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Posts
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Quote:CA has been essential in both sapping and maintaining my endurance. As most of the time post-50 will be spent going against enemies that are +3, I'm not ready to short change it on accuracy. Having done a test run tonight, moving to sets and out of the mixture of low level IO's and SO's, I'm much less concerned about endurance consumption than I initially had been. Conserve Power and Chrono Shift are covering endurance needs very nicely.I think you misunderstood what I said... Conductive Aura doesn't need more slots, it can do with less. Accuracy, for example, is almost a completely negligible concern - farsight gives you tohit. Powerboosted farsight, as you have it, gives you 20% tohit.
CA doesn't need to hit one enemy reliable (like Tesla Cage needs to), it just needs to hit the majority of things in a group, which is why I think those two slots you spent on accuracy are better in Stamina (For 4-slotted perf shifter) and Health respectively (to have both the numina and miracle proc)
Quote:Out of curiosity, what's your planned interface?
Quote:Actually, it will. As I said, I have an Elec/time, and she holds AVs even during PToD.
If I do drop Jolting Chain, I may go with Time Stop over Paralyzing Blast. The extra -regen is always helpful and the ability to quickly stack mag 7 could come in handy for UG trials where EBs are very frequent.
Quote:Yes, I do not dispute the usefulness of TS, but I meant what I said - it's overslotted for regen, it needs only recharge imo. Elec/Time is a very slothungry combo, and there's not much room for setmuling - those slots are needed elsewhere, for example, in tesla cage.
Quote:Sapping capabilities are immensely improved by an alpha that has an end mod component - which is why I lobbied for musculature. It will improve an area in which you are significantly lacking while boosting your sapping (and endurance management). Agility, giving recharge and miniscule defense, will not give you much benefit, since you are already at the point where more recharge doesn't do much anymore, while the defense boost is tiny and negligible compared to the defense you already have. Quote:I'll second basically everything Riora said except for the alpha part. Before agility came out I was just going to get spiritual on my Elec/Time to get perma CS but I'm hard pressed to figure out which to take. Both are awesome but the extra end mod and +def from agility can give a build a little more breathing room. OTOH spiritual will boost regen and healing plus give slightly more +rech.
Here's what I was planning for mine but I just may rework the build with agility in mind.
http://boards.cityofheroes.com/showp...8&postcount=70
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(39), HO:Nucle(40)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb(15)
Level 6: Chain Fences -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9), EndMod-I(9), Acc-I(11)
Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(21), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19)
Level 16: Boxing -- Acc-I(A)
Level 18: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(34), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(36)
Level 22: Time Stop -- BasGaze-Acc/Hold(A), Lock-Acc/Hold(39), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), S'fstPrt-ResKB(27)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Acc/Conf/Rchg(33), CoPers-Conf/Rchg(33), CoPers-Acc/Rchg(33)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(36)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(37), Acc-I(48), RechRdx-I(48)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod(42), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(39)
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Quote:So don't complain about the mechanics? Don't complain about the writing? Go play something else?Here's the thing about damage in video games: it will never make sense, especially when hit points and health bars enter the equation. If you want more realistic, consistent damage, play Call of Duty, not City of Heroes.
Very constructive and surely an attitude that will contribute to this game's longevity.
I'm not sure what the devs feel is worth their time. More importantly though, this thread and many others should be an indicator that they need to work on their presentation. If they don't feel its worthwhile to revamp things, they need to be better attuned going forward. -
Suspension of disbelief? Yes, it's a video game and, yes, it's a comic book genre. While many a concussion has been given by a rock, it's also true many a person has been killed by an explosive weapon. When suspension of disbelief is stretched too far and the story and setting become inconsistent that's a problem whether it's a game, a movie, a book, or what have you.
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There are no Seers inside. The 4-6 Seers outside (depending on your league size) apply a zone wide debuff to everyone inside and outside the buildings. Watch below your health bar and you'll see their Pacification is still working indoors. Generally, I've seen leagues do better having everyone inside to expedite the defeat of Technicians because many people can't survive the assault outside with even 2 or 3 Seers standing... because, as already noted, high base damage on rocks.
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Quote:Those debuffs still apply inside the buildings. Why aren't the IDF weapons one shotting people as often? High base damage on a freaking rock.Well, you are fully free to reject her suggestion (I liked it personally), but it doesn't change the fact that mechanically, it is the stacking debuffs of Seers that're kicking your ***. If you don't want to get beaned by a rock and insta-K.O.ed, kill the damn Seers.
