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Posts
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Looks like a nice build to me...
You might want to consider putting a Scirocco's Dervish: Chance for Lethal Damage in Quills and Death Shroud, with that kind of a tickrate and the amount of enemies you will want to be facing with a spines/dark your dps will shoot skywards. Might be a good idea to put that SD: CfLD in your other AoEs as well.
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For advice I'd say reroll EM >.>
Yeah, I got a nin/nin too.. Bit gimped I feel :P
Someone might have better advice though -
I'll make a list of notes here of things I'd change for build one
<ul type="square"> [*]Twilight Grasp: I slot this with 2x heal, 2x acc, 2x rechredux on my MM[*]Tar Patch: The slow isnt really needed[*]Darkest Night: I slot this power with 2x endredux, 3x ToHit debuff. Havent ever tried any other way but it works like heaven this way[*]Shadow Fall: The defbuffs do close to nothing. The base def from shadow fall is 3.75% so not much to improve there with SOs. Change those damres slots to endreduxes or move them somewhere else.[*]Dark Servant: It's commonly slotted 3x rechg and 2-3 ToHit debuff and 0-1 Heal. I slot it with 3x rechredux, 2x ToHit debuff and 1 Heal.[/list]
That's it for build one. Robots side the build looks good, just wanted to share what I think about dark miasma after playing it for 50 levels
Build 2... Cant really be arsed to check all the attribute increases in each power -
[ QUOTE ]
Yeah, I agree - it would make Empathy more interesting/challenging to play; just don't make it like WoW... whenever I healed anything with my priest in WoW, it was like every single mob turned round and shouted "get the dude in the dress!"...in a PuG in the Deadmines, healing anything was a death sentence.
[/ QUOTE ]
But isnt playing WoW already a death sentence? -
What I'm trying to say, that the 3 ToHit slots in nova do less than 1 acc in each attack
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I can put in the maths part for why ToHit > Acc, so here comes.
The formula to calculate a NPC/PC's chance to hit against their target is this:
(Base ToHit + ToHit buff - Defence - ToHit debuff) * (1 + Acc modifiers) = X, capped at 5% or 95%
Let's try it like this: you have 13.5% ToHit, 1 acc SO of equal level in each attack and you're attacking an equal level critter with no ToHit debuffs or additional Defence the formula looks like this:
(75% + 13.5% - 0% - 0%) * (1 + 0,33) = 117.705% chance to hit, capped to 95% chance to hit.
If you only had 1 acc SO and no ToHit buffs:
(75% + 0% - 0% - 0%) * (1 + 0,33) = 99,75% chance to hit, again capped at 95%
If you had no acc SOs and a constant 13.5% ToHit boost:
(75% + 13.5% - 0% - 0%) * (1 + 0) = 88.5% chance to hit, again capped at 95% chance to hit.
Here we can see that ToHit > acc, but the +ToHit from nova form isnt quite as good as 1 SO. But remember, this (ToHit > Acc) is in most cases.. Although I cant think of a case where equal amount of acc would surpass ToHit.
Hope you understood what I was trying to point out.. -
I like having acro on toons without permanent mez protection. The -10000 KB is really nice; I dont want to be lying on my [censored] when I need to use a heal
also, it's nice to have a little bit of hold resistance.
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[ QUOTE ]
I'd actually recommend this guide to anyone starting a Kat/Inv. Which is a shame cos I came here to Troll
Very Nice Guide.
[/ QUOTE ]
Yay I can write guides
now I'll just play a couple hundred hours on my PB and write a guide..
As for you Aurry, I challenge thee to a duel for saying that
Katana/invuln doesnt suck, just different from easymode /regen. Obviously playing 3x /regen to 50 has lowered your IQ and you cant play anything a bit more challenging -
Yeah well.. You're allowed to comment on it! Whatever springs to mind. And would prefer you to tell me why you think this or that way.
