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Posts
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Joined
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Your comment about Musculature and ED reminded me that I could slot Crushing Uppercut like this
Level 32: Crushing Uppercut -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), Dmg-I(42), Dmg-I(46)
for a 7.5%+ Rech in addition to capped out damage and other goodies. I'm still tinkering with your input in mind. It's odd that the only way to get +Rech in Melee Damage sets is Crushing Impact.
Similarly, I'm looking at moving Hecatomb to Rib Cracker and putting the full Kinetic Crash in Heavy Blow. -
I previously posted about StJ/EA, but ended up rerolling. Here's my planned build for late game with STJ/SR.
So, I'm kinda a dope at IOs. That is, I have no idea what to do after softcapping. This build is softcapped to all positions without the Gladiator's Armor 3%. MY instinct is to push for Recharge, Recovery, and Regen, but is there something else I could be doing for this build? I'd like to push the Recovery higher so I can safely use Musculature over Cardiac, but StJ sucks end like crazy.
I know that I'm over the cap on +1.13% HP bonuses due to the overlap of LotG and Crushing Impact- is there a better way to get the recharge and regen from these without wasting slots for these over the cap bonuses?
Is there a better way to move around my health/stamina/physical perfection slots?
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Here's an updated build.
New Questions:
Are the LotG triples in my defense toggles worth slotting for the extra HP and regen? It seems like these would help survival a bit.
Is there a better route to go than Mako's Bite in Heavy Blow?
How should I be slotting physical perfection?
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Close Combat Build: Level 50 Science Brute
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Initial Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Acc-I(21)
Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(3), Ksmt-ToHit+(5)
Level 2: Heavy Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(19)
Level 4: Sweeping Cross -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(5), C'ngBlow-Dmg/Rchg(9), Erad-Acc/Rchg(21), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(23)
Level 6: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(7)
Level 8: Rib Cracker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(33)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Combat Readiness -- RechRdx-I(A), RechRdx-I(19)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 20: Boxing -- Acc-I(A)
Level 22: Dampening Field -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(45)
Level 24: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-EndRdx/Rchg(46)
Level 26: Shin Breaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(29)
Level 30: Energy Cloak -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Crushing Uppercut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 35: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(36), Dct'dW-Heal/Rchg(37), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Energy Drain -- HO:Membr(A), HO:Membr(45), EndMod-I(45)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(50), Mrcl-Rcvry+(50), Panac-Heal/+End(50)
Level 49: Taunt -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(36), RgnTis-Regen+(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-End%(34)
------------
Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 11% Defense(Smashing)
- 11% Defense(Lethal)
- 10.38% Defense(Fire)
- 10.38% Defense(Cold)
- 14.75% Defense(Energy)
- 14.75% Defense(Negative)
- 6% Defense(Psionic)
- 10.38% Defense(Melee)
- 15.06% Defense(Ranged)
- 10.06% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 30% Enhancement(Accuracy)
- 63.75% Enhancement(RechargeTime)
- 15% FlySpeed
- 241.8 HP (16.13%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 13.75%
- MezResist(Terrorized) 2.2%
- 6% (0.1 End/sec) Recovery
- 62% (3.87 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 20% RunSpeed
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I'm surprised you don't have Overload. Is it not that useful if you're softcapped, or would you forego it in favor of Barrier or Rebirth?
