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Posts
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Joined
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What would I like?
1. More "endgame" of sorts. I like min/maxing my 50s, but it is in a way a waste because nothing in the game requires that. That said, I wouldn't like content that specifically requires IOs, but something along the lines of the two new TFs: can be done on SOs easily if you pay attention to team make-up or just pick competent players, but IOs help a lot.
2. Reworking the Freedom Phalanx TFs. I play all of these on pretty much every single one of my alts in order to get the accolade, and sometimes it is a drag. The 100 defeat alls on Synapse at level 20? Ugh. 10000 hunts on Numina that don't feel that relevant even after reading mission info? Blah.
3. Reworking unused zones like Dark Astoria. Shadow Shard would make for a very nice scenery for Incarnate related stuff, they already have the godlike entities there.
4. Getting rid of defeat all missions where the story does not absolutely require them.
5. A team queue function sort of thing. Basically anyone should be able to flag themselves so that anyone between levels X and Y could just join them. I'd love a feature like this. I play duos almost exclusively (with in-game and real life friends), because I don't bother going through the tedium of building a team. Why would I even do that when a competent duo can blow through missions set for four or more? For the company, yes, but with so many people not even responding to tells I won't go there.
6. Revamping PvP to what it was before I13. I actually almost liked it back then because it was much more simple. Rules can be learned easily (at least I can), but with the rules so complex and the PvPers so few, there is no point in "casual" PvPing. Whatever they do with PvP rules won't get rid of the fact that some power combinations just work better than others, and the old rules were, in my opinion, more favorable to casual players. -
Can't help you much with the KM side, but when playing a SR Scrapper make sure to pick at least everything up to Elude. Tough and Weave also help tremendously, and if you have enough slots, Aid Self doesn't hurt either. Hasten should be very nice for KM, too.
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Ahh, Johnny Butane and his fiery temper. What better is there to warm me on a cold winter day?
I really hope you (JB) could actually descend from your "god" status down to where normal people linger. Your tankers will not become gods and you aren't the person who should oversee the development of this game. Merry Christmas! -
First 50 took somewhere in the region of 400 hours of play, I think. Currently I'm dinging 50 usually after 90-120 hours of play, could be faster, but I really can't stand the boredom of farming.
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Quote:Then don't die.But people arent asking for an easy time, just something thats not a 2nd job to them. Trap Door and the new tfs are just frustrating. Thats what folks are complaining about. My biggest gripe about the Apex TF is that when you come out of the building in the 2nd mission you are insta-killed by the patches because opening the door roots you for 3 seconds. So unless you have someone already on the other side watching the door its pretty much a death trap. Its why I refuse to do the tf again once I have that badge. Its simply not worth my time to die over and over again.
If you don't enjoy the TFs or the new content, don't play it. If you don't enjoy the game, why are you still playing it?
The simplest solution to content you don't like is skipping it. I avoid certain TFs, contacts and villain groups because I don't enjoy fighting them. Someone might like them, but that someone is not me. Do they need changing because I don't like them? No. There is loads of other stuff I can do instead. -
I'll offer my very own subjective point of view on the new TFs and Trapdoor. For the few of those who can not seem to grasp this, note that this viewpoint is just as valid as everyone else's.
Trapdoor is difficult? Lol. I soloed him today in under 30 seconds on a controller. I'm not even exaggerating, I have powers that recharge in about 30 seconds and I only had the chance to use them once.
New TFs are difficult or favor ranged? Lol. I did them both with my Scrapper on a very melee heavy team (7 melees and a Defender as I recall) and we had no problems. BM took a bit longer than 15 minutes (no badge), but I didn't feel useless at any point. I actually thought they were both fun TFs with nice new mechanics.
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Aside from a few things it looks fine.
1) Permafrost is fine with just one slot. If you can spare the ~15mil inf, grab a Steadfast 3% Def and put it there. Move two of the slots to Health and put 3x Heal in it.
2) Chilling Embrace doesn't really need Slow Enhancement. Move these to Icicles for Damage, for example.
3) Hibernate doesn't benefit from Recharge. You can only use it every 120 seconds and its base recharge is, IIRC, 120 seconds. Change this to a Heal enhancement.
