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Posts
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On the whole AV soloing debate.
Let's take an AV like Marauder. He has high resistances to smashing and lethal damage, and deals primarily smashing damage himself.
A well built Invuln tank can reach 90% resistance to S/L damage AND 45% defense. Any attack that manages to get past the tank's defense will be hitting 90% resistance. Marauder's attacks deal up to 1700 damage per hit for some of his bigger ones. That Invuln tank will be getting hit with 1 out of 15 of those attacks and take around 170 damage from it. Since tanks can achieve those numbers while also having a good amount of regen, that essentially means Marauder will never kill them.
You could quite literally set an attack to autofire and go watch a movie. When you get back your tank and Marauder will still be merrily waling away at each other and niether health bar will have moved.
If you were to set a scrapper's attack to autofire and go watch a movie, you will be coming back to a dead scrapper. Pretty much guaranteed. There is no scrapper build in existence that can go toe to toe with an AV indefinitely
That's the difference right there. A tank won't be beating that AV, but that AV won't be beating the tank either. A scrapper has 2 options: win or die, and they will die MUCH more frequently than they will win. Scrapper players go to the forums and say "I just soloed my first AV, yay me!". Very seldom will they tell you that it took them 15 tries during which that AV squashed them like a bug 14 times.
A softcapped SR can solo an AV, that much is true. But only when everything goes in the scrapper's favor. If the streakbreaker forces a hit, and the AV gets lucky with the next one, you have a scrapper that died before he could do anything to save himself. Where the scrapper faceplanted, the Invuln tank took.....340 damage.
High defense scrappers usually have little or no resistance to go with it. High resistance scrappers have a hard time getting enough defense. The only ones that can get BOTH are limited in the primaries they can use, and are utterly dependant on one power hitting consistently to keep them alive. Those powersets also completely lack any kind of debuff resistance, so that defense can (and does) disappear in a hurry. If Bobcat pops Elude and my BS/DA suddenly can't hit her with Parry anymore, I get shredded by her next few attacks.
Tanks have a hard time soloing AVs due to lower damage output, but they survive much better against them than a scrapper ever will. Scrappers can solo some AVs, but it's a very binary proposition for them. That AV can and will flatten a scrapper if even one mistake is made, one attack misses, or the random number generator happens to give you a few bad breaks in a row (which happens quite often). -
Oh, is Johnny complaining again that scrappers are overpowered because a small number of them are soloing AVs?
Yes, Johnny, we understand that you think tanks should have the highest survivability AND the highest damage output as well.
When you start seeing scrappers that can go AFK in front of an AV and still be alive on their return, maybe THEN you can complain.
I have exactly ONE scrapper that can solo AVs, and it requires a perfect blend of me being on my game and the random number generator going in my favor. The scrapper in question is a Broadsword/Dark Armor. If Parry misses even one time, I'm dead. If the AV gets a couple lucky hits in a row in, I'm dead. If something else gets agroed on me at the same time, I'm dead. There are any number of things that can kill me before I can react to it.
Conversely, my wife has a Dark Armor/Fire tank. Same defensive set as my scrapper, with a similar level of performance, and similar amount of inf spent on it. She can't put the AV down, but she can go AFK in front of the damn thing without worrying.
We duoed a Giant Monster, just to see if we could, she was playing her tank, and I was on my Rad/Sonic defender. I DCed and all my toggles dropped off of it. She stayed right in front of the GM until I came back and her HP bar never moved. This was with one of the tanker primaries widely regarded as "weak".
I have NEVER seen a scrapper that was capable of a similar feat. Not even Bill Z's insanely built Claws/SR scrapper can stand in front of Jurassik indefinitely with no worries of dying.
