Scirion

Rookie
  • Posts

    215
  • Joined

  1. Play on Virtue. I semi-regularly run TF's (usually ends up being either ITF, KHAAAAAAANNN!!!, or Sister Psyche. My method is to get a well organized team (generally, I'll end up with about 6 people from the group I run with nightly, plus 2 extras from Virtue TFs 2010), and just run the TF. My routine (since 90% of the time, I'm tanking) is "If it's between the door, and the objective, it's hitting the floor". That said, I've done 2 or 3 speed runs, just in the interest of time (not time/rewards, mind you, just time concerns). 36 minute MoKhan was actually fun, despite missing 80% of the rewards...
  2. So, my MA/Dark endurance hog is getting ever-closer to 47 and the time to start buying the level 50 IO's (already have the 40's), and is working on unlocking the Villain epic pools... And now I can't decide what to *do* with him. First, I thought I'd try to get as much defense as possible (he's a bit squishy, and I'm sometimes a bit too slow on Dark Regeneration, and end up on Soul Transfer instead... Ooops). Then I realized that that's more or less pointless, I'd be gimping everything else so much, and still be around 10% short of the softcap. So then I ran a build, skipped most of the Defense (still took Tough/Weave), and took a couple different powers... And wasn't terribly happy with that, either... And I'm still in debate on which Incarnate to go for... Musculature, Cardiac, or Spiritual would all have their uses. I'm leaning towards Cardiac for that extra survivability (The very-rare is good for about 5% more Resistance across the board), but then I looked at Musculature... That extra damage looks tasty... So now, I'm stuck in Circular Logic City, unsure of what to do.

    So, here's what I'm looking at right now in Mids (Cardiac is active) -

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

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Thunder Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(37)
    Level 2: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(39)
    Level 6: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(11)
    Level 12: Hover -- GftotA-Def(A), GftotA-Def/EndRdx(13), GftotA-Def/Rchg(13)
    Level 14: Fly -- Zephyr-ResKB(A), Winter-ResSlow(15)
    Level 16: Dark Regeneration -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(17), Theft-+End%(19), Theft-Acc/EndRdx/Heal(40), Theft-Acc/EndRdx/Rchg(40)
    Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 20: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(21), GftotA-Def/Rchg(21)
    Level 22: Death Shroud -- Erad-Dmg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(40)
    Level 24: Focus Chi -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 28: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx(46)
    Level 30: Boxing -- Empty(A)
    Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(45)
    Level 35: Oppressive Gloom -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(48)
    Level 38: Soul Transfer -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Tough -- S'fstPrt-ResKB(A), ResDam-I(42)
    Level 44: Spirit Shark -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Spirit Shark Jaws -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(50), Dev'n-Acc/Dmg/Rchg(50), Lock-%Hold(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    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(9), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1480;689;1378;HEX;|
    |78DA8D94DF53125114C7EFEE8208A808FE4045C514450556A8DE9D26B36C64C619A|
    |B87CA68C12B6C6E0BB3BBE3C45B53FF4133A5663D35F54F557F403FAC5E7AF185CE|
    |9E735598F5A11D98CFE19CEFFDDE73EFDD4BF1D94A0F63CF9799D477DDD06CBBB45|
    |9B1B446835BA13BBC5233EB46BDDA6401C658E2B4502A728373B5A8598EAE19A56B|
    |96639FD756F80E376DAEAE68D62E949ED6ADE89A59E316371DF534086FD4EB86BA6|
    |AE8D59AD34BB11BEA66358ABFD6CC3DDDD6CBBAA13BCD0866D6B9B6CD2DBBA63726|
    |6F34F48ABAE968C62ECCB6CEF774CDA96966A9A8D90EB79A23D0E865F8BE763BC6A|
    |7E5633B800293AB88BE1AE2928E58784270E512CA15360F419AF95288C959442A8D|
    |78131032B0953A6C872FB2CD805C11B6CA45B67364BB0F3ABFB0F5936D17D98E74D|
    |82E92ED21C803421E207937C9C7483ED321CF8236485D48C13804132C348C084225|
    |4C1539DC8DADF4F8087E441804BD3493D4FB45C6FD4B282E725089E05EB4FC91551|
    |4F7DF24DC42C4628A3B45BA9F10451CC1A8A8E83C4A9DC7A8F3F18B3A57413E20FA|
    |1BA0FE06A9BF41EA6F110443628387BEC9EE14C33F10933F11E963C401E8E2621DF|
    |10CED2CE11D54464547A3E430F61D31454633649423A310C813429E784C9D9711A9|
    |0A22B74DD01052C01D847236D18287BD874C521824EF337711530F080F11A92D44F|
    |611220FF2697176D32F24D773E925A20095593A007996D632D7010504F362E8FC08|
    |9EF74296B9F80C6791113D64F669BA03C22162E92DE108F117FE1F54B10895BCBF8|
    |2439E524AFE03A60A1F099F0827F8B28CFBCEAE217CDCF5277D6737ADB5E8A9E63D|
    |99822773C593B9EAC9AC7B321BBEB39BCB24CC1C872023B5677E9F6764E91EEE72F|
    |75D44E836BE6EBF3C43FE9C6724691FD7DCF50A11EC87BB4F13B636426E9DE2ADB6|
    |586B8BCB6DF1FF3ECB03309318F30F28752417|
    |-------------------------------------------------------------------|
    Overall, Leviathan seems like the best choice of pools in the damage department, with Mu coming in second simply because of Ball Lightning being an AoE with only one prerequisite. Trying to stay away from Mace because of the animations. (I hesitate to call it a redraw issue, but... Still annoying.) Hibernate is there.... I honestly don't even know why. It seemed to make sense, but then again... If I miss Dark Regeneration and *really* needed that heal, I'm probably going to be using Soul Transfer, not turning myself into an ice cube.

