Sir Hextor

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  1. After playing her up a bit, I fell in love with my Plant/Electric Dom. Seeds is stupidly sexy and if you want to confuse mobs, it's hard not to suggest you do it with Plant. The only issue is that you grab aggro with it as opposed to Mass Confusion. Just a thought.
  2. I second Hopeling, especially the part about Steam Spray. It is SO MUCH BETTER than Fire or Ice cones that the comparison is not even remotely valid.
  3. Water blast is a barrel of (sea)monkeys. I've got my WB/Dark Blaster to 33 and he just hums. If I didn't have so many other Alts and friends on different servers, he'd be 50 already. I've actually debated using my hoarded server transfers to jump him around to play with my friends, but that struck me as frivalous. But he's so much fun to play that I haven't completely ruled that idea out.
  4. My planned AR/EM Blaster (waiting until the final changes before getting him rolling). Depending on the chages, I may pull slots out of Power Thrust and put into Conserve Power (the new Energize). The near perma Power Boost (.88 seconds downtime with Agility, 2.29 seconds without) goes on auto, the rest will be click as they come up. Basically, it's busier managing each click but I'm quite excited to give him a go.

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Burst -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg(15)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 2: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11)
    Level 4: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(5)
    Level 6: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
    Level 8: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(29), AdjTgt-Rchg(33)
    Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(33)
    Level 12: Sniper Rifle -- Mantic-Dam%(A), Mantic-Acc/Dmg(15), Mantic-Dmg/EndRdx(21), Mantic-Dmg/ActRdx/Rchg(34), Mantic-Dmg/EndRdx/Rchg(34)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(36), Posi-Dmg/Rchg(37), Posi-Dam%(37), Posi-Acc/Dmg/EndRdx(23)
    Level 20: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx(25), AdjTgt-ToHit/EndRdx/Rchg(43)
    Level 22: Conserve Power -- RechRdx-I(A), RechRdx-I(25)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34), Krma-ResKB(48)
    Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(40), Posi-Dmg/Rchg(40), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(42)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(46)
    Level 30: Boxing -- Empty(A)
    Level 32: Full Auto -- SBlastersW-Rchg/Dmg%(A), SBlastersW-Dmg/Rchg(33), SBlastersW-Acc/Dmg/Rchg(43), SBlastersW-Acc/Dmg/EndRdx/Rchg(37), SBlastersW-Acc/Dmg/EndRdx(36)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Total Focus -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/EndRdx(46)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Summon Spiderlings -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg/Rchg(45), C'Arms-Acc/Rchg(45), C'Arms-Acc/Dmg(46)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(39)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    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: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 50: Agility Core Paragon
    Level 0: Marshal
    Level 0: High Pain Threshold
    Level 0: Invader
    ------------

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  5. I see you have a Stone/WP Brute. The best way I can describe Super Strength to you then is to say that imagine Fault did damage but you had to wait until 32 to get it. Knockout Blow (with Rage) is comparable to Seismic Smash. Really the only downside to SS is the Rage crash where for 10 seconds every 2 mins you hit for 4 damage (not a typo, it is literally 4 damage). Other than that, SS is super sexy.

    Street Justice has a smaller radius AoE and adds a decent cone. The -res attack is pretty nice and -def attack let's you stick a -res proc there. The set feels extremely visceral. Lots of snaps and cracks in the SFX. Combo mechanism is not a fan of being interupted by click powers, but it's still playable on /Regen (though I didn't like it and rerolled my /Regen brute as SS).

    That said, my ElM/Invuln Brute manages to sit at 76.35% resistance to S/L and is softcapped to S/L with 2 foes in Invincibilty (still finishing up his build, when done he'll also be E/N softcapped with 4 foes). I'd say that to feel close to playing MA again, StJ would likely be similar. SS is kind of it's own beast and only really plays like SS not any other set, to my mind.
  6. Sir Hextor

    Full Fury

    Quote:
    Originally Posted by planet_J View Post
    I can reach 90-100% Fury maintained in farming...in normal play, I expect to reach 75-85% Fury even leveraging the ATO Fury proc.
    Same experience for me.
  7. Quote:
    Originally Posted by plainguy View Post
    What about Archer EM Blaster. Standard Range Cap Hover blaster with Aid Self. From what people are saying EM is going to be very good. Honestly I have zero clue what exactly is going to make it that good. But it is just the general statements I read about on the Blaster forum.

