streetlight

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  1. I'll throw something out there for fun...

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stone Incarnate: Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Rchg+(A)
    Level 1: Scorch -- GS-Acc/Dmg(A), GS-Dam/Rech(3), Hectmb-Dmg(3)
    Level 2: Earth's Embrace -- Panac-Heal/Rchg(A), Panac-Heal/EndRedux/Rchg(5), Panac-EndRdx/Rchg(5), Panac-Heal(7), Panac-Heal/EndRedux(7)
    Level 4: Combustion -- Armgdn-Dmg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11), M'Strk-Dmg/EndRdx/Rchg(13)
    Level 6: Recall Friend -- Winter-ResSlow(A)
    Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), HO:Golgi(15)
    Level 10: Mud Pots -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(13), Erad-%Dam(17), Erad-Dmg(19), Erad-Acc/Dmg/EndRdx/Rchg(21)
    Level 12: Kick -- Acc-I(A)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15)
    Level 16: Teleport -- Jnt-EndRdx/Rng(A)
    Level 18: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(31), Mocking-Rchg(37), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(46)
    Level 20: Stone Skin -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-Psi/Status(37)
    Level 22: Weave -- LkGmblr-Rchg+(A), SW-Def/EndRdx/Rchg(23), SW-Def(34), SW-ResDam/Re TP(43), SW-Def/EndRdx(50)
    Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25)
    Level 26: Maneuvers -- SW-Def/EndRdx(A), SW-EndRdx/Rchg(31), SW-Def/EndRdx/Rchg(40), SW-Def(50)
    Level 28: Fire Sword Circle -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dmg/Rchg(31), Armgdn-Dam%(46)
    Level 30: Crystal Armor -- LkGmblr-Rchg+(A)
    Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(33), HO:Enzym(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), HO:Ribo(34)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 38: Greater Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(43)
    Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/Rchg(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Minerals -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Raptor Pack
    Level 50: Nerve Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17), Numna-Heal(37), RgnTis-Regen+(40), Mrcl-Heal(43)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27)



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  2. If you really want purples, then just start following the markets. You can make enough weekly to support your purple addictions, using far less time and avoiding deadweight recipe drops. Buy low in bulk (set up standing bids) and sell at slightly below market to keep your inventory moving. I spend maybe 20-30 minutes, 2-3 days a week, and the inf adds up quickly over time. You don't even have to craft, you can flip underpriced crafted IOs for decent profit.

    Then you can spend your gametime grinding out trials, tips and TFs. Roll your a-merits and you'll find yourself with quite a few nice recipes over time. Alternately, set up a PVP IO farm on a little-used server and earn IOs while you sleep - until someone comes along and kills you, anyway.

    If you're still sold on farming for recipes the old-fashioned way, then I say use whatever AOE-focused character you think you'll enjoy playing for hours at a time. You're going to spend a lot of time with the character and if it bores you, then your efforts will be wasted. I recommend getting mez protection from somewhere or focusing on controls if you plan on farming normal mobs for purples, but you have a wide range of options that fit those requirements.
  3. Whatever you do, don't build another melee toon. If you ignore that advice, then don't make another Fire Melee or Shield Defense build, because you've already covered those bases twice in just four characters. Duplication is boring enough, but when I think of three of the same set I can't stop yawning.

    My first recommendation would be a Corruptor, with Fire Primary and your choice of Dark, Cold or Traps for the Secondary (you already have a Rad). You'll be able to solo easily at any level and contribute very nicely to any team. I'd probably choose Dark, but that's likely because I already have Cold & Traps.

    After that, I'd probably recommend an Earth/Fire Dominator. Controls and Domination will help against mezzers and the damage will definitely impress. I'm terribly jealous of my wife's Earth/Fire and it's not even specced for PVE. You'll be able to solo and team equally well.

