Soul_Stormer

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  1. so if we can quit threadjacking me over toggled unstoppable, i was wondering about my +regen build.

    with mids, i can get a regen of 358% or 52.48 HP/s with DP on. its the same powers as the earlier build, but i put +regen in every power that i could. (no pvp or purples though)

    after +regen, i went for +recovery and +end, but then took some back when i exceeded the 5 rule, and also went for a few +rech and psi resist/def bonuses after that. (swapped out a part of tempered readiness in ice storm for the 5th posi).

    any ideas on what else to tweak so that i keep my regen and keep at least 2 end/s net gain? i also like my powers slotted with at least 2 SOs acc and near ED capped damage, although you can see i've made a few minor compromises on that already.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Impervium Armor - Resistance/Endurance
    • (3) Impervium Armor - Resistance/Endurance/Recharge
    • (3) Impervium Armor - Resistance/Recharge
    • (5) Impervium Armor - Resistance
    Level 1: Barrage
    • (A) Pounding Slugfest - Accuracy/Damage
    • (5) Pounding Slugfest - Damage/Recharge
    • (7) Damage Increase IO
    • (7) Rope A Dope - Accuracy/Recharge
    • (9) Rope A Dope - Accuracy/Endurance
    Level 2: Dull Pain
    • (A) Numina's Convalescence - Heal/Recharge
    • (9) Numina's Convalescence - Heal/Endurance/Recharge
    • (11) Numina's Convalescence - Endurance/Recharge
    • (11) Numina's Convalescence - Heal
    • (13) Triage - Heal/Recharge
    • (13) Triage - Heal/Endurance/Recharge
    Level 4: Bone Smasher
    • (A) Pounding Slugfest - Accuracy/Damage
    • (15) Pounding Slugfest - Damage/Recharge
    • (15) Damage Increase IO
    • (17) Rope A Dope - Accuracy/Recharge
    • (17) Rope A Dope - Accuracy/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 8: Unyielding
    • (A) Impervium Armor - Resistance/Endurance
    • (19) Impervium Armor - Resistance/Endurance/Recharge
    • (21) Impervium Armor - Resistance/Recharge
    • (21) Impervium Armor - Resistance
    Level 10: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    • (23) Perfect Zinger - Taunt/Range
    • (23) Perfect Zinger - Taunt/Recharge
    • (25) Perfect Zinger - Taunt/Recharge/Range
    Level 12: Super Speed
    • (A) Run Speed IO
    Level 14: Resist Physical Damage
    • (A) Impervium Armor - Resistance
    • (25) Impervium Armor - Resistance/Endurance
    • (50) Impervium Armor - Psionic Resistance
    • (50) Impervium Armor - Resistance/Recharge
    Level 16: Whirling Hands
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (27) Eradication - Damage
    • (27) Eradication - Damage/Recharge
    • (29) Eradication - Accuracy/Damage/Recharge
    • (29) Rope A Dope - Accuracy/Endurance
    • (31) Rope A Dope - Accuracy/Recharge
    Level 18: Invincibility
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (33) Luck of the Gambler - Recharge Speed
    Level 20: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Winter's Gift - Slow Resistance (20%)
    • (43) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 22: Resist Elements
    • (A) Resist Damage IO
    • (33) Impervium Armor - Psionic Resistance
    Level 24: Resist Energies
    • (A) Impervium Armor - Resistance
    • (33) Impervium Armor - Psionic Resistance
    • (34) Impervium Armor - Resistance/Recharge
    Level 26: Tough Hide
    • (A) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Recharge Speed
    Level 28: Build Up
    • (A) Recharge Reduction IO
    • (34) Recharge Reduction IO
    Level 30: Stun
    • (A) Rope A Dope - Accuracy/Recharge
    • (36) Rope A Dope - Accuracy/Endurance
    Level 32: Unstoppable
    • (A) Recharge Reduction IO
    Level 35: Energy Transfer
    • (A) Pounding Slugfest - Accuracy/Damage
    • (37) Pounding Slugfest - Damage/Endurance
    • (37) Crushing Impact - Accuracy/Damage
    • (37) Crushing Impact - Accuracy/Damage/Recharge
    • (39) Crushing Impact - Accuracy/Damage/Endurance
    Level 38: Total Focus
    • (A) Pounding Slugfest - Accuracy/Damage
    • (39) Pounding Slugfest - Damage/Endurance
    • (39) Damage Increase IO
    • (40) Rope A Dope - Accuracy/Recharge
    • (40) Rope A Dope - Accuracy/Endurance
    Level 41: Chilblain
    • (A) Devastation - Accuracy/Damage
    • (42) Devastation - Accuracy/Damage/Recharge
    • (42) Volley Fire - Accuracy/Damage
    • (42) Volley Fire - Damage/Recharge
    • (43) Entropic Chaos - Accuracy/Damage
    • (43) Entropic Chaos - Damage/Recharge
    Level 44: Shiver
    • (A) Tempered Readiness - Accuracy/Slow
    • (45) Tempered Readiness - Accuracy/Endurance
    • (45) Tempered Readiness - Accuracy/Damage/Slow
    • (45) Tempered Readiness - Endurance/Recharge/Slow
    Level 47: Ice Storm
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Damage/Endurance
    Level 49: Super Jump
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (36) Regenerative Tissue - +Regeneration
    • (46) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (46) Efficacy Adaptor - EndMod/Endurance
    • (46) Efficacy Adaptor - EndMod/Accuracy
    ------------
    Set Bonus Totals:
    • 3.125% Defense(Energy)
    • 3.125% Defense(Negative)
    • 7.5% Defense(Psionic)
    • 1.563% Defense(Ranged)
    • 9.45% Max End
    • 18% Enhancement(Accuracy)
    • 1.5% Enhancement(JumpSpeed)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(FlySpeed)
    • 33.75% Enhancement(RechargeTime)
    • 1.5% Enhancement(RunSpeed)
    • 6% Enhancement(Heal)
    • 140.56 HP (7.5%) HitPoints
    • MezResist(Immobilize) 2.2%
    • MezResist(Terrorized) 2.75%
    • 15.5% (0.259 End/sec) Recovery
    • 156% (12.21 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.575% Resistance(Fire)
    • 6.575% Resistance(Cold)
    • 9% Resistance(Psionic)
  2. still doesn't really give me any answers on going for +regen and its viability. i know i can go +rech for perma dull pain, but what about going for +regen without necessarily focusing on +rech.
  3. Quote:
    Originally Posted by Local_Man View Post
    Actually, as of I-19, unenhanced Flight is already at the flightspeed cap. You don't even have to put Flightspeed in Swift or enhance Fly for Flightspeed. The Raptor Pack also travels at Flightspeed cap without any buffs. The only thing that seems to benefit from Flightspeed enhancement is Hover.
    very true. that's why i didn't mention flight at all, just hover - which does need some help getting to the flight speed cap.
  4. my main is a ill/kin/primal with hover+siphon speed as his travel. it seems counter-intuitive, but adding slow enh to siphon speed will actually increase your +speed buff from it. something to keep in mind, as i can buff my flight speed to the cap with one application between siphon speed and my +move set bonuses.

