Vauluur

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  1. Vauluur

    Genesis?

    At least one of the new slots has been conceived of as a buff for previous slots. Or new effects to that ability.

    That was a long time ago though, back when Hybrid and Genesis were both scheduled for release at the same time. At that point, they didn't know which slot it would be. That leads me, purely through speculation, to believe that Genesis will be a new ability.

    However, I don't believe it will have to do with the green and blue bars. That seems to link better thematically with Vitae.

    Again though, this is all working off memory and speculation. I have no idea where I read that information back then. Possibly the beta boards.
  2. While I agree with the general sentiment that all powersets need review as the game evolves, there are certain sets that need love more than others.

    Of all the complaints I'm aware of, I believe Mercenaries deserves attention the most. I say that because at no point in the development of the game was that powerset performing at an acceptable level. Ninjas might be able to make a similar argument, but at least their unique power is useful. Mercs are saddled with Serum, which is among the most useless powers in the game. It has a ridiculous recharge time and serves the purpose of turning one of your henchman into a tank. Then it neuters that henchman with a crash. The problem is none of the Merc henchman are worth putting it on. The set is actually much better served playing as a "Tankermind" anyway. Serum would be much more useful as an AoE survival buff (possibly +Resist/+Regen) that affects henchman at full strength and the MM at half strength. That change alone would make Mercs acceptable to me. Changing the Spec Ops would just be gravy.

    Other sets that could use a look are Energy Blast, Ice Control, Dark Control (surprising since it's new), Energy Melee, Broadsword and Battleaxe (inferior versions of Katana and Warmace respectively), and Trick Arrow.

    Honorable mention goes to Ice Armor, which is an ok set except for Hibernate. I think Tankers should get Icy Bastion instead. The thing is, Hibernate would function better on a Stalker (they can get it anyway) because they are more about hiding and healing to come back for round two. Maybe Hibernate could be an intelligent toggle? It could give a moderate regen/recovery boost until you hit 20% hp and then activate its current effect? That would require it to be like the WP and SD T9s though and not consider attack rate changes. Otherwise, Ice Armor Tankers would be literally unkillable.

    On the topic of T9s, they all need reworked. Nukes are becoming crashless, so that's a good sign that the devs know that crashes have no place in the game now. I really hope that all T9s get a tweak. Especially Elude, which is almost unarguably useless. It does, however, still provide some benefit to SO purists that want to hit the incarnate softcap.

    The devs have adopted the rather soft approach that as long as some people still have fun with a set they can't change it. I think that sometimes a nerf is needed. Some sets are just unbalanced, and they need to admit that and fix it. Some people might get angry, but a larger portion of the player base might now feel more relevant since they aren't being totally outclassed by a perma-PA illusion controller for example. Sets I would nerf/adjust include Super Strength (probably just rebalance, nerf some powers while buffing others) and Illusion (make PA like the Dark Control equivalent). I'm sure I could think of more if I sat here, but this post is in danger of becoming a rant.
  3. Vauluur

    DA/Stone help

    Thanks for the help Justaris, I appreciate it

    I'll swap to an Achilles in LBE, not really sure why I didn't have that in the first place. And yeah, enhancement boosters aren't a problem. I feel like I've opened a million super packs at this point, so I have a seemingly endless supply of the things.
  4. I have it in Death Shroud on my DA tank. It's working pretty well for me so far. IIRC the PPM changes in I24 will be reducing the AoE penalty so it should improve the performance.

    MotT is at about 70% uptime (just one stack) on my level 12 tank fighting one man spawns, which contain 2-3 enemies on average. Once I move the team size slider up I imagine I'll start to see it up even more. Even now it's a noticeable survival boost while it's up.
  5. Vauluur

    DA/Stone help

    I've made some further adjustments, mostly with the goal of freeing up a few slots and moving them around. I've dropped Hasten as I'm not convinced I needed it. This is probably going to be what I end up running with for awhile. If I find my endurance usage can support it, I may switch to Soul Mastery in I24 (when I'll be able to recolor that to look like sand too). Any major oversights here? The reason why not all the Kinetic Combats are boosted is because I have 2 sets of SBE Kinetic Combats and a collection of seemingly random auction house ones scattered on various alts. If I can level boost more of them then I'll certainly do it in game.

