ShadowHex

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  1. Thanks for the replies, things make a lot more sense now. Particularly the stacking of enhancement and global bonuses.. that is really good to know.
  2. Is the cap purely global recharge, or is it a mix of enhancement recharge and global recharge

    ie.. I have a power that has 100% recharge after DR, and 245% global recharge through haste, CS and IO bonuses, and then I get another 45% from secondary mutation and a booster, then somebody on the team throws out an AM for another 30%.. so globally I have 320% and another 100% through enhancements.. is this putting me over the cap, or do I still have another 80% global recharge before I hit the cap?

    Also, I am assuming that Alpha incarnate recharge bonuses are counted as enhancement bonuses and not global bonuses even though they effectively work globally, Is this correct?
  3. This relates to pretty much any AT that can really stack the global recharge.. in my case it is a sonic/time corrupter. When I-24 hits, and more specifically when the new ATIOs hit, I'm looking at a build that is pushing ~245% global recharge through powers and IO bonuses and I'm curious if it isn't going a little overboard. So the question stands, how much global recharge is too much? And to follow if someone could take on these questions I would much appreciate it: What is the global recharge cap? Does the recharge cap influence enhancement bonuses on individual powers after a certain point or does the global recharge just add on to whatever enhancement the power already has? For you theorycrafters, at what point does recharge start to loose out to other stats in a given build? Is it when you hit the point of the best possible attack chain?

    Sorry for all the questions, I have played mostly melee types and generally my consideration runs something like: Is it enough for perma hasten? If no, then get more. If yes, that all I really need.
  4. DM/SR is good, little slow at the start but by the thirties you really start flying and late game is a breeze.

    I second the /WP, my DB/WP was a blast all the way to 50 (solo) and has enough AOE damage and defense to do AE farming when I felt like it.

    I would not recommend fire armor unless you want to AE farm..

    Illusion/Rad or Illusion/Storm are great solo, again slow at the start but from the thirties you really pick up steam.

    I also find my sonic/time corrupter easy to solo with. A bit slower than melee, but extremely capable and great against hard targets. I think a fire/time corrupter would be good solo.


    In DA by far the fastest and easiest solo was my DM/SR, the DRR made all the difference when dealing with the pantheon. But I have to say Ill/Storm was probably the most fun when it came to bosses.
  5. siren's song isn't necessary solo, but it sure is nice.. and it is a great place to drop purples for the 10% recharge set bonus. My build is older and focuses mainly on single target damage, but with the changes to nukes I will be adding dreadful wail and possibly shockwave with the KD proc.

    As far as times juncture is concerned I love that power, most of the time solo I don't use the aoe slow/hold, because nothing hits me and even when it does I am constantly healing from Perma Chrono so I rarely ever see the green bar below 100%. I plan on rolling with Cardiac, but as is this build has lots of end regen, and a cost of .93 or so before cardiac, so unless I plan on chucking out a high number of distortion fields and slowed responses I don't figure it will be a huge end issue. As of right now he is 42 and is good solo and great on a team.. sonic time is a force multiplier build on teams. And just like you, I get right in the thick of melee and really don't sweat it..

