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Taking a detailed look at it, I think forms are pretty effective as they are. They only have two major problems: animation time and detoggling.
The Nova forms are essentially identical and both have the same reason to take them: higher AoE damage. Currently, many people choose to skip them since the gain is fairly small and requires you to either avoid defensive toggles or turn them back on every time you shift. This is seen as too great a price for using the form. Thus, the jury is out on whether or not to take Nova.
The Dwarf forms function somewhat differently, and are taken for different reasons:
Black Dwarf form is still used by a lot of players because it allows for stacking Sunless Mire and Black Dwarf Mire. This gives Warshades a substantial boost to offensive power. While the form does feature a heal in Black Dwarf Drain and a taunt, those are not the main attractions since most Warshades aren't KBing mobs all over the place and have Stygian Circle for all their healing needs.
White Dwarf form has been called obsolete in light (see what I did there?) of the recent changes to Peacebringers. However, there are still reasons to take and use the form. The biggest reason is White Dwarf Sublimation. That power is an enormous self heal that has an obvious use. It does, however, require some planning to use effectively in combat since you have to shift to trigger it. White Dwarf offers two additional benefits in the form of a taunt (which allows you to gather mobs back together if you goof on reigning in your KB) and White Dwarf Flare - a lower damage Solar Flare that does KD instead of KB. That makes it very useful when PBAoE KB would be a bad idea and as a 1-2 punch with Solar Flare since Dwarf Flare won't knock foes out of Solar Flare's radius.
I think that a lot of people think of forms the wrong way. The usefulness of the forms isn't to sit in one and be a fake blaster or a crappy tanker. It's to leverage the additional powers they give you to create additional offensive or defensive strength. That's what everything I posted above attempts to say.
So what changes need to be made to buff forms? The animation times need to be drastically reduced. I don't understand why they are so long. That alone would make me happy. However, to make Tri-Forms exist on a level similar to Human-only builds toggle suppression must be introduced into the forms. That way, you could leave defense toggles like Weave and Maneuvers running (for free and at no effect) while you were shapeshifted and would not have to turn them back on when you returned to Human form. IIRC, the animation times at the very least have already been cited as a problem by the devs. They wanted to fix them in the i21 changes but had no time for the new animations. I can't claim to know when the shifting animations will be reduced or what led the devs to reduce them, but I would wager it will happen "Soon" and will be for the reasons I've outlined here. -
To say that Nova and Dwarf are obsolete with perma-Light Form is an understandable, but I believe incorrect statement. To say they offer marginal mechanical benefit, especially with Dwarf, would be accurate. However, used effectively both forms still offer benefits worth consideration. While it is not feasible to softcap a post 50 Tri-Form build because of toggles being more or less useless, defense is just one survival tool. With Dwarf form, you get a self heal that with only minimal slotting provides a heal in excess of 80%. Dwarf also brings a taunt to gather back foes that your powers sometimes scatter and a version of Solar Flare that trades slightly lower damage for having knockdown rather than knockback. Nova has higher AoE damage than human form, which can be leveraged as an opener against enemy spawns. The long form animations don't come into play with a Nova opener, and can be mitigated with careful planning for the Dwarf uses. With the recent changes, an MFing Peacebringer could theoretically be created that is somewhat less powerful than an MFing Warshade against large numbers of enemies but maintains the same level of power against any number of opponents, including a single hard target like an AV. This was not feasible before since Light Form was not nearly as similar to Eclipse.
Is that type of build optimal? No. But neither are the vast majority of builds in use on the live servers. It would certainly be cheaper than the optimized human only builds that have dominated the boards since the changes took place. It also meshes more closely with what many people first expect a Peacebringer to be when they play it for the first time - a weaker but more stable Warshade.