    Now that you've read my mindless ramblings.. Help me out. I'm lost. lol
  3. I've had it happen a few times here and there... It's annoying, but won't stop me from using Soul Transfer as part of my attack chain when solo.
  4. Quote:
    Originally Posted by TheLadyK View Post
    Make something silly. Completely ludicrous. A concept and a voice that are pure comedy. Don't delete them when you get tired of the clown, just let it gather dust. When things get too serious/boring you'll have your Grav/Storm goofball to come back to. (Energy blaster is also a good pick.) And leveling them won't matter because they aren't a serious character, aren't a serious build.

    *snip*

    This. I'm actually IO'ing my FF/Energy Defender that is now coming up on the 40's, having teamed.... A handful of times. I spend more time throwing level 1 Hellions across Atlas Park than I do anything else. (Hint: Force Bubble can be used to push enemies past the police drones, thus bringing them in range of Teleport Foe from the roof of the City Hall, followed by a Power Push (six-slotted with Kinetic Crash, of course) that will propel them almost to Wentworths from said roof.
  5. Scirion

    Solo Friendly

    Shield/Dark/Fire Tank. That is all.

    Melt Armor>Soul Drain>Shield Charge>Fire Ball>Dark Consumption will pretty much wipe out everything in sight, which when solo should be at least double the aggro cap, plus you have Siphon Life to help in the healing department.
  6. If you're rich, Fire/Mental/*. Can't really beat having a semi-crashless Inferno up every other mob (or every mob...). (By semi-crashless, I mean, Drain Psyche can more than negate the -Recovery from Inferno.)

    If you're *less* rich... Rad/Fire/Pyre. Seriously. Aim>Build Up>Atomic Blast>pop a blue>Consume on the NEXT mob, because more than likely, nothing will be left unless you were over the target cap. When Atomic Blast is down... Aim (or Build Up)>Irradiate>Fire Sword Circle>Burn>Neutron Bomb>(assuming anything is left at this point...)Combustion>Bonfire.

    Or, just roll a Shield/Dark/Pyre Tank, invest 2B in IO's, and call it a day. >.>
  7. Scirion

    Slotting Bonfire

    Quote:
    Originally Posted by Miladys_Knight View Post
    I 6 slot Kinetic Crash.
    QFT. That is all.
  8. Scirion

    Fix Praetoria

    I was actually referring to the glaring and obnoxious texture glitches out in the world, specifically in Nova Praetoria around the Magisterium (sp?) area. I'll try to take a short video of it soon.
  9. Scirion

    Fix Praetoria

    Open world, team based PvP, as it was in *a certain sci-fi-ish MMO based off a movie trilogy* was great. It worked. It was fun. I PvP'd ALOT.


    I don't forsee things working that way if they tried it in CoH. I forsee the above mentioned ganking (likely the newcomers searching for a sewer team being the first targets) under Atlas.

