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Posts
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Joined
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Quote:Fortunately, I don't have to grind for the enhancements I choose to use. I don't have to grind to 38 to be powerful (except in the case of Stone Armor where I had to more or less "grind" to 32 to get Granite ((largely via TF's and still having fun)), and thus be useful by my definition). I choose not to use the outrageously expensive purple (or PvP) IO's, and thus don't have to grind for it. I don't "work" for my improved performance. I enjoy playing the game as it is meant to be played (having fun running missions/TF's with friends and/or PuG's), and build my characters as my budget allows. If I can't afford to IO a character as I choose when I choose to do it, I generally shelve the character until funds permit.Sure, haven't heard that before...
"Don't wanna have to grind to 38 until I get my first powerful attack"
"Don't wanna have to grind for influence so I can get extra recharge in my build"
"Don't wanna have to grind till 50 so I can fit purple procs in"
Want better performance? You have to work for it.
But then, I'm strange in that I also enjoy doing things that we (in my opinion) are not particularly intended to do in the current game environment. Like solo GM's on one of the supposed lowest damage (in sheer DPS output, not accounting for debuffs) AT's and blast sets in the game. Or fire farming +2/x8 solo on an Ice tank with no Incarnate powers outside of T3 Spiritual. Or attempting (several times, with no success of yet, but it WILL happen) a +4 MoSTF without building a VERY specific team of AT's/powersets.
Just two days ago, I crafted my first Lore *ever* (Carnies, because perma-Forge for 5 minutes on a tank is hilarious) on my main tank. Why? Because I had apparently accumulated 3 Notices and enough shards to come up with a total of 220 Threads, and by sheer luck, had the Rare component I needed. I didn't grind for it, and I still don't see a noticeable improvement in my ability to perform whatever task I feel like performing, be it radios, TF's, or tips.
Now that I've gone off on a random rant-y sounding tangent... I'll sum up:
This is a game. We are intended to have fun. You only have to "work" (or grind, take your pick on terms, they're the same, as far as I am concerned. But, that's my personal opinion) to get better performance if you have a "MUST HAVE NNNAAAAAOOOO GIVE IT TO ME NAAAOOOO!!!!" attitude. I've spent the last year and a half across two game accounts, and something to the tune of 12 respecs (and three builds with the Incarnate stuff) getting one character to the point where it can do what I want it to do. I'm patient like that.
I'm sure I'll get my Lore or Destiny or whatever on my Defender... Eventually. As soon as I discover that I have enough Notices and Threads accumulated from random gameplay that I can use roughly 100 of them just on the XP to unlock the slot so I don't have to grind trials for it.
I'll be honest... I have no idea what that means. >.>
I apologize if this sounded like I was ranting, or making personal attacks, that was not my intent. I get a bit "over enthusiastic" when trying to make a point sometimes. There *is* a reason other than the standard login issues for why I don't post very much. lol -
Shield Charge has been un-usable in the lobby of the City Hall on the Dr. Kahn TF since I started playing about a year-ish ago... I've just gotten used to it. >.>
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Quote:Thank you for saying what I was trying to say much more professionally.I am aware that the heal was only added to Energy Drain 3 years before they want to remove it. I am also aware of how easy it is to fit 10 foes inside its radius, especially in the incarnate trials. The point still stands that the power is currently a heal and in some cases this scaling heal was the primary reason for rolling a character with this set.
It is unlikely in the extreme that the passive resistances are going to be buffed to the point that you will be taking a third less damage than before, and there is no resistance to psi damage, which to this point is mitigated almost purely through the available healing. Energize provides lower burst healing ability and less healing over any longer period of time in the situations a brute is designed to be in. I am not 'screaming' anything yet, I am however calling a nerf a nerf.
I have no doubt that this is not intended as a nerf, but it is first violating the core of the "cottage rule" in completely removing a core ability from a power and then only returning a fraction of that ability in another power that is not available until 7 levels later and that currently there is no reason to take at all. By all means turn conserve power into something worth taking; but to do so by removing a key mechanic from the set is neither following the guidelines that have been emphasised as the reasoning many more borderline powers cannot be redeveloped, nor an improvement to the set as a whole. -
Quote:I was choosing to argue from the viewpoint of those of us who prefer *not* to spend the majority of their game time grinding trials to get Lore pets. And if you read my posts, my point was that Defenders *don't* need more damage. I'm not the one arguing for more. Although I, of course, wouldn't argue if they DID get more.Once you pull the lore pets out, Kinetics is the key. Unless you refuse to use lore pets, in which case you have no right to ask for more damage.
