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Posts
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Simple question.. What happens if I slot a Force Feedback proc in a pet or Pseudo pet power? Like Phantasm? Or even Sleet? Will the pet get the recharge (In which case it's useless on the Sleet) or would I get it? I know the proc says "Chance for 100%+ recharge to self", but need to make 100% sure.
Thanks -
Okay, so. Been trying to come up with a decent build for my toon. After like 10 different build ideas this is the build that I like the most out of them all. What do you think? It doesn't have nearly as much recharge as I would like it to, but that's only in exchange of survivability. Anyhoo. Any ideas/suggestions/critique are welcome. I mostly play this toon on LRSFs, LGTFs, and ITFs. I mean, it's not like she NEEDS the sets. She does very well with just SOs in her build. But I really like it and would like to push her build as far as I can get it to. And maybe make her good enough to be able to handle Master runs without needing to be in an "uber" team.
[P.S: I"m working on getting all the accolades on her. Got Born in Battle (5% HP/5 End) and Marshal (5 End) down, 2 more to go]
Overall build look:
- 33% Ranged and AoE defence (Where one small Luck inspiration would put me on Soft Cap). 20% Energy and Negative Energy Defence
- 187% Recovery. Or 3.58 End/sec (versus 0.67 End/Sec drain)
- 42.5% Global Recharge
- 54% Global Accuracy
- 32% Smashing/Lethal Resist, 55% Energy Resist, 25% Fire/Cold Resist.
- Conserve Power and Power Sink to help with the Endurance issues.
- Hover to stay out of Melee range.
- Can Stealth/TP if needed.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Cold Domination
Power Pool: Fitness
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast -- 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-DefDeb(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(9), ShldBrk-DefDeb/EndRdx/Rchg(9), ShldBrk-Acc/EndRdx/Rchg(11)
Level 2: Ice Shield -- DefBuff-I(A), DefBuff-I(17), LkGmblr-Rchg+(50)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), RechRdx-I(43)
Level 6: Swift -- Run-I(A)
Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48)
Level 10: Glacial Shield -- DefBuff-I(A), DefBuff-I(36), LkGmblr-Rchg+(50)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13), LkGmblr-Rchg+(17)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Frostwork -- RechRdx-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(25)
Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(33)
Level 26: Arctic Fog -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(27), ImpArm-ResDam/Rchg(27), ImpArm-EndRdx/Rchg(31), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36)
Level 28: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Aim -- GSFC-Build%(A), GSFC-ToHit(33), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34)
Level 35: Sleet -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(37), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(40)
Level 38: Heat Loss -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
Level 41: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45), ImpArm-ResDam/Rchg(45), ImpArm-EndRdx/Rchg(46)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Power Sink -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Quote:Yeah, I'm aware of that. You also get a message in one of the channels saying that you get a temp damage boost (not sure which channel, I see it in my combat tab. I think it's the healing received channel).it only has a 5% chance to go off. best way to watch it is to observe your damage in your combat attributes. you can keep an eye on it by right clicking on damage and clicking mointor damage.
Like I said, while I'm out of missions it procs rather often, but inside missions/PvP zones/Arena I've never seen it go off. -
I'm a huge fan of blasters. But if I had to really choose so far my favorite combo blaster is my Fire/Fire blaster. I'm an AoE *****. And I usually run with a friend of mine on his Tank so he keeps most aggro away from me and I can just melt faces so quickly it's just to awesome. Archery/Mental is a ton of fun to play as well, that's another really good AoE machine. If you're more of a Single Target person try Ice/Ice or Ice/Energy, both are rather fun.
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Okay, so. I've been noticing something off with my Gaussian's proc. I have it on several toons slotted in either Tactics (from Leadership pool) or Focused Accuracy (Body Mastery epic for Scrappers/Tank). But for some reason, the proc only works when I'm not inside a mission. I've been monitoring my combat log for a few days now. It works fine when I'm just standing around outside a mission. But when I go into a mission or Arena or a PvP area it never procs on any of my toons... So is it broken or something? Or is it just me?
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So I changed the build around...this is the one I'm going with right now:
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Hehe. I'm not worrying about them that much. We did just fine in RV up till now. I was just checking if there was something to help. If there is, then good. If not, then meh. Not a big deal. It's not like I'm fretting over it or something.
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When you go to the Export option (Most use the Short forum post), just make sure to click the "Export Data Chunk as well as Data Link" if you want to post both the build and the code on the boards. If you just want the code so people can import it on Mids, click the "Only Export Data Chunk" option.
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Quote:Gotcha, thanks.It wouldn't make a difference. The stealth cap for stalkers is only ten feet below the perception cap for all other AT's (except for VEATs). I don't think you'd even need 8 concurrent Tactics running to hit the perception cap. Stacking more perception on won't let you see a capped stalker beyond 10 feet.
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Yeah, but unfortunately we have no bubblers on the team. But we do already have Tactics and lots of damage auras running. So, I was wondering if we could do something with what we have.
