Sentinel_Queen

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  1. Back in the old days when a bunch of the supergroupies were running one of the more obnoxious Shadow Shard TFs, had a kat/regen scrapper in mega-scrapper-lock mode, kept getting killed, reviving, etc about 8 times in a row trying to kill a boss.

    Finally the earth/rad troller on the team who hadn't said a word up until now blurts out, "Hey man, you wanna hit revive one more time, that Boss is about to level."
  2. Quote:
    Originally Posted by Snowvein View Post
    So is this a PVE build? Or a farming build? Likely rolling one of these and I want to be able to have fun w/ it along the way.
    I have yet to use the 2nd build on ANY of my toons. Always seemed ridiculous to me to pay TWICE to kit-out builds for only slight differences in gameplay (i don't PvP). This is the build I run all content with, from AE to ITF-marathons. It won't have the recharge of a dedicated farmer or the DEF of a dedicated content-running azz-kicker but it's got the compromise between that keeps me happy while making things dead very quickly.

    As to other thread questions:

    I run the Cardiac alpha unless I know there are good +END buffs on the team as it is a pig without it. With good +END buffs, I swap to Spiritual.

    Reasons for sets in Footstomp/Burn are purely endurance-related. How I have Footstomp slotted conserves much more END since Burn has a low cast-cost to begin with. Though I will certainly play with your suggestions in Mids and see if I can come up with a compromise.

    As to the 2nd slot in Vengeance...I'm torn. I would most certainly love to have another slot elsewhere but i REALLY rely on the +DEF (and the near-permanancy of Veng) to stay upright. Especially in ITFs (i LOVE ITFs) where I'm not just facing Sm/Le but also a crapload of Nrg/Neg. As to adding a slot to Punch/Boxing...meh. Boxing isn't even on my powerbar as it's just a set-mule and Punch gets mashed so infrequently (again, mostly a set-mule) with all my recharge that it seems silly to add another slot there. But again, I am always open to others' ideas and how I might have even MORE fun with this build.

    I honestly had not considered Panacea in HFs. It has a chance to proc every 10 secs in a passive, no? HF isn't recharged in 10 secs. Would like to understand your thoughts behind that suggestion a little better in case i am missing something.
  3. Asked to share, so am sharing.

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

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(21)
    Level 2: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dmg/EndRdx(13)
    Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Rchg(45)
    Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), C'ngImp-Dmg/EndRdx/Rchg(31), G'Wdw-Acc/EndRdx(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(36)
    Level 18: Rage -- HO:Membr(A), HO:Membr(29), Rec'dRet-ToHit/Rchg(31), Rec'dRet-ToHit(42)
    Level 20: Consume -- Mocking-Acc/Rchg(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/Rchg(34)
    Level 24: Tough -- HO:Ribo(A), HO:Ribo(34), S'fstPrt-ResDam/Def+(34)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 28: Burn -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(37), Armgdn-Dam%(37)
    Level 30: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
    Level 32: Foot Stomp -- FotG-Acc/Dmg(A), FotG-Acc/End/Rech(33), FotG-Dam/End/Rech(39), M'Strk-Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40), FrcFbk-Rechg%(46)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A)
    Level 44: Fire Blast -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(45), Apoc-Dmg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), EndRdx-I(50)
    Level 49: Rise of the Phoenix -- HO:Perox(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Panac-Heal/+End(11)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5), P'Shift-End%(7)



    Code:
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  4. Do you have admin privs on the box you are installing to? That might be the kicker for getting the framework installed.
  5. Nice discussion...thanks all for contributing. Gave me some good ideas/plans!
  6. Wow...ok. Thanks for the clarification Fury! I was scared silly that I had dozens of "wasted" IO's in health. I had no idea there was even a bug and I don't crunch numbers close enough to have ever noticed a difference I think.
  7. Quote:
    Originally Posted by Fury Flechette View Post
    Note: recovery and regen values listed here will differ than what you see in the game. I don't believe that Mid's takes into account that regen and recovery procs are no longer enhanced by being placed with other enhancements that improve health and endurance recovery.
    Fury -

    Could you please expand on that statement please? Does that mean that all the toons where I have Health slotted:Numina's +Reg/+Rec; Miracle +Rec; Regen Tissue +Reg are only getting benefit from ONE of those enhancements?!? If that's the case, when did that come about? (and more importantly..how in the hell did i miss that?!?)

    Thanks for any clarification you can provide...this could be a HUGE finding/issue/understanding for me affecting most of my toons. :/
  8. Thanks for the reply. I know it's possible based on the number of AE missions that spawn more than 6 stacked defendable objects to somehow beat the 6-ambush-limit in AE.

    Those missions are INCREDIBLY fun/challenging/deadly.
  9. If someone could shed some light on this, it'd be greatly appreciated. I've got a defendable object that once destroyed by its attending party, I'd like to spawn a massive string of ambushes.

