Vauluur

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  1. Quote:
    Originally Posted by Vitality View Post
    I don't understand why they can't get APP's...

    They have access to all the power pools...why not them?

    Focused Accuracy and Physical Perfection...and probably Superior Conditioning...yes please.
    You don't need any of those things on either Kheldian. Warshades have the cheat mode that is Stygian Circle and Sunless Mire, Peacebringers have a conserve power clone and Inner Light.

    As others said, I don't see Khelds getting APPs as much as I wish they would. I think it is possible to make a case for PPPs, in which situation I'd expect them to look highly similar to what was posted up above.

    *Drools over thought of a Warshade with Spiderlings and 3 Essences...Warmind???*
  2. Quote:
    Originally Posted by Doomguide View Post
    Well I can't take credit for the build. That would be bAss Ackwards, an sg mate on Pinnacle (with help from the scrapper forum guru's I do believe). I don't believe you should have any issues with either Endurance/Recovery or with "tankiness" on any build close to this one. I've seen Succubus Kali tank an STF. She was also one of the scrappers during a pair of all scrapper runs of Apex and Tin Mage on the Test Server a while back. If you did find End usage an issue during iTrials I'd probably think about grabbing Ageless myself (tad more recharge and a nice +recovery boost as well) and Dark Consumption is there in the build as well. You'd have to be burning thru over 2.46 end/sec plus the +End of Perf Shifter with your attack chain (not a calculation I'm up to atm) before even worrying about needing the +End of DC firing every 60 seconds or so.

    More thoughts later.
    I'd actually just ignore any endurance problems you have in favor of taking Radial Rebirth. In addition to being a very strong self heal, it gives you high regeneration to complement your defense and resistance. On a build like this, you'd be virtually impossible for enemies to kill.

    Now, as far as the OP's question about taking Confront goes, I'd say no. Invincibility combined with your attacks should allow you to handle the aggro pretty well. If you can teach your wife to use the knockback in her attacks effectively, anything that runs toward her she can send flying right back into your melee range. The only time you'd have a tough time holding most of the aggro would be if there was a Brute or Tanker taking it all from you, but in those situations you can probably just kick back and let them do their thing.
  3. Vauluur

    Warshade Build

    I have started to grow bored with my Peacebringer, and want to try my hand at a Warshade instead. I've read the legendary MFing Warshade guide, but feel that I'd rather be a human only shade instead. With all the tricks a Warshade can do, it already seems active enough without shifting in and out of forms. If shifting ever does get a shorter animation, I might change my mind about that. For now though, human form seems to be the way to go for me. This is the build I came up with. I started making it hoping for both defense and recharge. What I ended up with seems like it could be much, much better than what it is. I'm used to slotting for my many melee characters, so I think I'm not used to the shiny sets Warshades can use :P. Anyway, I was hoping all ye Warshade gurus could help make this build better. I'm not terribly concerned about price, as if I get a character to IO levels I like it enough to make it the best it can be. What I want this thing to do is teleport into a spawn, kill them all, repeat. With or without a team and with little concern for glancing at the green and blue bars. So I'm aiming for perma-Eclipse, as many essences out at once as possible, and decent defense. Anyway, here it is:

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

    Click this DataLink to open the build!

