DSorrow

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  1. Heh, kheldians have been in a need for buff since forever. Cant wait for I13 to buff us
  2. Katana/Invulnerability is my favourite. Followed by fire melee/SR scrapper.
  3. Should be fixed IMO, if the power takes healing sets which have +healing bonuses they should benefit from it...
  4. With the I13 changes coming ahead I'll just give a quick note that this build is still very solid. Good resistances and no power/slotting changes needed at all. The last build I posted will do very well in PvE with all the nice I13 buffs.
  5. Well... If you want a scrapper/team build, my advice is...
    From illusion everything except flash and group invis. From sonic take shields, clarity, disruption field, sonic dispersion and the obligatory sonic siphon. For PP go rock mastery, gives you +HP, a nice melee attack with stun (yes I know it has a 20ft range, low enough to be melee) and a good S/L defence armour.
  6. DSorrow

    Shields

    I want to try shields... but not enough patience to DL the test server!
  7. Sounds like a nice idea. More secondaries for everyone!
  8. I have mine slotted with

    Numina's Convalescence: Heal
    Numina's Convalescence: Heal/Rech
    Numina's Convalescence: Heal/End/Rech
    Efficacy Adaptor: Endmod/Rech
    Efficacy Adaptor: Acc/Rech
    Accuracy IO

    All of them are between levels 44 and 48. Gives me 93% rech, 89% heal and 65% acc. Set bonuses arent useless either, 12% regen and 3% maxHP. Works very nicely for me. If you dont have much money replace the Numina's with Doctored Wounds or if you're not one for frankenslotting go with Luke's slotting.
  9. [ QUOTE ]
    And Soul Mastery for Masterminds getting a PBAoE minion stunning toggle for people in range with them... even when usually either the henchmen are dealing with them or the mastermind is far out of the range of combat?


    [/ QUOTE ]

    Not true in all the cases. I can imagine a lot of /dark MMs spending time in melee spamming twilight grasp to keep henchies alive. Least that's what I do on my ninjas/dark MM. For me this is a very useful change
  10. [ QUOTE ]
    Yeah, MMs are one AT I thought would do well, since thier PPPs where pretty sucky to start with, but how is it going to encorage people to choose a wider range of sets if wone of them has Power Boost, and the others have sucky melee attacks?

    [/ QUOTE ]

    Not all sets get that much out of power boost. I'm not going to get it on my /dark MM for example. But I get your point, it's way more powerful for a buff/debuff AT than a melee attack...
  11. At a quick glance this stuff doesnt seem to affect me much. I can only think of 1 of my 50s that's going to be hit by these changes, my ice/MM. Swapping flash freeze for hoarfrost? Not going to help me. I'm already 20'ish HP from the HP cap at all times and I'm losing a purple set with flash freeze going . Think I'll just swap into force mastery then. Not too big of a change really.

    Then the positive things. World of confusion for my cold/sonic! Woot! Complete invis (arctic fog + CJ) will be really nifty with WoC, which also takes a delicious cheap purple set

    Overall I like these changes. Not sure yet what's going to happen to my fortunata though... (Gloom)
  12. DSorrow

    Spines/Fire/Dark

    Looks fine, if you're only going for farming I'd shuffle some slots around. First off, the Hecatomb: damage in Lunge isnt too useful. Drop it and use to slot to put a 6th kinetic crash in torrent for +7.5% rech bonus. Second, slots throw spines with 5/6 Posi's blast (all but dam/range) and a lvl 50 rech IO.


    Just checked quickly so havent thought of anything else yet.
  13. Well as I said I wasn't sure. Mid's shows an increase from the base 75% hit chance when slotting with acc/end or acc/hold enhancers. And even if it doesnt work I'm 100% global acc bonuses affect it.
  14. Also frankenslotting acc/end, end/hold and damage procs from sets should work. If I'm not all wrong the acc/end IOs increase the accuracy of choking cloud even though it cant be directly slotted (much like def/rech IOs in mind link). Havent tested this though on my ice/rad troller.
  15. If I'm not all wrong the blaster version of psi has the same base range as all the other blasts, 80 feet. Although I might've missed if you're talking about it compared to fire or ice blast which both have a 40 feet blast.
  16. [ QUOTE ]

    5 - Lara Croft


    [/ QUOTE ]

    Made of win
  17. DSorrow

    Spines/Fire/Dark

    Probably, but it would be nice to fit in hasten. It really helps with the spines AoE department.
  18. [ QUOTE ]
    Rude tells? Not in a very long time. Illiterate tells? Daily...

    [/ QUOTE ]

    Illiteracy is a curse on the mankind, I'm afraid
  19. Quad inf gain from mobs. What? I need money for my purpulzz!
  20. DSorrow

    Spines/Fire/Dark

    I dont have any problems with the cast times.
  21. QR

    IIRC, the damage debuff after rage drop is -9999% but I could be wrong. Anyways, the thing is no realistic amount of damage buff will take you back to any good levels of damage. But 10 seconds aint too bad considering you're getting 110/120 seconds of +80% damage and +20% tohit if you have perma rage (which is easy).