    End result if you can work all this in with the upcoming i24 changes it might be worth while for you.
    Basically, with a build for perma Hasten, you can have perma Power Boost (or close enough to it) and through that you can easily hit soft cap, better than 22% +to hit and now you'll boost the heal in Energize (which replaces Conserve Power), too! As a coinicidence, Boost Range is perma, by like 15 secs.
  8. I do wish the 3 extra slots did not break the game. It would have been very nice to have them (especially on my 'shade). Not everyone has the free money to buy a bunch of Enhancement Boosters to get the sets they want and still have worthwhile power attributes. C'est la vie.
  9. Looking at it from the other side: It looks like the resists for Bio won't get you to the Brute cap without some really crazy slotting and the only difference left between the two would be your numbers achieved from asorb, since the cap on that is base HP of your AT. I would think that there is not that marked of a difference between the defensive set on each AT that you would be hard pressed to notice the increased survivability of a Brute.

    So if you don't mind giving up the ST strength of a Stalker, I can't see a strong argument to choose Brute over Scrapper since for me that is a question of survivability and, knowing you, it often is as well (you know, the whole reason you suggested I make my Electric/Invuln character a Brute when I was starting).
  10. I'm stuck in place waiting to see what will come of this.
  11. I've got a Beam Rifle/Thermal Radiation that I feel less fear of redraw. Of course, I only took the mandatory Tier 1 heal and put in my LFG window, "I am here to do damage & debuff. I took my shields cause I don't hate my team but don't look at me to heal you. Pop a green." So pretty much I pop shields on the team, forge a player or two, I'll lay down my long recharging AoE debuffs and go to balsting. If I had the choice, I wouldn't have the heal, but I wanted Scourge with Disintergration. As a Defender, you could just skip the heals (though I like the rez as a Teammate dead AoE and it gives me an explosion after I've just gotten the Damage and Accuracy boost from Vengeance). So if you deicide against traps, I think a case could be made for a non-healing therm.

    I also have a Archery/Storm Corruptor that is pretty redraw light. Lay down Freezing Rain and rain shafted death upon them.

    As stated, short of Trick Arrow, you're going to have some redraw.
  12. I've got a sort of on topic question; does Heat Loss break sleep? I'm assuming yes, but I was curious to check my assumption.
  13. Crap, now I have to find a power slot for it on my Spines/Electric Scrapper. Oh well, at least it's a good problem to have.
  14. Claws/Bio Armor of course.
  15. Cold/Sonic is the king of -res and a great boon to teams. I like defender primaries with AMAZING tier 9s like Fulcrum Shift or Heat Loss since you have them at lvl 27 and up for exemping purposes.
  16. My Def's nuke was awesome before and it'll be awesomer still, even without that extra damage. Now that -To Hit will matter. Of course, I was at damage Cap from FS so...
  17. I was gonna say Illusion/Dark/Fire. Dark for all it's lovely Debuffs, Fire cause you get a self rez (something I find HIGHLY useful on trials on a squishy) and Illusion simply because my favorite toon to go on trials with is my Illusion/Sonic/Fire controller. Honestly, I feel like the Primary (or secondary in the case of Defenders) doesn't make a huge difference, the main thing is the debuffing makes the largest impact on ensuring that the AVs go down fast before the time limit.
  18. Sir Hextor

    Illusion dom

    In response to Arcana - The set is already in the game and as pointed out it's not leading to masses of rewards so why not give it to the only other AT that shares the primary? Even engaging two spawn at once is not going to yield crazy rewards since there are only two other mass controls that illusion has to allow doms to engage a second spawn: one is a long recharge PBAoE hold and the other is an unreliable pet fear. Quite frankly this is low hanging fruit that would satisfy the playerbase and have next to no major impact beyond seeing more Illusion players. Not sure if that would cause some sort of server load problem, but I can't see it being any worse than MMs are currently.

