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Posts
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Joined
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Thanks for the quick answers. Everything sounds good for the most part, though would be nice if ATOs were easier to pass between chars on the same account...
Anyway, I remembered the question I had that I couldn't think of last night, and this one is a little heavier on the mechanics side...
For the most part I understand how Procs Per Minute work as opposed to the old chance system (since I understand everything will switch over in I24). What I couldn't find right away is how PPM works with rain/toggle powers. I assume its still only a chance every 10seconds like the old system, but when figuring out the rate, does it use the slotted recharge of the power, the timing between the ticks, or 10 seconds? If it uses the recharge of the base power, it seems like something like tornado/bonfire (with the new kd proc) and the Posi energy damage proc or something would be up near the 90% cap every 10sec since the recharge on the main power (even slotted) is still gonna be 30ish seconds. -
Was a subscriber for a long time (long enough that I still have IO access as a premium) and just recently came back as a premium (though I will prob go VIP again in a bit, once i have more time)
Got a couple of questions about some of things i missed and about the premium->VIP->potential premium again transitions. I tend to ramble a bit when Im tired, so sorry about the long questions.
1) Catalysts and ATO enhancements: I understand that catalysts just come from super packs or incarnate enemies, and that they aren't tradable. I understand that regular ATOs are trade/sellable, but the superiors are not sellable. Are the superior ATOs account bound or char bound? Just trying to figure out if I do go VIP if I need to get the catalyst on the char I want to have a superior IO on, or if I can farm them and make the Superiors with my farmer, then pass them around.
2) With the slots I have bought and such I have 14 slots on freedom while premium. In addition to having the option to unlock any of my old chars it also gave me the option of using them to create new chars. I made a couple of new chars to reserve names for water blast (got Rapid Flow and Water Main on Freedom). That means I now have more characters than allowable slots, even if I go back to VIP. I assume when I go back to VIP I will be given more unlock tokens up to the amount I should have as a VIP and I will have to leave 2 chars locked. If my VIP lapses and I go back to premium, will it lock everything and give me 14 tokens again (allowing me to change which chars are unlocked)?
3) If I do stay premium, but use some of my stockpiled points to by SSA 1 pt 1, can I still get alignment merits (and cash them in)? seems like it might be a worthwhile investment since I have a ton of points left, and a good number of chars that can run that in no time flat.
4) If I do go VIP again, are any of the incarnate trials hard to get going? I know I ahve seen some adds for BAF and the New one still. When my account first lapsed it was right after the Campus one and the MoM one came out, and I never got a successful run on either before I lapsed (though I have made it to the last phase of both before), so I would probably like to do them at some time. I have "Master of'd" underground and keyes, so I don't care so much if those are still rare (Though I was one of those "crazy" people that really enjoyed Keyes, and it was joke after the nerf).
I probably have a few more I might ask later, but like I said I'm tired and not thinking straight lol. -
Quote:Thanks...lost as usual with all the spike team/strike team/arena speak and mechanics.
With the Earth/Fire dominator spike the damage is coming from fossilize and Blaze. When they revamped PvP they gave control powers (most of the time) a large boost in damage (in PvP) to account for the lower control durations and such. Just grabbing some numbers from Red Tomax real quick, Fossilize does 160 base damage in PvP (smashing) and Blaze does 120+the ticks (fire), so most of the spike will be smashing damage. -
Hopefully someone with more experience than myself can come by and comment, but I figured I might as well throw out that I know Ninja/Necro/Thugs // Poison were all viable back in the pre I13 days.
I asked around a bit a while ago to see if MMs were still viable but didnt really get a clear answer. I would imagine that in zone they will really suffer from things like AoE -Res +musculature (or the new dam/range) boosted Ion just destroying all the pets in an instant (though my current PvP chars just have pyronic and only seem to run into demon MMs lol), but if you use League rules in the arena with just alpha slot they might be okay?
I know reactive can add a ton to your damage at least. -
As El__D said, i do believe the lower numbers are correct. While Mids does indeed calc ED, and it does show the damage Powers do in PVP (with some exceptions, like scrapper blaze mastery is all sorts of messed up), unless there is an option I am missing it does not show DR, which is a pvp reduction of almost all enhancement %s based on global %.
Basically all the ATs have different caps that they approach parabolic limit style (though more complicated than that) for various attributes like defense, resist, rech bonus, and so on. Arcanaville has done a big write up on it, but i dont have the link handy. I do however have the SS she made for checking stuff handy, so if you know what your total res is in a regular PVE zone, you can figure out what it should drop to in a PVP zone (though you might also get some "free" resistance in pvp, i cant remember exactly how it all works).
Arcanaville's DR calculator
The cap is different for various ATs, and I am not sure what the limit is for VEATs, but i know that for blasters i get "funny" results like popping power surge only raises me from 44% to 46% when i take my pve blaster with tough/electric armor in for kicks lol.