I've never seen a scrapper tank tower-buffed Lord Recluse unassisted, but I've seen tanks do it numerous times. Never seen a scrapper take Dr. Aeon for that matter, since he's capable of hitting for more than scrapper max HP cap (he hit me for 2900 damage on an STF, scrapper HP cap is 2409)
Tanks are capable of feats of unassisted survivability that scrappers and 99.9% of brutes can't even come close to matching. If you want them to have damage output comparable to scrappers and brutes, you'd have to give up that ability to survive or the game would not be balanced. It really is THAT simple.
It's not like any random scrapper is going to go solo AVs with SOs, the ones that can do it are a VERY small percentage of the scrapper population. Sure, it's talked about a lot on the scrapper boards, but how many people are actually doing it? Not very damn many, maybe 1-2% of all the scrappers in the game are doing it, and they have insanely expensive builds most of the time.
I can solo a couple of them with my BS/DA, but there are a few that he can't even HOPE to take down, because they resist his damage too much. I'm sure I could probably build to get the damage outpt to take them down, but I built my scrapper for survival, which hurts his damage output. If I build to have the damage to drop them, I won't survive the fight long enough to win it.
SRs can't solo any AV that uses non-positional Psionic attacks. Niether can Invuln. That's one type of AV my DA does well against, but anything that uses ranged Energy damage slaughters me in seconds. There is no scrapper build I am aware of that can solo every single AV in the game equally, there are some that will squash them like a bug. On the opposite side, there are very few AVs that a tank can't survive fighting, basically just non-positional Psi users with certain tank primaries.
You seem to be thinking that because a few outlier scrapper players can do crazy things it means the whole game is unbalanced or unfair, and it's just not true. -
Quote:If anything is broken and needs to be fixed...it's MALTA.
Specifically the Hercules Titans and whatever there gas grenade holdy missle thing is that stacks and stacks and stacks upon itself and blows through pretty much everyone's mez resistance. I have seen upwards of 13+ applications of that blasted thing and there was only one HT in the group and he fired it off ONCE.
Easy solution for that......
.....don't stand in the cloud.
The cloud is immobile once it hits it's target. If you are playing a melee AT, get out of the cloud before it can stack enough to overwhelm your mez protection/resistance. If you're playing a squishie, pop a breakfree and get out of the cloud so it can't re-hold you.
If you're the team's tank, don't worry about losing agro by moving, they'll follow you.
If you get perma-held by the hold missile power, because you stayed standing in the cloud the whole time, it's your own fault. It is avoidable, it just falls to YOU to avoid it. -
Quote:You could build it now and just respec with the free one we'll definitely be getting when Fitness goes inherent. (there is absolutely no way they would make a change that will affect 100% of the characters in the game without giving out a freespec)Yeah, dinged 41 tonight and I'm just mostly taking token powers to a degree and waiting for i19 before I really worry about an official build. I just don't want to drop "x" amount of influ for it to be changed around within a couple of months.
The only thing you would have to buy new IOs for would be whatever 3 powers you pick up in place of Fitness. If you have a decent build already you'll probably be reusing the rest of the IOs anyway.
I'm still working on my Claws/Regen's S/L defense build, even though i19 is still a ways off, because I'm quite sure that the only thing that is going to change is my ability to get Combat Jumping and Super Jump back (I dropped them in favor of other powers, using Ninja Run to get around). And that will still leave me with a power pick...I might pick up Revive again just so I don't have to hit the hospital if I drop without a wakie or enough stuff to make one. It needs no slots and it's basically going to be a free pick, so why not? -
I have a build planned that softcaps S/L and gets a decent amount to ranged, without gimping my powers to do it.
It also gets a decent amount of accuracy and recharge.
You don't HAVE to build for defense, but if you choose to it can be done without hurting other things in your build. -
Actually, the other half is 25% blue lasers and 25% red lasers.Quote:Punching someone in the teeth is the other half of the battle, of course.
Also, woohoo! Post 5,000! Only took me 5 years to get there
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Congratulations, you have just found a new way to break the game.
Agro and hold caps don't scale with level, that isn't how they work, and I'm pretty sure they can't be made to work that way without rewriting a whole helluva lot of code.
