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Posts
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I'd drop resurgence and scorch/fire sword (keep whichever you like, only 1 of them is needed). Pick up the fighting pool and leaping. Different combos you could go for: boxing/tough/weave + CJ. Or: boxing/tough + CJ/SJ.
I found I didnt need fire sword on my FM character, incinerate > GFS > scorch > cremate > scorch
is a good attack chain. -
[ QUOTE ]
They're self heals. If it puts health back it's a self heal. Not much logic to it.
[/ QUOTE ]
It does bring health back. You could say it's a self heal. But from playing an invuln character for 3 and a half years I can definitely say it isn't as reliable for a self heal as it is for a maxHP / regen buff. You could argue easily that it is a self heal, I'm not saying it doesn't bring HP back.
What I'm saying, is that the recharge timer is so long it's not usually up more than every second fight. It cant heal when it's recharging. The other "real" self heal powers have a lower timer so that they could be used in every fight, maybe even multiple times.
EDIT: Quick test reveals I can clear 3 mobs at Cimerora wall with my katan/invuln in the time it takes for DP to recharge. This is with +55% recharge from sets and hasten, essentially perma DP. -
I wouldnt really consider any of them (hoarfrost, EE, dull pain) self heals, they're more like layered defense. A +maxHP power rather than a self heal. If you look at the "real" self heal powers such as reconstruction or healing flames you'll notice that all these "real" self heals have a recharge ranging from 30 seconds to 60. And none higher.
Effectively these +maxHP powers function as +resistance powers increasing the amount of hits you can take before you drop. -
Sonic/sonic, because I have both sonic/ and /sonic defenders but havent got a rad
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It's only tight in the pre-30 region really. Trying to fit in all the stalker tools (AS, BU, placate), some attacks to use outside AS, then defenses to avoid death, travel power and fitness isn't all that easy. I could probably take acrobatics out and fit in shadow punch to help me out. Will have to look at it.
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Blah :P I blame caffeine! Think I should actually start checking my posts lol
Trying to post it again
Villain Plan by Mids' Villain Designer 1,4006
http://www.cohplanner.com/
Level 50 Magic Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 1: Hide -- DefBuff-I(A)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(37)
Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40)
Level 6: Assassin's Eclipse -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(36)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
Level 10: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(15), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Swift -- Run-I(A)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
Level 22: Kuji-In Sha -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(27)
Level 24: Combat Jumping -- Ksmt-ToHit+(A)
Level 26: Super Jump -- Jump-I(A)
Level 28: Acrobatics -- EndRdx-I(A)
Level 30: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(31), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(34)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Kuji-In Retsu -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Soul Storm -- EoCur-Acc/Hold/Rchg(A), Hold-I(45), Thundr-Acc/Dmg(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Blinding Powder -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(48), Mlais-Conf/Rng(48), Mlais-Acc/Conf/Rchg(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]17,5% DamageBuff(Smashing)[*]17,5% DamageBuff(Lethal)[*]17,5% DamageBuff(Fire)[*]17,5% DamageBuff(Cold)[*]17,5% DamageBuff(Energy)[*]17,5% DamageBuff(Negative)[*]17,5% DamageBuff(Toxic)[*]17,5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]8,63% Defense(Melee)[*]15,5% Defense(Ranged)[*]8,63% Defense(AoE)[*]2,5% Enhancement(Confused)[*]2,75% Enhancement(Terrorized)[*]4% Enhancement(Heal)[*]27,5% Enhancement(RechargeTime)[*]32% Enhancement(Accuracy)[*]14% FlySpeed[*]122 HP (10,1%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]MezResist(Held) 9,35%[*]MezResist(Immobilize) 13,8%[*]MezResist(Terrorized) 2,2%[*]11,5% (0,19 End/sec) Recovery[*]10% (0,5 HP/sec) Regeneration[*]3,78% Resistance(Fire)[*]3,78% Resistance(Cold)[*]3,13% Resistance(Negative)[*]14% RunSpeed[/list]
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I'm not trying to say "this is wrong, this is right", what I'm trying to say is "I tried this, I also tried this and I found this better in 95% of the cases".