Then there's Reactive as well, which works best if you have -res debuffs. And guess which AT has the best -res debuffs in the game? -
Thus, my point still stands. Diamagnetic is the key, NOT Kinetics. The accomplishment may well be possible with Reactive (and I suspect it may also be faster as well, even ignoring the damage, and only the -Resistance), however, as I stated, it is NOT possible with Kinetics and Dark Blast (and take your pick of APP/EPP) alone.
Also note that 35 minutes was with the perma-Arachnobot. Without the Arachnobot, it would have been *much* slower. Rough guess, I would say somewhere between an hour, hour and a half-ish. -
Actually... No, it wouldn't. That would be the T3 Diamagnetic Interface (100% chance for -Regen) speaking. Pre-Interface, on the exact same build (and several others... I've been working at this for quite some time now), Dark Blast (on a Defender) cannot output enough damage to counter the remaining regen after Transfusion alone. Trust me, I've tried every GM I know of, including the Devouring Earth Monsters on Monster Island. Partly due to the fact that it is nigh-impossible to keep yourself at 300% damage when all nearby mobs are almost guaranteed (short of Monster Island) to be at least 20 levels below you. Don't get me wrong, Kinetics plays a large part in it, but Kinetics in itself is NOT responsible.
Purple sets (and possibly PvP sets, I'm not terribly familiar with either) MAY provide enough extra enhancement (and better set bonuses in general) to allow Dark Blast to do it without Diamagnetic, but I honestly doubt it. -
If I can solo the Clockwork Paladin in ~35 minutes with no temp powers (yes, that means no Envenomed Daggers, no Backup Radio, etc, etc), no inspirations, no Lore or Judgement, and only T3 Spiritual Alpha/Diamagnetic Interface and an Arachnobot to help me on a Kin/Dark (Dark being generally accepted as one of the lowest damage Defender secondaries there is), Defenders don't need more damage. And, on top of that, I *could* have done it without the Arachnobot, it just would have taken me probably closer to 3.5 hours, instead of 35 minutes. lol
And, there were no purple IO's, Hami-O's, or PvP IO's involved, either. Just for the record.
And on top of that, I can still make 7 other people EPIC WINZ with SB and Fulcrum Shift.
I think Defenders are just fine the way they are. Or maybe that's just the Kinetics speaking. >.> -
Quote:Energize != Energy Drain. If it did, I wouldn't have a problem with it. On SO's, Energize heals for roughly 587 every 62 seconds. On 5 out of a possible 10 targets, Energy Drain (also on SO's) heals for roughly 322 every 31 seconds. 10 targets puts you at 702 every 31 seconds. At the same time, Energize is costing you 10 endurance, while Energy Drain is refilling your endurance. See the difference? EA is unique in having a power that functions similarily to a weak version of Dark Regeneration and Dark Consumption combined into one power, on a fairly short recharge. That uniqueness has now been replaced by pasting in a power from another set, turning EA into "just another Defense set". And a relatively "meh" one, at that.You rolled an EA stalker for the Energy Drain Heal?
It still heals with Energize, while being able to easily stay over the Defense Softcap of iTrials.