    How do I make a massive ambush since I can only link to the defendable object destroyed trigger once?
  10. Sentinel_Queen

    SD/DM: Amazing

    Still waiting on that movie, Kruunch! I like the idea of getting more out of my SD/DM, but I just can't get my head around hover/circle strafing without a visual-aid.
  11. Sentinel_Queen

    Rage debuff

    Good question. My guess is no. When Rage drops on my Ice tanks, I usually have to kick Hibernate on to survive if I'm in the thick of things. It's a substantial drop in survivability. On my stone tanks, I'm generally running Granite and even with the -DEF hit, the high RES of Granite makes the drop much less noticeable.
  12. The biggest reason I ask about the Pyre pool and endreds in SS/pyre attacks is that I run perma-hasten. I'm not going to bother with REn/REl/RPD and am planning on a sixed UNS (Rech) for the uh-oh moments that perma-DP, sixed TH/TI/UNY/INV/Health can't deal with.

    Perma-Hasten brings UNS back all the sooner, as with DP...but means I'll be able to attack more frequently and of course burn much more end than I can regen. Of course, this is the other "benefit" to having UNS handy more frequently...the increased end recovery will allow me to more fully utilize my hastened build and throw aggro-control and damage every which way before I crash and burn.

    I guess I'll find out soon enough via trial/error where the best bang for my buck is in endred placement.
  13. Great stuff, as always Iron Vixen! A question for you. As I approach 50 with my newest generation of tanks, the choice of Energy Mastery for Conserve Power seems less appealing with how we need to actively manage aggro now.

    My question is, have you any experience with the Pyre Mastery pool with say a slotted Fire Blast and Fireball to replace one or two of the lower SS attacks and enable an increased ranged aggro-management? Both blasts would be a nice addition to Taunt for ranged command & control. I know for thematic reasons, you chose not to go Pyre on Iron Vixen....just wondering if you toyed around with the combination at all while you were on Test.

    I'm thinking the blasts (and possibly all the SS attacks) would require at least one EndRed, if not two in the bigger end-suckers, to account for the lack of Conserve Power and the high burn-rate of the Blasts...but as this is my first SS tank, and the first of my tanks planning on passing on Energy Mastery upon 41, I'm hungry for anyones' thoughts/experience (Test play or Live) with a setup like that.

    Thanks again for a great read!
  14. As a counterpoint to your fire/fire assertion, I find that fire/fire is incredibly synergistic. Probably one of the most hated on and laughed-at secondaries for a blaster, my opinion is that /fire needs no status effects in its attacks. Damage mitigation with the set comes from crispy corpses all around you in VERY short order. However, fire/fire is also incredibly difficult/dangerous to play. I NEVER see myself as a solo-capable blaster. I'm about as "helpless" as a no-pet controller when it comes to soloing. Yet, give me a good tank or empath in a pinch (or both for the win!) and fire/fire simply transcends all of the bunk that is spread on these forums. A tank to group them, Aim + Buildup + Breath + Fireball then a jump into the group for a quick Combustion + Fire Sword Circle just as Aim + Buildup is wearing off means some very dead +4 baddies. One or two still clinging to life? Thrown down your six-slotted Burn and watch evil melt. Yes, it takes skill. Yes, it takes balls. Yes, it takes a tank you can trust. Yes, it takes a high threshold for pain for when things go wrong, and they can go VERY wrong VERY quickly. Yes, it takes Combat Jumping and Acrobatics. But holy jezeebuz, is it a FUN TIME! I have yet to play any toon that gives me the amount of nail-biting pleasure my fire/fire does.

    Very synergistic if you know your limitations, those of your team and of the baddies you're fighting. A great time for me, but apparently not for just about everyone else on here that's tried a fire/fire. I don't find myself anymore masochistic than the next guy, but certainly I must have a few wires crossed somewhere for making the "unworkable" (if you believe all the fire/fire crap here on the forums) work very VERY well.
  15. Hmmm, geko. This is methinks one of the better power rebalancings i've seen from ya'll lately. My experiences as a controller using the Medicine pool:

    Can neither heal self nor others (interruptible) during combat. all the aoe, lack of any DEF for a troller and disturbing amount of DoT of some enemies means i run away to heal. i cannot heal teamates in battle as either they (and consequently me cuz of short heal range) or i are under fire. it's less frustrating to let them die, tp them to a safe location and rez them. obviously, this does not go over well w/ most folks.

    Stimulant is the same story. the ONLY saving grace of this pool is the "6 minute bug" u introduced in stimulant. it allowed the entire team a certain amount of protection from all the status effects in-game now. there will be NO re-applying this in combat for the above reasons. have to get close, avoid taking ranged or melee damage, avoid taking any aoe damage, and of course any DoT negates the ability to cast as well. Stimulant (as-is in LIVE) makes Medicine a viable grp-friendly pool. reduce the buff to one minute and u'll see folks dropping the power left and right...as i would. there is NO way i could ever reapply it in the heat of battle. this will severely frustrate the frontline as their toggles stand a much higher chance of dropping now. they all die horrid ignoble deaths as i run away to a SAFE location to tp the carcasses to and use the rest of the INTERRUPTABLE powers to rez them.

    I am an ice/kin controller. I have been and always shall be ALL ABOUT THE GROUP. Medicine seemed to be a logical extension of this mindset. Plz DO NOT bump stimulant back down to one minute. Clear Mind is STILL superior...it has range and CANNOT be interrupted. a one-minute duration will force me to respec this power because of the pain and frustration of battle-application.