Warkupo

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  1. I'm usually building for recharge and defense, so that usually dictates Combat Jumping/Hover, and Hasten on almost all of my builds.

    I usually just default to Super Jump. I'll take Super Speed to stack stealth, or because I'm sick of Super Jumping for awhile.

    Fly only comes in for concept, in which case I ignore Combat Jumping since I can slot Hover exactly the same.

    I like Hover on ranged characters, and will usually *force* concept to get it.

    I really don't like Teleport. I know it's the fastest travel power, but I can't make quick escapes very easily within enclosed areas, which I dislike. On the plus side, I can TP away despite having Immob's on me. Still not enough to make me like it though. I also don't find TP friend or TP foe as useful as Combat Jumping/Hover or Hasten, so I feel like I'm sacrificing something in order to get something I don't like anyway.

    *Edit*- Also Ninja Run. I simply *like* this power. Super Jump is totally better, but it's just so flippin' cool looking.
  2. Quote:
    Originally Posted by Leo_G View Post
    It's because you did the exact thing you're accusing me of.

    Basically, describing a situation particularly outside of normal gameplay (being able to easily survive 2 bosses plus a Lt without worry of defeat) that ToF is not needed in. Go back and reread *your* post and try and understand exactly what you're trying to say. I'll tell you what *I* think you're saying but I could be wrong:

    You have a build that is able to skip a useful power for something else. That's not uncommon. But it doesn't make the power you skip any less powerful.
    ...It was using YOUR example. YOUR example provided two bosses, a lt. and two minions. Besides that, not the Lt. Just the two bosses. *I* Can probably survive the Lt, but I at least assume a typical scrapper can handle two bosses, so I let the Lt. go about his merry way. I have NOT implied you can do this while just staring at your monitor with a slack-jawed expression on your face. I have mentioned that I can survive with Siphon Life, my primary To-Hit, and my secondary. Any AT that cannot handle a Lt. and two minions needs to die. So I let them. You may view this as harsh, I view this as a required part of learning not to suck.

    I have not fabricated any situations, I have completely lived within the realms of the ones you gave me, and then explain why I do not think ToF matters in them. Point being, I do not wish to keep playing "make up situations where ToF might be useful" until we find one.

    Any potential usefulness ToF might have is invalidated because there are other powers you could pick that make ToF a superfluous use of your time. I've listed MANY reasons as to why I think this. When a power isn't needed, or doesn't do anything something else you can do can do *better*, I consider it useless.
  3. Warkupo

    Redside Heroics

    I'd say there are a fairly decent number of story arcs villian side where your character isn't exactly perceived as the most disgusting creature on Earth.

    The early level storyline with Ghost Widow, Wretch, and What's her Name is a good example. I actually felt pretty damn good at the end of that one.

    Paper Missions are easily mutable into whatever you want.
  4. Quote:
    Originally Posted by Leo_G View Post
    Lol, 2 bosses and a Lt is a situation completely out of the norm?
    *head desk*

    No, it's not. It's a situation so incredibly common that I see it on a daily basis. I also listed why it's not a situation that requires ToF when the team has some level of competence.

    Go read EVERYTHING I wrote, instead of picking a part you like and commenting on it.



    And here I go breaking my promises.
  5. The more I play this set, the more I like it. I have a feeling Fulcrum Shift+Chemical Ammo is going to be a quite the kick *** combination. Throw Transference into the mix and I have quite the damage mitigation damage boosting super hero. Villian. Whatever, I'll kick ***.
  6. Quote:
    Originally Posted by Leo_G View Post
    Common misconception about fear powers is, if you hit a feared foe it breaks the fear. This is true to a degree, but fear will still cut a foes attack frequency by over 1/3. Go ahead, try it. Go ToF something and then hit it with an attack. Sometimes it will strike back (and most likely miss), other times it will cower as you smack it.

    So there's 2 bosses, a Lt and 2 minions. Spreading out your attacks to keep the attention of the 2 bosses and Lt (just forget the minions), those 2 bosses have a longer opportunity to attack. Sure, they'll end up being defeated in roughly the same amount of time (lets just say 35sec) but if you focused your attacks and took out 1 boss in 12 sec, that's significantly less dmg than fighting 2 bosses for 22 sec.

    This is one advantage many overlook when comparing Stalkers to other melees and it shows in the perspective you present. A stalker can potentially drop a boss in less than 10sec depending on resists. With ToF, that's 2 bosses either dead or debuffed in less time than it takes a Brute or Scrapper to kill 1.

