Wavicle

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  1. Part of the point of the build is to avoid taking Divine Avalanche.

    Master Ills are NOT the only mob with nonrange psi attacks. Any mob with Dominate, Blind, or Spectral Wounds counts, there are some others too. That includes several Arachnos mobs, bosses and lower, Rularu Wysps, Praetorian Seers, Vampyrs, there are others.
  2. I honestly was hoping people would spend less time critiquing the ideas I came up with in 2 minutes and more time coming up with their own.
  3. This build is softcapped to all positions, also has 25% Psi Defense, S/L Res from Tough, Aid Self, capped DDR, decent Rcg, HP, Reg, Rec, Acc, and Dmg.



    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(11)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(3)
    Level 2: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(15), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dam%(25)
    Level 4: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(40)
    Level 8: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(9)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(13)
    Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Ksmt-ToHit+(46)
    Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(17), LkGmblr-Def/EndRdx(17)
    Level 18: The Lotus Drops -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(23)
    Level 20: Quickness -- Run-I(A)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
    Level 24: Boxing -- P'ngS'Fest-Stun%(A)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(39), S'fstPrt-ResDam/Def+(39), ImpArm-ResDam/EndRdx/Rchg(42)
    Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), S'dpty-Def/Rchg(36)
    Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(39), S'dpty-Def(48)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(46), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Hold%(48)
    Level 47: Aid Other -- Heal-I(A)
    Level 49: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50), IntRdx-I(50)
    ------------
    Level 1: Brawl -- P'ngS'Fest-Stun%(A)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- RgnTis-Regen+(A), Numna-Heal(37), Mrcl-Rcvry+(43), Numna-Regen/Rcvry+(45), Numna-Heal/EndRdx(45)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
  4. Quote:
    Originally Posted by GloktheDestroyer View Post
    You might as well have the leaping one be Pounce and the teleport one be a Sudden Strike. So all the pools have one teleport into melee attack flavored appropriately

    They still can have various side effects to distinguish themselves of course so they aren't exact clones.
    I suppose so, yes, I but I will be VERY SAD not having Teleport to Other.
    DPS ON THESE MIGHT VARY DEPENDING ON THE DISTANCE (except Sudden Strike).

    In all cases the Movement occurs even if the attack misses.


    Sudden Strike: Higher than normal accuracy. Higher range than the others. Doesn't require LoS.

    Divebomb: Chance to knockdown. Brief Hover time at end.

    Charge: Extra dot. You must be on the ground, target must be on or near the ground. Faster than Sprint, not as fast as SS.

    Pounce: Chance to stun. About the same speed as CJ.


    There.

    Very sad.
  5. Quote:
    Originally Posted by BenRGamer View Post
    Removing aggro from one enemy in a group isn't going to do much.
    I believe our experience may differ.
  6. So in this build, where could I get 2 slots (other than the Stealth) or even 1 slot (if I was willing to put the stealth in Sprint) to put in Ball Lightning and Hurricane?

    (Boxing, and Brawl, are for lulz, I don't plan on using either one. Except against grays.)

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Meteorology Mistress: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Gale -- Acc-I(A)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(5)
    Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
    Level 6: Steamy Mist -- LkGmblr-Def(A), LkGmblr-Rchg+(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(15), ImpArm-ResDam(17), LkGmblr-Def/EndRdx(19)
    Level 8: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), LdyGrey-Rchg/EndRdx(19), Achilles-ResDeb%(21)
    Level 10: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(23)
    Level 12: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(27), DarkWD-ToHitDeb/EndRdx(27)
    Level 14: O2 Boost -- Numna-Heal(A), Numna-Heal/Rchg(29)
    Level 16: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31)
    Level 18: Hover -- HO:Micro(A), Frbd-Stlth(25), LkGmblr-Rchg+(33)
    Level 20: Fly -- HO:Micro(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), LkGmblr-Def(33)
    Level 26: Tornado -- BldM'dt-Acc/Dmg(A), Achilles-ResDeb%(34), BldM'dt-Dmg(36), C'Arms-EndRdx/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(37)
    Level 28: Boxing -- P'ngS'Fest-Stun%(A)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(33), ImpArm-ResDam(34)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/EndRdx(39)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(42), BldM'dt-Dmg(43)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45)
    Level 44: Shocking Bolt -- Lock-Acc/Hold(A), Lock-%Hold(45), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48)
    Level 47: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/EndRdx(48)
    Level 49: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- P'ngS'Fest-Stun%(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 1: Ninja Run
    Level 1: Swift -- Flight-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 1: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(36)
  7. Actually, I very specifically want the Stealth in Hover, not Sprint, both to lessen end costs and so that it's up ALL the time, without me having to manage it. That is actually worth the slot to me.