The +Endurance thing is just ridiculous. They are already giving us Stamina as an inherent power, what more do you want?
The Health thing is equally ridiculous. What do you do with those bonuses when you find that you've hit the absolute cap for that ATs HP? (It's not hard to hit the cap on stalkers and blasters, the first one of those would do it, and the other 4 would be completely wasted)
The Heal and Damage ones are pretty pointless. You would never even notice a 4% damage boost, and you can get more than that by slotting 3 Obliteration or Devastation in 2 different powers.
Same with heals.
So, /unsigned to the 3rd power -
I'm still doing my builds for level 50 characters as normal. Especially if they need tweaked and I haven't used the freespec yet. Since we are going to be getting a freespec for sure when Fitness becomes inherent, I want to make sure to use the ones I'm sitting on still.
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Quote:Well, it was my defender and my partner's tank if you want to be specific.
Just like the "my tank and my partner's defender can duo that GM." So? I've got a cor and a dom that can duo the same GM.
In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them. Including stalkers.
But the second part of the quote was actually the exact point I was trying to make. If defenders and tankers were truly obsolete, no one would be duoing giant monsters with them because no one would have them to duo with.
Incidentally, I'm still amused by people referring to "steamrolling" things, because actual steamrollers move very slowly, and a "steamrolling" team moves very fast. I get the meaning behind it, it's just not the word I would have chosen to describe it.
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Quote:No, I saw what you said.I reiterate. Controllers DID get a new PBAOE Damage Aura back in i14(ish), World of Confusion (as did Defenders and now Corrupters).
It only does 60% of a normal damage auras damage (and no containment) though, and is generally reviled.
I refuse to give WoC the title of "damage aura" so it doesn't count
It's a power that does crap damage in a small radius, and has a secondary effect that is outshined by a single IO put in the power (contagious confusion proc)
The only time I ever see World of Confusion taken is when someone wants to use it to mule the purple confuse set and doesn't have a confuse power in primary or secondary. I don't ever see it being used as a damage aura.
And the tank/brute/scrapper sets that don't have a damage aura gave up the extra damage for other effects. Willpower gets a crapton of regen from it's damage aura replacement, Invuln gets a bunch of defense, Shield Defense gets a damage boost to the REST of it's powers. SR gets the ability to softcap easier than anything else (honestly, SR kinda got screwed in this exchange)
Would you be willing to trade Rise to the Challenge, Invincibility, or Against All Odds for a damage aura? Because that's what those sets would have to give up to get it.
And if they got a damage aura in APPs, that would defeat the purpose of giving one up for other effects.
Another thing to consider, the sets that DO have damage auras in most cases gave up some survivability to get it. Would it be fair to give the sets that traded damage for survival the ability to get that damage back without losing the survival...while the sets that got damage instead don't get the survival back? -
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Quote:LOL!Any tips on dealing with these guys? Having played villains exclusively I've never had to deal with them. Tip missions have now changed this.
My mission began with those kheld PPDs, which are an annoyance to softcapped non DDR toons (playing a night widow atm). But with careful approach I was able to beat them on a +8/+1 map. Got to the objective and mean red-con eyeball appears, with friends... not that he needed them though. He saw me through my stealth, turned 180 degrees and launched some kind of spikes at me from his eyeball ***.
So now I'm running from the hospital and stop to grab some orange insperations. Time for some payback! Zone back in, pop oranges and now I have the upper hand... and then I get placed in a detention field. So I run off to lick my wounds and reset the mish at a lower difficulty. But I have a funny feeling it won't be much easier.
Any information that makes these fights any easier? These guys are insane!
Welcome to the Shadow Shard my friend!
There really isn't much that will make the fights easier. I think the group was designed that way intentionally. You'll find that no matter what AT you bring, you will do very well against some of the different mob types, and get slaughtered by others. And then you bring a different AT and the same thing happens....only with different mob types.