    And this is why I hate oh-so-many scrappers I've encountered. But I suppose it's not their fault, Scrappers are usually just built to worry about themselves. Brutes are different, they're usually the ones being babysat on teams (they're so drowned in enemies, they probably don't realize there's an ambush coming anyway) and Stalkers aren't meant to be relied on to 'tank' for less sturdy teammates.

    I won't bother arguing further but, Sh** hits the fan occasionally. And if you're gaming with friends, you want to actually *help* them when in need. Some will just carry a butt load of awakes, others will pick up useful powers like Vengeance and Aid Other. All I know is, when that sh** does hit the fan (and even when it doesn't), ToF can be the primary thing that pull a team's butt out of the fire and I should know, I've done so too many times to remember.
    The damage is on ME though. I do not care about the extra damage because I can already mitigate two bosses on my Scrapper, never mind my Brute and my Tank. I do not need Touch of Fear for it's mitigation, the mitigation I need is already in Siphon Life, my To-Hit, and my secondary. Additionally, once the bosses are on me, the whatever that is getting attacked now has the ability to focus on helping me defeat them, either through blasts, holds, heals, buffs, debuffs, etc. It does not take me a long time to get a single target to look at me, especially if the thing it's attacking is trying to get it to look at me as well. I can already handle the damage, I do not need ToF. I am able to do more damage because I'm not using it.

    Your examples include far too much incompetence on the part of my team. If they are truly this incapable of protecting themselves then no amount of ToF or anything else I can do is going to save them. If **** has hit the fan, then I'm hoping we have a whole lot more to address it than my single, Mag 3 Fear effect.

    Stalker is probably my favorite set in the game, I do not even sort of disrespect them as damage dealers. I'm not sure why you're telling me this, as I don't beleive I implied Stalkers were weak or something.

    I will not continue to argue about it until we have formulated a scenario in which ToF was the only difference between life and death, as by the time we do we shall have reached a situation so incredibly out of the norm of relative gameplay that I will not consider it useful for this scenario that has less than a percent of a chance of occurring in actual game play. ToF is useless, and I am done repeating my opinions on it.
  7. Quote:
    Originally Posted by Jophiel View Post
    Ok, here's my Mids so people can start telling me in earnest how gimp I am... heh

    Ok, I kid. I will say that I'm a casual player so I picked powers pretty much as they sounded nifty and stayed within my Natural character concept. Set bonuses are kind of the same -- I'd get one or two as drops and decide to try to expand upon them. I have about 95mil influence on this character so I won't be purpling her out any time soon (that and I'm still lvl 47 anyway). It's sounding more and more like I'll respec out of Combat Jumping unless there's a good argument for keeping it there and I'm not in love with Ignite either so I might drop that for something else. Aside from that, I'm actually pretty happy with my character and just trying to take her up a level rather than straight out min/maxing her. Oh, and finally, the power levels are approximate based on how they're arranged in my enhancement screen. I might be off a level or two especially when I flipped back and forth between pool/archetype powers.

    Without further ado...