For the group invis thing, while you're right that some defense is better than no defense, the thing is, little amounts of defense wont do much if you dont have anything to stack them with. At 25% def the 2% you will get from group invis wont help you. Really. The sustained DPS of the enemy will drop, but you being a squishy wont change. The little drop in their DPS wont be enough to keep you alive any better than you would stay alive currently.
Liquefy then, the only thing I found it useful on my sonic/psi was against Cap'n Mako. One opponent in the whole game. That's WAY too situational in my opinion. Instead of it you could get a power that has 90% more usefulness in general PvE and a little less usefulness against Cap'n Mako.
Sonic repulsion on the other hand, it has it uses like every power in this game. But just like for liquefy, you could pick a power that is more useful. If you like it I'm not going to come to you and scream "IT'S WRONG! YOU BREAK GAME! DS NOT LIKE!"keep it if you want, my opinion is that there are better powers available.
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Nice guide
I think you didnt mention that plant/storm happens to be very proc friendly. You get many powers that take achilles heel -res proc and all of the are AoE. Freezing rain, fly trap (well he is not aoe but has aoes) and tornado. If you stick a -res proc in all of those pretty much everyone is guaranteed to be at -20% res on top of freezing rain
Also as someone mentioned earlier, lady Grey procs are your friends.
And as a sample build:
Hero Plan by Mids' Hero Designer 1,4006
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/Hold/Rchg(17), G'Wdw-EndRdx/Hold(17), EoCur-Acc/Hold/Rchg(19), Para-Acc/Hold/Rchg(19)
Level 1: Gale -- Empty(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), GravAnch-Hold%(21)
Level 4: Snow Storm -- ImpSwft-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(5), P'ngTtl-EndRdx/Rchg/Slow(5)
Level 6: Hurdle -- Jump-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(13), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(15), EndRdx-I(15)
Level 12: Combat Jumping -- ULeap-Stlth(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(21), LdyGrey-DefDeb/Rchg/EndRdx(23), LdyGrey-Rchg/EndRdx(23), TmpRdns-EndRdx/Rchg/Slow(25), Slow-I(25)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(29), P'Shift-End%(29)
Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 28: Maneuvers -- Krma-ResKB(A)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(34)
Level 32: Fly Trap -- Achilles-ResDeb%(A), LdyGrey-%Dam(33), S'bndAl-Dmg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Build%(34), HO:Nucle(36)
Level 35: Tornado -- LdyGrey-%Dam(A), ExStrk-Dam%(43), S'bndAl-Dmg/EndRdx(45), S'bndAl-Acc/Rchg(45), S'bndAl-Dmg/Rchg(45), Dmg-I(46)
Level 38: Lightning Storm -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Dmg/EndRdx(40), Dmg-I(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), ExStrk-Dam%(43)
Level 44: Rock Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48)
Level 47: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50), Dct'dW-Heal(50)
Level 49: Vengeance -- Krma-ResKB(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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[u]Set Bonus Totals:[u]<ul type="square">[*]8% DamageBuff(Smashing)[*]8% DamageBuff(Lethal)[*]8% DamageBuff(Fire)[*]8% DamageBuff(Cold)[*]8% DamageBuff(Energy)[*]8% DamageBuff(Negative)[*]8% DamageBuff(Toxic)[*]8% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]4% Enhancement(Heal)[*]4% Enhancement(Confused)[*]42,5% Enhancement(RechargeTime)[*]27% Enhancement(Accuracy)[*]5% FlySpeed[*]156,4 HP (15,4%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 2,2%[*]MezResist(Sleep) 2,2%[*]MezResist(Terrorized) 2,2%[*]20% (0,33 End/sec) Recovery[*]32% (1,36 HP/sec) Regeneration[*]5,67% Resistance(Fire)[*]5,67% Resistance(Cold)[*]1,26% Resistance(Energy)[*]1,26% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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To address a few points....
1: Group invis for defense. It gives you 3.75 defense, enhancable to 5.6% which is cut in half when you're in combat. 2.8% def in combat. MAX. You're better off with the +3% def unique in one of your resistance powers.
2: Liquefy. While on paper the debuffs et all look great the recharge is what ultimately makes it useless.
