Solie

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  1. Well, what can I say, any combo with Miasma is going to be good. Ice is going to provide you a lot more mitigation. I've taken your build and improved things across the board.

    I'll critique as if you'll be using one of my altered versions.

    :EDIT: - These are i19 builds...
    :EDIT2: - Gah, I completely forgot about Fearsome Stare, you easily soft cap yourself once DN and this is applied, so Mace is even less desirable.

    Electric Mastery build: I'll begin by saying you shouldn't be having any endurance problems with every toggle running but manuevers (Recovery with end drain: 2.037). This, assuming you'll 3 slot stamina with performance shifter and 2 slot health with the Numina and Miracle uniques and of course you always have Power Sink. Electric Mastery has very good synergy, providing huge mitigation to the top 3 damage types in the game when combined with Miasma. Fire & Cold will be your only soft spots, and those shouldn't hurt too much. I'm not totally sure, but you may be effectively soft capped on defense with DN and once Fluffy is doing his thing.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery

    Villain Profile:
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), ImpSwft-Dam%(46)
    Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitDeb/Rchg(19)
    Level 6: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(13), ImpSwft-Dam%(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(50)
    Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39)
    Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23), ImpSwft-Dam%(25)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Kick -- Empty(A)
    Level 18: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(37), Cloud-%Dam(48)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33)
    Level 22: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam(50)
    Level 24: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(31), Lock-Rchg/Hold(50)
    Level 26: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(27), Cloud-ToHitDeb/EndRdx/Rchg(27), Cloud-Acc/Rchg(29)
    Level 28: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(33)
    Level 30: Howling Twilight -- EndRdx-I(A)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 35: Super Jump -- Jump-I(A)
    Level 38: Dark Servant -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitDeb(40), Heal-I(43), Acc-I(43)
    Level 41: Thunder Strike -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43), EndRdx-I(48)
    Level 44: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(48)
    Level 47: Power Sink -- RechRdx-I(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(37)



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    Mace Mastery build: Endurance is same as above. While not as resilient, your mitigation is still great and you are effectively soft capped to the 3 most common damage types as soon as you hit DN. I wouldn't overlook the pet, it has already high resists and will definitely help with damage. I'd say the mitigation with this path is not as desirable to me. See below for thoughts on Frost Breath.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), ImpSwft-Dam%(46)
    Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitDeb/Rchg(19)
    Level 6: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(13), ImpSwft-Dam%(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(50)
    Level 10: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39)
    Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23), ImpSwft-Dam%(25)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Kick -- Empty(A)
    Level 18: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(37), Cloud-%Dam(48)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33)
    Level 22: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(50)
    Level 24: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Lock-%Hold(31), Lock-Rchg/Hold(50)
    Level 26: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(27), Cloud-ToHitDeb/EndRdx/Rchg(27), Cloud-Acc/Rchg(29)
    Level 28: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(33)
    Level 30: Howling Twilight -- EndRdx-I(A)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 35: Super Jump -- Jump-I(A)
    Level 38: Dark Servant -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitDeb(40), Heal-I(43), Acc-I(43)
    Level 41: Frost Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43), Range-I(48)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45)
    Level 47: Summon Disruptor -- RechRdx-I(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(34)



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    Combined: I don't usually use Tough on Corruptors, but on Miasma I think it'd be a pitty not to do so. I feel Frost Breath is superior to Thunder Strike as I prefer to stay at range with Miasma and you will have done more damage overall on the 2nd cast (less than half TS's recharge time and not to mention more energy damage procs.), which you WILL end up doing when soloing or are on an average team. If you do go with Mace Mastery, I'd swap Howling Twilight and Frost Breath. With Electric Mastery I'd find some way to work in Frost Breath but again that's just me.

    Other thoughts: Mu Mastery will allow you to take Charged Armor at 41, Sink at 44, thus you could easily pick up Frost Breath and the Mu Adept is a good pet that will heal you and maybe Fluffy too.
  2. This is a build I'm shooting for and might have all the pieces for by the time i19 releases. The name of the game is incredibly high recharge and damage bonuses with great recovery to compensate for the attack rate and high end costs. The rest is pretty much gravy.

    Items of interest:
    - Is Fire Breath obsolete on this build?
    - Inferno is just a set mule to me. I don't really care to have it.
    - Brawl and Sprint's slots are for Health and Stamina respectively.
    - Recovery inluding stamina and health with the Numina & Miracle uniques is 2.617 (all toggles but Tough).
    - Mostly exemp friendly to 27.