4) Aid Self doesn't need Recharge enhancements, IMO. At least not before you've fully slotted the heal. Slot 1x IntRdx, 1x End and 2x Heal if you only have those 4 slots to play with.
As for CE and EA, they are autohit so no accuracy is needed. -
Quote:I'd still pick up Hasten. I have it placed next to Soul Drain in my powers tray because I use Soul Drain whenever it's recharged, and this also helps me notice if Hasten has recharged.
i had hasten, dropped it as i already have one power i will have control clicked and really just dont want to mess with another power that i have to remember to hit when it is up. just me being lazy with the play of this toon.
I've seen quite a few useful bind files that let you bind long recharge clickies into movement keys, e.g. pressing W moves you forward and activates Active Defense, pressing D activates Hasten, etc. My search-fu failed me so you'll have to hope someone else can find them or find them yourself -
Quote:I think it was one of the best changes I ever did to my SD/DM. Gloom is a ridiculously great ST attack, and it's Ranged which allows you to finish runners with it. Dark Obliteration just happens to be an easy follow-up power which helps DM where it's lacking.@dsorrow I started looking down the soul mastery path first oddly enough
. Ended up thinking that it might be an end ***** so I scrubbed and went energy instead. Physical perfection is a hard power to not want to pick up
I am definitely thinking hard about going back to it though for thematic reasons for the character.
My build is perfectly fine with just Dark Consumption for endurance management so I think the powers in Energy Mastery are more or less wasted. Even the extra regen isn't that useful because spamming Siphon Life gives you ridiculous amounts of heal over time. My current attack chain is SP > Gloom > Midnight > Siphon, IIRC it takes about 6 seconds and Siphon Life heals just over 300 HP so I should end up with about 50 hp/sec worth of regen just from using my attack chain.
As for damage, I can easily finish minions up to +2 (I think) with Soul Drain > Shield Charge > Dark Obliteration. When Hasten is up I run the chain mentioned earlier, and when it's down I just add another SP between MG and SL. Even though the build isn't all that expensive (not from my point of view), it is very powerful. I can't wait to get my +Rech Alpha slot for even more clicky goodness. -
Here's what I use on my SD/DM currently. It can survive most things easily (similar maxHP, Res and Def as your build) and pump out respectable ST DPS. I really recommend getting Gloom and Dark Obliteration from Soul Mastery because Gloom is awesome and Dark Obliteration helps with DM's lacking AoE. Your endurance should be fine with just Dark Consumption.
Biggest difference between the builds is that mine is a whole lot cheaper.
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), TtmC'tng-ResDam(13), TtmC'tng-ResDam/Rchg(13), TtmC'tng-ResDam/EndRdx(15)
Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(31), C'ngImp-Acc/Dmg/EndRdx(37), Zinger-Dam%(37), Cloud-%Dam(37)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(33)
Level 4: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(43), Mrcl-Heal/EndRdx/Rchg(43), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/Rchg(48)
Level 6: Active Defense -- RechRdx-I(A), HO:Enzym(48), HO:Enzym(50)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50), Erad-%Dam(50)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Siphon Life -- Nictus-Heal(A), Nictus-Acc/Heal(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(21), Mako-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(36)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Kick -- Empty(A)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31)
Level 30: Taunt -- Zinger-Dam%(A)
Level 32: Grant Cover -- LkGmblr-Rchg+(A)
Level 35: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), DampS-Rchg/EndRdx(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), SipInsght-Acc/EndRdx/Rchg(46)
Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 49: Super Jump -- Winter-ResSlow(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Mrcl-Heal(7), Mrcl-Heal/EndRdx(7)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(3), P'Shift-EndMod/Acc(5)
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I'm actually happy that for once when soloing some of my characters might actually need inspirations or even temp powers to complete an encounter with a non-AV enemy. I've had exactly zero problems so far with any of the characters I've done it with, I haven't even had to use any temp powers. So far I've done it with each hero AT (save for Kheldians).
I think incarnate content should be hard. It's supposed to be the end-game be it solo content or team, as long as it's related to being an incarnate it should ramp up the difficulty. It would be a mistake, in my opinion, to make it faceroll content just because some players refuse to use the tools given to them to complete it. -
Nope, but with S/L/E close to the cap I don't need any Resistance. With the -Rech from Snow Storm and Sleet plus the KD enemies don't get to attack me that many times. I'm not saying Resistance is a bad thing, I just think you could devote powers and slots for something more useful.
