Having doubts about electric armor


Bonnes

 

Posted

I have recently made a kinetic melee/electric armor scrapper. I already had kin meleee for a tank and decided to see how it was for a scrapper. I love the moves,damage is great and so far i have not be disappointed with how kin melee plays.
But......of course there's a but!
I'm starting to think i shouldn't have made him /electric. Again,i have an elec tank and,for tankers,i think it's an awesome set. Maybe for scrappers,not so much. I'ts not that his perfomance is bad,in fact it's pretty survivable,the heal,power sink and the damage aura are nice... he just seem unable to compare to my other defense based characters ( SR,shield and energy aura) when it comes to withstand tough situations or boss fights.
I wonder if an elec scrapper can be made strong enough to take on a x8 spawn and emerge victorious. I'm not saying i want him to defeat +4x8l,actually +0x8 wopuld be enough for me....but at his current level of performance it doesn't seem likely to happen.
So maybe i should reroll and make him /energy aura,i know how that plays at level 50 and that'0s pretty strong.

So far,character is level 40 and i would like to know more about the performance of electric armor at the endgame before pushing to get the last 10 levels. Can you give me some insight?

p.s. i'll post the build i have planned for him in case you want to have a look at it. tell me what you think please. One thing you could say is that i could have skipped some of the attacks,but like i said i like them...and i prefer to keep them all

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Force Storm: Level 50 Science Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg:50(7)
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), C'ngImp-Acc/Dmg:50(11)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg:50(15)
Level 6: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21)
Level 8: Power Siphon -- AdjTgt-Rchg:50(A), AdjTgt-EndRdx/Rchg:50(45), AdjTgt-ToHit/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-ToHit:50(46)
Level 10: Static Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(40)
Level 14: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-%Dam:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Burst -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-%Dam:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-Dmg/Rchg:50(48)
Level 20: Energize -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(27), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(29)
Level 22: Repulsing Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rng:50(31), Posi-Dam%:50(31), Posi-Acc/Dmg/EndRdx:50(34)
Level 24: Boxing -- Empty(A)
Level 26: Focused Burst -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(34), Decim-Dmg/Rchg:40(36), Decim-Acc/EndRdx/Rchg:40(36), Decim-Acc/Dmg/Rchg:40(36)
Level 28: Lightning Reflexes -- Run-I:50(A)
Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg:50(34)
Level 35: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc:50(40)
Level 38: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 41: Focused Accuracy -- EndRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A)
Level 47: Combat Jumping -- Ksmt-ToHit+:30(A), Winter-ResSlow:50(48), LkGmblr-Rchg+:50(48)
Level 49: Power Surge -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
Level 0: Portal Jockey
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(3), P'Shift-EndMod/Rchg:50(3)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
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)
  • 26.13% Defense(Smashing)
  • 26.13% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.38% Defense(Melee)
  • 6.13% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 47.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 45% Enhancement(Accuracy)
  • 10% FlySpeed
  • 160.6 HP (12%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 19.25%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 10% (0.56 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 10% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Quick Strike)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Charged Armor)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kinetic Combat
(Body Blow)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Smashing Blow)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Conductive Shield)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Adjusted Targeting
(Power Siphon)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Reactive Armor
(Static Shield)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Obliteration
(Lightning Field)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Steadfast Protection
(Grounded)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Obliteration
(Burst)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Doctored Wounds
(Energize)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Positron's Blast
(Repulsing Torrent)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Decimation
(Focused Burst)
  • MezResist(Immobilize) 2.75%
  • 15.06 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kinetic Combat
(Concentrated Strike)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Performance Shifter
(Power Sink)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
Luck of the Gambler
(Weave)
  • 10% (0.56 HP/sec) Regeneration
  • 15.06 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Winter's Gift
(Combat Jumping)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Power Surge)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints


 

Posted

I'm not sure, but I think trying to fight spawns that large on a KM/? would take a pretty long time compared to other sets. That could be part of your problem. Fighting large spawns is not the only measure of strength in that game. That said, with the resistances from Electric and the -Dmg from KM a moderate level of defense should be enough to survive a +0/x8 spawn. IIRC, 32% would allow you to softcap using a small purple. I didn't load up your build, but it should have at least that much S/L defense. I doubt you'll have a problem.