    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg(3), Dev'n-Dmg/Rchg(3), Dev'n-Dmg/EndRdx(5), Apoc-Dam%(5), Thundr-Dmg/Rchg(7)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal(11)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(11), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15), Achilles-ResDeb%(15)
    Level 4: Fire Ball -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/Rchg(17), Ragnrk-Dmg/EndRdx(19), Ragnrk-Dmg(19), Posi-Dam%(21)
    Level 6: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Dam%(25), JavVoll-Dam%(25)
    Level 8: Accelerate Metabolism -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc/Rchg(29)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(31)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
    Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(48), Krma-ResKB(50)
    Level 16: Assault -- EndRdx-I(A)
    Level 18: Blaze -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(31), Apoc-Dmg/Rchg(33), Apoc-Dmg/EndRdx(33), Apoc-Dmg(33), HO:Centri(34)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(37), Posi-Dam%(37), Range-I(37)
    Level 24: Fly -- Flight-I(A)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 30: Boxing -- Empty(A)
    Level 32: Inferno -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(48), Oblit-Dmg(48)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 38: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
    Level 41: School of Sharks -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Immob/Rchg(42), GravAnch-Hold%(43), Range-I(43)
    Level 44: Hibernate -- RechRdx-I(A)
    Level 47: Mutation -- RechRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(34)
    Level 1: Sprint -- Empty(A), Empty(50), Empty(50)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run



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  3. As a scrapper, my APP attacks have crits. Are you saying you don't get even random crits from yours? Can't really comment on no crit from hide, but that doesn't make sense.
  4. Quote:
    Originally Posted by JuliusSeizure View Post
    Here's the thing though, these skills don't just do damage; they also have massive secondary effects.

    The powerful secondary effects on these nukes is one of the reasons the recharge is so high, and I would not want to see them removed or reduced if the skills were to become less potent with a correspondingly lowered recharge. So no, I would not want them to become something like RoA, FA, or HoB. I want them to decimate a spawn like they currently do, whether it's through damage or potent secondary effects. And right now, there is only one reason that I don't use a nuke every time it's available: 20 seconds of no recovery. The Nuke on my Fortunata is not situational, I use it every time it's up for both the Mag 3 stun and the opening damage, and I do this because there is no -recovery period.

    -I don't think anyone takes the nukes for those debuffs, they are redundant, that can't be the reason for the high recharge since Nova only has knockback(I always thought the secondary effects of a powerset had light impact on how powers are balanced, since those effects are an added bonus). Plenty of powers have that, see under your next paragraph.

    Regarding the yard sticks you have used in the Nuke debate-- RoA and Full Auto have NO secondary effect and are entirely lethal damage. HoB has a variety of minor secondary effects, none of which even approach those of a true nuke, but also has a higher recharge because of this. In fact, take note that HoB has twice the recharge of RoA and FA, an attribute which seems to pay for the access to exotic damage and secondary effects. If the damage of the current Nukes were lowered, they would probably still have a 4 minute recharge just to pay for their exotic damage types and powerful secondary effects.

    I now direct you to Lightning Rod, which does over 250 less damage than Nova and has knockdown (mids), though it's an 80% chance. The difference is it can be used 4x as much as Nova, that is a TON more damage. It does Fire and Electric, and a great deal more of it than RoA's Lethal. That might be because it's melee, I don't know, but when you compare Lightning Rod to your paragraph, it just confuses me. I don't have a problem with Lightning Rod existing, it's just the numbers don't add up well for these true nukes, especially for the support classes.

    Given these metrics that are used for balancing Nukes, particularly where the potency of secondary effects weighs on recharge, I feel the best approach is to simply remove the -recovery period and maintain the skill's current level of -endurance, which ranges from -40% to -100%. There is no reason a Nuke has to be used by sacrificing your next 20 seconds of gameplay.

    -Again, I can only hope they could at least do this.
    :edit:The comment on Lightning Rod/Nova is with both having 99% dmg and build up+LR, build up+aim+Nova
  5. Quote:
    Originally Posted by JuliusSeizure View Post
    Oh, I get the point. What I'm saying is that the -recovery period is one of the biggest reasons these powers are situational.