    Here's my build built for playing at 50:
    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    m.sensei: Level 50 Natural Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23)
    Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(42), TmpRdns-Rng/Slow(46), TmpRdns-Acc/EndRdx(48)
    Level 2: Temporal Mending -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(3), Mrcl-EndRdx/Rchg(3), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(43)
    Level 6: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb(39), DarkWD-Rchg/EndRdx(40)
    Level 8: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(19)
    Level 10: Shout -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(11), SMotCorruptor-Acc/Dmg/Rchg(11), SMotCorruptor-Dmg/EndRdx/Rchg(13), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(13), SMotCorruptor-Rchg/Dmg%(43)
    Level 12: Temporal Selection -- Numna-Heal/Rchg(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(19)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(34)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(42)
    Level 26: Screech -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(33)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29), Krma-ResKB(42)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(33), LkGmblr-Def/EndRdx(33)
    Level 35: Dreadful Wail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(37)
    Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(46)
    Level 41: Power Build Up -- RechRdx-I(A)
    Level 44: Sirens Song -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(45), FtnHyp-Acc/Sleep/Rchg(45), FtnHyp-Acc/Rchg(45), FtnHyp-Sleep/EndRdx(46)
    Level 47: Amplify -- RechRdx-I(A)
    Level 49: Slowed Response -- Achilles-ResDeb%(A), Achilles-DefDeb(50), Achilles-DefDeb/Rchg(50), LdyGrey-%Dam(50)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod/EndRdx(A), P'Shift-End%(7), Efficacy-EndMod(39), Efficacy-EndMod/Acc(40)
    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: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Warworks Core Superior Ally
    Level 50: Ion Radial Final Judgement
    Level 50: Cardiac Core Paragon
    ------------



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  6. Sorry if this isn't particularly helpful, because honestly I haven't played a tank past 20, so I really don't know a lot about what they need.
    Still after reading Arcana's post I think the net benefit that the endurance reduction on defensive powers would come in slotting.. yes by 30 endurance issues are dealt with on the whole, but it is through slotting and power selection, if a tank has very little endurance costs then it frees up all those endurance management slots and power choices for tanks. Whether or not there is better things to take is something I haven't really looked at, but I don't think it would be a worthless change as it seems some people think it might be.

    As for a niche style, a very inelegant one might simply be another version of the fury bar that is based on incoming damage (or directly on the life bar of the tank but I don't like that because it will encourage a more reckless play style of maximizing by always running at half health) which boosts recharge instead of damage. So the more damage the tank takes, the faster he moves, which in turn increases damage but also defensive click buffs. I am sure there are better ways of doing this, and I'm not sure just how much recharge would be needed to make this worthwhile, nor how much recharge would actually benefit tanks, but it seems to me if the upward numbers were high enough it could give tanks a significant boost. If the overall gain/decay rate for this were roughly equivalent to fury, and at 100% it gave 70% recharge, would that be enough? too much? (taking into account haste, recharge etc..)

    Another idea that I don't really care for (because it is based on the tank failing at some level and could be grief material), but could be fun and I can see being thematically perfect for the tank AT is to give them an inherent vengence wrapped in gauntlet. Another reason I don't like this is because it really doesn't deal with one of the main complaints about tanks which is that they are slow and boring solo.
  7. This is a silly topic, of course melee chars can solo AVs and they have been doing it since before IOs were introduced. I soloed the entire Maria Jenkins arc with my DM/SR before IOs and it really wasn't so much hard as it was time consuming. Of course at that time DM/SR was one of the better melee scrappers for soloing AVs but others could do it as well, the big advantage of DM/SR was the heal from DM to augment SR.

    On the flip side, life was much different then for SR, there was the absolute suck-fest that was the beginning of SR, then the god-like era of perma-elude, but with IOs it is even easier if you ask me..
  8. I was a little disappointed tonight when I picked up kick with my staff/wp scrapper. I had been hoping that he would continue holding the staff through the kick animation as it really fits the whole staff fighting theme. However this is not the case and it got me to thinking if it would be possible to adjust the kick animation to keep most if not all weapons in the normal "standby" position when the kick animation is performed. Except for titan weapons I can't really think of any weapon that would prevent a person from performing a snap kick while holding their weapons/shield.

