planet_J

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  1. Well, I looked at that, but I feel like if I have to use a destiny to be viable in combat for any sustained length of time, then it will be quite rough until I get Destiny unlocked...this toon is sitting at 32 right now...I would prefer to be self sufficient, and then look at using ageless for the DDR and recharge...rather than having to have it for the endurance.

    I do have a lot of iTrial plans for this toon, specifically for the UGT as well, so that was my thought for clarion. I also liked Barrier because, well, who hates more def/resists? I can't think of a time when a little more of one or the other, or both didn't help.

    Hmm...I may craft 3 Destiny powers then....we'll see how it works out...
  2. Now, am I not mistaken here...but I thought the radial side with DDR intact does not boost end recovery...or am I missing something?
  3. At this point I am thinking getting both Barrier and Clarion Destinys...Barrier will get to t4, I might only get clarion to t3 because I will use it far less often. I left the 2 erads specifically for the max end bonus...other than that you're right. Being as I plan to not run ageless I am trying to minimize end consumption and maximize end recovery, so removing any end redux slotting at this point is unlikely...

    I was looking at using scorch too...I will see about trying to get an Acc/Dam IO in there if I can, but playing around with this build....it's very tight...
  4. This is what I am looking at right now...I am pretty happy with this...I wish I could find one more slot without giving up something...but I just don't see it... +/-43% E/N will have to work, and I am sure it will be fine, I just prefer to have it be perfect, though it never is...and if I really decide the defense is worth it, I could rob a slot from hasten if I had to...

    Highlights:
    45% S/L 43% E/N Def
    +2.01 net recovery w/Perf Shifter
    11 pt KB protection
    150% global recharge (hasten is +/-3 secs from perma)
    Gapless attack chain of Gloom/GFS/Incinerate/FSC...repeat.

    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soulfire Darkness: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(3), Erad-Dmg:30(5), FotG-Dam/End/Rech:50(25), FotG-Acc/End/Rech:50(25), FotG-ResDeb%:50(45)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9)
    Level 2: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19)
    Level 6: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(7)
    Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(27), S'fstPrt-ResDam/Def+:30(27), S'fstPrt-ResKB:30(29)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), GA-3defTpProc:50(15), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 12: Taunt -- Zinger-Dam%:50(A)
    Level 14: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(36), Nictus-Acc/EndRdx/Rchg:50(36), Nictus-Acc/EndRdx/Heal/HP/Regen:50(36), Theft-+End%:30(37)
    Level 16: Breath of Fire -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg/EndRdx:50(39)
    Level 18: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Rchg+:50(23), SW-ResDam/Re TP:50(29)
    Level 20: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit:20(21)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
    Level 30: Oppressive Gloom -- Acc-I:50(A)
    Level 32: Soul Transfer -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(46)
    Level 35: Fire Sword Circle -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(40), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(43)
    Level 38: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(40), Hectmb-Dam%:50(40), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(46)
    Level 41: Greater Fire Sword -- SMotTanker-Acc/Dmg:50(A), SMotTanker-Rchg/Res%:50(42), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(42), SMotTanker-Dmg/Rchg:50(43), SMotTanker-Dmg/EndRdx/Rchg:50(45), SMotTanker-Acc/Dmg/Rchg:50(46)
    Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
    Level 47: Gloom -- Apoc-Acc/Rchg:50(A), Apoc-Dmg/EndRdx:50(48), Apoc-Dam%:50(48), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Dmg/Rchg:50(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(21)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11), EndMod-I:50(23)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Ion Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    ------------



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  5. I will play with it some and see what I can come up with...
  6. Ok, I have been working on this for a while now, and I want a second or third set of eyes on it to see if I missed something...

    I want it to accomplish:
    +2.0 or better net end recovery
    S/L/E/N softcap or within 1% or so...
    120-130% global recharge with Hasten (permanent hasten would be better clearly...but...)
    I would like some more slots in Gloom...I want to use it in my attack chain, and it is viable now...but I would like it to be better.
    I would also like 1 more slot in manuevers for def/end redux, but I could live with just +rech if I have to...

    So here it is:

    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soulfire Darkness: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Death Shroud -- FotG-Acc/Dmg:50(A), FotG-Dam/Rech:50(3), FotG-Dam/End/Rech:50(3), FotG-Acc/End/Rech:50(5), FotG-Acc/Dmg/End/Rech:50(5), FotG-ResDeb%:50(7)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
    Level 2: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), S'fstPrt-ResDam/Def+:30(15), S'fstPrt-ResKB:30(29)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19)
    Level 6: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(21), Erad-Acc/Rchg:30(23), C'ngBlow-Dmg/EndRdx:50(23), C'ngBlow-Acc/Rchg:50(25), C'ngBlow-Acc/Dmg:50(25)
    Level 8: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(27), RctvArm-ResDam/Rchg:40(27), GA-3defTpProc:50(29)
    Level 10: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), S'fstPrt-ResKB:30(48)
    Level 12: Taunt -- Zinger-Dam%:50(A)
    Level 14: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(36), Theft-Acc/Heal:30(36), Nictus-Acc/EndRdx/Rchg:50(36), Nictus-Acc/Heal:50(37)
    Level 16: Breath of Fire -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(39), Ragnrk-Dmg/EndRdx:50(39)
    Level 18: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Rchg+:50(40), SW-ResDam/Re TP:50(50)
    Level 20: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit:20(21)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34)
    Level 30: Oppressive Gloom -- Amaze-ToHitDeb%:50(A)
    Level 32: Soul Transfer -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(40), Erad-Dmg/Rchg:30(42)
    Level 35: Fire Sword Circle -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(43), C'ngBlow-Acc/Dmg:50(45), C'ngBlow-Dmg/EndRdx:50(45), C'ngBlow-Acc/Rchg:50(45)
    Level 38: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(40), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(46), Hectmb-Dam%:50(46)
    Level 41: Greater Fire Sword -- SMotTanker-Acc/Dmg:50(A), SMotTanker-Rchg/Res%:50(42), SMotTanker-Dmg/Rchg:50(43), SMotTanker-Acc/Dmg/Rchg:50(46), SMotTanker-Dmg/EndRdx/Rchg:50(48), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 44: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 47: Gloom -- Apoc-Acc/Rchg:50(A), Apoc-Dmg/EndRdx:50(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11), EndMod-I:50(37)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Ion Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    ------------



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  7. To my knowledge no...but death shroud that is damaging them as they are stunned/feared does generate fury.
  8. I don't disagree...but if it was going to be a power with that hard a crash...it needs to be about 5x what a tier 4 judgement does. Because they don't crash and hit harder than a blaster nuke.
  9. Quote:
    Originally Posted by KillerShrike View Post
    Energy Aura is a little over 50% DDR. The t9 adds some more in an emergency / cascading defense failure scenario.
    And SR in a scrapper is about 95% DDR...so at that point 50% is very little...and DDR is typically non buffable resists...so...if you want your defense to pretty much stay what it is and as you plan for it...SR is the way to go...SD has far less DDR since the hami-O fix...but even then it is slightly more than EA...Invuln should likely be just a bit more than EA also...(IIRC)...my point was...if DDR is a high priority it is not in the conversation of Sets at the top of the list.

    And the T9 also adds a crash that would likely kill you after it winds down when your Endurance bar is floored and all your toggles drop. I do not believe in T9's with a crash...I have no use for them at all. If my build fails me without the T9 and it's crash, it will fail me with it. There are only 2 Tier 9 defensive powers I consider at all useful at this point based on my criteria for what they should accomplish: Moment of Glory and the Stalker Ice Armor T9 (ABSOLUTELY NOT THE TANK VERSION)...the T9 should be a buff that allows me to get "unstuck" and leverage enough of my survivability to get back on top or even in battle. It should be that powerful that I know I will be able to recoup just enough to keep going. I don't consider a 2-3 min. super buff that crashes in the middle of something big, or important, and kills you...at all useful. I would much rather have a 15 sec godmode than a 2-3 min version that kills you with regularity.

    BTW: Using Barrier to mitigate that crash is NOT something I even consider an option either...if I am using Barrier, it should be because I NEED barrier at that moment, because I am swimming in enemies and my other mitigation is down...NOT because I was a jackwagon, clicked a T9 and am about to crash...Barrier is typically better than any T9 defense power out there anyway...
  10. planet_J

    Claws/Regen

    It works out to be close to the same thing, but Brute ends up about 30-40 HP/sec higher capped out than Scrapper does because the HP cap is so much higher. Though the Brute's regen cap is slightly lower % wise than the scrappers, the extra 800 HP the brute gets overcome that...
  11. planet_J

    Claws/Regen

    Have you read my guide? Link is in my sig
  12. Well, in terms of burst damage yes...you are probably right...and it's only 6% on minions and LTs...it's half that on bosses and up...

    However, if the brute's fury proc adds a constant 10% Fury, it's adding 20% damage...do you think that 6% crit chance adds much more or less than 20% over the course of time? I would be willing to bet you the numbers come out very closely either way, especially on bosses and hard targets because you lose half that advantage gained...why? Balance...if one AT was drastically superior to another...then the other would be superfluous...would it not? I am telling you, in my experience...over time the damage evens out...
  13. Werner, I can testify Fury stays pegged about 80-90% the entire time once it gets there, and it doesn't take long to build it up. I don't have the Fury proc either, on my DM/INV which does have the fury proc, or my SS/Fire, both of those hover around 90% constantly...with spikes up to 95-100% on occasion in large mobs.
  14. I always pictured teleport as a power similar to what we have, but with much longer range. Something like Shadowslip in WS powers, but with capability to make it anywhere in a given zone, and perhaps an option in the pool for a power like shadowslip to TP to predesignated points in other zones. The activation time is a bit long, and I can understand it partly, but it would be nice to have something that would allow you to TP anywhere in the zone via minimap.

    I also think the endurance cost is a bit extravagant. I for one am not from the school of thought that it is necessary to waste precious slots on a travel power above and beyond a LotG +rech or perhaps a slow resists or -kb IO or +stealth in the given slot that comes with it. Anything more than a 1 slot wonder makes a travel power something I lament and avoid totally.