Pretty sure they wanted an enemy group that was challenging to all ATs, and not have people saying "Oh, bring AT/powerset X and these guys are chumps".
If that was their goal, I think they succeeded.
My Claws/Regen scrapper is the only character I have that didn't really have much problem with them, and that was mostly because his build doesn't really care what kind of damage it is, it just heals it all back. His HP bar acted like a yo-yo the whole time, but he lived through it. -
Quote:Not entirely true.The heal set bonus from 4 numina doesn't affect you. So those're effectively wasted slots in FH and integration.
The set bonus doesn't affect Reconstruction because it has resistance in it.
But it DOES affect Dull Pain and Instant Healing. I suppose it would affect passive regen as well, but I'm not positive on that one, so I'll assume it doesn't.
If you were Fiery Aura, that statement would be correct, as Healing Flames would be the only heal you have (which would be unaffected by heal set bonuses, same as Recon).
So, it's not a case of them being wasted bonuses, more of a case of "Is it worth it to you?"
Personally, I would swap out the Impervium Armors in Tough for Reactive Armors.
Otherwise I can't really find much to fault in your build. (referring to Lamp Post's build a couple posts above mine)
But....if you slot the Efficacy Adapter it will let you pull the Crushing Impacts out of Storm Kick in favor of another set of Touch of Death for more melee defense, without losing the recharge. Pretty sure that's what Grey Pilgrim was getting at.Quote:Originally posted by Lamp Post
If I put the Efficacy Adapter in there then it's breaking the rule of 5. -
Quote:Okay, so smashing damage is craptastic.Just me or does Martial Arts suck horrible for one powers take to much endurance as well as being horribly inaccurate. And lets not forget how craptastic smashing damage is.
But maybe is my pairing it with Super Reflexes which is also endurance heavy. Currently only level 15 and pre stanima it is horrible.
And your solution to the craptastic smashing damage is to go with lethal damage instead?Quote:Decided go with a claws / regen scrapper instead and I like it a lot more fits my playstyle. But still have martial artist so will still level now and than.
BRILLIANT!!! -
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Quote:I was referring to the fact that the OP wants it changed just because he doesn't like it. There isn't anything wrong with the power, and it works how it is supposed to.Yes, I agree, I just mentioned it because you said, "It won't be done because the devs will never change a power in a power set simply for aesthetic reasons."
Unless one has a varied definition of 'aesthetic', it usually just means appearance.
Since it is his dislike of it that prompted his suggestion to change it, it becomes a request based on aesthetic reasons.
It's like me suggesting that they change the design of the Ford Taurus because I don't like the way it looks, but being unable to show that there is anything actually wrong with it's design.
That's what I meant. -
Yes, let's give Fire/Kin controllers another damage aura to pump up with Fulcrum Shift, that wouldn't be overpowered at all!
Yes, I was being somwhat sarcastic there.
The ATs a damage aura would be at all useful for already have access to them. Brutes, Scrappers, Tankers, and even some Blaster secondaries all have damage auras available to them.
Controllers get Hot Feet, and a number of other PBAoE auras with various effects. You could make a case for letting other controllers have a damage aura, but that would automatically make it available to Fire controllers (you can't disallow certain powers to one set but allow them on others, that wouldn't be fair) Another damage aura on the highest damaging controller combo (fire/kin), would be borderline or outright broken.
The last thing a Defender or Corruptor wants to do is spend time in melee range long enough for a damage aura to be at all useful (a couple ticks in the course of a fight isn't worth the end cost of running an aura)
I suppose the long and short of it is that the ATs that would benefit from a damage aura already has them available. -
I would take Tough and Weave, and use Tough for a mule to put a Res/Def in, without actually running it. ~15% resistance to smashing and lethal isn't worth the end cost of Tough to me.
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Quote:Well, if you are one of the people who get ill from that power being visible it will fix it on YOUR characters.I don't think they need to change the power for everyone when anyone who has an issue with it can turn it off.