    Plus I think it would be epic to walk into a group, thrash them with staff aoe, and kick the last one sending him/her flying back. Total kung-fu theater. Heck even better if the kick animation played to the particular weapon.. so with staff maybe the staff wielder does a vault/monkey style kick from the top of the staff after planting it.
  9. I have to say no too, but mostly because the underlying argument isn't about the game, it's about the OP (a "me" argument). Here's an idea, if you like going to WW, then go, don't use the /ah command. Problem solved. And if you notice that WW is empty then you can get a pretty good idea of how much people like the /ah command as is. No need to change a QoL perk for the rest of us to suit your fancy.
  10. Yes, I bought a 1 hour to test it in AE and with Patrol XP, then bought 2 4 hours. They are expensive, but for me the ability to speed through the 40-50 hump on my latest alt was completely worth it. That said, one thing I don't like about them is that a lot of the benefit is lost if you aren't constantly chewing through content, which makes them far more appealing for AE farming or soloing than team content unless you have a fantastic group. When I burned my 4 hour, I almost never stopped, only training 2 times in 11 levels. However I managed to burn through from 39 - 50 with 30-45 min left to spare (on a single 4 hour, I've got the 2nd banked for another alt).



    Quote:
    About the only argument I could see is if you want to read the stories and are worried about outleveling them, but I don't think you can claim to love the game, period (and insinuate people who don't play like you don't by doing so), if you only enjoy a small part of it. And, if you don't think stories are a small part of CoH, I feel sorry for the time you spent playing a game where 90% of the time is spent punching dudes.
    Quoted for truth. Seriously after playing through to 50 on multiple alts it doesn't take long to figure out the mechanics of playing a given set or combo. And if you have already seen the vast bulk of the content multiple times there comes a point when speeding through to hit the end game and see how everything pans out becomes a good thing. I love playing at the incarnate levels these days whereas I enjoy the lower level content a lot less.
  11. I'm T9, been here since pre-order head start. Personally I think this is a fine idea, exclusivity is highly overrated. I've been here and stayed here not because I have something better than the next guy, or because I got a special reward for staying, I have stayed here because I enjoy playing the game. The veteran reward system was just a perk for me, and I think pretty much the same of the current system. Is life better as a VIP? IMO, yes, the incarnate stuff alone is incentive enough for me to pay for my subs.
    I can understand the main tier tree as an incentive for new players to subscribe, there is a lot of great stuff to be had there, a large part of which improves QoL in the game. But the costumes are fluff, no need to be exclusive about them.
  12. Given the option I would prefer a desktop simply for the performance value and easy of upgradability. That being said I am currently running on a 17 inch laptop with a fairly high-end spec and a case/hardware that are designed for ease of access and upgrade. After getting this Sager rebrand I will probably never buy anything but botique gaming laptops, having easy access to everything is worth the price. (Particularly when space is at such a premium that a desktop is unfeasable)
  13. Well I'm no expert on DB but when I made my DB/WP I was put under the impression that DB really didn't need a lot of haste and I know WP doesn't benefit from haste. One thing is I personally think you messed up the slotting on High pain tolerance because you aren't slotting for heals to buff the max hp portion of the power. Max HP is insanely beneficial to a regen style build and that includes WP. Honestly if what you really want is haste I can't really critique your build, my own is built for survival. One thing though is I am planning on dumping super jump to make room for conserve power as it fits the theme much better.


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- Mako-Acc/Dmg(A), SScrappersS-Acc/Dmg(46), SScrappersS-Dmg/Rchg(46), SScrappersS-Dmg/EndRdx/Rchg(50)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5), Aegis-ResDam/EndRdx(7)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), HO:Nucle(11), Achilles-ResDeb%(11)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/EndRdx(46)
    Level 6: Typhoon's Edge -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Rchg(13), C'ngBlow-Dmg/Rchg(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(23)
    Level 8: Blinding Feint -- Mako-Acc/Dmg(A), SScrappersS-Acc/Dmg/Rchg(23), SScrappersS-Acc/Dmg/EndRdx/Rchg(25), SScrappersS-Rchg/+Crit(25), Hectmb-Dam%(27)
    Level 10: Indomitable Will -- Ksmt-ToHit+(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21)
    Level 20: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39)
    Level 22: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(33), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
    Level 26: Sweeping Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(33), Oblit-Dmg(33), Oblit-%Dam(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx(45)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
    Level 32: One Thousand Cuts -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(45)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(48)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(45)
    Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 47: Physical Perfection -- RgnTis-Regen+(A)
    Level 49: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 50: Agility Core Paragon
    Level 50: Spectral Radial Flawless Interface
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Mrcl-Heal/EndRdx(39)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(43), Efficacy-EndMod/Acc(43)