3: Sonic Repulsion. Well what can I say? There's a world of better powers you can pick instead of this. -
I made a build for you. It's easier to IO out one build than two which is why I made this. Power choices are pretty much the middle ground of your two builds. Skipped powers like liquefy (frankly it's not that useful. And I play a sonic defender), group invis (you already have super invis!) and sonic repulsion (you cant use this well. All it'll do is annoy your teammates).
Hope you like it:
Hero Plan by Mids' Hero Designer 1,4006
http://www.cohplanner.com/
Level 48 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Sonic Resonance
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Blind -- Empty(A)
Level 1: Sonic Siphon -- Empty(A)
Level 2: Spectral Wounds -- Empty(A)
Level 4: Sonic Barrier -- Empty(A)
Level 6: Sonic Haven -- Empty(A)
Level 8: Superior Invisibility -- Empty(A)
Level 10: Swift -- Empty(A)
Level 12: Air Superiority -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Phantom Army -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Sonic Dispersion -- Empty(A)
Level 24: Deceive -- Empty(A)
Level 26: Spectral Terror -- Empty(A)
Level 28: Disruption Field -- Empty(A)
Level 30: Aid Other -- Empty(A)
Level 32: Phantasm -- Empty(A)
Level 35: Clarity -- Empty(A)
Level 38: Aid Self -- Empty(A)
Level 41: Fissure -- Empty(A)
Level 44: Rock Armor -- Empty(A)
Level 47: Earth's Embrace -- Empty(A)
Level 49: Hasten -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I quite agree with you Igor. Posi would be completely OK if it was a TF in the late 20s or later.
Also for the first TF, it could be 5 missions and in different zones to give a bit of length. Although I'd want to avoid zones like Perez where you're bound to get lost. -
Problem is, ice/ice/cold doesnt really get any KB powers for kinetic crash.
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Well that was the build I used on my ice/ice at 50. I only took acrobatics because there wasnt another power I'd want and -KB IOs cost so much.
For IOs I'd just stick crushing impact into ice sword and thunderstrike in ranged attacks. -
I'm actually quite sure that the +perception IO functions similarly to LotG: +rech: as a set bonus. It should be active all the time and it can be slotted into veng.
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I'd advice to reroll ice/MM. That's what I did with my ice/ice but if you're dead set to go with /ice...
First off, ice/ice eats through end like a hungry american through burgers. Get stamina at 20. If you feel like you dont want stamina until 49 dont bother taking health at 14.
Also no ice bolt? Blasphemer! It's a crucial part of your ranged attack chain.
I'd also advice taking leaping (CJ and acro) or flight (hover) to avoid both melee damage and knockback. I'd also skip chilling embrace.
Anyways, my ice/ice had this build at 50.
Hero Plan by Mids' Hero Designer 1,4006
http://www.cohplanner.com/
Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- Dmg(A), Dmg(34), Dmg(37), Acc(40), RechRdx(43), EndRdx(43)
Level 1: Chilblain -- Empty(A)
Level 2: Ice Blast -- Dmg(A), Dmg(3), Dmg(3), Acc(15), EndRdx(15), RechRdx(31)
Level 4: Ice Sword -- Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(7), RechRdx(13)
Level 6: Swift -- Run(A)
Level 8: Freeze Ray -- Hold(A), Hold(9), Acc(9), Acc(11), RechRdx(11), RechRdx(13)
Level 10: Combat Jumping -- Jump(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Build Up -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Bitter Ice Blast -- Dmg(A), Dmg(19), Dmg(19), Acc(23), EndRdx(23), RechRdx(31)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Acrobatics -- EndRdx(A), EndRdx(48)
Level 24: Aim -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Hasten -- RechRdx(A), RechRdx(27), RechRdx(27)
Level 28: Shiver -- Acc(A), Acc(29), EndRdx(29), RechRdx(31), Slow(46), Slow(46)
Level 30: Aid Other -- Empty(A)
Level 32: Blizzard -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Aid Self -- Heal(A), Heal(36), Heal(36), RechRdx(36), IntRdx(37), IntRdx(37)
Level 38: Freezing Touch -- Acc(A), Acc(39), Hold(39), Hold(39), RechRdx(40), RechRdx(40)
Level 41: Flash Freeze -- Acc(A), Acc(42), EndRdx(42), RechRdx(42), Sleep(43), Sleep(50)
Level 44: Frozen Armor -- DefBuff(A), DefBuff(45), DefBuff(45), EndRdx(45), EndRdx(46)
Level 47: Hibernate -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Ice Patch -- RechRdx(A), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx(A), EndRdx(50)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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-
[ QUOTE ]
As a few have stated, 1st is likely to become a solo set and Clarify/Repulsion will be used to buff Phantasm.
