CBeet

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  1. It's a workable build, not optimum slotting which is what most chase after but it's kinda cheap, I like it. I edited the original build to how I'd do it, not bigmclargehuge changes but just enough. Mostly a bit more recharge, end reduction and regeneration due to lack of Aid Self.

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    Thing to note:
    Third recharge in Aim or Build Up only takes 1-3 seconds off, so slots saved there
    By combining Super Speed with Super Jump, you've got a really effective travel power which also gives invisibility due to the IO and Super Speed's stealth, so if needed you can ghost missions (which is handy for a Blaster).
    Due to not having much defense to go with anyway, swapped out the 3% defense proc for KB protection
    You're at the HP cap for Blaster, no health bonuses have been wasted
    Swapped a few IOs out to save on inf
    With Consume, you don't need huge amounts of +recovery, especially if getting that means less end reduction through slotting
    The Infernal Gallop is amazing music to play while build editing
  2. Ryougi, it can with a Fire/Fire/Fire when you combine it with Burn and Fire Ball in the epic. You only need two of the AoEs to take down a group (unless you're at +2 or higher, but it's still enough AoE) and seeing as FSC has the best recharge of the three it's usually a case of using that every group then cycling between the other two for fast explodernating of groups, of course if there's a boss you can get away with using all three just because you can as they'll have recharged once the boss is down.

    Here's my planned build for my Fire/Fire/Fire, it is really fun and not as squishy as everyone makes it out to be (there're these little things called inspirations, pop a single purple or a couple oranges and hey whaddya know, Healing Flames is enough to keep your health in the green)

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 4: Healing Flames -- RctvArm-ResDam/Rchg(A), Heal-I(5), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-EndRdx(15), Heal-I(17)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), RechRdx-I(31)
    Level 8: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19)
    Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23)
    Level 14: Fly -- Flight-I(A)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-%Dam(21), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 20: Hasten -- RechRdx-I(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33)
    Level 24: Consume -- Oblit-Dmg(A), Oblit-%Dam(25), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 28: Burn -- 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 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(40), RedFtn-Def/EndRdx(42)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 38: Rise of the Phoenix -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(48)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/Rchg(48)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 36.13% Defense(Smashing)
    • 36.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13.63% Defense(Energy)
    • 13.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 30.81% Defense(Melee)
    • 8.313% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 48.75% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 175.69 HP (13.12%) HitPoints
    • MezResist(Immobilize) 18.15%
    • MezResist(Stun) 8.8%
    • 4.5% (0.075 End/sec) Recovery
    • 22% (1.23 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)


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    Looking at near enough softcapped S/L defense, 38% to melee and 48% global recharge. Combine that with the recharge/heal alpha and it'll also mean a 15ish second Healing Flames. You don't need enough survivability to last to the end of the group you're fighting, only the 10-25 seconds needed for Healing Flames to recharge, and if the group is dead from AoEs then you're cooking with gas
  3. My guess would be just because it hasn't been done yet (or would that be wishful thinking?)

    Looking at it sensibly though with evidence in this thread, the combination of Quills and let's say Blazing Aura (Spines/Fire being the most common combo with Spines I've found) would mean a sum of roughly 30 damage per 'tick' of both auras if they were enhanced to 95%. Add on the usual 70% fury damage buff a Brute will be running then take into consideration that the tick is every 2 seconds then you get to around about.. 25dps at an estimate for an AFK Brute (anyone that can be bothered to I wouldn't mind you checking the math over as I wield a calculator like a blind man wielding a permanent marker). That isn't all that much I don't think but it's a solid addition to an active one.. But then I also checked out normal damage numbers for Spines with the Brute modifier (ingame numbers though) and TBH, it wouldn't really be that overpowered but may have the same effect as the comparison of Brute and Scrapper Fire melee.