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  14. This is probably not nearly the best, but it works without even being close to slotted up so far. I am missing all of the posi sets, all of the obliterates, a couple of aegis..etc and I get by fine. I am pushing for as close to capped fire defense because it really helps in ambush farms (can hold more dam and endurance inspirations). I plan to get ageless in my destiny slot and t4 it asap. When I do that I will consider replacing my current cardiac with agility for the defense and recharge. A while later I will start in on purples and replace the sets in fire sword, burn and ball lightning with purple sets for some extra recharge.



    http://www.cohplanner.com/mids/downl...05FE074F8D046D
  15. Tonight I was editing my modest base. I had saved up ~280k prestige, bought a control room for 145k and a mainframe for 50k. I was left with around 82k prestige in the group account. I exited the base builder because I was thinking to save up to buy an enhancement storage, but decided to go back and see if I could add an oboros portal thing. When I reopened the editor my prestige was dropped to -113k. I logged on with the leader to see if it wasn't just a problem with the character and the prestige was still -113k. So I sent a petition and logged off in a bad mood. I just logged on again a minute ago and sure enough I was back to 82k prestige.

    Anyone else experiencing anything like this?
  16. Seriously if you haven't bought one yet, I would say to wait until May or June. Intel is set to release the Ivy Bridge line of processors.

    My honest opinion is to build it yourself, and go PC unless you really like the Mac OS. I think Apple is great, but I would never pay their prices. After building a Hackintosh the reality of how much of a surcharge they put on their components really hit home. But no matter if you buy a pre-made or build one there is an easy rule of thumb to follow. What you buy determines the lifespan of the computer. If you spend $600 you are going to have a mediocre computer with a limited lifespan and limited upgrades. I actually consider pre-built computers to be the most limited option, whereas if you build it yourself you can choose the motherboard which is a huge factor in how well you can upgrade your computer. Which goes back to my original statement about ivy bridge, if you a relatively short time you can build your computer at the front of current motherboard/CPU commercial tech, adding lifetime to the computer you build.

    As far as Nvidia/ATI: Both are great, Nvidia is known to be better with drivers on the whole.
    I used Nvidia exclusively until I bought my Sager which has an ATI 6970M and it works extremely well. I have no issues, but I don't upgrade my drivers every time they release a new driver.