[edit] well, looks like someone beat me to the meat of it, though the link to the SS is still handy -
As people may have noticed I started trying to get back into pvp after leaving at I13, and rolled up some new builds/flushed out some of my old builds (psy/em, therm/sonic, earth/fire, rad/psy, rad/sonic, and cold/dark), but after getting about 3 of them up and running I kinda stalled out getting the rest set up... because I was enjoying my therm/sonic to much
Anyway, right now I have a nice "budget" build, and was looking at flushing it out to the next level (maybe not full pvp IOs, but planning out which purples I will slot and starting to collect towards an end goal), and the only problem I am having is I just cannot seem to get my HP to cap. Even on an alt build were i try'd giving up ALOT of my +rech to get more HP, i still didn't wind up at the cap (or even particularly higher). I was planning on using the new hold/dam/range alpha slot, but now I am not sure if I need to go spiritual (since I want +rech for the HE up time) so I can drop more of my rech bonuses for +HP). Anyway, below is my current "cheap" build followed by what I was looking at for a medium build, just looking for any advice(Also, i didnt take TK, because form what I gathered it seems kinda Bad manners, but if I should ill re-arrange for it)
Cheap/current build:
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Warmth -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(3), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/EndRdx/Rchg:50(5), Numna-EndRdx/Rchg:50(5), Numna-Heal/EndRdx:50(7)
Level 1: Shriek -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/EndRdx/Rchg:40(7), Decim-Dmg/Rchg:40(9), Decim-Dmg/EndRdx:40(9), Decim-Acc/Dmg:40(11), Apoc-Dam%:50(11)
Level 2: Scream -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/EndRdx/Rchg:40(13), Decim-Dmg/Rchg:40(13), Decim-Dmg/EndRdx:40(15), Decim-Acc/Dmg:40(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(17)
Level 4: Thermal Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(17), TtmC'tng-ResDam/Rchg:50(19), S'fstPrt-ResKB:30(19)
Level 6: Cauterize -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(21), Mrcl-Heal/EndRdx:40(21), Numna-Heal/EndRdx:50(23), Numna-EndRdx/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(25)
Level 8: Plasma Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(25), TtmC'tng-ResDam/Rchg:50(27), S'fstPrt-ResKB:30(27)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 12: Super Speed -- EndRdx-I:50(A), Run-I:50(29), Zephyr-ResKB:50(31)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(46)
Level 16: Stealth -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(42)
Level 18: Forge -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/EndRdx:50(33), AdjTgt-ToHit/EndRdx/Rchg:50(34), AdjTgt-ToHit/Rchg:50(34), AdjTgt-ToHit:50(34)
Level 20: Amplify -- AdjTgt-Rchg:50(A), AdjTgt-ToHit:50(31), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(33)
Level 22: Super Jump -- Zephyr-ResKB:50(A), Jump-I:50(45), EndRdx-I:50(45)
Level 24: Acrobatics -- KBDist-I:50(A)
Level 26: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46), Acc-I:50(48)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(45), Ksmt-ToHit+:30(50)
Level 30: Tactics -- Rec'dRet-Pcptn:20(A), AdjTgt-ToHit/EndRdx:50(36), AdjTgt-EndRdx/Rchg:50(36), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-ToHit/Rchg:50(37), AdjTgt-ToHit:50(37)
Level 32: Melt Armor -- Acc-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
Level 35: Screech -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Stun/Rng:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-EndRdx/Stun:50(43), Stpfy-Acc/Rchg:50(43)
Level 38: Dominate -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/EndRdx/Rchg:40(39), Decim-Dmg/Rchg:40(39), UbrkCons-Dam%:50(43), Decim-Dmg/EndRdx:40(48), Decim-Acc/Dmg:40(50)
Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(48), S'fstPrt-ResKB:30(50)
Level 44: Assault -- EndRdx-I:50(A)
Level 47: Invisibility -- LkGmblr-Rchg+:50(A)
Level 49: Phase Shift -- RechRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(40)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37), EndMod-I:50(39)
Code:Build where I tried to push for more HP| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1523;700;1400;HEX;| |78DA65535B4F136110FDB617A0A5D0167AA34029055A68E942A3EF468520064C2DC| |437D32CED966EACDB862E469E14FD07BEE0252AEA836FFE112F89125FD4C4F803BC| |3CFA62EA74E7B4B4E9A69BF37566CECC9CD9F9366FAFB8DEAC1D9E13D2F0C58A52A| |FE757D492AA17D5BD81CD7D4331B4AA2E9A4F3FBD532D57FEC27EA9246F97D5BD9B| |4A259F538A9A1938D1F6E7147D572DCA5B555D2BE4CF1B8652B8E15DD7295ED50DB| |9757066ABD58ABC5553D5A2CB3C6EA84A4DD377BDE69F75FD9656D776B48A661CB8| |5B6ECA5D2F6B35DF6A4D2BC8D9FA41A14CF93795BAA1EE1D84A8C3057ADFFA049E8| |65DAC4A42246CC2B206BCC468DB26CC10E618FBAE327EB174709F0833B6EF31E3C0| |23E04346E711306331B95F09247025705DE0BAC01D0677185CCF6B6172DF51CF56E| |65AAD32F7E249328EA48021C2499B784FB176D4B143970FBA7CD01B809E00F485A0| |F7838FBF64B34E3FEA8450278C3A61D48951A0C314D4901C29EE73023843BE41F65| |906A7E14B3346BEF13C021433C4B5A4213FE74EFF1566EE21F2B9E173C3B700DF47| |EAD1CB3E9BF715E78ABE649C3E063E073E63FC4E300ACE283811F822888D1E77E70| |A520F7E68F0A3E7C579D6B0084D218A09728C082EB0ED13F53786198E85D9964E75| |E312EC5EE28FA3C638742E4267E61FE328C54C728C7DF2695308CD173DCEBC00A2F| |759689985B613EA658A7BB14CA16622D58D3F283486D9C4EE63D6F780878CC9BBC0| |3B8C27B48C73D8B139EC721CBB1CC72E27D7B98725EC74063BFD99B8F3E8693EC8B| |BB41460CC60B74648730A734D61D66EB2C9CC133266E521DB326CCBAD1DB4B5EF28| |FDE811C91ECB728F25D36339D36339DB63D9E8B43858EF95A68D7B6F646DED3B2F2| |493E1F0B46F72E3A793BC5029E176FC3EB549D265BEAD896BACF657673C36F1CFA9| |CD221DE1EB3F608C473926EB6C66E39AD73BCE4AC779A7E3FC1F67DAEF11| |-------------------------------------------------------------------|