/suppressclosefx - turns effect suppression on/off based on whether the camera is closer than the distance set in the next command
/suppressclosefxdist - sets the distance for the previous command
Try these.
But you won't be able to team with, or even be around someone who is running the power, because the power suppression commands are only for your powers.
Sounds like the same problem they had with the sonic auras. If it's a widespread issue and not just a case of the OP being particularly sensitive to it they should (and probably will) implement some kind of fix.
(I'm still bummed that they removed the stun aura
)
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Quote:Yes, Broadsword is slow, but I find the CRUNCH! when you hit with Head Splitter to be very satisfying.If you're planning on teaming a lot you might want to think about DM. You'll be able to saturate Soul Drain on a team, then go to town on the bosses.
On the other hand, if you're doing a lot of PuGs with a regen, yeah, what Werner said. I'd go with Katana too, because I find Broadsword painfully slow.
Broadsword is meant to do large amounts of burst damage, and as such, it's DPS suffers. Very little will outdamage a Build Up + Head Splitter that a scrapper has access to, especially if it crits. -
Quote:But did they change the way Invulnerability actually works in order to make it more evil? No, it stayed exactly the same as it was for tanks and scrappers. That was a purely aesthetic change that had nothing to do with how the powers work.Not entirely true. They changed Invulnrability powerset colors for Brutes to be dark just because it was more thematically evil. Fairly moot what with Power customization, but it did happen.
What the OP is talking about is a change to the way the 3rd tier Ninjas henchman functions and behaves, as well as a visual change. That is significantly more than just changing the color of a power.
And the change is being requested simply because the OP doesn't like the current tier 3 pet. I don't see that as being a good enough reason by itself to change it.
Show me where the pet doesn't work how it's supposed to, or is significantly weaker than the other tier 3 pets and I might be inclined to support a change. Saying "change this because I don't like it" doesn't cut it for me, and I suspect won't cut it for the devs either. I've been wrong before, but I don't think I am in this particular instance. -
Here's what I came up with:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(27)
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11), Numna-Heal(15), Numna-Heal/EndRdx(17)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(19), Achilles-ResDeb%(23)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(13), RgnTis-Regen+(13)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(33)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(19), Rec'dRet-ToHit(27), Rec'dRet-ToHit/Rchg(37)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48)
Level 12: Spin -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Dmg/Rchg(25), Erad-Acc/Dmg/Rchg(31), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(37)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(37), Numna-Heal/Rchg(46)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(39)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 22: Super Jump -- Jump-I(A)
Level 24: Kick -- Empty(A)
Level 26: Eviscerate -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(46)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(36)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(40)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), LkGmblr-Def/Rchg(40), LkGmblr-Rchg+(42)
Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(43), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50)
Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-End%(42)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), P'Shift-EndMod(45), P'Shift-End%(46)
Level 47: Maneuvers -- HO:Enzym(A), HO:Enzym(50), LkGmblr-Rchg+(50)
Level 49: Resurgence -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run
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Sorry, I completely forgot I was going to help with your build (RL rears it's ugly head again)
Looks like you have things well in hand there, if you like the build you posted there it should work out fine for you. -
Looks much better
I'd slot Foot Stomp differently, but that's more personal preference, you should be fine with it slotted with Oblits.
Also, you don't need the Chance for Knockdown in Haymaker and KO Blow, since they already do knockdown as it is. I'd slot something from another set in there to get the accuracy of those powers a little higher.
You have decent defense, but not softcapped (you don't really NEED to softcap WP, but it's nice if you can do it)
Overall, I'd say if you're happy with that build go with it. -
Tilt the camera up and back it off a little. It sounds like you have teh camera still set at it's default distance, which is right behind your character.
You can use the middle mouse scrolling wheel to pull the camera back, if you do that and then tilt it slightly upward you should be able to see what's going on better.