    I'll pass, thanks.


    However, I can't help but notice that nobody else has mentioned the graphical glitches in Praetoria... Am I (and a handful of SG friends) the only one(s) that experiences this?
  10. I would roll this set.

    And then roll it again, because it was so fun the first time.

    Well done, Dechs.
  11. Does a Shield/Dark/Fire Tank count?

    http://www.xfire.com/video/3f6b49/

    ^I did eventually take out the rest of the mob after the video stopped... It took me another 5 minutes or so, with AAO dropping down to next to nothing, and whatnot.

    And also, just for giggles, because I didn't think of the Arachnoids at first, Arachnos, too:
    http://www.xfire.com/video/3f69ea/
  12. Darn, that's what I thought... *sulks off to find Arachnoids hero-side*
  13. Quote:
    Originally Posted by Spiritchaser View Post
    For your encore, how about some 4X8 arachnoids?

    j/k
    Arachnoids, or Arachnos? >.>
  14. Quote:
    Originally Posted by megaman09 View Post
    tks, scirion trying to tweeks the build now to see if i can bring up the e/n without losing anything.how will siphon life be without any damage? soul drain ....well thanks i dont want to be one of those guy that ask for help and then complaint about everything.i have an little time to tweek it since i have to go to villains side anyway to get the soul mastery. thanks again i will try to tweek to my taste on the way.
    I'm probably going to get flamed to a crisp by the experts on this one, but... Here I go.


    I look at Siphon Life this way... It's a heal. Just a heal. It just happens to do slightly more damage (completely unslotted for damage, mind you) than your basic DM attack, Shadow Punch (six-slotted with Touch of Death) does. Normally, I three-slot it with Doctored Wounds (Heal, Recharge, and Heal/Recharge), followed by three slots of Touch of the Nictus for Accuracy/Endurance/Recharge, but I couldn't squeeze more slots in, and the set bonuses wouldn't have been all that helpful, either.

    You already have Shadow Punch, Smite, Midnight Grasp, Soul Drain, Dark Consumption (since you probably won't *need* it for Endurance, anyways), Gloom, and Dark Obliteration. I really don't see the point in slotting your heal as an attack, but that's just me.

    And speaking of Soul Drain... I'm not really sure what you're getting at when you say "soul drain ....well thanks i dont want to be one of those guy that ask for help and then complaint about everything". Clarify?
  15. < Only read the first page, so be gentle!

    I like the GM's spawning more often. To be honest, I would like to see them spawn *more* often. At the same time, though, I would like to see them *much* more difficult. They're GIANT MONSTERS. They're the size of A SMALL BUILDING. An average Kin, and Psi/Mental Blaster can duo basically any GM outside of Lusca, who doesn't really count, with the tentacles. They shouldn't be that easy. That said, the reward should go up a bit, too. I like the random recipe drop idea, as well as the multiple badges idea.

    Just can the Deadly Apocolypse (Banners?) idea now... Seriously... I couldn't even get a decent team for it DURING HALLOWEEN. We need MOAR ZMOBIES though!
  16. Scirion

    Fix Praetoria

    I opened this topic expecting a serious post about fixing what *really* needs to be fixed in Praetoria. I was disappointed. What needs to be fixed is the annoying graphical glitches. But, that's a different topic, right? >.>

    That said:

    I'm torn in my feelings for Praetoria. Most of which has already been said. I've only rolled a handful of Praetorians, and I'm already tired of fetching flowers for the 20th time, and spending 5 minutes in a 10 minute mission walking up each individual stair so the hostage (or three) can make it up the stairs without getting lost.

    On the other hand, once you get past Praetor White's arc (such as it is), I really do like the content. I would rather run 1-20 doing Praetorian content than I would the low level (IE: The origin contacts blueside. Something or other Davies I think it is for Tech?) Primal content. However, here's where my main mixed feelings come in, and I'm honestly not sure what could be done about it. The missions "feel" harder to solo. Which is fine with me, I like it when things are challenging, although sometimes it is a bit much. (Which is why I run TF's at +4. It's challenging, and thus more fun for me) But at the same time... It's somehow... Not fun. I really don't know how to explain it, to be honest. I like the content *story* wise, it's just... Not as fun to solo in Praetoria as it is blueside (I'll just leave redside out of this...), which defeats the purpose of going Praetorian for me, because as someone else mentioned, when you're on a team of 8, you can't "stop and smell the roses" (which you just picked for Cleopatra for the 300th time, of course) and read the mission text and everything else that makes Praetoria... Better.

