Curveball

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  1. If you have Time Manipulation are you automatically invited to Oroborous? You're effectively a walking time travel mission wherever you go...
  2. This is not the DOOM you think it is.

    I know a lot of people assume that "free to play" is a sign that a game is getting desperate to survive, but consider that there is another game published by NCSoft that STARTED OUT "free to play" and that's all it's ever been. All you had to do was buy the client software and you could play forever.

    That's right -- Guild Wars.

    It's not exactly the same type of game, but it hasn't been a miserable failure, and that's the model it started on.

    So in the NCSoft stable, there's already precedent for F2P not being the end of the world. If anything, NCSoft is a company that would be more likely to consider it a viable way to go instead of an act of desperation.

    I'll be keeping my subscription active.
  3. Attack Vitals is arguably the best attack chain for DB and it doesn't use Blinding Feint. However, Bruising + Blinding Feint + Attack Vitals is a really sweet setup for a single target, and blinding feint + attack vitals is a pretty nice cone attack.
  4. D'oh -- I was thinking sets and not bonuses. Right. But if it's a hp bonus thing, then wouldn't it be better to place the IO in High Pain Tolerance, since that would theoretically give me a boost in HP to compensate for the loss of the 1.88%? I think Physical Perfection is a regen/heal.
  5. Hm. There are 5 LotG and 5 Numinas, but I don't see any that go to six...
  6. Quote:
    Do you not use the combos at all?
    I use Attack Vitals all the time. Does the build not show all the attacks for it? I thought it did. I do miss the full aoe but trying to get it all in was KILLING me, and I wanted the 30% damage boost from blinding feint (which you get just from using it, you don't need to hit the combo for it) more than I wanted the full AOE.

    Quote:
    I'm also not sure why you'd take the Energy Pool on a WP tank; between QR and Stamina you should have plenty of recovery.
    So far this hasn't proven to be the case. I find I need to pop a blue during combat because this build is ridiculously toggle heavy, and two of the toggles (Focused Accuracy and Maneuvers) hit end pretty hard.

    Of course I'm not actually at the end of that build yet -- by the time I get there the extra recovery might be superfluous. At the moment, though...
  7. A while back ClawsandEffect worked up a potential WP/DB build for me on another post. The only problem I had with it was that it was a combat jumping build, and Sky Commando is built on fly. So I took that basic build and started tweaking it in Mids so that I could get sort of the same effect but keep hover and fly (what can I say, I'm a slave to concept).

    What I came up with isn't as good, but it comes close. Was wondering what you all thought of it, or if you had any suggestions for improvement.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sky Commando: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dual Blades
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance
    • (A) Numina's Convalescence - Heal
    • (23) Numina's Convalescence - Heal/Endurance
    • (25) Numina's Convalescence - Heal/Recharge
    • (36) Reactive Armor - Resistance
    • (36) Reactive Armor - Resistance/Endurance
    • (36) Reactive Armor - Resistance/Recharge
    Level 1: Nimble Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (29) HamiO:Nucleolus Exposure
    Level 2: Mind Over Body
    • (A) Reactive Armor - Resistance
    • (3) Reactive Armor - Resistance/Endurance
    • (5) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    Level 4: Ablating Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (25) Kinetic Combat - Damage/Recharge
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    • (40) HamiO:Nucleolus Exposure
    Level 6: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (7) Numina's Convalescence - Heal/Endurance
    • (7) Numina's Convalescence - Heal/Recharge
    Level 8: Indomitable Will
    • (A) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Luck of the Gambler - Recharge Speed
    Level 10: Quick Recovery
    • (A) Efficacy Adaptor - EndMod
    • (11) Efficacy Adaptor - EndMod/Recharge
    • (11) Efficacy Adaptor - EndMod/Accuracy
    Level 12: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (13) Numina's Convalescence - Heal/Endurance
    • (13) Numina's Convalescence - Heal/Recharge
    • (17) Numina's Convalescence - Heal/Endurance/Recharge
    Level 14: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Flight Speed IO
    Level 16: Taunt
    • (A) Mocking Beratement - Recharge
    • (48) Mocking Beratement - Taunt/Recharge
    • (48) Mocking Beratement - Accuracy/Recharge
    • (48) Mocking Beratement - Taunt/Recharge/Range
    Level 18: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Defense/Endurance/Recharge
    • (27) Luck of the Gambler - Recharge Speed
    Level 20: Blinding Feint
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Recharge Reduction IO
    Level 22: Boxing
    • (A) HamiO:Nucleolus Exposure
    Level 24: Fly
    • (A) Flight Speed IO
    Level 26: Tough
    • (A) Reactive Armor - Resistance
    • (33) Reactive Armor - Resistance/Endurance
    • (33) Reactive Armor - Resistance/Recharge
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    Level 28: Weave
    • (A) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Luck of the Gambler - Recharge Speed
    Level 30: Vengeful Slice
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (31) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    • (40) HamiO:Nucleolus Exposure
    Level 32: Strength of Will
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 35: Sweeping Strike
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (37) Scirocco's Dervish - Damage/Endurance
    • (37) Scirocco's Dervish - Damage/Recharge
    • (37) Scirocco's Dervish - Accuracy/Recharge
    • (46) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 38: One Thousand Cuts
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (39) Scirocco's Dervish - Damage/Recharge
    • (39) Scirocco's Dervish - Accuracy/Recharge
    • (50) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 41: Focused Accuracy
    • (A) Endurance Reduction IO
    • (42) Endurance Reduction IO
    • (42) Endurance Reduction IO
    Level 44: Physical Perfection
    • (A) Numina's Convalescence - Heal
    • (45) Numina's Convalescence - Heal/Endurance
    • (45) Numina's Convalescence - +Regeneration/+Recovery
    • (45) Performance Shifter - EndMod/Recharge
    • (46) Performance Shifter - EndMod
    • (50) Performance Shifter - Chance for +End
    Level 47: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Maneuvers
    • (A) Endurance Reduction IO
    • (50) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (9) Numina's Convalescence - Heal/Endurance
    • (15) Numina's Convalescence - Heal/Recharge
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (9) Efficacy Adaptor - EndMod/Recharge
    • (15) Efficacy Adaptor - EndMod/Accuracy