    Other than that one slot, can you suggest anywhere else to free up slots for Ball Lightning or Hurricane?


    EDIT: I think I made a mistake, that third slot in Hover in the Fighting build SHOULD be a LotG, not a standard Def IO. I'll repost the Fighting build.
  8. Quote:
    Originally Posted by BenRGamer View Post
    I'm still against giving Concealment a placate power, mainly because it would be completely and utterly useless to anyone whose not a bane spider/stalker.

    Make it a weaker variant of the bane/spider hidden effect--where you do slightly more damage while attacking while stealthed, or something to that effect.

    Edit: Charge would certainly be possible... because it already exists as Shield Charge =P
    Placate is definitely NOT only useful to stalkers, banes and widows. Losing aggro from an enemy can be useful to ANY toon, even a Brute or Tank in certain situations. You're thinking of it only for the purpose of rehiding or gaining a Crit, but the power is useful beyond that.



    And I repeat, the Divebomb and Charge attacks that I envisioned have very little in common with Shield Charge.
  9. Recall Friend is the subtravel power for Teleportation.


    I like your idea, I'm just sayin'.
  10. Slept on it, but still can't think of a better idea for Leaping.
  11. Quote:
    Originally Posted by Next_Player View Post
    The only problem with this power is what if someone chooses Air Superiority instead of Hover at level 6? Then they have an air charge with no ability to fly. :/
    How about a knock back attack? Use the hand clapping animation of Super Strength -> Hand Clap (and add in an extra bit to include animate wings if present on the character). Make it a cone effect instead of PBAoE, and KB only (weaker magnitude)... drop the whole disorient thing. Maybe add in some short duration -Fly, but not nearly as much as Air Superiority.
    See, this is why I DIDN'T want to make Charge and Divebomb Shield Charge clones. I want Divebomb to be a Click power that Actually Makes You Fly for a few seconds while making the attack. Another Fly power wouldn't be needed.

    Also, my vision for the 'charge' attacks is that they are single target, not AoE. Basically, I am trying to use them as a halfway melee/ranged option. You can activate them at range, you end up in melee.
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    First off, I like the basic idea. I do think that having a bit more choice in the power pools would be a good idea. Specifically, I think that your ideas for Speed, Medicine, Leadership, and Concealment are great ideas. The speed one could work, I think, being modified from the Shield Charge tech that is already in the game.

    For Teleport, I think that the pool is really lacking a combat option for travel, like Flight and Leaping have. So what about a short-range TP that grants some defense, has no hover period, and a lower range/endurance cost than regular TP?
    I agree that a TP attack of that kind would be cool.

    However, I do want to point out that Teleport Foe is the attack power in the Teleportation pool.

    All the travel pools get an attack and a subtravel except speed which gets Hasten instead of subtravel.
  13. Quote:
    Originally Posted by AlienOne View Post
    Check the other vids where I faced Malta, Rikti, and Arachnos (with no Grav Em--OH MY!!!), and get off your high horse and grow up.

    Oh, and work on wording your posts better so people don't get the impression you think you know what you're talking about when referring to a guide that I wrote.

    And do your research.

    And open your mind to other playstyles a bit.

    And....well, that may be too much to ask for now.

    Baby steps.

    "Alien"
    YOU open up to other people's playstyles.

    YOU'RE the one who said Grav Em isn't that useful and then tried to tell people how to use it.


    It's great that your playstyle works fine without it, but that's not what this is about.
  14. I put together two options for my i19 Stormy build. Both are softcapped to ranged. One spends additional endurance and sacrifices a power slot to get Tough and Weave for even greater durability to hits that get through and non-ranged attacks. The other gets Immob protection, +Perception and Vengeance.


    I'm kinda leaning toward the Fighting build at this point, even though I Hate spending a power on Boxing, and I was looking forward to having Vengeance.

    Any ideas or suggestions?