    I find that the only way I can really have fun in Praetoria is to run on a team of 3, 4 at the most, with SG friends who don't mind waiting while I read all the text. Otherwise, you'll stop to read text, and have people complaining 5 seconds later that you're taking too long to set the next mission, blah blah blah.

    So, as soon as they fix the graphical glitches... They can work on fixing an issue I have that I don't know how to explain, and thus cannot explain how to fix. Right?
  17. Scirion

    Shield/SS?

    Ahh, Rage... The single biggest reason why I will never use Super Strength on a Defense-based set...

    To that end, and to be fair... A friend had me run a Mids build with my suggestions for his own Shield/SS tank, and... I must say, I was rather impressed with the potential.
  18. Can't help but notice it's in AE... >.>

    Kidding. Looks good. I don't have Fraps, and probably not Movie Maker, but... I'll have to make a video of my tank with XFire or something...
  19. Alright... I managed to get you softcapped defense (actually, a bit over) to S/L/F/C, *almost* E/NE, and 20% Psi defense. I lost the Psi Resistance, and got you 90% S/L, 33.9% F/C, 28.8% E/NE, and 30.1% T Resistance. Dull Pain is a bit short of perma with Hasten down, perma when it's up. A little tweaking, or more investment, and you might be able to hit the softcap on E/NE defense as well, or get Dull Pain perma without sacrificing too much resistance, but it's late, and I'm not going to spend more time on it. :p Also, as an added bonus, you'd be doing a fair bit more damage, as well.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(15), S'fstPrt-ResDam/Def+(31)
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(21)
    Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(21), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 6: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 8: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(25)
    Level 10: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(27)
    Level 12: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13)
    Level 14: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(42), Mocking-Rchg(42)
    Level 16: Siphon Life -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(17), Acc-I(43)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(31)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 26: Tough Hide -- RedFtn-Def(A), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(33)
    Level 28: Soul Drain -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Rec'dRet-Pcptn(37), Rec'dRet-ToHit/Rchg(40)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 32: Super Jump -- Empty(A)
    Level 35: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(45)
    Level 38: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: Hasten -- RechRdx-I(A)
    Level 44: Gloom -- SipInsght-ToHitDeb(A), SipInsght-%ToHit(45), SipInsght-Acc/ToHitDeb(46), SipInsght-Acc/Rchg(46), SipInsght-ToHitDeb/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(48)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(50), SipInsght-Acc/EndRdx/Rchg(50), SipInsght-%ToHit(50)
    Level 49: Unstoppable -- GA-3defTpProc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(11)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(9)
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 19.75% Defense(Smashing)
    • 19.75% Defense(Lethal)
    • 19.13% Defense(Fire)
    • 19.13% Defense(Cold)
    • 16% Defense(Energy)
    • 16% Defense(Negative)
    • 9.75% Defense(Psionic)
    • 15.69% Defense(Melee)
    • 16.63% Defense(Ranged)
    • 18.19% Defense(AoE)
    • 5.4% Max End
    • 35% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 8% FlySpeed
    • 203.81 HP (10.88%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Held) 12.1%
    • MezResist(Immobilize) 11.55%
    • MezResist(Terrorized) 4.4%
    • 20% Perception
    • 11.5% (0.192 End/sec) Recovery
    • 42% (3.286 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 18% RunSpeed
    • 4% XPDebtProtection