    So I'm gonna have to be in the same boat as Neogumbercules, I personally cannot see any problems with it numerically with my crude caveman maths, nor any issues conceptually.. But then, archetypes concepts don't really apply anymore with Broadsword Stalkers (still waiting for them to get Stone Armour too, I want a Broadsword/Granite Stalker).
  4. Quote:
    Originally Posted by Northman View Post
    Just out of curiosity, doesn't Chilling Embrace have a -dmg component too? How good is it?
    I can't say it's noticable but it's there. Mids is saying a 14% damage debuff to all enemies effected, so that's like giving everyone a 14% resistance to all damage. Another point to Ice!
  5. Personal opinions ahoy

    Short answer: Ice/Stone Tanker, plenty of tools for self softcapping, self endurance management, control, damage and aggro management.

    Long answer: In a team that needs a Tank, I want one who will hold the aggro no matter what's thrown at it. Considering one of my favorite team additions is an AoE Blaster (usually Fire, Beety like big boom) they need to be REALLY good at it. Ice Armour has two taunt auras, one does damage and the other's -recharge (damage mitigation) and -speed (stops them from running away). Similarly, because of the taunt cap being a fickle thing, it's nice if they have some way to help the team with the spillage so Stone's high ST damage and the amazing power of Fault fit the bill (either you make one or two runners go splat or you just stun them from afar, remember, Fault is a -ranged- AoE stun and knockdown).

    For survivability, Ice mostly runs off it's defense and the Dull Pain substitute. It has a PBAoE drain power which gives you endurance and a pittance of defense (also a taunt componant!) every 30 seconds with 3 SOs worth of recharge in it.. Best bit? 45 second duration for the defense so it'll stack for a bit too. It can be softcapped with just one IO (the ever useful 3% proc) and a smothering of the drain power Energy Absorption. Stone Melee's additional mitigation will compliment Ice as, IMO, Defense sets almost require a way of having a moment of breathing room for making insp or getting a good view of the battle.

    Want some more synergy? Ice will keep any enemies around you aggroed or runspeed debuffed enough that they will be soon enough as you cave in the skulls of your current targets and any enemies which run/are aggroed accidently you can retaunt/stop with Fault, which is a perma AoE stun if slotted for 2 acc 2 stun 2 recharge. AVs/GMs may be the only problem, but pop one purple and you're softcapped for good anyhow. Ice will counteract Stone's high endurance, Stone with counteract Ice's.. Uhm.. Nothing, really, it just adds to the already good mitigation.

    If you go into an IO investment, there're plenty of places to put LotGs for a high recharge builds (Fault, Hoarfrost and Energy Absorption up more often), enough attacks/controls for a high defense build and even the cheaper option of a simple +hp build works well with a defense-based Tanktroller.. You can almost think of it as a defense based Dark Armour
  6. CBeet

    Good Builds

    Reworked Elec/Psi Dominator:

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    Highlights:

    Softcap to S/L
    Perma Hasten and Domination
    Conductive Aura + Drain Psyche at full targets gives 85hp/sec regeneration, which doesn't matter as everything is either mezzed or drained of end anyway.
  7. Quote:
    Originally Posted by Lobstar View Post
    Placate never hits since she spec'd into assault.
    Gotta be careful about those Womaneuvers too.
  8. Personally I've found the best combination for a smoke-based character is a Storm/Dark Defender with everything coloured light/dark grey, this can also be customised for a more toxic clouds/vapor feel too.
  9. Quote:
    Originally Posted by Gehnen View Post
    Heck yeah, this! So much fun, but I'll repeat that a team is almost necessary. Mine is level 22, and I already feel godlike.
    Mine's level 30 and it IS godlike. I most certainly third a Rad/Fire Blaster for AoE goodness. If you're dead set on a Corruptor, then a Fire/Dark would be my suggestion. By level 10, you will be able to kill almost any group with Irradiate and Fire Sword Circle alone, it begins to falter a little in the usual 15-22 mark but is easy sailing after SOs, if you know how to play a Blaster
  10. How's your endurance? I've found mine a problem but then he's still running on SOs. If you're playing at higher reps then it'd be an idea to take energy mastery for the +end and +recovery from Superior Conditioning and Physical Perfection. Otherwise, the extra AoE from Fire would be a great addition to Stone's impressive ST output
  11. Thanks for your replies!