    My dark horse recommendation would be a Fire/Fire Blaster. Blasters don't bring anything to the table outside of damage, but they bring a lot of damage. Fire/Fire brings a lot of AOE damage both at range and up-close, which would match your playstyle. Soloing will be notably more difficult than with a Corruptor, but the option will still be there, especially with IO sets involved. You'll melt x8 mobs in seconds and have a full AOE attack chain. I absolutely love mine, though I admit it is more of a team-oriented character.
  4. streetlight

    Step Child Woes

    Quote:
    Originally Posted by BrandX View Post
    I hear these stories of awesome stormies who know how to really use Hurricane to the best of it's abilities.

    My experience has always been with stormies who clicked it on full time either stood in the back blasting, using Hurricane as a shield, or they were the type to jump right into the middle and scatter everything with the belief that the -tohit made it okay.
    One of the better uses of Hurricane that I've seen was an Earth/Storm Controller. The -KB effects in the controls allowed Hurricane to push the enemies into a nice tight group by walking around the outside of the spawn and relying on the repel effect. I assume other -KB Controller primaries would work similarly.

    The Storm Defenders and Corruptors I've run with usually end up with a "hang back and blast" strategy. The team is often better off because of it, even though Hurricane isn't used to its full extent.
  5. streetlight

    FF Help!

    Below is the build I run on my FF/DP. Very reasonable build, softcapped to ranged and AOE, not quite softcapped to melee, but he's only in melee for Hail of Bullets.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lux Invictus: Level 50 Technology Defender
    Primary Power Set: Force Field
    Secondary Power Set: Dual Pistols
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Teleportation

    Hero Profile:
    Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(7), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46)
    Level 1: Pistols -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40)
    Level 2: Dual Wield -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(33), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33)
    Level 4: Empty Clips -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(5), Det'tn-Dmg/Rchg(5), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(15), FrcFbk-Rechg%(31)
    Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(50)
    Level 8: Hover -- Ksmt-ToHit+(A), DefBuff-I(11), DefBuff-I(43)
    Level 10: Swap Ammo
    Level 12: Dispersion Bubble -- DefBuff-I(A), DefBuff-I(13), EndRdx-I(13), RedFtn-Def/EndRdx(15)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(17), Det'tn-Dmg/Rchg(17), Det'tn-Acc/Dmg/EndRdx(21), Det'tn-Dmg/EndRdx/Rng(23), FrcFbk-Rechg%(23)
    Level 18: Repulsion Field -- FrcFbk-Rechg%(A), KBDist-I(19), EndRdx-I(19), EndRdx-I(21)
    Level 20: Personal Force Field -- Krma-ResKB(A)
    Level 22: Boxing -- Dmg-I(A)
    Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(25), EndRdx-I(25), RedFtn-Def/EndRdx(31)
    Level 26: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(27), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/EndRdx/Rng(29), FrcFbk-Rechg%(31)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(42), EndRdx-I(42), RedFtn-Def/EndRdx(42)
    Level 32: Recall Friend -- EndRdx-I(A)
    Level 35: Piercing Rounds -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(37), RechRdx-I(37)
    Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Force Bubble -- EndRdx-I(A), EndRdx-I(48)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Vengeance -- DefBuff-I(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod(50)
    Level 10: Chemical Ammunition
    Level 10: Cryo Ammunition



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  6. streetlight

    /SR

    I have a Dark/SR, but I never really finished it. Softcapped defenses preclude the need for -ToHit in a lot of cases, but Siphon Life is a great addition to */SR. Energy is just... meh. I couldn't see myself taking it for any reason. It's a slow, single-target attack set with stuns. At least you get a self-heal with Dark. I'd take Claws, DB or Fire over either for */SR.
  7. streetlight

    Whats better?