    One thing I am considering is doing away with One Thousand Cuts. I could theoretically manage without it (though I do like switching to it on occasion) and I could use the extra slots to put two taunt enhancements in RTTC, and... I don't know, two taunts somewhere else. But I imagine I can manage without the taunt field by leaning heavily on taunt in combat, since it recharges every 4-5 seconds now.

    Also ignore the Hami-O in Boxing. There's no reason for that to be there, I'm just too lazy to take it out.
  8. I'm a bit confused as to what the OP is trying to say.

    Rangle, do you mean that if:

    1. A physical attack hits (i.e. haymaker)
    2. The streak-breaker for gauntlet forces a miss for gauntlet

    then

    3. The streak-breaker for gauntlet will also force the physical attack to miss?


    ... I would find that... objectionable. :-)
  9. Doesn't Shield Charge have a significantly longer recharge time than Burn? When I looked at the recharge on Shield Charge my initial thought was "I see this being tactically useful but not something you could use constantly."
  10. When I create a bio for a character I always create it in the form of a Paragon City Hero or Villain dossier... i.e., information that could be looked up in a database that lists registered paranormal heroes or any villians that were put into the zig.

    I haven't really figured out how to handle the Praetorians at this point. I don't use the bio sheets for them at present and I guess I won't create them until they escape into Primal Earth.
  11. I particularly liked putting the steadfast protection +def io in the Strength of Will slot. I was thinking of putting it in high pain tolerance but SoW seems a much better choice considering that it only marginally adds to survivability compared to other tier 9's.
  12. Does laser beam eyes cause redraw? None of the builds I ever worked with considered taking that power because I assumed it would disrupt my DB attacks.
  13. I have to say I never would have thought of some of those things. Though the first problem I see is I'd have to swap out hover and fly, which makes the character name ("Sky Commando") a bit unusual. ;-)

    Thanks for this info! I'm going to study this in more detail when I get home this evening...
  14. ... gah. I'd have to think about it. Currently I open with bruising, then use Blinding Feint, then go through Attack Vitals and Sweep. Sweep is really useful when Sky Commando is completely surrounded (that knockdown is great) but if I had to choose between the two Attack Vitals is the one I wind up using more.

