Sardan

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  1. Quote:
    Originally Posted by DreadShinobi View Post
    fraps
    I want to archive this footage and be able to view it in future years on machines that won't have the fraps codec installed. I assume I'll need to translate it to Mpeg after recording it? What tool is best for that?
  2. With the announcement of the game shutting down, I just know that in a few years I'll be feeling nostalgic and want to see video of some of my old characters in action. What's the best software to use to capture gameplay, including sound?

    Thanks.
  3. Quote:
    Originally Posted by ricohdah View Post
    ElM/SD is a great combo. AAO is a taunt aura which keep enemies pretty tight around you at all times. LR and SC is still one of the best 1-2 AoE combo in the game. Toss in Spring Attack/Judgement/Fireball and you will be decimating groups, one after the other from mission start to end.
    Elec Melee's main problem on a Scrapper is its dismal single target capability. It's great in that it's an exotic damage type, the visual F/X rock, but if you're soloing an EB it's frustrating. I have both a level 50 ElM/SD and a SS/SD, and the SS/SD is the stronger, more well-rounded character. It has terrific AoE due to Footstomp but very solid single target too.

    If you are interested in the ElM powerset, do it on a Stalker! It has outstanding single target *and* AoE damage.
  4. I can't answer your question directly, but here's something to think about: unlike a blaster, you have a ton of mitigation built into your primary. I've never felt like I was short on survivability even though my Dom has only middling defense numbers (see the Mind/Fire thread, my build is the last post in it as of right now).

    As you're playing with builds, it certainly doesn't hurt to get as much +Def as you can but my own preference is for massive recharge to get perma-Dom going and to enable my big crowd control powers to recharge ASAP.
  5. I'm late to the party, but here's a build I like a lot. I took the Ice epic primarily for the Sleet/Ice Storm combo. I hate the look of Frozen Armor but such is life.

    I used Enhancement Boosters liberally. The difference between two +5 enhancements vs. 3 regular enhancements is only 3%! I also used them in purple sets to bump up the Endurance reduction.

    This is a very high recharge build. I'm JUST shy of perma-Dom without Hasten, like literally a second or two. If you're thinking of a build like this, a protip: put Domination on auto and leave Hasten as something you hit manually.

    This build has a kind of odd mix of Smashing/Lethal Defense and Ranged Defense. It's nowhere near softcapped on either but still extremely helpful, and Hibernate is a fantastic "oh crap!" button.

    Overall I'm extremely pleased with this build. I prefer to play at range, so no melee or PBAoE attack powers for me.

    Click this DataLink to open the build!

    Novus Rex: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Rechg/EndRdx(21), KinCrsh-Dmg/EndRdx/KB(27), KinCrsh-Acc/Dmg/KB(29), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(45)
    Level 1: Flares -- Empty(A)
    Level 2: Dominate -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SAotDominator-EndRdx/Rchg(3), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SAotDominator-Rchg/+Dmg%(17)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(9), Mlais-Acc/Conf/Rchg(9), Mlais-Dam%(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 10: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(21), Clrty-Stlth(46)
    Level 12: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Invisibility -- LkGmblr-Rchg+(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(27), RechRdx-I(29)
    Level 20: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(42)
    Level 22: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx(46)
    Level 24: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Sleep/EndRdx(31), FtnHyp-Plct%(34)
    Level 26: Terrify -- Cloud-Acc/Rchg(A), Cloud-Acc/EndRdx/Rchg(36), Cloud-%Dam(36), Cloud-ToHitDeb/EndRdx/Rchg(36)
    Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), EndRdx-I(45)
    Level 32: Mass Confusion -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(33), CoPers-Conf(33), CoPers-Conf/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 35: Tactics -- EndRdx-I(A)
    Level 38: Blaze -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Dmg/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40), Thundr-Dmg/EndRdx/Rchg(46)
    Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42), Achilles-ResDeb%(43), EndRdx-I(48)
    Level 44: Hibernate -- Heal-I(A)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), HO:Cyto(48), HO:Cyto(48)
    Level 49: Ice Storm -- Det'tn-Dmg/Rchg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    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 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(37), P'Shift-EndMod(40)
    Level 50: Spiritual Total Core Revamp
    Level 50: Barrier Partial Core Invocation
    Level 50: Pyronic Total Radial Judgement
    Level 50: Reactive Total Radial Conversion
    ------------
  6. This obviously isn't a full build critique but one thing that jumped out at me is that you'll come out ahead in your Stamina slotting if you trade one of those EndMods for a Performance Shifter +End proc, and make the other two EndMods into +5 IOs using enhancement boosters. You only give up 3% of EndMod slotting and the proc then puts you over the top.
  7. Quote:
    Originally Posted by Local_Man View Post
    ...nothing, NOTHING comes close to a full team of 8 Fire/Rad Controllers.