Also, in response to... Whoever it was talking about the defense numbers... This is all entirely from a Stalker standpoint, mind you:
Assuming you take Weave, CJ, and Stealth (which, with Conserve Power plus Energy Drain, I see no reason *not* to on a Stalker), on SO's, EA still gets to 40.4% S/L/F/C, 44.5% Energy, 34.5% NE, and 11.7% Psi. 40.4% + 45% from Overload = 85.4% Defense, 17.6% S/L Resistance (assuming you take and slot Tough), 0% F/C, 11.7 Energy/Toxic, and 8.8% NE (assuming you take and slot Energy Protection), with a hardcap of 1,606 HP. This is with combat suppression active. That 85% Defense is about 30% more than you need in *any* situation. On a somewhat unrelated note, pre-Overload, that's also only about 3% below the Defense I'm getting out of my Stone tank in Granite, fully IO'd, with Weave and Maneuvers. (Granted, I built mainly for Resistance, but my point still stands)
My proposed "fix" for EA (which doesn't *really* need one in my opinion, but that's a whole different discussion) would be:
Put Overload on a ~8 minute unenhanceable (I know, it's not a word, be quiet!) recharge, with a ~4 minute duration. Make it add ~15% Defense (still putting you over the softcap on SO's), ~20-30% Resistance to all but Psi (since EA has no resistance to speak of), along with the existing (and largely un-needed) +Max HP. That, plus the conversion of Repulse to a Stun instead of KB would be a perfectly good "fix" for something that wasn't really broken in the first place.
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Quote:An interesting thing I found is the Call of the Sandman proc (chance to heal). It has proved quite useful while slotted into FA. It's completely unreliable, but it is a 95hp heal (for me) and it can proc multiple times (I've seen 5 in one go, for 475hp heal). Just a minor, but interesting thing you can do with Ice Melee.
Side note: Do the same with Earth Mastery: Salt Crystals for double the fun.
My only contributions (with zero Ice Melee experience) is... Energy Absorption needs more recharge, less End Mod slotting. The LotG's are perfectly justified without Hasten for Ice Armor. You want EA up absolutely as much as possible. My method is... Play an Ice tank like it's a Brute (or Warshade). NEED MOAR BODIES!!! BRING THE AGGRO WITH!!! MOAR BODIEEESSS!!! If you're not over the aggro cap trying to get more EA, you're doing something wrong.
But that's just me. -
I'm coming from the viewpoint of an Ice/Elec tanker, mind you, not Shield, but... Here's my input:
Jacobs Ladder is skippable. I took it simply because I needed powers that I didn't need to put slots in. High endurance cost, tiny area. Damage *is* good though, I'll give it that.
Shield probably won't need it, but I would die a little if they changed Lightning Clap. It is the key to my Ice/Elec's survival, when combined with the AoE Immobilize from Mu Mastery. (PBAoE stun with no KB? Yes please.)
Chain Induction and Lightning Rod (obviously) are the key powers to Elec Melee. Chain Induction is just plain overpowered, as is Lightning Rod. (But in a good way, really! >.>)
Build Up (in my opinion) is entirely skippable, unless you're in a position like mine where you need powers to take, but don't have slots available. I rarely remember to use it when I *do* have it... So I skipped it.
Both of the first two punches are important for your single-target damage, I would take them both. -
So... The one redeeming power in Energy Aura, the sole reason I rolled an Elec/EA Stalker... (that being Energy Drain) Has been eliminated, and replaced with a +Defense effect, when you're already sitting on one of the easiest sets to softcap in existence, plus you get the most worthless T9 power in the game, in Overload... For the love of all things holy, at least switch Overload to Resistance instead of Defense... Please... I beg you. Adding 45% defense to a set that already has 40%+ (I'm at around 56% to all types except Psi with IO's) and has reasonable debuff resistance does diddly squat. The only logical use I can come up with for Overload is running in to tank a mob with no toggles because you just got rezzed because you no longer have a useful heal. *sigh* I was just starting to like EA, too.
Aside from that complaint... Everything else looks freaking epic. I'll be needing more character slots... For a new Stalker (although I'll clearly be freeing up a slot with my current Stalker.. *sigh*), a new Blaster (possibly two... Or three...), and deleting my Mental/Thermal 'troller in favor of the Thermal/Psi Defender I wanted when I rolled it... Maybe a new tank or three, since the 4 or 5 I already have on Virtue clearly aren't enough. >.> -
My advice? Re-roll as Fire/Dark. Way more fun. Trust me.
