obscureent

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  1. Well I think I have to agree with you, Jet Boy.

    While I can hear plenty of peoples complaints about the "issue", I still find them to be unwarranted based on the fact that if they get all these AoE damage buffs and hit point increases, there won't be a difference between scrappers and stalkers, much like the complaints about tanks and brutes, or even brutes and scrappers.

    The class is a solid formula. While, No they don't do the highest damage, or have the most AoE, they do provide for an effective team mate if used properly, like all classes.

    And to Shadowy Dream, I think that if you DO try to replicate the build as a scrapper or even a brute, you'll find your defenses will fall radically short of the ones posted above. I know this because I tried it myself. While the damage will be higher, the recharge will be slower. And if you can't survive the mobs, whats the point of all your damage?
  2. To add numbers to the mix, and probably cause some fuss, here are the numbers on my main stalker Nohiro the Red Flash.



    These numbers reflect all powers that are on at any given time (Armor toggles, and Divine Avalanche at 1 tick, super speed on) these numbers alone beat my brute, Advent Charge.



    The next set of numbers reflect the same thing except with the addition of shadow meld, which can be activated every 30 seconds for 15 seconds, which is perma- enough for me. (Super Speed is off.)



    So there you go. Also, numbers reflect Alpha Slot Cardiac Radial Tier 4. (Energize and Power Sink not activated, Power Surge wasn't taken in the build.)

    Damage wise: (Second number is with build up)

    Sting of the Wasp - 164.1 (277.7)
    Flashing Steel - 145.0 (241.9)
    Assassin's Blade - 340.3 (585.0)
    Divine Avalanche - 105.3 (187.5)
    Soaring Dragon - 249.0 (425.2)
    Golden Dragonfly - 315.3 (538.5)

    All powers recharge in less than 3 secs, most under 2. Accuracy is at least 150%
  3. Jeez, you leave town for a few days after starting a thread, and look what happens. 8 pages of the same stuff I didn't read before. Heh.

    Well, seeing as how there is indeed 8 pages of stuff to sift through, and this chair I'm in is rather uncomfortable... I'll re-state the question and hope someone will summarize everything for me.

    So, as I first said when I posted this thread... What's with all the hate on stalkers? Yes, I understand that not EVERYONE IO's their characters, but... My two IO'd Stalkers both have higher Def/Res than my IO'd brute (which was more expensive), only excuse there is that the brute is shield defense. Their damage is acceptable as the recharge time is very fast on most powers, and even still, it is designed to be a guerrilla type class. Hit-and-run.

    So hopefully some one will just throw all their cards on the table and tell me what the major malfunction is.

    Thanks.
  4. So... I've been hearing chatter that a lot of people don't like stalkers or that stalkers aren't strong enough. Riddle me confused. I'll admit that I haven't read too much into the 3+ page long threads about people complaining about them, but the first one I saw was complaining about hit points.

    Now I've made two stalker builds so far, and I must say that the survivability of those two toons is astonishing. They have better Defense/Resistances than most brutes, and dish out more than reasonable amounts of damage.

    Fact is, I find the Stalkers to be one of the best archetypes in the game.
    So let the trolling begin and someone tell me what the problem is here.

    I can post those builds if someone says I'm on crack.

    Thanks.
  5. obscureent

    Dual Blades/Fire

    I know! I can't figure this one out.
  6. obscureent

    Dual Blades/Fire

    Quote:
    Originally Posted by Exxcaliber View Post
    I'd argue that the reactives your slotting are not optimal with only .63% gains to melee and range.
    You'll need a bit more in stamina too imo [.6 end recov net doesn't leave you alot to attack with]
    Also the hami-o you have slotted in maneuvers is for def debuffs so isn't doing squat for you.
    The miracle proc is better in health so the +recov is constant rather than just when to hit your heal
    I'd Counter-argue that by saying its the best of a bad situation. I find the alternative to be switching to Impervium armor for the 2.5% recovery.

    But then again, I could then delegate those slots to more in stamina.

    The hami slotted in Maneuvers does say defense DEBUFFS, but for some reason, according to Mids', It provides more Defense BUFFS than the LotG Defense IO. Odd. Thoughts?