    For this reason, both toons I took TP on that were not WS toons I respec'ed out of it after trying it both times and I took SJ or Fly and was much happier. I would very much like the idea of having TP be something more along the lines of a zonewide one shot wonder and that would alleviate endurance issues and any gripes I had with it. Built in hover doesn't bother me nearly as much as the power itself being something wonky and limited range.

    On my WS I find them situationally useful like Shadowslip, and Dwarf Step, but any long term traveling I still use either ninja run or Nova form (to fly) inside a zone.
  15. I have to second katana/dark for unlimited budget builds...but for a not so unlimited budget, I think DM/SR or DM/shield or DM/INV would work well, I have a DM/INV brute and I must say...he is a force to be reckoned with...seriously...PM me if you want to see my build.
  16. (1) enough to run perma-hasten...something like 80-100ish% before hasten.

    (2) that depends, brutes can add gloom from soul mastery to an attack chain which really adds damage and makes things pretty potent especially for a DM toon.

    (3) Energy Aura has very little to no DDR.

    (4) TW is great if you can build enough end to fuel it. TW/Fire would be a great damage dealer if you could get enough defense to it. I would think something like...TW/SR would be interesting, however, you would likely need to do a brute and take energy mastery to run enough endurance recovery to fuel the build. I would personally take Superior Conditioning and Physical Perfection, slot them well enough to get +2.0 recovery after toggles. Get all the accolades adding endurance. Then I would take Agility Alpha to boost endurance recovery, defense and recharge. Should be a winner.
  17. Mind is one of the top tier single target control sets...what are you basing your conclusions on?
  18. there's a thread in the brute forums, I posted my build for a scrapper in there, it's not all 100% the same, but it is pretty close.
  19. planet_J

    Rad Armor

    I suggested psi armor back before they had even developed or released willpower...but that is neither here nor there...I will just have to color the rad armor some other color...as I am not a green toon type of guy...and I have no concept toons even remotely close to the vicinity of radiation anything...nor the desire for one either. Hopefully it looks good in black...with no pulses/fade. I am sure I can find a concept of something shrouded in darkness to make it work.
  20. I am familiar with the process...however, you are dodging the point...does the law of conservation of energy differentiate between where the energy came from? No.
  21. Quote:
    Originally Posted by Rylas View Post
    No matter it's origin, Negative Energy is still a form of energy. It ENERGY from darker origins. Energy created by Radiation is different from Electric Energy, or (just plain) Energy. It was created from different methods. So any effects Radiation has are completely up to the development team to decide and will not contradict anything established in the game. The only reason there is no precedence is because it's never been used before. There's no precedence to the counter, either.
    I would like to point out...based on your logic that negative energy is energy from darker origins...radiation energy is the same, just from "radiation origins". Negative energy channeled from another dimension that acts differently from regular energy cannot be inherently any different than energy spurned from a radioactive reaction like nuclear fission/fusion as they would both behave differently and offer different properties. For example, while negative energy has a draining effect to it, so does radiation. However, these 2 forms of energy cause different effects, or side effects, while doing the same thing...would negative energy cause an EMP? Would radiation counter balance positive energy effectively negating it like negative energy would? The answer to both is clearly no, however, the end result is the same.

    Additionally, Energy from radiation is used as electricity daily. Ever hear of a nuclear reactor? So your argument that radiation energy is dissimilar to electricity is actually stretching the truth far more than the concept of energy from another dimension behaving differently from the energy found in our own world.

    If you are going to use Energy to encompass all forms of energy as an "umbrella" or blanket term, then you are self defeating in your attempt to differentiate between Dark/Negative and Radioactive energy. In this case it would benefit you to agree with him as it makes your point more valid. Instead of trying to be devil's advocate, while contradicting your own assertions.
  22. planet_J

    Rad Armor

    I would've preferred psi armor as it has been a fan request for many years too.
  23. TP Foe causes aggro even if it misses...because it is an attack that requires you to "hit" the target for them to TP...otherwise it fails if you "miss"

    Taunt for the win.

    -E-

    TP Foe will seldom hit "hard" targets...anything above LT class foes will be near impossible to get with it anyway...and an EB or AV will not happen.
  24. planet_J

    Rad Armor

    So, as some of you may have heard from the summit, Rad Armor is on the horizon now...

    Any thoughts?

    I saw the ustream section and it looks like a resistance/debuff set...sounds interesting...not what I would have preferred come out...but, evidently many of those at the summit wanted it more than other things.
  25. Well, SW 3% Res is going for about $300-400 mil last time I looked, since you can now convert PVP IOs, people have been buying the cheaper pieces of the set to convert them...driving those prices up and bringing the unique prices more inline...so there is mostly parity now.

    9% regen and 10% recovery is extremely insignificant based on what it sounds like you have now...did you gain any +recharge? Near the top end, the resists are nice, and the Defense is great, but not as significant as recharge...if you squeeze anything out get more global recharge if at all possible. Then Res/Def...