@Rorn ---- Blue Baron ---- Guardian

 

Posted

I'm at work so I don't have access to mids, but what are your total def numbers? I see you have cj,weave,and several def bonuses so it should be a decent bonus, but you consider adding maneuvers or switching into soul mastery for shadow meld. Being able to softcap will make a huge difference in survival. It's also a huge boost for electric to use power sink offensively. If you add more slots to end mod and go musculature, it's possible to completely drain an enemy in one application of power sink and rely on lightning field to keep them drained. If they have no end they can't attack you.


 

Posted

I can't comment on KM, but as to an Elec scrapper, 1x8 isnt a problem for my DB/Elec. I haven't tried higher, but 1x8 i can do without using many inspirations.

Slotted similarly, but there is one big difference with my build..I have Shadow Meld.

With the +20% recharge in elec, and other bonuses, it is up more than half the time. For every alpha.

This isn't my ideal build, but this is iirc what I actually currently have slotted.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Power Slice

  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Endurance/Recharge
  • (5) Touch of Death - Accuracy/Damage/Endurance
  • (5) Touch of Death - Damage/Recharge
  • (39) Touch of Death - Chance of Damage(Negative)
Level 1: Charged Armor
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Resistance/Endurance/Recharge
Level 2: Lightning Field
  • (A) Obliteration - Damage
  • (11) Obliteration - Accuracy/Recharge
  • (13) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Recharge
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Chance for Smashing Damage
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (11) Reactive Armor - Resistance
  • (17) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Ablating Strike
  • (A) Touch of Death - Accuracy/Damage
  • (21) Touch of Death - Damage/Endurance
  • (21) Touch of Death - Damage/Recharge
  • (23) Touch of Death - Accuracy/Damage/Endurance
  • (23) Touch of Death - Damage/Endurance/Recharge
  • (25) Touch of Death - Chance of Damage(Negative)
Level 8: Typhoon's Edge
  • (A) Obliteration - Damage
  • (25) Obliteration - Accuracy/Recharge
  • (27) Obliteration - Damage/Recharge
  • (27) Obliteration - Accuracy/Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (29) Obliteration - Chance for Smashing Damage
Level 10: Blinding Feint
  • (A) Kinetic Combat - Accuracy/Damage
  • (31) Kinetic Combat - Damage/Endurance
  • (31) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
  • (33) Accuracy IO
Level 12: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (19) Reactive Armor - Resistance
  • (33) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
Level 14: Boxing
  • (A) Empty
Level 16: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance
  • (19) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Reactive Armor - Resistance/Recharge
Level 18: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
Level 20: Vengeful Slice
  • (A) Touch of Death - Accuracy/Damage
  • (36) Touch of Death - Damage/Endurance
  • (37) Touch of Death - Damage/Recharge
  • (37) Touch of Death - Accuracy/Damage/Endurance
  • (39) Touch of Death - Damage/Endurance/Recharge
  • (39) Touch of Death - Chance of Damage(Negative)
Level 22: Energize
  • (A) Doctored Wounds - Heal/Endurance
  • (36) Doctored Wounds - Heal/Endurance/Recharge
  • (40) Doctored Wounds - Recharge
  • (40) Doctored Wounds - Heal
  • (40) Doctored Wounds - Heal/Recharge
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 26: Sweeping Strike
  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (45) Obliteration - Chance for Smashing Damage
Level 28: Lightning Reflexes
  • (A) Run Speed IO
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
Level 32: One Thousand Cuts
  • (A) Eradication - Damage
  • (34) Eradication - Accuracy/Damage/Endurance/Recharge
  • (45) Eradication - Accuracy/Recharge
  • (46) Eradication - Damage/Recharge
  • (48) Force Feedback - Chance for +Recharge
Level 35: Power Sink
  • (A) Recharge Reduction IO
  • (46) Efficacy Adaptor - EndMod/Recharge
  • (46) Energy Manipulator - EndMod/Recharge
Level 38: Dark Blast
  • (A) Empty
Level 41: Shadow Meld
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (48) Red Fortune - Defense/Recharge
Level 44: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 47: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 49: Tactics
  • (A) Rectified Reticle - To Hit Buff
  • (50) Rectified Reticle - To Hit Buff/Recharge
Level 50: Spiritual Boost
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (45) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