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rose Veldt: Level 48 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Slug -- Dmg(A), Dmg(3), Dmg(3), Acc(5), RechRdx(5), RechRdx(7)
    Level 1: Web Grenade -- Immob(A), Slow(7), Acc(9)
    Level 2: Burst -- Dmg(A), Dmg(9), Dmg(11), Acc(11), RechRdx(13), EndRdx(13)
    Level 4: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(15), TmpRdns-Rng/Slow(15)
    Level 6: M30 Grenade -- Dmg-I(A), Dmg-I(17), Dmg-I(17), Range-I(19), Det'tn-Acc/Dmg(19), KBDist-I(21)
    Level 8: Swift -- Run-I(A)
    Level 10: Buckshot -- Dmg-I(A), Dmg-I(21), Dmg-I(23), Range-I(23), RechRdx-I(25)
    Level 12: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
    Level 14: Health -- Heal-I(A), Heal-I(31), Heal-I(31)
    Level 16: Sniper Rifle -- Dmg-I(A), Mantic-Acc/Dmg(31), Mantic-Dam%(33), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(33), Mantic-Dmg/EndRdx(34)
    Level 18: Flamethrower -- Range-I(A), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(34), Posi-Dam%(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37)
    Level 22: Cloaking Device -- DefBuff-I(A), EndRdx-I(37), LkGmblr-Rchg+(39), LkGmblr-Def(39)
    Level 24: Beanbag -- Dsrnt-I(A), Dsrnt-I(39), Range-I(40), Acc-I(40)
    Level 26: Ignite -- Dmg-I(A)
    Level 28: Aid Other -- Heal-I(A)
    Level 30: Trip Mine -- Dmg-I(A), Dmg-I(42), RechRdx-I(42), RechRdx-I(42), M'Strk-Acc/EndRdx(43)
    Level 32: Aid Self -- Heal-I(A)
    Level 35: Full Auto -- Dmg-I(A), Dmg-I(45), Dmg-I(45), RechRdx-I(45), RechRdx-I(46), EndRdx-I(46)
    Level 38: Smoke Grenade -- ToHitDeb-I(A)
    Level 41: Body Armor -- ResDam-I(A), Aegis-Psi/Status(46), Aegis-ResDam(48)
    Level 44: Surveillance -- DefDeb-I(A)
    Level 47: Combat Jumping -- DefBuff-I(A)
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A), Run-I(40), Run-I(43)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 1.25% Defense(Smashing)
    • 1.25% Defense(Lethal)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 2.19% Defense(Energy)
    • 2.19% Defense(Negative)
    • 2.5% Defense(Melee)
    • 4.38% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 21.3% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 22.6 HP (1.87%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • 6.5% (0.11 End/sec) Recovery
    • 22% (1.11 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 10% RunSpeed
    I cannot for the life of me get your build to open, so I'm going to just have to eyeball it.

    Your set bonuses are pretty bad, there's nothing outstanding anywhere. You want to pick a focus for your set bonuses and work towards it. For general blaster play, recharge is your best bet. If you were still interested in a defense set, the one I gave you more than suffices that need.

    Make sure all your powers are IO slotted with Recipes. This will increase every aspect of your power, usually capping out Acc and Dam, while substantially increasing your recharge and lowering your endurance use. if all of your powers are using less endurance you will find that you are far more sustainable in combat than before. Even if you aren't going to focus on set bonuses you should do this.

    I've never liked M30 Grenade because it knocks everything in different directions, which really screws up the rest of your AOE chain. With enough recharge Buckshot, Full Auto and Flamethrower will more than suffice, else use M30 Grenade carefully.

    You don't have a travel power at all. I suggest taking Hasten + Superspeed. Superspeed and Cloaking Device will cap out your stealth for PVE, which means you can do fun things like walk right up to a group of monsters, drop a Trip Mine, and then run backwards as it explodes in their faces. Hasten will increase the recharge of all your powers, meaning you'll be doing far more damage than someone without it. Considering the recharge on Full Auto, it's very beneficial to aim for Recharge Reduction on AR so you can get it working as often as possible.

    if you take Super Speed you won't need Sniper Rifle either, as you can usually get by with Jousting. Jousting is shooting while you are jumping backwards. The result is that you wind up firing an attack at an enemy while simultanously landing far out of their range.


    To summarize:

    -Take Super Speed + Cloaking Device
    -Lay down a trip mine at the enemies feet, and begin running and jumping backwards as soon as you hear it beeping.
    -As soon as you jump, Hit Full Auto. You will be out of the enemies range of fire, and they will be hit with Full Auto.
    -Finish off anything still alive.


    Smoke Grenade is a useless power if you are not building for a defense set. The piddly amount of damage mitigation you'll be getting from Body Armor is not worth even taking the power. Do not Skip Cryo Freeze Ray if you're going for the Mutitions Mastery pool. At least don't pick it over Survaliance. And if you are going to take Survaliance, which I don't recomend doing really, slot it up for recharge and acc, not defense. With IO sets and targetting drone you shouldn't be missing normal enemies.

    Once you have a Hold in your build, you won't need Web Grenade. You shouldn't still be using it anyway, you should be stealth toe bombing and using AOE's. Go ahead and remove all the slots from it, and only use it if you're fighting an AV or something where the -recharge might be beneficial.

    Combat Jumping isn't worth taking if you aren't building for defense or getting a Travel Power. You can probably drop it from your build as well, though the Immob protection is useful.
  8. Quote:
    Originally Posted by Fire_Minded View Post
    I wouldnt take Combat Jumping at all.In fact, taking any defensive % powers or IOs for this build would make me have to ask "Why?".