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For attacks I'm planning crushing impact / thunderstrike. Should get me 28% +acc from just 4 of those sets IIRC.
Endurance shouldnt be a problem when I get the 2 unique +recov IOs... And well, I'm planning to get lots +rechg sets to keep the ranged chain going -
I dont think I need solar flare tbh. Did RWZTF on my PB yesterday and now in this build I dont have some powers that I have in my current build. Mostly because A) they arent needed B) they can be annoying (luminous detonation aoe KB ftw!) C) I dont use them. Solar flare goes into category C. I think I used it once during the whole TF. SJ is there just to get me acro
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Good stuff there Alvan! I'm planning to get some sets later on in the attacks, which is why there's currently only 1 acc in each.
I could slot shiver with a slow set..
A LotG: recharge in CJ would cost a lot
Could take hurdle, just wasnt sure
Hasten can be switched with BFR..
About stimulant, I'm better off if I put there a Rechred so I can stack it!!!
Yeah I could switch something in frozen armor for that kismet.. -
I prefer ranged holds to melee holds, that's the reason I have BFR and no freezing touch at all
Oh yeah, what I forgot to put in the original post (and cant edit anymore :/) is here...
Do you think this build is ok for PvE and occasional PvP? PvP side looking mostly at duels but some zonal PvP might happen. Should I get energy mastery instead of cold mastery? -
Well... The bump was just a bonus like, you know, set bonuses
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Well, uh... Is no one actually going to comment this?
Oh yeah... BUMP -
So this is my PBs full-human build (or well, what I will be respeccing into). I'm not worried about any of the powers when exemping because I'm not too keen on doing low lvl TFs on my PB. PvP isnt an interest either
So here it is! Comments and the likes are welcome
Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php
Avenger: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Hero Profile:
Level 1: Glinting Eye -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 1: Incandescence -- Aegis-Psi/Status(A)
Level 2: Gleaming Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 4: Essence Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(21), Dct'dW-Rchg(43)
Level 6: Radiant Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 8: Swift -- Flight-I(A)
Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
Level 12: Shining Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/Rchg(50)
Level 14: Proton Scatter -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(42), Det'tn-Acc/Dmg/EndRdx(43)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Incandescent Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Reform Essence -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(40), Dct'dW-Rchg(40)
Level 24: Conserve Energy -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Build Up -- RechRdx(A), RechRdx(27), RechRdx(27)
Level 28: Pulsar -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(29), Stpfy-EndRdx/Stun(29), Rope-Acc/Rchg(31), Rope-Acc/Stun/Rchg(34), Rope-EndRdx/Stun(48)
Level 30: Quantum Flight -- EndRdx-I(A), EndRdx-I(31)
Level 32: Dawn Strike -- HO:Nucle(A), HO:Nucle(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Photon Seekers -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(36), BldM'dt-Dmg(36), RechRdx-I(36), RechRdx-I(37), Dmg-I(37)
Level 38: Light Form -- RechRdx-I(A), RechRdx-I(39), ImpArm-ResDam(39), ImpArm-ResDam/Rchg(39)
Level 41: Glowing Touch -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(43), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 44: Combat Jumping -- Jump-I(A)
Level 47: Super Jump -- Jump-I(A)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
------------
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+0,95% Defense(Fire)[*]+0,95% Defense(Cold)[*]+5% Defense(Energy)[*]+1,88% Defense(Psionic)[*]+2,25% Max Endurance[*]+37% Enhancement(Accuracy)[*]+12% Enhancement(Heal)[*]+31,3% Enhancement(RechargeTime)[*]+8% FlySpeed[*]+49,7 (4,13%) HitPoints[*]+8% JumpSpeed[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 24,4%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 26,6%)[*]+15,5% Recovery[*]+6% Regeneration[*]+6,3% Resistance(Fire)[*]+6,3% Resistance(Cold)[*]+2,52% Resistance(Toxic)[*]+10,5% Resistance(Psionic)[*]+8% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Thunderstrike[u]