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Mains - Freedom: Croatoa - 50 Fire/Psi Dom, Grandville - 50 SS/Elec Brute, Dark-Astoria - 50 Dark/Fire Scrapper, Pearline - 50 Spines/Regen Scrapper, Caffeine Girl - 50 Earth/Kin Troller

 

Posted

Ops,i forgot to mention the fact that apart for the performance/strenght aspect,my characters are also concept based and all heroes. Full heroes. So,as good as shadow meld is,that is not an option for me. As for defense,i will end up having around 34% s/l. For destiny,i will take barrier to further boost both defense abd resistance values.
Now,for the alpha.....i thought going spiritual,to attain almost perma power siphon and energize. The thought of using power sink offensively occured to me,but didn't realize i could use musculature for that. So now i'm thorn: recharge and healing,or damage and end drain. Come to think of it,the new agility could give end drain and recharge too.....i must reflect upon that


 

Posted

Quote:
Originally Posted by Nitrogen_Star View Post
Ops,i forgot to mention the fact that apart for the performance/strenght aspect,my characters are also concept based and all heroes. Full heroes. So,as good as shadow meld is,that is not an option for me. As for defense,i will end up having around 34% s/l. For destiny,i will take barrier to further boost both defense abd resistance values.
Now,for the alpha.....i thought going spiritual,to attain almost perma power siphon and energize. The thought of using power sink offensively occured to me,but didn't realize i could use musculature for that. So now i'm thorn: recharge and healing,or damage and end drain. Come to think of it,the new agility could give end drain and recharge too.....i must reflect upon that
You shouldn't let the alignment system restrict your concept. Yes, Shadow Meld is technically a Patron Power. However, there's no reason that you can't have it as a full hero. I use two methods for getting Patron Powers on characters that are full heroes story wise:

1.) Simply ignore the fact that the power is a Patron Power and explain it in another way (magic artifact, etc).

2.) Pull a Manticore and pretend to go Villain side just to get the intel I need, and -in this case- the powers.

If it doesn't fit the concept at all though, that's a different story. As far as your Alpha slot goes I would say Agility is certainly a viable choice for taking advantage of both options. I think you have to unlock it with an Astral Merit but that should be easy enough to do.


@Rorn ---- Blue Baron ---- Guardian

 

Posted

Quote:
Originally Posted by Vauluur View Post
If it doesn't fit the concept at all though, that's a different story. As far as your Alpha slot goes I would say Agility is certainly a viable choice for taking advantage of both options. I think you have to unlock it with an Astral Merit but that should be easy enough to do.
The new Alpha's aren't gated behind anything except Incarnate access.


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Posted

Quote:
Originally Posted by Nitrogen_Star View Post
Ops,i forgot to mention the fact that apart for the performance/strenght aspect,my characters are also concept based and all heroes. Full heroes. So,as good as shadow meld is,that is not an option for me. As for defense,i will end up having around 34% s/l. For destiny,i will take barrier to further boost both defense abd resistance values.
Now,for the alpha.....i thought going spiritual,to attain almost perma power siphon and energize. The thought of using power sink offensively occured to me,but didn't realize i could use musculature for that. So now i'm thorn: recharge and healing,or damage and end drain. Come to think of it,the new agility could give end drain and recharge too.....i must reflect upon that
I hear you. I would add, in case you have not taken it before, that Shadow Meld just makes you look kinda like a Dark Servant, just a black cloud. It doesn't have a patron symbol on it like many of the patron sheilds do (I find that harder to RP away myself).


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Posted

Quote:
Originally Posted by Vauluur View Post
2.) Pull a Manticore and pretend to go Villain side just to get the intel I need, and -in this case- the powers.
Tried that. Pretty much killed any drive I had for the character that way. Not entirely recommended if you have any investment in that character's personality.