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1585;758;1516;HEX;|
    |78DAA594DB4E134118C767BB2D6DB70B2D875228471128274BAB9878B830513421A|
    |15A05B950A05960A04BEBB6E9C1C89D0F803E813C88F12D3CEB1B78F64AA351D7EF|
    |30454D2FDDB4FFDFCC37FF99EF9BE96C3377E64D21EE9E139A79A16855ABB965CB2|
    |9C84A2053AF5935BBE408BF10629083B979B92D9DAA4C2E38B7EB454756AC0DBB68|
    |D7F6626A38238B5226E7AD4A819BED0B4E5E56A4534B361AADD952A998BC64EFE46|
    |BB6B363526F515A65E818D4592A4BB9156EC4B764A59AB7CBB18B657B3379BE52AF|
    |C9DC52A95ECC65AC6A4D56F67AA0B493F07D1C04D1E02B5C5DCC41232D3C29425B9|
    |A3018030C882FE8A3C7F5891B8084F0DE2474AC128EAC31D61939C21398A5F1EA1E|
    |ED9FD5BB78F5A760D0D9E0D5AF50C89B65438630B5C8B84CF80A769FAAC2B72D30D|
    |4B24330F3846E9B30BACB28109EC12CBFAAC23FA16161815142CF18E1391882CA10|
    |6483C186381B5E8021C4062DC406930DDF60A45555D49AF7D0C1D984FE5DC264815|
    |164DC227C8759619EA58779DB11DE76446D3B4E95BF045F3B1DA0EB698FD2484717|
    |FF2C11820657AC9317129D2E3C42874854951AE552BBB9542F8CC4D4488C17EBE1C|
    |55E419A5EB5FFDE360AC50DC27088F0030C7D744D5C5FDF1B0F5E88FEB784E1778C|
    |F784D1030FD6937840E88684032AE100271CE48431181952650F51D93F21C388CA3|
    |0B24F8774F41EE33E8333CC70DA194EFB0B668DA9D31FE3FB30CEF7619CEFC338DF|
    |8704DF8704DF8711C83EA1B24F4C53685317629A4BF54DFB750CCD9884630146906|
    |110664304099A54B3923C6B96EDB36C4FB33DCDF634AFF81A8A4EA9F4A9E314EAF7|
    |1EBE5DF0C1F3586C8A64BDEA458588469149EFE1BBFB5FCF43B3B14EF09A01BA8C9|
    |205D156B0B58AB286DD756C59D8DA40D9C4AEFBC86C541A3E85059D463983721625|
    |1A01D947A73F04124231515A51DA50C22811944E9438CA018A1B84C93AEFD9FD601|
    |CFE97A8FD7F6C8A7C32FEFABF59A1ABD6729D605C257CFE63D0B461FAE9038C54D3|
    |814F3545D24D91B9A6C889A6C89F83FE0D405237AE|
    |-------------------------------------------------------------------|
  20. Quote:
    Originally Posted by Call Me Awesome View Post
    In my opinion Combustion is a take at level 4 power for most primaries and it's definitely a keeper. The damage may not look great but it has a huge radius so it will hit everything anywhere near you. Don't look at it as a relatively low damage attack, look at it as an attack that deals damage to everything around you... on that scale it outperforms almost everything else in raw damage.
    SO MUCH THIS. Combustion is slow, yes. It's damage per target is average, yes. But it hits EVERYTHING. It conveniently falls at the end of my attack chain on my Blaster, assuring that nothing survives.

    Quote:
    Originally Posted by Call Me Awesome View Post
    In the early going I only slot accuracy and possibly endred; Training enhancements are so low powered it really isn't worthwhile going with anything else. Once you can get DO's at 12 I start thinking about a more standard slotting on attacks and defenses.
    I might be a bit abnormal here, but generally what I do is after finishing a sewer run (and possibly a radio or two, depending on how things go), you should be 8-10. At this point, I slot my attacks with Accuracy and Recharge (depending on where I put slots, possibly a damage, as well), and slot my toggles for resistance (or defense, depending on the set), and if slots are available, endurance reduction.

    Quote:
    Originally Posted by Call Me Awesome View Post
    Right now I would concentrate slotting in your attacks and healing flames (slot recharge there, it doesn't help much but every little bit helps.) Don't neglect Blazing Aura completely; I'd toss a slot or two there for accuracy & endred; it likewise is a major damage source for you. In fact, if you run Herostats you'll find that your #1 damage power is probably BA followed by Combustion. Those tiny tics of damage really add up. Start thinking about your armors as you progress through the teens and by 22 when you can slot SO's plan on having your armors with 4 slots; you'll put in 3 resist damage and 1 endred. Also make sure to toss a couple of slots into Stamina.
    Can't really go wrong with anything here... Blazing Aura makes for a great toggle attack (once you get around to IO's, try three slots of Eradication, and a standard endurance reduction). I would slot Healing Flames as much as possible, as soon as possible. Recharge first.