In all seriousness though, here's what I'm running with right now. Still not terribly happy with it, so I wouldn't mind some help either, to be honest. I'm still debating on the slotting for Death Shroud. Thinking of switching to Multi Strike, even with it's sucky set bonuses. >.>
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Thunder Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(29)
Level 2: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(43)
Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(31)
Level 6: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(43)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11)
Level 12: Hover -- Krma-ResKB(A), GftotA-Def(13), GftotA-Def/EndRdx(27)
Level 14: Fly -- Winter-ResSlow(A), Zephyr-ResKB(15)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(17), Theft-Acc/EndRdx/Heal(17), Mrcl-EndRdx/Rchg(34), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), GftotA-Def(21), GftotA-Def/EndRdx(40)
Level 22: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46)
Level 24: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(25)
Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(40)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(48)
Level 35: Oppressive Gloom -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(48)
Level 38: Soul Transfer -- RzDz-Acc/Rchg(A), RzDz-Acc/Stun/Rchg(39), RechRdx-I(39)
Level 41: Weave -- LkGmblr-Rchg+(A), GftotA-Def(42), GftotA-Def/EndRdx(42)
Level 44: Spirit Shark -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(50), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Acc/Dmg/Rchg(50)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(11)
Level 4: Ninja Run
Code:The combination of Dark Regen, Hibernate, and Soul Transfer has proven a fairly reliable method of keeping me going, but I still "feel" like he doesn't do enough damage, and isn't *quite* survivable enough, with endurance going as fast as it does.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;678;1356;HEX;| |78DA6D545B6F1241149E65A1944B29D0526829D05228F705A2EFC688F592929034F| |541AD38A52390229065E3E5CDE83FD06863D4278DFE28FD035EAABE98F88667CF99| |B6909540BED973CEF7CDF9CEEC507F54F332F6E402537C977A7C346AEEB4743E1C0| |ADD51E7ED6E8B391963D19358B32E7A426875AE1B5DDE6B5ED48DD159AE26EE89FE| |486835AE1F42EAFE400F5CEB77842EFA8676B2F03406839EB6D5EBB63B8617D7DB8| |20FBBFDF61C25CC383CB9F1696728C441FCF2B0DBD2760CDE3B843DB6C5832E373A| |BCDFACF39121F4C711682F07BF97669FF8193BD85D800CB371802AF3EE23ACB6103| |60E107282C06429C85259563159F614822F8DB09A4178E59465A0AEDC24F55B08C1| |DB08F13D848D3B08F926420158AA5457A7D483A41E27F523A873487507A9CF92FA1| |2A9AFFD4FFD35B09C92E59C6245A658A9295611282EEA497185611163EE08820B32| |1ECAD83C7F9919F2CE627F2B76040F14CCD186CA5C5435E7E7FB6233A10499791CD| |0D8311F544DAA3F40E04758DF4285F52B045711DE002B200D04C8C0221948918122| |192892812219D080B520DB5C0829E6F68BD46686DACC4341484E3DF4D5666EBF748| |C50FA4EF08382501796930893428414DE4266991A53974961E51B428A1432A4A040| |5D94EA58740C1FA6422426356374E2713AF177904948B30932BB466637C96C86CC9| |6C86C99CC568095947AC9A768B6FC0CA10A99348DDC961EE1016E3E2428E0AB6D87| |82AC9C5396E69423973972F9194EA6205D16DE23A7FA81E013C147843FF0F7A0499| |71A692741BB2243150AADDA4FEF1F7CCD5924ECA7776B9CB7642B9648D512396789| |9CB744B62D9186FDF4AE320523C76E882893915F67119B72038733B38BD32B5FC7E| |1FCB4507E4F528EF0B59F798EE07E81E0F2C36DA77DC77B6EEC07D77C62DD9858EF| |4FACFF01824AEE02| |-------------------------------------------------------------------|
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My only complaint about the new trials so far (I've done a mere one Lamba and zero BAF) is the lack of information. You have not even the slightest guess of what's going on short of having teammates that have already run several and feel like informing the team. Gigantic red letters "War Walker powers up it's Orbital Lance!"... OK? So what? What does that mean to me? (To that end.. I still have no idea. Same goes for Marauders Nova Fist or whatever it's called. I just know it one-shots my tank...)