    When I play a AR/Dev Blaster (The only Blaster build I can stand to play), I give it a Stealth IO for its Cloaking Device and its done.The defense % is acctually rather irrelevent for the build when you know how to use it.Granted your level 47, it by no means gives you a single idea of what that Blaster is capable of.If you did, you wouldnt try adding Def % to the build at all.

    Stick with a alternate Idea like using your cloak to set up a Time Bomb, Trip Mines, and then Unloading this Full Auto at the proper times and there shouldnt be anything left by the time your Full Auto completes it cycle.

    If your basing this AR/Dev Blaster by teaming standards.Then by all means grab up as much Def % with Combat Jumping ect as possible.On teams you dont have time to use this Blaster correctly the majority of the time.
    I guess if you wanna play on the weakest solo difficulty possible, sure. By that logic you don't ever need IO's for anything.

    You should never be using Time Bomb. By the time the animation finishes and the countdown is over you've wasted a good 24 seconds. Far better to just Toe Bomb, that is, setting down a trip mine close to the spawn while fully invisible and then running backwards as it goes off. The KB it causes combined with SS or SJ will ensure that you are out of range by the time everyone gets up again.

    There is so much misinformation about AR/Dev I think I will write a guide for it one day.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You have sacrificed the ability to take one of the resistance armors though. That's about 30% S/L resistance to layer on top of your ranged defense.
    Which, as I've already mentioned, isn't as useful as defense. Especially not for a blaster who still takes full mez effects regardless of how much resistance they have. Should my Blaster get hit with that 5% chance a ranged attack has to hit me (in combination with the -50% recharge he has in all of attacks), I can simply use Hoarfrost to restore my HP and make me sturdier than I was a moment ago. Again, I've also already mentioned this strategy.

    The resistance you can gain from the other epics is NOT better mitigation than the defense and utility you gain from the Ice Epic.
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I realize that, I still consider it a poor choice. AR/Dev has plenty of tools to keep out of melee range so if you're going to build up a second defense I'd consider AoE to be a better choice than S/L. S/L is most useful for a Blapper and AR/Devs make poor blappers.

    EDIT: That being said, I figure it's more important to make a character you enjoy playing than it is to make one who's the most optimized.

    EDIT2: I'd also say that if you are buildiing up S/L defense then Ranged defense loses a lot of utility. S/L is almost as common for ranged attacks as melee attacks.
    I don't *need* to avoid melee range. This has many useful applications, such as being able to throw down a Trip Mine wherever I please (and the AOE potential is *incredibly* worth doing this), stay within buff radius of the defender/controller/whatever, not accidentally aggroing other groups because I'm trying to stay at range, etc.

    Ranged Defense is not at all trivialized by having S/L defense. While there *are* ranged attacks that have a S/L component, they are not nearly as abundant as melee attacks. You will be very vulnerable to many different attacks if you only slot for S/L defense, unless you can somehow *also* raise all of your typed defenses to equal values, which I do not see happening. You are also vulnerable to just about EVERY ranged control, and there are a *lot* of them.

    I've sacrificed absolutely nothing in order to take Ice Armor. All the Primary/Secondary powers I would have picked without it are there. My ranged AND AOE defenses are still high, and with smoke grenade my ranged is *capped*. Not to mention that the Ice Epic pools has it's own share of rather nice powers *anyway*, with Snow Storm very much complimenting a defense set by slowing the incoming hits that are already likely to miss me anyway, and Hoarfrost covering the hits that *do* go through, so it's not as though I've missed out on anything but not taking some other Epic Pool.

    Having melee defense is not a detriment. All it can do is help you and make you a more useful player.

    This character is fun *and* optimized. It sacrifices nothing to do this.
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I really, really disagree with this. You can only use your highest defense power against an attack so if you've got high ranged defense then having S/L defense is largely a waste. It will help you against some melee and AoE attacks but in general there are better options. It is almost always better to focus on either positional or typed defenses. Working on both is very inefficient since they overlap so much in usage. Plus if you've got high ranged defense than going Ice is preventing you from taking one of the other pools which would give you more resistance. Having Ranged and S/L Defense slightly widens the pool of attacks you defend against (but not by much since AR/Dev can keep out of melee range without to much trouble) whereas Ranged defense and resistance provides layered defenses.
    You are not seeing the whole picture. S/L defense is not a simple typed defense, it is the equivalent of melee defense. *Most* melee attacks have a Smashing/Lethal component to them, so building up S/L defense is the equivalent of building up melee defense. Unless you simply don't beleive a blaster should have any melee defense, there is little reason not to achieve it.