I really think the benefits the changes brought to Tri-Form builds have been very much understated so far. Of course, there is some merit to what you are trying to do with this thread - but it is the same for any build on any AT. The goals of an exemplar build would always be better suited by an alternate build as the incarnate abilities available at level 50 have exaggerated the gap that already existed (and is intended to exist) between power functionality and performance in the early and late game. -
Well, if we want more slots we will have to wait. As others have said, adding more slots in any way currently breaks the game. We know that because the devs were going to give everyone 3 additional enhancement slots during the level up process recently, but discovered in testing that it caused a variety of issues - presumably of the "wow, what was Cryptic trying to do here" sort that has prevented other changes (like fixing bases).
The idea of changing the forms to be slotted like pet powers is something I have a split opinion on. It would certainly be a powerful change for both Kheldian ATs, but it almost reverses the overall issue. By removing the oppurtunities the form powers give to slot set bonuses, it almost invalidates playing a human only Kheld. That's not good. I want to see Kheldians be effective no matter how someone chooses to play them. That means there should be a reason to avoid the forms as well as a reason to take them. The problem right now is that there are 2 reasons to avoid using them (less slot crunch, human is more effective) and only 1 reason to use them (being on SOs or lower than level 50). -
Well, that depends largely on what you do with your Crab. If you are a non-melee AoE death machine type of Crab then you'll be fine with no Serum. If you like to be in melee, you're better off keeping it. It's also worth noting that you can theoretically replace it functionally with a Rebirth Destiny power in the end game. For a non-incarnate replacement power you could get Aid Self. You'd need to squeeze one of the prereqs in though, and Aid Self is just a heal with no +HP component.
I don't really think it'll be too bad not having it in any case though, you'll just need more green inspirations on average than you would while having Serum. -
Quote:You shouldn't let the alignment system restrict your concept. Yes, Shadow Meld is technically a Patron Power. However, there's no reason that you can't have it as a full hero. I use two methods for getting Patron Powers on characters that are full heroes story wise:Ops,i forgot to mention the fact that apart for the performance/strenght aspect,my characters are also concept based and all heroes. Full heroes. So,as good as shadow meld is,that is not an option for me. As for defense,i will end up having around 34% s/l. For destiny,i will take barrier to further boost both defense abd resistance values.
Now,for the alpha.....i thought going spiritual,to attain almost perma power siphon and energize. The thought of using power sink offensively occured to me,but didn't realize i could use musculature for that. So now i'm thorn: recharge and healing,or damage and end drain. Come to think of it,the new agility could give end drain and recharge too.....i must reflect upon that
1.) Simply ignore the fact that the power is a Patron Power and explain it in another way (magic artifact, etc).
2.) Pull a Manticore and pretend to go Villain side just to get the intel I need, and -in this case- the powers.
If it doesn't fit the concept at all though, that's a different story. As far as your Alpha slot goes I would say Agility is certainly a viable choice for taking advantage of both options. I think you have to unlock it with an Astral Merit but that should be easy enough to do. -
I think you may be confusing the general complaints of non melee ATs that there have been 3 new melee sets since Freedom launched (Street Justice, Titan Weapons, Staff Fighting) with there being 3 new sets coming in i22.
Titan Weapons has a confirmed December 6th release.
Staff Fighting, from my understanding, is tied to i22. However, that may not be true in the least bit as it is - again - just my understanding. -
I'm not sure, but I think trying to fight spawns that large on a KM/? would take a pretty long time compared to other sets. That could be part of your problem. Fighting large spawns is not the only measure of strength in that game. That said, with the resistances from Electric and the -Dmg from KM a moderate level of defense should be enough to survive a +0/x8 spawn. IIRC, 32% would allow you to softcap using a small purple. I didn't load up your build, but it should have at least that much S/L defense. I doubt you'll have a problem.
