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Posts
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Trick Arrow is a debuff set. Blaster secondaries are not buff/debuff sets, but "Manipulation" sets. This is a very confusing question, what makes you think TA is appropriate as a Blaster secondary? If you want a blast primary with a TA secondary, you're in luck, you can make a Corruptor.
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I 2-box alignment tips in Atlas, so I see this all the time. It's pretty maddening.
I haven't done rigorous analysis of when it happens or goes away, but it seem to happen when I enter specific neighborhoods. -
I made some minor-ish modifications to get you to s/l softcap and up your range def a tad. This was at the expense of some recharge which I think is reasonable given that a sonic/sonic isn't a "needs moar recharge" combo. Only Liquefy begs for recharge.
In case it needs to be said - Cardiac Alpha is the way to go.
Anyway, you've got a character that's going to be very sturdy.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
African Screem: Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21)
Level 6: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam(23)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(23)
Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), Zephyr-Travel(25), Zephyr-ResKB(27)
Level 12: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(31), S'fstPrt-ResDam/Def+(31)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33)
Level 18: Kick -- FrcFbk-Rechg%(A)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx/Rchg(36)
Level 22: Shockwave -- FrcFbk-Rechg%(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 30: Afterburner -- LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-Travel/EndRdx(37)
Level 32: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(45)
Level 38: Sonic Siphon -- Acc-I(A), EndRdx-I(45)
Level 41: Siren's Song -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(45), FtnHyp-Sleep/Rchg(46), FtnHyp-Acc/Sleep/Rchg(46), FtnHyp-Acc/Rchg(46)
Level 44: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), EndRdx-I(50)
Level 49: Sonic Cage -- HO:Endo(A), HO:Endo(50), HO:Endo(50)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(17)
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I certainly have experienced the OP's issue. I've encountered dry runs of over 200 mobs (yes I counted) before a morality mission dropped.
This is terribly needless grinding and I personally would like to see the drop rate increased. A low probability event like a tip drop can be subjected to some cruelly long streaks. I can't imagine it would be game-breaking to increase the drop rate, even if only for morality missions. -
Quote:Well if you're not able to get the compare/contrasts of TJ and DN, there's not much more I can offer you at this point. The fact that you value CJ over a major debuff is enough reason to sign off the topic.It's a completely worthless comparison. It's like a fire/fire blaster comparing fire sword with blazing bolt. Sure they both do damage, but otherwise they are completely different moves and depending on your build one may be a way more useful power than the other.
I then explained the difference quite clearly, one is a fire and forget type ability that affects the enemy the whole encounter no matter your positioning, one is an ability that requires you to stay close to the enemy, which is not always the best tactical position to be in, even with the debuff the benefits for being at a range often outweigh the benefits of the debuff.
If controllers ever get dark miasma, I would never skip darkest night, but with time I'd rather have the recharge and defense form combat jumping or hover than Time's Juncture.
Don't get me wrong, I think the power a great, I just personally do not like using it with Illusion Control, and I believe that Time still has a ton to offer Illusion Control without that power. -
This issue waaay predates that. Having said that, I won't say it has no effect on the kick bug today, given how the leg bone's connected to the arm bone in this game.
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Ditto, I like the cut of his jib too. Anyone that says "you know that thing you don't like? that was me" is a-ok with me.
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Quote:If true, this takes something that was terrible (the understanding that you needed to run a hero/vill alignment mission) and makes it terrible-er (that you need to run it AGAIN).After getting denied 2 villain merits tonight on a level 50 villain with the frenzy power and badge for becoming a villain via the tip missions - I was told you can now only get a hero/villain merit from the SSA if you have completed a second set of 10 tip missions that reinforces the current alignment. So you'll need to run 20 hero or villain tip missions now before the SSA drops an A-merit. Which seems quite wrong to make this change with no warning or discussion.
Honestly, devs, for the SSA, I have to give you a failing grade: F. F- if possible. Yes, the arcs themselves are short and pretty much fun, but the rollout has been abysmal, in addition to the alignment issues listed above, the rewards timer is on some 7 day schedule (instead of resetting on Tuesdays like WST) and provides NO indication of when you can run it for rewards again. Manual user work-arounds are the only solution in place right now.
I can't log in now due to maintenance, but I'm hoping the data is available as to whether you're currently in a state of "confirmed" or not. Otherwise, I'm just going to bow out of SSAs in general, except for my a-merit farmer who I know is confirmed. -
People have mentioned Dual Blade, people have mentioned Willpower. So I'm going to combine them throw out DB/WP. Mine doesn't have Hasten or Spiritual, even though Spiritual's Heal enhancements would be quite useful. I do however, use LOTG +7.5Rch IOs simply because there are a number of powers that take Defense IOs and LOTG bonuses are WP friendly (especially the +HP one), so why not?
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Quote:Someone didn't read the patch notes and subsequent 3 pages that followed discussing how you can't get an A-merit at lvl 10-19 any more.Try the following: roll a CEBR brute. Powerlevel to 10 and turn off XP. Speedrun the first SSA, random-roll the resulting A-merit at Fort Trident, and dump the results on the market for 10 inf. Take your profits, mail them to your global, and delete the character. Repeat.