Just a little help and extra information would go a mile towards overall team entertainment and success. -
On the subject of tanking the new trials... I'm currently sitting at 58.6/50.8/47.1% Melee/Ranged/AoE Defense before buffs, with no nearby allies (Shield Defense), combined with a fair amount of Resistance (I went full Cardiac). Would it be worth the incredibly high cost to squeeze in the Gladiator's Armor +3% Defense or Shield Wall +3% Resistance for the sake of the occasional Incarnate trial, or am I just expecting too much from my tank? Outside of the new trials and a *bad* Apex/Tin Mage, pretty much the only thing that can kill me is the last mission of the STF (Pulling all 4 AV's, or Recluse with the towers up gets a bit painful). I've run only a lone Lambda trial so far, and faceplanted repeatedly on the final battle with Marauder, and I wasn't even taunting him, because we had a tank that had run the trial before present.
So, in my usual long-winded manner, I guess my question is... Is that 3% Defense (Or would the Resistance be better in my case?) worth the 2B or so influence for the sake of a desperate grab for that tiny bit of extra survivability in a rare circumstance, or do I just suck it up and carry greens on Incarnate trials? -
I'll keep my Shield/Dark, thank you. I only took One with the Shield because I was out of useful powers... And it's a useful "Oh, crap, the team is dead" button. lol
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Well, I can TP bosses on my own if I cast TP Foe twice... It's the only way my FF/Energy can solo. lol
I would be interested to see what would happen with more than one person using it. -
Maybe I haven't looked at Scrapper defense numbers recently enough, but I think that if you can't softcap to all three positions easily, you're doing something wrong.
Edit: Yeah... It's just been too long since I've looked at Scrapper numbers. lol
Although I did get close... >.> -
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I'm still not impressed. What am I doing wrong? Damage seems sub-par at best, survivability is... Not there. Endurance consumption is out the window, flying down the street at 90 mph (alright, slight exaggeration, it's gotten much better with the IO's). To be fair, it's probably the most fun I've ever had rolling all the way to 50, and it's still fun to play, but... The performance just doesn't match the entertainment level. The only explanation I can come up with is I'm comparing it to my Blaster (Rad/Fire/Fire) and Tank (Shield/Dark/Fire) in terms of both damage and survivability... Which it really can't even begin to compare to. I feel like the Tank still does more damage, though that might just be due to how many AoE's the Tank has.
Current build: (I'm still missing the quad Eradication in the aura, but otherwise, it's complete in game)
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Dark Armor
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Thunder Kick- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Endurance
- (13) Crushing Impact - Damage/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
- (36) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Damage/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (5) Impervium Armor - Resistance/Endurance
- (15) Impervium Armor - Resistance/Recharge
- (29) Impervium Armor - Resistance/Endurance/Recharge
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (19) Touch of Death - Damage/Recharge
- (31) Touch of Death - Accuracy/Damage/Endurance
- (36) Touch of Death - Damage/Endurance/Recharge
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Impervium Armor - Resistance
- (5) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance/Recharge
- (31) Impervium Armor - Resistance/Endurance/Recharge
- (A) Touch of Death - Accuracy/Damage
- (9) Touch of Death - Damage/Endurance
- (23) Touch of Death - Damage/Recharge
- (33) Touch of Death - Accuracy/Damage/Endurance
- (36) Touch of Death - Damage/Endurance/Recharge
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Touch of Death - Accuracy/Damage
- (9) Touch of Death - Damage/Endurance
- (25) Touch of Death - Damage/Recharge
- (33) Touch of Death - Accuracy/Damage/Endurance
- (37) Touch of Death - Damage/Endurance/Recharge
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Steadfast Protection - Resistance/+Def 3%