    Quote:
    Originally Posted by Amy_Amp View Post
    This says nothing of me causally hitting the market this past week, or so and making over a billion from purely the market, ie no drops, no tickets, etc... All I need to learn about the market was by looking at the market itself. I had a billion on a character before I even looked at market guides.
    Shhhh... the rest of the game doesn't need to know about that.
  8. Below is what I am working towards with my Blaster. I've got a bundle of Hero Merits that I need to spend before I can start the trip redside to pick up Scorpion Shield, which is the only thing stalling the build at the moment.

    Endurance is harsh, but Consume & Ageless Destiny keep it in check. Ageless also helps recharge, which will help you chain AOEs. You'll need to keep a few Break Free insps around in case of mez, but softcapped S/L/E will help a lot there.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hothead: Level 50 Technology Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg(7)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(50)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(21), EndRdx-I(23)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(45)
    Level 6: Rain of Fire -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), Posi-Dmg/Rchg(46), EndRdx-I(46)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
    Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(50)
    Level 20: Blazing Aura -- Erad-Acc/Rchg(A), Erad-Dmg(27), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(36)
    Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 26: Vengeance -- LkGmblr-Rchg+(A)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(45)
    Level 30: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(43)
    Level 38: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
    Level 49: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
    Level 1: Defiance
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(3), P'Shift-End%(48)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  9. streetlight

    Step Child Woes

    Quote:
    Originally Posted by PleaseRecycle View Post
    I'd like to know what you guys are running where you can get every spawn bunched up for aoe in an efficient manner. Enemies always stay where they are during the alpha and only about half of the enemies in a spawn that are set to prefer melee will attempt to do so at one time. Enemies that prefer range, which make up a substantial portion of virtually every high level group other than Cimerorans, will often ignore even taunt in their fervor to remain distant from you. The upshot is that a perfectly herded spawn is often only possible with a corner pull.
    Or, you have a semi-competent Tanker or Brute that heads forward when each spawn has become manageable. Throw a taunt at the outskirts, round 'em up and everything is on a silver platter for your teammates' AOEs, which come along in a couple seconds. If something really likes range, guess what the Tanker/Brute should run up to and punch in the teeth? I've yet to have any sort of problems with my Tankers/Brutes or those I regularly team with. Even WP Tankers/Brutes can pull a spawn together if they're smart enough to take off early instead of fighting each spawn down to the last HP.

    If you have a zero-taunt team, then things change. It becomes a lot harder to pull all of that together. Scatter becomes a bigger issue and players end up managing their own aggro. It's one way to go and, if the team is powerful enough, it can work out just fine. If not, then you get a lot of deaths and a nice slow run.
  10. streetlight

    Whats better?

    If you want to farm, you go SS/Fire, Elec/Fire or Claws/Fire Brute. It's possible to farm with other things, sure, but the whole point of farming is to get a lot of inf/tickets/xp as quickly as possible.
  11. streetlight

    Blaster Bummer

    Quote:
    Originally Posted by MutantX_7 View Post
    I strongly suggest getting the PerfShifter +end and either a lvl 50 common IO or lvl 50 perfshifter End Mod. The +end proc really helps with "recovery". While not directly adding to your recovery % you will get +10 endurance points quite often.
    The Performance Shifter proc works out to 0.2eps over time. There will be times when it fires more often and times when it fires less often. When paired with the Performance Shifter EndMod in Stamina, it ends up around 0.03eps better than slotting a pair of Common EndMod IOs or 0.09eps better than a Performance Shifter EndMod + EndMod/* combo. In other words, it'll help, but not all that noticeably. The PerfShift Proc works best when adding a slot of EndMod wouldn't give 0.2eps. Your best bet is to find some endurance for your attacks. Inferno is overslotted, so you could find a couple slots for EndRed in Fire Breath & Rain of Fire there.

    Also, your defense isn't quite as good as advertised, so you may be getting hit more than expected. Some of the defense in Stealth suppresses in combat. Go into Mids, click Options, then the Effects & Maths tab, then check the box marked "Attacked". That will give you your in-combat defense numbers. If you could find a couple slots for Rectified Reticle sets in Aim & BU, you'd be in good shape. Find a way to fit in 2pcs of BotZ in your movement powers and you might be even better.

