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Posts
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I'm dissapointed,
after reading the title I was expecting something to do with eating babies. Now all I see is some pretty rational arguments to improve a slightly uninspiring set.
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How about changing all the sounds to the sound of babies being eaten alive?
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This. -
Sure, I can post my build. It's focusing on defense, ranged and AoE and it a bit pricy.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Jyoti: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(34)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Blind -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(3), Lock-Acc/Rchg(7), Lock-Rchg/Hold(11), Lock-EndRdx/Rchg/Hold(25), Lock-%Hold(25)
Level 4: Deceive -- C'phny-Acc/Rchg(A), C'phny-Acc/Conf/Rchg(5), C'phny-EndRdx/Conf(5), C'phny-Acc/EndRdx(13), C'phny-Conf/Rng(31)
Level 6: Swift -- Flight-I(A)
Level 8: Superior Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def(13), RedFtn-EndRdx(15), RedFtn-Def/EndRdx/Rchg(40)
Level 10: Ice Arrow -- Lock-Acc/Hold(A), Lock-%Hold(43), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-Acc/Rchg(48), Lock-Rchg/Hold(50), Lock-EndRdx/Rchg/Hold(50)
Level 12: Hover -- Flight-I(A), DefBuff-I(23)
Level 14: Health -- Heal-I(A)
Level 16: Poison Gas Arrow -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(17), LgcRps-Sleep/Rng(17), FtnHyp-Plct%(23), LgcRps-Acc/Sleep/Rchg(29), LgcRps-EndRdx/Sleep(31)
Level 18: Phantom Army -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(27), ExRmnt-+Res(Pets)(27), ExRmnt-Acc/Dmg/Rchg(29)
Level 20: Acid Arrow -- ShldBrk-DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-Acc/Rchg(21), ShldBrk-Acc/DefDeb(45), ShldBrk-DefDeb/EndRdx/Rchg(46), Achilles-ResDeb%(46)
Level 22: Stamina -- EndMod-I(A), EndMod-I(37)
Level 24: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(45), Zephyr-ResKB(45)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Disruption Arrow -- RechRdx-I(A), EndRdx-I(31)
Level 30: Glue Arrow -- RechRdx-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(33), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Dmg(34)
Level 35: Oil Slick Arrow -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx(36), Det'tn-Acc/Dmg(36), Det'tn-Dmg/EndRdx/Rng(36), Det'tn-Dmg/Rchg(37), AirB'st-Dmg/Rchg(37)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Energy Torrent -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(50)
Level 47: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Flash Arrow -- SipInsght-%ToHit(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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[u]Set Bonus Totals:[u]<ul type="square">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]16.4% Defense(Fire)[*]16.4% Defense(Cold)[*]24.3% Defense(Energy)[*]24.3% Defense(Negative)[*]3% Defense(Psionic)[*]3.94% Defense(Melee)[*]35.2% Defense(Ranged)[*]27.1% Defense(AoE)[*]1.5% Enhancement(Confused)[*]11.3% Enhancement(RechargeTime)[*]4% Enhancement(Sleep)[*]25% Enhancement(Accuracy)[*]7.5% Enhancement(Held)[*]8% FlySpeed[*]8% JumpHeight[*]8% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 5%[*]MezResist(Held) 11.6%[*]MezResist(Immobilize) 7.2%[*]MezResist(Sleep) 6.65%[*]MezResist(Stun) 8.85%[*]MezResist(Terrorized) 5%[*]11.5% (0.19 End/sec) Recovery[*]10% (0.42 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]11.3% Resistance(Fire)[*]11.3% Resistance(Cold)[*]11.9% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[*]8% RunSpeed[*]1% XPDebtProtection[/list] -
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Sonic would be great on Bots as well so long as you like getting into Melee.
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See, for me, it's Necro/Sonic, Ninja/Sonic, Thugs/Sonic that i'm most interested in seeing. Because they don't have to sacrifice anything to leverage Disruption Field and Liquefy would work stupidly well in hard mobs. Not saying that it wouldn't work for Bots or Mercs, but Liquefying a tough group so your ninjas/zombies/thugs don't even get touched. Ugh. Sexy.