    i'd also consider the %BU proc in PA if you can afford it, definitely has increased the damage output on them as each illusion has a chance to proc every time they attack (and you can see the icons on the pet window).

    a sovereign right proc in phantasm can help too, although i'd cap it to acc/dam first. the proc will help with any neg eng damage (as phant is weak to it) as well as buff his eng resist even higher.

    although some recommend it, i prefer not to put damage into my hold unless they are capped on acc/hold/rech as fulcrum shift can cap your damage in one or two applications especially on teams. i agree that the entropic chaos proc is crap. you have transfusion, the best AoE heal in the GAME! nothing else can heal for +400 in an AoE (+700 with power boost!). no point in wasting a slot in SW like that. much better served with a damage IO or even better... the apocalypse proc!
  5. Quote:
    Originally Posted by Sailboat View Post
    No doubt the Dominator has more control; I think the point was that the Blaster has a ton of control for a Blaster, and still does Blaster-sized damage.
    just trying to stick up for the dom. i like them, although i like blasters too. on small groups, the blaster wins hands down -> can hold everything and then destroy them quick. larger groups... the dom edges up, but its really an issue of survivability/protection versus kill speed.
  6. it seems as though anything that comes from game lore: VEATS, HEATS, and Patron Powers, seems to be off limits for now in terms of power customization. bane maces, huntsman rifles and widow claws can be customized, but thats more weapon customization than power customization.

