you attempt to put away your giant bat or draw out your water gun to shoot at something, it causes redraw the next time you draw EITHER weapon.
*Here's the proposed solution: "Dynamic Animation Times", or DAT. Again, just a silly gimmicky name. To explain in detail, a DAT would take notice of the difference between drawing a weapon for the first time to make an attack and REDRAWING a weapon. When it detects you're drawing a weapon for the first time in a while (i.e. redraw would do minimal harm if any), DAT does nothing. However, when redraw occurs (i.e. you're in combat and you're switching a weapon), DAT will slightly speed up the entire animation, redraw included, to match the USUAL cast/animation time for that power. I feel that DAT should activate if you've recently used an attack power regardless of it is a weapon set or not.
Here's an example with totally made up numbers in case my rambling isn't clear. It probably isn't anyway:
Standard Animation Time: The default cast time for a power
DAT Animation: How long it should take to animate when DAT occurs
Giant Bat Swing SAT = 1.67s
Giant Bat Swing with DAT Animation (1.25s cast + 0.42s DATA makeup) = 1.67s
Water Gun Blast SAT = 2.00s
Water Gun Blast with DAT Animation (1.70s cast + 0.30s DATA makeup) = 2.00s
So, effectively, even if you put away your weapon and are forced to redraw or draw another weapon for whatever reason or circumstance, 'DAT' speeds up the animation just slightly (so it doesn't look awkward) to make up for lost time spent during the animation. I think this is a good way to satisfy the DPA nuts in all of us as well as eliminating the nuisance that is redraw.
Also, the appearance of drawing and attacking with a weapon just slightly 'faster' sounds like it would look pretty cool... and since weapons already disappear from your hands when you redraw this shouldn't be too far of a stretch, IMHO!
Any thoughts? C: -
I took what I feel is the best of both your builds and I tailored something a little more to my liking. May I just say 'props!' for actually getting a solid Willpower Brute build going that's got not only E/N softcap, but S/L as well!
This build has S/L/E/N softcap at the cost of about -63% regeneration on one RTTC target and a nigh-unnoticeable loss in recharge rate and S/L resistance. I did keep Shield Wall just because I feel that an extra +3% resistance to everything, including elemental/energy/exotics, is nothing to sneeze at. Since I like to try to tank iTrials, being at +3 and having softcap and better resistance to every damage type most commonly seen in this kind of content appeals to me.
I feel it's a slight bit better slotted for damage and IO slotting placement (IMHO! No offense intended), and I doubt I'll notice any of the regeneration loss in real-time given that I mostly farm and run iTrials on this toon -- so I'm swamped in ~10+ mobs at all times. All in all it should be pretty boss-like. I picked up Taunt and retook Laser Beam Eyes while keeping Spring Attack for farming and what not.
Here's the latest version of the build to look over, if y'all care to.
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Sorry for the double-post, but I wanted to give you guys an update on the respec; I've acquired mo' money, mo' IOs and updated the build in Mids, and I think this is the very final build I'm going for. I finally got +3 this week, no less!
Over the old build, the new build boasts 800% regeneration on one RTTC target (versus 725%), an extra ~150 HP, and retains S/L softcap and high resistance to S/L with only a mild hit to Endurance Recovery (conversely, it totes mildly better endurance usage than before).
If anyone can take a moment to give it a once- or twice-over and make sure I'm not slotting things like a noob, I'd adore you. :> Thanks in advance!