- (11) Steadfast Protection - Knockback Protection
- (A) Karma - Knockback Protection
- (13) Gift of the Ancients - Defense
- (27) Gift of the Ancients - Defense/Endurance
- (A) Winter's Gift - Slow Resistance (20%)
- (15) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Theft of Essence - Chance for +Endurance
- (17) Theft of Essence - Accuracy/Endurance/Recharge
- (17) Theft of Essence - Accuracy/Endurance/Healing
- (34) Miracle - Endurance/Recharge
- (34) Miracle - Heal/Recharge
- (34) Miracle - Heal/Endurance/Recharge
- (A) Touch of Death - Accuracy/Damage
- (21) Touch of Death - Damage/Endurance
- (37) Touch of Death - Damage/Recharge
- (45) Touch of Death - Accuracy/Damage/Endurance
- (45) Touch of Death - Damage/Endurance/Recharge
- (45) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Recharge Speed
- (21) Gift of the Ancients - Defense
- (40) Gift of the Ancients - Defense/Endurance
- (A) Eradication - Damage
- (23) Eradication - Accuracy/Damage/Endurance/Recharge
- (46) Eradication - Damage/Recharge
- (46) Eradication - Accuracy/Damage/Recharge
- (A) Gift of the Ancients - Defense
- (25) Gift of the Ancients - Defense/Endurance
- (A) Eradication - Damage
- (27) Eradication - Accuracy/Recharge
- (37) Eradication - Damage/Recharge
- (40) Eradication - Accuracy/Damage/Recharge
- (A) Empty
- (A) Impervium Armor - Resistance
- (31) Impervium Armor - Resistance/Endurance
- (A) Touch of Death - Accuracy/Damage
- (33) Touch of Death - Damage/Endurance
- (39) Touch of Death - Damage/Recharge
- (40) Touch of Death - Accuracy/Damage/Endurance
- (46) Touch of Death - Damage/Endurance/Recharge
- (48) Touch of Death - Chance of Damage(Negative)
- (A) Stupefy - Stun/Range
- (48) Stupefy - Accuracy/Stun/Recharge
- (A) Razzle Dazzle - Accuracy/Recharge
- (39) Razzle Dazzle - Accuracy/Stun/Recharge
- (39) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (42) Gift of the Ancients - Defense
- (42) Gift of the Ancients - Defense/Endurance
- (A) Devastation - Accuracy/Damage
- (50) Devastation - Damage/Endurance
- (50) Devastation - Accuracy/Damage/Endurance/Recharge
- (50) Devastation - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal
- (48) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (7) Performance Shifter - EndMod
- (11) Performance Shifter - EndMod/Recharge
Code:The only "quick-fix" I can come up with is going Cardiac for the Alpha slot to get the endurance under control and squeeze a little bit more damage out of it, but that still doesn't really help the damage front...| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;679;1358;HEX;| |78DA6D54DB4E1351143DD36929BD002DD742A1402994D232B4D1776344BC8426240| |41F54AC877284865A9AE9C4CB9BD13FD02831EA93463F4A7FC00BEA8B896F75CF5E| |076833366DD699BDF75A67AF7DE6B4FC68352AC4930BC2E8BF5497AD5665B36ACB6| |653D981B2DCAB55455008913C8955CAAAAE945596B65393F5CA45DB699DE556D53D| |D568296B55DA0794BA7F68C7AF35F695AD1A8E75B2886C1C1ED6ADB57A6D6FDF89F| |27A5DC966ADB1D787841BA7A7303F6D3695DA4D5D6ED6AAD6A623EB07B4C7BA7A50| |93CEBE6C54CAB2E528FB7182DACBD1EFA5DB277FDA017197202B7C92A024A23B0C9| |35586B95D869C02B82C8359A658345C963FC3D03FCF3099657815D465A46EDC84FA| |2D86C1DB0CA96D86B93B0C4B15863CB14CAD6E76A90F423D05F523AA0B68F500D47| |BA13E0AF599FFA9BF265650B3825DAC44172BD3C52A1025849E8CD0182DA64438C1| |10A24C04195FE4AF7043D15EEE6FC2CF10A1823E6C68F4254D777EFD5F7C2E2C536| |68007D40E0C0C9A2E351607C41866D75861F60AE02AC31B62C5B581380C0CC34006| |060A30508081020C58C41AD26D0E8D18EEF6C368338B3697A860444F7DE4ABCFDD7| |EF49861F93BE007825437A6273106850414DE52661C8D99E35098F8C6908142160A| |06D5255127926DFA089322535A730A279EC289BFA3CCB4363B0DB33330BB00B3599| |85D86D915982D122BADF5D24FD9ECCA33861265E63172DF7C8B0F70E12120CFAFB6| |9F0A16F59C1631A71C5CE6E0F2339D4C5EBBCCBF674EE903E013E023C31FFA7BB0B| |44B0BDA69D22EEA5011A149FFE9FDA3AF3B8B69FFE9DD6A2F79B2454FA4E4899CF3| |44CE7B22EB9EC886FFF4AE0A8323C7618A189D915F67119F718387D3B3C5D35BB9C| |EC3F9E9A1FCEEA41CF16BDFF39C21FC822114A3DB8E7DDBDB61F7C4B0961DEB8D8E| |F54EC7FA1F82AEEE06| |-------------------------------------------------------------------|
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Quote:^This. I've saved TF's from calling a GM simply by having TP Foe.Also useful for getting that Enemy who stuck himself in the wall or ceiling.