    I like Flares over Mind Probe, because it works when mezzed, has range and fires fast, all for very little endurance. It's even better than Fire Blast, when you work out DPA. It'll take Thunderstrikes, too.

    I love me some +HP, but you'd have better recovery with a Numina's +Reg/+Rec unique in Health instead of the Miracle Heal/End. You'd even get more Regeneration out of the switch, not that it matters much on a Blaster. Something to think about anyway.
  12. streetlight

    Step Child Woes

    My experiences tend to run exactly the opposite of Dechs' when it comes to KB. KB slows things down, sending opponents out of patches or anchor range - occasionally sending anchors flying away from everything else. Even the best players slow things down from time to time. I play a Warshade occasionally and, despite my best efforts, the KB works against the team on occasion.

    KB does offer mitigation, which is great in a solo or KB-friendly context. In a herd-and-melt context, KB is a liability. It doesn't always go poorly, though. You might have that perfect corner herd to work with or a lot of room to hoverblast above the spawn, but less-than-perfect conditions yield less-than-perfect results. Mistakes get made. Things slow down. It can be frustrating for teams, especially teams that are used to greater efficiency.

    I don't refuse KB builds on my PVE teams, but I understand when others do. I haven't run into that many outright terrible KB players, but those I have run into managed to leave their mark. You can usually tell them by their mindset. They tend to think in terms of the team adjusting to what player wants to do, rather than the player adjusting to what the team wants to do. If your build and/or playstyle doesn't fit the team, it's not the team's fault.
  13. Quote:
    Originally Posted by StrykerX View Post
    That's because overall Cold Domination is simply better than Force Field in most situations. FF has more total defense and some limited mez protection but Cold has good defense and some nasty debuffs... in general people prefer sets that help keep you alive and help you kill faster to sets that just help keep you alive. That doesn't mean FF is a bad set and most people are happy to have one on the team, it just means that like any pure (defensive) buff set it's not going to be quite as good as a combination buff/debuff set unless you need maximum survivability. And since there are almost no places in this game where you do need maximum survivability...
    And the always-forgotten ability of FF is KB/repel mitigation. If you don't use it, then FF makes less sense. If you do use it, then FF is more viable. More teams will benefit from nasty debuffs than will benefit from KB/repel, so that's a factor, too.
  14. I've got full sets of Red Fortunes in mine at the moment to help softcap ranged defense. I don't plan on changing them out.
  15. I've given up on clicky secondaries, because you just get so much more out of their counterparts. If I have to pick Regen, then I'd go KM or Dark to avoid redraw and take advantage of fast core attacks.

    For Scrappers, KM/SD is a good way to go: not difficult to softcap, plus some extra HP and resists. If you're willing to spend big, then Dark or Elec can be great secondaries. If not, then I'd recommend SR or WP. SD falls nicely in between. Replace KM with Dark for similar results and a self-healing attack.

    For Stalkers, I prefer to go with Nin, WP or SR for the secondary. Regen is, like I said above, just too clicky. If you have to click a heal, you lose DPS. Better to not get hit, not suffer secondary effects, and not need to heal or regen. Plus, you don't have to deal with redraw if you choose a weapon set.
  16. streetlight

    1 Tanker only

    If I had to pick a perfect team (and I don't really build teams like this), I would start with support sets, because they make the entire team perform better. After that, I'd look for controls, then AOE damage, then ST damage. A team full of Controllers has support, controls and damage of all sorts. That's why Controllers are a preferred AT. The more of them you add to the team, the better the team performs, without any upper limit on just how good they can get.

    I like Tankers a lot, especially as a focal point for AOEs, but they have weak damage and their brand of control doesn't slow damage, it just focuses the damage. That's fine if the Tanker can survive it, but not all can. I love tight packs of targets, so I like to see one Tanker or Brute grabbing aggro on a team. A second doesn't really add much, though, because their damage is just too weak.