    Quote:
    Originally Posted by Call Me Awesome View Post
    In the Fire Melee set you want Combustion, Taunt (I'm a big believer in this on any tanker), Fire Sword Circle (get it at 28!), Incinerate and Greater Fire Sword. Breath of Fire is nice to have as is Fire Sword if you have room. One of my Fire Melee tanks has them, the other doesn't.
    Basically, yes. Though, I would probably pick up Fire Sword before Breath of Fire, just because I seem to fail at utilizing cones effectively. >.>

    Quote:
    Originally Posted by Call Me Awesome View Post
    Burn since it's changes a while ago is now a good power to have. Fiery Embrace is basically Build Up, but on your fire attacks it lasts 20 seconds instead of 10 making it considerably more useful. Rise of the Phoenix is a self rez that deals damage to anything around you. I tend to look at tanker rezzes as a sign that you've failed but it does get you back into the fight if you fall. I'd have to think about it before I grabbed the power myself; I much prefer powers that keep you from faceplanting, not powers that get you back up off the ground.
    I wasn't here before the Burn change, so I can't speak to that, but... Slot Burn as an attack, and it will serve you VERY well. Normally, I would agree on the self-rez idea but, Rise of the Phoenix is more like a small nuke than a self rez. Good idea? Maybe not. Useful when the time comes? Very much so. Would I sacrifice anti-faceplant powers to get it? Not by a long shot.
  21. I agree... In part. Think it all the way through, though. 4 minute duration, minimal cast time (although, I will readily admit, it is annoying on full teams, basically activating 14 powers every 4 minutes), fairly minimal endurance cost. Then, don't worry about where those teammates ARE for the next 4 minutes until you see the icons flashing.

    Now, if it was a PBAoE toggle with a massive endurance cost (regardless of how huge the radius was)... You'd have to account for the huge endurance cost on top of your other powers, and constantly try to keep 7 people in the range of the AoE. I'll pass on this, thanks.

    What I would suggest (if it's possible in the existing game engine) would be to have it operate similar to the Sonic debuff (I forget the name at the moment), have the shields a toggle on your allies, with a fairly minimal endurance cost. This way, it would be MUCH easier to keep all of the team within range (I'm not sure what the range IS on the Sonic debuff, but the only time I can think of that I've seen it de-toggle other than when someone died, was when changing maps, or changing floors within a map), and while the endurance cost would be noticeable (especially on a full team), it wouldn't be as huge of a drain as some of the other toggle powers like Shadow Fall and Suppress Pain.

    (Edit: I just realized when you said MM pet buffs, you meant the upgrade powers. That would be somewhat better than the toggle method I thought you meant, but brings up the issues Bill brought up.)
  22. Quote:
    Originally Posted by Smiling_Joe View Post
    Ask me, the kheldian community could do with a little more passion, and I for one think it's refreshing to see people actually caring enough about an archetype to have a spirited debate about it. If that comes across as arguing, then so be it. We've spent too many years having minor flare-ups and friendly disagreements about problems with peacebringers that ended with agreements to disagree and discussions on how we could learn to live with those shortcomings.

    We thought we were being reasonable. Now I'm thinking we might have instead come across as more than a little complacent.

    You do, however, have a very good point regarding teaming. I might feel the disparity between Warshades and Peacebringers is a bit wider than you do even teamed, but that doesn't mean my Peacebringer doesn't do exponetially better on teams than solo. The gap between Peacebringer performance on teams and solo is as wide as the Grand Canyon.

    My warshade doesn't have nearly so big of a gap between solo and teamed performance, but leave that aside. The exact same argument you just used with regard to khelds being intended for teaming was used for years with regard to defenders' low damage being okay because they weren't intended for teaming.

    Yet they recently got a damage buff when solo, did they not?

    EDIT - and I wouldn't say no to a buff that affected us in the same way as the damage buff affected defenders. I wouldn't say no to ANY buff.
    Oh, don't get me wrong, I'm all for debate, too. But the posts I *did* read, seemed to consist mostly of two people going back and forth trying to find new ways to say the same thing. I'm sorry, but DPS is not everything. The clifs notes summary of my opinion on the PB/WS argument and comparing them to the other AT's: Don't. PB's are not WS's, and neither are they intended to be. PB's (or WS's) are not Blasters, nor Tanks, nor Scrappers, nor Widows (just throwing that one in because I can), nor are they intended to be. They (in my opinion, at least) are intended to be a "Master of None" AT that can do a little of everything, but doesn't excel at anything. Like a Tank excels at tanking, and a Blaster excels at... Blasting?