    To the Earth suggestions: I tried Earth before, an Earth/Kin, and I found it fun I just.. I just lost my will to play that character. I'm a weird one, I have to really like the concept more than anything else which is why I was able to narrow it down to the choices in the first post as I had concepts in mind for each which I could run with.

    Local Man, I'm neither new to Controllers or the game in general, I've mained Blasters for years and really enjoy that kind of fast paced playstyle where it's more about your tactics than the raw numbers. I like what you said about Electric Control so will go with the Elec/Son, but I will keep Earth/Rad in mind if it doesn't work. The main worry is I've a Rad/Rad Defender sitting pretty in the 30s already. I may also have to make the Mind/Kin if it'd be as silly as I imagine it being.
  12. I want a Controller, I am craving a Controller, but being mostly a Blaster/Brute/Scrapper player it is pretty difficult to get past level 6, which isn't to say I have not already got one past. I have a level 38 Gravity/Forcefield. I'm sure you can see where I went wrong (I've been kicking myself for ages about it, I was so close to choosing Storm which I'm loving on a Mastermind).

    I've tried what is pretty much a pure support character. A slow, boring, little-used support character. Now I want a proper Controller, I want to buff, debuff, control, manipulate!.. But I don't know what sets to choose. I've narrowed it down to Electric/Sonic (faster, short-term control powers to keep me clicking and self/ally buffs and debuffs galore), Earth/Thermal (I like the BAMness of Earth and I've also wanted a healy type for the fast paced nature of it, but Therm also comes with tasty debuffs so trumps out Empathy) or Mind/Kinetics (Fast powers! Wham! Zip! Pow! And teams will love me).

    To those who've tried these combos, I'd like to know your thoughts on them. To those that know too many numbers like me, I'd like a fresh opinion on how they'd work together. I KNOW it's all down to personal opinion, but I'm still interested in personal accounts and how they do in the 30+ game especially.
  13. CBeet

    Dm/Fiery

    Another DM/Fire player here, though mine's a Brute.

    Points raised so far are good. It is squishy, it takes a lot of IO work to give reasonable survivability, the support from Dark Melee will help Fiery Aura but not a lot.

    It is, however, SO MUCH FUN. It's fast, it's difficult but when you can keep up with the damage with your self heals and insp you can make up for the lack of survivability with skillfull playing. It is a great combo to play if you like an on-the-edge playstyle usually reserved for Regeneration or squishy DPS ATs or if you want a crash course in staying alive through sheer determination (I know we're all here for the numbers, but you'd be surprised how far you can get by gritting you teeth and growling angrily at the computer)

    Your health will reach red, you will notice the lack of AoE untill Burn and Soul Drain are fully slotted but you're a walking buzzsaw of exotic damage with limitless endurance, does it matter?
  14. I think I've seen the top number crunches tackle this one before

    Even with the best, highest DPS attack chain going constantly and with you being able to survive indefinately, it still would not be enough damage - You NEED -regen to solo a GM.

    Defenders, Corruptors, Controllers, /Mental Blasters are the only 'viable' choices for GM soloing (and of course, it's whittled down more by choice of sets, budget, time and player).

    I've not seen any attempts at it, but as far as I'm aware, the Envenomed Dagger temp power's animation time cripples an optimum attack chain enough to undo the -regen, supposedly.

    I'm sorry I can't throw some hard numbers or links into here, just going by what I've seen from many various threads around these boards.
  15. I have one thing to say.

    Quote:
    (Looking at you, DPS guys. Don't overnuke.)
    Make me.
  16. 1: Freakshow. Crazy, cobbled together technology and an anarchy driven survival of the fittest system puts them into the crazy awesome part of my brain.. On top of that, they're so much fun to fight against, especially on a melee char! Dive in and watch them crowd around with buzzsaws and giant claws, electricity flying above and explosions, hell yeah!