    War Watcher: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Ebon Eye
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Accuracy/Damage/Recharge
    • (7) Devastation - Chance of Hold
    Level 1: Absorption
    • (A) Aegis - Psionic/Status Resistance
    Level 2: Gravimetric Snare
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (13) Enfeebled Operation - Accuracy/Immobilize
    • (13) Enfeebled Operation - Accuracy/Endurance
    • (15) Enfeebled Operation - Endurance/Immobilize
    • (15) Enfeebled Operation - Immobilize/Range
    Level 4: Orbiting Death
    • (A) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Chance for Smashing Damage
    Level 6: Shadow Blast
    • (A) Decimation - Accuracy/Damage
    • (17) Decimation - Damage/Endurance
    • (19) Decimation - Damage/Recharge
    • (19) Decimation - Accuracy/Endurance/Recharge
    • (21) Decimation - Accuracy/Damage/Recharge
    • (21) Devastation - Chance of Hold
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (23) Luck of the Gambler - Defense
    Level 12: Sunless Mire
    • (A) Obliteration - Damage
    • (25) Obliteration - Accuracy/Recharge
    • (25) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (27) Obliteration - Damage/Recharge
    • (27) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Chance for Smashing Damage
    Level 14: Shadow Cloak
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 18: Gravity Well
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Endurance/Recharge
    • (34) Unbreakable Constraint - Chance for Smashing Damage
    Level 20: Assault
    • (A) Endurance Reduction IO
    Level 22: Stygian Circle
    • (A) Performance Shifter - EndMod/Recharge
    • (34) Performance Shifter - EndMod
    Level 24: Nebulous Form
    • (A) Jumping IO
    Level 26: Gravitic Emanation
    • (A) Stupefy - Accuracy/Recharge
    • (37) Stupefy - Endurance/Stun
    • (40) Stupefy - Accuracy/Endurance
    • (40) Stupefy - Stun/Range
    • (40) Stupefy - Accuracy/Stun/Recharge
    Level 28: Unchain Essence
    • (A) Positron's Blast - Accuracy/Damage
    • (29) Positron's Blast - Damage/Endurance
    • (31) Positron's Blast - Damage/Recharge
    • (31) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    Level 30: Inky Aspect
    • (A) Disorient Duration IO
    Level 32: Dark Extraction
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (42) Expedient Reinforcement - Accuracy/Damage
    • (42) Expedient Reinforcement - Damage/Endurance
    • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (43) Expedient Reinforcement - Endurance/Damage/Recharge
    • (43) Soulbound Allegiance - Chance for Build Up
    Level 35: Quasar
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Eclipse
    • (A) Reactive Armor - Resistance
    • (39) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Endurance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    Level 41: Stygian Return
    • (A) Recharge Reduction IO
    Level 44: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    Level 47: Dark Detonation
    • (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: Starless Step
    • (A) Accuracy IO
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (46) Miracle - +Recovery
    • (50) Regenerative Tissue - +Regeneration
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (46) Endurance Modification IO
    • (46) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Dark Sustenance
    Level 1: Shadow Step
    • (A) Jaunt - Endurance/Range
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 10: Shadow Recall
    • (A) Winter's Gift - Slow Resistance (20%)
    ------------
    ------------
    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)
    • 18.44% Defense(Smashing)
    • 18.44% Defense(Lethal)
    • 1.25% Defense(Energy)
    • 1.25% Defense(Negative)
    • 20% Defense(Melee)
    • 0.63% Defense(Ranged)
    • 4.5% Max End
    • 45% Enhancement(Accuracy)
    • 80% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 3% Enhancement(Stun)
    • 5% FlySpeed
    • 88.35 HP (8.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 14.6%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 9.1%
    • MezResist(Terrorized) 2.5%
    • 7.5% (0.13 End/sec) Recovery
    • 20% (0.89 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 3.13% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 5% RunSpeed



    Code:
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  4. Vauluur

    Katana

    Katana does pretty well using the right attack chains and slotting. It may look low, because each hit tends to do smaller damage than another primary, but the animations are very fast. So it'll be small numbers, but a lot of them very quickly. It may be worth slotting some damage procs as well.
  5. I don't think War Walkers are Kheld-powered. While Twilight's Son did say his people were captured, that was done by the Battalion not the Praetorians. Also, it was apparently Twilight's Son's own doing - according to the "letter writer".
  6. Quote:
    Originally Posted by Death_Adder View Post
    If you can deal with the redraw, Beam/Trick Arrow might be doable. There are some really nice debuffs to layer with beam, and every attack in beam can ignite oil slick, including disintegration spread.

    It also fits a high tech weapon master or predator concept.
    You don't really have to worry about redraw if you open with your arrows and then kill everything before the debuffs run out. You'd only draw each weapon once.
  7. I'm leaning towards Fiery Aura myself. I don't really care that every time I heal I have to pull the weapon back out, since with the right timing you can do so between Momentum periods. Even if you waste Momentum to heal, it's easy enough to get back.
  8. Quote:
    Originally Posted by Kitsune9tails View Post
    If we were/are going to put together an actual proposal for the Devs, I'd like to suggest that any solution change at least 3 powers. That way, any balancing doesn't 'miss' everyone who chose to skip that particular power.