Seriously, it's like you people have completely forgotten how godly powerful buffs and debuffs are in this game. -
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Quote:To further expound on this problem, while the Seers debuff may make some sense as them invading our minds, it doesn't explain why this lack of morale only takes effect for the citizens. We are so demoralized that a stone causes a great amount of damage, but step inside the buildings and we're taking damage from RPGs and energy weapons at the same rate. The gap from stone to weapons is just too small.I have two thoughts regarding Silver Gale's rationale:
- Trying to contrive an in-game explanation will always fail in the face of other competing, contradictory in-game concepts. Am I to accept that the Telepathist's powers of suggestion are so strong that they can get my powered armor toon to spend five minutes removing his Impervium Armor battlesuit? Or that said powers of suggestion can somehow "convince" a mutant this his inherent powers don't work anymore? I'm sorry, but that dog just don't hunt.
- These same Scryers are found in abundance in Praetoria in the Maria Jenkins arc. These Scryers are not hanging out with mere normal citizens, but with large mobs of ACUs, BCUs, Mark VI Victorias, Heavy Troopers, Commanders, etc. If you think a handful of unpowered citizens armed with rocks are a legitimate threat when presided over by a single Telepathist, then no toon in the game would be capable of standing up to the mobs in the Maria Jenkins arc for more than about five seconds.
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Quote:Good call on the Miracle proc. I should switch the Numina in favor of that. As for Conductive Aura, frankslotted with 4 slots puts it 91% enhancement for accuracy and end mod, hitting the point of diminishing returns with ED. Further slots won't contribute much in that regard.Hm... looking over your build, and keeping to the goals you outlined, these would be my suggestions:
For your endurance management, you 4-slotted conductive aura but not Stamina? And no miracle proc? That'd be your problem right there. CA is fine with just one slot, 4-slot stamina with perf shifters. Add a miracle proc. A sidenote on the perf shifter proc, do not put it into conductive aura. Ever. It won't benefit you, it'll actually proc off enemies. I know you didn't slot it, but Joe did, so I thought I'd mention it. Did you pick up the +end accolades? They will help a lot.
Quote:Hasten doesn't need 3 slots. It is almost perma with 1 (! 123 seconds with the base slot)
Slotting Jolting Chain with damage is a waste (Base DPA: 4,5. Enhanced DPA: 9) I would drop it entirely in favor of Electric Fence, slotted as an attack. Jolting Chain is useful in the lower levels, but I find I do not use it at all in the high levels, especially since the gremlins get it. This should considerable improve your damage.
If you do keep Jolting Chain, slot a devastation: Chance for Hold proc. It's awesome.
Quote:Drop Distortion Field in favor of Paralyzing Blast or Timestop. Both are far more reliable control, either AOE or ST - Timestop is great when fighting an AV. With it you can hold AVs LIKE A dom BOSS (Woe is me, I don't know the strike-through forum code)
Quote:Tough needs more end reduction.
Switch the slotting in Gremlins from Expedient reinforcment to call to arms.
Temporal Selection is overslotted, imo, it's fine with one slot.
Quote:Tesla Cage DEFINTELY needs more slotting. With it being your bread and butter power, it needs better accuracy, and damage slotting would be good as well. 1 Nucloleous + 1 pure damage IO, perhaps.
You could add one more slot to Weave and Maneuvers respectively, and slot 1 lotg recharge and 4 Call of the Ancient for +max end bonuses.
Quote:What's your budget for the build? I see the glad proc, but no purples...you know how pricey that glad proc is, right? :/
Quote:Your defense is not actually capped. You need 22,5% defense aside from powerboosted farsight to get to the cap. As it is, only your ranged defense is capped.
With careful management, I can be very near the Incarnate softcap 2/3 of the time... still impressive, but a disappointing realization.
Quote:Phew. So yeah, that's the potential improvements I see when keeping your stated goals in mind. However, imho, and speaking as someone who has an Elec/time as one of her favorite toons, I would not aim for the softcap. You are a controller, you don't /need/ defense. 32,5% is perfectly survivable (especially with Time's Juncture effectively capping you as it is), even in stuff like itrials. By going for the softcap, you've constrained yourself to the energy mastery pool for PB, severely gimping your damage. Defense is easy to come by with buffs and inspirations flying around. A good attack chain is not. I'd say go fire mastery - the two attacks, along with the res shield and the self rez. This would also improve your endurance quite a bit, since you won't have to run as many toggles.