    next up for customization is power pools and epic pools.
  7. Quote:
    Originally Posted by Soul_Stormer View Post
    my purpled/IOed illusion/kinetics controller owned her due to PA plus killing her run speed with siphon speed. she can't kill what she can't damage or get into melee range of.

    might try with my lvl 43 inv/em tank though and see... as well as my rad/dark defender.
    lvl 43 inv/em tank farming for candy canes:
    first few times i kited, eating a few greens after DP and hitting her with BU>barrage>ET>TF and backing off. not really a problem if i backed off.
    then she killed me the next time. came back and beat her.
    then i started to pull her to the tuatha. she would still mainly agro me (i was a tank after all), but the added damage was enough that i only have to kite a little and she went down much faster. i used unstoppable on one of these when it got really rough and i was out of greens... even with her debuffs, i was still almost capped to F/C and finished her.
  8. i just tried a regen 'build' by adding in all non-purple/pvp IO sets with +regen and accounting for the max slots per power and the 5x rule, i can get a max of 176% additional regen (not counting health or a numina proc). granted, i'm probably not going to build quite like that, but nice to know (like slotting swift with two freebird for +8% on a non flying character).
  9. if it matters, here is my build at lvl 43:

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Tanker
    Primary: Invulnerability
    Secondary: Energy Melee
    +----------------------------------------------------------------

    01: Barrage => Accuracy(1), Accuracy(3), Damage(3), Damage(5), Recharge(43)
    01: Temp Invulnerability => EnduranceDiscount(1), EnduranceDiscount(5), Res_Damage(7), Res_Damage(7), Res_Damage(9)
    02: Dull Pain => Recharge(2), Recharge(9), Recharge(11), Heal(11), Heal(13), Heal(13)
    04: Bone Smasher => Accuracy(4), Accuracy(15), Damage(15), Damage(17), Damage(40)
    06: Hasten => Recharge(6), Recharge(17)
    08: Unyielding => EnduranceDiscount(8), EnduranceDiscount(19), Res_Damage(21), Res_Damage(21), Res_Damage(43)
    10: Taunt => Perfect_Zinger(10), Perfect_Zinger(23), Perfect_Zinger(23), Perfect_Zinger(25)
    12: Resist Physical Damage => Res_Damage(12), Res_Damage(25)
    14: Super Speed => EnduranceDiscount(14)
    16: Whirling Hands => Razzle_Dazzle(16), Razzle_Dazzle(27), Razzle_Dazzle(27), Razzle_Dazzle(29), Damage(29), Accuracy(31)
    18: Invincibility => EnduranceDiscount(18), EnduranceDiscount(31), Buff_Defense(31), Buff_Defense(33), Buff_ToHit(19)
    20: Resist Elements => Res_Damage(20), Res_Damage(33)
    22: Resist Energies => Res_Damage(22), Res_Damage(34)
    24: Combat Jumping => Winters_Gift(24)
    26: Tough Hide => Buff_Defense(26), Buff_Defense(34)
    28: Build Up => Recharge(28), Recharge(34), Recharge(36)
    30: Super Jump => EnduranceDiscount(30)
    32: Unstoppable => Recharge(32), Recharge(43)
    35: Energy Transfer => Accuracy(35), Accuracy(36), Damage(36), Damage(37), Damage(37), Recharge(37)
    38: Total Focus => Accuracy(38), Accuracy(39), Damage(39), Damage(39), Damage(40), EnduranceDiscount(40)
    41: Chilblain => Accuracy(41), Accuracy(42), Damage(42), Empty(42)
    44: Shiver => Empty(44)
    47: Ice Storm => Empty(47)
    49: Stun => Empty(49)