Also, my FF/Energy Defender could not solo without it. Picking apart spawns one by one makes things fairly easy for a low damage Defender with no buffs or debuffs. Combine that with the ginormous amounts of Knockback the two sets come up with, and... Things work out alright most of the time.
Also, as far as not being able to teleport higher ranking enemies.. If you slot a little recharge in it, you *can* teleport LT's and occasionally bosses with a second attempt. The magnitude stacks. Whether this is intended.... I don't know, but I'm not going to argue it. -
With liberal usage or purple/orange inspirations (read: I was eating them faster than a kid in a candy store), my Rad/Fire Blaster (built for recovery/recharge) was solo farming a +0/x8 Fire farm with no Incarnate slotted. And I was doing it quite well, thankyouverymuch.
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First up, comes my solo-built Kin/Dark Defender... I got invited to a team running some arc or another in PI (I want to say Tina Mac, but I'm not sure...) after informing the leader that I lacked SB, ID, and IR, I accepted the invite. The team was just starting a new mission, a defeat all with some number of clickies in Axis Earth. After realizing that the team was sufficiently survivable, and was moving to the right, I moved to the far left end of the map, and proceeded to solo mobs, two spawns at a time. The team leader asked what I was doing. I said "making things go faster?". To which he responded "we need your buffs over here...". I told him they were doing just fine without me (in hindsight... Bad idea...). We finished the mission, after I soloed one half of the map with liberal usage of Soul Transfer and Blackstar, of course (with a blaster watching and asking questions about my build for most of that time), and the other 7 cleared the other half. I was promptly booted from the team. Lo and behold, within two minutes, I had recieved 5 tells from the former team members, and the leader had 6 spots open... Go figure. >.>
Next up comes my Shield/Dark/Earth Tank. Last mission of LGTF, the team is debating how we should handle pulling Haagen Daazs, The Honoree, and kill the generators. To which I respond "Let me know when you guys figure it out...", leap into the middle of the spawn, sleep half the Rikti with Salt Crystals, and start beating up Haagen Daazs. I lasted about two minutes before I stopped generating awesome, and thus my corpse was teleported out of the mess I created.
You thought that was the end, didn't you? Nope...
And then Haagen Daazs took half the room with him and followed the entire team (my limping corpse included) halfway back through the map with us screaming and crying, trying to escape... Leaving a trail of our corpses through the hallways before we ran out of awesome and completely teamwiped... So we all got back up... Only to find that the Scrapper we left back in the main room was coming back to meet up with us... Causing a second teamwipe via the Rikti following him back...
Most fun I've ever had on an LGTF. -
Not yet. I'm hoping once I get more slots into TP Foe for range, I will be able to. As it is now, I can't get them close enough to the globe (have to get them past the police drones without getting zapped) and get to the top of the globe and have TP Foe up again already before they run away, back out of range.
Right now, I'm settling for pushing them (with Force Bubble) to the bottom of the stairs in front of Ms. Liberty and then using Power Push to hit the RP'ers standing under Atlas in the head. >.>
I'm mean like that. -
I just have to ask the Magic 8 Ball if the forums will accept my password this attempt or not... Four login attempts in a row... All typing the EXACT same thing... Fourth attempt worked, first three were apparently incorrect, despite being identical to the fourth, successful attempt... I got locked out of my account last night, via typing my CORRECT username/password five times, and getting rejected five times in a row... Only to be accepted 15 minutes later.
I honestly cannot think of what could POSSIBLY cause this behavior. :/