    You may want them altered to be closer to RoA or Full Auto, but that's not likely to happen for most sets. That still doesn't mean that the -recovery is a draconian price to pay for the power of a full nuke, and it doesn't mean that this far more likely buff can't happen.
    Removing the crash and the -recovery would fix the power somewhat for defenders and corruptors, but that would hardly do anything for blasters. You can already pop a blue or two and finish off the remaining baddies. That still leaves it in situational territory due to the stupid recharge, and thus a skippable power. No damage is enough for a power that takes 3 minutes to recharge when fully slotted.

    :edit: Sigh I forget stuff too often. Yes if nothing is changed ever, then at least the crash and -recovery should be removed, that isn't asking for much.
  6. Quote:
    Originally Posted by JuliusSeizure View Post
    How about we leave them as is, and just push for the -recovery to be removed or toned down? The endurance crash and long recharge should be more than enough compensation for their massive damage, so let's just get rid of the -recovery period.
    I think you are missing the point of the thread, I feel these entirely skippable and situational tier 9's should be overhauled into something more useful. Maybe not all of them, but at least for the sets that could REALLY use another consistent AoE. And once again, I'm jealous of Rain of Arrows.

    :EDIT: Forgot to add that I'm looking for people's thoughts, so explain the reasons for way you feel you do.
  7. Quote:
    Originally Posted by Edana View Post
    There already is a version of Blizzard on the 1 minute mini-nuke recharge timer of RoA and Full Auto; you get it at tier 6 and it's called Ice Storm.

    -Ice Storm, A nuke? And you are comparing it to RoA and Full-Auto! Don't make me laugh.
    Quote:
    Originally Posted by Techbot Alpha View Post
    You can take my Build Up, Aim, Inferno combo from me when ya pry it from my burning, dead fingers!
    I'd say leave Nukes as they are, with an increase in target-cap, accuracy and damage, to make them actually a bang worth the buck.

    -I honestly don't mind the PBAOE nukes staying as they are. A target cap and damage increase would be very welcome. I still say though, that the recharge should be lowered a bit as well on the PBAOE's.
    I still argue that turning Thunderous Blast into a 60sec mini-nuke would fix Electric's lackluster AoE problem and would give it another decent drain to go along with Short Circuit. Ice's AoE, while a lot better than Elec, is still sub-par, Blizzard deserves to be at most on a 120 timer. I've not even touched on Psi, which has almost as mediocre AoE as Elec.
  8. Quote:
    Originally Posted by Twilight_Snow View Post
    Maybe a new tech can be developed such that a player can choose between a true nuke or mini nuke by activating the power differently. For example, a normal left-click for a true nuke, but shift-left-click for a mini nuke. For the true nuke, end drains completely and the power takes longer to recharge. This way, players can nuke differently according to the combat situation.
    That would be amazing, but I think the best way to implement that would be giving two separate powers. Though I'm not sure if power choices currently can give access to an inherent extra power, such as the mini-nuke version. But if you use one, both will go into recharge states, that I'm sure is already possible.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    The "cottage rule" doesn't really apply here. The cottage rule would violated if you took a nuke and turned it into say, an armor power. Changing the values on powers (endurance, damage, duration, range, chance for knockback, etc) does not violate the rule. Nor does adding additional features to a power. Powers that were pure mezz sometimes get damage added for example.
    Ah, that's a relief since I thought it was any drastic changes. A migration to mini-nuke is a change I'd hold my breath for.
  10. Quote:
    Originally Posted by Kidou View Post
    They won't be changing any of the nukes due to the Cottage rule...

    But honestly. I love nukes, and I wish I had one on every character.
    Bloody hell, that darned cottage rule, I always forget about that . I would hope they could at least make an exception for Thunderous Blast and maybe Blizzard since they are ranged and Blizzard is just too cool to be a nuke.
  11. First of all I'll begin by saying that I am a long-standing fan of blasters. Even as I continue to rack up debt on them, I trudge on because they are just that fun. I will say, however, that my trudging has slowed since I've been making dominators and corruptors which bring decent blasting to the table, while being a bit less squishy due to their utility. I've grown a bit weary of some blast sets which I really want to love, but just feel inadequate.