I mean, if I can get enough recovery bonuses (which I don't think i can for this to work) I'd take every toggle in Sonic Res, Assault/Tactics and a Patron shield.
Disruption Field on Bruiser. Repulsion Field on an Enforcer (bounce enemies away from me), Assault/Tactics to stack on to the Enforcers, Patron Shield + Sonic Dispersion...yes plz.
The only thing this build, imho, would ever even blink at are enemies with sleep powers. -
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Sarchasm? Others have posted pretty much the same thing and been entirely serious about it.
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Yeah, i suppose. My bad. I should have noted it better.
DAMN YOU INTERNETZ AND YOUR LACK OF EMOTIIVE TYPE FACE! -
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Because you can't hide behind a shield....
duh.
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You can't hide behind regenerating flesh or sparkling bolts of electricity either but that didn't stop them from porting those sets. Fact is, the secondary doesn't HAVE to explain how the stalker hides. Hide had to go somewhere and they decided to put it into the secondary rather than (as they probably should have) making it an inherent power like Domination.
Super Reflexes doesn't exactly describe how one hides either. Movement is almost the opposite of stealth as the human eye perceives motion better than it picks out stationary objects. You could say the SR stalker is better at ducking for cover when no one is looking, but that's kind of thin too.
Shields, in fact, make MORE sense than any of those three if you allow that the shield is a magical or technological cloaking device. The gem, energy, and negative energy shield customs look pretty good there.
As far as that goes, stick the dark shield on a dm/dark scrapper and tell me that doesn't look stealthy (if you can tell what it looks like at all through dark armor)
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*...sighs*
Really?
Really?
Come on now. -
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-Sonic Resonance... my beef with this set is several things.. One its a straight port of Force Field except with Damage Resistance instead of Defense... Detention Field is crap in PVE and Sonic Cage is crap as well.. and you know why its crap ?? Its not so much the effect( which in itself is annoying ) is that it should be a toggle that I can TURN OFF when I want too...
Sonic Reuplsion.. yes thats what everyone wants.. Mobs scattered all over the place... not a team power..
I also hate the fact that one of my BEST powers Disruption field ONLY WORKS WITH AN ALLY.. the freaking TRICK ARROW defender figured out how to make this power a Location AoE but me the MASTER of Sonic cant figure this out ???!!!!! WTH !!!!! and he gets a 25 foot radius too ???!!!!!!!
Oh yeah.... Liquify.. what a piece of crap.. yes it works... but its still a piece of crap... First off all Sonic is all about -Res... yet my TIER FREAKING has NO -res in it... NONE.... There is a lamo hold that I have seen work like once.. oh yeah and a Defense to hit Debuff thats nice.... but its equal to what a RAD defender does in their tier TWO power.. so the power I have waited 32 0r 38 levels to get is no better than what a Rad defender got more than 20 levels earlier ??????? you gotta be kidding me...
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So...you're surprised a buffing set has one of it's best powers that goes on an ally. That's like being surprised that you can't put Fortitude on yourself.
And yes, the Archer who plant a device to create a proxy for the sonic waves by firing it anywhere he chooses where as the Sonic Resonance defender, (whose powers don't use devices) needs a proxy to bounce the sonic waves off of.
Speaking from someone who has an Ill/TA and a Sonic Res/Nrg Blast, both at level 50, I actually prefer Disruption Field and Sonic Siphon to Acid Arrow and Disruption Field. For example, that's one less thing for me to do during an AV. There is a CONSTANT DEBUFF if you put it on a melee character engaging whomever. Works especially well with Tanks and Brutes.
Sonic Cage, I'll agree is sort of worthless.
I, also, have a build that uses Sonic Repulsion AND Telekenesis. It's a good way to control mobs, and with Sonic Repulsion, it's a good way to save Squishy players, like blasters and other defenders, from melee enemies.