    So I would think that we would want to propose minor numbers changes to the first two powers (the must takes) and the Rename/Mechanical buff turning Build Up into some sort of Berserker mode.

    The main question at this point I would think is how much (5 seconds, 10 seconds 20 seconds) of a Burst advantage Broadsword should have over Katana, and against what rank (minions, lieutenants, boss+) targets.
    I agree with this idea, except I think it should be sufficient to change Slash and Build Up. Hack is a pretty excellent power as is.

    Slash is a power that almost everyone skips as far as I know. I think it needs a reason to be selected. Suppose that an additional secondary effect was given to it. If it contained a -Res effect from a painful wound, DoT from bleeding, or a slow from severed tendons then I think it would become a much more appealing power.

    Build Up has been debated quite a bit in this thread. I would like to put forward a new proposal, based partly on the ideas of "Back Blade" put forward a few posts back. What if Build Up functioned as a Swap Ammo power which changed Broadsword damage to Smashing and added a substantial amount of Lethal DoT. Conceptually, this would be a Berserker mode in which you struck with incredible force and left deep, bleeding wounds. Mechanically, it would have the effect of increasing Broadsword damage directly in the form of DoT and indirectly in the form of being less resisted by a considerable number of enemies. It would also be a gimmick to attract players to the set, since it would be the only Swap Ammo sort of power in a melee set - as well as the only such power to be a click power and not a toggle.
  9. The basic idea when building a BS/Dark is to start with positional defense. Parry should give you a good bit of melee defense when you play, and you should keep at least one Parry buff active on yourself at all times.

    You'll need about 45% defense to reach the soft cap in regular content. This is the point at which enemies will have a 5% chance to hit you. The reasons for this are laid out in graphs and mathematical detail by better men than I, but suffice to say this is a good goal.

    To reach the melee soft cap (which will protect you from all attacks in the game that are hand-to-hand, including those that are cones or PBAoE attacks) your BS/Dark will need somewhere around 20-25% melee defense. Reaching this soft cap will be sufficient to make you very survivable in most situations.

    Depending on your Incarnate plans, it may be a good idea to grab recovery and endurance bonuses as well. Broadsword and Dark Armor tend to take a lot of endurance to run. Of course, you could also pick up Body Mastery to solve that problem.

    Without knowing the goals you have for the character, it's hard to offer much more advice than that.
  10. My first attempt at a build. Pick apart at your pleasure. My goal for the build is to be a tank that deals damage. I know Regen won't really be good at that pre-IOs but I'm going to be tanking high level content for the most part. My primary concern as far as problems in the build go is that many of my attacks have lower accuracy than I'd like. However, I'm fairly happy with the amount of recharge and defense it has.

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

    Click this DataLink to open the build!

