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Posts
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Joined
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You're probably going to want a bit more ranged defense (I see you have extra slots, put one of them into Blinding Powder to 6-slot the purple confuse set, as the 6th bonus is 5% ranged defense). Biggest thing I noticed is that even with all your accolades, you'll still be about 30 HP short of the cap (1606)... you should try and get there if at all possible. You've only got 4 points (!?) of KB protection, you should have at least 41 and up to 45 if you can fit it in. Should have the Kismet unique in Hide. Take Invisibility instead of Grant Invis. You don't need Total Focus (AS, ET, and Sharks should be all you need for attacks). If you could squeeze a bit more damage in you'd be set.
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Quote:Meanwhile, I'm getting more kills and dying less because I can drop out of a fight when things get hairy and let my teammates finish up, phase to finish a target, or hit Hibernate and then jump out again as soon as things are looking a bit better. Getting back into the fight after coming out of phase or Hibernate is always going to be faster than getting back into the fight after coming out of the hospital.There another issue, why should we NEED Phase or hibernoob. I refuse to take either, I dont mind gettin' ganked on my regen scrapper, my SR scrapper, my fire blaster, my ice/rad troller, my Dark Def, my MM, my... you get the point, because I enjoy the fight, and normally I have a good K/D ratio.
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I remember the days when PBU was nice and people could hit Total Focus for shitloads of damage.
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I use TS against Regins that aren't in MoG (when they're in MoG the higher base acc and unresisted damage of AS helps get the finishing kill) simply because they have almost no resistance and it hits like a truck. I've hit TS for 1000 damage before procs, it's kind of sick. I'll use TS on other targets if they're low on HP and I don't have a chance to get an AS off, though.
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Quote:You are also locked into phase on a Regen, or any build that isn't Ice Armor these days. Not taking phase under the current PvP rules is stupid and I get kills against people all the time because they can't build their toons for PvP.fire/fire is the better squishy killer but for that 10% better offense you give up 50% survivability. You are also locked into phase with a fire/fire if you don't want to purp/pvp IO out. My fire/fire is my favorite toon but no scrap secondary can come close to regen.
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I think he means you should consolidate your build questions into one thread instead of making 2348972135682238976213481 threads about it.
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Quote:No, you're misunderstanding me. I said that you don't need both Hibernate and phase (personally I'd take only phase and then just Spirit Shark if I wanted to go that route, but I prefer Soul Mastery for Shadow Meld). I do agree that if you take Hibernate in zone you are going to want another escape power or you'll get camped relentlessly (I use the temp phase power on my toons with Hibernate). I try to avoid phasing in the first place by dropping into Invisibility and popping Shadow Meld when things get hairy, which more often than not is enough to get most things off me (as many people in zone don't have perception).I disagree... In zones with the prevalence of TA's, Quicksand (earth mastery tanks) and caltrops on every fcking scrapper, you are going to need phase and hibernate. You use hibernate for initial phase/HP Recovery and then pop out with phase to escape. If you do not double phase you will die 80% of the times you come out of hibernate.
In team pvp, I will concede that phase is mostly useless. However in the odd time you fight a team with an extremely good TA you may need phase to lose acid arrow.
IMO if you are playing a stalker without a defensive tier9 or shadowmeld you need to take both Hiber and Phase.