    8 x AM caps damage, recharge, Recovery. 8 x Choking Cloud means everything is held instantly. 8 x Hot Feet puts out a huge amount of damage, and all you have to do is pop AM whenever it is up and walk around together.

    That's what makes Fire/Rad so powerful . . . most of the time, you don't have to cast anything other than leave AM on Auto. Just run around as a group, and everything is quickly held and dies. AVs might last a few seconds, and may need an application of Char and then EF. Stacked CC + stacked Char is enough to hold the AVs.
    Exactly. Other superteams can be fun and effective but 8 Fire/Rads is jaw-dropping. The super team I was on used Team TP to keep us together. We'd TP into a big mob and in a second or two all the CC had everything held, and Hotfeet was roasting everything. We'd fire our immobs to keep everything in the zone of death and that was about it. Once we got Imps, it was even crazier. Occasionally someone would bite the dust because some bosses would get off strong alpha attacks before being held.

    In our team we were all required to take Tactics. So basically without slotting anything you had capped to-hit, recharge, recovery, and damage.

    The biggest ultimate problem was boredom. We leveled insanely fast but with so much coming from passive powers there wasn't much to do and it wasn't challening at all. Lots of folks (myself included) never got to level 50 simply because after a night or two of "OMG this is cool!" it got stale.
  8. For another take on a strong AoE power set, see my post on Elec Melee. Caveat: I haven't played Spines on a Stalker so I'm not sure how they compare.
  9. I ended up respeccing and I'm happy with the way the build turned out.

    Noteworthy changes:
    • In the original build I slotted a Numina proc in a heal power -- it's better to slot that proc in an always-on power like Health so the proc will always be doing its thing rather than only proccing when I use the heal.
    • I made use of Enhancement Boosters so I while I have Hasten and Assault 2-slotted, with +5 enhancements in there I'm only a few points off what I'd get from 3-slotting regular IOs.
    • I went kind of nuts with expensive IOs.
    • I dropped Placate, which I found I rarely used, and picked up Superior Conditioning and put a Performance Shifter proc in it. It doesn't make a huge difference but this build has a lot of toggles and high recharge so every little bit helps.

    Click this DataLink to open the build!

    Celestial Vengeance: Level 50 Mutation Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17)
    Level 1: Hide -- Krma-ResKB(A), Ksmt-ToHit+(43), LkGmblr-Rchg+(50)
    Level 2: Ninja Reflexes -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), RedFtn-Def/EndRdx(5)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 6: Assassin's Shock -- SStalkersG-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(7), SStalkersG-Acc/Dmg/Rchg(9), SStalkersG-Dmg/EndRdx/Rchg(9), SStalkersG-Acc/Dmg/EndRdx/Rchg(11), SStalkersG-Rchg/Hide%(11)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 10: Super Speed -- Zephyr-ResKB(A)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Chain Induction -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(25), Hectmb-Dmg/Rchg(31), Hectmb-Dam%(31), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 20: Danger Sense -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), RedFtn-Def/EndRdx(21), GftotA-Def/EndRdx(50)
    Level 22: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), HO:Ribo(39)
    Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), FrcFbk-Rechg%(31)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), RedFtn-Def/EndRdx(50)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48), RedFtn-EndRdx(48)
    Level 38: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(40), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(40), CoPers-Conf/EndRdx(42), CoPers-Conf%(42)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Kuji-In Retsu -- LkGmblr-Rchg+(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 -- Run-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(17), EndMod-I(19)
    ------------
    ------------
    Set Bonus Totals:
    • 18.5% DamageBuff(Smashing)
    • 18.5% DamageBuff(Lethal)
    • 18.5% DamageBuff(Fire)
    • 18.5% DamageBuff(Cold)
    • 18.5% DamageBuff(Energy)
    • 18.5% DamageBuff(Negative)
    • 18.5% DamageBuff(Toxic)
    • 18.5% DamageBuff(Psionic)
    • 14.13% Defense(Smashing)
    • 14.13% Defense(Lethal)
    • 8.81% Defense(Fire)
    • 8.81% Defense(Cold)
    • 9.75% Defense(Energy)
    • 9.75% Defense(Negative)
    • 6% Defense(Psionic)
    • 14.75% Defense(Melee)
    • 13.5% Defense(Ranged)
    • 11.63% Defense(AoE)
    • 64% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 92.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% SpeedFlying
    • 49.7 HP (4.13%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilized) 4.4%
    • MezResist(Stunned) 4.4%
    • MezResist(Terrorized) 2.2%
    • 10.5% (0.18 End/sec) Recovery
    • 50% (2.51 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 5% SpeedRunning
  10. I'm considering a build where I can use only the single default slot for Superior Conditioning. What gets me more benefit: putting in a single EndMod or a Performance Shifter chance for +End proc?
  11. First, thank you Stalker forumites who helped me pick powersets. ELM/Nin has been friggin' amazing. I loved the ELM powerset on an old Brute but eventually abandoned that character due to the totally anemic single target damage. On a Stalker it's just such an awesome set!