    And I concede, the miracle switch to Health, and Numina to Healing Flames is a better move. Thanks.
  7. obscureent

    Dual Blades/Fire

    After actually looking at Exxcaliber's build he threw together for me, I have arrived at yet another build. this one is much more damage effective, but sacrifices slight amounts of defense and recovery.

    So now that I've posted build after build, I feel like it's gotta be getting close. That or people will stop answering me =3

    http://www.cohplanner.com/mids/downl...EAFC07EFDBD7CD

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  8. obscureent

    Dual Blades/Fire

    Alright,

    So, agreeing again with the combat jumping selection, (I usually do run CJ, was just thinking about switching it up) The build has Combat jumping instead of Stealth.

    Also, I actually found out what the deal with Kinetic Combat was, and it had nothing to do with enhancements. When I clicked on "Totals" in Mids', the other build would always have "Build Up" or a power like that highlighted, whereas mine did not. As you could guess, this greatly effected the numbers. Bad miss on my part.

    Blaze mastery was considered simply for fireball honestly. A high damage AOE is always nice, and since the character doesn't have any obvious endurance problems I thought, Why not?

    And to argue the Gaussian question, with a full set of Gaussian in Blinding Feint, it raises the to-hit to 60%, and increases damage output. I agree that I'll be spamming the hell out of this power, so is raising the damage done by BF better than increasing the damage drastically of the powers i'll use in conjunction with it?

    and sorry, here's both the link and the chunk.

    thanks.

    http://www.cohplanner.com/mids/downl...AF817F278FD810

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  9. obscureent

    Dual Blades/Fire

    Alright, considering the counter-argument for combat jumping and thanks to the build someone posted above, I've posted the latest build, hopefully successful this time.

    Criticisms please =3

    Thanks

    http://www.cohplanner.com/mids/downl...AF817F278FD810
  10. obscureent

    Dual Blades/Fire

    Couple of things:

    For starters, this has always been bothering me. How is it any build I look at with "Kinetic Combat" in it is better than my own, which is slotted with "Obliteration"? Its lower level, provides no damage bonus, yet the powers its in ALWAYS do more damage than mine. Very annoying, someone please explain.

    Next, I took stealth because it offers better defense bonus, and of course is good for speed running missions. Any counter argument would be welcome.

    I didn't know that slotting Ablating Strike with debuff enhancements was a bad idea, I thought that was the purpose of the combo, raise your attack, lower their defense, then damage, damage. I've corrected it by slotting 5 Hecatombs and the Debuff Proc.

    For Blinding Feint, is it better to slot with damage IO's, or keep the Gaussian's IO's i have in it? This again goes back to my understanding of the purpose of the attack combo.

    If I went Blaze mastery, should I slot Melt armor for debuffing?
    Or should I go Soul mastery for Shadow meld and added defense? This would give me a "Holy-****" power. thoughts?

    Alright. Now that all that's been asked/addressed, I hope I can get this build moving.
    Thanks for the help.
  11. obscureent

    Dual Blades/Fire

    Aww, come on guys.

    Anyone?

    The idea of the build was to raise defense and damage, while lowering end cost. Pretty simply. I just want it effective.
  12. obscureent

    Dual Blades/Fire

    Alright, taking into consideration everyone's comments (I think), I've altered the power choice and finished the Mids' build.

    Hoping for some criticism and comments.

    Thanks folks.

    http://www.cohplanner.com/mids/downl...90D17FD32ADE85

    *Edit*
    Just noticed the build doesn't have anything in stamina, take the extra slot left over and put it in stamina.
    The place a "Performance Shifter: EndMod" and a "Performance Shifter: Chance for +End"
  13. obscureent

    Dual Blades/Fire

    Thanks for the heads up,

    see I was just playing around in Mids' and two fire powers I didnt take were Blazing Aura and Fiery embrace. I also didnt take Temp protection. Are these powers necessary?

    I took all DB powers except confront.