-Kiri -
This is what I'm looking for on my Rad/Pain build. I wish I could find someone where get another -KB IO (41 points won't stop Force Bolt but 45 will, as I understand it), but slots were oddly tight on this one.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Pain Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Neutrino Bolt -- HO:Nucle(A), HO:Nucle(37), Apoc-Dam%(37), LdyGrey-%Dam(40), ShldBrk-%Dam(42), Achilles-ResDeb%(45)
Level 1: Nullify Pain -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/EndRdx/Rchg(3), Tr'ge-Heal/EndRdx(21), Tr'ge-EndRdx/Rchg(23), Tr'ge-Heal/Rchg(50)
Level 2: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), LdyGrey-%Dam(43)
Level 4: Soothe -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), RgnTis-Heal/EndRdx(19), RgnTis-EndRdx/Rchg(21), RgnTis-Heal/Rchg(50)
Level 6: Share Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(7), RgnTis-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Numna-Heal/EndRdx/Rchg(46)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-Rchg(17), AdjTgt-ToHit/EndRdx(17), Rec'dRet-Pcptn(19)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Enforced Morale -- Range-I(A)
Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Range-I(36), LdyGrey-%Dam(45)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(45), Numna-Heal(46)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
Level 24: Soothing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(25), RgnTis-Heal/Rchg(25), RgnTis-Heal/EndRdx/Rchg(29), RgnTis-Regen+(29)
Level 26: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(27), LkGmblr-Rchg+(27)
Level 28: World of Pain -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33), S'fstPrt-ResKB(33), AdjTgt-ToHit/Rchg(33), AdjTgt-Rchg(34)
Level 30: Super Jump -- SprngFt-EndRdx/Jump(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Acrobatics -- EndRdx-I(A)
Level 35: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(46)
Level 38: Painbringer -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(39), Numna-Heal(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/Acc/Rchg(40)
Level 41: Grant Invisibility -- Krma-ResKB(A)
Level 44: Phase Shift -- RechRdx-I(A)
Level 47: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 6.25% Defense(Ranged)
- 2.25% Max End
- 9% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 31.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 236.9 HP (22.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -32)
- Knockup (Mag -32)
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 4.4%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 64% (2.86 HP/sec) Regeneration
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 17% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1417;717;1434;HEX;| |78DAA554D94E5351143D9D195A4A294399CA3CD30B7D5166134013123040458D1A9| |B0A17BC49BD6DDA62E0CD0F401F341187A046A2FE833EF1013EA951838F7E846F75| |EFBD0E45E3A337ED5AF7ECB3C7757ABAB433EF57EADE39E508CEA553F97C722E93C| |B6D670B999C6729B565AD2B9F52AABD644CAEA6EC2D73C3584D6D58A98295B193B3| |1455889E3ACC6E6F6E1ACB29CB4ECE67EE58B6388516ECDB66CEB40BC6C94BC5722| |693361259D3DCF0CBEB05AB609BF93C168B662A6BD95B21592CD877ADBC75CB4A5B| |85DDE6F3596BDD382D96C86CA7934BD48099DB8D50A303F41D732AFD143D6A8AC8E| |D52DD271CA7CDB8EAFB2834E07529D5AA868F6815569FFC7FC4AD39D8C1B902BA24| |547BC6C1EEF56785E26342E314EBD0518E7DA23E35F004F45468F019E83908953F5| |32D978E72A1961BB5DCA8553321D96B27516B4AE80B45797494070E5E3878E15031| |0DBA28396248D54927E84394D337A4D854F6177969B75C6628AAF27E314D539795B| |A52E50B69D9FF12F44AA8FA10F45AA8E64014ECA24401247206BCB253750CFA21F4| |95060822AD0A0E4AA519DA08E94AA14331D5BF13EA78037A2BD405F761E8E7A34A6| |15D297C59C61C867E31A859460E757070D53D9498AE47A0C742DDFB42DFA8A306F8| |B91B206904924620690B246D99C1D953DA46AD65E32FC5A6268CD6542775BF53BE6| |63D4EB321A6E8A0507B0C149144ED50B303323650DA563D4EAB125314C245913D42| |0E6DFA88DA3A448900993A51C9D1895662E8E1987AE8D13DF4AC8AA937018238BDF| |7710BF6400F704494AF5F9F4D3FF2559369489B86F05BD9A15FADA1753530DF08E6| |1BC17C2398EF27F530AABB1B45681CD4E22E5D33FAD0A316FFB12CBB4B974A39C4B| |270EAF35FCF7BBEE492BA7CA582DE12046A8DE10A2FAF325C63B8CEB61B0C371992| |0CC50FA5BF88E0183734CE30C130C9B0C74E3EBE37950C7E860043154390A19A21C| |C50CFD0C470C050FC0D5EA10265| |-------------------------------------------------------------------|
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You are probably going to want to team often. Free damage resistance and the DPA changes mean Psi isn't as good as it used to be (on Defenders at least), and mezzes will shut down most of your primary (not to mention you'll need to choose between picking up Phase or a perception power).
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Thunder Strike crits once for each damage type, so it delivers four packets of damage instead of three like other attacks (Total Focus, for example, delivers the smashing and energy portions normally and then a third energy (?) portion as the crit). It's nice because it means a Stalker can actually put out damage outside of AS and Sharks reminiscent of how Stalkers should work (AS nerf meant that a solo Stalker will never get solo kills against a target that isn't AFK or a downie).
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Yeah, it's not the duration of mezzes that bugs me, it's how I am completely unable to do anything about being mezzed. Instead of popping a Break Free or double-checking that I've got CM on me, I have to stand there and hope I don't get spiked before the mez wears off.