    But... Attack Vitals has only one attack with knockdown in it. I need more than that for Malta Sappers unless there's a way to pump my recharge up so high that I can spam that one attack over and over and over again...
  15. Sweet! Thanks! I look forward to seeing it.
  16. I don't think accuracy will be a problem (maybe I have lower standards than the norm but Mids' was reporting accuracy averages of 130% which seems fine to me.) And recharge should work out OK with a base 40% in each attack plus a global recharge from other set bonuses (though one DB attack will, now that I think of it, still be shortchanged.) Damage was only listed at 80% though... so I'll go for a s/l Def in the mid-30s and see how that works from me.
  17. ... so Sky Commando (WP/DB) is slowly but surely approaching level 50. I'm trying to figure out how to bump up his defense...

    unfortunately for DB, you pretty much have to wind up taking every single power in the game (you *can* skip blinding feint, but the combination of bruising plus the 30% damage buff is actually quite nice for tankers). But that means you have a lot of attacks that you can use to get defense bonuses, half single target and half AOE.

    Alas, this makes slotting everything out pretty tight. I wondered if I could get away with only four-slotting all my attacks, putting four kinetic combat in all the single targets and four eradication in all my AOEs. This helps boost my smashing and lethal defense up to 46.1 and energy and negative up to 49.6, which is nice. My concern is that I might be cheating myself out of damage. How workable would you all think this is?

    Just wondering!
  18. Duh -- that's the problem, I'd just created him, and he hadn't got to 5 yet. I forgot that part.

    Thanks!
  19. Does the second tier electric armor power (the damage field) have a taunt component? Does the innate Tank taunt power work with it? I ask because I just created an EA tank, just to see what it's like, and the damage field seems to make enemies run away more than anything else.
  20. Curveball

    Dual Blades

    I LOVE dual blades on my tank (Sky Commando).

    The critics are absolutely correct: you need to take quite a number of powers to get the benefits of the attack chains. And I play a WP/DB tank, which is an extremely tight build. However:

    - DB is a very fast moving attack set
    - the damage is quite good for a tank
    - with the health pool an inherent power set now, you do have a little more room to get the chains

    Damage is pretty good even WITHOUT being able to activate the special effect (i.e., if you miss with one of the attacks) because the attacks are pretty fast. There are higher damaging attacks and there are faster attacks, but db is a good balance of both.

    That said, once you start adding recharges to your attack chain (to allow a continuous stream of uninterrupted slicing and dicing) you will notice your end steadily disappear, even if you're a WP tank.
  21. Because if Brutes had spines no one would ever play a scrapper again.

    j/k. But I figured that each AT has a powerset or two that was just theirs in order to keep them unique. Maybe not?
  22. Extra info on this...

    When I originally created Sky Commando (my WP/DB Tanker) I took the stamina pool for health, but skipped stamina itself. In the mid-20's I found I my stamina kept dipping... and I decided it was because while the DB attacks are relatively low in end cost, they're also pretty quick, and they chain really well, so you can essentially keep fighting without gaps... which I think (though I never verified) caused me to gradually over time spend more end than I could recover. So I added stamina to the build and voila -- the bar never moved.

    Now I have tough and weave in the build, and the end bar DOES move, but it's pretty benign as far as things go.

    And of course with i19 every willpower tanker (and scrapper and brute) get the benefit of being supercharged end batteries since they get both.
  23. Quote:
    Originally Posted by Sailboat View Post
    I'm not sure I understand...Willpower's Quick recovery is available at level 12, has no pre-requisites, and generates more endurance than Stamina anyway. And plenty of other builds made do with only Stamina for endurance. Why would a Willpower Tanker facing tight build choices even have taken pre-inherent Stamina?
    You want the heal more than stamina (to add to your regent), but if you take stamina it stacks with qr and you essentially never run out of end again. Slot toggles without end reducers, AND tough, AND weave, and still no downtime unless you overlook a Sapper.

    Of course it doesn't matter now because stamina is inherent.
  24. Yeah, when I made my db tanker I chose willpower... a set that you absolutely need to take everything for except the tier 8 and 9 powers. It was a tight build until stamina became inherent.
  25. Slight deviation of topic here, but one of the things I do when I create a tank is I also create a brute with the same powerset. Yikes, that's a lot of damage at the low levels! But what's going to be interesting is comparing their survivability at higher levels. My theory is that at the higher levels, when the fire tank can properly slot out his attacks, he'll be able to last longer in more challenging fights because his resists and heal are higher, and that while he won't reach the peaks of damage that a fury bar can provide, the 3-slotted fire attack chains will be substantially more than adequate in most cases.

    Have to admit that fury + fire damage is really addictive though. :-)