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  6. Vauluur

    DA/Stone help

    Thanks for all the advice I made some adjustments taking your advice into consideration and came up with this. I was already planning on Ageless Radial. In practice, I won't actually need all of my toggles on at the same time in content where I don't have access to incarnate abilities. So I'll be able to turn off toggles as needed if my PS procs get some unlucky rolls. I also have Conserve Power for those emergencies. My main concern is accuracy. Another concern I have though is my defense. Correct me if I'm wrong but half of the benefit from Cloak of Darkness will suppress during combat right? That would drop me below the S/L softcap and I'm already not quite at the E/N softcap. A tertiary concern is AoE damage. I'm hoping that Death Shroud + Taunt + Tremor will be able to keep AoE heavy squishies from stripping my aggro, but I'm not positive it will be. Anyway, here's what I have:

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  7. Vauluur

    DA/Stone help

    I've decided to try my hand at a DA/Stone Tanker. I'm hoping to be able to stun spawns and allow my team to arrest them at our leisure, while being able to survive extremely well in situations where that ability isn't an option. This is my first DA character that I've been serious about, so I'm not sure what build tricks to use. Dech's guide was helpful, but I've reached a point where I need someone to just look at my build and give me some pointers. This is a very rough draft, so I'm sure that I've made a number of errors.

    Hero Plan by Mids' Hero Designer 1.959
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rorn: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(34), GA-3defTpProc(34)
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(45), Stpfy-Acc/Rchg(45)
    Level 2: Death Shroud -- Erad-%Dam(A), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Dmg(40), C'ngBlow-Acc/Rchg(40)
    Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Hectmb-Acc/Rchg(45), Hectmb-Dam%(46)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/Heal(50), SMotTanker-Rchg/Res%(50)
    Level 10: Combat Jumping -- Zephyr-ResKB(A), Ksmt-ToHit+(43)
    Level 12: Super Jump -- Zephyr-ResKB(A)
    Level 14: Spring Attack -- Erad-%Dam(A), Erad-Acc/Rchg(21), Erad-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(42)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
    Level 20: Fault -- FrcFbk-Rechg%(A), Stpfy-Acc/Rchg(48), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(50)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 26: Oppressive Gloom -- Amaze-ToHitDeb%(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Taunt/Rng(31), Zinger-Acc/Rchg(33), Zinger-Dam%(33)
    Level 32: Soul Transfer -- Erad-%Dam(A), Erad-Acc/Rchg(37), Erad-Dmg/Rchg(37), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43), C'ngBlow-Acc/Dmg(43)
    Level 35: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Super Speed -- Zephyr-ResKB(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(5)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 29.13% Defense(Smashing)
    • 29.13% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 21.63% Defense(Energy)
    • 21.63% Defense(Negative)
    • 6% Defense(Psionic)
    • 17.56% Defense(Melee)
    • 13.81% Defense(Ranged)
    • 6% Defense(AoE)
    • 5.4% Max End
    • 20% Enhancement(RechargeTime)
    • 5% SpeedFlying
    • 224.9 HP (12%) HitPoints
    • 5% JumpHeight
    • 5% SpeedJumping
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilized) 18.7%
    • MezResist(Terrorized) 2.75%
    • 9.5% (0.16 End/sec) Recovery
    • 40% (3.12 HP/sec) Regeneration
    • 5% SpeedRunning




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  8. I'm not a huge fan of TW, the animations aren't that good IMO. Having decided to try two different sets instead of one, I have started a WM/SD. He's only level 8 right now, but so far I've greatly enjoyed one shotting minions left and right. I think I'll enjoy this combo.
  9. I expected we might see some changes to Spines. Just in time for them to reveal it's being proliferated with the release of Bio Armor.
  10. Quote:
    Originally Posted by Bullet Barrage View Post
    I can't suggest a secondary, but Katana is both flashy and from my experience, incredibly fun. Honestly, the character was about the most fun I've ever had in this game.
    Hmm, it is basically Broadsword but better. That would make sense. Possibly Kat/Fire or Kat/Dark?

    Quote:
    Originally Posted by Thirty-Seven View Post
    Shield/StJ?