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Well, this is what I came up with in terms of a "budget build". I put that in quotes because if you were buying everything in the market it still wouldn't be cheap. The most expensive pieces will be the uniques. I suggest using your A-Merits to buy those. Defense is generally considered critical for builds because if you hit the softcap (45% for most content, 59% for incarnate stuff IIRC) then you reduce the chance an enemy has to hit you to the minimum 5% allowed by the game's code. That means you are taking only 5% of the damage that comes your way. Willpower uses a mix of Regeneration, Resistance, and Defense to survive. The budget build I made focuses on getting Regeneration and more HP (which makes Regen more effective, since it's based on percentages of your max HP) to a good level while also increasing Defense and giving you a good way of keeping recharge high. I stayed true to your goals where I could, but some things I had difficulty achieving. The most notable problem this build has is low Defense, but most sets that give you Defense are pretty expensive. A good long term goal would be to get Kinetic Combats in where those Smashing Haymakers are. That would greatly improve your S/L Defense. Here's the Data Chunk:
Code:What you would want to do with this build is actually solo even level enemies with higher spawn sizes to leverage RttC since Regen will be your primary survival tool. However, since you have low Defense and little AoE damage you will want to shoot for x3 or x4 so you still move at a reasonable speed. Body Blow, Smashing Blow, and Concentrated Strike should make for a good single target attack chain. It may require use of Focused Burst to fill in gaps or if Concentrated Strike's long animation is a problem.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1477;676;1352;HEX;| |78DA65944B53D35014C7F3E24DA1292DEF3E7917087474ADA3828E03559C220838C| |44C7B85686832691C61E957D0852B9F0B972E5DF89514F51BD443CEBFD52199767E| |C9B9FF7BCEFF9E7B93F2E95AFFD73BAFAE4BF2C02DC76A34CC4AD5B73C4FF8DDE51| |78115D86E5DA22BB6513677B7CCF553EBC473441745D22D9D59168E10C6865D1781| |5D356F0481557D3EDE1E5D134F45BD218C5DDB713CF7A5F0F5BBF563E18B7A60B46| |E7AB75CD7312A9E10B558787BDB3E3A0EECFAD160F8B429AC9AF01BC7B697089FB7| |A99EE7FA6C4E5FF7ECAA71D3AD9D9965AB1108FF6C94CCCDD07F4F9770353BA44D4| |24193943253BB07DE67F6DBC49226E59F31772E5628877335699A630AB8B2C42CB5| |3842C2B426EDEB9842F564D4EB44BD4ED4EB46BD3CEA4DA1DE2ED553B99EAA66E86| |68EB459666F1E2C300FA84E07D7913B16E11B7C4479BA388FD2F5500E630B0F9845| |F8DF234D0F343D291E8BC7998924B3409A3EAEA1F421773F580265D2C458A3C6B0D| |E01AC7700EB8D63BDFBA41D94E5B03783F0556CF9AA3097B699CBDF15E637E621AD| |57475F75876B274E98A32E73FCA712EEC1F83933F383A952DD21F475087D4DA2AF4| |9F475147DD5489B425F52E8CB30FA328CBE1C9066049A91D7EC6FEE0DF8966992D9| |31F81D7BC7FEA6DF831FC08FCCD94FE067E663CA3F81FC13F030090F93F0A093260| |D4D1A9A0C3419689E90872C3C64B13739EC4D0E7B93C3DE4C5D3A8B09CA5FE0FC72| |218F330F56547EB72EC666700E56C02F7418E6E16BFE1ABF130B391E6B719BE62F2| |2F722722E818754D7E0DC9281776B8E62AB88AD4EA861ECBC97DE33CE21C94DBAA4| |DFFF228ABC83D38453B68CD3F52B32EBCFFFB3B097B397F672526B7F43E877312BA| |BB5BF0CCD6264743512294522572291AB91C86624B2A5B5BF2EF0DF13A76F06479A| |7F01FC3AE0EB| |-------------------------------------------------------------------|
I would suggest getting accolades to boost your HP and using Incarnate powers on this character as well. Spiritual Alpha will be a huge benefit to you for it's boost to healing and recharge. I would take Rebirth Radial for your Destiny power since you can use it as a panic button heal which would also give you enormous Regen rates. Void Judgement can give you another source of -Dmg to apply to your enemies. That helps even more to make up for your lack of Resistance to most damage types.
