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Posts
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Joined
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What I've been doing lately is finding words with prefixes that match some of my toon's powers.
For example, if you are making a fire blaster you can search for words that start with "pyro" or "thermo." Then you just pick one you like or tweak some of the words so they sound more like a name. -
Quote:You can get the first temp power jetpack 1 level later than Ninja Run, and if somehow you run out of both the packs you can go buy another one in Grandville/FBZ for only 10,000 inf.What kept him was the fact that the other boosters were pure luxury items, that offered pretty much only aesthetic benefit. Ninja Run is an awesome quality of life improvement at low levels. No longer worry about outlasting your temp power jetpacks, no longer tied to the relatively glacial pace and weak vertical movement of Sprint, the lower levels are far more bearable.
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Quote:You get the new issues for free, but not the booster packs. If you don't want them don't buy them. And just so you know, not many MMOs give out big updates like CoX does without making you pay extra.lol if i was jealous i would just buy it... The $15 monthly fee is supposed to cover extra content, if not may I ask what exactly I am paying for? So I'll go play another MMO, I've been meaning to try Aion anyways.
Hopefully there are a couple more people like me, and this ends up costing them money in the long run. But, I doubt it. -
Quote:I don't think he means they kill groups at different speeds, he means that the enemies in front (and therefore in your cones) will usually die very quickly when you start fighting, so only the mobs behind you will be alive long enough to be hit by the procs. On a Fire/Kin you do targeted AoE damage, so most of the minions will stay alive and die at once, so the procs are going off on all 15 mobs during the whole fight. On a Scrapper they will only be going off on the 8-9 that you didn't kill right up front.Stryker.... I'm not sure I totally agree with you about killing at different speeds. I can kill a +3 level mob at the same speed on either my spines/dark or my fire/kin. Obviously the minions die first then the lt's then the bosses. Other than that everything being the same I'm leaning more towards the fast that the radius must be smaller on my scraps auras.
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In my experience when my Brute is capped it will do much more damage than my Scrapper could ever do (1500 damage KOB ftw), because of the reasons Umbral listed above. However, it is very difficult for my Brute to actually get to the cap (it usually takes around 2 FS's on top of Rage, Fury, and any other damage buffs), and even then I only have it for maybe 20 seconds maximum before some of the FS's wear off and/or my Fury goes down.
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TBH my strategy for normal missions is the same for both sides... I just jump in and kill stuff and if I'm on a squishy toon I hope my team is behind me.
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Try this, its the build I am currently using and it is very similar to what you posted (the slotting is different). If you don't have the cash you can replace the LOTG +rech globals with regular defense IOs until you can afford them or you get lucky and roll them. If you have extra cash you can put 5 Hetacombs in GFS and then put the 6th slot in something else.
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Quote:You can always use your first build as a leveling/exemping build and then make this your second one. You save a respec that way too.I think I would go with the following build.
I have given up a lot of the regen, which I feel is unneeded with Healing Flames, primarily to gain another range attack in Ring of Fire. I have boosted max HPs some, as well as given the build extra unsuppressed movement. Using the Performance Shifters gives this build more end efficiency, although I was shooting for the extra +HPs. As far as KB protection goes, I have found that if 4 is not enough, neither is 8. Therefore I have left you with only 1 Steadfast KB IO. I have also found that 4 is almost always enough.
I think I want to play this build, although I am really not fond of the fact that EXing below 39 would start to get really painful. Eh, not a big deal to have a character that doesn't EX well; I guess one could also use a 2nd build if one wanted to get more scrapper attacks in the lower levels. -
Theres a good time and a bad time for movement control IMO.
On some toons I like the inertia from fly to carry me away from harm, or to position myself for another attack (like when I do triple alphas on my PB... I use it to carry me up to turn the KB into KD and so I can switch to human and drop into the group and use another attack). -
Quote:ELA has EnergizeJust wanted to pop in and say that the new planner is well under way
(That's a screenshot from an actual working copy, not some design mockup).
Bonus points if you pick out new features based on that screenshot! -
Quote:Personally I don't see the need to take Strike and Swipe (Strike recharges quick enough for a filler). If it were me I would take Strike at 1 and move some picks around to get Shockwave if you want it. The only thing is you would lose that ToD set and would have to find some more melee defense.I'd recommend slotting Follow Up with some accuracy. Especially considering you don't have a lot to hit or accuracy set bonuses. If you are going to take Weave I would recommend not slotting Boxing for bonuses. You can do better just going for some recovery bonuses and running Weave.