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Posted

Quote:
Originally Posted by SpyralPegacyon View Post
Tried that. Pretty much killed any drive I had for the character that way. Not entirely recommended if you have any investment in that character's personality.
That is a RP concern, and RP is really the purview of the player. I'm a fan of crime dramas where there is an undercover cop, and sometimes you have to do bad things to obtain your objective. The game actually enforces this story option in the Praetorian arcs, and there is no reason you can't role-play the emotial coping a hero might have to do to go through while going red side to get evidence or intel on Arachnos and the relief and guilt they may feel after going back.

Neither way is wrong, it's just what kind of story you want to write for your characters. YMMV.


 

Posted

Now i feel like a mega-super -ultra noob,but i'm not entirely sure of what pulling a manticore and pretend to go villain means. However,in my case,the alignmet system IS part of character concept and personality,and i doubt i will ever go redside. But more than that,i shadow meld makes me look like a black cloud,that really puts an end to the question once and for all. It could give me 100,000% defense and 80,000% resistance for an hour and i still wouldn't take it,that's how much i hate dark-looking powers

I am waiting for a mids update to check actual numbers when i switch to the new alphas,but i think i will go agility. Musculature and more damage are tempting,but faster rechaarging powers and the mitigation that comes from draining all the enemies endurance will produce overall better results i think


 

Posted

Quote:
Originally Posted by Nitrogen_Star View Post
Now i feel like a mega-super -ultra noob,but i'm not entirely sure of what pulling a manticore and pretend to go villain means.
It means your guy is not going villianous because he now wants to kill kittens but because he's going undercover, pretending to be a bad guy for an ultimately good cause. This is a staple of hero stories--hero fakes having a falling out with other good guys, moves away from them, gets recruited by bad guys who believe he is disillusioned, gets taken into their confidence, and when he gets the information the good guys need he relays it to them. From there he either (a) goes back to being a good guy or (b) is killed when he bad guys find out too soon they've been betrayed.

[quote[ However,in my case,the alignmet system IS part of character concept and personality,and i doubt i will ever go redside.[/quote]

Its the difference between true alignment and apparent alignment. You know what you think of your guy. Does it matter to you what the game thinks? Are the only "undercover" missions possible for your character ones the game gives you? Or can you go undercover as part of your roleplay?

Quote:
But more than that,i shadow meld makes me look like a black cloud,that really puts an end to the question once and for all. It could give me 100,000% defense and 80,000% resistance for an hour and i still wouldn't take it,that's how much i hate dark-looking powers
Well aethetics can be an key consideration.


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Posted

Quote:
Originally Posted by SpyralPegacyon View Post
Tried that. Pretty much killed any drive I had for the character that way. Not entirely recommended if you have any investment in that character's personality.
Do it as an OOC thing. No need to say you went evil. No need to say it's a patron power and not jsut one of the characters natural abilties.


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Posted

I've got this totally rad idea that will fix the problem here!

So for 8 days, just 8 days, pretend your character is actually you, a guy or girl sitting behind a computer trying to make his/her character better. (You can go on hide on said character if you'd like to hide from the "shame" of stepping out of character to make your build better, maybe even make a plain costume that looks like you!) And then, once you've got that covered you can proceed to do the tips/whatnot needed to get to redside (Obviously it's not your character doing this, he's on vacation in Mexico right?) Once you get to redside, do that patron arc, get the power and then do your tip missions to become a hero again.

And then BAM, all the sudden your character comes back from vacation and WOW he found a shiny rock or whatever at the train station that gave him this cool power that makes him more powerful! It's crazy I know, I would have never guess something like the above was even imaginable. It's pure science fiction! Inconceivable!





Obviously I'm not a role player, so take all that with a grain of salt if you must.

Just sayin'


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Posted

Quote:
Originally Posted by _Force_ View Post
I've got this totally rad idea that will fix the problem here!

So for 8 days, just 8 days, pretend your character is actually you, a guy or girl sitting behind a computer trying to make his/her character better. (You can go on hide on said character if you'd like to hide from the "shame" of stepping out of character to make your build better, maybe even make a plain costume that looks like you!) And then, once you've got that covered you can proceed to do the tips/whatnot needed to get to redside (Obviously it's not your character doing this, he's on vacation in Mexico right?) Once you get to redside, do that patron arc, get the power and then do your tip missions to become a hero again.