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Malevolency: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (17) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (36) Kinetic Combat - Damage/Recharge: Level 35
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Healing IO: Level 50
- (23) Healing IO: Level 50
- (36) Resist Damage IO: Level 50
- (39) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (5) Kinetic Combat - Damage/Recharge: Level 35
- (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (7) Reactive Armor - Resistance/Recharge: Level 40
- (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (37) Reactive Armor - Resistance: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (39) Luck of the Gambler - Defense/Endurance: Level 50
- (43) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
- (48) Shield Wall - Defense/Endurance: Level 50
- (A) Superior Brute's Fury - Accuracy/Damage: Level 50
- (9) Superior Brute's Fury - Damage/Recharge: Level 50
- (9) Superior Brute's Fury - Accuracy/Damage/Recharge: Level 50
- (11) Superior Brute's Fury - Accuracy/Endurance/Recharge: Level 50
- (13) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge: Level 50
- (34) Superior Brute's Fury - Recharge/Fury Bonus: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (50) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (31) Kinetic Combat - Damage/Recharge: Level 35
- (31) Kinetic Combat - Knockdown Bonus: Level 35
- (40) Kinetic Combat - Damage/Endurance: Level 35
- (A) Reactive Armor - Resistance/Endurance: Level 40
- (15) Reactive Armor - Resistance/Recharge: Level 40
- (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (31) Reactive Armor - Resistance: Level 40
- (A) Healing IO: Level 50
- (17) Healing IO: Level 50
- (19) Healing IO: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 21
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (21) Performance Shifter - EndMod/Accuracy: Level 50
- (37) Performance Shifter - Chance for +End: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense: Level 50
- (27) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Jumping IO: Level 50
- (A) Obliteration - Damage: Level 50
- (27) Obliteration - Accuracy/Recharge: Level 50
- (29) Obliteration - Damage/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Recharge: Level 50
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (50) Obliteration - Chance for Smashing Damage: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (40) Luck of the Gambler - Defense: Level 50
- (40) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Obliteration - Damage: Level 50
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Recharge: Level 50
- (34) Obliteration - Chance for Smashing Damage: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (42) Numina's Convalescence - Heal/Endurance: Level 50
- (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (48) Numina's Convalescence - Heal/Endurance: Level 50
- (50) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Spiritual Core Paragon
------------
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (23) Numina's Convalescence - Heal/Endurance: Level 50
- (42) Regenerative Tissue - +Regeneration: Level 30
- (42) Healing IO: Level 50
- (46) Numina's Convalescence - Heal: Level 50
- (A) Empty
- (A) Performance Shifter - EndMod: Level 50
- (5) Performance Shifter - EndMod/Recharge: Level 50
- (11) Performance Shifter - EndMod/Accuracy: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (19) Kinetic Combat - Knockdown Bonus: Level 35
- (25) Kinetic Combat - Damage/Recharge: Level 35
- (29) Kinetic Combat - Damage/Endurance: Level 35
Level 1: Sprint- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 33.5% Defense(Smashing)
- 33.5% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 9.75% Defense(Energy)
- 9.75% Defense(Negative)
- 6% Defense(Psionic)
- 27.25% Defense(Melee)
- 9.75% Defense(Ranged)
- 8.5% Defense(AoE)
- 18% Enhancement(Accuracy)
- 50% Enhancement(RechargeTime)
- 15% FlySpeed
- 309.2 HP (20.63%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 4.4%
- 5% (0.08 End/sec) Recovery
- 86% (5.37 HP/sec) Regeneration
- 5.52% Resistance(Smashing)
- 3% Resistance(Fire)
- 3% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 5.52% Resistance(Lethal)
- 15% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1510;691;1382;HEX;| |78DA6594596F125114C7EF308395ADD052A0748142410A2DB4A8CF9A685B1F2C492| |B6A8D2F84D02B60263019A8CAA35F41137D75695D5EFC3EEEF103B8BCAB1D0F73FE| |944608E477EFB9FF7B36CE4CE9C1BAF7DD95871785E2B9AC573B9DCA2573BF2B9DA| |56ABD595385109E525597F7DABA6CD57A63B49FB1CF2B25A94B5928EF1BD2AC94BB| |A66CD5BB8D081FADCB3BB2D59185DDA6AE1BEDFBD214DEED765B2F6CC9AAD16CD57| |DF666B3596F7469E7B6776543CA3DFF40B527CD4EA36944378C66ADB0D19266BD57| |29553B5D69F638BB69CA2347BFA422F0B134B1DD3768C2B1C30C94998BD798A9BBC| |4A226DEF7E5F63D4B1529B685C1C515E6990809E669AF404AFE95FFFC6BF07B6A10| |07FE3F1054F85763B4C89026CEF42698A924334C0D7542EB0C291C3BC0CC5D556DA| |E6E32D3641EE35C9C63CFD876FA39F882E97EC9F41E301387CC4F74CBC5711417E2| |14114721A71EF6AB7A50630CB5C5AE3333A85925AD0FF9FA50DB386A1B476D31D4F| |699547EA52FB61C7EF437004E82193A9E608D9838740831A5892FB40B2246F091C3| |D64D3D069F30534F991AE51362AD2384BAA6A79833A82F429A08D727224B1C57090| |B11452FA3BFD9D7CC1FE6DC5F66EE88B96A318B827BF9956ECD22E62C6266103383| |98498A390FCDFC32660ACC83593A8F238738725840AC05E4B0809C12C825811C5C1| |383D9B744123D72932D0D7FE903D470C85C7905BE015F33F36F995EBABB84F958BA| |C135647798DFC8BA8CFE2D9FE5F81F6957407D05E857A12F9631C78435DC5B43CDD| |FDDF43C216FC5A28FF839B468CA4DBE1986A7EC057E0AB398963C22FD18F1F26B68| |7128E8878699716366E6B4E377853A78574C62BEA731EF7398F3DC504BDF7E84B51| |14B71C4726EC4727EC4B239B4585B23A7DBDAF1FB0695B902A2FF9FDBFADB6E5B69| |AF6F9D58EF9E58EF9C5C07A970EE8AF50F0BD1EB50| |-------------------------------------------------------------------|
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So I've been getting into leveling up my Beam Rifle/Dark Manipulation (I know, right!) Blaster, and I'm starting to eye a finalized build -- I'm just shy of level 25 and I'm not slowing down at this rate.
