Airhammer

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  1. Fix the Medic. Make ME his heal and buff priority. I hate when he buffs the whole team instead of me. Make his heal work better.

    The Stealth on the Spec Ops is totally USELESS. Make them have a stealth snipe or stealth attack or something.
  2. Anyone can roll a tanker. Not everyone can be a tank.
  3. Quote:
    Originally Posted by emberly View Post
    i bolded the parts where you are going wrong.

    Brutes aren't redside tanks. They're brutes. Their job isn't to emulate tanks. They're not designed to attain tank levels of mitigation without outside support (although io sets can let you do this anyway). On the flip side, brutes belt out a lot more damage than tanks, once you build up a full head of steam, and benefit a lot more from outside damage buffs than tanks.

    Brutes are their own at, just like dominators are not redside controllers and corruptors are not redside defenders. Trying to play the redside ats as if they were just villainous versions or blueside ats is a recipe for frustration, disappointment and a generally bad time, for both you and everyone you team with.
    exactly.
  4. Nice and thanks thats the question I should have asked, How is the synegry between the sets.
  5. I need something to do before GR comes out and I can always use another tank. How is Shield/Axe ?? Ive never made an Axe tank. I have two shield toons so I have an idea of what to do there. Any advice ??
  6. Since the procs chance is 20% I wanted as many opportunities for it to go off as possible..

    Your mileage may vary..
  7. I just want it !!! Ive wanted this for 4 years now !!! I tried an Elec/Storm defender.. hated it.. made a Ice/Storm controller instead.. Loved it.. still wanted Elec/Storm as a controller.. but also possibilitiess. Elec/Rad... a whole Particle theme. sweet !!! Elec/Kin !!! Yes Yes !!!!!

    oooh dare I say it in this forum... Elec/Elec Dominator !!!!
  8. This to me is the one thing that would make my PB complete. Footstomp was changed a long rime ago to knockdown to help tanks. Solar Flare IMP should have received the same change to stop mobs from scattering all over the place.. Maybe some people prefer the ability to use it as a " get away from me " power but to me knocking them DOWN is superior to knocking them AWAY..

    I hope the devs think about changing this power..
  9. Quote:

    The Strength of the human-form PB is that he is Flexible. He can do a little bit of everything (without resorting to Power-Pools) and do it relatively well.

    You can Blast, and you have both Single-target and AoE attacks. Later in the build, you pick us some powerful melee attacks that allow you to Scrap - a little. And you have Shields, to give you some protection while you do it. Later still, you get a PBAoE and TWO nukes. You also have a Dull Pain clone, a Reconstruction clone, and a fairly unique ranged Heal Other. Finally, Light Form is your 'temporary god-mode'.

    You have Other powers, which I find situational and unsuited to My playstyle, but which you may enjoy.

    The other main strength of a Peacebringers, in general, is that they are self-contained and consistent. A Warshade's power fluctuates and depends on the availability of nearby bodies, while a PB needs no external factor to make him powerful. Every attack and ability is going to precisely as strong as the last time you used it.

    The play-style that works for me, is to mix it all up. Blast at range, Scrap with the 'leakers' that make the mistake up running up to melee with you, Toss out the occasional 'fill-in heal', change ranges and Blast again, and if you see a tasty-looking pile of enemy, dash in and drop a Nuke on them. If you consider the Tankers and Scrappers to be line-of-scrimmage specialists, while the Blasters and Defenders do their thing from the rear-echelon, the human-form PB is the utility mid-fielder who keeps an eye on everything that's happening and fills in the breaks as needed.

    Solo, it's more of the same, basically a 'Blapper', with the addition of shields and self-heals.

    However, that brings up another issue - Kheldians are Much Stronger when they are on a team. A Peacebringer's inherent team-buff Balances his team. Low-damage teammates, like Tankers and Defenders boost a PB's Damage output, so a trio, with Tanker, Defender, and PB makes the PB a 'real Blaster'. Low-resistance teammates, like Scrappers and Blasters boost the PB's damage Resistance and making them even tougher. Teaming with a Controller gives the PB some Mez Protection and teaming with another Kheldian gives Slow/Recharge resistance.

    Warshades are Reinforced by their teammates, getting Damage from Scrappers and Blasters and Resistance from Tankers and Defenders, while the effects of Controllers and other Kheldians remain the same.

    Finally, and perhaps Best, as a pure Human-form Peacebringer you actually have enough slots to enhance all of your powers!!

    YES !!! EXCELLENT RESPONSE !!!!!

    If Solar Flare was knockdown instead of KnockBack I would be in sheer heaven with my all human PB..
  10. Airhammer

    Gravity woo!!