    2: Warriors. Conceptually lacking but they're a group of guys trying to prove they're manly by swinging around giant weapons. Loads of fun to fight against with a melee character and they have a lot of potential for growth as an enemy for other villains and Heroes alike as they try and prove themselves to eachother.

    3: Vahzilok. Amazing concept, gotta love the crazy doctor arming crazy people with medical equipment and letting them loose on the city, I also find the general concept terrifying. They stalk out at night with dead bodies stitched around robots as their henchmen, they hunt you down on the streets or alleyways, they don't care who you are, they'll even break into your home and steal you away to do.. Something to you, eventually ending with your body being used to make more of their zombie-like foot soldiers. But boy do they SUCK to fight against at the level range. Little resisted damage types (Negative and Toxic), -speed and -recharge, mez, high melee damage.. All pre-SOs.

    They should return in higher levels, they really should.
  17. Whee Gladiators! Baked Potato from Series One is stoked to see how it goes.
  18. From how I understand it, it'd be a case of essentially recreating Boxing in order to add the alternate animations? There's normal while standing, normal when flying, with shield and standing, with shield and flying.. It may have the first two already, but in order to add the other two with a possibility of also having a kick while standing and flying as alternates for Boxing it all adds up just for a pretty minor change.

    If it were to happen, it should happen across the board. All powers should be made compatable animation-wise with all weapons and stances. Cycling/alternate animations with a shield out for Boxing, Kick, Flurry, Jump Kick, Air Superiority. Carry on with the powersets Katana, Spines and Claws so they can be used with Shields too, then they all need seperate animations for standing and flying.. Then you have to make all the weapon sets/powers work with every clicky/toggle animation of every powerset/pool/temp power, both standing and flying yet again, and yet again with the Shield out and while standing and flying with the shield...

    Then it has to be done for Male, Female and Huge models.

    Unless there's a game-wide vote and only a small handfull of power combinations win, it's going to be all or nothing out of fairness. But I could be wrong, for power customisation they could have made a new and shiny program to do it all for them much like the AE so it could just be a case of someone sitting down and going through all the repetative processes, but it's still a huge amount of extra content.. As nice as it'd be.
  19. Eventual planned build for Baked Potato:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    ------------
    Level 1: Fire Sword KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
    Level 1: Fire Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9)
    Level 2: Cremate KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
    Level 4: Healing Flames RctvArm-ResDam/Rchg:40(A), Heal-I:50(5), RctvArm-EndRdx/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-EndRdx:40(15), Heal-I:50(17)
    Level 6: Build Up Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(21), RechRdx-I:50(31)
    Level 8: Blazing Aura Erad-Dmg:30(A), Erad-Acc/Rchg:30(17), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19)
    Level 10: Temperature Protection S'fstPrt-ResDam/Def+:30(A)
    Level 12: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(13), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23)
    Level 14: Fly Flight-I:50(A)
    Level 16: Plasma Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam:40(27)
    Level 18: Fire Sword Circle Oblit-Dmg:50(A), Oblit-%Dam:50(21), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 20: Hasten RechRdx-I:50(A)
    Level 22: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
    Level 24: Consume Oblit-Dmg:50(A), Oblit-%Dam:50(25), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 26: Incinerate KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
    Level 28: Burn Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 30: Weave LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def/EndRdx:50(40), RedFtn-Def/EndRdx:50(42)
    Level 32: Greater Fire Sword KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 35: Fiery Embrace RechRdx-I:50(A), RechRdx-I:50(37)
    Level 38: Rise of the Phoenix Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
    Level 41: Char BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(48)
    Level 44: Fire Blast Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/Rchg:50(48)
    Level 47: Fire Ball Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(50), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Combat Jumping LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift Empty(A)
    Level 2: Hurdle Empty(A)
    Level 2: Health Mrcl-Rcvry+:40(A)
    Level 2: Stamina EndMod-I:50(A)
    ------------
    Set Bonus Totals:
    12% DamageBuff(Smashing)
    12% DamageBuff(Lethal)
    12% DamageBuff(Fire)
    12% DamageBuff(Cold)
    12% DamageBuff(Energy)
    12% DamageBuff(Negative)
    12% DamageBuff(Toxic)
    12% DamageBuff(Psionic)
    36.13% Defense(Smashing)
    36.13% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    13.63% Defense(Energy)
    13.63% Defense(Negative)
    3% Defense(Psionic)
    30.81% Defense(Melee)
    8.313% Defense(Ranged)
    3% Defense(AoE)
    1.8% Max End
    48.75% Enhancement(RechargeTime)
    45% Enhancement(Accuracy)
    175.69 HP (13.12%) HitPoints
    MezResist(Immobilize) 18.15%
    MezResist(Stun) 8.8%
    4.5% (0.075 End/sec) Recovery
    22% (1.23 HP/sec) Regeneration
    1.575% Resistance(Fire)
    1.575% Resistance(Cold)