    You do not need the resistances if you can dodge the attacks. In fact, with Blaster HP and lack of mez protection, it's far more beneficial to build a blaster for defense.

    *Edit*-Generalizing Statement are bad, m'kay?
  12. Quote:
    Originally Posted by Oliin View Post
    You know, it occured to me earlier.

    Smoke Grenade. I'm not sure if it's exactly the worst power out there, but there's really not a whole heck of a lot of incentive to take the thing. The -toHit is pitiful and you get stealth that's just as good if you take cloaking device and toss a stealth IO in sprint or something.
    In general SO play, definitely. If you build for a defense it quickly becomes important again, however.

    Either way, you don't need to take it until late (if at all.)
  13. Quote:
    Originally Posted by Leo_G View Post
    You're entitled to your opinion but if you consider Scare (lvl35, 8sec duration, 20sec rech, 10END, 60ft range, mag3 fear) better than Touch of Fear (lvl 6, 22sec duration, 8sec rech, 8.5END, 7ft range, mag 3 fear that also debuffs ToHit by 11%)...well, yeah don't take it personally when people think you're crazy.

    The point is, unless you can drop 2 bosses with ST attacks *at the same time* in the span of several attack rounds, ToF will always be useful for occupying that target you're not beating down. Your example of 'smacking that add in the back of the head' only slows down the speed at which you defeat your initial target...because you're wasting attacks trying to get their attention, spreading your damage and ultimately leaving more enemies alive longer. It also spreads the debuffs of your regular attacks(which only have a short duration and therefore finite stacking capabilities) making it more dangerous for yourself. Yes, ToF can be skipped but at least use the power correctly when you do take it>_>

    I don't really like either. One is ranged though. One of my complaints about ToF is that it's a melee attack, which is usually where the AOE's are going off. With the ranged version you can at least Fear the enemy away from you, so it's not being hit by AOE's, and not being a problem. That and Scare is part of a set that's more thirsty for mitigation. That said, I still wouldn't pick either of them. The To-Hit in ToF probably makes it better, though.

    I'm not 'wasting my attacks trying to get their attention' as my ultimate goal is to kill everything, which includes whoever is attacking whatever I have decided to protect. My damage doesn't become less suddenly because I picked a new target. I lose damage walking over to this new target, sure, but I was going to do that if I used ToF anyway. The To-Hit in my attacks is still being applied to protect this 'whatever', so it's not as though that's going away either, though I do have to build it up on this new target. Given how quickly Dark Melee animates, however, even this is not so great of a problem (Dark Melee is in the top 2 for highest DPA builds because of it's type and how quickly it animates.) The enemy at my back is still safely being mitigated through Siphon Life, which is what I was *primarily* relying on anyway, and one of the primary reasons I don't think ToF is needed.

    Now, assuming I'm a scrapper or a brute, I'm probably going to just kill the enemy until it's dead, then turn around and finish off what I was on before. if I'm a brute, I have punch-voke to aid that goal even further. If I'm a tanker I just taunt the thing and never bother with any of this. If I'm a stalker... Whatever, that thing is probably attacking the 'whatever' because I used placate, so I don't really care (joking).

    I don't find Touch of Fear a good damage mitigation in the first place anyway, I'm certainly not going to trust it to defend this 'whatever' that's in danger and then go about my merry business.

    And who is this 'whatever' I'm defending anyway? Why are they so completely helpless that the only one that can save them is me? Do we not have a tanker or a controller or anything that is better equipped to deal with this situation? If so, how is it that we're in this big team in the first place, I certianly can't handle a group sized spawn without at least a controller for support. If we're on a low team why can't they handle the scant 2-3 enemies that are attacking them?

    To be honest, I've probably let the 'whatever' die because I don't feel they're useful.
  14. I've noticed that since implementation.

    I think you could use a skin option that covers your elbows, match the color of the witch glove, and it should be less noticeable, at any rate. I often do that for characters wearing dresses (go go athletic shorts), so that their thighs aren't sticking out of the dress during combat.

    It's not much of a fix, as it forces you into very specific chest pieces, but there you go.
  15. Increase the enemy cap, but only for tankers.

    Put their threat value higher than anyone else. If a tanker is in the party, and he wants hate from you, he's going to get it. I'd say 20 enemies limit. Make it so that bosses and such value the tanker more than minions.