    Two notes before you look over my build: I only do PvE, never PvP. This character only has Tough as an IO mule. I don't run it due to not having enough End. Maybe I can fix that via Incarnate powers?

    I'm considering dropping Placate, which I rarely use, and picking up Superior Conditioning to help on the End. Thoughts? Comments?


    Click this DataLink to open the build!


    Celestial Vengeance: Level 50 Mutation Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Villain Profile:
    Level 1: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17)
    Level 1: Hide -- Krma-ResKB(A), Ksmt-ToHit+(43), LkGmblr-Rchg+(50)
    Level 2: Ninja Reflexes -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), RedFtn-Def/EndRdx(5)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 6: Assassin's Shock -- SStalkersG-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(7), SStalkersG-Acc/Dmg/Rchg(9), SStalkersG-Dmg/EndRdx/Rchg(9), SStalkersG-Acc/Dmg/EndRdx/Rchg(11), SStalkersG-Rchg/Hide%(11)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 10: Super Speed -- Zephyr-ResKB(A)
    Level 12: Placate -- RechRdx-I(A)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Chain Induction -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(25), Hectmb-Dmg/Rchg(31), Hectmb-Dam%(31), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 20: Danger Sense -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), RedFtn-Def/EndRdx(21), GftotA-Def/EndRdx(50)
    Level 22: Kuji-In Sha -- Numna-Heal(A), Numna-Regen/Rcvry+(23), Numna-Heal/EndRdx(37), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(39)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25)
    Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), RedFtn-Def/EndRdx(50)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48), RedFtn-EndRdx(48)
    Level 38: Blinding Powder -- Pplx-Acc/Rchg(A), Pplx-EndRdx/Conf(40), Pplx-Acc/EndRdx(40), Pplx-Conf/Rng(40), Pplx-Acc/Conf/Rchg(42), CoPers-Conf%(42)
    Level 41: Super Jump -- Jump-I(A)
    Level 44: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Kuji-In Retsu -- LkGmblr-Rchg+(A)
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), EndMod-I(17), P'Shift-EndMod(19), EndMod-I(19)
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 16% Defense(Smashing)
    • 16% Defense(Lethal)
    • 9.75% Defense(Fire)
    • 9.75% Defense(Cold)
    • 9.13% Defense(Energy)
    • 9.13% Defense(Negative)
    • 6% Defense(Psionic)
    • 18.5% Defense(Melee)
    • 12.25% Defense(Ranged)
    • 13.5% Defense(AoE)
    • 77.5% Enhancement(RechargeTime)
    • 69% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 1.5% Enhancement(Confused)
    • 10% SpeedFlying
    • 72.29 HP (6%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilized) 4.4%
    • MezResist(Stunned) 4.4%
    • 6.5% (0.11 End/sec) Recovery
    • 68% (3.41 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 10% SpeedRunning
  12. I tried slotting the Force Feedback chance for +Recharge in Lightning Rod and tested it several times. I either had a huge run of bad luck or that proc doesn't work in pseudopet powers like Lightning Rod (I'm guessing it's granting the pet the +Rech, not me). I tried slotting it instead in Thunder Strike and of course it worked as expected.