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Warmth -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(3), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/EndRdx/Rchg:50(5), Numna-EndRdx/Rchg:50(5), Numna-Heal/EndRdx:50(7)
Level 1: Shriek -- Apoc-Dmg/EndRdx:50(A), Apoc-Acc/Rchg:50(7), Apoc-Acc/Dmg/Rchg:50(9), Apoc-Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Apoc-Dam%:50(11)
Level 2: Scream -- Thundr-Acc/Dmg/Rchg:40(A), Dev'n-Dmg/EndRdx:40(13), Dev'n-Dmg/Rchg:40(13), Dev'n-Acc/Dmg/Rchg:40(15), Thundr-Acc/Dmg/EndRdx:40(15), Dev'n-Acc/Dmg/EndRdx/Rchg:50(17)
Level 4: Thermal Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(17), TtmC'tng-ResDam/Rchg:50(19), S'fstPrt-ResKB:30(19)
Level 6: Cauterize -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(21), Mrcl-Heal/EndRdx:40(21), Numna-Heal/EndRdx:50(23), Numna-EndRdx/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(25)
Level 8: Plasma Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(25), TtmC'tng-ResDam/Rchg:50(27), S'fstPrt-ResKB:30(27)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 12: Super Speed -- HO:Micro(A), HO:Micro(29), Zephyr-ResKB:50(31)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(46)
Level 16: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-EndRdx/Rchg:50(34), LkGmblr-Def/EndRdx:50(34), Krma-ResKB:30(42)
Level 18: Forge -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(33)
Level 20: Amplify -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(31)
Level 22: Super Jump -- Zephyr-ResKB:50(A), HO:Micro(45), HO:Micro(45)
Level 24: Acrobatics -- KBDist-I:50(A)
Level 26: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46), Acc-I:50(48)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33), Krma-ResKB:30(45), Ksmt-ToHit+:30(50)
Level 30: Tactics -- Rec'dRet-Pcptn:20(A), AdjTgt-ToHit/EndRdx:50(36), AdjTgt-EndRdx/Rchg:50(36), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-ToHit/Rchg:50(37), AdjTgt-ToHit:50(37)
Level 32: Melt Armor -- Acc-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
Level 35: Screech -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Stun/Rng:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-EndRdx/Stun:50(43), Stpfy-Acc/Rchg:50(43)
Level 38: Dominate -- Dev'n-Acc/Dmg/EndRdx/Rchg:40(A), Dev'n-Dmg/EndRdx:40(39), Dev'n-Dmg/Rchg:50(39), UbrkCons-Dam%:50(50), Dev'n-Acc/Dmg/Rchg:40(48), Thundr-Acc/Dmg/EndRdx:50(43)
Level 41: Mind Over Body -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(48), S'fstPrt-ResKB:30(50)
Level 44: Assault -- EndRdx-I:50(A)
Level 47: Invisibility -- LkGmblr-Rchg+:50(A)
Level 49: Phase Shift -- RechRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(40)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37), EndMod-I:50(39)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1523;704;1408;HEX;| |78DA65934B6F125114C7EFC0600B7DF07EF44DDF05CA00D19D0BA3B6A935ADC1B67| |167C814A6ED441C084C8DACB4FA0DDCB8525BB576E717F19168E3464D8C1FA0EAD2| |8DC1C39C3F948609E477E73CEE39FF3BE7AEDE5FE87DBBB4774948FD578B6AB59A5| |BD0B634A3A055BA57774DD5D44B86683C5DF41F6BBA725776B7B6948D1DAD72572D| |E6D6D4826E050EB7FC6BAAB1AD1594F592A1E773974D53CDDFF12E1B14AF19A6D25| |CB8B2A55251592F6B5AA1D75AAE686A5937B6BDD6CBB2714FAFEA9B7A51376BEEA6| |9BF6AEEEE8E5C06259CF2BD96A2DBF43FBAFAA5553ABD422D4618CFEEF02024FDD2| |11625216665615B02AF31E50D6286B8C63C7793F9D5D6969BB6B12FC5EC56C024D3| |752098197EFF4690902BED0BAB4EEF6BF090D9FF063C607A8E788FF7D4B39D73ED7| |6857BF1C499BE0418218EC8E203C53A50C7015D01E80A406F087A42D01781DE8F01| |FE928D3A5DA813419D41D419449D090A745A82EA9233C17D0E8393E4EB619FADE72| |2411662181CFDCEE711A2983EAE25F50579EFE45F61EDDD473E37FB64377CE301D0| |077A9831E47CA2DEBDD8CFFB8A6B445F307F10FCF0F9611B454C986A05D16B10BDC| |DA3D726231413E618118EB1C6CF546F00673530C8B664E22C53B07B297F88F31D43| |D0330A3D51E888FA99F3D093F9C7F453EE0872479E3584D0F9BEE43E270FC07DE61| |4B44D3D671E538F63DCA36D0CBDCC26CEF227854EE0AC271EE34C1F817BCCF843F0| |01F39886711A33367DC4B33A83599E39E47D33CBDC430A331DC77DF842B973E8692| |ECCB3940A3133982D1F694EE0BC13E39CE7269BC27942C1197AC896862DDD9C41B9| |7547E9478F887758D21D964C87E57C87E5428765A5DDE264BD371A36EEBD9E955B7| |75E485686D3D3BAC9F5131779A1524A72F7BF4F6D92749D6FEBEC2D56FBAB3D7E8E| |E3FF9CDA6CD2537CFD27CC9928C7645D8DDDB8E6EDB6B5DAB6DE6C5BFF0742A6EA6| |2| |-------------------------------------------------------------------|
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Sounds good.