    "but my bru-"

    No. Tanker wins.

    "But on my scr-"

    NO, TANKER.

    *edit* -Reading the post above mine (hi magikwand!) I want to point out before I get yelled at that I want the tanker to have *priority*. That is, when two taunts are used, tanker goes first. That is not to say that tankers have all attention all the time, regardless of whether or not anyone does anything, but that the tanker has the clear advantage in controlling aggro.
  16. Warkupo

    Redside Heroics

    My most recent character, built to try out Dual Pistols, is a sort of vigilante/anarchist. She got tired of being preyed upon by the numerous villain factions in Rogue Isles, and is sick of Lord Recluse's promises of protection while he simultaneously sucks them dry. As such she has a personal vendetta against the whole damn island, and is detests any sort of authority (Longbow included.)

    One day she decided enough is enough, picked up some pistols, and simply didn't put them down. She also stole some serum that gave her kinetics powers (At the time Mids didn't have DP ready yet, and I didn't feel like screwing around with the other sets, so I picked Kin because I was most familiar with it and has a high probability of working with everything.).

    Pretty much the only thing that's out of character for her is kidnapping (oh no, I can't do kidnapping missions!?) as she pretty much fights for the civilians, and shoots everyone else.
  17. @Adeon Hawkwood

    I disagree. Defense based builds use every bit of defense it can find to bolster itself ever closer to the soft-cap. Unless you cannot get up to at least 30%, anything that can help achieve that goal is valuable.

    Especially on combat jumping. Using the 'Blessing of the Zephyr' set in combat jumping gives you 3.13% defense to ranged and AOE, with defense to some element types as well. On top of the defense combat jumping gives, when at least 2 slotted with defense, is about 5% defense at .08 endurance a second. You need 45% to reach soft cap, with 30% providing a noticable difference. That means you only need about 25% more to reach 30%. You can also put a Luck of the Gambler +Global Recharge for 7.5% recharge while doing this. IO's make Combat Jumping a hugely useful power.

    Now go ahead and take Super Jump and slot IT with some Blessing of the Zephyr as well. There's another 3.13% defense.

    There is no reason you cannot take the Ice Epic pool AND build for ranged defense, as Ice Armor pretty much handles S/L defense without much need for IO's focused on it. You obviously don't need it, but I see no reason not to get it. Especially because Hoarfrost is a pretty kick *** heal.

    Below is the build I'm using for AR/Dev. It has around 30% S/L defense, 38.3% ranged defense, 24.5% AOE defense, and a recharge (with Hasten) of 145%. Utilizing Smoke Grenade effectively "adds" another 7.34% defense by lowering the enemies To-Hit. This resets the defense values to Ranged: 45.8%, S/L: 37.5% and AOE: 31.9%.

    You don't need the purples, but your recharge will suffer. I see no reason not to aim for the best, but there you go.

    It doesn't sacrifice any useful powers to acheive this (as determined by myself, anyway.)
    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    X-330 v9 Improved Ninja: Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Web Grenade -- Immob-I(A)
    Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Dmg/EndRdx(42)
    Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Targeting Drone -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-ToHit(25), GSFC-ToHit/Rchg(45), GSFC-Build%(46)
    Level 12: Buckshot -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Dam%(15), KinCrsh-Rchg/KB(40)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(46)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(23), Posi-Dam%(23), RechRdx-I(36)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
    Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 26: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(27), Stpfy-EndRdx/Stun(34), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(42)
    Level 28: Trip Mine -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dmg/Rchg(29), Armgdn-Dmg(31), Armgdn-Dam%(31), Oblit-%Dam(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
    Level 32: Full Auto -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34), Posi-Dam%(34)
    Level 35: Smoke Grenade -- Acc-I(A), ToHitDeb-I(36), ToHitDeb-I(36)
    Level 38: Taser -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(39), Stpfy-Stun/Rng(39), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-KB%(40)
    Level 41: Snow Storm -- EndRdx-I(A), EndRdx-I(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hoarfrost -- RechRdx-I(A), Numna-Heal/Rchg(48), Numna-EndRdx/Rchg(48), Numna-Heal(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run
  18. Quote:
    Originally Posted by HeroeMan View Post
    I see what you are saying, but you sound like you have an argument about doing something other than attacking. Which, in a game where de-buffs and buffs have a strong effect, is not an appealing trait.