If I were to make a KM/WP I would probably take Soul Mastery for Shadow Meld, which would negate the major weakness of Willpower (alpha stikes). That may not fit your concept though and it's by no means necessary for a good build. This example build should give you some good ideas to make a good build. If you were looking for "the best" build though, this wouldn't be it. That build would be much, much more expensive. -
Well, I would say that 250 mil is more than enough to get some pretty good defense numbers. Your current numbers are simply not going to be enough to survive if you are ever fighting larger spawns. That will happen a lot on trials and TFs. Honestly, you want to shoot for at least low 30s for S/L/E/N defense. Your resistance is, of course, harder to improve with IO bonuses. If you could post your build, that would help with trying to give you what you're looking for. If you are soloing a lot, you should run some tip missions and get A-merits. That will allow you to get IOs pretty easily since 2 A-merits can buy either what you need or something that sells high. I will try to spend a few minutes cobbling together an example for you of something I might try to build for a KM/WP.
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Take Rebirth. It lets you use a massive heal that leaves a big boost to Regen afterwards. That will give you more performance than taking Barrier. I wouldn't worry about being just below the AoE softcap.
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Well, before I begin even looking at the build I think it's worth discussing your goals for it in a bit more detail. As you may or may not have discovered, PvP is more or less dead on most servers. It is still possible to find a group of friends to PvP with, but I certainly wouldn't focus a build around it. Many builds that are effective in PvE are able to perform at a decent level in PvP as well in the modern game.
It is also worth noting that the idea of being a "boss killer" is pretty much the opposite of being able to farm purples. The CoX rewards system makes it much more lucrative to take out large numbers of minions than to take out bosses. With that in mind, you'll want to increase your AoE damage (you'll take out bosses easily enough as a BS character anyway). The entire idea of farming purples is actually more a thing that happens while you are farming alignment merits through tip missions these days.
With this information in mind, do your goals for the build change? -
I don't think it would. It could be argued for if CoF were to stay in the build, but I think removing CoF and going with Cardiac Core is the best bet. Cardiac Core gives a stronger endurance reduction and also increases resistance.
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Quote:The "official" reasoning for that is probably the fact that Brutes will theoretically have more aggro than Scrappers in a team environment. Of course, that would only be valid if the Tanker set has the Brute version of CoF. I'm a bit too lazy at 1:16 AM to look that up.I like CoF on brutes, it'll fear lts for the brute, or at least it did last time I played it on a brute (many issues ago). I don't know why it's lower mag on a scrapper.
On the scrapper I'd either go OG, or just use my slots somewhere else altogether.
One slotted, COF isn't very useful.
Steal a slot for chance of +endurance in Dark Regen may be useful.
I'm thinking This is also a perfect example of a build where I'd probably suck it up and just buy the PvP Defense IO, free up all kinds of room in the build for other things. -
Hmm, hadn't even thought of Electrical. That's actually brilliant.
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I think a big part of the problem is how much needs to be changed with the Stalker. The AT itself doesn't really fit the game very well now, and needs to be changed to bring it in line with the others. The problem is it's hard to suggest a change to Stalkers that makes them different from Scrappers really. A good start would be higher HP. I don't really see why a Stalker should have such small amounts of HP. I think Scrapper-level HP would be perfectly fine. Scrappers crit more often, Stalkers crit using a different mechanic. I think it'd be fair for them to have the same HP. But, basically, no one talks about it because nobody really knows where to start. That may actually be the case with the dev team as well. It could be they're not really sure how to change Stalkers without ruining the theme of the AT. For now, I think Stalkers are doomed to a pseudo legacy status. A redesign of the AT just isn't in the cards with all the systems and content they've already got themselves working on.
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Quote:Well, it doesn't make me a clone automatically. It just is one of the more common sets to see with a Regen so it isn't something I'm particularly interested in playing.Right...because taking making a claws/regen automatically makes you a clone.
Anyways...you ask what the best primary for regen is...then continue to disclude the best sets for regen.