My build is a bit different but I have all the Claws attacks and soft capped defense. If I drop Air Sup and Fly and just take SJ I'm still 1 power pick away from getting Aid Self. Basically, I'd probably drop Shockwave if I really wanted the heal, and slot a healing set that'd give me 1.88% AoE def. That would look something like this. -
Quote:SR has very high def debuff resists, so if you can get a little bit of a cushion above the softcap -def won't really be an issue. I prefer my FM/SR for things like Cimerorans because even with only 1% over softcap I rarely ever see it drop below 45%, while on my DM/SD it can drop to the mid 30's if I'm not too careful.He pointed out some stuff I forgot to mention. I have a 50 DM/SD Brute and FM/SD Scrap. The heal is so nice. Also, with the tohit debuffs stacked, you can safely solo Positron and other AVs that reduce your defense. I tried to solo Posi with my FM and it just was not gonna happen but I've done it twice with my DM. Now I can't give a direct comparison since the DM/SD is a Brute, but he does feel a bit faster sometimes. It's close call for me, though.
Both toons are awesome, but personally I like my FM/SR more. Fire Sword Circle is awesome, and Confront (which I got at 49 because I needed a power that didn't need any more slots, it was that or the medicine rez) is suprisingly useful some times. Those little things (and a few more) just make it more enjoyable for me. -
When the proc first came out you didn't have to wait 10 seconds, but then it was like a constant +100% recharge (which is just a little overpowered). The devs changed it so it has a 10 second cooldown/supression.
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I didn't say you can get 200% recharge.
Edit: All I said is that you won't get the +recharge for 10 seconds after the proc goes off. You might see the icon pop up, but you shouldn't be getting any +recharge until that 10 seconds is up. -
Quote:Maybe I am just not reading your post right, but that isn't really how it works. If you use FS the first time and it procs, you get the +recharge for 5 seconds, but then it is supressed for 10 seconds. Any time you use FS in this 10 seconds it might proc, but it will not have any effect on you. If you use it toward the end of the 10 seconds (i.e. in that wiki example he used it at 7 seconds), you will not get the recharge for the first 3 seconds, or until the supression ends, but once it does end you get the rest of the +recharge (2 seconds in this case). After it ends the supression cycle starts again.FF + Recharge actually has suppression on it. To get the most out of it you would have to use FS less. After the inital proc it doesn't proc again at 5 seconds (2 seconds instead) until the next group of mobs.
Not sure if I explained that correct so lemmie give a example.
1)You run into a group of 10 mobs (so it should proc every FS) and use FS, +Recharge procs.
2) You use FS again but it doesn't proc. (It should proc, but it's suppressed)
3)You use FS again, +Recharge procs but only for 2 seconds vs. 5 seconds.
Repeat steps 2-3 until group is dead.
IMHO It's not worth it at all. In order to use FF + Recharge correct it needs to proc about once every minute (or else it falls into the rules of suppression)
So, you don't have to wait a minute to maximize the +recharge. You would have to just make sure that the proc never fires at end of the supression so that none of the effect goes over the supression. In the example in the wiki, if he wanted to maximize the +recharge effect he should wait 3 seconds to use the Footstomp at the end of the supression every time. Personally, I don't think it is really worth waiting and I would rather just use FS to kill the group faster. -
If turning MoG from a power that gets you killed into making you pure awesome for 15 seconds so you can take an alpha or take a breather is a nerf... okay...
Anyway, Fire/SR is an awesome build. I softcapped mine for less than 50 mill (20-30 of it was the Zephyr -KB IO, so if you get lucky on a reward roll it will cost half as much). Softcapping it with Aid Self cost much more, but if you can afford it it is definately worth it. To be honest, Fire/SR is great even if you just softcap it without much other set bonuses, but if you can get them in on your budget though it will just make you more awesome. -
What I like to do for AoE is get all the mobs around me, target a mob in the middle that will survive Shield Charge, then Soul Drain and Shield Charge toward the edge of the group. Then you can immediately hit SM and if enough mobs are still alive it should easily hit 4 or 5 of them.
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If you put it in Invincibility it will have a chance to go off every 10 seconds, which seems better than putting it in BU or a click power with a recharge higher than 10 seconds. It really isn't though because a lot of the time it will go off when you are just standing there and don't need it.
