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Posts
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On a softcapped Invul/Dark Melee Tanker, what are the pros and cons of taking Energy Mastery or Soul Mastery? Would such a Tanker be so survivable that Darkest Night would be redundant? Would Laser Beam Eyes with an Anchilles proc be a better choice?
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Coercive Persuasion is an affordable purple set with nice bonuses, so you might want to look at keeping Arctic Air slotted with a set of Coercive Persuasion, even if you don't think you will be running Arctic Air much.
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Why not add the 5th Siphon Insight in Gloom for 3.75% S/L def bonus?
Why no second Recharge in Hasten?
Do you want to include the Regenerative Tissue unique in Health?
Why not a 3rd Cytoskeleton in Invincibility?
Did you consider slotting Taunt with a full set of Mocking Beratement for the bonuses?
Is it really worth slotting Boxing beyond 1 slot?
Is Stamina worth 6 slots? -
I don't know enough to give an overall critique, but here are some questions I have:
Why did you pick Assault rather than Vengeance? I thought the consensus was that Assault doesn't really add much, but Vengeance is great for holding a LOTG global recharge?
Is it really worth including a 3rd recharge slot in Hasten?
Even if you wouldn't use the power, do you want to consider including Arctic Air in order to slot the Coercive Persuasion set with its recharge and ranged defense bonuses?
Don't you want to include Celerity Stealth in Sprint?
If you are using Hover to travel in mishes, do you find it fast enough without enhancing its speed? -
This time with data chunk:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Arctic Spring 5: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Thermal Radiation
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(7), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(29)
Level 1: Warmth -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(5), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13)
Level 2: Frostbite -- TotHntr-Acc/Rchg(A), TotHntr-Dam%(3), TotHntr-EndRdx/Immob(15), TotHntr-Acc/EndRdx(15), TotHntr-Immob/Acc(17), TotHntr-Acc/Immob/Rchg(17)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal(21), Dct'dW-Heal/EndRdx/Rchg(21)
Level 6: Thermal Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27)
Level 8: Arctic Air -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(39), CoPers-Conf/Rchg(39), CoPers-Conf%(40)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(27), Zephyr-ResKB(39), Ksmt-ToHit+(46)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(23)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Power of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-KB%(31), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36)
Level 18: Recall Friend -- EndRdx-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 22: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(40)
Level 26: Thaw -- EndRdx-I(A)
Level 28: Forge -- Rec'dRet-Pcptn(A)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(40)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(42)
Level 38: Melt Armor -- RechRdx-I(A), RechRdx-I(42)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dam%(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResKB(45), S'fstPrt-ResDam/EndRdx(45), Aegis-Psi/Status(46), S'fstPrt-ResDam/Def+(46), Aegis-ResDam/EndRdx/Rchg(50)
Level 47: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(5)
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I am closing in on leveling my only controller to 50. Below is my proposed ice/therm build. I expect to mostly play on level 50 task forces and mishes.
I play this as a ranged character, and I took Arctic Air primarily for the sake of the recharge and ranged defense bonuses in Coercive Persuasion.
One overarching issue is that for many powers there is a choice between recharge vs. ranged defense set bonuses. Do you think I've struck the right balance in this build, or should I sacrifice some ranged defense for more recharge?
I am ambivalent about including Thaw. In theory it sounds great, but in practice I'm rarely aware that a teammate is mezzed in time to unmezz them with Thaw. I will sometimes cast it as a preemptive measure against mezzes on squishes, but I never know whether this is really doing much good. I would appreciate some feedback on whether Thaw is worth including, and how it should be played.
Even though I don't get to use it often, I really like Power of the Phoenix to bring a teammate back to life in the midst of a close battle.
Is it worth including Celerity Stealth in Sprint, given that I don't have Super Speed and hence won't achieve invisibility?
My final power choice was between Vengeance and Consume, and I took Vengeance since with LOTG it helps with global recharge. Should I take Consume instead? In practice I generally find that I'm ok with endurance, except that I can't afford to run Arctic Air for long in a heated battle.