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I agree to giving mez protection to squishies when my Scrappers get debuffs comparable to Cold Domination or some other Defender set, preferably integrated into attacks. -500% Regen in Gambler's Cut, -20% Resistance in the rest and of course the -Def should be doubled. BU should also give me a 90 second duration Recovery boost.
As a player of most ATs I think the game is well balanced. I just dinged 50 on my Illu/Cold, and due to her debuffs (and PA) she can solo AVs safer and faster than any of my melee ATs. She has more Defense against the most common damage types (S/L/E) than a SR Scrapper with SOs, so mez protection is just about the only thing she is missing from having everything I could want.
Give squishies mez protection or lower that of melees significantly, and we'll have City of Tankmages. -
I can say from experience that my Cold/Sonic is much tougher after swapping from a Resist shield to Scorpion Shield. With as few HP as Defenders have it's better not to be hit at all than be hit for some damage, which will often be meaningful even with 60% Resistance.
With slotted shields the Disruptor Bot is awesome. Mine was able to stay alive tanking a Rikti Pylon on each of my tries against them.
As for Infrigidate, I don't think it's needed. Sleet does high -Def as AoE and Sleet, Snow Storm and Heat Loss give you all the -Rech you could possibly need against any target. If you really want to ensure that Benumb hits, I'd just drop Sleet and then hit Aim.
Even if you play the Defender mostly as a debuffer, I still strongly recommend slotting the shields. They are a great benefit to any team. I play my Cold/Sonic mostly as a debuffer, too, I just stop every four minutes to apply shields if needed and then go on with debuffing and blasting. -
Fire/SD or Elec/SD Scrapper with an Emp/Sonic Defender.
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I guess Scorpion Shield could be useful here if your concept allows swapping to that. It gives you (slotted) about 17% S/L Defense which will help with the powersuit theme if you go for S/L Def.
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Few things:
1) You really want to get both of the shields early and slot them for at least two lvl 50 IOs worth of Defense. Arctic Fog, Maneuvers and the shields provide about 30% Defense to the entire team if they're all slotted.
2) While Ranged Defense is good and all that, you could much easier get soft capped S/L/E Def with Scorpion Shield. It covers the majority of all damage in the game regardless if it's melee, ranged or AoE. And you shouldn't even need Fighting or the Glad Armor unique.
3) I'd slot 3x Rech in Heat Loss and Benumb because they're insanely awesome. I'd also slot EndMod in HL so that you don't need to spawndive to get "infinite" endurance for its duration.
Here's my Cold/Sonic build for reference. I didn't specifically build it for Defense, just got what I could on top of the +Rech. For some reason the Mid's build has slightly less global +Rech than my live build even though they should be identical.
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I'm not concerned at all. If they change it, I'll adapt and improve. I do hope that if they actually change how +Def from IOs work it won't be a change of ED's magnitude. It would cost them so many customers it would hurt those that stay in more ways than diminishing their set bonuses...
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Bots/traps would be my choice. You get seeker drones from you and the bots and flashy missiles. Just name the bots Mobile Launch Site 1 to 6.
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It does work in PvE, unless it has been broken recently.
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Very quick build.
Stuff it has:- Decent +Rech
- One small insp or a few buffs from Ranged soft cap
- Close to HP cap
- Aid Self and Power Sink to fill HP/Endurance when needed
- Hover/Bonfire to stay away from Melee
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 1: Electric Fence -- Enf'dOp-Acc/EndRdx(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), RechRdx-I(43)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(13), RechRdx-I(17)
Level 8: Fly -- Zephyr-Travel(A), Zephyr-ResKB(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(13)
Level 14: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(15), Zephyr-Travel/EndRdx(15)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Aid Other -- Empty(A)
Level 22: Aid Self -- IntRdx-I(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Numna-Heal/EndRdx/Rchg(34)
Level 24: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(34)
Level 26: Kick -- Empty(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-EndRdx(31)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod(36)
Level 38: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Bonfire -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- Dmg-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
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