And Liquefy is amazing btw. On top of the Hold, and the Debuff, it also does knockdown for it's duration and a tohit debuff. And if you REALLY want -res in there...drop the proc in it.
Sonic really isn't that bad, IMO. Sorry. -
QR.
I don't understand the joy of Kinetics for Masterminds.
Radiation, yea, but I figure Radiation will have it's costs boosted up...alot.
Give me Sonic before Kinetics or Radiation. -
QR
Because you can't hide behind a shield....
duh. -
Does anyone have a Mercs/Pain that they enjoy?
I'm debating if the Serum/Painbringer combo on Commando is worth 38 levels... -
LET THE BEATINGS BEGIN!!
...Man, i'd love to take down one of those dropships too.. -
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1. That would certainly be more useful.
2. I can see that being equally useful.
3. This would compeletely destroy my only reason for being a sonic. The character was created explicitly to leverage caging and find as many uses and tactics for it as possible. She was built exclusively for caging on the STF where she can perma-cage 2 Patrons and AoE-Perma-sleep a 3'd (or more) patron. Then once the yellow is down perma-cage LR until the team is ready to deal with him. You could translate this to the LRSF as sleeping as many as you can cone/aoe and perma-caging 2 others.
4. This hole has always been here, sure I won't complain if it gets plugged, but I won't hold my breath either.
5. I'd love to see liquefy on a shorter timer, making it considerably more useful. As-is the timer is entirely too long.
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DAMN! I knew I should have added Sonic Cage to my 2nd Assault Build... ugh.... -
Hmm...i guess the debuff does cause argo, but i know i haven't been getting argo from it.
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Nah, Thugs/Sonic FTW. Repel toggle on the arsonist, -res toggle on the bruiser...profit
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Oh yes. That would, actually, be much more hardcore. And that's the reason I want Sonic Res for Masterminds.
But, if I remember correctly, Disruption Field doesn't argo, put it on Jounin, Smoke Bomb him before he strikes, BAM, uber critical. Put repulsion field on Oni. Make the Ninja NOT SQUISHY. That would be pretty sweet.
Especially the thought of Ninjas weaving in and out of the falling enemies created by Liquefy just sounds equally awesome as watching Thugs BREAK FACES of the enemies on Liquefy. -
This is coming from the experience of a level 50 Sonic Res/Nrg Blast/Psi Defender so take it as you will.
1. The Sonic Siphon thing I am hesitant to agree with because that's a very powerful ability to have at level one. Maybe if it was pushed to a higher tier i could get behind it.
2. Yes. That would be fantastic. Though I usually work with scrappers and tanks who stay in the fray, that would be amazing.
3. Hmm. Interesting suggestion, but that could also be abused/used for griefing teammates. I, personally, think that power was thrown in there because there wasn't another idea for a Sonic power and I wish Sonic had another debuffing ability, or possible a mag 2 stun, similar to screech in that slot, maybe in cone format. But I don't think they'll mess with that power. It's easily skipped and doesn't affect gameplay if you don't have it
4. Yes. I agree with this. Though, it's only sort of protection against Psi since some Psi damage is positionally untyped, but still, it offers protection. I think Psi resistance should also be added to the bubble for the simple fact that Sonic Res is much more prone to get beaten by it's weakness (Sleeps) since the other set that shares the glaring hole (Force Fields) can avoid the attack casting it.
In the end it's not fair to strictly compare Force Field and Sonic, since Sonic offeres more debuffs than FF does (by a WIDE margin), but I feel Sonic should, at least, get some Psi Resistance to help compete with FF, if not other sets, in both the ally shields AND the big bubble.
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Holy crap I had no idea until now that the Blessing of the Z KB proc wasn't unique. I thought it was...
Hmm...
The ideas are growing...
Edit: Holy Carp! (yes, i meant to say Carp).
I just built a Human/Dwarf build that when in Human form I have 44.4% Ranged and 37.6% AoE (according to Mids) which goes down to 33.3% Ranged and 26.4% AoE when in Dwarf Form.