Thanks for any replies.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Arctic Spring 5: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Thermal Radiation
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Block of Ice- (A) Lockdown - Accuracy/Hold
- (7) Lockdown - Accuracy/Recharge
- (7) Lockdown - Recharge/Hold
- (9) Lockdown - Endurance/Recharge/Hold
- (9) Lockdown - Accuracy/Endurance/Recharge/Hold
- (29) Lockdown - Chance for +2 Mag Hold
- (A) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - +Regeneration/+Recovery
- (11) Numina's Convalescence - Endurance/Recharge
- (11) Numina's Convalescence - Heal/Recharge
- (13) Numina's Convalescence - Heal/Endurance/Recharge
- (13) Numina's Convalescence - Heal
- (A) Trap of the Hunter - Accuracy/Recharge
- (3) Trap of the Hunter - Chance of Damage(Lethal)
- (15) Trap of the Hunter - Endurance/Immobilize
- (15) Trap of the Hunter - Accuracy/Endurance
- (17) Trap of the Hunter - Immobilize/Accuracy
- (17) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (19) Doctored Wounds - Endurance/Recharge
- (19) Doctored Wounds - Heal/Recharge
- (21) Doctored Wounds - Heal
- (21) Doctored Wounds - Heal/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (27) Impervium Armor - Resistance/Endurance
- (A) Coercive Persuasion - Confused
- (29) Coercive Persuasion - Accuracy/Confused/Recharge
- (31) Coercive Persuasion - Accuracy/Recharge
- (39) Coercive Persuasion - Confused/Endurance
- (39) Coercive Persuasion - Confused/Recharge
- (40) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Knockback Reduction (4 points)
- (46) Kismet - Accuracy +6%
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Stupefy - Accuracy/Recharge
- (25) Stupefy - Endurance/Stun
- (25) Stupefy - Accuracy/Endurance
- (31) Stupefy - Chance of Knockback
- (36) Stupefy - Stun/Range
- (36) Stupefy - Accuracy/Stun/Recharge
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Impervium Armor - Resistance
- (37) Impervium Armor - Resistance/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Rectified Reticle - Increased Perception
- (A) Adjusted Targeting - To Hit Buff
- (34) Adjusted Targeting - To Hit Buff/Recharge
- (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (37) Adjusted Targeting - Endurance/Recharge
- (40) Adjusted Targeting - To Hit Buff/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (34) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Chance of Damage(Energy)
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (A) Aegis - Resistance/Endurance
- (45) Steadfast Protection - Knockback Protection
- (45) Steadfast Protection - Resistance/Endurance
- (46) Aegis - Psionic/Status Resistance
- (46) Steadfast Protection - Resistance/+Def 3%
- (50) Aegis - Resistance/Endurance/Recharge
- (A) Stupefy - Accuracy/Recharge
- (48) Stupefy - Endurance/Stun
- (48) Stupefy - Accuracy/Endurance
- (48) Stupefy - Stun/Range
- (50) Stupefy - Accuracy/Stun/Recharge
- (50) Stupefy - Chance of Knockback
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - EndMod/Recharge
- (5) Performance Shifter - Chance for +End
http://www.cohplanner.com/
Click this DataLink to open the build!