Both of these builds below are tooled for a certain purpose -- damage or defense -- and frankly, I'd rather go with the first Munitions Mastery build just because I feel that the point of a blaster is to wreck things en masse, not to defend themselves. I feel that's what that build does. The second build is softcapped to S/L with a lot of work and is substantially more expensive, but deals notably less damage.
With that said, I'm hoping you guys can review and critique my choices and maybe help me decide which build to choose, and fine-tune that build's slotting and IO choices. Thanks in advance!
NOTE: These are not the builds I'm using to level, but they're fairly close (just in case the power and slot placement made you guys go 'WTF?!')
Potential Incarnate Path--
--Alpha: Musculature Core Paragon
--Judgement: Pyronic Core Final Judgement
--Lore: Undecided, T3 or beyond for +1
--Destiny: Undecided, (possibly Ageless or Clarion) T3 or beyond for +1
--Interface: Undecided T4, possibly Reactive Core Flawless Interface
Let me know if the wall of text is tl;dr and I'll condense 'em!
Damage Build
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Colonel Fenix: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Darkness Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Decim-Build%(48)
Level 1: Penumbral Grasp -- SipInsght-%ToHit(A)
Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34), Achilles-ResDeb%(34)
Level 4: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(19), Mako-Dmg/Rchg(23)
Level 6: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(25), Decim-Acc/Dmg/Rchg(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 10: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(50)
Level 12: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(37)
Level 14: Aim -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(15), GSFC-ToHit(42), GSFC-Rchg/EndRdx(48)
Level 16: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 18: Flurry -- Dmg-I(A)
Level 20: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(50)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Fly -- Zephyr-ResKB(A)
Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29)
Level 28: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(29), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Overcharge -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(33), SBlastersW-Acc/Dmg/Rchg(33), SBlastersW-Acc/Dmg/EndRdx(33), SBlastersW-Acc/Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(36)
Level 35: Body Armor -- S'fstPrt-ResKB(A)
Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(40), Mako-Dam%(40)
Level 41: Surveillance -- Achilles-ResDeb%(A), Achilles-DefDeb/Rchg(42)
Level 44: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Touch of Fear -- Abys-Acc/Rchg(A)
Level 49: Burnout -- RechRdx-I(A)
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(9), P'Shift-End%(31), P'Shift-EndMod/Acc/Rchg(48)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 25.5% DamageBuff(Smashing)
- 25.5% DamageBuff(Lethal)
- 25.5% DamageBuff(Fire)
- 25.5% DamageBuff(Cold)
- 25.5% DamageBuff(Energy)
- 25.5% DamageBuff(Negative)
- 25.5% DamageBuff(Toxic)
- 25.5% DamageBuff(Psionic)
- 5.63% Defense(Smashing)
- 5.63% Defense(Lethal)
- 1.88% Defense(Energy)
- 1.88% Defense(Negative)
- 11.25% Defense(Melee)
- 3.75% Defense(Ranged)
- 6.75% Max End
- 60% Enhancement(Accuracy)
- 63.75% Enhancement(RechargeTime)
- 10% Enhancement(Range)
- 15% FlySpeed
- 144.6 HP (12%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 14.85%
- MezResist(Stun) 6.6%
- 12.5% (0.21 End/sec) Recovery
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
- 15% RunSpeed
Set Bonuses:
Decimation
(Single Shot)- MezResist(Immobilize) 2.75%
- 13.55 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 1.58% Resistance(Toxic,Psionic)
(Cutting Beam)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Smite)- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
(Disintegrate)- MezResist(Immobilize) 2.75%
- 13.55 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Shadow Maul)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Lancer Shot)- MezResist(Immobilize) 2.75%
- 13.55 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Aim)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Soul Drain)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Death Shroud)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Fly)- Knockback (Mag -4), Knockup (Mag -4)
(Piercing Beam)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
(Dark Consumption)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Overcharge)- 15% Enhancement(Accuracy)
- 10% Enhancement(Range)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Body Armor)- Knockback (Mag -4), Knockup (Mag -4)