    Genesis Complex: Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Initial Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (34) Numina's Convalescence - Heal/Endurance
    • (34) Numina's Convalescence - Heal/Recharge
    Level 2: Heavy Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Endurance/Recharge
    Level 4: Sweeping Cross
    • (A) Obliteration - Damage
    • (13) Obliteration - Accuracy/Recharge
    • (13) Obliteration - Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (17) Obliteration - Chance for Smashing Damage
    Level 6: Reconstruction
    • (A) Doctored Wounds - Heal/Endurance
    • (27) Doctored Wounds - Endurance/Recharge
    • (29) Doctored Wounds - Heal/Recharge
    • (29) Doctored Wounds - Heal/Endurance/Recharge
    • (34) Doctored Wounds - Heal
    Level 8: Rib Cracker
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (46) Mako's Bite - Accuracy/Endurance/Recharge
    Level 10: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (11) Doctored Wounds - Endurance/Recharge
    • (17) Doctored Wounds - Heal/Recharge
    • (23) Doctored Wounds - Heal/Endurance/Recharge
    • (25) Doctored Wounds - Heal
    Level 12: Combat Readiness
    • (A) Rectified Reticle - To Hit Buff
    • (25) Rectified Reticle - To Hit Buff/Recharge
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense
    Level 16: Integration
    • (A) Doctored Wounds - Heal/Endurance
    • (37) Doctored Wounds - Endurance/Recharge
    • (39) Doctored Wounds - Heal/Recharge
    • (40) Doctored Wounds - Heal/Endurance/Recharge
    • (40) Doctored Wounds - Heal
    Level 18: Spinning Strike
    • (A) Force Feedback - Chance for +Recharge
    • (19) Positron's Blast - Accuracy/Damage
    • (19) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Accuracy/Damage/Endurance
    • (23) Positron's Blast - Chance of Damage(Energy)
    Level 20: Resilience
    • (A) Reactive Armor - Resistance/Endurance
    • (40) Reactive Armor - Resistance/Recharge
    • (42) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Resistance
    Level 22: Boxing
    • (A) Empty
    Level 24: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Recharge
    • (43) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Reactive Armor - Resistance
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Defense
    Level 28: Instant Healing
    • (A) Doctored Wounds - Heal/Endurance
    • (43) Doctored Wounds - Endurance/Recharge
    • (45) Doctored Wounds - Heal/Recharge
    • (45) Doctored Wounds - Heal/Endurance/Recharge
    • (45) Doctored Wounds - Recharge
    Level 30: Shin Breaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (31) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 32: Crushing Uppercut
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    • (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 35: Hasten
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 38: Moment of Glory
    • (A) Recharge Reduction IO
    • (39) Luck of the Gambler - Defense/Recharge
    • (39) Luck of the Gambler - Recharge Speed
    Level 41: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    Level 44: Taunt
    • (A) Taunt Duration IO
    Level 47: Gloom
    • (A) Empty
    Level 49: Darkest Night
    • (A) HamiO:Cytoskeleton Exposure
    • (50) HamiO:Cytoskeleton Exposure
    • (50) HamiO:Cytoskeleton Exposure
    Level 50: Spiritual Core Paragon
    Level 0: Born In Battle
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Marshal
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (27) Regenerative Tissue - +Regeneration
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 25% Defense(Smashing)
    • 25% Defense(Lethal)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 15.31% Defense(Melee)
    • 1.25% Defense(Ranged)
    • 18% Enhancement(Accuracy)
    • 53.75% Enhancement(RechargeTime)
    • 16% Enhancement(Heal)
    • 174.3 HP (11.63%) HitPoints
    • MezResist(Immobilize) 22.55%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 8.8%
    • 2.5% (0.04 End/sec) Recovery
    • 42% (2.62 HP/sec) Regeneration
    • 6.61% Resistance(Fire)
    • 6.61% Resistance(Cold)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  11. Unfortunately it's true that melee sets will see higher focus. But that's for understandable reasons. As you said, more players run them. Besides, they affect 4 (well, 3 if Stalkers are left out) ATs as opposed to the 2 or 1 that new Dominator sets can affect. Melee sets are going to make more money on that fact alone, without even considering the fact that many "freemium" players won't have access to Controllers and probably won't touch Dominators. These new players are coming in from games where control is not a significant factor in most cases. So they are more likely to make DPS, Tanks, and Healzors.

    Just because the majority of the sets we know of so far have been melee is no reason to assume that the trend is going to last forever. There are, after all, only so many things you can hit people with. Eventually they'll be forced to make sets for non-melee characters because they ran out of melee ideas, if for no other reason.
  12. My influence is basically limitless now, with all the ways we have to get things. For this character, I'm leaning toward Teleport. And I'm thinking perma dom. I assume that with perma dom personal defense won't be as big of an issue since I'll be controlling everything.

    I don't have a particular preference for being at range, but I feel that it may be more effective than melee for this character because Earth Control seems to be very good at keeping enemies away from you.

    My problem with making the build was that I don't really know what sets to put into things like Quicksand and Volcanic Gasses and I'm not sure how procs behave in those powers.
  13. Vauluur

    Brute as a Tank?

    Recently I've been noticing that my character list does not include a good tank. I have several Tankers I'm working on but I find myself getting bored with their low damage numbers. So now I'm trying to figure out what I can make to serve as a good Tank and still deal good damage. The Brute seems to be the natural solution to my problem. I'm leaning towards a StJ/Regen. Would a heavily IO'd /Regen Brute be capable of tanking reliably?
  14. Well, as far as I can recall there hasn't been a change to the number of slots we get. With IOs, it often happens that you are able to get the enhancement values you want in a much smaller number of slots.

