Soul_Stormer

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  1. Quote:
    Originally Posted by WanderingAries View Post
    That sounds more like CoX vs MK ;-)
    'Fight!'
  2. Hi, wanted to update my first character ever (only 47 still), but i wanted to make him as sturdy as possible.

    looking for suggestions mainly without purples/pvpIOs for lvl 50 play, both incarnate and not. also what alpha?

    Current stats (1 foe in invince):
    44% s/l def, 39.7% e/n def, 35.3% f/c, 13.8% psi
    89.6% s/l res, 28.2% e/n res, 31% f/c res, 32.6% tox res, 1.3% psi res.



    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Q. Singularity: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance
    • (3) Reactive Armor - Endurance
    • (3) Reactive Armor - Resistance/Endurance
    • (29) Reactive Armor - Resistance/Endurance/Recharge
    • (29) Reactive Armor - Resistance/Recharge
    Level 1: Barrage
    • (A) Mako's Bite - Accuracy/Damage
    • (42) Mako's Bite - Damage/Endurance
    • (42) Mako's Bite - Damage/Recharge
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (45) Mako's Bite - Chance of Damage(Lethal)
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal/Recharge
    • (5) Doctored Wounds - Heal/Endurance/Recharge
    • (5) Doctored Wounds - Heal
    • (7) Doctored Wounds - Recharge
    • (7) Doctored Wounds - Endurance/Recharge
    • (46) Doctored Wounds - Heal/Endurance
    Level 4: Super Jump
    • (A) Unbounded Leap - +Stealth
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance
    • (9) Reactive Armor - Endurance
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    • (27) Reactive Armor - Resistance/Recharge
    Level 10: Taunt
    • (A) Mocking Beratement - Taunt
    • (11) Mocking Beratement - Taunt/Recharge
    • (11) Mocking Beratement - Taunt/Recharge/Range
    • (13) Mocking Beratement - Accuracy/Recharge
    • (13) Mocking Beratement - Taunt/Range
    • (46) Mocking Beratement - Recharge
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Spring Attack
    • (A) Obliteration - Damage
    • (15) Obliteration - Accuracy/Recharge
    • (15) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 16: Whirling Hands
    • (A) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (17) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 18: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Luck of the Gambler - Defense/Endurance
    • (21) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Luck of the Gambler - Defense
    • (31) Rectified Reticle - To Hit Buff
    • (31) Rectified Reticle - Increased Perception
    Level 20: Boxing
    • (A) Accuracy IO
    Level 22: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance
    • (23) Reactive Armor - Endurance
    • (37) Reactive Armor - Resistance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Luck of the Gambler - Defense
    Level 26: Resist Physical Damage
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 28: Resist Elements
    • (A) Resist Damage IO
    Level 30: Resist Energies
    • (A) Resist Damage IO
    Level 32: Build Up
    • (A) Rectified Reticle - To Hit Buff/Recharge
    • (33) Rectified Reticle - To Hit Buff
    • (33) Recharge Reduction IO
    Level 35: Energy Transfer
    • (A) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Damage/Endurance
    • (36) Mako's Bite - Damage/Recharge
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (45) Mako's Bite - Chance of Damage(Lethal)
    Level 38: Total Focus
    • (A) Mako's Bite - Accuracy/Damage
    • (39) Mako's Bite - Damage/Endurance
    • (39) Mako's Bite - Damage/Recharge
    • (39) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Chance of Damage(Lethal)
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Physical Perfection
    • (A) Regenerative Tissue - +Regeneration
    Level 47: Energy Torrent
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (37) Efficacy Adaptor - EndMod/Accuracy
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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  3. blasters are all about shredding the enemy.

    if i want to control them, i'll play doms or controllers.
    if i want to jump in and survive unending attacks, i'll play a melee class.
    if i want to debuff, i'll play defenders.

    when i want to play a blaster, i care less about the secondary effects and most about delivering damage. i don't want a hold, or slows - i want to rain AoE death and 1-2 shot every minion and lt who runs up to hit me one after another. absolutely destroy a boss before they get the few hits that will do me in. blast, blast, punch, blast, punch, explode!

    there is no class that lives on the edge as consistently or as binary as blasters.
  4. i'm not trying to bash ideas, but i think everyone is 'chain-happy' since the mechanic was introduced, and it makes sense for elec/ion incarnate but outside of noxious gas, i don't think any type of chaining is thematic for poison. splash seems way more thematic.

    as for the arguments against elixir... the set has a heal and an anti-mez, so the rez is not out of place at all from that standpoint. and from theme... some poisons can be used for medicinal purposes in the right doses, so it is also within poison's theme.

    i know i've suggested already, but for envenom/weaken, i like the idea that either part or all of the debuffs are unresistable, which isn't as much of an issue because they can't stack. either that or increase the debuff values or both.
  5. let's take a set that can neuter AVs damage (not just debuff), cap the teams damage (key word is CAP), has the best team heal, can buff team +rech and +recov, and can refill team end in one click, and buff it.

    seriously, siphon power (not power siphon, that's from kinetic melee) is great pre-38 and it would be overpowered if FS was available at lvl 4/1.