(Glinting Eye)<ul type="square">[*] +2% Recovery[*] +2,5% Defense(Energy)[*] +7% Enhancement(Accuracy)[*] +4% Movement Increase[/list][u]Aegis[u]
(Incandescence)<ul type="square">[*] +3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)[/list][u]Thunderstrike[u]
(Gleaming Blast)<ul type="square">[*] +2% Recovery[*] +2,5% Defense(Energy)[*] +7% Enhancement(Accuracy)[*] +4% Movement Increase[/list][u]Doctored Wounds[u]
(Essence Boost)<ul type="square">[*] +MezResist(Terrorized) (Mag 2,2%)[*] +1,26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[*] +1,26% Res(Toxic, Psi)[/list][u]Crushing Impact[u]
(Radiant Strike)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +13,6 (1,13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2,5% Resistance(Psionic)[/list][u]Impervium Armor[u]
(Shining Shield)<ul type="square">[*] +2,5% Recovery[*] +1,88% Defense(Psionic)[*] +2,25% Max Max Endurance[/list][u]Positron's Blast[u]
(Proton Scatter)<ul type="square">[*] +2,5% Recovery[*] +1,575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6,25% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Incandescent Strike)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +13,6 (1,13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2,5% Resistance(Psionic)[/list][u]Doctored Wounds[u]
(Reform Essence)<ul type="square">[*] +MezResist(Terrorized) (Mag 2,2%)[*] +1,26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[*] +1,26% Res(Toxic, Psi)[/list][u]Stupefy[u]
(Pulsar)<ul type="square">[*] +2,5% Recovery[*] +22,6 (1,88%) HitPoints[/list][u]Rope A Dope[u]
(Pulsar)<ul type="square">[*] +6% Regeneration[*] +0,945% Res(Fire, Cold)[/list][u]Blood Mandate[u]
(Photon Seekers)<ul type="square">[*] +1,5% Recovery[*] +0,945% Def( Fire, Cold)[/list][u]Impervium Armor[u]
(Light Form)<ul type="square">[*] +2,5% Recovery[/list][u]Doctored Wounds[u]
(Glowing Touch)<ul type="square">[*] +MezResist(Terrorized) (Mag 2,2%)[*] +1,26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr /> -
I was toying with the herobuilder yesterday planning to use the freespec on my ice/ice blaster... And this is what I came to! Most of the sets will be added later on but some are already there... The 2 slots on health are obviously for the two unique +recovery enhs for when I get my hands on them
Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- Dmg(A), Dmg(37), Dmg(39), RechRdx-I(40), Acc-I(40), EndRdx-I(40)
Level 1: Chilblain -- Empty(A)
Level 2: Ice Blast -- Dmg(A), Dmg(3), Dmg(3), RechRdx-I(11), Acc-I(17), EndRdx-I(37)
Level 4: Ice Sword -- Dmg(A), Dmg(5), Dmg(5), EndRdx-I(9), Acc-I(9), RechRdx-I(11)
Level 6: Aim -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Combat Jumping -- Jump(A)
Level 10: Swift -- Run(A), Run(43), Run(43)
Level 12: Freeze Ray -- Dev'n-Hold%(A), G'Wdw-Acc/Rchg(13), G'Wdw-Acc/Hold/Rchg(13), EoCur-Acc/Rchg(15), EoCur-Acc/Hold(15), EoCur-Acc/Hold/Rchg(42)
Level 14: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(46), SprngFt-EndRdx/Jump(48)
Level 16: Health -- Heal(A), Heal(17)
Level 18: Bitter Ice Blast -- Dmg(A), Dmg(19), Dmg(19), Acc-I(25), EndRdx-I(36), RechRdx-I(37)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(25)
Level 26: Bitter Freeze Ray -- Dev'n-Hold%(A), G'Wdw-Acc/Rchg(27), G'Wdw-Acc/Hold/Rchg(27), EoCur-Acc/Rchg(29), EoCur-Acc/Hold(29), EoCur-Acc/Hold/Rchg(43)
Level 28: Stimulant -- Empty(A)
Level 30: Aid Self -- IntRdx-I(A), IntRdx-I(31), Numna-Heal(31), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(36)
Level 32: Blizzard -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Shiver -- Acc-I(A), Acc-I(36), EndRdx-I(46), RechRdx-I(50)
Level 38: Hasten -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Snow Storm -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-EndRdx/Rchg(46)
Level 47: Hibernate -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Super Speed -- QckFt-RunSpd(A), QckFt-EndRdx(50), QckFt-EndRdx/RunSpd(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Code:[/color]| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
-
Looks fine... Except for a few things:
[1] You dont need that KB protection IO in CJ
[2] Crushing impact! Use it! 5-6 pieces in each attack! Now! -
Looks good bar a few things..