    +----------------------------------------------------------------
    + Inherent Powers
    +----------------------------------------------------------------

    Stamina (3)
  10. i have my old inv/em tank i'm almost finished leveling and was thinking about set bonuses.

    if i want capped HP with dull pain up, is it correct that i only need about 9.5% in HP bonuses after the accolades?

    calculations:
    base HP: 1874.1
    cap HP: 3534
    accolades (+20%): 374.814
    dull pain : 1105.701 (20% unenh + 20%*(1.95)) 3 SOs enh

    3534 - (1874.1 + 374.814 + 1105.701) = 179.386 -> 9.5% of 1874.1

    i don't have mids (prefer paper).

    also, how viable is going for +regen/+recov. i realize most builds go for soft capping (type, not positional?) and rech, but just wondering.

    and does anyone use anything but energy mastery? i tried fire, but respeced into ice... i'd rather have ice storm and shiver i think than fireball and melt armor. how much damage does ice storm do?

    am i crazy for not taking tough/weave (i have all the inv powers with my i19 respec). i took cj for extra def.
  11. just curious, how are elec/kin controllers? my main is an illusion/kin, and i'd imagine they would sap really well, and kinetics might help elec control's low damage.
  12. Quote:
    Originally Posted by makerian View Post
    Yeah I think you're right, you probably need two unique rares, but those rares could come from identical uncommons below it. I didn't think that through all the way, but I also haven't tried to create a boost if one already exists, so not sure what the game does to handle it.
    that sounds logical to me.

    Quote:
    And Soul, my understanding is an Uncommon requires a Common, and a Rare would require an Uncommon (which already required a Common that's not reusable). That's why I said that it would require 2 Common, 2 Uncommon, and 2 Rares to make a Very Rare. Still conjecture on my part.
    ah, my mistake. actually, i think that makes the most sense. i'm pretty sure i've heard someone speculate that you'd need an uncommon and a common after you've already crafted a rare, which i think is silly.
  13. Quote:
    Originally Posted by makerian View Post
    I can't get on right now, but I thought you were implying the lists looked different as well.

    IIRC, the tree is inverted and there's a point in the uncommons where it splits and then remerges after rare.

    That leads me to believe that you would have to create two rares, which means 2 Commons, 2 Uncommons and 2 Rares, plus all the other components and shards necessary.

    I get the impression you could create the same rares to unlock the very rare, like say 2 Cardiac Total Core Revamps could create 1 Cardiac Radial Paragon, even though they are on other ends of the tree. Again, that is from recollection of the game interface, not the one listed at: http://goingrogue.na.cityofheroes.co...lpha-slot.html. Even if you could only create on the Core side of the tree, you could maybe use two of the same rare to get the very rare.
    i would disagree on this completely.

    as it stands now, creating a specific alpha fills its slot, so i don't think its possible to have two copies of the same alpha, so you'd need two different rares to make a very rare.

    although i could be wrong, i doubt that each rare will require both an uncommon and a common to craft - probably just an uncommon plus some salvage and shards. it would be a lot of grinding to get all of the shards and/or salvage to get just one very rare, and it seems a little much to do all of that work, not to mention that the other slots might also use those incarnate shards.
  14. Quote:
    Originally Posted by Jade_Dragon View Post
    The same goes with Incarnate Slots. If all Incarnate abilities just buff the caster that will be a drawback to MMs.
    the alpha slot does effect the pets, as it adds to their enhancement values, unlike set bonuses. so far, the incarnate abilities do help a MM.
  15. my purpled/IOed illusion/kinetics controller owned her due to PA plus killing her run speed with siphon speed. she can't kill what she can't damage or get into melee range of.

    might try with my lvl 43 inv/em tank though and see... as well as my rad/dark defender.
  16. Quote:
    Originally Posted by Winterminal View Post
    If my name wasn't obvious enough, Cold-based powersets are my favorite in the game. And I HAVE to recommend the Blaster over the Dominator.