    Oh one thing I would definitely recommend is an SSD for your operating system and putting COH on there.
  17. Riius: Your revamped build has issues with overslotting for damage in many of your attacks. When you are using mids hover your curser over the skill name and check the %, specifically check the color and if it is red, see how much difference it is. For example on your build you have slotted 1000 cuts for 200% damage boost but only 110% of that is actually functional. Meanwhile your attack has very little accuracy and you don't really have much in the way of global accuracy. Heck my build only has 36% global accuracy and I think it is a little low (considering there are very few slots in my powers specifically for accuracy due to kinetic combat).
    I messed around a bit with your build in Mids, I changed some of the damage IOs around, dropped an unnecessary slot in boxing, and dropped confront in favor of stealth for the extra defense. Rise to the challenge already has a taunt aura, and while it isn't as good as confront, confront really isnt that good. You lost a couple of points of damage in 1k cuts, but the net gain over all was a significant amount of defense, and max hps, better accuracy, more recharge, and better regen (both % and per second because of the greater max hp.) If you look at it you might want to check and see if it breaks the rule of five, I wasn't looking too deeply, but I don't think it does.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Riius Indigo: Level 50 Mutation Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Dmg-I(34)
    Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(7), Numna-Heal/Rchg(7), Numna-Heal(9), Numna-Heal/EndRdx(9)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/Def+(29)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17)
    Level 6: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Achilles-ResDeb%(46)
    Level 8: Typhoon's Edge -- Erad-Dmg(A), Erad-%Dam(21), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(46)
    Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Rchg+(25)
    Level 12: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), Dmg-I(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 20: Quick Recovery -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31)
    Level 22: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/EndRdx/Rchg(34)
    Level 24: Boxing -- P'ngS'Fest-Dmg/EndRdx(A), P'ngS'Fest-Dmg/Rchg(50)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(39)
    Level 30: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
    Level 32: Sweeping Strike -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-%Dam(42), Sciroc-Acc/Dmg/EndRdx(42), Sciroc-Dam%(43)
    Level 35: One Thousand Cuts -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-%Dam(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(45)
    Level 38: Stealth -- Ksmt-ToHit+(A)
    Level 41: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), GSFC-Build%(50)
    Level 47: Conserve Power -- EndRdx-I(A)
    Level 49: Physical Perfection -- RgnTis-Regen+(A)
    Level 50: Ion Judgement
    Level 50: Agility Core Paragon
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(36), Numna-Regen/Rcvry+(36)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(13), Efficacy-EndMod/Acc(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  18. Here is my DB/WP scrapper, it soft caps S/L and pushes fire/cold/energy/negative to the border before using T4 Agility. Without the agility it stays just under the soft cap due to a 2% loss from stealth, but after agility it will stay above the cap for all the positions. It has almost 700% regen with 1 enemy, and caps out at 1100% if you were to have 10 enemies. It isn't HP capped for scrappers, even with accolades it is still ~150hp below the cap, but I'm not terribly worried. And with accolades and the agility alpha it pushes 5.19 end/s so endurance is never a problem. It probably won't be winning the dps race, but I suspect it has enough damage. I plan on dropping the kinetic combats from boxing, removing one slot and 3 slotting it with superior scrapper ATOs. I am also considering adding that slot to power slice, replacing the kinetics with 3 superior scrapper ATOs and filling out the remaining two slots with something to boost accuracy and damage.
    Its not a stupidly expensive build, but the kinetics and the LOTG recharge IOs put it up there.
    Oh and in the end I probably won't slot the purple or the HO, they are just too expensive for what you get I think. Other incarnates I will take are reactive, void (for the added damage res) and most likely the rebirth radial so I can feel like a regen for a bit.



    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5), Aegis-ResDam/EndRdx(7)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), HO:Nucle(11), Achilles-ResDeb%(11)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Numna-Heal/EndRdx(46)
    Level 6: Typhoon's Edge -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Acc/Rchg(13), C'ngBlow-Dmg/Rchg(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(23)
    Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Hectmb-Dam%(27)
    Level 10: Indomitable Will -- Ksmt-ToHit+(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21)
    Level 20: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39)
    Level 22: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(33), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
    Level 26: Sweeping Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(33), Oblit-Dmg(33), Oblit-%Dam(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx(45)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
    Level 32: One Thousand Cuts -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(45)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(45)
    Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), EndRdx-I(48), Rec'dRet-ToHit/Rchg(50)
    Level 47: Physical Perfection -- RgnTis-Regen+(A)
    Level 49: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Void Radial Final Judgement
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Mrcl-Heal/EndRdx(39)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), EndMod-I(43)
  19. I honestly don't know what you read, I haven't seen that post that the devs made. But what it sounds like is that they gave a justification as to why stalkers don't have access to shield and titan weapons. If you wish to enlighten me, please post quote of that post. But what I'm left with is that what you are doing is making stalker the definition of assassin in COH and I don't think that is the case. I think stalker is synonymous with assassin as in all stalkers are assassins, but not the definition of assassin such that all assassins are not stalkers.
  20. Quote:
    Originally Posted by Jibikao View Post
    No because the dev already defined what an Assassin should be like. An assassin should not be using Shield and a Giant Weapon. :P

    Scrapper is not an assassin because they have access to both. That's by their definition. Not mine.