    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Meteorology Mistress: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Gale -- Acc-I(A)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(5)
    Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
    Level 6: Steamy Mist -- DefBuff-I(A), DefBuff-I(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(17), S'fstPrt-ResDam/Def+(19)
    Level 8: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), LdyGrey-Rchg/EndRdx(19), Achilles-ResDeb%(21)
    Level 10: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(23)
    Level 12: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(27), DarkWD-ToHitDeb/EndRdx(27)
    Level 14: O2 Boost -- Heal-I(A), Heal-I(29)
    Level 16: Aim -- RechRdx-I(A), RechRdx-I(31)
    Level 18: Hover -- Zephyr-Travel(A), Zephyr-ResKB(25), Zephyr-Travel/EndRdx(31), DefBuff-I(33), DefBuff-I(33), Frbd-Stlth(34)
    Level 20: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(25)
    Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(36), C'Arms-EndRdx/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(37), Achilles-ResDeb%(40)
    Level 28: Combat Jumping -- DefBuff-I(A), DefBuff-I(34)
    Level 30: Tactics -- EndRdx-I(A)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(42), BldM'dt-Dmg(43)
    Level 38: Vengeance -- DefBuff-I(A)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45)
    Level 44: Shocking Bolt -- Lock-Acc/Hold(A), Lock-%Hold(45), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48)
    Level 47: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/EndRdx(48)
    Level 49: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 1: Ninja Run
    Level 1: Swift -- Flight-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 1: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(36)





    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Meteorology Mistress: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Gale -- Acc-I(A)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(5)
    Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13)
    Level 6: Steamy Mist -- LkGmblr-Def(A), LkGmblr-Rchg+(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(15), ImpArm-ResDam(17), LkGmblr-Def/EndRdx(19)
    Level 8: Freezing Rain -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(17), LdyGrey-Rchg/EndRdx(19), Achilles-ResDeb%(21)
    Level 10: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(23)
    Level 12: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb(27), DarkWD-ToHitDeb/EndRdx(27)
    Level 14: O2 Boost -- Heal-I(A), Heal-I(29)
    Level 16: Aim -- RechRdx-I(A), RechRdx-I(31)
    Level 18: Hover -- HO:Micro(A), Frbd-Stlth(25), DefBuff-I(33)
    Level 20: Fly -- HO:Micro(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), LkGmblr-Def(33)
    Level 26: Tornado -- BldM'dt-Acc/Dmg(A), Achilles-ResDeb%(34), BldM'dt-Dmg(36), C'Arms-EndRdx/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), RechRdx-I(37)
    Level 28: Boxing -- P'ngS'Fest-Stun%(A)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(33), ImpArm-ResDam(34)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Dmg/EndRdx(39)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(42), BldM'dt-Dmg(43)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(40)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45)
    Level 44: Shocking Bolt -- Lock-Acc/Hold(A), Lock-%Hold(45), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48)
    Level 47: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/EndRdx(48)
    Level 49: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- P'ngS'Fest-Stun%(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 1: Ninja Run
    Level 1: Swift -- Flight-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 1: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(36)
  15. I really would love to see a 5th power added to all the Power Pools, as was done to the Epic and Patron pools.

    This thread is for people to make suggestions of possible such powers.


    I am going to start things off with my ideas for a 5th power for each Power Pool.

    I freely admit that some of my ideas may be bad, impossible, or unbalanced.


    I removed Fitness from the list.

    These would all be alternate choices at lvl 14, requiring a lvl 6 option to unlock.

    -----------------------------------------------------------------------------------


    Concealment: Vanish (single target foe Placate, requires a tohit check and uses endurance)

    Fighting: Resilient (toggle protection from Stun, Sleep, and Hold)

    Flight: Divebomb (a flying 'charge' attack, might be tough with current game tech)

    Leadership: Efficiency (team +Recharge toggle)

    Leaping: Grant Leaping (single target ally travel buff)

    Medicine: Sedative (short range single target foe Sleep/-Spd/-Rcg)

    Presence: Impress (single target Confuse)

    Speed: Charge (a ground based 'charge' attack, again might be tough with current game tech)

    Teleportation: Teleport To Ally (you teleport directly to the targeted team member within range on the same map)





    I had a couple alternate ideas while putting this together: The Leadership power could be a pet, the Presence power could be a -tohit debuff instead of a confuse. Still can't think of a better idea for Leaping...
  16. Wavicle

    Inherent Fitness

    You may know the game, but you clearly haven't mastered the end management side.