For the Blaster
I will have to run my numbers with the end mod boost from musculature, might be enough to make it sustainable, especially if i am just winging it in random zone stuff for now, cause no one fight should last too long. I was under the impression that the range from cardiac was generally considered worth while though? Might be able to get the best of both worlds with the new one that has damage and range (though its secondary damage so it might only be 33%... really gotta dig up the numbers on that, not even sure any of its options do range and damage together or if they are exclusive).
For the defender:
Yeah, i was afraid that was too low on the hp, but between the lower starting HP making it have a longer way to go, and decreasing the amount I get form any % boost it is tough. I have a couple of places where I have a Lotg+rech but didnt slot have enough slots to push towards +hp bonus. This might just be one of the sacrifices I have to make for a cheap starter build though.
Right now I think Im kinda leaning towards psy, but i think thats mostly just because having 3 fast attacks feels natural... and im lazy and rolled her hero side for whatever reason lol. I am guessing the leviathan option is probably best since I feel like I should leverage screech's 12 sec debuff, but I just never liked hibernate. I always felt like all it did was restart the fight while giving your opponent control of positioning, but I never really did much with teams in the old days. Part of me is wondering if I really should drop shout just to free up the slots, but it is giving me nice bonuses atm, and once they are debuffed it can make a nice finisher.
Pretty sure I am just at the point where I need to stop playing theory and get my feet on the ground now. Hopefully I will have plenty of time this weekend, but might have to wait for next week.
I think whatever conclusions I come to on this defender should likely transition well enough to my rad/psy and rad/sonic that I shouldnt really have any major questions on those. Ill try get my Earth/fire build thrown together this weekend to see if I have any questions on that, but I have a feeling it will be pretty straight forward... though I will prob hit the same HP wall I did on the defender just due to budget... would be nice to hit 1500 though
Once again, thanks for all the help. -
Ok, so I prioritized the Psy/em blaster and the Therm/son def, because unlike the Earth/fire dom and the Rad/(psy or sonic), I actually had to level those two so I figured I wanted them done before the ambush XP nerf went live. I have them mostly leveled (should finish one tonight and the other tomorrow), and I have "cheap" builds planned out for them (basically no pvp IOs and no purples other than procs) since I cant afford to purple/pvp io out 4 chars and want to be able to get a feeling for them to decide who im going to splurge on. Long story short I have a couple of questions for these two builds.
Blaster:
Fairly confident the two builds I am trying to decide between will just come down to preference. Both have 42+ KB res, both hit HP cap (ok, one is only at 1604 or something), both have about 20% dam bonuses (not counting assault) , both have 200% acc. Basically I am trying to decide between Concealment+Force mastery or Fighting+Ice mastery. I was originally leaning towards Ice, but a couple posts I came across were pushing for force. I used the SS you linked above to check PFF, and it looks like even slotted that would only bring my def up to 25ish%, so I figure thats not the reason. Is it just because when you phase you are mobile vs Hibernoob where people can camp your body waiting, or am I missing something else?
My other question for the blaster was on which Alpha/Destiny to take. Originally I was leaning Cardiac/Rebirth, but my end consumption seemed pretty high. I dont have the numbers in front of me, but I think the net gain was only like 1.5 or 1.75 with everything running (sprint/SS/SJ/man/tactic/assault/acro, maybe something else i am forgetting), though my attacks with cardiac are pretty well reduced, so I wasn't sure if I should run ageless over rebirth? Also, I dont have beta installed ATM, so I havent been able to check, but i think one of the new alphas can get dam and range? that one worth looking into?
Defender:
I ended up with 3 builds for this char, mostly because I have no idea which APP/PPP to take. All 3 builds have 200% acc, 42+ KB, 1400ish HP (Is this good for a def? way harder to cap than blaster lol), and enough recharge to keep HE up alot. I havent checked the PVP zone numbers yet, but without spiritual HE recharges in 37 sec, and I think it is 32 with spiritual, so should be decent even after DR I think. Planned on going Spiritual/Ageless on this just to try and keep HE and MA up as much as possible and boost my heals. Should have more than enough rech to string scream+shriek together without to big a gap.
First build I am looking at is goes concealment (just stealth lotg +rech mule) + Sharkskin + Hibernoob. This build manages to have room for screech (5 slotted for set bonuses), though I wasn't sure how useful this will be. I know stun is useful since there acro won't reduce it, but I mostly wanted for the longer -res? This set also takes full leadership pool.
Second build goes concealment (thru phase shift) + dark embrace + power boost. To fit in the two extra concealment powers I dropped vengeance and screech, and used the freed up slots from screech to get a few more LotG set bonuses by pushing up stealth and invis slotting. Idea here was that phase+PBd heals might be better than hiber? Plus I can PB amplify+MA to make sure HE hits (not that that should be an issue). Wasn't sure if maybe I should give up assault instead of screech? Felt weird to go soul mastery without getting soul storm, but its damage is so slow, and I figure if i need a slow animating attack to hit like a truck I got shout. Of course I could also drop shout entirely for something else...