    I prefer we define what our theme is.
    This is a weird statement, it's like saying Americans can't be pacifists because all Americans have access to guns. Just as not all Americans possess handguns and many in fact are pacifists, not all scrappers use shields or giant weapons. By and large most people ignore the etymological origin of the word and define assassin as a professional murderer, which would be a large enough definition to include pretty much anyone that kills for money by any means. But even if you take the whole "stealth killer" notion as the defining characteristic of an assassin in terms of COH, then anyone who utilizes stealth tactics in performing a kill/arrest fits the definition. Which pretty much means anyone who has a stealth power of some form. But if you want to narrow it even further to only those with the best forms of stealth you still have a number of other AT that can fit the bill. Illusion controllers can rival the stealth of a stalker, and can remain completely out of their targets awareness for the entirety of the kill, something a stalker cannot do. Heck a good illusion controller can get the enemies to kill themselves without ever being seen if s/he wishes to take the time to do so. Does that mean illusion controllers are better assassins than stalkers?

    The point I'm trying to make here has nothing to do with the actual comparisons between AT, it is that the defining characteristic of an assassin type player, at least in context to COH, is one of play style. And scrappers can easily fit that style of play. No their stealth is not the same, nor can they vanish mid combat, but in all honesty they don't need to. My Ill/storm controller was played as an assassin until the mid levels simply because it was the most efficient way of playing solo. I never had to rest because it was energy efficient, and never had to worry about healing because I never got touched. I came in stealthed, confused two targets, locked down the third, and took them out before ever catching aggro with almost zero loss of xp due to confusion.
  21. Fire/Dark is a good way to go especially for free players.
    If you are going to go premium or VIP I think fire/time or sonic/time would be great sets for new players. Between /time and /dark I personally think /time is easier to use for a new player, and they have a lot of overlap. /dark does have the stealth aura which is really nice as a new player, but it can easily be fixed with a stealth IO or super speed on a /time build. And if you take PBU in your APP it is pretty easy to soft cap /time without having to kill your endurance. Of course if you want to do some solo AV/GM hunting later, you should stick to /dark for the better -regen debuff. Another advantage time has is the heal doesn't require a hit check.

    As far as primary, fire is just fantastic damage, combined with the tanky goodness that time can provide its golden. Sonic doesn't pack the aoe damage that fire does, but it makes up for it with a great aoe sleep and the -res stacking on the attacks, which is amplified even more in conjunction with slowed response from /time. Solo sonic won't hit the same dps as fire will, but in a group it really shines. And if you go incarnate and get some pets, your pets will benefit from the -res stacks from sonic as well.