    Do I have it right, that the Force Feedback proc simply won't work in Lightning Rod?
  13. Looks like it's between ELM/Nin and Staff/Nin. I'm torn! I'm afraid some of the love for Staff is just because it's the newest powerset. Plus I abandoned my level 50 ELM/Shield Brute a long while back out of frustration over his lack of single target damage.... there's a part of me that wants to re-experience a better-balanced ELM but another part that wants to experience a totally new power set.

    Decisions, decisions...
  14. I know there's another "what powersets should I choose?" thread active right now, but I think my request is different enough to warrant its own thread. I know I want to go for /Nin as my secondary but I would like suggestions for primary.

    I'm an experienced player and I've got 50s in every other AT but zero stalkers. I don't want a set that excels at single target damage but sucks at AoE, nor vice versa. Is there consensus on one that has a reputation for being strong in both? I've heard good things about Elec Melee (which surprises me because it was very weak in single target when I used it for a Brute), Street Justice, and Kin Melee. But I'd like to read about direct comparisons of the powersets instead of people just saying "Well, I don't know about those others but I sure like mine!"

    If this is a straight rehash of a previous thread, I apologize in advance: just link me to the old thread and you have my gratitude. I know there are some guides out there but most of them are older and were made before changes in AS, as well as availability of newer powersets.
  15. Quote:
    Originally Posted by Blue_Centurion View Post
    I've got mine slotted in Mind's ST hold. I am not perma'd yet (39) but at most i see 2 icons indicating stacking. i thought I read it could stack up to 3 times. I need to open a +dam monitor window for more exactness I know. I think my main problem is that I do not use Mind's tier 1, and the tier 2 is less convenient for me to spam. It is not super fast animation or recharge, so feels clunky.

    2 questions. 1) How often can this thing stack in theory and in practice how often have people been stacking it. 2) What is the most efficient power people have found to put it in?
    In my Mind Dom I too put it in my ST hold. My Dom is high recharge (perma-Dom/perma-Hasten) and I was easily able to stack it 3 times, judging by the +Dam monitor. I think in practice I am probably only double-stacking it most of the time. Once I have stuff locked down I tend to focus on my Fire attacks. I found myself leading with the ST hold a couple of times just to get the damage bonus going then laying down Sleet + Ice Storm and machine-gunning Fire Blast & Blaze. Stuff died rapidly enough that I didn't worry about keeping the damage boost up. But it's a very nice option to have -- I expect on the next EB or AV fight I'll make sure to keep that boost stacked.
  16. Castle knows about it -- I specifically asked him about it because I wanted to slot Cloud Senses in there for the juicy 6.25% recharge set bonus. He just replied with the equivalent of a shrug and said it shouldn't accept those sets but it wasn't a priority to fix. I expect one day they'll fix it.
  17. On Blasters I don't take crashing nukes. I can't stand retoggling. It frustrates me that if you're held your toggle status is remembered by the game but if you run out of End you have to retoggle.

    That said, I used to love playing an Ice/Kin Corruptor because I could fire the nuke then pop a blue, then do Transference on a boss that wasn't yet dead (the nuke is a rain so it takes time to deal full damage) and be back up to full End. I dealt with the annoyance of retoggling because as a Kin the crash from the nuke was so easy to work around.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Costumes as loot is the WORST idea this game can implement, considering one of its primary selling points is that costumes ARE NOT loot.
    I'm sure I'm in the extreme minority here, but I like the idea of costumes as loot. I like the idea of some visible indicator that I did something special/unusual/hard. I dislike it when a level 1 character can look just as cool as a character of mine that I've played for hundreds of hours. I loved stuff like the special Rularuu unlockables and the ITF unlockables, and I'm a big fan of the Incarnate-only custome pieces.

    Please don't break out the torches and pitchforks, just wanted to share another point of view.
  19. Gameplay-affecting stuff I either have purchased or plan on purchasing:

    - Rocket board. Very situational for me since once a character gets toggles (and most of my characters end up with toggles) it's more of a pain than a benefit. Still, a great boon to my lowbies.

    - Enhancement boosters. I have one character in particular that has a tight build and could benefit from a few +5 IOs.

    - The self rez temp power. Unlike even a large size Awaken, it has the all-important phase effect for a few seconds. I *LOVE* being able to rez in the midst of combat. Can't do that with normal Awakens since you'll be killed again almost instantly.

    - The salvage/recipe/enhancement inventory increases. Just nice quality of life improvements. Makes crafting and respecs easier.

    - Ninja Run or Beast Run. I already bought the booster packs for these but they're seriously good "lite" travel powers. Well worth the purchase.