    Of course, I'm in the proliferate everything camp, so take that for what it's worth.
  19. WoC is a pretty bad power. It gets better with the confuse proc and THB seems to love it for the Gladiator's -Res proc, but I hated it when I had it in my DP/MM Blaster cause it was just so ghodawful useless to me. To give you an idea, Spring Attack provided more melee range mitigation from KD than I ever saw from WoC. Take that anecdote for what you will.
  20. For your question (which looks like you answered with your build), OP is a better way for you to go. The Mez aura's provide an awful lot of mitigation, even though they are only reliably taking minions out of the equation, and since you have Fault for stacking stuns OP is the way to go. CoF is only worth it if you can get 3+ slots into the power while OP is a one slot wonder and easy on the blue bar. You'll love stacking stuns on bosses and the first time you stun an EB you will go a bit giddy (at least I did on my Dark/Kin tank when it happened on the Halloween event EB).
  21. FF, Sonic and TA seriously need looked at, and I think in that order of importance. They are really out of sync with the rest of the support sets and I certainly hope the devs give them some thought. If it happened and the devs did nothing to change them, I can accept that, but I highly doubt that would happen in light of all the newer sets that do a much better job of everything that these legacy sets do ok at. I get that something has to be worst, but those three set should not be the worst by the margin that they are.


    Just note, I have a character of each of these in at least the 40s and I love the sets, but they are definately outperformed in even their core roles by other newer sets while not having the flexibility to cover other buffing or debuffing (TA is a notable exception in that it does a little bit of everything debuff but is behind a lot of other sets in the debuffing it does achieve while taking stacking powers to achieve it).
  22. Sir Hextor

    Ok, I give up!

    I can't be the only player who takes sometime to familiarize myself with every powerset so when I look at what people are playing, I know what I expect them to be able to do can I? Of course I have a raging case of altitis so it helps that I've likely played an alt up to 20something with the set, but still people. Use the wiki, it helps you make good choices when making a character!
  23. Water Blast/Dark Manipulation is damn sexay. I can't wait to hit 50 on this Blaster, and I really don't like playing Blasters. Water Blast is going to be a multiAlt set for sure.
  24. Sir Hextor

    Illusion dom

    It ought to be just ported straight out. Most powers wouldn't benefit from domination and it truthfully would be in no way more powerful than any Illusion Controller already is. If they replaced PA with some other power, even if it were a direct copy of Seeds, for example, I would be disappoint!

    I play a lvl 50 Illusion/Sonic controller just shy of his Perma PA build (still getting my purples together), and he is a beast. The times he dies are few, but those times are when I managed to pull the aggro from PA. This is with 4 ST attacks/debuffs. Using a slew of attacks will only make it that much easier to pull the aggro away. Plus, without the ready access to the same debuffs that Controller secondaries provide, PA will output far less damage. The uncotrollable pets in Illusion would be less powerful in the hands of a dom and the majority of illusion powers would not benefit from domination, so giving them one power that can soft control any mob is not going to be a huge deal, especially when the Assault sets would be more than capable of breaking that soft control.
  25. Quote:
    Originally Posted by Rylas View Post
    One note about Guarded Spin: Unless you're running into situations where you going to get hit by PURE LETHAL, you'll probably not notice a lot of survival boost. And really, you won't need it. And that means the attack can't be flagged for anything other than Lethal. The reason for that being is that your defense to everything else will be so high, unless you run around with GS constantly triple stacked, those attacks won't check to your lethal defense. Also, with the amount of ridonkulous S/L resist you'll have as a tank, you won't be that worried about it anyway.
    Does the defense granted from GS somehow differ from regular defense bonuses?? Cause the way you are describing it is not the way normal defense works.