    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    Softcap S/L
    Nearl 50% global recharge
    38.9% Melee defense
    18.92 second Healing Flames
    Enough AoE to rip through normal mobs, enough ST to try and solo an AV.
  20. CBeet

    RNG's Blessing

    Quote:
    Originally Posted by gec72 View Post
    "RNG's Blessing" sounds like a new IO set.
    6 slot would give +5% inf +3% prestige from enemies.
  21. CBeet

    So sad...

    Honestly, I am also saddened that the combined ambushes were bugs.. I mean it makes sense and I knew they likely weren't intended, but they were FUN. I've been through Praetoria on a Blaster and I did the Malta tip on a Blaster too, and neither time I expected it and it was FUN.

    AR/En Blaster vs +0/x4 Malta was challenging but not overpowering, I had to think fast and quickly make up a Break Free, pop it and some greens, mercilessly consume blues untill they were extinct then work out the best place to get to for a tactical Full Auto in the blink of an eye before they ripped through my non-existant defenses. Yeah, obscenely difficult for some ATs but the ones who find it difficult I'd imagine have trouble with normal content solo anyway so it's to be expected (I'm looking at you, Empathy defenders).

    It's good that they fixed it, it's good that the devs are keeping on top of bugs and fixes.. But did they have to fix that one first? Hopefully they can add it in later missions, maybe solo Incarnate content though I'd much prefer it for normal gameplay, it may be too easy with Incarnate abilities added on top. Perhaps an Ambush Swarm AE option?
  22. Beet.

    My character people have most trouble with is Doctor Eremianaiepus though.

    Eh Reh My An Nay Ah Puss.
  23. Controller Fire/Rad, I'd aim for +recharge for faster controls and debuffs and the ever popular permanant AM. Either Fire or Ice mastery would be my suggestions. Fire for the quick and easy Fire Ball and Rise of the Phoenix can be a life saver (..Okay, bad choice of words?). Ice Mastery for the glory of the Hibernate and damage from Frost Breath and Ice Storm, which will feed greatly off the +recharge.

    Scrapper Kat/Regen would be for +hp and +recharge at first glance, but more defense wouldn't also go amiss. I can suggest the PPP Soul Mastery for Shadow Meld which is yet another clickie near-god-mode but it's something else (roughly 30% defense every 45 seconds with a 15 second duration). Also, Snipes can come in handy.

    Defender Dark/Dark can go for +defense and +recharge. You wont need much defense because of the -tohit, so that would be easy (aim for around 20-25% I'd say) then enough recharge for Howling Twilight's AoE stun portion to become a regular thing. You're looking at roughly 80% global recharge if Howling Twilight is three slotted for recharge for it to be at about 1 minute recharge. Also, slotting Fearsome Stare for tohit debuff is awesome. I would suggest either Power Mastery for Power Build Up effecting your -tohit and controls (especially useful with a +recharge build), but the PPP Mace Mastery could be a good choice for helping the +def route.
  24. Quote:
    Originally Posted by SkarmoryThePG View Post
    Crab Spider Webmaster:
    *Slice
    *Arm Lash
    *Channelgun
    *Suppression
    *Wide Area Web Grenade