    Ice Blast is my favorite powerset and Blizzard is my favorite power in the whole game. Although it has this very annoying end crash and incredibly long recharge! Then I look at a few other powersets and I say I am mad as hell and I don't want to take it anymore! I am very jealous of Full-Auto, Hail of Bullets and Rain of Arrows. They can eventually all be used practically in every fight (Not so much HoB, but it's close with high recharge). They are also far more useful than the one-hit wonder gimmick that is a true nuke, which all other powersets have. They are gimmicks because once you've used them, they won't be helping anyone for a good while.

    Now, I won't completely overlook a true nuke's usefulness as they do make great emergency powers and are good for taking care of a nasty mob. However, two sets in particular would be much better off with a power they could use consistently. Ice and Electric, especially Electric since it not only lacks a tier 3 st blast, but also decent aoe. I suppose the whole point of this rant, is to ask... why not? Give me your opinions, facts, provisos and death-threats. I want see the general stand of the community on such a radical change. I'd also really like a red-name's words on this as well.
  12. Quote:
    Originally Posted by ChaosExMachina View Post
    Spines tanks and brutes.

    Illusion doms.

    Ice everything melee.
    Yes, all of that and Ninjitsu for scrappers. I believe Ninjitsu and Illusion are the only unique AT powersets left. So they MUST be proliferatededed!

    I suppose Ninjitsu for Tanks, ever hear of Shen? No? Well he's a tank ninja! What about for Brutes? Well, ninjas are crazy and flip out all time, so I see no problem with that either!
  13. Solie

    Damage Dealers

    Quote:
    Originally Posted by Carnifax_NA View Post
    Well hands-down if you mean "from level 39 onwards".
    Why just after 39? Heat loss seems to be only good for a AV/GM due to its HUGE recharge. The combination of Sleet and Snow Storm with Rain of Fire looks like huge mitigation and damage to me.
  14. This is what I'll be shooting for on mine eventually. But I'm going to change it a bit since by the time I make it, I19 would have hit with the beauty that is inherent "Fitness". Probably add assault to it.




    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Neutrino Bolt -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(3), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dmg(5), Apoc-Dam%(7)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
    Level 2: X-Ray Beam -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg(19), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21)
    Level 4: Irradiate -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Dmg(25), Erad-%Dam(25)
    Level 6: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(27), DarkWD-ToHitDeb/EndRdx(27), DarkWD-ToHitDeb(34)
    Level 8: Accelerate Metabolism -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(9), RechRdx-I(11), RechRdx-I(11), RechRdx-I(13)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(36), EndRdx-I(36)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(39), Zephyr-Travel/EndRdx(39)
    Level 16: Swift -- Flight-I(A)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(36), Numna-EndRdx/Rchg(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(37), Numna-Heal(39)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(43)
    Level 24: Lingering Radiation -- RechRdx-I(A), RechRdx-I(43)
    Level 26: Neutron Bomb -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg(45), Posi-Dam%(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31), RechRdx-I(31), RechRdx-I(31)
    Level 30: Kick -- Empty(A)
    Level 32: Atomic Blast -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Dmg(34), Armgdn-Dam%(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(50)
    Level 38: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(48)
    Level 41: Soul Drain -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 44: Power Boost -- RechRdx-I(A)
    Level 47: Mutation -- RechRdx-I(A)
    Level 49: Dark Embrace -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run



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  15. I think the biggest thing for me is -----> I HAVE A FREE POWER POOL TO SELECT<-----

    Only on a few toons have I ever not taken 4 power pools and many times I'm torn between 2.
  16. I am the proud owner of Strong and Shiny but not pretty. I just couldn't handle the prettiness.
  17. No sweat, I just wondered what the proc would do in AM. So I'll just put in a end mod in the slot when I get it, or just move the slot elsewhere.

    Thanks all .
  18. Seems like a good idea to me as long as it's tied to the buff (is it?), especially if everyone can benefit.
  19. Quote:
    Originally Posted by Boerewors View Post
    Ahahahahh! Stop Stop! It hurts so much to laugh like this!

    I had a heated discussion with a tank in a Praetorian team about herding. I kept insisting that the days of herding are over, all hail the redside steamroller! The tank kept disagreeing with me, stating that she herds to keep squishies like me alive. I kept trying to tell her that I am not a squishy, I am a DOMINATOR! And proceeded to hit my "I win" button and locked down an entire spawn. ;-P

    I am just so loving the whole change of perspective. I never played blueside because I was just so sick of the herd, nuke, next, yawn game play. Steamroller chaos is the best thing since canned Enriche! Bring it on!
    I was a blueside only player for a very long time, and in my experience, a good Tank herds primarily when a mob is spread over a large area (and they don't switch to melee) and after they are saturated enough, they get nuked. For a team to just breeze in on such a mob, hero or villain, it just slow things down.