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Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Close Combat: Level 50 Magic Brute
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Heavy Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(15)
Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(13), EndRdx-I(25), LkGmblr-Rchg+(46)
Level 2: Sweeping Cross -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(5), C'ngBlow-Acc/Dmg(7), C'ngBlow-Dmg/Rchg(7), C'ngBlow-Dmg/EndRdx(9)
Level 4: Power Shield -- DefBuff-I(A), DefBuff-I(15), EndRdx-I(17), LkGmblr-Rchg+(48)
Level 6: Kick -- Acc-I(A)
Level 8: Rib Cracker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Combat Readiness -- RechRdx-I(A), RechRdx-I(40), Rec'dRet-Pcptn(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Combat Jumping -- DefBuff-I(A), DefBuff-I(17), LkGmblr-Rchg+(50)
Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(23), EndRdx-I(27), LkGmblr-Rchg+(48)
Level 24: Energy Cloak -- DefBuff-I(A), DefBuff-I(25), EndRdx-I(27), LkGmblr-Rchg+(50)
Level 26: Shin Breaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 28: Energy Drain -- DefBuff-I(A), DefBuff-I(31), RechRdx-I(42), RechRdx-I(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Crushing Uppercut -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(46)
Level 35: Energize -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(36), Mrcl-Heal/Rchg(36), Mrcl-Heal/EndRdx/Rchg(36), Mrcl-Heal(37), Mrcl-Rcvry+(37)
Level 38: Overload -- RechRdx-I(A), RechRdx-I(42), Heal-I(42), Heal-I(45), RechRdx-I(46)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(45)
Level 44: Superior Conditioning -- EndMod-I(A)
Level 47: Dampening Field -- ResDam-I(A), ResDam-I(48)
Level 49: Energy Protection -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-End%(3)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
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)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 4.88% Defense(Psionic)
- 10.5% Defense(Melee)
- 5.19% Defense(Ranged)
- 4.88% Defense(AoE)
- 1.8% Max End
- 32% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 58.75% Enhancement(RechargeTime)
- 106.8 HP (7.13%) HitPoints
- MezResist(Held) 5.5%
- MezResist(Immobilize) 9.9%
- 20% Perception
- 6% (0.1 End/sec) Recovery
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 3.13% Resistance(Toxic)
- 5% Resistance(Psionic)
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What incarnate bonuses should I be chasing? (Musculature Core, Reactive Radial?)
How much is this gonna cost, roughly? -
This one seems like a no-brainer to me: The sucking endurance void that is Dark Regeneration would allow a very high endurance DA survive MUCH more than a high endurance Invuln. That is to say, between decent resists, hopefully some okay defenses and a button that will heal you to full EVERY. FIFTEEN. SECONDS. (That's with 3 50 common io recharge[11 seconds with hasten]), you're doing much better with DA. Unless your primary has VERY serious mitigation that affects an entire mob consistently, DA will almost always pull ahead.
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Better; fix Devices to make it roughly balanced with other secondaries as it's the closest thematically. This means adding a +dam effect that gives Devices equivalent DPM to a secondary with Build Up. In addition, as a Quality of Life change, adjust Time Bomb to be more like Omega Maneuver to prevent redundancy with Trip Mine and increase survivability.
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How does the new Fire Blast for Scrappers compare to Gloom for Brutes? Some quick calculations from Mid's show that the DPA is much lower(with nearly any level of fury), but this may not be in cases such as you described.
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[ QUOTE ]
I recently wrote up a list of suggestions for Fiery Aura. What do you think of those?
[/ QUOTE ]
I appreciate their function and goal, but I think they are to many changes to a set with a few specific problems. -
Functionally amongst defense sets, Fiery Aura is the odd kid out- it trades some of its mitigation for more offense. However, with the state that the set is in after many of the flagrant abuses of the herding scripts and Burn, the set is significantly weaker in terms of defense with little to show for it. In an effort to make the set more attractive to players and working within Castle's "Cottage" philosophy, I propose the following changes to Fiery Aura.
<ul type="square"> [*] Burn's immob protection is near garbage. It can be used to provide immobilization protection, but this is often had elsewhere (Combat Jumping). Using Burn to break immobilizes is inefficient.
[*] Burn also does very little actual damage; the numbers suggest otherwise, but are misleading. Where foes nearly instantly hop out of the patch, it does little actual damage and instead sends foes running.
[*] Burn sheds aggro, which is often undesirable as 2/3 archetypes that use it are concerned with aggro management.
[*] Similarly, Temperature Protection is a similar stinker in the set. It gives you a large amount of something you already have(fire resists), a tiny bit of something you want(cold resists), and something that you situationally want(slow resists).
[/list]
Given these premises, I would seek to make both powers more attractive, but not to the point of being utterly necessary. The powers should move from "stinker" to "skippable, but nice to have".
To solve this problem, my suggestion is:
<ul type="square"> [*] Move the immobilize protection in Burn to Temperature Protection.
This change is minor and only serves to enable the other.
[*] Change Burn from a location based drop that affects a small radius to a power more like Combustion that affects those in the radius regardless of their movement. Remove fear component, and scale damage back accordingly.
This is thematically appropriate, as once one is on fire, one often continues to burn.[/list]
This gives Fiery Aura the option to use Burn offensively while keeping it as a power that is not vital for the set's progression. This also allows fiery embrace to affect Burn for the entire duration. In addition, it does not significantly affect slotting- as burn takes PBAoE enhancements, this new power would take the same.
This is my primary suggestion. In addition, a desireable change that may stem from this is as follows.