    I've taken a lot of alphas with ToF on my MM, and its a very, very useful ability. I'm not sure what the issue is exactly, but 2 seconds of your time won't kill you. Usually.
    What is the acronym MM referring too? Nothing I can think of called "MM" has Touch of Fear. I know Mastermind has Fearsome Stare, which I consider to be better than Touch of Fear, and Mental Manipulation has Scare, which I also consider marginally better than ToF, but I cannot ascertain what you are referencing.

    To adress your concern, however, no, I do not beleive damage is king. I have a hard time playing "blappers" because I feel that, until you have enough mitigation to survive an encounter, damage is secondary. It is difficult for me to fully accept that damage=mitigation, despite my comment about dead being the most powerful damage mitigation (and it is). Which is not to say you shouldn't be doing any damage until you can survive nuclear holocaust, but you get the general idea behind the statement I hope. I do not feel that Touch of Fear is needed in order to survive an encounter, and I've already listed reasons why I think it's a waste of time to use. I will respect that others do not feel the same, of course, and I will at very least accept that FEAR is not a waste of time.

    At any rate, let's move on. I don't want to turn this thread into "Let's convince Warkupo ToF is awesome." Not that I'm not enjoying all the attention I'm getting.
  19. To be fair, Ninja Run trivialized ALL the travel powers. I can very easily just take swift+hurdle, which I was usually going to take anyway in order to get Stamina, combine it with ninja run, and have a very valid form of transportation without ever needing to take a travel power.

    That said, Fly is a really crappy power worthy of only concept. I wrote some 4 page essay on why if anyone is seriously interested. That being said, I do have about 5 characters that fly, including my main.
  20. Quote:
    Originally Posted by Scythus View Post
    By that argument, Archery and Assault Rifle are the weakest blast sets in the game.
    By that argument, DP is better than archery because it can escape it's lethal damage more often than in just a single power. Smashing doesn't count.
  21. Warkupo

    Hover Change?

    Slot it up. 3 slots=21.3 (ish) miles per hour. It's never going to be as fast as super speed or something, and why should it, but it's definitely not nearly as agonizingly slow as it once was. I have many characters who quite comfortably hover all the time.

    Edit- Also, level 9 is a bad time to judge how a power works slotted up since your friend still likely has Training Origin enhancements in his hover. At DO's you'll start noticing a difference and by SO's you definitely will.
  22. I would greatly like if they added new animations to every power so that there's a higher probability of there being something I like. Granted, I do not wish for every alternative animation to be of the same calibur as DP, as eventually the break dancing would wear thin on my nerves after a time, but something simple like they did with Martial Arts and Super Strength would not be out of place.

    As for AR itself, I think the powerset is fine. I love me some flamethrower.
  23. Quote:
    Originally Posted by Leo_G View Post
    I guess if you want to be selfish about it, yeah. You could easily skip it and just defeat stuff.

    But Touch of Fear is a 1-shot you're-so-weak-you-might-as-well-be-dead move that you can use to help others not so fortunate as you to survive. On ATs like Stalker or Scrapper, where your contributions are simply damage (Single Target in DM's case) and nothing more, the option of such effective control and debuff is far from a waste.
    *shrugs* I find that beating enemies in the back of the head works fairly good for getting the heat off other team mates regardless of what AT I'm playing. Standing closer to it than them is also greatly useful. I make this kind of assist all of the time, and I've never needed ToF to do it.
  24. Quote:
    Originally Posted by Obscure Blade View Post
    DP is a weapon set; one of the limitations of the system is that they can allow for the customization of weapons or powers, not both. So, the price to pay for being able to have several types of pistols is that they all shoot the same stuff.
    Oh really? I don't suppose you know why that is exactly?

    And I only saw like, five pistols. I do hope they add more. I want an eyeball pistol that looks at people while I shoot them.
  25. Usually I have a character build for level 50 that combines set bonuses and all that fun stuff. Once I hit 50 I start purchasing IO's to make such builds a reality. It's pretty much my excuse for playing level 50 characters, gotta get those IO's man.

    Until then I typically just use SO's until around 35, at which point I slot for common IO's, and then upgrade them if I have the components/recipe.

    At level 50 I slot out everything with lv50 common IO's, then build towards my desired set.

    If during my leveling process I find that I'm using too much endurance, or I'd really like this power to recharge faster, or what have you, I'll frankenslot the power with some cheap IO that fufills what I need, and commit towards upgrading it until 35.