Third build is like second build, but instead of Dark Embrace+Power boost, I went Dominate + Mind over Body. I 5 slotted dominate with decimation, wanted a 6th slot for a Dam/Mez Hami, but couldn;t figure out where to steal the slot from yet. Dom looks like it hits pretty hard in PVP, animates fast, and only has a base 16 sec recharge, so i figured it might make a good regular 3rd attack for my chain? Kinda disappointed the mez didnt get buffed up much. I have enough outside recharge sources, I could probably franken slot it with Peros/Endos/thunderstrike triples/Lockdown IOs to get something decent. Exact slotting for dom isnt a huge issue for this build, since it would prob be something totally diff in the "expensive version" and im sure i can get it serviceable for a cheap version
Anyway, thanks again for helping and putting up with my long winded ramblings. -
For what its worth.
I got my 400 points sometime last week (don't remember the date)
I got my vet reward token yesterday
I still have not gotten my free transfer
I would have thought that was tied to one of the other, but there are possibly three dates? -
Quote:This was my theory as well. Currently the best option for an SO only farmer on a "free" account is probably to spend 5 dollars on a free account (so it can go into AE), and roll a claws/fire brute, who can do ambushes farms pretty well (he wont get XP, but if the person you are leveling is VIP they will still get XP).This may be true, but for all the new free to play players, inventions are locked. On SOs only, fire/kin is one of the top farmers out there. No perma dom required, no defense softcap required, just flashfire, cage, fulcrum, kill. Siphon speed and hasten can keep flashfire up for every mob, and transfusion/transference keep you going like the energizer bunny.
Depending on how the ambush farm change works out, the new best option might be to spend the 10-15 (can't remeber atm) on a free account to unlock trollers, as they work on plenty of "normal" content farms -
Once again, thanks for the advice. I understand why Defs have an edge over Corrs now that I know HE's -recov is diff in PvP mode (like i said, i forgot to click that the first time I was comparing them). Im glad to hear Elec blast isnt as required as it used to be, because I do like some of the other sets more.
I still have a rad/psy and a rad/sonic I rolled from before I left, so at some point I will probably respec those as well (atleast one of them still has fitness pool).
I think I have enough to get me started here, as I have a stable of 4 or so build I want to try out (2 of which I need to level still), though once i have them mostly set up and test them out for a bit I mihgt have some more questions.
I really hate the rap the rest of the community gives the everyone here, you guys have always been very helpful whenever I have had questions, but so many people think they will just get blown off if they ask. -
Once again thanks for all the advice/help.
I double checked in Mids, and it looks like it says Both Corr and Def HE do -200% recovery, but if you switch to PVP mode it says Corrs do -276 and defs do -346 (or something like that). I will double check in game, and had deff forget to click pvp mode the first time I checked.
If I do get around to rolling a Thermal Def, is elec blast still necessary for the extra drain and -recov of tesla cage, or should i go with sonic or something more damaging? -
Thanks for the fast info, had alot of what I was looking for, especially the DR calc and recharge information. I am deff going to spend some time goofing around in zones and random 1v1s, maybe some kickball, before I try to get into the leagues or "serious" kickball. I think even at my pre I13 prime I was low/average kickballer at best, so I deff need to get my legs going again before anything to serious. Power pool advice pretty much confirmed what I already suspected
Couple of follow up questions:
For the earth dom, I know to max it out and hit all the HP/rech/KB goals will be expensive, but I think I can spare enough to get something decent enough to feel it out in a zone and make sure it is right for me. One thing I wanted to ask was why it seems every Earth/Fire I see seems to have leviathan mastery over Ice mastery? Both have hibernate, and I would think with the stun on stalagmites they should be able to land sleet pretty well. Im guessing its because hoarfrost is largely wasted due to set bonuses (since you need to build high HP anyway since with DR hoarfrost wont be close to perma) and res passive>def shield?
And if the broken stalagmites isn't the best part of earth control what is? The -def seems nice, but squishies have such terrible def caps with DR that it won't be great for those fights, and doesn't dominate ignore positional def (or did they fix that)?
For thermal, why did you recommend it on defs over corrs? From real numbers the -recov of HE looks to be the same on corr and def (-200%), and with DR it doesnt look like the shields will help much (I popped powersurge on my blaster yesterday and had to double check to see if the numbers even changed at all lol), so just the slightly higher heal?
I will prob start by getting a Psy/EM because I do enjoy blasters, and like you said, its probably the easiest thing to slide into a group effort, while respecing my Earth/Fire dom and working a thermal or poison on the side (or knowing me, ill probably just end up leveling both and see which one i forget about lol).
Anyway, once again, thanks for all the quick advice
[edit] Also, quick double check, is the reason you mentioned poison on trollers specifically because of the hold length (which will be fixed in i21.5), or do the slightly higher envenom/weaken numbers make a big difference (are they higher, they dont seem to be up on redtomax, so i cant check them atm)? -
Probably no one around here remembers me, because I mostly lurked, though I did try to contribute to things every once in a while. Basically, I used to PVP casually pre I-13 (left at I13), and am trying to ease my way back into it now. I have followed most of the mechanical changes, and had some help from a couple people hanging out at the terminals yesterday (as well as RV which I was surprised to see so busy), but I still had a few mechanical questions. I also put a brief list of builds I am looking at together (based on my preferred play style, used to do defs/controllers/blasters/MMs), so I was wondering if I could list the builds I am looking at/related mechanical questions and get some input.