And then BAM, all the sudden your character comes back from vacation and WOW he found a shiny rock or whatever at the train station that gave him this cool power that makes him more powerful! It's crazy I know, I would have never guess something like the above was even imaginable. It's pure science fiction! Inconceivable!





Obviously I'm not a role player, so take all that with a grain of salt if you must.

Just sayin'
It'll feel like less time going redside if one doesnt do the vigilante tip untill the next day.

Get to vigilante alignment, get the ten alignment points filled up, and instead of doing the villain morality mission right away, wait till the next day.

This allows you to play on the side you prefere. Then the next day, do the morality, and do 5 villain tips while speeding through the patron arcs.

Next day you go rogue!


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Posted

Quote:
Originally Posted by Erratic View Post
It means your guy is not going villianous because he now wants to kill kittens but because he's going undercover, pretending to be a bad guy for an ultimately good cause.
This is coming from someone who isn't that concerned about RP reasons for using or not using X power.

It would seem that its very hard to "pretend" you're a bad guy with the alignment system.

The Villain and even some of the Rogue tip missions generally require you to really get your hands dirty.

On top of that, you have to actually work for one of the patrons, and do all their dirty work for them.

And lastly, you are basically doing all of this to obtain what is effectively "power" - which is the least heroic thing you can really do.

It's a long stretch imo to write off all of that.


Even if you could write all of that off, your actual reasoning of doing all of that for ultimately a good cause is really what at best a vigilante would do. For someone who really wants to be a "pure" hero, even that is a step across a moral line.


While it doesn't help the OP, it seems to me that it would actually be easier (concept wise) to start out as a villain and be redeemed as opposed to a hero going villain and then turning around and going back to hero.


That's just a non-RPers opinion. I usually have a general concept for my characters and whether they will need to go villain or not will be worked out from the start as part of the concept. (and that's about as far as my concepts go)


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
This is coming from someone who isn't that concerned about RP reasons for using or not using X power.

It would seem that its very hard to "pretend" you're a bad guy with the alignment system.

The Villain and even some of the Rogue tip missions generally require you to really get your hands dirty.

On top of that, you have to actually work for one of the patrons, and do all their dirty work for them.

And lastly, you are basically doing all of this to obtain what is effectively "power" - which is the least heroic thing you can really do.

It's a long stretch imo to write off all of that.


Even if you could write all of that off, your actual reasoning of doing all of that for ultimately a good cause is really what at best a vigilante would do. For someone who really wants to be a "pure" hero, even that is a step across a moral line.


While it doesn't help the OP, it seems to me that it would actually be easier (concept wise) to start out as a villain and be redeemed as opposed to a hero going villain and then turning around and going back to hero.


That's just a non-RPers opinion. I usually have a general concept for my characters and whether they will need to go villain or not will be worked out from the start as part of the concept. (and that's about as far as my concepts go)
Speaking as a RPer, I've had no problem saying "Totally OOC, just going redside to grab this power which will be thought of as part of the character and not some power taught by Ghost Widow or whatever patron"

This isnt to say I havent RP'ed it either.

I remember my Elec/Thermal villain (before the alignment system) who was more of a rogue (theif with hero tendencies) choosing patron just by the text for them...

"Mako wants to see you..."

"What?! Me?! Why?!" *gulp*

And that was basically how I chose my patron for that one.


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Posted

I'm very much a roleplayer and I don't consider missions as in-character. Just because I did the STF on one character doesn't mean that I can't do it on another. Similarly, the fact that bunches of people have played through the Vahzilok Wasting Disease storyarc doesn't mean that Paragon City is saved from that threat dozens of times each day.

That said, as a roleplayer, I won't take options in tip missions that my character wouldn't; HOWEVER, if I have an OOG goal I'm trying to achieve, like getting Shadow Meld, I won't hesitate to ignore the IG ramifications of OOG mechanics.

As for our dear OP, if he doesn't want to use Shadow Meld that's his prerogative, regardless of the reason. I just don't want people to think that roleplayers (whether the OP is one or not) can't be reasonable about their power choices.


's doesn't make things plural.