    Ignore the incompleteness of the build, Im talking power choice here.
    http://www.cohplanner.com/mids/downl...2DBB046020FE60

    any thoughts are helpful thanks.
  14. obscureent

    Dual Blades/Fire

    Hiya folks,

    I've been thinking lately about making a DB/Fire scrapper, which I scanned the forums and see this isn't a very popular combo. I was wondering why that is?

    I don't run scrappers all that often, but I do know that /Fire is usually endurance heavy, but damage efficient. Could the reason being it's too endurance heavy? or is /fire just not that good on a scrapper?

    Thanks.
  15. Syntax,

    The character has been around for years, he won't be switching archtypes anytime soon. =)

    To defend myself slighty, while still following your advice...
    --- Switching out "Touch of Death" for "Mako's Bite" and three-slotting "Aegis" in "Tough" doesn't seem to affect the buld much in terms of defense that I could tell in Mids, It does make me forfiet a bit of recharge though, which is one of the things I want high. Is there another way to reach the 45% cap you were suggesting?

    --- I don't feel slotting active defense is necessary, as when I use it, I rarely, if ever get held, mezzed, confused, etc. And I do agree it could probably be picked sooner, It was a power I hadn't given much thought to until I began using it.

    --- I'm a bit confused with your attack on Phalanx Fighting, I don't have It slotted for anything. I just threw a defense IO in it to have something there. It's an auto power and I don't think all my defense depends on it, and even if it did, He's a team player, so it's not the end of the world. But putting a "luck of the gambler" would be a good idea, I must have missed it earlier. Could you clarify your position a bit?

    --- Hasten is almost perma- without being slotted, so I feel the slots could be better delagated elsewhere. But I'll play around with it for sure, see the numbers.

    --- The powers you suggested to take earlier (Weave, Active Defense) will also be something to look into, see what I have to sacrifice to get them earlier.

    --- Assault was a power to take over Manuevers. 15-18% damage boost I thought was more effective than a 2% defense boost, thoughts on that decision?

    And the long-post is helpful for people at work who don't have access to Mids' and still want to help out. =)

    Thanks.
  16. Hiya folks,

    Been playing this character for a good amount of time and decided to pull his build up. He's got a lot of money invested in him, but that doesn't necessarily mean it's the best he can be. Which is what I want, isn't that all anyone wants?

    Goal here was recharge and endurance, with some damage of course. Plays great, but always looking for improvement.
    Anyone have any input?

    Thanks in advance.

    Villain Plan by Mids' Villain Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Advent Charge: Level 50 Technology Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Endurance/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Deflection
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense
    • (11) Steadfast Protection - Resistance/Endurance
    • (13) Steadfast Protection - Resistance/+Def 3%
    Level 2: Battle Agility
    • (A) Red Fortune - Defense/Endurance
    • (9) Red Fortune - Defense/Recharge
    • (11) Red Fortune - Endurance/Recharge
    • (29) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    • (40) Red Fortune - Defense/Endurance/Recharge
    Level 4: True Grit
    • (A) Miracle - +Recovery
    • (13) Miracle - Heal
    • (15) Miracle - Heal/Endurance
    Level 6: Kick
    • (A) Empty
    Level 8: Thunder Strike
    • (A) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (17) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (21) Obliteration - Chance for Smashing Damage
    Level 10: Assault
    • (A) Endurance Reduction IO
    Level 12: Hasten
    • (A) Recharge Reduction IO
    Level 14: Jacobs Ladder
    • (A) Obliteration - Damage
    • (21) Obliteration - Accuracy/Recharge
    • (23) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Chain Induction
    • (A) Hecatomb - Damage/Recharge
    • (23) Hecatomb - Damage/Endurance
    • (25) Hecatomb - Chance of Damage(Negative)
    • (25) Hecatomb - Accuracy/Damage/Recharge
    • (31) Hecatomb - Damage
    Level 20: Tactics
    • (A) Endurance Reduction IO
    Level 22: Active Defense
    • (A) HamiO:Membrane Exposure
    Level 24: Phalanx Fighting
    • (A) Defense Buff IO
    Level 26: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 28: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Recharge Speed
    Level 32: Lightning Rod
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Damage/Endurance
    • (34) Armageddon - Chance for Fire Damage
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Grant Cover
    • (A) Luck of the Gambler - Recharge Speed
    Level 41: Electrifying Fences
    • (A) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    • (48) Trap of the Hunter - Chance of Damage(Lethal)
    Level 44: Ball Lightning
    • (A) Ragnarok - Damage
    • (45) Ragnarok - Damage/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Accuracy/Recharge
    • (46) Ragnarok - Damage/Endurance
    • (46) Ragnarok - Chance for Knockdown
    Level 47: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (48) Titanium Coating - Resistance
    • (48) Titanium Coating - Resistance/Endurance/Recharge
    Level 49: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (15) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Numina's Convalescence - Heal
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (27) Performance Shifter - EndMod/Recharge
    • (27) Performance Shifter - EndMod
    • (42) Performance Shifter - EndMod/Accuracy


