Silverado

Legend
  • Posts

    1800
  • Joined

  1. Quote:
    Originally Posted by Laevateinn View Post
    Somebody explain to me why we care about the anonymous internet public approval meter?
    Because Forum Rep is srs bsns.
  2. A softcapped WP Brute will be very hard to take down
  3. Quote:
    Originally Posted by Nerfherder View Post
    Of course, the Heat Loss miss will lead to 0 end on your part, so bring CaB's.
    Like I said before, the buff (+end, +recovery) portion of Heat Loss is autohit and lasts 90 seconds. The debuff portion (-res, -end, slow) does have a to-hit check and lasts for 30 seconds

    Also the key power here isn't Heat Loss, it's Benumb (which will have a 6 second downtime)
  4. This is what I would do if I had a Fire/Cold Controller

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Cold Domination
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Infrigidate -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-Acc/DefDeb(9), ShldBrk-DefDeb/EndRdx/Rchg(9)
    Level 2: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
    Level 4: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(17), GravAnch-Immob/EndRdx(17), GravAnch-Hold%(19)
    Level 6: Swift -- Flight-I(A)
    Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(21), LkGmblr-Rchg+(21)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(27), Amaze-ToHitDeb%(27)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 18: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
    Level 20: Arctic Fog -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def(40)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(36)
    Level 24: Stimulant -- IntRdx-I(A)
    Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39), IntRdx-I(39)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 30: Ice Shield -- LkGmblr-Rchg+(A)
    Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(42), BldM'dt-Acc/EndRdx(43), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc(43), BldM'dt-Dmg(45)
    Level 35: Sleet -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
    Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Rchg(42)
    Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 44: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-Psi/Status(48), Aegis-ResDam/Rchg(50)
    Level 47: Glacial Shield -- LkGmblr-Rchg+(A)
    Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 21,9% Defense(Fire)
    • 21,9% Defense(Cold)
    • 21,6% Defense(Energy)
    • 21,6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 29,8% Defense(Ranged)
    • 30,4% Defense(AoE)
    • 75% Enhancement(RechargeTime)
    • 59% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 18% FlySpeed
    • 72,5 HP (7,13%) HitPoints
    • 18% JumpHeight
    • 18% JumpSpeed
    • Knockback (Mag -16)
    • Knockup (Mag -16)
    • MezResist(Confused) 2,5%
    • MezResist(Held) 2,5%
    • MezResist(Immobilize) 2,5%
    • MezResist(Sleep) 2,5%
    • MezResist(Stun) 4,15%
    • MezResist(Terrorized) 4,7%
    • 20% (0,33 End/sec) Recovery
    • 26% (1,1 HP/sec) Regeneration
    • 8,82% Resistance(Fire)
    • 8,82% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 23% RunSpeed
    • 2,5% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1401;683;1366;HEX;|
    |78DAA593DB4E13511486F7745A4ADB296DE57C28E520270BA515F078612268A250A|
    |9805CA9A4960126D629B635D13B2FD4C404BD50E31D1E637C06E39BA84FE0F111EA|
    |5AEBDF458C974EE0FFF6ECBDD6BFD6DEBB93BD3D672975F79432A2B3C57CA5B2365|
    |B72ABE552B168977DD9FCA653507EA554E2CF6C3D2075D629DBF597FDEBA76F6D6C|
    |A4664BC5F5B5B9D20DC7CD579D921B3BE76ED965DBADA6EA032B57128FAA6B572A2|
    |1BC149DCDAD6A50C6CBDBB6BD1E9661D65E770A8E6BC7CE6C3B0554CDE62B55BB7C|
    |A7833A1BA3FF7B86D24FCDA7760919E57901BC14785F01AF050D6F04D7C37B59A63|
    |24DA5E2AAC12768F4005EC17D7237B4BB01F720DC8370B7E06EC1BD09EE0F28C544|
    |96D7BCE891952541741958111CB824F0D129FBA44A4DF906C52140537E4C99FE4F0|
    |8FE2C68F902B41A8C018A0B20CE13484A6ADB5F78488B21DD4A685E523B1680ACA0|
    |EB02B02818243F1C4DCD1346DD1ED4ED415D3F054450D088AC4A0F7DE70D3EAA10A|
    |DC4746A0CA97D48ED43EA36193723D5DBDC2E39FD874D5EE9C766FAA38291164123|
    |F9B5EAADB53E1187DEA768F239DE28A01D05557BB7EC3641539DFABA3AE7C5E6E00|
    |290051605C339005937A9B16EDD7977974CF526F7A318E66651298E5E774813BA52|
    |E2AB448D7D131CFA0EFC007E0AC67F09CA6434A06F63600A9B99066604C34704234|
    |705150A1F92DF5FCD1CC2DE479E09C61E038F046FE914477533A31332359E022605|
    |13692003BC9766DE515652DF47322DBB9A9C06A6801941262370A999943E84140EC|
    |1A2E34EEB834BE3CA33B8F20CAEBCC7BBF799D11F3D6AE19F999C77EF135386CCC4|
    |39068DFDD7F3C1AAFB049682A42B2C39126395479759AEF0EB551EE579748DA5C0A|
    |FB58F56BDD3C8316EE838CB0996932C3B1CE4E74F2BC462B184599A58222C519666|
    |9636962E965D96DA6F9113FE4A|
    |-------------------------------------------------------------------|
    That build has its attack chain - properly slotted, has the support powers needed to fuel the chain, and has the set mules needed for survival. You also get to keep your main support powers incase you want to join a team (AoE Stun + AoE Immob + Ally Shields). Voila!
  5. So I went and took a look at the build and I have to say it's a complete mess. It's unfocused and totally unfit for what you're trying to do.