    oh, and complaining that there is danger involved in using FS, transfusion and transference? big deal. what do they do? see the first sentence. then think - what other sets can do that? ZERO. none. nada. sure, other can do some of the same things, but no where near the magnitude. very few can even buff damage directly and no other can cap. lots of sets give +recovery but few have near the same numbers (cold via heat loss and empathy through adrenaline boost and RA - and the former is single target only). but few can recover endurance directly (static field from elec control - what others are there?) and what other sets can essentially fill the entire teams end all at once in one click (plus a tohit check)?

    i love kinetics, but if anything its overpowered, not in need of a buff.
  6. Quote:
    Originally Posted by JayboH View Post
    Yeah and for single target, you are expected to spam it and the end costs are crazy - maybe if they were autohit that would balance it a bit but I doubt that would ever happen. Splash would help but just an end cost reduction would do wonders - on top of changing Poison Trap into something useful that is.
    even before IOs, i was running my necro/poison without stamina and i was fine... why? because i slotted my debuffs with end redux. yeah, i was running on low end a lot, but what else was i running that required end... nothing.

    not to say i wouldn't mind some buffage (i've even suggested some), but i think you're all spoiled by dark and other debuff sets where you just debuff everyone in one or two without regard and then attack. poison is way more active than that.
  7. Quote:
    Originally Posted by Lewisite View Post
    Also... honestly, none of these changes really address the fact that for most primaries /Poison offers almost nothing for damage mitigation. Your poor minions are still going to die like flies. It still has a massive weakness to status effects, which are really killer. Fighting guys like Malta with /Poison is an exercise in frustration.
    i found that neurotoxic breath plus applications of weaken to the right enemies to be a great help in damage mitigation. i also never put my pets in bodyguard mode and use Attack my Target + envenom to clear problem enemies quickly. i've never tried another MM, but i also never felt i was as weak as many people say or believe due to poison. maybe the fact that i was necro with its -tohit and control helped too.

    PS: i wasn't trying to copy you, just refine your ideas a little and add my own perspective and opinions. i still think it should be 'single-target' focused set, not some AoE debuff machine like dark or rad, but that's where my narrow cone suggestions came in.
  8. my first villain (and one of the first villain 50s yay!) was necro/poison

    i really liked the set and my character liked the idea of spitting poison.

    maybe the solution is for the main single target powers (alkaloid, envenom and weaken) to have some amount of 'splash' - potentially increase the strength of the heal/debuff on the target, while including a weaker, small radius AoE splash. specifically:

    alkaloid - increase the heal for the target, add like a half-valued heal in 10-15 ft AoE.
    envenom and weaken - increase the debuff values slightly on the target (make it better than AoE debuffs already available in game - rad and dark specifically), and either make it a very narrow cone (10 degrees or so) or a small AoE (i'd go for narrow cone actually - fits the set better). maybe the -special on weaken would only be on the target, or only a % chance for the AoE.

    neurotoxic breath is fine, although maybe duration could be longer. it does have a chance to hold you know?

    elixir, antidote and paralytic poison are fine. at most paralytic poison could be narrow cone or a small AoE with a chance for hold or immob on the AoE effects, like blind.

    poison trap blows, no doubt.

    noxious gas is also fine, but maybe allow use on players as well as henchmen (as well as other pets and henchmen)

    my 2 cents.
  9. Quote:
    Originally Posted by Stormfront_NA View Post
    it says it debuffs the target by 100% its regen.
    that is the percentage chance it will activate, not the value of the debuff. it is a little annoying that the only way we can even determine the value is by a power analyzer and not by the power info. i feel the same way about the lore pets too.
  10. Quote:
    Originally Posted by Magentrix View Post
    At this point, there are exactly 2 Alpha slots worth taking for PVE, period:

    Cardiac if you're a tank or VERY endurance heavy, or Musculature if you're not. Nerve is just utterly useless, since it's trivial to cap accuracy with IOs. Spiritual used to look okay, but now that's it doesn't effect Judgement powers, it's a non-starter. It's also far easier and more effective to stack global recharge from IOs and use Musculature to boost your damage than it is to stack damage from IOs and use Spiritual to boost your recharge.

    I worked to get Spiritual rank 3 (actually I'm about 20 shards from rank 4) and now I basically have to start over.
    my ill/kin/stone build took nerve and allowed him to softcap s/l w/o sacrificing almost anything, and the extra hold duration help too, since i have 3 hold powers (blind, flash and seismic smash) - and i have deceive too, which gets a boost as well from the nerve radial paragon (tier 4). sure, its not for everyone, but nerve can help when musculature is useless (FS) and so is cardiac (transference).
  11. probably any large open map, like the circular pit graveyard, axis america ruined city map, etc.

    there probably isn't a 'best mission' for XP. how about just running arcs, you'll get the bonus at the end which will help with your XP/min average, which is more important overall.
  12. never, just to spite you asking non-stop.

    in reality - hopefully in a few issues. although they could surprise us, but i think something like that would be leaked out of whichever the next beta is, just because everyone wants it so badly.