[/ QUOTE ]
But surely the shields would be better for buffing phantasm than clarity / repulsion? When solo you should be able to perma-lock any mobs you meet (hold, confuse, spectral terror) so repulsion field would become very useless. IMO, 25% RES (or whatever the controller value is) > mez protection + KB aura for a pet that should not need either. Also disruption shield can be applied on PA to help their damage output. -
Just a quick thought, could it be possible to give everyone as an inherent power which wouldnt cost any endurance and would remove the bounding boxes like phase shift does? Just that people could basically toggle collision on and off at will.
-
[ QUOTE ]
Ah gods no!
The lack of collision is one of the things I really really really hate about WoW. It is so immersion breaking.
[/ QUOTE ]
I didnt really mind it while playing WoW. I also dont mind having collision in most cases. It just gets quite annoying when you're being pushed around by NPCs / pets / other players especially if it happens in small maps. -
And most importantly Hess TF isnt very long and boring at the same time. IMO, KTF is boring but it is short and that's why it's bearable. LGTF on the other hand while it can be quite long (over 3 hours) it isnt tedious.
-
I think the first TF of the game should be something similar to KTF. 4 missions of which 1 consists an AV (could be EB for teams under 4 members).
A 4 mission chain with missions in different areas (Steel, Skyway, Perez etc) and an AV at the end will take an inexperienced team over an hour for sure. This will inevidently lead to experienced people farming this but we can already farm KTF quite efficiently so what's the big deal? Most people will still stick to KTF, no one wants to lose 2/3 of their powers when exemping down to 15. -
[ QUOTE ]
I am not sure 'sodding hard' is the domain of experienced players. It should make sense for a team to listen to an experienced player or decide on a leader and hope they're the best one.
[/ QUOTE ]
But what if there is no experienced leader about? If they're all newcomers to the game and expect the TF to be a bit harder thing to do than generic missions they'll have a hard time and most of them WILL quit. The thing is, for the first TF you shouldnt have to hope that you get a good leader and a good setup of team (not more than 3 or 4 players). It should be challenging but yet something that would encourage people to try more TFs. In the end, most people who try Positron first wont be doing more TFs until they realize that Posi is just a one-off screwed TF. People cursing this TF on channels wont help it either.
[ QUOTE ]
I generally have to do things once, but if we couldn't do enough in time I expect to of figured a lot out on a first run to aid the second. This is normal to me. Look at Manticore and Citadel, they're way underpowered for a typical team.
[/ QUOTE ]
While I agree about the comment on Manticore and Citadel the truth is, if you fail Positron TF once (your first try) and realize it 1) takes ages 2) is tedious 3) people generally dont complete it you are not very likely to try it again.
Besides as has been said, Posi is not so much about your skills but about very limited powers and enhancers combined with 2 annoying (way too debuffing/mezzing [CoT] and a very damaging group [Vahz]) villain groups. -
[ QUOTE ]
" (iv) No ranged attacks (OK, so only Claws and Spines get them... they're still handy!) "
Wrong, fire melee has ranged attack.
Other than that, good guide... still a bit skeptic though.
With any other primary the minion / LT will probably be dead before Achilles heel have a chance to go off.
[/ QUOTE ]
He's not saying you need the achilles proc to beat a minion / LT. If you can read between the lines you'd get you mostly want it to increase DPS which you need for AVs and EBs. In teams your blasters probably take out minions / LTs quickly and you're there to pick out the tough guys like bosses. -
Here you go then.
The only thing I dont like about this build is the fact how it looks like in the low levels. 2 attacks outside of AS until 32? Ouch.