    And this part right here:

    Quote:
    Originally Posted by Smiling_Joe
    The gap between Peacebringer performance on teams and solo is as wide as the Grand Canyon.

    My warshade doesn't have nearly so big of a gap between solo and teamed performance, but leave that aside. The exact same argument you just used with regard to khelds being intended for teaming was used for years with regard to defenders' low damage being okay because they weren't intended for teaming.
    I think you missed part of my point. That's the way it's supposed to be. Peacebringers are intended to be played on teams, yet not suck like a Hoover when solo (though some would argue they fall short in that regard, I would disagree, mostly). Warshades *seem* better at soloing than on teams, because their inherent is less useful to the team as a whole, and is thus less noticable when on said team. (And also because their secondary effects are much more useful than the -Def+KB that Peacebringers get. I'd be the first to agree to change that.)

    On the subject of Defenders getting the damage buff (that only applies when solo, or on VERY small teams), I would argue that: One, the devs came to realize that while, yes, Defenders *are* intended to be played on teams, not everyone can be guaranteed to find a team 24/7, and thus Defenders WILL be played solo, regardless of their intent. Two, I would argue that Peacebringers (and Warshades) have their fair share of an equivalent to the Defender damage buff by being useful in both situations (solo/team) as it is. Tell me ONE Defender primary (or secondary, take your pick) that offers the resistance/defense numbers of a Peacebringer/Warshade, along with the wide variety of useful powers (debuffs, buffs, self heal, and in the case of Peacebringers, ally heal, inherent flight/Teleport/recall [as applicable], etc), along with the damage numbers (regardless of how short they fall from being Blaster numbers, that's not their intent) all in one package, and without spending several billion influence on IO's to get there.

    Could Peacebringers (and/or Warshades) use a buff? Sure. But so could every AT in the game, in one regard or another. I would like to see an increase to the target cap on Taunt (I could start a whole topic on Taunt being nerfed to Dwarf form effectiveness, but I won't), and the aggro cap for starters. But that's not what we're here to discuss, is it?


    (And for the record, I wasn't trying to imply that things were getting out of hand when I said "arguing". Arguing might have been to strong of a word. I encourage debate, just not when it becomes an endless cycle of repetitive debate on the same subject over, and over, and over, making zero progress whatsoever.)
  23. Personally, I respec'ed out of Shadow Maul for multiple reasons.

    One, the rooted animation time. This was responsible for most of my deaths on the one Apex I've done on the tank.

    Two, the IO sets. Swapping Shadow Maul for Shadow Punch (or is it Smite? I forget which one is which..) let me squeeze another Touch of Death in, for more defense.

    Three, the effectiveness of the power itself (or lack thereof, depending on how you look at it). As you mentioned, if you hit at least 3 targets, it's great. Good damage. But, if you don't.. You're just wasting time, when you could be throwing out more attacks, for more damage. Personally, my attacks (after the start of the chain, which we won't go into here...) go something like Smite>Shadow Punch>Midnight Grasp>Smite>Siphon Life, rinse, repeat.


    Personal opinion, with no basis in actual number-crunching, based entirely on ingame experience and "fun-factor", I'd opt for killing it, and taking something more productive. Your mileage may vary.
  24. I skipped through two pages of people (IE: Dechs, et al) arguing about random crap that doesn't matter. What matters is this: Both Kheldians are intended to be used in a team setting. Granted, Warshades are somewhat better at soloing, but that's beside the point. However, the two are designed to be used for different purposes. Peacebringers are designed to support your team by picking up the slack in a team that lacks something in particular. Say, a Tank. If I remember correctly (I don't recall exactly what AT's provide what buffs), three Defenders/Corruptors/Blasters on your team will cap your resistances (to ALL damage, mind you) at 90% in Dwarf form, thus making you *more* durable than your average resistance-based Tank, with the possibility of three self heals.

    Warshades, on the other hand, are designed to support your team by reinforcing what you already have. Already have two scrappers? Now you have another one, because they're buffing your damage. Already have a tank? Now you have a backup.

    I personally would say that the two are equal, just designed for different purposes. And for the record, I prefer Peacebringers overall, aside from Warshades getting inherent Recall, and Peacebringers getting... Woohoo, Group Fly, and Hover?