    Here's some advice: you don't pick your powers based on which purples and PvP IOs you want to randomly throw at them, it's the other way around. Useful power picks get top priority in a build, direct slotting enhancement percentages on these powers take second place, powers that serve as useful IO set mules that help the original powers take third place. Looks like you did the exact opposite
  6. Ah, I didn't look at his posted build, I just kinda threw together a build in my head and that one does include Aid Self and no Hibernate, heh
  7. I got 2 bars shaved off because of a comment I made on that "Hypocritical and Uptight" thread, voicing my opinion about people who participate in ERP. I guess I kinda hit a nerve there *shrug*
  8. Quote:
    Originally Posted by SerialBeggar View Post
    On the Infinity server, "anchor" was the local term for a team padder/filler since back in the day I was a new. In fact, I'd never seen the terms "pad" or "fill" or their variations used until I ventured out to other servers.
    Anchor was a term used in the inner circles of powerleveling. A true anchor was not a 'filler' or a 'padder' nor it was a 'bridge', but it's meaning was so obscure that the 'outer' people simply assumed that it was just another term to describe one of the above

    What an anchor really was, was a level 41 character that just sit there in the mission unsidekicked (earning no xp nor influence) that allowed 'bridges' to go as low as level 44 (2 levels down from the usual level 46). You could then sidekick a lowbie toon to a level 44 mentor and that toon would earn the XP equivalent to fighting +9's (if farming was done on Invincible/Relentless in a team mapped with 4 more fillers, in addition to the farmer, the anchor, the bridge and the lowbie).

    Since the level 41 anchor didn't get any xp or inf, he'd usually get paid a million or two inf (per run) for his 'services', and the main farmers/PLers/PvPers usually kept a level 41 toon in their accounts to help others in their circle.

    This 'bug' was adressed in i12 but not fixed entirely, after that you needed not a level 41 unsidekicked toon, but a level 38 and a level 1 unsidekicked toons (so you needed 2 anchors) and this would allow 'bridges' to be as low as level 43. This practice became obsolete in i13 (after all PvPers left) and 'fixed' altogether in i16 with the introduction of Super Sidekicking
  9. And don't worry too much, Longbow and Arachnos are just THAT evil
  10. Doing a little more research, the powers from Rikti Dropships don't actually have the high KB component (except for the bombs), which are [Energy Burst] and [Nuclear Blast] so I correct myself
  11. Why people keep mentioning Hibernate is beyond me.
  12. For the record, this thread (which is also in the first page of this forum at the time of this posting) was started 6 months ago
  13. Quote:
    Originally Posted by Nerfherder View Post
    Sure, I agree to that in 9/10, but combined with fire I don't see the synergy that will help you finish off that AV.

    Relying on Hibernate to heal is dodgy at best, especially since you don't have the recharge to deal with 2 hits in short time, and the fact that alot of damage comes from hot feet.

    I'd say it's a better chance to solo AV for a plant/cold than fire/cold.
    That's quite a few wrong assumptions you're making there mate (both explicit and implicit)
  14. Fear doesn't supress your toggles
  15. Quote:
    Originally Posted by Nerfherder View Post
    Your chances to solo an AV with fire would be greater with /kin secondary due to slows, recharge boost, endless endurance, a huge heal that does -regen and a way to boost yours and your pets damage to keep overcoming the regen of the AV.
    Cold is far superior to Kin for soloing AVs.
  16. Fire/Shield/Body is the best all around Scrapper build IMO
  17. Quote:
    Originally Posted by Schismatrix View Post
    Fighting Rikti is one area where ELA is definitely not squishy. Rikti damage is mostly energy, against which ELA normally has capped resistances. Against almost every other enemy ELA might be a bit squishy, but definitely not against Rikti.

    As for the KB, even without Grounded being active it's fairly easy to get 12 points or more of KB protection with some IO usage.
    Yeah, I don't think 12 points would be enough against motherships.
  18. You can't use Grounded while hovering/flying, and dropships tend to have high mag knockback attacks.
  19. Quote:
    Originally Posted by Jade_Dragon View Post
    Scrapper = 1.125 Melee (the same for Ranged since their ranged attacks just count as Melee)
    Not always.

    Some Scraper ranged attacks use (incorrectly so) the melee damage mod and some don't. Laser Beam Eyes and both Shurikens are examples of ranged attacks that correctly use the damage modifier (0.5) while Fire Blast and Fire Ball are using the melee modifiers (I think)
  20. For what it's worth, I built My Blaster for defense first and recharge second
  21. Quote:
    Originally Posted by Kelenar View Post
    *Scaling AoEs: This already sort of exists, I believe, in the form of the Arsonist's bombs: They appear to spawn a Burn patch for every enemy in the AoE, and the patches are just big enough that if you hit a really tightly clumped patch of enemies, each enemy ends taking damage from multiple patches at once. Doing this with damage would probably be rather exploitable for players, but it could be interesting with a debuff power--it'd result in debuffs that are more powerful the more enemies you're up against, basically.
    This is I think how PGT in Traps used to work before it was 'fixed'
  22. Quote:
    Originally Posted by Werner View Post
    Shield Defense and Super Reflexes will give you much better defense debuff resistance, which is a big factor in fairly common situations.
    This.

    You can spend a billion or two building up defenses (33ish percent positional isn't unreasonable) on your resistance based toon, but all that will go to waste the moment you get hit with a gun or a sword :-/