A bit of an aside: Controllers are a wonderful AT because they can encapsulate many different design goals, so while damage output is one possibility, survivablity, control, and support are also worthwhile pursuits. I think we at times over-value the importance of damage on the boards. There are enough other venues for damage that it need not be the focus of every build. If I wanted to play a control/damage or damage/support role there are other AT's available that can achieve those goals easily. I don't feel that the damage contributions I could make with the purposed changes are nearly as significant as what it is capable of in terms of support.
Quote:EDIT: Forgot about incarnate powers. Clarion is a wonderful choice for any squishy, but for alpha, I would definitely not take Agility, even though it would help with sapping. With perma-chrono recharge, you are fast approaching the point of where more recharge doesn't really do anything, since recharge is subject to a harsh diminishing returns curve. Defense boost is nice, but it is miniscule (around 2% to everything) and...as I said, I find reaching the defense cap on a troller not that important. My vote would go to musculature radial for both the +damage and +end mod boost -
Only the first, subsequent jumps are made by an invisible pseudopet.
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Quote:I wouldn't say that Psi Mastery is a bad APP. It just happens to be a incongruent choice for your primary and secondary. Primaries like ice, fire, and elec or secondaries like radiation that rely on toggles find a lot of utility in Indomitable Will, and play in melee which meshes with WoC. On the other hand, Mind tends to play at range and Force Fields offers adequate mez protection. Then there's the DOT nature of Psionic Tornado breaking sleep... It's really more a matter of a poor pairing than a defect in Psi Mastery.People who know me tell me I play PG like a blaster. I used to hate playing him because everything about the powers were lackluster. Then I switched all his ST attacks from mezslotted to damageslotted and he'd never been more fun
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I've heard, and see from how much it's avoided in this thread, that Psi mastery must be one of the worst ancillary sets available. But I really want PG to have PsiNado and WoC lol.
Quote:That IS really weird IMO. I don't even really know what to say about it. When you play Force Field, you put at least some defense boost into the shields; this is pretty much a cardinal rule. There are some concept builds that might not do this, but for a standard FF build, other than the LotGs for the +Recharge, I would consider any FF build that didn't have at least some defense slotted to be marginal. I'm not hating on your build or anything, but I do honestly wonder about the creditentials of the people you've been asking to look over your build. Especially if they've been saying to skip Confusion.
Quote:Hopefully you will be happy with the build, although again I think what you've got is highly unusual. I'm not trolling you but just FYI I feel your build is almost to the point where I think some teams who were aware of your slotting would be highly skeptical and possibly even kick/not invite this character. S/he is a Force Fielder with weak shields and poor personal defense, and a Mind Controller with no ability to stack Confusion, no stealth, and all Psi damage. Basically, you've bypassed some of the main reasons to roll either set.
If you mostly solo, or stick to a small group of players, or just run with people who don't care/play mostly concept I think you'd be mostly fine, but in the interest of honesty I think your build underperforms. I hope that doesn't come across as elitist or nasty, I just feel it necessary to share since we are talking about a build evaluation, and sometimes other players who aren't part of the conversation decide to copy builds from the boards. In the end no one can tell you whether a build is 'right' or 'wrong' because all of it is subjective, although I think for all the money being spent on this build it comes up short in a lot of ways.
If nothing else, I'm going to suggest that if you decide to PUG, not telling anyone out loud that you plan to control enemies using World of Confusion. This really would set off a lot of alarms for people who are looking for skilled players. Maybe you are in fact very good at playing your character, but that is still a pretty big red flag. -
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I'm working on my elec/time currently and soon I'll reach level 50. This is one prospective build I've been working on, but I'd like a little feedback. Right now, I'm leaning towards the Agility Core Paragon and Clarion Radial Epiphany to help boost my defense a bit higher for Incarnate content though I don't believe it will reach 59% even with a PB'ed/Clarion boosted Farsight. However, Time's Juncture will help make up that difference a bit. I may go with Preemptive Interface for even more sapping ability.