If you really want to slot it, I would slot it in Blinding Feint (it really isn't very neccesary though). The only reason it should be in a toggle is so you can 6-slot the set for the +def. -
Just looking really quick at your build, I would switch Dark Consumption and Grant Cover, and try to get some more recharge in DC. Also, replacing the end mod IO in Stamina with Performance Shifter: End Mod/Acc would get you a set bonus of +rec and make the +rec from Stamina only slightly lower. Edit: For more end help, try to get Portal Jockey and Atlas Medallion ASAP.
I would also recommend trying to fit Shadow Punch in there to help fill your attack chain (although Dark Blast will do that occasionally, it just has a much longer recharge). Also, replace the Apocalypse: Damage and Hetacomb: Damage with Damage/End, it will help you use a lot less end and do only slightly less damage.
It would be helpful if you put either a data chunk or a link to your build in there. It is easier for people to look at it in Mid's. -
QR
Hero and Villain ATs are kind of hard to compare. The Hero ATs mostly follow the standard class system used by most MMOs (tank, melee damage, ranged damage, healer/buffer). Controller is really the only AT I can think of that isn't really used in a lot of other MMOs I have played (I havent played many though, so I could be wrong). Villain ATs seem to be more broad, because they are made by mixing and matching the hero ATs, so you can play them as many things.
For example: A Stalker, as mentioned earlier, is kind of like a Blaster with melee attacks and defense. Because of this, you could play it like a Blaster, where you do large amounts of burst damage and try to stay out of danger as much as possible, or you could play like a Scrapper where you are fighting all the time, shooting more for DPS with an occasional placate+AS or some other crit attack.
Scrappers are generally compared to Brutes because Brutes have near the same average damage as Scrappers (they start out lower but end up higher) and have similar amounts of survivability (with the Brute leading a bit because it has more health). It is true that depending on the build, a Brute could be geared much more toward a Tanker style, but, because of Fury and their lower level of survivability, most lean toward the Scrapper playstyle (if they can't do both). -
Here try this:
I just took your build and moved 1 or 2 slots and did some cheap IO frankenslotting, as well as got it to softcap. I had a very similar build to this on my FM/SR while I got all the recipies I needed to get my build with Aid Self. It should only cost 50-75 million if you don't count slotting health.
On my build like this, I would very rarely run out of end on long fights. Since Claws costs less end than FM, you should be fine even without the Miracle: +Recovery.
Edit: Changed the build a tiny bit again. Now it should cost a lot less because you won't need the Zephyr -KB to get enough AoE defense. I just changed the slotting on boxing a bit. The only thing is that your Ranged defense is just barely capped, so if you go down too far in levels on the IOs in Focused Senses or Agile it might go under 45% a little.
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WP can easily get away with not being quite sofcapped. Don't forget that RttC provides some -tohit and you can also get Darkest Night for more -tohit.
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I would push CJ/SJ back so you can get Stamina right at 20. There isnt really that big of a need for a travel power right away any more because if you do AE you never leave the building, and if you don't do AE you will probably get a jetpack from a Safeguard mish anyway. You also want to try to get Quickness ASAP as well (preferably 22). Personally I would switch Focused Senses and Agile because it provides much more +def, however it will cause you more end issues until you get Stamina.
And I would replace Stealth with Hasten myself, SR with CJ and Weave can be softcapped for very very cheap already. You could also ditch Stealth and Caltrops and try to get Aid Self in there. If you go with Aid Self you should probably push weave back to 49 so you can get Aid Self 5 or 6 slotted.
And don't worry about putting that many slots (if any) in Tough. Its not that useful alone without other S/L resist powers, and the main reason you got it is for Weave. If you are trying to softcap use its default slot for Steadfast +3% def. I don't think I've ever turned Tough on on my FM/SR, and the only time I can imagine doing so would be in a really tough fight against mobs that do S/L damage. -
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Two minutes of build-up for ten seconds of debuff? Yes please.
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Personally I would rather have a -1000% recovery and -160% damage debuff for 10 seconds. Feels like a cop out to do such an extreme damage debuff value.
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*cough*Sands of Mu vet power unenhanceable damage*cough*
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Yup, vet powers are uneffected by the -damage, and if you happen to be FA you can use Burn during the rage crash and once it is over the Burn damage will jump back up on its own.
Edit: Its the endurance part that gets me. -
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Woe unto the poor Defender, having to deal with mezzes just like Blasters, Controllers, Corruptors, non-Domination Dominators, and non-Dwarf Kheldians.
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Blasters can still attack when mezzed... its only t1 and 2 attacks, but its still something.