For the most part...I think you have already answered your own question.
I assume you mean by best sets Broadsword and Katana. I'm not convinced that I've answered my own question. I'm trying to gather some thoughts on the non-sword sets. I'm well aware that none of them are going to be softcapped like the sword sets can be.
The thoughts I posted were simply meant to share my current leanings on which primary to take. They were not meant to "answer my own question." -
After the recent discussions of Regen, I'm considering trying out Regen again on one of my many, many, alts. When I played the set before IH was a toggle. That's how long it's been. I have a TW/Regen character on the Beta server, which isn't as problematic as forum discussions suggest it would be. However, I'm not sold on TW as a set yet because it seems like it takes forever to kill things. I'm not sure if that would be better at higher levels or not, but I imagine it would be. Especially since Defensive Sweep is still in my attack chain on that character for it's damage not just for the Defense bonus. At any rate, I'm considering other primaries for the character.
The obvious first suggestion is Broadsword or Katana, but my main is a Broadsword Scrapper so I'm not sure I want that.
Looking for mitigation in sets, Kinetic Melee and Dark Melee are both options with the -Damage and -ToHit. I was wondering which of them is better offensively. -ToHit seems more desirable defensively than -Damage and Dark Melee comes with an extra heal. However, does Power Siphon outperform Soul Drain in typical gameplay situations? If so, is it by enough that I'll be able to live using the "kill them before they kill me" approach?
Street Justice has a lot of mitigation as well, in the form of stuns and knockdown/up. So that's a possible option. I have a SJ/Regen Brute at level 10 that I can't decide if I like or not already though.
Spines doesn't seem to have much mitigation, but it works well conceptually (total control over the body) and I could see the AoE damage being enough to take out minions before they overwhelm my Regen and ability to click heals quickly.
I'd prefer to avoid being a clone of a certain popular comics character....so no Claws -
Quote:I'd like to clarify that I agree with these options. I was tired when I was posting and I neglected to mention that OG would be situational on a softcapped build anyway. Regardless of how many slots you put in Cloak of Fear, I don't think it will be as useful as the situational application of OG for this build. CoF just costs so much endurance to apply a status effect that really isn't as useful in most cases IMO as the stun from OG. With a lower end cost or higher accuracy (as Claws said) it might be more worth it.That's kind of my point. If you're soft capped, you'll be taking negligible damage from most minions. Oppressive Gloom would be more situational, like when you're debuffed, or to help with Sappers, that sort of thing. So I kind of see your reasonable options like this:
- slot up Cloak of Fear enough to make it usable (difficult due to slotting pressures)
- take Oppressive Gloom with the default slot and use it situationally
- skip your mez auras
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I don't think he was advocating that, I read that as an example to make a point that the old argument of "Khelds kind of have APPs built in" isn't really true.
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Just a few points to make:
1.) You don't need or want to softcap positionals on a set that offers typed defense.
2.) How many enemies do you want to be softcapped against? The way Invincibility works means it'll be easier and less expensive to softcap yourself with 4 foes in melee range than with 1 for example.
3.) There's not much reason to softcap Fire or Cold defense because almost all sources of Fire or Cold damage deal Smashing or Lethal damage as well (and are therefore taken care of by S/L defense).
4.) Psi defense will not be softcapped with everything else unless you are a Tanker. It's much harder to softcap (with 1 foe in melee range) a Scrapper or Brute than a Tanker and that means all of your extra set bonuses go into standard typed defense. However, there are builds that get you some decent Psi defense alongside S/L/E softcap. -
Quote:Honestly, 44.9% is probably more than enough for Ranged since you are a resist based armor set and a Scrapper (read: not a Tanker).Werner, thanks for the reply, I appreciate your input as you always seem to have good advice for folks.
I have seen that build and it seems to be the standard in my price range. I really like having a second aoe (GD is pretty narrow) and a place for the -res proc though.