Some of the pros and cons:
+ Capped to all types and positions with Power Boosted Farsight
+ 45% softcap with 60% smashing/lethal resistance
+ perma Farsight and Hasten (with alpha slotting)
+ very strong sapping ability when PB'ed
- endurance usage is high, relying on Conserve Power and Chrono Shift to help manage end issues
- lack of AoE hold
- damage is low
- no travel power
I'm not terribly concerned about the lack of damage; my focus was support, control, and survivablity, but it could be an issue. Endurance usage seems poor on the graphs, but I've been managing okay with Chrono Shift and Conserve Power so far though encountering heavy slows could complicate that.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb(15)
Level 6: Chain Fences -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9), EndMod-I(9), Acc-I(11)
Level 10: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), Lock-%Hold(39), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 18: Boxing -- Acc-I(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46), S'fstPrt-ResDam/EndRdx(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Def/EndRdx(23), GftotA-Def/EndRdx/Rchg(36)
Level 24: Jolting Chain -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(25), Decim-Dmg/Rchg(25), Decim-Dmg/EndRdx(27), Decim-Acc/Dmg(34)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Acc/Conf/Rchg(33), CoPers-Conf/Rchg(33), CoPers-Acc/Rchg(33)
Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(36)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(37), Acc-I(48), RechRdx-I(48)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod(42), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Clarion Total Radial Invocation
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(39)
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Nightmare Moon is really Princess Celestia's sister, Luna!
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I'd say it's definitely worth it, especially with the prevalence of all boss spawns and EB's mixed into Incarnate content.
Also, an important thing to consider in this is that Volcanic Gasses spawns multiple pseudopets with a small AoE hold. Each time one of the pets spawns and uses its power it will be another opportunity for the proc to fire. -
Quote:Spot on, Sam. This is exactly the issue that was raised with the Malta in the Tin Mage TF. They were just guys with guns while the players had just taken their first sip of Incarnate power. The players are a super powered force that needs to be facing off against a super powered threat. Those big robots in the Warworks are a nice start. Giant monsters like the Avatar of Hamidon are acceptable. A brain-washed army grunt? Nope.Almost everything I've said in relation to Incarnate Trials has been to the effect that we shouldn't be fighting one big bad guy who's stronger than all of us combined. If we must be reduced to a faceless mass of goons, then the only decent reason for this is if this is a war and we're fighting an equally faceless mass of goons on the other side. If we need to fight as an army, then have us fight an army. Don't have us fight one guy who's god-modding.
Like I've said a thousand times before - it's not a question of numbers. It's a question of presentation. It sucks when I get killed by a punk with a baseball bat, but being killed by a giant eldritch demon? Yeah, I can see that. Maybe a robot of war isn't that scary, but a whole platoon of them? Yeah, I can see how they'd be dangerous. Presentation, presentation, presentation. -
Quote:NO. That is all.My only issue with MoM is how easily one person can grief the entire trials chance for success by simply using knockback abilities. I'd arguably say its worse than the way targetted/lethal force works in UGT. The Storm Voids in stage two and the GMs in stage four need to be immune to knockback (and repel). If a GM gets knocked away right before it dies in stage four it can mean entire failure of the trial, and its far too easy for one person to do this, knowingly, unknowingly, or accidently. Otherwise the trial is fine.
Well, no, that's not all. I actually use knockback to manipulate the Voids and GMs into place and think it's a reasonable tactic to have available. But let's look at another example of how a single individual can cause a trial to fail: taunting Marauder in the Lambda trial. If someone wittingly or unwittingly taunts him outside the gate, the trial fails. Yet no one suggests to remove the ability to taunt him.