    Total: 5

    Bane Spider Executioner:
    *Wide Area Web Grenade
    *Cocoon
    *Mace Beam Volley
    *Mace Beam Blast
    *Poisonous Ray Burst
    *Bash
    *Pulverize
    *Clobber
    *Whirling Mace
    *Crowd Control

    Total: 10


    QED.
    Crab Spider Player (personal notes alongside):
    *Channelgun (Useful ST filler)
    *Slice (Minor melee damage, barely anyone takes it)
    *Longfang (Solid ST damage)
    *Aim (It's Aim.)
    *Suppression (Always gonna take..)
    *Arm Lash (Marmite, sometimes good, sometimes bad, depends on the build)
    *Venom Grenade (Always going to take)
    *Frag Grenade (Always going to take)
    *Frenzy (Same as Arm Lash, not bad but not needed due to other powers)
    *Omega Maneuver (Mini-nuke, who doesn't love one, though generally considered marmite I like it)

    *Crab Spider Armour (Auto mez protection, gotta take it)
    *Fortification (Solid defensive toggle, gotta take it)
    *Serum (Dull Pain, what's not to love?)
    *Summon Spiderlings (Useful but to me a marmite power, good to have the option of more portable distractions though)

    Total:14
    Good powers: 10

    Bane Spider Player:

    *Bash (Attack chain filler, usually not that needed)
    *Mace Beam (Better damage in patrons..)
    *Mace Beam Blast (Better damage in procced up Brawl, let alone patrons)
    *Build Up (Needed if you wanna do that spike damage thing Banes are known for)
    *Mace Beam Volley (See Mace Beam Blast.)
    *Poisonous Ray (Only good ranged damage outside of Patrons, but it's DoT, good damage though.)
    *Pulverize (A part of a regular and balanced attack chain diet)
    *Shatter (See Build Up)
    *Placate (See Shatter)
    *Crowd Control (Only good AoE damage and pretty awesome)

    *Bane Spider Armour Upgrade (Yummy non-enhancable +hp (that's another point..) and mez protection)
    *Cloaking Device (See Placate)
    *Surveillance (See Cloaking Device)
    *Web Cocoon (Who takes this apart from sets? Honestly, I wanna see a good use for the silly long animation ST hold which takes up time from your DPS)

    Total: 14
    Good powers: 9

    Both sets may be even in power but, IMO, neither are equal in conceivable power picks. The ranged AoE attacks for Banes must simply be there for filler, that's the only possible way for them to exist in my mind. They're slow with damage comparable to Brawl and the worst part? Knockback. Why would a Bane want knockback? Maybe if it was knockdown, or the animation was a lot (read: A LOT) faster they'd be okay.

    But the thing which really gets me is that they have those in yet leave out Whirling Mace, why? The Bane Spider is defined by the mace, so wouldn't it only be natural for them to swing it around some more rather than waste time breaking their attack chain?

    I'm not asking for a power from Crabs (Serum would be nice, yeah, but oh well) or the Widows (but conceptually Banes with Mind Link -could- work), I just want a power which is already associated with the character which isn't out-performed by Brawl in overall use (Brawl is ST sure, but the blasts also knock everything out of melee after a long animation. It's like if they gave Hand Clap the damage of Jab and called it fixed)

    TL/DR
    Add Whirling Mace to Banes due to other powers being undesirable from underperformance or;

    Damage increase
    Animation shortened
    Knockback changed to Knockdown

    Apply two of these changes to Mace Beam/Mace Beam Blast/Mace Beam Volley.

    Little thoughts on the way: Enhancable +hp in Bane Spider Armour Upgrade, adding Mind Link or Serum.
  25. Please.

    If the NPC bosses have it, why can't we? Crab Spiders get everything their NPC bosses get, and then some.