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  17. I know I'm probably not the first person to think of doing this, so I figured I'd see what other people did. I've been playing a character of mine for a couple years now in City of Villains and it's only natural to wonder about the idea of making him his own comic for novelty's sake.

    I've tossed out some feelers already for prices and concepts of the character, and recieved a few less than generous offers. Has anybody been where I am? Gotten happy results? Please share! Artists, prices, whatever. I've got a little mini story in my head, but obviously don't possess the art skill to make it appear on paper as more than stick figures =P.

    Thanks for the help folks.
  18. I know I'm probably not the first person to think of doing this, so I figured I'd see what other people did. I've been playing a character of mine for a couple years now in City of Villains and it's only natural to wonder about the idea of making him his own comic for novelty's sake.

    I've tossed out some feelers already for prices and concepts of the character, and recieved a few less than generous offers. Has anybody been where I am? Gotten happy results? Please share! Artists, prices, whatever. I've got a little mini story in my head, but obviously don't possess the art skill to make it appear on paper as more than stick figures =P.

    Thanks for the help folks.
  19. Geez, I walk away for two days and you guys are getting all carried away with each other and such. Well, as I've said previously, I haven't run very many controllers, so obviously I'm no expert, BUT I will have to say I've noticed decent -RES and resistance buffs on the sonic end of things.

    But you folks get carried away talking about rad and electricity, I just wanted to make a fun character here, who accomplishes what your generic controller should do: Hold the bad guys, and buff the good guys.

    I appreciate the input you guys are putting forth, but would also like to remain on topic.
  20. The goal of a tank when I make one is survivability. I know I'll catch some backlash for saying this, but there is nothing more I hate than doing an STF and getting all the way to the end to find that our tank can't hold Recluse's attention/stay alive, even with buffers/healers.

    So the goal of this tank I think would be to stay alive and hold aggro easily, and hold mobs and AVs (HAHAHA) in place while the rest of the team cuts them down.
    This will be a strictly teaming character. (Unless I'm forced to do something solo.)

    I hear a lot of people chattering about ice patch, so it would make sense to boost the recharge on that as it is an easy and effective way of immobilizing groups, right?
    But at the same time, Ive got to stay alive so defense/damage resistance also needs to be high, BUT THEN AGAIN, i assume there needs to endurance fixes for the end crash.

    All that being said, Would it be a bad idea to slot for defense/damage resistance and endurance recovery, then go alpha spiritual for recharge?
  21. I can see plenty of willpower/SS builds in the forums, but nothing...NOTHING on /ice.
    I'm thinking Nerve alpha to boost WPs survivability and taunt, but then again, I've never run willpower. Anyone have a build I can see important power selections from?
  22. I really don't know. I gather that Willpower/ is great if slotted correctly, but never hear much about /Ice on a tank, which tells me its a bit unloved. Thoughts?

    Thanks
  23. Quote:
    Originally Posted by Forbin_Project View Post
    There's no harm in asking them,
    That's true, but unless it's an offensive name they won't offer a rename token. I was wondering if there was a formal place I could request it (and the base transfer) or just someone to gripe to.

    Thanks
  24. Consider me corrected then.

    I'll have to look into it a bit more. The character just hit 35 last night. Its a fish themed character so I thought Mako's shark and barf attacks would be a funny addition.

    As for the accolades, of course! Badge monger here.
    Is it worth taking leadership as a controller?

    Thanks again.