    I think the issue is not only the animation times its the effects which are hard to see, the powers which are difficult to use like wormhole which sometimes screws things up. The aninmations of crap in propel look cool but IMO simply serve to slow down the actual power working. And why is there this cosmic junkyard of stuff ready to be hurled at foes. I would have MUCH preferred to have something that looks like a small singularity launched at a foe.

    Also there is very little mix of hard and soft control and the controls Gravity does have whether hard or soft are on longish timers.

    Dimension Shift is an absolute piece of crap of a power. I know there are some that use it but I believe that this power is not on most peoples list.

    Singularity often hovers outside of range.

    Ill take any help I can get but Gravity has needed help for a very very very long time.
  11. My Blaster and Corruptor have no issue draining end. I find it a very useful tool.
  12. Airhammer

    ?? / mm

    MM is a very good secondary and has great tools like Drain Psyche which helps replenish end. Its one of the better blaster secondaries IMO with Energy and Electric being the others.
  13. Here is my live build. Maybe it will give you some ideas.. I know the Achilles Heels dont stack I just had these already when they were really cheap and for me I feel the more I have slotted the greater chance to get one to go off...

    In all honesty one of my best blasters and in a team he really shines.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Taioken: Level 50 Technology Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Achilles-ResDeb%(9)
    Level 1: Subdual -- HO:Nucle(A), HO:Nucle(7), HO:Nucle(7)
    Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(13), Achilles-ResDeb%(37)
    Level 4: Irradiate -- Sciroc-Acc/Rchg(A), Dmg-I(13), Sciroc-Acc/Dmg(15), Sciroc-Dmg/EndRdx(15), Sciroc-Dmg/Rchg(17), Achilles-ResDeb%(17)
    Level 6: Electron Haze -- Acc-I(A), EndRdx-I(19), HO:Centri(19), HO:Centri(21), HO:Centri(21)
    Level 8: Hover -- Flight-I(A), Flight-I(50), Krma-ResKB(50)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), Range-I(37)
    Level 12: Fly -- Flight-I(A)
    Level 14: Swift -- Flight-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Cosmic Burst -- Acc-I(A), HO:Centri(27), HO:Centri(27), HO:Centri(29), RechRdx-I(29)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), P'Shift-EndMod(31), P'Shift-End%(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 24: Drain Psyche -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), Achilles-ResDeb%(48)
    Level 28: Aim -- RechRdx-I(A)
    Level 30: Concentration -- RechRdx-I(A)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Dmg-I(40)
    Level 35: World of Confusion -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42), CoPers-Conf%(42)
    Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), C'ngBlow-Acc/Dmg(45), C'ngBlow-Dmg/EndRdx(45)
    Level 41: Static Discharge -- Acc-I(A), HO:Centri(45), HO:Centri(46), HO:Centri(46)
    Level 44: Charged Armor -- EndRdx-I(A), ResDam-I(46), ResDam-I(48), ResDam-I(48)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Tactics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 32.5% Enhancement(RechargeTime)
    • 59% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 13% FlySpeed
    • 13.6 HP (1.12%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Stun) 2.2%
    • 15.5% (0.26 End/sec) Recovery
    • 30% (1.51 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 13% RunSpeed
  14. I hate sleeps.. Solo great.. In teams.. not so much..
  15. Mercs/TA I have found to be very fun. I love the debuffs that I get from the Merc and TA and being able to reduce resistance in more than one way helps with the lethal damage from the Mercs.
  16. Id better not see a sleep.... ill be pissed..
  17. Airhammer

    Gravity woo!!

    PLEASE PLEASE PLEASE PLEASE Get this done..
  18. Keep in mind that an old guide may still have very good info in it as well. Dont discount it because its not updated to Issue 16.
  19. You know what I would do.. I would leave it alone..
  20. Here is mine as it is on live right now