    It's NOT difficult to have Plenty of end on just about any build. Especially now with IOs and Alignment Merits.
  17. Wavicle

    Granite question

    Quote:
    Originally Posted by Tidbit Jr. View Post
    Then you have the problem of having no weakness to psionic, which is part of the balancing factor of Granite.
    The balancing factor would be lack of Endurance management, and detriment to Damage and Recharge and Movement. It doesn't Also need the Psi penalty.


    Like I said before, being Rooted in Granite Armor sucks. It's no fun. That's why it needs a buff. Removing the Psi penalty would be Part of that buff.
  18. There is already enough waiting for things, both ingame and IRL, I don't want to wait to play my toon with his new slots with what I want in them.

    Frankly, although the A-Merit system is an improvement, I wish most of the 1 A-Merit items (or maybe just all or most of the 50 R-Merit items) were available from a vendor for Influence.

    It's a GAME. Why should it be reinforcing lessons I learned in kindergarten that I apply constantly in stressful situations IRL? Is that fun?
  19. Wavicle

    Granite question

    Quote:
    Originally Posted by Syntax42 View Post
    Don't forget that Weave adds to your Psionic defense as well. Don't expect to get anywhere near 30% Psi defense without Weave in your build.
    Minerals says Hi!





    I hope that someday they make Granite work with the other shields and nerf it so that having it on brings you to current granite numbers, or thereabouts, with all the other shields running.
  20. Quote:
    Originally Posted by _Malk_ View Post
    True, but defenders will get their order 9 days (levels) sooner, making soloing easier and controllers cry.

    Threads like this are why Defenders can (almost) never get buffed!
  21. Quote:
    Originally Posted by Yomo_Kimyata View Post
    Aaargh, why does this keep people from making their builds? Do you have any idea what the net supply of new items coming into the market each day is? (Actually, I don't know for sure, but there have been estimates that conservatively put flows of common salvage at over 20k per day. That's brand new supply from mob defeats, not flipping).

    If you need a ceramic armor plate for a recipe, and you are outraged that at 1AM PST the last five trades are at over 50k apiece, and there are 15 available, don't fret. Put in a bid of 250 and log out for a day or two. I'll bet you get it.

    Remember also, the last 5 trades are not an indication of where the cheapest items for sale are. It's just where people chose to purchase the last five items.

    Market movers/manipulators rarely make inf. There's too much supply coming in from every mob defeated in order to defend a market when you have such limited market slots.


    It's not 'preventing' me from doing anything, but it is irritating.

    I don't even specifically know WHAT causes supply runouts. But just to use one example, the other day I was frankenslotting at lvl 32 and the market ran out of one of the common salvages I needed a bunch of (I don't even remember which one now, might have been Ancient Bone, doesn't matter anyway). I mean like literally there were ZERO left on the market.

    Now I'm not freaking out, I'm not accusing anyone of anything. I'm just complaining. I tend to be a BUYITNAO kind of guy. I don't mind spending 100k on a piece of common salvage. I DO mind having to log into half a dozen alts to find a piece because the market went dry.

    I don't WANT to wait til tomorrow. I want it NOW. I'm WILLING to shuffle around alts looking for what I need, I'm WILLING to go farm some salvage in AE or anywhere. But I don't WANT to. I want to spend money and get my stuff.

    Again, I don't know why there are runouts or who causes them. I just don't like it when it happens.

    EDIT: TL;DR: I don't really care about high prices, and I certainly don't think flippers cause price increases, I just think supply seems awfully low for some items, what gives?
  22. Quote:
    Originally Posted by Terror1 View Post
    Dunno his whole argument was what if we kept thousands of salvage with the intent to control. Thats what i got from all the bile he spewed in the market channel.
    Well, maybe that was the intent, but my point is...

    diminishing supply to the point where people can't make their builds hurts the game whether the person in question profits or not



    his benefit and our detriment aren't directly related
  23. CoH Haiku!
    Brilliant idea my rich friend!
    Now back to killin'!
  24. Quote:
    Originally Posted by Terror1 View Post
    I thought if there were some malicious manipulation you would actually have to profit from it. Hard to make any sort of profit when you are deleting it
    no, I would say not

    doing others harm in no way necessitates benefiting onesself
  25. Wavicle

    Granite question

    I would try to do it with set bonuses first. Weave is a lot of powers to invest.










    And keep praying for a change to Granite.