(Midnight Grasp)- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Surveillance)- 1.5% DamageBuff(All)
(LRM Rocket)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 6.25% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
- 2.5% DamageBuff(All)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1474;694;1388;HEX;| |78DA65945D53126114C79F853544405111F1051410105494A9FB66D46CA6B471F40| |3309BACB0B92DDBB2945EF6157AB3D4BAEAE5AE9B5E2F6B9AE94BD457E8EDBA173A| |ECF94B8DBB03FC96B3CFF93FFF739E33BBB6BB1C7C7EFEE65921859674A5D1282FD| |2AFAD5ABE4B8ADDB4145DD0155AAAEB7543D527575443DBF5516404ABCA1B8A5155| |2BC54555B95ADED0B6753573FC64B3699A75CB2E2E2BD68EA192F09A62686653576| |CAD6E889EF57A5D2F6E9AAA5A093AB7ABAA626A4635E0FC59D1B56ACDEE3B7E5051| |AD464D33A3E74C6DABB8D634B4B6445BB0BDD15E8CFC64E95B8E085CAD2EB14FC8C| |9E2D47DE6C00366E1003C64CE1F31AFB57325275788A05788922C940842A427BD10| |4ECCF392D9FB8A9978CD4CBE01DF7B8418948545B95ECE95BDDBFC4CAE825798031| |A335A635EA69C2EE4749DF0DF0DDF31D49183FF141D868F7D4BBE19D6298136E9F9| |E1DFFFD3E3C47A7E81BF99913FCCA916B324B8F60AE506E025002F417809C243149| |EA6E0658B7242ECC51B7AC27ABD4F99F9C7CCF967CC26ADED937A1C6F7DF01686B7| |30BC4DC15B1EDE0AF096A49AFBD99BE88F73AD0DD21B44AD83D08B402F06BD34F4D| |2276A8D92DE10CE7EA87D43B100C586B1C7F0675EBF4D7B8C70CC3B827918C53C8C| |621EC631073768ED18FA377687F3C76F3313779973F7C07DE600ED19878F789275A| |AA43381BA260ED8EFE42178043E445F1E31D398C10FF43705BD548C6EE2B2D823BD| |0CF43298CB2CE6328B79CC623E7398CBDC0EF347508869CE95A6B147FE1DF323ED3| |5837A67D09B59F46616BD99456FE6DE32AF9397227A5CFCC47DF7448558406C0173| |FC85C644421D528B2EF1EDFFC805C999BEAFAE55DFFF4564E916F7D88333E846EF1| |3E8FDFCF119C99D77087DDA2A49B9F36668155C4F175C91922B72DA1539E38AACBA| |22EB72E7ED837AFCE1CE3BA5759186BD04577F01CE3DFD57| |-------------------------------------------------------------------|
Defense Build
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Colonel Fenix: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Darkness Manipulation
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Single Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Decim-Build%(48)
Level 1: Penumbral Grasp -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(48)
Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), Achilles-ResDeb%(42)
Level 4: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(23)
Level 6: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(25), Decim-Acc/Dmg/Rchg(40)
Level 8: Hasten -- RechRdx-I(A)
Level 10: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(21), Oblit-%Dam(31), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13), Decim-Acc/Dmg/Rchg(37)
Level 14: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15)
Level 16: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 18: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 20: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(50)
Level 22: Flurry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 24: Fly -- Zephyr-ResKB(A)
Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29)
Level 28: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(29)
Level 30: Afterburner -- Zephyr-ResKB(A)
Level 32: Overcharge -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(33), SBlastersW-Acc/Dmg/Rchg(33), SBlastersW-Acc/Dmg/EndRdx(33), SBlastersW-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Body Armor -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Surveillance -- Achilles-ResDeb%(A)
Level 44: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45)
Level 47: Touch of Fear -- Abys-Acc/Rchg(A)
Level 49: Burnout -- RechRdx-I(A)
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(9)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 32.56% Defense(Smashing)
- 32.56% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 30.06% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 6.75% Max End
- 60% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 10% Enhancement(Range)
- 10% FlySpeed
- 135.5 HP (11.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 13.75%
- MezResist(Stun) 6.6%
- 7.5% (0.13 End/sec) Recovery
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 1.88% Resistance(Negative)
- 1.58% Resistance(Toxic)
- 1.58% Resistance(Psionic)
- 10% RunSpeed
Set Bonuses:
Decimation
(Single Shot)- MezResist(Immobilize) 2.75%
- 13.55 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
- 1.58% Resistance(Toxic,Psionic)
(Penumbral Grasp)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Cutting Beam)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Smite)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Disintegrate)- MezResist(Immobilize) 2.75%
- 13.55 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Shadow Maul)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Lancer Shot)- MezResist(Immobilize) 2.75%