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You do not need both Phase and Hibernate. If you insist on keeping Spirit Shark, drop Hibernate and just make do with Phase (you will get camped in zones, a lot, if you use Hibernate). A WP is fairly endurance friendly so long as you're not spamming attacks - as long as you've got the Numina and Miracle unique slotted, as well as a decent amount of +recovery from set bonuses (my Ele/WP runs about 2.33 end/sec recovery with 1.8 end/sec end usage with all the WP toggles, Stealth, Assault, Tactics, SS, and SJ on, but I prefer to run CJ instead of SJ unless I need the vertical).
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Quote:AR got buffed a while back - animation times on Buckshot, Sniper Rifle, Flamethrower, and Full Auto got reduced, and Flamethrower's damage got more frontloaded (faster DoT compared to before). However, they did increase Ignite's recharge time to 20 seconds (think it was 4 seconds before).I haven't played in a while, coming back to play. I was working on my AR/Dev and discovered that Ignite is a monster! I could just sometimes spam Ignite and watch the mobs wither.
I think they changed Ignite ..... not sure what they did. Is is still as monster as it used to be? -
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You're good on the HP front, but you need a lot more KB protection and World of Pain should be slotted for recharge (and tohit as well, not really as important as resistance with DR the way it is). Painbringer should have a bit of +regen slotted into it. Pick up Share Pain and Soothing Aura, drop the rez and maybe Anguishing Cry (as support you'll probably not be using it often anyways). On a team build you are almost certainly going to want to take Concealment instead of Leadership and grab Soul Mastery for Power Boost.
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The -range is autohit (and stacks, double WTF there), but the taunt effect itself isn't. Really wish they'd clean up the combat logs to show a hit roll for the actual taunt.
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I lose out on kills every so often because I don't have Sharks, but between Invis, Phase, and Shadow Meld I'm almost never killed when I drop out of hide either (plus not having Sharks has meant I've needed to work more at getting an AS or TS off on a target).
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Sorry, the new mez system sucks. Bringing breakfrees with you on a squishy or finding an Emp wasn't really that hard.
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Did you actually read anything other than the part you quoted? Kheldians are quite a bit more complex to get the hang of by their very nature (form shifting, binds, and all that jazz). Then again, I'm not sure why I'm bothered by this, as I doubt I'll ever be on a team like that...
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Quote:I very much doubt that you will need to purchase GR to get the new powersets, but since there's no precedent we can't really say for sure without dev confirmation (I5, I7, I11, and I13 had new powersets but that was a free issue, I6 had a few new powersets but that was part of a paid expansion and the powersets in question were only available on ATs added in that expansion).How I read it so far;
Going Rogue in any shape or form = Two new powersets
No GR, no powers
Pre-order = Unlocked when you get it. (Unsure if that means test or live...I'm..god help me, tempted to say Live.
Answer is definitely 'you need to purcahse' though. Afaik, and as its been made out. -
20's too low, should've been 30 or 40. Problem is we're going to have all these people saying "this AT sucks" because they only play it a bit before getting bored and moving on to their next alt, or because they don't realize how complex a Kheld can be (requiring binds for effectiveness is going to be a source of confusion, I am sure). On the plus side, maybe increased playtime might give the devs data they need for future buffs.
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Quote:It's not that the experience is cheapened for those of us who got ours "the hard way," for me at least (I've got a lot of 50s, all the Khelds/VEATs I plan on rolling in the foreseeable future, and it's not like it takes me very long to hit 50 anyways). I don't disagree with them lowering the level gate, but I think 20 is too low. A few hours of game play will get you there - IMO it should've been 30 or even 40 (conveniently, 40 is about halfway to 50, XP-wise). Of course, it's not the time that concerns me as it is the thought of all the newbie players who are running around on an AT that is complex enough to require binds to function effectively (speaking of the Khelds here) or running around on VEATs without Maneuvers. Yeah, you've got people like that already, but now there are going to be a lot more of them, and while I don't PuG much so I won't have to worry about them, I kind of fear for the people who do.*In Before People ******** About How All Their Work Was Just Nullified And How This Is Just Another Slap In The Face.
Maybe this'll get them to finally fix Cyst Crystals to only spawn in the arcs where they're supposed to, though. Higher rate of play might also give them more datamining for future Kheld buffs (though God knows we've told them what needs fixing enough times and they still passed over most of the per-power tweaks when they tweaked 'em in I13).