    - I bought one of my lowbies a Karma Knockback Protection IO from the store. It's not a question of being too poor to afford it from the auction house, it's a matter of supply. I love that the IO is automatically the right level for me. And it's account wide so if I tire of this character I can use an unslotter on it and email it to another character.
  20. I notice a lot of suggestions for Corrs, but I'll be a bit contrarian since you emphasized that you want a support character. I'd suggest a Stone/Time controller. Stone is a strong control set that's also visually striking (some of the power customizations are awesome to behold). Caveat: I haven't played Time to 50 but it looks like a fun mix of buffs and debuffs.
  21. As has been mentioned a few times, 4 Fire/Rad controllers are powerful. They're early bloomers, too. Basically the stacked AM gets you massive recharge and damage buffs. You immobilize a spawn, stun them and then cook 'em with the damage aura. Later the imps add to the fun. One problem you'll experience is that you're vulnerable to being mezzed, and if you don't time your attacks well the first one to attack a nasty spawn will often bite it due to attracting so much aggro. Way back when when I was in a Fire/Rad superteam we worked around this with Team Teleport. One or two of us would queue up our stuns or holds and we'd just BAMF right into the middle of a spawn. The instant we appeared our mezzes would fire off and the whole team would be cooking with Hot Feet.

    Four Thugs/Time MMs would be pretty wild. The Time buffs/debuffs would stack nicely as would the Thugs leadership. Time can be a bit of a clicky set, so using it on an MM is a neat way to go since your pets can go to town without being micromanaged.

    If you're not wild about the pets I'd go with 4 Soldier of Arachnos Crabs. You easily get to the defense cap, 4 stacked Assault gets you a healthy damage buff, and Crabs are AoE monsters.
  22. Quote:
    Originally Posted by Captain_Simian View Post
    Just curious where everyone is learning about the upcoming powersets like Titan Weapon, Staff Fighting, et al. I figure the information must be accurate since they got Street Justice spot on.
    It's not the same. Yes, it's public knowledge those powersets are coming, but Street Fighting was available on the beta server so lots of folks got hands on experience with it. As far as I know, no one outside Paragon Studios has been able to play with Titan Weapon or Staff Fighting.
  23. Quote:
    Originally Posted by Infini View Post
    Overall, I'd have to vote Mind/ for your primary because of it's flexibility. For secondary, I'd have to leave that to you because 'fun' is quite subjective.
    I'll chime in to say I have a Mind/Fire that I love. I didn't take any of the melee range attacks so I can play purely at range. I love the fast animations and high damage of Fire combined with the ample control of Mind.

    ArcticShu I'm not sure if you've kept up on the Dom class, but it's very much worth it if you stick with the character to go for perma-Domination. If you can build up enough recharge such that Domination recharges before it expires you can just keep it active. That fills your End, plus makes you mez-proof and able to hold bosses with a single hold. So wonderful....
  24. Quote:
    Originally Posted by Cptn_Courageous View Post
    OK, so do the math. How much did you pay for Going Rogue and how much did you get for it? Now compare the price of Street Justice.
    The incremental price of Street Justice for a subscriber is ZERO. If you have enough points banked, you can get it now for free. If you don't, you can get it in a month or two for free. How anyone can spin that as a bad deal is beyond me.
  25. Quote:
    Originally Posted by Cptn_Courageous View Post
    It looks like the new model is to zing the subscription players. I was worried about Freedom when I heard about it and now I see my fears were justified. It was always just an unabashed attempt to get subscribers to pay more money out of their pockets by dangling shiney goodies out in front of them
    I don't mean to be snarky but why would a business introduce a new business model if the goal wasn't to bring in more money? I'm sure the goals here are to both increase the number of players and increase the revenue per player. If it works out, it'll be good for all of us because it'll keep the pipes open that deliver new content/powers/costumes, which we all enjoy.

    I'm not dismissing your concerns. It's important that you vote with your wallet. If they see disappointing purchase numbers or net subscriptions dropping off, they'll adjust their pricing and strategy accordingly.

    A final thought: we may see people adjust to the store and learn to pace themselves and come to see it as a better value. What I mean is that there are a lot of VIP players that used their accumulated points buying a lot of fluff and now they're upset they don't have enough points banked to get Street Justice. But over time if you let the points rack up every month you'll be able to get every power set that's released and not pay more than your $15/month.