    Not a weapon set, but it certainly looks cool together provided the right shield is picked... which could sort of act as the weapon.
    SD works for the concept. He just has to have something in his hands that could be a magical artifact giving him his powers. I could just say he has a ring or amulet or something, but it's such a big part of his backstory I'd prefer that it be plainly visible. I'll give it some thought. I actually haven't played much with Street Justice so I'll have to look into it more and try it out.

    Quote:
    Originally Posted by Jack_NoMind View Post
    WM/SD is quite good. Fire/SD is also quite good and you can build it weaponish, but the look is kind of fixed.

    BS/SD is okay, but not what I'd go with.

    On the alternatives list, BS/WP is good, Staff/WP is fantastic, and Mace/Dark can be quite fun.
    I kind of like the idea of Fire/SD visually. Is there a particular synergy there or is it just SD is awesome and Fire is awesome so naturally they are awesome together?

    I have also heard good things about KM/SD, though I haven't actually seen one so I'm not sure how the animations look with a shield.
  11. My main is a BS/Invuln Scrapper that I've been playing since I3ish. With all the new (and changed) sets out there I've decided it's time for the character to be rebuilt into something better. The concept of the character demands a weapon set and/or shield defense. I'm looking for a powerset combo that is flashy and fun, but has a strong mechanical potential as well. The two that immediately occurred to me where WM/SD and BS/SD but I'm not sure which of those would be more effective. So, Scrapper boards, I ask what some of you might suggest for this project.
  12. I was planning on using Guarded Spin in addition to set bonuses, not by itself. In that situation it will possibly allow for softcapped Lethal defense to go along with my other defenses. Of course, with all my other mitigation it's probably not necessary. I suppose I'll see as I play the character.
  13. So I'm looking forward to the Bio Armor set and I'm planning on making a Tanker. I've been trying to decide which secondary to pair it with though. I'd like to avoid Titan Weapons, as I don't really like the animation style of the set. Other than that I can probably fiddle with colors and alternate animations to get to a look I like. So far I've thought of the following:

    Staff Fighting: Strong AoE set, so it should make it really easy to gain and hold aggro. It also features the three different forms, which could be used to offset or complement the adaptations in Bio Armor. Plus it has Guarded Spin, which might help fill the S/L defense hole that Bio Armor has - well the Lethal part anyway. The pairing is my favorite on paper, but I'm not sure how effective it would be in game. Also, I'm not sure how a fully armored up Bio character would look going through the Staff animations, but I'm sure I could live with that.

    Kinetic Melee: I haven't really been a big fan of this set in the past, but it's growing on me. The main synergy I see with Bio Armor is that it contains -Damage. That could mean a pretty good amount of mitigation when that gets stacking. I have no experience with the set on a Tanker though, and so I'm not certain how reliable it is.

    Super Strength: It seems to be a fan favorite on beta right now, probably because Rage can overcome the -damage from Defensive Adaptation. Footstomp is also a great power. SS has the added bonus of looking really good with Bio Armor.

    Street Justice: Just a generally good set. No particular synergy with Bio Armor, but SJ is pretty good on it's own. Plus, it'd probably be pretty great to see some of the animations with Bio Armor's toggles on.

    Dark Melee: DM seems competitive since it offers Soul Drain and -ToHit. Both of those things go well with Bio Armor. The self heal might be useful as well, since healing behind +Absorb is generally the goal of +Absorb as I understand it.

    Other: Bio Armor is pretty versatile, so I imagine it's hard to pick a set that's bad. Anyone think one of the other sets deserves discussion?


    What are some of your thoughts?
  14. I'll be rolling a Bio/Staff Tanker when that comes out. But I'm not sure if you want to wait for Bio Armor or not.
  15. The Mu Adept deals energy damage that is highly resisted by many end game groups. It also seems to have long pauses between attacks and greatly enjoys flying into nearby groups to fire off an EMP, which typically results in it's not long after because the default duration of that hold is fairly short and it usually does that when you're already fighting a group. It's kind of like playing with somebody who thinks their Blaster with no enhancements can run into the middle of a spawn and kill them by cycling their first two attacks.
  16. I'd go with Soul Mastery in that case. My experiences with the Mu Adept make me strongly oppose its use
  17. Generally Patron Pets perform well enough to make them worth it. It depends on a variety of factors, most notably what you'd have to give up to get it. My complaint about them is usually that they are fragile, but you are an Empath so that shouldn't be as much of a problem. I'd carefully consider which pet you want though. City of Data contains a listing for each.