    However, like you, I get cold feet when a team becomes TOO dependent on the Tank to keep the team alive and moving. Sadly that is the case when a team lacks support, or one or more of players doesn't know how to play their AT. The tank does make things safer, but a good hero AT only team won't have to worry about the alpha and can steamroll just as well as villain AT teams.
  20. Fiery Aura with Shadow Meld probably has the edge on Shield in survivability since it also has a shortish recharge heal and the higher resists. Fire can do more damage over a longer time than Shield since Burn can be activated over 6 times as much (very high recharge) as Shield Charge. I'm not sure if you get the bonus from AAO for SC if you use it outside of a mob, and if not, that is some substantial damage lost and you'll be forced to possibly lose some of the mitigation the knockdown gives for the extra damage. The final nail in the coffin is SC is smashing damage vs. Burn's fire.

    There are some exceptions for shield however: Shield is going to have the upper hand against enemies that debuff your defense; Shield also has generous resists, and a damage debuff that further fortifies damage mitigation, can softcap ranged or melee def. quite easily, lastly comes with +max hp which allows you to invest IO's more heavily in other areas; AAO is always up and will give substantially higher single target DPS than /fire.
  21. I've held off seriously playing MA for years, and I'm much happier with what I'm seeing now. Started my MA/Shield the day before and love him to death. He's 24 now and wow shield goes SO well with MA and my concept . I still wish they would make Eagle's Claw more worthwhile, I'm not convinced even with the EC/DT combo. As long as it keeps a long activation (and the hang time kick animation for that matter) for such low damage I'll never take it.
  22. Definitely the mentioned alts for Fire/Ice melee and if there's time, Stone Melee (Not such a big deal there honestly). Preferably without draw time too .

    Man I would love Medicine with non-techy animations...
  23. Just from the look of it, this could be my favorite character conceptually and play wise. I was going to pick Elec as the primary, but Ice seems like it would be much more fun and useful (I'll save Elec for another day).

    There seems to be a lot of room to work with for this build. Aim, for instance, could be replaced with Frost Breath, though, I would hesitate to remove BIB or change it's slotting as it is quite a good set mule. Even its slotting makes it viable for soft mitigation on a boss. I'm only looking to keep ranged def. within 5% soft cap.

    :Edit: I'm asking for opinions by the way . Mostly on Frost Breath vs. Aim vs. Bitter Ice Blast. If you could only take two, which two?

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Entrpc-Heal%(25)
    Level 1: Gale -- Empty(A)
    Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Entrpc-Heal%(25)
    Level 4: Snow Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(13), P'ngTtl-Acc/EndRdx(17), P'ngTtl-Rng/Slow(43), P'ngTtl--Rchg%(43), P'ngTtl-EndRdx/Rchg/Slow(43)
    Level 6: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(19), GSFC-Build%(31)
    Level 8: Assault -- EndRdx-I(A)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(21), ImpArm-EndRdx/Rchg(21)
    Level 12: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(17), Zephyr-Travel(40)
    Level 14: Freeze Ray -- Lock-Acc/Hold(A), Lock-Rchg/Hold(29), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Rchg/Hold(50)
    Level 16: Freezing Rain -- RechRdx-I(A)
    Level 18: Swift -- Flight-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23), P'Shift-EndMod/Acc(42)
    Level 24: Fly -- Flight-I(A)
    Level 26: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(27), Posi-Dmg/Rchg(27), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(33), Posi-Dam%(34)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(33)
    Level 30: Bitter Ice Blast -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(34), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(37), Cloud-%Dam(46)
    Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 6: Ninja Run


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  24. Firstly, of course Ice/Dark is viable and to be honest, end management is only going to be a problem early on if you spam Frost Breath (or before you get good IO bonuses if you spam FB & Ice Storm). Otherwise you are pretty much in the same boat as the rest of us early game. If you slot some end reduction in your attacks and end-hungry powers once you get DO's it will be very manageable, even training enhancers will help.

    End game with IO's, there should be hardly any endurance problems.