Blasters:
Of course I am looking at a psy/em. I still have my old Fire/EM blaster, though she has slowly become more geared for PvE (though I can easily adjust her using one of her alt builds). Is it worth rolling a psy/em or should i just set up a second build on my fire/em?. Leveling really isn't much of an issue (have my brothers old account, now Premium, so PLing my self is easy), so I am guessing the psy/em would be worth making over the fire/em?
Corrs/Def:
Looking at a couple here, before the I left I was looking into Elec/Thermal, but I heard those were dead now a days (I guess because of ageless?), but the one I ran into in RV sure had no problem messing me up. This might have been because I was on my newish cold/dark def, and just didn't have the damage to kill him before heat exhaustion got me though, and not because it was super effective... Also wondering if (Psy/fire)/Therm or therm/sonic def might be better because elec doesn't seem to do a whole lot of draining? Or is tesla cage's -recov still necessary for this build to function at all?
Also looking a little into psy/poison, cause I know poison is great (used to dabble in MMs), but not sure this would be worth rolling over the psy/em. Damage might not be that much worse after the -res is applied, and scourge and weaken are fun, but I do love boost range.
I also have an old Rad/Psy fender, but with the way toggles work now I wasn't sure if I would be very happy with the results on that build if I did respec it (still has fitness and such lol).
Doms/trollers:
I happen to have an old Earth/Fire dom sitting around from an old theme supergroup circa I12 I could respec. I understand its considered a great combo due to the extended duration on stalagmites, but this is where I have a mechanics question. Looking at City of Data, the domination based un-resistible portion of the stun doesn't have the extra duration (its still 4 sec), and I know that all hold protection is now resistance. I don't really have a good feeling for how much resistance things have now, so I am curious if the extra 2 sec (4 sec slotted) on the resistible portion really makes that big a difference, especially on a 90 second base recharge. I am mostly just wondering if the extra duration is really worth it, or if i should remake this as a mind/fire?
Are there any controllers worth looking into now other than ill/emp? I still have an old Fire/Rad I used to love (I enjoyed the system where I had to war of attrition their BFs but once they were down it was over), and I leveled a new Fire/Cold since coming back, but with the way the new system works I just don't have a good feel for if they are any good anymore.
MMs:
I used to enjoy MMs, but i was only really getting into PVP MMs when I left. Are they even worth considering now, or does judgment just make them as much of a joke as i am guessing it does?
In general I am pretty open to trying everything (other than melee, though maybe I could trow sharks) and I wouldn't mind trying my hand at support (though I acknowledge that is even harder so probably not a good place to start), so if anyone has a build they would recommend starting on for someone getting back into the swing of things I am open to suggestions. Only other real constraint is that while I can afford to purple stuff out, I prefer builds I can feel out without purples, just because i am not SUPER rich, and extracting all the purples from a failed build is a pain. I prefer builds I can figure out how they function and if I like them before a huge investment (anything below purple is fine, no problem with LotGs or anything)
Also, I just want to clarify, I am not begging for exact builds, just power set combos. I like to research and design the finer points of a build myself before asking for pointers. Only real slotting based things I could use some advice on is maybe a general guideline of when DR destroys recharge set bonuses, or if there are any other special case procs to keep in mind (like placate in willdom, or 41ish KB prot)
I know that ended up being a longer post then I wanted it to be, so thanks in advance to anyone that helps out -
To be fair, it is Tourettes's competition, so he does get to pick the build he likes the best, and when you get down to it, 100M isnt really worth making a fuss over (even if I am also a proponent of Ranged over S/L for blasters, especially ones taking Fly anyway).
Really I just wanted to chime in, cause even from that standpoint I still think my build might be better than plainguy's just because mine had way better AoE potential (though you will need to leverage hovering over the group due to energy's KB) even if it was a little short of the ranged cap outside of Powerboost for alphas. Plus force of nature can usefull -
Wait, since when did assault boost base damage, i dont think anything can boost base damage... assualt just adds a % in the same fashion as an enhancment (though not ED'd) or build up.
IE if you have 100% base damage+100% enhancment slotting and assualt is +10%, its only a 5% increase in final damage I thought.