    me, eh. its fine. i know when i have hasten up :P.
  13. i'm really tempted on my ill/kin to get vicky + acu so that vicky can be FSed to the damage cap and i'll still be able to heal her with transfusion.

    does the acu do just ST or does he have an AoE as well?

    my only other choice would be WW for the AoE carnage, but will be much harder to buff and heal them (although illusion helps keep mobs away).
  14. because a chick robot assassin beating the snot out of a bad guy is a lot cooler than a guy robot assassin. unless its a bane spider executioner with his awesome mace, but we don't get those :P.
  15. Quote:
    Originally Posted by Ironblade View Post
    Pocket D also has one more selling point - a lot of players have the Pocket D teleporter: <click> bamf!
    sorry to the RPers, but this is why everyone, myself included, uses pocket D. its the easiest to get to Co-op zone - you could be in the depth of the shadow shard, and bam - you're in pocket D. no zoning to get to a zone with a university to get to midnighters club or cimerora. no zoning to get to zones with a vanguard base. all plus another load to the co-op zone in question.

    i know that RPers want their world, but the game is for all that play in its construct. pocket D is supposed to be a meeting zone - and its more that now than ever outside of the special events. as someone else said, it probably looks more like a club with so many people in it now, but i'm sorry if your comp can't handle the effects - lag is something you have to deal with in an MMO. its not like people are purposely griefing, they just don't want to turn off their combat toggles right before jumping into combat.
  16. because it takes time to set up since there are inevitably players who leave and those spots need to be filled and the idea of running something 4-8 times to get a slot open pushes players into wanting to get as much iXP out of each run. (if you're not on the ambush team you get significantly less iXP) a 15 minute run can include up to 15 extra minutes of setup just in getting players together (maybe its a server issue, i am on a low pop server), so its never 15 minutes per run even if thats how long the trial takes.

    you also assume everyone knows what they are doing in terms of the trials, and its only been here, what, a week?

    i've ran <10 trials total and barely have 2 slots open. i'm getting enough salvage already, but its not very fun when i can't even equip anything and seeing destiny and lore pets and judgement attacks i haven't gotten yet.
  17. it should be. the bigger issue for illusion specifically is whether or not PA will also apply the debuffs, not just phantasm.
  18. you can form a league first and then the leader will use the LFG tab to port everyone into the trial at once. as long as your league is the minimum size for the selected trial, it will start as soon as everyone accepts entry.
  19. Triumph Watch 2.0 is where i usually go to form anything.
  20. Quote:
    Originally Posted by Residentx_EU View Post
    Freedom. Twice I was asked this weekend about specific slots. I was booted from a ITF because I didn't have the leader's slots in Judgement and Interface(Saturday) and Sunday I was booted from LGTF for not having specific slotted in Judgement and Lore(Sunday).
    here is your problem. the only reason i could see to reasonably exclude non-slotted players is if they were trying to do a master run, and even then, they are never necessary. i realize how upsetting it must be, but i'm sure there are many many team that would take you, regardless of your iSlotting.
  21. simple question: when does the option to customize our incarnate powers unlock?

    does it unlock when you craft the power, or after the slot is unlocked, or after the power is equipped?

    i'm 5% from finishing judgement, but i have crafted my tier 1 ion and was wondering if i can customize its color now or do i have to wait?
  22. also, reactive has such a small debuff value attached to it, it seems to me purposely so due to -resist being the most attractive shiny. they also max out at 4 applications total (regardless of which player applies the debuff), so maybe it will be good for you to use gravitic as you'll actually get some use out of that effect while so many others take reactive.
  23. what server are you on? no one on my server (Triumph) has ever asked for what slots we had, or even required a lvl shift from alpha.
  24. when i took rock armor on my ill/kin for my second build, i decided to change his native 'light' and energy powers to powers of sand and rock.

    the illusion powers all got a gold recoloring, making them gleam like the golden sand from Aladdin - which i thought made total sense esp with PA distracting the enemy. the kinetics powers got recolored to the pale sections of the palette, with transfusion getting an earthy green/brown combo, and transference getting a pale blue (i like heals to be green and end recov to be blue...), siphon speed getting a pale yellow and FS getting a pale red, all of which has the effect of swirling sand.

    if we ever get epic customization, i'd like to change to the gem effects instead of stone, but i don't know what i'll do with illusion and kinetics. maybe leave them be as sand, and make the stone mastery powers look like polished glass (since glass is made of sand...).
  25. the point is to partition off salvage that you already plan to use for a particular recipe in your own salvage, which i would really like. i usually end up getting the salvage to do a bunch of crafting at once due to owning a crafting table on a 5 minute timer. however, its not a trivial task to keep track of all of the salvage i need for all of the recipes, especially through multiple sets that have copies of the same salvage. knowing that the math proof i have is already planned to be used with recipe A would be nice if recipe B also needed it but i only have 1 math proof.

    its just a QoL improvement, but probably too much to ask for. not everyone just buys the salvage they need on the spot. some of us would rather save the salvage they need, like rares, and not buy them off of the market when the time comes.