    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SunStroke: Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(27), HO:Perox(29)
    Level 1: Warmth -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(34), Dct'dW-Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46)
    Level 2: Thermal Shield -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
    Level 4: Fire Cages -- HO:Nucle(A), HO:Nucle(7), HO:Nucle(7), EndRdx-I(9), EndRdx-I(37)
    Level 6: Combat Jumping -- Krma-ResKB(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Plasma Shield -- ResDam-I(A), ResDam-I(11), ResDam-I(11)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Acc/Stun/Rchg(15), Stpfy-Stun/Rng(15), RechRdx-I(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(29), Numna-Regen/Rcvry+(33)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), RechRdx-I(21), HO:Endo(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-EndMod(25), P'Shift-End%(31)
    Level 22: Hot Feet -- HO:Nucle(A), HO:Nucle(23), HO:Nucle(31), EndRdx-I(34), EndRdx-I(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
    Level 26: Assault -- EndRdx-I(A)
    Level 28: Forge -- RechRdx-I(A), RechRdx-I(40)
    Level 30: Tactics -- EndRdx-I(A)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
    Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(36), RechRdx-I(36), Acc-I(37)
    Level 38: Melt Armor -- Acc-I(A), UndDef-Rchg(39), UndDef-DefDeb/Rchg(39), UndDef-DefDeb/Rchg/EndRdx(39), UndDef-Rchg/EndRdx(40), Acc-I(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Dmg-I(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), RechRdx-I(46)
    Level 47: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod/Rchg(48)
    Level 49: Fire Shield -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 6.3% Max End
    • 37.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 3% Enhancement(Stun)
    • 16% Enhancement(Accuracy)
    • 5% FlySpeed
    • 53.4 HP (5.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Terrorized) 2.2%
    • 11% (0.18 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 5% RunSpeed
  21. Easily. 48% ranged, 53% melee, 49% AoE. Expensive build.. lotta TF's for merits...
  22. Here is my build as it is on live.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Majestic: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5), S'fstPrt-ResDam/Def+(5), ResDam-I(7)
    Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(46)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(9)
    Level 4: True Grit -- ResDam-I(A), ResDam-I(11), ResDam-I(11), Heal-I(13), Heal-I(13), Heal-I(15)
    Level 6: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19)
    Level 8: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27), RgnTis-Regen+(45), Mrcl-Heal(46), Numna-Heal(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(29), P'Shift-End%(29)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
    Level 24: Against All Odds -- EndRdx-I(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 32: Boxing -- Acc-I(A)
    Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45)
    Level 44: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(50), Mocking-Taunt/Rng(50)
    Level 49: Grant Cover -- EndRdx-I(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 11.8% Defense(Smashing)
    • 11.8% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 7.06% Defense(Energy)
    • 7.06% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.9% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 10.2% Defense(AoE)
    • 1.8% Max End
    • 70% Enhancement(RechargeTime)
    • 66% Enhancement(Accuracy)
    • 5% FlySpeed
    • 140.6 HP (7.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 4.4%
    • 5% (0.08 End/sec) Recovery
    • 60% (4.69 HP/sec) Regeneration
    • 2.5% Resistance(Psionic)
    • 5% RunSpeed
  23. Here is my current build for Airmammer who is a ranged specialist. I want really focused on all the IO set bonuses and stuff. I just wanted to max my range. I had lots of HO's from back in the day and this is one fun toon because I can outdistance almost anything in the game.

    In fact I used to blast Mitos from outside the goo in the old hami raid. My SG members used to joke that I could Snipe foes from the couch inside the base.. LOL..

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    AirhammerFInal: Level 50 Technology Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Flight
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), HO:Centri(5), HO:Centri(7)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), HO:Centri(11), HO:Centri(11)
    Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
    Level 6: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Acc/Dmg/EndRdx/Rchg(17), HO:Centri(19), HO:Centri(19), HO:Centri(21)
    Level 8: Sniper Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(21), Mantic-Acc/ActRdx/Rng(23), Mantic-Dmg/ActRdx/Rchg(23), HO:Centri(25), HO:Centri(25)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 12: Swift -- Flight-I(A), Flight-I(34), Flight-I(34)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Build Up -- RechRdx-I(A), RechRdx-I(29)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(29), P'Shift-EndMod(31), P'Shift-End%(31)
    Level 22: Aim -- RechRdx-I(A), RechRdx-I(33)
    Level 24: Hover -- Flight-I(A), Flight-I(33), Flight-I(34)
    Level 26: Power Push -- Acc-I(A), HO:Centri(33), HO:Centri(37), HO:Centri(37)
    Level 28: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 30: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), RechRdx-I(39)
    Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Dmg-I(42)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(43)
    Level 38: Total Focus -- Acc-I(A), HO:Nucle(43), HO:Perox(43), HO:Perox(45)
    Level 41: Personal Force Field -- DefBuff-I(A)
    Level 44: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(48)
    Level 47: Temp Invulnerability -- RechRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(50)
    Level 49: Force of Nature -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 41% Enhancement(Accuracy)
    • 27.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 108.4 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 60% (3.02 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 5% RunSpeed
  24. Quote:
    Originally Posted by MentalMaden View Post
    Wasn't there a dev comment a while back about the miasma possibility? If I remember right they said something to the effect that if it is ever ported over, there will be significant changes to the set, and they have been porting over the sets that require fewer changes first. I also think they gave some of the reasoning behind the changes and they weren't the "obvious" ones usually stated in the "will we get dark?" threads.


    [My memory could be totally off, but I seem to remember something]
    No your memory is correct.