[1] remove the HO: micro from quickness, you're better off with a runspeed IO in it.
[2] swap hurdle to swift, you got fly so it will benefit you more.
[3] I'd change the slotting of aid self to this:
DocW: heal, DocW: heal/rech, DocW: heal/end, DocW: end/heal/rech, IO: intredux, IO: intredux. That's what I use, works really nicely. The interrupt redux is really useful.
[4] remove that HO: ribo from tough, you arent going to toggle it anyway...
[5] instead of Touch of Death I'd use Crushing Impact
That's all that I can think of currently.. -
[ QUOTE ]
[ QUOTE ]
I don't need to understand how electricity works in order to use it.
[/ QUOTE ]
No, but doing so greatly reduces the risk of fatal electrocution.
[/ QUOTE ]
HahahahaBrilliant!
-
[ QUOTE ]
But surely that wouldn't be even half as fun
[/ QUOTE ]
Max Ftw!
[ QUOTE ]
[ QUOTE ]
out of interest, how many can you herd at once?
[/ QUOTE ]
No where near as many as before taunt was weakened. Not even half. Max doesn't know what he's yapping about.
[/ QUOTE ]
Err... Right. You asked MaX how many villains you can aggro at once and you got the correct answer. Now you're whining that he gave you the wrong answer to a question which you didnt ask?
[ QUOTE ]
Back then a single taunt would pull almost everything in site. So, for instance, take an AV map and an 8 man team. You see maybe 20 or 30 villians then a bit further another 20 or 30 and so on.
[/ QUOTE ]
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Now how does that differ from todays taunt?
Well, for one thing taunt can only attract 5 at a time rather than 30-40 whatever.
So, you got to get your little avator to guantlet everything separatly and rely on your inherent taunts to do the rest.
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Inherent taunt as in punchvoke? You know, devs gave tanks aggro auras for a reason. For real.
Wow. I dont know if you're trolling or if you really dont have a clue about tanking... :/ -
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On the american forums they want unyielding debuff removed, in a way this is asking for extra damage mitigation to almost all damage types.
Now a suggestion for extra resistance is a smaller request. How many would rather have 30% resistance to energy than say 27,3 in total? Its a nicer rounder figure and best of all Scrappers and Brutes who when it comes to invulnerability have passives abit more worth taking.
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I'd have to agree with removing the -5% defence OR boosting the passives a bit. I find it ridiculous that scrapper and brute resistance passives get the same percentage of resistance as SR defence passives get defence.
Basically, what we are looking at is SR with 35% def (which from mathematical PoV, is the same as 70% damage resistance)
and each of their passives adding 5.63% defence. Invuln resistance passives add 5.63% resistance for scrappers and brutes.
The SR passives are actually more powerful than tanker invuln passives (7.5%) and this is what I find ridiculous... -
Well yes, 1x rechredux IO + my set bonuses = nearly the same as 3 SOs so I reckon I should be ok with that and hasten