I reworked my build, with input from the Ramia Angriffe/Iggy Kamakaze build. I also took slots I had in CoF out as it sounds like they could be better used elsewhere.
I was able to soft cap melee and aoe but ranged was only able to get to 44.9%... so close!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dmg/EndRdx(48), Mako-Acc/Dmg(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(50)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(3), Erad-Acc/Dmg/Rchg(3), Achilles-ResDeb%(5), Achilles-DefDeb/Rchg(5), Achilles-DefDeb(17)
Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A)
Level 6: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-ToHit/Rchg(13), GSFC-ToHit(15), GSFC-ToHit/EndRdx(15)
Level 8: Divine Avalanche -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(9), P'ngFist-Acc/Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), DefBuff-I(11), DefBuff-I(13)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(42)
Level 16: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(29), Nictus-Heal(37), Erad-Acc/Dmg/Rchg(37)
Level 18: The Lotus Drops -- Erad-%Dam(A), Erad-Acc/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34)
Level 20: Cloak of Darkness -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx/Rchg(29), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(27)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg(45), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45)
Level 28: Cloak of Fear -- Cloud-Acc/ToHitDeb(A)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Golden Dragonfly -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Rchg(36), Erad-Dmg(39), Erad-%Dam(40)
Level 35: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 38: Death Shroud -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(39), Erad-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A)
Level 49: Soul Transfer -- RechRdx-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 20.5% Defense(Fire)
- 20.5% Defense(Cold)
- 28% Defense(Energy)
- 28% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 27.69% Defense(Ranged)
- 28.63% Defense(AoE)
- 9% Max End
- 9% Enhancement(Accuracy)
- 20% Enhancement(RechargeTime)
- 10% FlySpeed
- 210.8 HP (15.75%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 20% RunSpeed
- 9% XPDebtProtection
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Also, I'm not sure what to grab for the last power... Soul Transfer, Hasten, Oppressive Gloom?
If I were you, I'd drop Cloak of Fear. Oppressive Gloom is a stun while Cloak of Fear is, well, a fear. Stuns are hard controls, and stunned enemies will not attack you when you hit them. That means when you hit an enemy who is stunned by Oppressive Gloom there is a 0% chance they will hit you back as opposed to the 5% chance from them attacking you through softcapped defenses. Not only that, Oppressive Gloom is virtually free to run (low end cost, and you can heal yourself with Dark Regeneration).
Speaking of Dark Regeneration, if you put a Theft of Essence proc in there it will have a chance to fire on every enemy you hit. If I could only buy one IO on a DA toon, this would be the one. It could make it commonplace to actually gain endurance from using Dark Regeneration and would greatly alleviate any endurance problems you may be having.
I'm too tired to load up Mids atm, but if you don't have Hasten you probably can't run the best attack chain for any length of time. I'd pick Hasten up in your build. If you are planning on going with Incarnate powers, you should probably pick up Spiritual or Musculature Alpha. Which one depends entirely on whether or not you can run the highest damage attack chain on single targets (read: AVs). -
Quote:Yes, but...everyone has Reactive already. And the debuff in it has a stacking limit of 4 while the DoT has a stacking limit of 8. So, since so many people have Reactive it would be good to pick something that isn't Reactive. Of course, that balance of people might change now that there are more options. In any case, I see the -hp and toxic damage being more useful than -res and fire damage in a lot of PvE content (AVs being an exception because of the numbers.) The actual gameplay utility of the two powers is probably much closer than the numbers indicate on paper against a single hard target.At this time, I wouldn't suggest Degenerative. Its maxhp debuff has a cap of -150 per stack, or -600 with 4 stacks. This makes it roughly equivalent to Reactive until you fight mobs with ~6,000 hp. After that, Reactive beats the crap out of it.
Against a normal AV with 28,000 hp, it's only equal to a ~2.19% res debuff.
[edit: Against something with 200k hp, it would be equal to a ~0.3% res res debuff.] -
I like it, but I think they would probably capitalize on the existing animations for whip attacks to just use those. Even though a boomerang would be cooler.