I likes the Blessingz
Ugh...now I am really in a bind...I've made four builds for this Warshade...
A Recharge Intensive (not really my style), A Smashing/Lethal Defense build more leaning towards Control/Demolition in Human Form, A (Nova/Demolisionist/Dwarf) Positional Defense, and a Demolisionist/Dwarf Positional Defense.
ARGH! I I wish my desktop had the internets so i could post these builds...
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I wonder when i'll be able to roll a Ninja/Sonic.
Cause that would be fantastic. -
Any hope of seeing the compressed versions on Youtube?
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Explode the Assbot for the most damage you can get out of it :-D
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Well, the way my build was working out was this way:
I'd franken slot with three slots in all powers in both Nova and Dwarf.
The Dwarf and Nova would be, obviously, the Tank and Damage forms but the Human form would be the Demolitionist form. With the stealth and the teleport, I could position him as someone takes out a minion, or defeat someone, explode that corpse with Unchain Essence, Dark Extraction, Stygian Circle to heal back anything that got to me and then Gravity Well and Essence Drain to help take out whatever tough targets.
I'm not sold on Quasar yet.
One big difference in the two builds I created (Positional versus Smashing/Lethal) is that the Positional gets more damage out of the ST attacks in human form where as I exploit the secondary effects in the Smashing/Lethal build, like increasing the Immobilize in Gravimetric Snare and the Slow in the ST Blasts.
I figured exploiting the slows would be a unique contribution to tough battles, like AVs that get just ridiculous (I'd imagen using the STs blasts on Ghost Widow or Reichsman)
Just a bit of an insight into my thinking. -
I've been tinkering with the idea of making a Warshade and an idea appeared in my mind that i would like some feedback on.
Has anyone ever built a warshade for positional defense before?
If so, how has it turned out?
Another thing, if I did build for positional defense, would that defense transfer between forms? Like, if i had say, 20% ranged defense in human form (not including Shadow Cloak), would I also have 20% ranged Defense in Nova and Dwarf forms?
Edit: Typed defense is not out of the question but it seems Shadow Cloak only gives positional?
Sorry if this is a silly question, just kinda curious. -
Interesting....unsure of how I feel about it...but definitely interesting.
For some reason, and this might sound odd, but I just had a thought that instead of scaling defense, if we had scaling regen :-D
haha, i know i know, silly idea.
I think your idea would work better -
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I've been reading about others messing with their /ela, so I thought I would dust mine off. I stripped my /shield of his IO's, he got boring, and am gonna try to IO out my /ela to make him survivable. (If possible)
My build so far has only 13% ranged defense, but 34% melee defense. (I'm missing my 1 touch of death IO atm, none on market.) So you can say I have about 38% melee defense. Besides that I went for a little regen, but Mainly focused on melee defense.
The question I had was: Should I be focusing more on adding some ranged defense too? 13% isnt really much, but my logic was that most mobs are melee oriented, and the ranged attacks normally aren't as strong anyway. (Freakshow for example) But should I be trying to mix it up some? or will the large melee defense bonuses be a bigger help?
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I dunno if working on defense is really the way to go for ELA, especially when the values you'll be working with are so so low. There are way too many "defense debuffing" mobs and such out there, that even just a couple riffle bursts (which will pretty much definately hit you) and you can say goodbye to ALL of your defensive "advantage." ELA also has zero form (afaik) of Defense Debuff "resistance, so getting hit with defense debuffing attacks will have full affect on you.
For me, the way that I increased "my" ELA's survivability was by taking all my +HP accolades, taking and fully slotting both Tough and Darkest Night, and slotting for +HP and +Regen IO bonuses. After I did ALL of this, my ELA was finally much more survivable than before. I tried the "defense" route as well, but was not impressed, so I wouldn't suggest it personally.
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About how much Regen did you manage to get?
Just curious. Still trying to figure out how I want to slot my Nrg/Elec/Elec brute for the End Game.