Arctic Spring 5: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Thermal Radiation
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(7), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(29)
Level 1: Warmth -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(5), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13)
Level 2: Frostbite -- TotHntr-Acc/Rchg(A), TotHntr-Dam%(3), TotHntr-EndRdx/Immob(15), TotHntr-Acc/EndRdx(15), TotHntr-Immob/Acc(17), TotHntr-Acc/Immob/Rchg(17)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal(21), Dct'dW-Heal/EndRdx/Rchg(21)
Level 6: Thermal Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27)
Level 8: Arctic Air -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(39), CoPers-Conf/Rchg(39), CoPers-Conf%(40)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(27), Zephyr-ResKB(39), Ksmt-ToHit+(46)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(23)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Power of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-KB%(31), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36)
Level 18: Recall Friend -- EndRdx-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 22: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(40)
Level 26: Thaw -- EndRdx-I(A)
Level 28: Forge -- Rec'dRet-Pcptn(A)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(40)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(42)
Level 38: Melt Armor -- RechRdx-I(A), RechRdx-I(42)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dam%(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResKB(45), S'fstPrt-ResDam/EndRdx(45), Aegis-Psi/Status(46), S'fstPrt-ResDam/Def+(46), Aegis-ResDam/EndRdx/Rchg(50)
Level 47: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(5) -
Here is link to the alpha slot trees:
http://goingrogue.na.cityofheroes.co...lpha-slot.html
I await the more sophisticated replies with interest, but at the simple straightforward level, isn't it simply a question of which attributes you want more of for a given character? -
Did you consider using some sets of Cloud Senses, since it has both the 6.25% recharge and the 3.75% ranged defense?
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Thanks for the input. I am leaning towards Brute in order to take Darkest Night. I also found these threads:
http://boards.cityofheroes.com/showthread.php?t=240598
http://boards.cityofheroes.com/showthread.php?t=240610
http://boards.cityofheroes.com/showthread.php?t=134820 -
Would DM/FA work better on a brute or a scrapper?
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Do you want dps against a single tough target or area of effect against a group of minions? Do you want to team or solo? Do you want your character to be tough, or are you willing to be more squishy for the sake of dishing out more damage? Do you care whether you dish it out by melee or ranged attack?
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Quote:See http://paragonwiki.com/wiki/Main_PageSo I'm returning after a 3-5 year hiatus! (crazy I know) Where I played the game with my brother and some friends when CoH was first released, then also CoV. We then stopped playing after several character re-designs and never reached level 50 in either CoH or CoV! (Disappointing, I know!) We've come back to the game several times, only to grind a bit, then leave without looking or appreciating any updates made to the game. Now we're back, and I can safely speak for all of us.. we're addicted once again! We're now finally approaching level 50 and I have to ask, what is there to do at endgame?? Can someone please, please, please give me a site that would explain such things? I can learn about the new HO's and IO's on my own ( I assume the wiki can tell me about that stuff?), I'm more interested in story arcs! We've joined several lvl 50 teams in PI and they've done missions with the Statesmen! ( this may not be a big deal to many of you, but to us we've been wondering when the heck we'd see him!) How do you get such an arc? I also hear of an arc where the Praetorian emperor (Cole) actually kidnaps Statesmen and we have to rescue him? (I'm not sure if this is true, read this in another forum discussing the GR which is awesome!) The reason I've decided to ask this is because I recently discovered something called "The midnight arc". Had I not been told about this, I would've never gone back to Steel canyon and entered the University. I haven't completed the arc yet, but as I understand if gives me access to a new zone?
Merits - I understand how to obtain them and what they're for (To buy SO's)
Vanguard Merits - Learned about them after our first Rikti raid (still figuring out what they're for)
Tips - are these just random missions like radio missions?
dayjob - what is the purpose of these missions?
Please include anything else I might have forgotten to ask!
Thank you, thank you, thank you in advance for the help!!
Oh yes, and is PvP dead? I loved that zone back in the '05 days! (haven't been to the higher level PvP zone, just hit 42) We're on the Freedom Server
Completing tips earns you credit towards an Alignment Merit (A merit) -- complete 10 tips (but max of 5 per day per character) and the morality mish you get after the 10 tips, and you earn one A merit. Go in Fort Trident in Atlas Park to see what A merits can buy. -
Over time I've discovered that certain information I picked up while I was a wee noob was wrong, which got me curious as to what misinformation others have suffered (and with which I may still be afflicted). What has been the worst misinformation YOU've received? My examples:
-- "A new player should not bother with the markets and just vendor everything." I picked up this gem from the forums as I was starting out.