Anyway, i figure Hasten is also more for the AoEs than the single target chain (though even then if you have enough other recharge its not huge). Plus, you do what the client wants -
Well, my attempt might be a little lower on def and rech than some of the other proposed builds, but it does have some other advantages
Key features:
47.4% S/L resist
Force of Nature access
41.8% ranged def (figured i would go hover blaster from your requirements), capped whenever you have powerboost active
mag 12 KB prot
Full stealth capability (Stealth IO+Super Speed)
Aid Self+power boost
Energy Torrent/Explosive Blast/Repulsion bomb (knock down don't forget) all slotted out as attacks, with 4.28/5.71/16 second recharge respectively... but each also has the force feedback proc in it, so you should be able to maintain some pretty high +recharge from that proc
Hasten has a 14-20ish second downtime (since its not perma its hard to figure out the exact downtime), but as mentioned, you should be able to get some decent use form the force feedback proc
Endurance drain only .62/sec with recover of 3.29/sec with all the defensive stuff (aside from stealth things) turned on, performance shifter proc, decent end slotting in all attacks, and conserve power
Side bonus:build is on the cheaper side for me, and I would assume you as well since you are able to give out 100M for it
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Dmg/EndRdx:50(5), Thundr-Acc/Dmg:50(7)
Level 1: Power Thrust -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(37), Mako-Dmg/Rchg:50(46), Mako-Dmg/EndRdx:50(46), Mako-Acc/Dmg:50(46)
Level 2: Power Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Dmg/Rchg:50(9), Thundr-Dmg/EndRdx:50(11), Thundr-Acc/Dmg:50(11)
Level 4: Energy Torrent -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/EndRdx:50(15), Posi-Acc/Dmg:50(15), FrcFbk-Rechg%:50(17)
Level 6: Power Burst -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Dmg/EndRdx:50(21), Thundr-Acc/Dmg:50(21)
Level 8: Build Up -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 10: Hover -- LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(42), Zephyr-Travel:50(42)
Level 12: Aim -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(34), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-ToHit/Rchg:50(36), GSFC-ToHit:50(37)
Level 14: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(23)
Level 16: Conserve Power -- RechRdx-I:50(A)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 20: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel:50(23)
Level 22: Boxing -- Mako-Dam%:50(A), Mako-Acc/Dmg:50(25), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(43), Mako-Dmg/Rchg:50(43), Mako-Dmg/EndRdx:50(43)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(27)
Level 26: Explosive Blast -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(29), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(31), Posi-Acc/Dmg:50(31), FrcFbk-Rechg%:50(31)
Level 28: Power Boost -- RechRdx-I:50(A)
Level 30: Weave -- RedFtn-EndRdx:50(A), RedFtn-Def:50(33), RedFtn-Def/EndRdx/Rchg:50(33), RedFtn-EndRdx/Rchg:50(33), RedFtn-Def/Rchg:50(34), RedFtn-Def/EndRdx:50(34)
Level 32: Stimulant -- Empty(A)
Level 35: Boost Range -- RechRdx-I:50(A)
Level 38: Aid Self -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(39), Numna-Heal/EndRdx/Rchg:50(39), Numna-Heal/Rchg:50(39), Numna-EndRdx/Rchg:50(40), Numna-Heal/EndRdx:50(45)
Level 41: Personal Force Field -- LkGmblr-Rchg+:50(A)
Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(45), ResDam-I:50(45)
Level 47: Repulsion Bomb -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg:50(50), FrcFbk-Rechg%:50(50)
Level 49: Force of Nature -- RechRdx-I:50(A), TtmC'tng-ResDam/Rchg:50(50)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37), EndMod-I:50(40)
------------
Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 24.25% Defense(Energy)
- 24.25% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 34.25% Defense(Ranged)
- 5.5% Defense(AoE)
- 38.75% Enhancement(RechargeTime)
- 48% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 22% FlySpeed
- 81.32 HP (6.75%) HitPoints
- 22% JumpHeight
- 22% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 9.9%
- MezResist(Immobilize) 8.8%
- 18.5% (0.31 End/sec) Recovery
- 12% (0.6 HP/sec) Regeneration
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 22% RunSpeed
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I think I can modify one of my existing blaster builds as a pretty good submittal for this when I get home to play with my Mids.
Just wanted to check though, I can work with the Force APP easily enough, but would you be 100% against switching to the electric APP? It keeps the Energy concept going still, Surge of Power is approx equal to Force of Nature, Charged armor is arguably better than temp invul (2% less smash lethal, but 19% energy resist), and you can get some nice bonuses from the hold. Static discharge is also a nice AoE filler with boost range.
Like I said, I can make something work with Force APP, but figured I could see how opposed you were to the electric APP. -
Thanks for the builds, I see somethings i can adjust in mine already. I knew there was a set that did like 5% AoE deff (Aegis), but I could not remember what it was yesterday, and that will deff help me close my aoe hole.
So I take it that BoF is generally considered not worth it? I knew it wasnt a great AoE, but I wasn't sure if a 3rd would be worth it since FSC/Fireball are still at 6-8 second recharge.
I had been figuring I would go spiritual or Cardiac for Alpha (based on what I felt I was lacking when I got there, obviously need to play the build some before I can know all the answers). I saw that you recommended spirutal+ageless, and was just wondering if you really got by fine without any heal (Aidself or Rebirth). Personally I hate entering new fights not being capped off and get annoyed carrying around a bunch of greens, so I was leaning towards maybe cardiac+rebirth (If I was having end problems), because it seemed like I had enough recharge for a solid attack chain (if i mix fireblast in as req'd), and there was enough recharge floating around already that we were just talking 1/2 second off the main AoEs or something (I played a bit with it last night, but dont have it infront of me ATM).
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So I pretty much entirely play blasters/trollers/MMs/defs, and I have never really been able to find a melee toon I can get into. I think I found a combo that I really like (and a costume that I love). I was just wondering if I could get some feedback on the build I have penciled in at the moment.
general notes:
Thing I am most concerned about is the AoE "hole" (only 36% def), I am used to pretty much just building for Ranged/S/L, so I am not sure how big a deal that is.
I used to have Aid Self in there, but I dropped that for Phalanx fighting (for the DDR) and One with Shield, and salvaged the slots as I figured Rebirth would be enough
I wasn't really sure if I should drop BoF for GFS, but I felt I had enough single target attacks with FS/Cremate/Incinerate/Fireblast. This was also when I didn't have combat jumping turned on and thought I needed another Mako's bite to cap my ranged def.