It's already annoying that they've removed the ability to knockback the Telepathist in the TPN. Knockback doesn't have a lot of opportunities to shine and it's a shame they've already stripped one away. -
Quote:The spider isn't a necessary power (though it is nice, especially with high recharge). You've still got a nice shield, a decent AoE, and a single target debuff. For a magic character it even makes a decent wand.Like I said the whole purpose of the respec is concept. I think I'd enjoy mace mastery summoning a spider on my signature hero less than the ice I'm getting rid of
As for the your defenses, you've reduced the enemies base chance of hitting you from 1 in 2 to about 1 in 3. That falls into a noticeable range. For resistances, it seems like you'll be paying a lot of endurance for very little mitigation. Compare your endurance usage and recovery with Tough and Mind Over Body toggled on; it's not looking too keen. Indomitable Will would at least plug two of the mez holes left by Dispersion Bubble. -
Quote:If any enemy deals 50% of the damage you're still getting 80% of the xp. That's a good deal in my book. I've tried WoC on an Ice/Rad and, despite being very melee oriented, never found it worthwhile.I always hated the ST confuse(while leveling) because you don't get rewards for confused kills. Another perk I found with WoC is that it'll benefit from interface, which happens to have another chance-to-confuse to stack since WoC does do damage(although tiny), and also the damage half of the interface proc, to stack with the IOs put into it, hopefully hitting anything that gets near melee hard for me
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Quote:I prefer defense too, but in my journey of trying to make the character more fun to play I had to sacrifice weave and I traded Ice Armor(god I hate having my main wrapped in that) for the Psi armortoggle. -
I personally would advice you to take Confuse over World of Confusion. It has a very small radius and rolls a tohit check. The only reason to ever take it, IMO, is as a mule for the purple confuse set, but you already have access to a better, more useful power in Confuse.
As for resistance... personally I have always preferred defense. The problem with resistance is that it will only defend against that type. So high smashing/lethal resistance will only help reduce damage from those portions of an attack, which still leaves a lot of damage to get through in other forms. Now smash/lethal defense will block all the damage from an attack that is, for example, smashing/energy. Defense is, of course, subject to fits of bad luck via the random number generator but over all I find it more reliable on a low HP AT. The two APPs that could help you reach that goal, Ice Mastery and Mace Mastery, also have some powers that may be useful as well. -
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Quote:Riiiiight...The rewards and time-gating for the 2 paths can be adjusted until they're at the right balance for the Trials.
Like they've adjusted merit rewards on TFs. Eventually something will be left to languish away from player interest. Attempts to herd players away and toward certain ways to play have not only been ineffective, but will eventually become destructive to maintaining the playerbase and community. -
This works on the assumption that people won't flock to the small team/solo path. If people do less frequent trials even with greater rewards it may not be able to keep pace if the majority prefers the small team path.
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Quote:Those living natives claim to be descendents of citizens of Paragon City (see the Sara Moore TF). This leads me to believe that Rularuu either consumed a small portion of Primal Paragon or that whoever fashioned the Shard did so with a piece of the city. It could be another Paragon, but they are familiar with many of the things in our dimension, i.e the Prince of Brass a.k.a. Nemesis and the green-eyed Cult a.k.a. the Circle of Thorns.From everything I've read, I always got the impression that the Shadow Shard is what little is left of the dimension Rularuu was devouring before the Midnighters stopped him at the threshold to our world. Trapped here weakened, and after a fashion, discorporated... he remains in what's left of the dimension he was about to finish off before coming to ours. That's why there are some actual living natives still around amid the after-images of those that weren't so lucky.
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Quote:The Circle of Thorns have also been know to posses the Malleus Mundi, Hammer of the World, which holds the power to reshape reality and pop holes in dimensional barriers. That seems like the perfect weapon to use against something that may be a dimension itself.Over the years, different developers have given different answers about the Shadow Shard. It was created a long time ago by people who aren't at the company any more. It would not surprise me at all to find out that no one left at Paragon Studios actually knows what the deal was with it. Earlier remarks vacillated between claiming the Circle of Thorns was responsible for trapping Rularuu and stating Rularuu trapped himself thanks to the whole split-personality thing. Now the Midnighters are getting wrapped up in it, further obfuscating matters.
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Quote:I like to think of Rularuu himself as a Farnsworth Parabox.It's quite possible that while they did make "The Shadow Shard", they made it out of something else. It may be a part of another reality that was destroyed/being destroyed by Rularuu, a part of the Astral Plane, or a dozen other possible things. It may even be several of those things bound together.
This could explain a lot of the oddness about it that doesn't seem to make much sense.
At any rate, it's note worthy that Lanaru the Mad is the one held responsible for shattering the Shadow Shard by pulling himself free of Rularuu (brought up in Faathim the Kind's TF). The mental instability of Rularuu seems directly related to the shattered nature of the shard. Beyond that, we also know that Faathim and Lanaru both forged places in the Shard, the Chantry and Storm Palace respectively.