-- "You need more than one player to start a supergroup." Only yesterday did I discover to my joy that any toon can go to city hall and found a supergroup. Less than 3 hours later, I had my own shiny solo base to store salvage and enhancements.
-- "The order you select slots continues to be relevant when you exemplar down." I always wondered how people could enjoy playing with Mids builds, because I found it tedious to go through and select the slots in leveling order. I was quite happy to discover the dynamic mode in Mids for playing with different build ideas. -
Regarding the above build:
(1) Gladiator's Armor +3% Def is insanely expensive. If you really have this, auction it on the Market forum for over 2 billion.
(2) See Darkity's guide:
http://boards.cityofheroes.com/showthread.php?t=127276
(3) Global recharge is important. At a minimum, pick up Hasten.
(4) Since you've been away for a year, you might not be aware that Blessing of the Zephyr was nerfed. So consider whether you still want it given its current stats.
(5) If you mostly play in teams, do you really find much use for Moonbeam (the snipe)?
(6) You mentioned your recollection that you used Tar Patch frequently. You might want to slot it for recharge.
(7) My impression from the forums is that most people don't bother to slot up Health except to hold procs. -
I am not feeling well and may not be able to make this.
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I see that you have Miracle +Recovery. Other enhancements I think of in this category (as standalone very nice) include (i) Numina's +regen/+recovery, (ii) Luck of the Gambler 7.5% global recharge, (iii) Kismet +6% accuracy (which is actually +6% to hit) and (iv) putting Celerity Stealth in sprint (which effectively gives you invisibility while you are running Super Speed).
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Here is my 2 cents on the build:
(1) Tactics should have Endurance Reduction instead of Recharge. That is because Tactics is a toggle that stays on; you won't be frequently clicking it.
(2) You should take Temp Invulnerability. This is a toggle that you will keep on and will help your survival. -
Quote:Now, how much recharge is needed for the GC>GD>GC>SD chain? Once I can figure that out, I can move on & make a build lol.Quote:Yea, I decided on Willpower because of Quick Recovery lol, I want to get Water Spout and a pet =P With Invul I'd need Body Mastery. With a willpower should I build for S/L Defense or E/N/E/C defense? with recharge & HPQuote:You should be able to cap s/l/e/n on a WP and you'll be a beast once done. F/C are really uncommon damage types so I'd worry about them least.
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I ran in one of your +4 ITF PUGs and it was a great success. I'll look for your announcements in the Freedom Server forum. I have an ongoing Monday night commitment to the Horde runs.
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Quote:I'm not sure why you consider the powereleveling option to be inf neutral. If Player X will spend 10 hours per week leveling his character, normally this would generate inf, but if instead he selects the AE powerlevel option and hence generates no inf, then the powerleveling option would have reduced inf in the system compared to what would occur under the current status quo.Technically that would be inf neutral, neither a sink nor a source since it doesn't create inf but doesn't create tickets either. This also doesn't address the problem that level 50s generate an abnormally large portion of the total inf created (both due to hours played and higher rate of earnings).
More generally, a random idea:
Currently the "No XP" option (which is effectively on for all level 50s) turns all of your XP into Inf. What about a "No Inf" option which reduces your Inf generation (or possibly just prevents XP being converted to Inf) but increases you chance of getting drops. Obviously this is problematic with teams but it would be one way to increase the amount of items relative to Inf ont he market. -
With respect to choosing your Alpha Slot, does the i19 content adversely affect any specific statistic so that you might need to slot the Alpha Slot to compensate? For example,
1. If your character already has enough endurance, that might indicate that you don't need to choose Cardiac. But if the i19 content had super-sappers, that might be a reason to choose Cardiac.
2. If your character already has enough accuracy, that might indicate that you don't need to choose Nerve. But if the i19 content debuffs Accuracy, that might be a reason to choose Nerve.