    It's not huge deal that you have a lot of sets that give +9% accuracy. There is a limit in that you can only get five bonuses of the same value to the same thing. So only 5 of the +9% accuracy bonuses will actually be applied to your character. I usually don't worry too much about that though if slotting the sets helps to reach my build goals. Something that would help you have a more powerful build on a /Dark would be to slot sets that give you defense to S/L or Melee. Achieving the soft cap is a big deal these days.

    I have access to the patron pools on my main. I have been respeccing in and out them though. He's a /Invuln so I went for Hibernate. But the Patron pools can be useful. Shadow Meld is popular for /Regens. It'd probably be pretty good for a /Dark too. IIRC it makes your character invisible (graphically, not mechanically) so that makes some people avoid taking it.
  15. I'd put it with EA or WP because the graphics look similar, in addition to the mechanical synergies. Electric or Invulnerability wouldn't be too bad either.
  16. Quote:
    Originally Posted by Resolve View Post
    I'd suggest monitoring smashing resistance and regen when you get into sticky situations to get a feel for the dynamic of it. The numbers bit isn't hugely complex, but I think getting a feel for it is more important. How big a mess can you handle when you're at blinky red?
    It's actually a good idea to do this on almost every melee character. That way you know what inspiration to click if/when you start dying. If your Resistance is being lowered, pop an orange, if it's Defense, pop a purple, if it's Regeneration pop a green. But on an SR the inspiration bit isn't as important since pretty much if you're dying you need to use an orange or a green.
  17. Quote:
    Originally Posted by Blue_Centurion View Post
    I am looking for a biuild to cruise with my wife (she is a new player) I've been considering dark/invul. I know Dark and Invul have incredible synergy, as I have run it on a brute. Is there a synergy for Dark and Regen? It seems that you are heavy on click heals from both sets, and the End recovery attack in DM would not be so useful? (Not sure, I have not really run regen) As much as I love DM ( The graphics are cool for 'vamp' type themes, the utilities are incredible, great ST damage, the buff is 30 secs ) in many ways Dark is not a great set as well. I would think there would be a stronger choice to pair with a Regen character. Of course, concept and fun trump all, but I have these questions. (and hopefully my wife will join me in the cities tonight, so I need a character lol)
    While this probably would have been better asked in a different thread, Dark Melee/Regen has been a popular combination for a long time. Of course, there was a period where they were less common but now they are making a comeback. Regen is a click heavy set, that's for sure. Dark Consumption may not be all that useful for a /Regen, but other than that Dark is a great set. I don't know that there's any particular synergy really between Dark and Regen, other than both sets being spectacular on their own. The biggest advantage that Dark gives to a /Regen is -ToHit, which helps make it easier to get layered (defense, resistance, and regen) protection. Katana is also popular for a /Regen because of Divine Avalanche. With Scrappers though, it's pretty hard to pick a combination of sets that won't work well together.

    To the OP, I don't have access to Mids right now because I'm on an iPad. But, looking at the build I don't see any particular problems. As long as your recharge is high enough to allow constant cycling between Shadow Meld, MoG, IH, and Barrier (which has diminishing returns remember) then you'll be pretty much impossible to kill no matter what else you do. If it was me, I'd drop Moonbeam and get Dark Blast instead. Then you could salvage a couple slots from it to put extra Resistance into Resilience.
  18. Quote:
    Originally Posted by Dante View Post
    I'm just going to chime in here and say I agree that the technology for when to spawn Voids and Quants needs to be revisited. With how the Khelds are tied into the Battalion, I'd like to think it's coming. Maybe they'll come with their own anti-Kheld measures, trying to capture us rather than killing us (not that I'm inviting more kryptonite enemies, just an either/or for the spawns).