    My sonic/time is the 2nd corrupter I've made, the 1st being fire/dark. And my sonic/time seems a lot sturdier than my fire/dark. In fact I'd have to say it feels as sturdy as my scrappers for the most part. I have no issues jumping into large multiple boss packs and even on teams of 8 I have never died from taking the alpha for the group, even in cases of multiple group aggro. For new players it totally passes the no faceplanting nor resting tests.
    Speed is relative, 3 attack chain kills most minions (depends on group, most attacks are 50/50 smash/energy), 5 attack chain kills most Lts, more for bosses, but on the flip side I almost never have to use my heal and only go lower than 50% endurance if I'm throwing out tons of control. Usually a good siren's song will put most if not all the mobs to sleep and the -to hit aura makes the left overs harmless.
  22. Had the same problem myself and still do to some extent, the ability to solo at a good clip without worrying about face planting is pretty important to me, and that is what melee excels at. That said I have a couple of ranged toons now that I really enjoy. The first thing that made a difference for me, particularly for my first ranged at, was that I played it purely for its concept which made the slower pace in the beginning much easier to deal with. That is my Ill/Storm, and @50 with t4 incarnates and generous IOs he is insanely powerful and hugely survivable.
    That said, on a lark I made a sonic blast/time corrupter and I'm finding that he is almost as sturdy as a melee character, and only a little slower to take down single enemies. But he totally makes up for it in soft control abilities, and brings a heck of a lot more to a team than any melee dps does. Last group of 8 I was in, I was always the first or second person to jump in the middle of a pack of enemies and I never had problems taking the alpha (we had no tanks or brutes on the team). So far I have been happily impressed and I'm pretty sure fire/time would be even better for dps.
  23. like many others here all my toons are concept toons, and I really tend to like them all. However I was very surprised and pleased with my latest concept toon as I had no idea on how it would play out. M. Sensei is simply what I envisioned myself to be as a toon without bias towards an Archtype. I am a teacher, and I have a good voice that can really carry (much to the dismay of an unruly classroom). I didn't want to deviate much from the realm of possibility (lol) of the things I might actually encounter when it comes to origin so that ruled out magic and science off the bat. Because I wanted to use my voice as a theme for at least one of my power sets it pretty much ruled out natural as well, because as loud as my voice can be it isn't super powerful. Normally I would have ruled out Mutation, but being that I live about 100 miles north of Fukushima Daiichi, the reactor that went meltdown last March I decided Mutation wasn't too much of a comic book stretch and went that way. So as a result of being bombarded by certain fallout elements from the FDI meltdown, my vocal chords, throat, and diaphram were mutated allowing me to project my voice in a number of ways, from setting up a damaging vibration to lulling people to sleep.. Sonic Attack. But I wanted to also capture something about the nature of the classroom, and I thought about how funny time seems when you are in a classroom. If things are interesting, time flies, if things are boring, time crawls. So expanding on that idea I granted the mutation also triggered some kind of temporal control (poor poor students). So with sonic attack and time control my AT options were limited to defender or corrupter. My choice here really had to do with my idea of how the sonic attacks worked, which is by vibration, and I thought that it would make more sense that if the structure of the target weakened the damage caused by the vibration would become more severe, hence the scourge dynamic was more appealing to the concept. So now I have M. Sensei, a semi-retired English teacher who has returned to the States to take the villains to the school of hard knocks, a sonic/time corrupter. I'll admit the concept itself was not so deep, but trying to make it a semi-honest approach was interesting (semi-honest in sticking to traits I either actually possess or are reflections on human experience rather than what I would like to envision my alter ego as aka some kind of scrapper or brute). What made it even more interesting to me was the gamble involved as I only have one ranged AT that has ever made it higher than 20 (ill/storm bound air elemental), the rest being melee ATs. I have been happily surprised with how well this toon plays to my standards of solo-ability. The toon looks enough like me that when I asked my 3 year old who that toon on the screen was she immediately replied "Daddy".

    Honestly when first contemplating this toon, I was immediately drawn to Mastermind, because it was the easiest connection to make. And honestly if I could have customized the costumes on thugs into Japanese jr. high school uniforms, I would have made him a thugs/time mutation MM in a heartbeat. But I doubt that even if you could customize MM pets, that any kind of school uniform would ever be a possible choice. Still I get a chuckle when I think of it.
  24. /regen just way too clicky for my taste
    /fire armor. The only thing it excels at is fire farming
    In fact any melee secondary that has a rez built in sets off an alarm that screams
    "This is a set that is designed specifically to eat dirt"

    Any purely support combos, and defenders in general. And probably not any blasters either.
  25. Of course you could all just get real, pick DM to match with SR, get SL into your DPS chain, and feel secure knowing that while you are pummeling your enemies into oblivion you are constantly healing yourself and throwing out -to hit on everything you touch. Throw in a T4 void judgement for the 30s of 50% DR and T4 Rebirth for the regen goodness and you can laugh maniacally at the futility of your opponent's attacks because for a short while you are a SR/Inv/Regen scrapper with a self healing DPS chain.