    [ QUOTE ]
    Thinking about making a fire/ss scranker type but if rages -damage is heavy i might as well make a set with build up instead.

    [/ QUOTE ]

    Are you out of your mind? Just because of the 10 second damage debuff? Rage is basically a BU power with 120 second duration instead of 10 (!!!) and because of that you have to pay 10 seconds of no (very low) damage and reduced defence. Well worth it, IMO.
  22. DSorrow

    Shields

    [ QUOTE ]
    you have a endurance recovery of 1.67 on a base of 100 endurance .

    Shield works with 2 toggles for defense 0.42 , the third toggle is that nice damage toggle you definetly want to use .

    [/ QUOTE ]

    Why would you want to use a damage aura when solo? The effect is in most cases not even noticeable, especially with tanker damage modifiers and lack of slots (C'mon, you're going to slot your shields and attacks before this, right? Right..? ). Also with only 2 to 3 targets around you usually in most of the cases you're actually better off just using ST attacks to defeat them. If you like, we could just go on with this. Dark armor has 4 toggles before lvl 10, you'll want them all of course (by your own words). That's 3x 0.26 + 1x 0.52 totalling up to 1.3 end/s before stamina. Also their heal is pretty much useless before stamina and enhancers, it uses 33 endurance per use. Shield is far less gimped for solo play imo... Back on topic ->

    [ QUOTE ]
    Coming to a total of 0.63 endurace usage persecond , now that isn“t bad with stamina.
    But since basice tanker hp without shields is nothing but a pile of hp something icetanks found out .
    and at lower levels they infact use hoarfrost more then anything else .
    Now factor in a attack of 7 endurance divided by recharge time .
    You get your nice endurance per second use for your power.

    [/ QUOTE ]
    Going uber-endurance-management might not be fun but there are some very, VERY simple means of increasing your endurance efficiency. First: dont run damage auras against 5 or fewer targets or when you're not keeping aggro for someone else (no, you yourself dont count for someone else when soloing). Second: dont use high damage (usually also high-end usage) powers when a target is low on HP, wait for your low damage attack to recharge. Most tier 1 attacks recharge in 3 seconds (for tankers). I dont find that kind of endurance management crippling the game.

    Also the hoarfrost/dull pain/earth's embrace thingy isnt all that valid. They recharge 4 minutes which lets you use them once or twice in a solo mish. Most of the time when playing my tank on low lvls I relied on insps rather than hoarfrost for healing.

    [ QUOTE ]
    How the heck do you know DEV design policy ?

    [/ QUOTE ]
    I could be wrong but they've said that on the forums a few times.
  23. DSorrow

    Spines/Fire/Dark

    IMO, spines/fire/weapons is a better choice for farming. More often than not caltrops is better for the [stop movement] + burn combo and it also gives you mitigation when the enemies are running around and not trying to kill you. With the 2 damage auras, multiple AoEs and even procs if you wish you should not need the enemies to stay in burn for it's full duration unless you're doing something wrong or if there are bosses (which can be easily immob'd by using ripper/impale combo).

    I'm using this build for all of my farming needs and it's working well. Also I can recommend farming anything with a lot of S/L damage, even better if it's S/L/Fire damage. You could of course swap super jump into rise of the phoenix if you wanted (which I'm going to do soon, have to shuffle some slots around anyway).

    Hero Plan by Mids' Hero Designer 1,4006
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), S'fstPrt-ResKB(5)
    Level 2: Spine Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(40), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(42), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(42)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40)
    Level 6: Blazing Aura -- M'Strk-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), M'Strk-Dmg/EndRdx(7), Sciroc-Dam%(13), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Acc/EndRdx(15)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(39)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(17), S'fstPrt-ResKB(19)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), Mrcl-Heal(46), Mrcl-Heal/EndRdx(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(37)
    Level 24: Quills -- M'Strk-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), M'Strk-Dmg/EndRdx(25), Sciroc-Dam%(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Acc/EndRdx(37)
    Level 26: Ripper -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
    Level 28: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(45), AdjTgt-Rchg(46)
    Level 30: Burn -- Dmg-I(A), M'Strk-Dmg/EndRdx/Rchg(50), M'Strk-Dmg/Rchg(50)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), RechRdx-I(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(48)
    Level 38: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(39)
    Level 41: Kick -- Acc-I(A)
    Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), EndRdx-I(50)
    Level 47: Caltrops -- RechRdx-I(A)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]2,25% Max End[*]43% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]35% Enhancement(RechargeTime)[*]10% FlySpeed[*]165,7 HP (12,4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 4,95%[*]MezResist(Sleep) 14,9%[*]MezResist(Stun) 3,3%[*]MezResist(Terrorized) 2,2%[*]10% (0,17 End/sec) Recovery[*]40% (2,24 HP/sec) Regeneration[*]4,73% Resistance(Fire)[*]4,73% Resistance(Cold)[*]1,26% Resistance(Energy)[*]7,51% Resistance(Negative)[*]10% RunSpeed[/list]


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