Budget wise it is about where I want it. I could afford to purple it out, but I don't like to plan for having purples spent on a build I am still not 100% sure I will enjoy, so I am planning the build as if I didn't have them.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(7)
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(7), LkGmblr-Rchg+(9), ResDam-I(9), ResDam-I(11)
Level 2: Cremate -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(15), T'Death-Acc/Dmg(15)
Level 4: Battle Agility -- RedFtn-EndRdx(A), RedFtn-Def(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx(21)
Level 6: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(42), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal/EndRdx(42)
Level 8: Breath of Fire -- Posi-Dam%(A), RechRdx-I(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/EndRdx(25), Posi-Acc/Dmg(27)
Level 10: Build Up -- RechRdx-I(A), RechRdx-I(27)
Level 12: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(29)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(34)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 28: Incinerate -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Dmg/Rchg(37), Mako-Dmg/EndRdx(37), Mako-Acc/Dmg(37)
Level 30: Weave -- RedFtn-EndRdx(A), RedFtn-Def(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(40)
Level 32: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(42)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Rchg(46), Oblit-Dmg(50)
Level 38: Grant Cover -- LkGmblr-Rchg+(A)
Level 41: Ring of Fire -- Empty(A)
Level 44: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50), RechRdx-I(50)
Level 49: One with the Shield -- ResDam-I(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(29), P'Shift-End%(31)
------------
Set Bonus Totals:- 18% DamageBuff(Smashing)
- 18% DamageBuff(Lethal)
- 18% DamageBuff(Fire)
- 18% DamageBuff(Cold)
- 18% DamageBuff(Energy)
- 18% DamageBuff(Negative)
- 18% DamageBuff(Toxic)
- 18% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 4.88% Defense(Fire)
- 4.88% Defense(Cold)
- 11.75% Defense(Energy)
- 11.75% Defense(Negative)
- 3% Defense(Psionic)
- 18% Defense(Melee)
- 16.75% Defense(Ranged)
- 6.75% Defense(AoE)
- 43% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 62.5% Enhancement(RechargeTime)
- 4% FlySpeed
- 85.34 HP (6.37%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 8.8%
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 4.4%
- 9.5% (0.16 End/sec) Recovery
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 4% RunSpeed
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Not 100% sure this is the right place to ask, but this seems to most active I21 forum atm...
Can anyone confirm that the Magic Bolero coat options are included in the costume bundle before I purchase it? I assume they are sicne i belive that is the booster they originated in, but I wanted to confirm since i noticed the coat by itself was 440 points and the bundle is only 400. I know the bundles are the better deal and all, but that seemed odd... -
You guys have done great work making these maps, and they definitely have helped me get through some slumps with some of my chars, but I was just wondering if there are any leve l3 farms besides 503858 (Achtzehn's Amazing frontloaded ambush)?
Only reason I am asking is because that one is capped at level 3, so when I run it as +1 it bumps me down to level 2 instead of the enemies up to level 4 (or I ran into a glitch?), Seems like it could go a little faster if I was able to do it +1 instead of +0. -
I am coming back from a long break (lik2 2-3 years), and I know that when I was last active there was a system in place where if you left something unattended in wentsworth for 30 (60?) days it would go poof.
I overheard some chatter the other day that implied this was no longer the case and things could be stored indefinitely at the AH. Just wanted to see if this was true. -
Quote:Defense, definitely. Many stuns have a S/L component and a decent number of holds have an Energy component... resistance won't stop those from affecting you but defense will. Scorpion Shield plus some IOs (don't even need to softcap, just get in the 30s) will make a huge difference in how often you get mezzed, especially if you also have decent Ranged defense (might as well since Thunderstrike is pretty much the best non-purple set for blasts anyway). I find that my Blasters rarely faceplant while fully funtional... they're usually mezzed or debuffed and then eat floor unless the tank goes down and I suddenly just catch a ton of aggro or something. Defense helps prevent those mezzes and some debuffs, so it's the clear winner to me.
Note that it is possible to softcap S/L defense while taking a resist shield, but it requires massive sacrifices and a truly staggering budget.
Personal preference, but if you aren't getting the smash/lethal def shield, I prefer going for ranged defense w/ the electrical mastery pool. My fire/EM blaster has 35.5% ranged def, hover, aid self, tough, weave, charged armor, surge of power, and clarion destiny. In normal content 1 luck caps my ranged def, and power surge caps my S/L/E resistances. The only "sacrifice" the build made is that it only has like 40% global recharge (+ hasten), but flares/blast/blaze still chains pretty well, and ball/breath/discharge is a good aoe chain with boost range. I also chose the Musculature alpha, but if the recharge bothers you there is always spiritual. I just like the extra big judgments >.> 2 lucks also puts me at the incarnate def cap, and 2 lucks+powersurge is normally enough to solo a crate/containment chamber or two if needed, probably more once i pick a lore pet.
My Ice/EM has 2 builds, one pretty much identical to the fire/em stats, and another that drops aid self for maneuvers w/ red fortune. That build hits 45% ranged def, and then swaps clarion for rebirth, as I find rebirth's Regen good for patching up the little damage, and it is easier to keep a few BFs on hand than to try to patch constantly with respites and i hate starting fights not at full health.
Neither of those builds use anything too expensive (both are purple/pvp IO free), but I am bad at estimating their actual cost, as just from normal play I had a lot of the sets already.
[edit] but also as you said, if you team a lot you normally don't catch a whole lot of agro unless the tank/scrapper/brute dies, so a recharge build is still viable. I am swimming in Decimations/Crushing impacts from before people really realized how high the def of a blaster could get with IOs, and might end up making pure recharge/team builds from those. I will say though that I was using the recharge heavy builds before I switched to a def build, and the def builds are definitely loads better for solo play than the recharge builds were.