    Are Brutes valid Tanker replacements? The lack of punchvoke means that things can escape a little more often. They have less HP and weaker defensive powers, so they aren't as survivable. They also don't have Bruising. That said, if they can manage enough survivability, then their offense makes them a very nice step up from Tankers. Again, a second doesn't really bring much to the table, though the damage means I'd rather have a second Brute than a second Tanker.
  17. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    So the problem could be this, when you are a level 50 Defender, with Empathy powers, and you're on a team of likewise level 50's who are immune nearly to smashing and lethal from set bonuses, and others who just can't be harmed almost. You must feel, well, what IS my function here?
    To speed up the removal of enemies? I don't care how good anyone's build is, you can always be better when someone buffs your chance to hit, damage, defense, recharge speed, regeneration, and recovery. And that's just from the Empathy set. Throw in Defender-level Leadership and you're getting even more.

    Quote:
    I have a Force Field / Electric Blast Defender on the way up, and essentially, a Force Field Defender is meant to stop things hitting your team mates by boosting defences to the softcaps almost. There are other clever applications for an FF Defender to be of use, but, it does make you think that the Defender is only going to be needed for those who aren't incarnated out or full to the hilt with set bonuses.
    This kind of depends on what you're facing and what your teammates are running. If everyone on your team has 45% S/L/E/N and runs Barrier Destiny, then they probably don't need a bubbler. The exception would be mobs that have high accuracy/to-hit, defense debuffs, or non S/L/E/N attacks like Psi. If you only have one of those (Barrier or 45% S/L/E/N), then the bubbler will help, regardless. If you don't have someone spamming Clarion for the whole team, then Dispersion Bubble will help maintain mez protection and offer even more defense. Force Bubble has some nice situational value, too. And, as mentioned above, those wonderful Defender-level Leadership toggles always help.
  18. It's like those old NFL guys. I hear one old runningback could run a 5.0 40-yard dash if he got a 10-yard head start. That's fast. I mean, today's 300lb linemen run faster that that if they stop in the middle for a cheeseburger, but those old guys were the only good players ever, amirite?

    Sure, there were some good PVPers waybackinnaday. Then some of them left. Maybe all of them left. Who cares? They didn't PVP with today's builds and rules. They got all sad and left because i13 happened and what they liked to do suddenly didn't work anymore. Wah. Now people have incarnate powers and builds filled with very rare recipes that exemp down. More wah. Adapt or fail or go away.

    I know that new PVPers have a lot to live up to, given the skill of those that came before them. I mean, I hear that those old PVPers had callers who could find a target and tell their teammates who that target was over Vent, then countdown for a teamwide damage spike. That's some impressive skill right there. I don't know if anyone could ever live up to that standard. Then someone told me that they hit 1-2-3-4 for their attack chain? Man, I know I couldn't go toe-to-toe with that. It takes mad skill to hit all four of those buttons, one after the other. Will we ever see that level of talent again? Not a chance, but we can hope, right?
  19. streetlight

    Da/dm

    To be fair, most of the Dark/Dark builds are outdated and it's one of the more rare combos asked for on these boards. I did find three possible threads, though...

    http://boards.cityofheroes.com/showt...ht=dark%2Fdark

    http://boards.cityofheroes.com/showt...ht=dark%2Fdark

    http://boards.cityofheroes.com/showt...ht=dark%2Fdark
  20. While I'm almost certain the name is taken, something using the word "Revenant" would seem to fit.
  21. I don't tend to look at 1-50 performance as much as 50+ performance when it comes to ATs. I don't see many Blasters, Tankers, or Stalkers soloing anything of significance (e.g. AVs, GMs, STF, etc.). The top solo performers all seem to be ATs with support qualities: Controllers, Corruptors, Defenders and Masterminds. Corruptors seem to be the favorite, but I don't know if that's just because people like to use them more or because they're actually better.
  22. BF still has to hit, which will require some sort of slotting. Any benefit is good, of course.
  23. If you find that the groups you run with are too good for the content and don't face any real challenge, especially in TFs, maybe take a look at your difficulty. Very few people run anything more difficult than +0/x1 in TFs. Bump it up to +3/x8 or +4/x8 and see if you're still sleepwalking through the STF or other TFs. Nobody running one? Put it together yourself.