    In terms of control an Ice/Ice/Cold blaster gets:
    • 1 ranged ST immobilize
    • 2 ranged ST holds
    • 1 melee ST hold
    • 1 melee PBAoE sleep
    • 1 ranged Targeted AoE sleep
    • Shiver, Chilling Embrace, and Snow Storm
    • Slow secondary effects on nearly every one of your powers
    in terms of control for an ice/icy/ice dominator:
    • 1 ranged ST immobilize^
    • 1 ranged AoE immobilize^
    • 1 ranged ST hold^
    • 1 PBAoE hold^
    • 1 TAoE sleep^
    • 1 TAoE slow/knockdown patch, easily perma
    • shiver, chilling embrace, arctic air^
    • sleet, ice storm, hibernate, hoarfrost# (dull pain), frozen armor# in epic
    • domination (effects ^)
    • power boost (effects ^,# plus slow effects -> on almost all powers)

    how about attacks?
    • 3 blasts
    • 2 melee attacks
    • 1 PBAoE
    • 1 cone
    • jack frost

    you might be able to hold a boss in 2 shots with the blaster, but with the dominator, you can hold the hole spawn plus a boss in 2 shots, or just 1 shot under domination. you also have a pet at lvl 32 which will control and deal damage for you.

    also, the dominator can be safer in melee with an arctic air/chilling embrace/glacier/GIS/melee type build. ice slick might not be a complete alpha stopper, but most works better than the other posters described and will knockdown and slow most anything, except for warwolves and a few others. the dominator will be an end hog though.
  17. Soul_Stormer

    Weapon Auras

    Quote:
    Originally Posted by Samuel_Tow View Post
    Stone bow FTW!
    what about a bone bow? for some reason thats what i visualized when i read this.
  18. i searched the boards and couldn't find this answer, so is there any issues with vigilantes getting villain-side badges? i remember that some of the explores might not have been working, but this might have been cleared up in the last patch. i will eventually be flipping completely to villian, but was wondering what i can/can't get now.
  19. kinetics isn't great, but it shouldn't even be considered in the same catagory in terms of IO slotting.

    kinetics has:

    transfusion: heal/acc heal/end mod
    siphon speed: slow
    speed boost: end mod/run/universal travel
    repel: kb
    increase density: damage resist
    transference: end mod
    inertial reduction: jump/universal travel

    granted, IR and repel are rarely taken, but even without those, its a moot point. just because siphon power and fulcrum shift can't accept IOs don't mean its the worst set to optimize, especially in comparison to sonic resonance.
  20. my first villian was a necro/poison, and i definitely found that /poison is not group friendly, but can steamroll +2,3/x1. small mobs and bosses/EB/AVs are definitely /poisons specialty and i found him very effective that way.
  21. Quote:
    Originally Posted by Phewmite View Post
    So in other words, you can slot the common and get the 33% boost to damage, or slot the uncommon and get the 33% boost to damage and the 33% boost to immobilize.
    it should be noted that although the damage boost is the same on the common and uncommon enhancements, the amount that bypasses ED is double on the uncommon (1/3 versus 1/6). so on attacks that are already ED capped with 3 SOs worth, the common would add 5.5% undiminished and the uncommon would add 11% undiminished.
  22. for now, as it is new, there will be lots of incarnates running around. but that's just the alpha slot. as more of the incarnate slots are introduced, the group of truly 'incarnate' will emerge along with a larger group with some incarnate abilities. how fast or the spread of 'incarnate-ness' of characters will be dependent on the implementation of the other slots, but it will happen.
  23. so sad, we ran it and almost defeated BM, but we were down to 7 people. after we fell apart at the end, we could never overcome her regen again. we were so close! (and didn't even know it...)
  24. Quote:
    Originally Posted by Arcanaville View Post
    And yet, my flight speed will still suck.
    HAHAHA... so true.

    seriously, i know everyone on the boards is focused on what it will do for their uber/IOed-out builds, but i hope its not lost that the alpha slot will help non-IOed characters way more than IOed characters due to ED. adding that extra SOs worth of damage or end redux or recharge could significantly change the effectiveness of a SO build, and its a nice alternative to spending the immense time/effort/inf it takes to IO out a build.