<ul type="square"> [*] In addition to the previous suggestions, reduce Burn's damage a bit more and include an offensive debuff; -def, -res, -reg are all useful.[/list]
By these changes, Burn becomes more desirable as an alpha strike power or extra attack, but not a power that dramatically changes fiery aura's playstyle.
Thank you for your time,
wackodraco -
Necro/Pain is pretty lazy.
I soloed a +5 boss (37 Quarry, toon was 32) while afk. -
Both Dark Melee's and Dual Blades' Taunt powers for Tanks need the AoE icon treatment.
jsyk -
[ QUOTE ]
It's sad that apprentice charm is more useful than dark pit... of course anything is better than that worthless power...
[/ QUOTE ]
Sadly true.
Here's hoping this power stays as it is, as mutagen has a similar effect (though defensively) through its -Dmg. -
NUMBERS!
Tested with ICE BOLT on an even con troll.
First Ice bolt, no apprentice charms
3.75 smash, 18.78 cold
Second ice bolt, 1 apprentice charm
3.89 smash, 19.47 cold
Third ice bolt, 2 stacked apprentice charms
3.92 smash, 19.66 cold -
You are so right, it would. I totally mucked up my numbers in my last post. So much for talking on phone while posting, eh? I'll retest and post later.
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Totally, I'm surprised it hasn't been nerfed yet.
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Apprentice Charm Magic Origin Temp Power Guide
All magic characters, hero and villian alike, get a niftly little power in their tray called Apprentice charm. This power is a cantrip, which deals a pidly sum of 1.0 brawl of damage. The damage is energy based.
*EDIT*:My initial testings for damage were skewed due to mob tested on.
However, the true advantage to the charm is that it is ranged and it debuffs resistance. This power recharges in 4 seconds, and the debuff lasts 10 seconds. This means that you can generally stack it twice. The number I have for the debuff is 10%. This means that at most times, you can have 20-30% debuff to a single enemy's damage resistance. That's about as much as Tar Patch from Dark Miasma debuffs.
This power is expanded even more by buffs.
With hasten, the recharge is lowered to 2.35 seconds. This means you can, over the course of its use, with hasten up, you can generally stack it 4.25 times. That's closer to a 40% debuff, with a 50% debuff one fourth of the time.
With siphon speed and hasten, this drops to 2.05 seconds. That comes closer to 4.87 stacks over ten seconds, which means you can generally have 5 charms on an opponent with 1/5 of the time only 4.
Even better, this power stacks with other -res powers.
With 8 magic origin characters stacking apprentice charms on an archvillian, all with Speed Boost from a handy dandy kinetics defender nearby, you can quickly floor enemy resistance.
This power comes for free at 1st level for all magic origins. My only complaint is that it cannot be slotted.
Also, this power holds special importance for Trick Arrow users.
They can ignite their oil slick with this power, as opposed to wasting blazing arrow or Oni attacks on it.
Enjoy. -
What you talkin' bout, Calystix HARD?
[/unebaunics]
Seriously. It's all a matter of tactics. I know I soloed him on my Necro/FF MM. Was a close fight, but I used binds ^_^ And an entire tray of greens.
kthxbai -
1.) Do TFs that are below you. You'll lose Exp, but gain lots of infamy and prestige for your SG. This is very simple, do Virgil Tarrikoss 20+, etc.
2.)Avoid large teams. In larger teams, when you're fighting oranges, reds, and purples, you'll have a slightly lower Infamy to Expirence ratio.
3.) Street hunt Bosses. Lower levels than you are even better. Kill the boss, leave the rest even.
4.)Exemp a LOT. This is a no brainer, when you aren't gaining XP but are Infamy, it'll be easier on your next Enhancement level.
5.)As the Prima guide states, change your enhancements on the 3 and 8 levels instead of 2 and 7. Your enhancements will last longer either way, and you can combine when you're at those levels.
And finally,
6.) The second you hit level 10, cap yourself on debt. Work it off, then cap again. Repeat untill you can't stand the leveling pace. Your infamy gains will practically double, and you'll get more chances to do content. -
Never forget the all-important
"Don't be a dumbace" clause.
That one gets lots of people. -
I'd love to know your formulas used for determining how clicky heals equate to a regen rate boost and a regen rate boost equates to a res to all. How about you shoot me a PM?
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Could I get some QUANTITATIVE data on the new TA changes? I'm a numbers kind of fellow, it'd be much helpful. Even moreso, make the post and PM me the info as well. Thanks.
-wd