    Fortunata:
    http://tomax.cohtitan.com/data/power...unata_Mistress

    Coralax:
    http://tomax.cohtitan.com/data/power...rs_Red_Corolax

    Arachnobot:
    http://tomax.cohtitan.com/data/power...obot_Disrupter

    Adept:
    http://tomax.cohtitan.com/data/power...owers_Mu_Adept
  18. If only I had 20 more power slots and 100 more enhancement slots! I have no idea where I'm going to fit all these awesome things in my builds lol.
  19. This is what I came up with. It loses a bit of recharge but it does retain the R/AoE softcap (well, AoE is just a tiny bit off). I figure I'll stun anything that gets close so I should be pretty safe. It also gets Dreadful Wail for some AoE burst damage and Soul Drain for additional accuracy and damage. I even found a way to sneak a damage proc into Sleet. Thoughts on this compared to the other build?

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  20. A new build is incoming to this thread, as I'm working on incorporating some of your suggestions and some of my experiences playing so far. I may end up making some pretty drastic changes to the build goals as it has occurred to me that Oppressive Gloom + Screech is desirable. Ranged defense would be less useful in that scenario, so a different sort of defense may be my new target. AoE damage using just Howl is pretty pitiful, so I have some theories I'm working on. I'm not sure how much Shockwave would help, especially since it doesn't carry the -Res debuff.
  21. I had already suspected as much. I can tweak the concept a bit to work it into fire. Thanks for the response
  22. So, I have hit a point where I need to choose a primary for /Kinetics character I've been planning. I generally chose what best fits the concept, but there's the slight caveat that I want to use this character as a ticket farmer since I don't have a good farming character yet and I have several alts nearing IO levels.

    Gravity:
    Was changed recently, and has the most durable pet. Also seems like the single target damage would be useful in itrials and AV fights. The pet is low damage though. I would want to use either Psionic or Primal Forces Mastery with the character if I go Gravity.

    Electric:
    I like the idea of draining lots of end with the combo, but I'm not sure it's necessary given the controls I'll be throwing out anyway. I've also heard the pets are pretty bad. I'd want Psionic or Primal here too.

    Fire:
    The worst conceptual fit (just because I don't see the character as a fire user) but the best mechanical fit for the proposed use. I'd also be willing to use the Fire APP on this character, which makes it even better.

    Really, all three seem like decent combos for general play. But I was hoping someone more experienced with Controller damage could tell me whether Gravity or Electric would be a viable farmer and whether Primal or Psionic would be more effective.
  23. Water/Traps has been fun so far. I'm really looking forward to leveling my character.

    He's a mercenary called Merchant Marine.
  24. Quote:
    Originally Posted by Blue_Fenix View Post
    Strangely enough, Dehydrate actually heals for more on a Corruptor than on a Defender. Not sure why that is.
    Possibly because Defenders have stronger heals/mitigation from their primary than Corruptors have from their secondary? That's just a guess though.
  25. Thanks I made the suggested changes and Benumb should now hit reliably. 47 views and no further feedback makes me think that perhaps it's time to discuss incarnate abilities.

    Alpha: Already Agility Core, which helps all of my build goals.

    Judgment: Cryonic Radial seems like a good choice thematically and mechanically, giving me another cone control power to use if the team is in trouble.

    Interface: I was thinking Paralytic Radial, to further reduce the incoming damage to myself and the team. I'm not really worried about my own DPS with this character, it's all about giving my team the best possible chance to succeed. The debuffs should make my damage acceptable for soloing anyway.

    Lore: Storm Elementals, Rularuu, or Phantoms. I haven't decided. Any notable differences between those?

    Destiny: Clarion Radial. It has 30 seconds of downtime but the power boost effect will be useful in making Benumb more powerful.

    Hybrid: Debating between Assault Radial and Melee Core.

    Thoughts?