Powers and Zones


Donna_

 

Posted

Ok, apologies if this is a dumb question, but I'm curious as to what powers are needed for which zone.

I plan to play in all zones, the higher ones mostly, but would like the ability to exemp down for a change of scene, without losing the crucial powers.

I know we need CJ, SJ, Acro, Hasten, SS, Health, Stamina and powers like Tactics are recommended. But by what level/zone should they be taken? For example, is acro and tactics needed for SC? Could you postpone SS or SJ until later or will it cripple you in SC not to have them?

Also, is tactics 100% necessary? Can you get by with just the perception IO? .. could stealth be taken instead?

And what about hurdle/swift? Hurdle obviously gives you better height maneuverability, but doesn't swift help with unsuppressed movement?

Thanks in advance.


 

Posted

Quote:
Originally Posted by MrTweety View Post
Ok, apologies if this is a dumb question, but I'm curious as to what powers are needed for which zone.

I plan to play in all zones, the higher ones mostly, but would like the ability to exemp down for a change of scene, without losing the crucial powers.

I know we need CJ, SJ, Acro, Hasten, SS, Health, Stamina and powers like Tactics are recommended. But by what level/zone should they be taken? For example, is acro and tactics needed for SC? Could you postpone SS or SJ until later or will it cripple you in SC not to have them?

Also, is tactics 100% necessary? Can you get by with just the perception IO? .. could stealth be taken instead?

And what about hurdle/swift? Hurdle obviously gives you better height maneuverability, but doesn't swift help with unsuppressed movement?

Thanks in advance.
1) But by what level/zone should they be taken?

ASAP

2) Acro and tactics needed for SC?

The point to these powers is so you cannot be knocked back and can see stealthed enemies.... the importance of these abilities does not diminish with level.

3) Could you postpone SS or SJ until later or will it cripple you in SC not to have them?

In PvP movement is key, never skimp on SS/SJ

4) Also, is tactics 100% necessary? Can you get by with just the perception IO?

You cannot fight what you cannot see, regardless of stalkers an enemy with Stealth +StealthIO will be invisible and with only the IO for perception you are gonna have to be very close to see them. Giving the enemy the edge.

What toon do you play ?


Consciousness: that annoying time between naps.

 

Posted

I have several .. my current favorite is human-only PB, but I have a mind/elec dom thatI love playing too, also have a ice/nrg blaster but it seems ice/ has dmg issues so a reroll might be needed.

I will be taking all the powers. Don't have room for tactics and stealth, but I'm guessing tatics is more important.

The problem I'm finding is, fitting everything in early enough. If you squeeze in SS,SJ,Acro,Tactics all pre-35 then you're left very limited on attack/support options. Which isn't the worst thing maybe.

But, for example, do you need the full 41pts in KB for SC? If not then I could put Acro back to 44, if I do need it, then something else would have to give and be put back.

I can see the case for tactics being needed for all zones, I was looking at taking that in the 40's but maybe I should move that forward.

But, from what you're saying, all these powers should really be taken by 35.


 

Posted

Quote:
Originally Posted by MrTweety View Post
I have several .. my current favorite is human-only PB, but I have a mind/elec dom thatI love playing too, also have a ice/nrg blaster but it seems ice/ has dmg issues so a reroll might be needed.

I will be taking all the powers. Don't have room for tactics and stealth, but I'm guessing tatics is more important.

The problem I'm finding is, fitting everything in early enough. If you squeeze in SS,SJ,Acro,Tactics all pre-35 then you're left very limited on attack/support options. Which isn't the worst thing maybe.

But, for example, do you need the full 41pts in KB for SC? If not then I could put Acro back to 44, if I do need it, then something else would have to give and be put back.

I can see the case for tactics being needed for all zones, I was looking at taking that in the 40's but maybe I should move that forward.

But, from what you're saying, all these powers should really be taken by 35.
Post your build...


Consciousness: that annoying time between naps.

 

Posted

This is my PB build.. though it's not set in stone yet, as slotting might change depending on what purple and pvp sets I can get, and also depending on how my needs change for +rchg, +regen and +hp.. the actual powers are open to change too.

As I said, my biggest concern is over the order of the powers and what I need to have available for the various zones.

Thanks for the advise so far and I am trying to take on board what you've said.

Hero Plan by Mids' Hero Designer 1.707
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Candessa: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Gleaming Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(7), ShldBrk-%Dam(9), LdyGrey-%Dam(11)
Level 1: Incandescence -- S'fstPrt-ResKB(A), Aegis-Psi/Status(25)
Level 2: Gleaming Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), LdyGrey-%Dam(11)
Level 4: Shining Shield -- ImpSkn-Status(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(37), ImpArm-ResPsi(42), S'fstPrt-ResKB(46)
Level 6: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Thermal Shield -- ImpSkn-Status(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(37), ImpArm-ResPsi(42), S'fstPrt-ResKB(46)
Level 12: Swift -- HO:Micro(A)
Level 14: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Mrcl-Rcvry+(45)
Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), Rec'dRet-Pcptn(31)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(29), ExStrk-Dam%(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36)
Level 22: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(48)
Level 26: Super Jump -- HO:Micro(A), Zephyr-ResKB(45), HO:Micro(48)
Level 28: Super Speed -- HO:Micro(A), Zephyr-ResKB(45), HO:Micro(48)
Level 30: Quantum Shield -- ImpSkn-Status(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(37), ImpArm-ResPsi(42), S'fstPrt-ResKB(46)
Level 32: Photon Seekers -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Quantum Flight -- EndRdx-I(A)
Level 38: Light Form -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam(39), Empty(39), Empty(40)
Level 41: Conserve Energy -- RechRdx-I(A)
Level 44: Acrobatics -- EndRdx-I(A)
Level 47: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(50)
Level 49: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Cosmic Balance
Level 1: Ninja Run -- Empty(A)
Level 10: Combat Flight -- LkGmblr-Rchg+(A)
------------
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 2.25% Max End
  • 8% Enhancement(Heal)
  • 55% Enhancement(RechargeTime)
  • 16% Enhancement(Accuracy)
  • 10% FlySpeed
  • 164.7 HP (15.4%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -32)
  • Knockup (Mag -32)
  • MezResist(Confused) 25%
  • MezResist(Held) 25%
  • MezResist(Immobilize) 30%
  • MezResist(Sleep) 33.8%
  • MezResist(Stun) 25%
  • MezResist(Terrorized) 29.4%
  • 20% Perception
  • 12% (0.54 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 12% Resistance(Psionic)
  • 10% RunSpeed



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Posted

Ok, well I've looked at a few changes..

1) Can move Acrobatics forward, as I have some default -ve/nrg resists anyway.

2) Do I move back Thermal Shield and/or Shining Shield, in order to take maneuvers/tactics earlier?

3) Do I move back Photon Seekers and/or Quantum flight? Not sure on Quantum though, as having a phase power is always handy, but is it essential to have it available for SC?

4) Should I in fact take Photon Seekers, or would I be better off with another ranged or melee attack?

If anyone else has any comments on any powers I should or shouldn't take, or perhaps on the order I'm taking the powers, it would be appreciated.

Thanks