It's not a PvP team. It's a PvE "super team" so to speak. Basically a team that's *designed* to run together for maximum efficiency. But we just sometimes wander into PvP zones to goof around and have fun. It works pretty well so far. But since we haven't settled on our final builds yet, I'm just trying to see how we can tweak them for best performance, so to speak. -
Quote:Not at all, it's not a team designed to see Stalkers. I just thought it'd be a nice bonus if we could do it, that's all.If you are going to worry enough about stalkers to bring a team designed to see them just have someone bring one of the sets that is tough on stalkers. Trick arrow, force fields, earth control, and ice control all have things that can suppress the stealth(not break hide) on a stalker and make them much easier to see.
I am still kind of in awe over the stalker fear that we have. Doms and corrs are all bigger threats and should be more concern. Not to mention the fact that 99.99999999999% of stalkers in this game are beyond horrible.
Also, splash AoE damage would also suppress hide, wouldn't it? -
Quote:That's counting both 8 Tactics with one IO slotted AND the Rectified Reticle unique? Ouch....If all 8 were close to one another so that you could share the buffs, then yes. You'd be able to see the stalker at 10 feet.
Okay, so..would it help if we made that two ToHit Buff IOs instead of one? Upping the boost from Tactics from 12.5% to 15%? -
Okay, so...I know next to nothing about the mechanics of PvP, especially with all the DR stuff, so I'm gonna ask it here.
Say that we have a team of players who go into PvP together. If all 8 had Tactics (with one ToHit Buff IO slotted) running, is that enough to see a Stalker who's capped on Stealth? If not, would adding the Increased Perception unique IO help?
Thanks -
Even if it's a little late, Merry Christmas everyone
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Some notes after a quick look at the build:
1) I would replace Manuevers with Combat Jumping. You could still put that LotG in it, but it's actually useful with the additional vertial movement. Or even Hover..same benefits, but can keep you out of all melee range as well. Both provide some defence as well..which is really useless in your build as it's the only defence you have.
2) Radiation Infection: here's what I think is the perfect slotting for it:
3 Enzyme Exposure HOs, 1 Achiless' Heel proc.
With those, you would soft cap the Tohit debuff, the Defence debuff, AND End Redux too, and still spare a slot..which I would fully recommend it goes into Combat Jumping/Hover/manuevers and put a Karma KB protection IO in. You don't have any KB protection IO in the build.
3) Switch Hurdle for Health, find an additional slot from somewhere you can spare, and throw in the Miracle and Numina's unique. You're gonna need all the Recovery you can get. (maybe use the third generic End Mod IO from stamina for this, you're replacing a 4% recovery bonus with a 10% one, fully worth it) -
Aaah. There we go, now I can put it in the site
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Okay, a couple notes here:
1) I'm so glad I finally stumbled upon this story again, random post by D_R and her link in the sig :P. The migration to the new boards had me entirely lost. Now I can actually pick up on the events. Read the up chapters of part II. As usually, great and awesome work. Can't wait for more!
2) Both the PDF link you posted a few pages ago, and the Scribd link have problems in them. The PDF link returns a "Page not found" error, while the Scribd link won't allow me to shuffle pages at all. So I'm stuck looking at the cover page without heing able to actually read the book. I want to link this on my SG's site, but would rather wait till either of those two is up and fucntional. Or if I'm doing something wrong, please tell me
EDIT: More testing, apparently the Sribd problem only happens when I go into full screen mode (It stays even after I go out of fullscreen). It works properly if I don't touch full screen mode...any advice?
3) I'm so sorry to hear about your job D_R. I know how it feels, especially at times like this. You have my best wishes. Hope you find a new better one soon enough -
I would go for something more like this... Some of the power selections are different, and you get about 3% less damage bonus. But overall you get much higher melee and S/L defence, more rechage bonus, higher recovery, higher accuracy, and some constant ToHit bonus.
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Personally, this is the build I'm going to use on my Fire/FIre... but I went with Cold Mastey instead of Blaze Mastery for the defence based shield, occasional self heal, and more importantly, a proper "Oh ****!" button.
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Quote:Actually, if you swing by my YouTube channel, you can find the six-part series of my HeroCon 2008 panel on making movies in CoX. (Plus lots of the CoX videos I've done over the past couple of years.)
Also, my website has the PDF from the presentation, and lots of useful info on demo editing.
Other great resource is the Paragon Wiki, which has info on demo files, demo editing, lotsa links, and explanations and stuff.
Michelle
aka
Samuraiko/Dark_Respite
This is completely off topic but man I'm glad I checked here. I lost the links to your stories after the boards migrated and couldn't find them again. Now I have them to finally be able to read the second part -
\Quote:Thanks.The last modifications to the Task Force system are supposed to spawn mobs no lower than the bare minimum of players needed to start.
So yes, a Positron should spawn mobs no lower than a 3-man team.
A Synapse should spawn mobs no lower than a 4-man team
A Sister Psyche should spawn mobs no lower than a 5-man team
and so on.
But now, how about if the team size changes, but still over the minimum amount? Say you start the Positron Task force with 8 members, but 2 members quit/DC right after it started before the first mission. Would all missions spawn for 6 members or 8? -
Just making sure on something here...but does the whole task force take the initial team member numbers when spawning mobs? As in, for example. If I wanted to solo a Posi TF, I would bring my toon, and two filler toons. All missions will spawn for a 3 man team? Or just the first one? I'm thinking it's the first, just making sure.