I'm betting that, with practice, you can get your cycle time down to under 20 minutes: 3 A-merit random rolls per hour for as long as you care to keep going. -
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Quote:What does that "massive influx" of AMs get you? Razzle Dazzles is what. Yes I know BotZ and stealth IOs are in that range and they are very desirable at that level but the junk:good ratio is pretty high for that level.The reasoning behind it is pretty obvious, no? The devs discovered something any six-year old could have told them, which is that putting an AM behind a 10 minutes arc would result in a massive influx of AMs, so they've decided to try to throttle this by putting it behind a slightly higher barrier. Getting to 10 takes almost no time at all - getting to 20 and doing an alignment mission is a substantially bigger time investment.
I expect that if they're still not happy with the acquisition rate, we'll see more throttling in the future. -
With Khan being the WST, this is gmotd worthy, to let rogues know to NOT go to RWZ. I'm not sure about Oro, personally I'm not taking the chance.
That mission is just a glowie click for a temp power you only need a couple of teammates to have. My rogues are going to take a coffee break for that mission.
In the past, I definitely have been able to go FF>RWZ>PI>RWZ>Train with a rogue, but last time I did I got kicked, as described above. The same thing happened to a rogue teammate.
FOR THE KHAN TF, DO NOT GO TO RWZ IF YOU ARE A ROGUE!!!! (Yes, I'm shouting) -
Quote:I too would love to hear what problem they were solving by allocating resources to this. Concern about Razzle Dazzles flooding the market?Yea I agree with this as being a pointless change that punishes toons in the actual range of the first arc. If you want across the board parity you shouldn't be able to buy Amerits from Fort trident/Crucible until you have confirmed your hero/villain alignment as well.
I would really like some sort of reasoning from the Devs on this change.
Even worse is doing it with no warning whatsoever. I didn't know it was an exploit/bug/whatever. -
Quote:Aha! That is good to know. That makes sense as well.Lysos don't work in Protector Bot's shields, but Enzymes do because they accept End Reduction enhancements for that power. I have 2 slotted in my ProBots and it works great.
Looks like I've got some respecs in my near future. -
From a quick glance, a couple of comments:
1) with 45% def to all positions, a resistance shield would provide more total mitigation in an AV fight.
2) The Enzymes are not going to do what you think they're going to do. I don't remember if I've tried Enzymes, but I've tried Lysos (Acc/-ToHit/-Def) in an effort to improve Def and To-Hit. Doesn't work with MM pets, or at least in the Enforcers and Protector Bots I tried. Again, I don't remember trying it with Enzymes, but I don't see why they would behave differently. -
No George Lowe as Space Ghost = FTMFL! There can only be one, and it's George.
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You didn't specify which path for the SoA. I'm going to answer on behalf of Crab, because that's the one I'm most familiar with.
1) I can't say what you will enjoy from 1-50, so I'm going to pass on answering this. Personally, I suppose I found the leveling experience of my Trappers and my Crab about the same.
2) Again, I'm going to rate about equivalently. Both can be soft-capped to all with high global recharge.
3) The Traps/Sonic can do this, my Crab cannot. I'm not saying it's impossible on a Crab, but my guy is built for AOEs, it may be possible for someone more pet-centric with st attacks to do it.
4) Neither are A-list farmers. Out of these 2 though, the Crab is definitely better. Sonic only has 1 aoe you can reasonably use for farming. The Crab has 100.
One thing I personally like about playing a Crab vs a Trapper - simplicity. Once the Crab toggles up he's good to go for his self-defense and team buffs. A lot of the Trapper's defense is tied up in FFG, which has moments where it can frustrating (out of los behind a corner) and it will always lag behind you as you travel, whether in mission or outdoors. -
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Quote:Did you intend to show how the comparison "hurts my argument"? To you, do two powers have to be identical to be comparable? Here's the answer - no, otherwise you wouldn't need to make a comparison. Bottom line - they both debuff damage and tohit. That is a very real, valid comparison and just saying "one's in melee the other isn't" doesn't negate it.
Your example comparing the power to Darkest Night really hurts your argument, because the powers are completely different. -
I was able to get damage badges on the 2 regens I've taken to 50 (scrap & stalker) faster than for any other character I've made. No damage farming needed.
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Quote:No, I'm not implying it, I'm stating it outright. It's a great debuff and I would equate skipping, or not using it, as analogous to a Dark Miasma user that omits or doesn't use Darkest Night, as both do -dmg and -tohit, with TJ also affecting -rch (I think) and -speed.Are you implying that Time's Juncture is required to play Time in an optimal way?
I would say that defenders, corruptors, and controllers with other PBAoE toggles can get a lot of use out of Time's Juncture, but it seems situational at best for Illusion. I know I dropped it in my latest build, and don't really miss it. -
Yeah, it's a kb thing with Storm that causes the perception problem. KB and repel, to be more precise. The average player won't notice good use of this (knocking those rikti guardians and mentalists that refuse to melee into the debuff zone) but they sure do remember having to move 5 feet to continue attacking when their target gets moved.
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It seems to me the notion of "illusion needs to be played from range" doesn't mesh with Time. Either the illusionist needs to adjust his playstyle to be a little more bold to melee, choose a different secondary or accept that they are playing Time in a far from optimal way.