    This will go slower and be significantly more difficult, so if you're just running through for quick merits or TFC, then keep it at +0/x1 and enjoy the ride. If you're really looking for more of a challenge, though, then higher difficulty may be right for you.
  24. Quote:
    Originally Posted by Finduilas View Post
    Honestly, accuracy set bonuses are one of those things I never bother to slot for. It's easy enough to slot sufficient accuracy in individual attacks, and the Kismet +Acc is a good way to add some additional ToHit, which is even more desirable than accuracy.

    Besides, there are a number of popular sets with accuracy bonuses--LotG and Crushing Impact, for instance--that I get for other reasons anyway so it's not like you HAVE to slot for positional defense if you want additional accuracy.

    So for me the association of positional defense with accuracy bonuses is a complete non-issue; the fact that you can have defense to most attacks without covering all the damage types with typed defense is far more important.
    I understand going the other way, I just wouldn't do it myself on an Elec/DB. I like facing +3s. I like Mothership raids and Incarnate content, but I don't like it quite so much if I miss every other attack.

    Kinetic Combat is a great set, but it gives a paltry 22.94% accuracy enhancement. Unless you're throwing in some help (e.g. Rage, Tactics, Kismet, set bonuses, et. al.), it's a very weak set for accuracy and that causes problems. If you want to pull off consistent combos with DB or deal with incarnate content, you'll need much more accuracy.

    DB has some nice AOEs and AOE sets cater to either E/N, AOE or Melee. It's easy to stack up 32.5% to all three positions, while picking up great set bonuses along the way and getting accuracy bonuses and global recharge bonuses. Single-target melee damage typed defense sets don't give any accuracy or recharge bonuses. They don't offer any damage procs, either. I like my LotGs, but tend to find that I can do better putting that 4th slot elsewhere, unless I need another 9% accuracy bump.

    Kismet is a good start. It gives 6% to-hit at the cost of only a single slot. That's not bad, but it bumps your base to-hit chance (pre-accuracy) against +1s from 65% to 71%. At 71%, you need 33.8% accuracy in the attack to cap your chance to hit. If you only roll +0/x1 TFs, then you can get away with a less, but if you're running Incarnate then the easiest targets you'll get are +1 and you'll only get that after you get all three level shifts. Kinetic Combat offers 22.94% accuracy, which isn't even enough to cover +1s and things go downhill quickly from there.

    Maybe you eat the endurance drain and add something like Tactics to help make up for weak accuracy? Six-slot that with Gaussian's to get 2.5% to all three positions. Or two-slot it with Rectified Reticle for 1.88% S/L. The Gaussian's set will enhance the to-hit bonus a couple points more and keep endurance down, plus give you more HP and recovery. I like the Gaussian's for 11% to-hit, but take a pair of Rectified Reticle and you get 8.75% to-hit bonus for a total (with Kismet) of 79.75% base to hit against +1s, which requires 19.1% accuracy to cap. Kinetic Combat will cover that. You'd need 34.3% to cap against +2s and it'd come up significantly short there.
  25. When I ran mostly solo or with small groups of friends who didn't have a lot of game system knowledge, I believed that the survivability of melee ATs was a necessity and played them almost exclusively. Then I started running with bigger groups that had more system knowledge and I saw how powerful non-melee ATs were, whether they were solo, running on a full team of eight, or working with anything in between.

    Now I'm in danger of becoming one of those anti-melee guys...