    Either way, given how involved Khelds are with the Coming Storm, I'm really looking forward to seeing what comes when we come to fighting the Battalion. I love the Kheldian story and I really hope that it gets some attention in upcoming issues. (However, given that Kheldian Incarnates is a mess of lore anyway, I'm not holding my breath... ).
    I don't see any lore reason why a Kheldian can't be an Incarnate. Incarnates get their power from the Well of the Furies, and Kheldian ATs are half human. So really, there isn't a reason why the human half can't gain powers from the Well just as easily as everyone else.
  19. Quote:
    Originally Posted by Obscure Blade View Post
    Or not. Doms unlike all the other non-EATs haven't gotten anything new since Going Rogue. It's obvious that for whatever reason Doms are on the dev's backburner; even the poor neglected Stalkers have gotten more. It's not a good sign when everyone else gets multiple sets and Doms get none at all, and have none scheduled at least until next year; presumably not until next issue at best.
    If you read the rest of my post, it would have been clear why that is the case. The devs are working on sets that people have been requesting since launch. Now that those are out, it's probable that Dominators will get something nice and shiny.
  20. I don't see any problem with Dark Armor. Moreover, I agree with the general consensus you got in your other thread that any change in Dark Armor will probably amount to a nerf to the set. The endurance "problem" of Dark Armor is the only component of the set that makes it seem close to being balanced.
  21. Quote:
    Originally Posted by Werner View Post
    I'm hoping I've clarified rather than confused the issue, but it's hard for me to know.
    Werner, I think you've clarified the issue in an excellent manner. Your post very clearly defines the difference between Broadsword and Katana that I, and others I'm sure, assumed everyone reading the thread already knew. In fact, your post should be the opening argument of any formal request for a buff to Broadsword.

    Now, if we could only agree on the nature of the buff needed we could write up an informative and detailed description of the problem and our solution. I'm now thinking that a change to Build Up might actually be too much in Broadsword's favor. I'd rather see a flat increase to damage in Broadsword attacks to bring it even with Katana numerically. I'm not enough of a math wiz to calculate the increase that would be needed though.

    Another idea I had was to change Slash to deal more damage or cost less endurance or something. That would possibly allow for Broadsword to pull ahead in burst damage and/or DPS by making Slash more ideal in attack chains. I'm not sure if that would be the best solution though, since I'd expect Broadsword to conceptually deal greater AoE damage than Katana.
  22. He's currently level 2, but I like to have builds planned out well in advance. The concept limits my epic power pool to Psionic, as I am basing him on the Legacy Chain and Carnival of Light. I was going to post a build here for critique, but as I worked in Mids I found out that I really don't know anything about slotting control sets. I've been a melee player for so long that I just don't know what to do with non melee characters. So instead I'm forced to simply say...help. Please? :P
  23. Quote:
    Originally Posted by Airhammer View Post
    id like some friggin LIGHT powers.. I mean seriously.. and no I dont mean Illusion.. I could see the Flash Powers but there is so much comic stuff with light its a shock that we really dont have a domination set based around that..
    My current project is an Earth/Energy Assault Dominator. His energy blasts are colored gold/yellow to look like light. In fact, I based him on the Legacy Chain and Carnival of Light mystics. An actual control set based on light would be interesting. I agree that illusion doesn't quite fit the bill.
  24. The thing that bugs me here is that people are focusing on two things:

    1.) "THE" new set. At no point have we been told that there is only one new thing coming for Dominators. There could be multiple new sets.

    2.) "The devs are prioritizing the melee archetypes because there are more things that they are getting and I don't like that."

    This second point is what really gets me. I can't deny that Dominators haven't received much in proliferation. That's because Dominators are a unique AT, and special considerations have to be made when giving them new powers.

    I also can't argue that Street Justice, Titan Weapons, and Staff Melee are clearly a higher priority than Dominator sets at the moment. I would like to take this chance to remind everyone that all three of those sets have been requested (in one form or another) since well before Dominators even existed. Incidentally, Time powers have often been requested as well - also since launch, and probably before. Just because the devs haven't gotten around to giving your AT a new toy doesn't mean they don't care.

    As far as Stalkers not getting Titan Weapons (off topic though it may be), that's really the least of their concerns - or at least it should be. The low hit point cap Stalkers have should be the top of their concerns. Fixing that would significantly improve the value of a number of Stalker secondaries. Really, the entire concept of the Stalker AT is somewhat outdated in a game that has evolved to basically kill PvP and heavily favor AoE damage over ST damage. But higher HP would at least make it viable.
  25. It amuses me that a significant portion of the past couple pages has been people saying Broadsword doesn't need changed because "x isn't balanced with y, but that didn't get fixed." To the people saying those things: MAKE YOUR OWN THREAD! This thread in particular is focused on a very real numerical imbalance between Broadsword and Katana that makes Broadsword mechanically undesirable. Comments in this thread should either be well thought out statements to the contrary, or suggestions of how it can be fixed.