- 13.55 HP (1.12%) HitPoints
- 2.25% Max End
(Aim)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Soul Drain)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Air Superiority)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Death Shroud)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Flurry)- MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fly)- Knockback (Mag -4), Knockup (Mag -4)
(Piercing Beam)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
(Dark Consumption)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Afterburner)- Knockback (Mag -4), Knockup (Mag -4)
(Overcharge)- 15% Enhancement(Accuracy)
- 10% Enhancement(Range)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Body Armor)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Body Armor)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Midnight Grasp)- MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(LRM Rocket)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.87%) HitPoints
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Quote:Lothic has a solid point; exclusivity is seldom permanent, and it's been quite a long time for the players who wanted to keep these items exclusive have had them that way for a long time. I'm also pretty sure that there are a lot more players who would be happy having access to these items on the market than players who would flip out over the loss of their exclusive access to the items.The kind of players those sorts of sales pitches are aimed at are *exactly* the sort who are liable to flip right out if this thing they purchased with an expectation of limited availability is suddenly everywhere.
And to be brutally honest, any player that DOES flip out and quits a free game because they lost exclusive access to frivolous items is probably not a player I'd want to have playing around me to begin with.
I think Not_Rhino's suggestion is a great happy medium, though. On one hand, keeping the items exclusive forever is pretty dumb. On the other, offering an alternative coloration/animation/what have you on the market is a good way to keep it relatively unique and still satisfy the players that would like to see it on the market. -
Quote:If someone is going to pay that much for a badge and an extra power, that was of their own accord and they were fully aware of this -- it's also terrible reasoning not to make them available on the market. Following that logic, no game developer should ever make a game's special/collectors edition items available outside of actually buying the CE because people are still out there buying collectibles from those editions for hundreds of dollars. It's a fallible proposition, at best.Don't assume things about people's weird quirks when it comes to this game and its 'stuff'.
Anyone that quits the game over something that frivolous is going just a little overboard, frankly. -
I don't necessarily agree with the devs on that, in this case. I honestly doubt anyone paid extra for a copy of the game JUST for Power Slide; it's a bit silly to assume that anyone would be permanently hurt by releasing it on the market. No one will quit the game over it, anyway.
It's a much better alternative than making it an unlock or free, because either way you slice it (whether you paid for a special edition/pack or bought it on the market), you still paid extra to get a hold of a minor extra. -
Quote:Agreed. I actually think Claws would be a pretty boss-like farmer just because you have a lot in the way of high-damage, quick-recharging area/cone attack options.I rolled mine as a Claws/FA Brute. I dislike rage crashes and really just Super Strength in general. I can also see TW/Fire, TW/Elec, or Claws/Elec working just as well as SS/X.
Also, as someone who's been farming on SS/ for years now, I can say that constantly clicking and having Rage crash nonstop can get a little frustrating after a while. -
Hmm... it depends on your definition of viable, I think, as well as how much you want to invest into the toon.
I have a level-shifted SS/WP brute that farms most fire maps at 3x8 with no problem -- bear in mind he has a lot of IOs -- and he cuts through the mobs like butter. He also roflstomps S/L farms for obvious reasons. Depending on investment, lots of ATs and combinations can be made to farm very well, though.
If you were making a toon solely meant to farm/be farmed to 50 and then farm others, I'd probably pick a combination of /fire and a high-AoE primary that you enjoy -- regardless of how good it actually is, because farming isn't fun if you don't enjoy the powerset, IMHO -- and roll with it.
Neither SS or Fire are the be-all/end-all sets of farming. Don't be afraid to look outside the box!