Deacon_NA

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  1. Interesting...

    I've 2-boxed this (parts 1 and 2) and even teamed with other people a few times, probably coming up on a total of about 80 times now. Each and every time, without fail, it's disbanded when I called in at the end. 100%.
  2. I don't really get what the question is, I don't see one explicitly asked except for the Defender/Corruptor comparison.

    So I'm not sure if you're looking for some sort of compare/contrast among the 3 you mention, or which one will satisfy the criteria you listed of useful on teams and can solo.

    Solo-wise, I'd go

    1 Storm - this is not the "Defenders for dummies" set, but has by far the best tools for self-preservation
    2 Rad - for spawn-to-spawn fighting, as good as it gets, but when something does go wrong (you get mezzed and debuff toggles drop), then you don't have the same suite of "oh *&^%" powers Storm does
    3 Kin - offers far less than the prior 2 for self-preservation. Heal is very nice and can get your out of a jam. It can also miss...

    I'm hesitant to rank them for team usefulness. I will say that, perception-wise, Storm will make some teammates nervous, you may even find team leaders that don't want welcome a Storm. I say you're better off not playing on such a team, but it's out there. On the other hand, the other 2 sets cause much salivating among the player base and are universally welcomed.

    As for the 2nd point, I don't know what "people say" the big difference is between the Def and Corr ATs. Nor does the analogy of Defs:Tanks::Corrs:Brutes make any sense except in some very vague way that one has an attack primary and the other has an attack secondary. If you want to make a Def, make a Def and don't look back.
  3. Quote:
    Originally Posted by Silas View Post
    Good thing no one has actually made any absolute statement then huh?

    Both Fiery and mac said go Corr unless you go Sonic Blast.

    StrykerX said go Defender for the better debuff mods on Sonic Blast, as did Emberly.

    Test_Rat said that Defenders get better defensive numbers but that Corruptors generally do more damage.

    And Ail said go Defender except for a few exceptions in which Corruptors are better.

    I don't see anyone saying DEFENDERS ARE BETTER ALWAYS or CORRUPTORS ARE BETTER ALWAYS.
    I don't see anyone in this thread saying that other posters have made absolute statements in this thread. Do you see such a statement Silas? If so, please direct me to it, I have missed it. Not sure what your righteous indignation stems from.
  4. In the spirit of the OPs request, I took a shot at this to arrive at "good" defense (s/l/e/n = 39, f/c = 34) and improved DPS, like, by slotting damage in attacks.

    There's a rule of 5 violation I'd rectify if I had more time. There are 6 usages of 9% accuracy. With more time I'd probably look into doing something different with one or two of the Reactive Armor sets, especially in passives.

    I actually like this so much, for its cost and offense, that I think I just may make this my second build (first is a heavy tank build):

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dam%(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Rchg(17)
    Level 6: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(17)
    Level 8: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 12: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 14: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def/EndRdx(40)
    Level 20: Super Jump -- Winter-ResSlow(A)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(36)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(37)
    Level 30: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(40), AdjTgt-EndRdx/Rchg(40)
    Level 32: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 35: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), TotHntr-Dam%(46)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(45)
    Level 41: Ball Lightning -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A)
    Level 47: Resist Elements -- S'fstPrt-ResDam/Def+(A)
    Level 49: Taunt -- Zinger-Dam%(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(23), Mrcl-Rcvry+(37), Mrcl-Heal(50), Numna-Heal(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(42)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  5. I personally believe there's a bit of hyperbole surrounding Traps. Very very good with a strong case for "the best"? Yes. Definitely the best, especially with Bots? Nope.

    You have mez protection for you and pets. FFG provides a strong baseline for +Def. You mentioned the -regen, but also helpful for AVs is -res (Acid Mortar) and -dmg (Seekers), two debuffs that aren't included among AV resists. Caltrops offers further mitigation with mobs slowly trying to run out of the field. Triage provides strong +regen. Last but not least, Trip Mine goes BOOM! MMs have a bargain with Trip Mine, which does the same damage as the Blaster and Corr versions.

    Some of the other sets you mentioned, as well as Storm and even Pain Dom, deserve consideration as well.
  6. Quote:
    Originally Posted by Errant View Post
    Lolz Dark Armor. U mUst be dUmb.
    Unfortunately I made this character before my dUmbifacation began, so I wasn't warned about the lolz.

    Werner thanks for the build and feedback. I'll dig into it a little more to see what I can do about Hover, I'm not too keen on Hover-scrapping and that build depends on Hover's Def to get from 43 to 45. Incarnating isn't really viable, outside of the alpha slot. I think this character is probably about #20 on my to-incarnate list. At the rate I do incarnate trials, that should happen in the year 2020.

    If you don't mind Werner, I do have a follow-up question for you. The build you provided put Gaussians in Tactics and left build-up with just the base slot in Build-Up with a Recharge IO. Would I not have better DPS putting Gauss in BU (increasing it's recharge) and just an End Redux in Tactics? Or even Focused Accuracy (assuming I'm Cardiac Alpha and can deal with the cost)? I'm really a fan of FA's -tohit resists. Making that modification makes BU's recharge 44.7 seconds. With just a recharge IO BU takes 52.97 seconds to come back up. A "gut answer" is sufficient, I certainly would never ask someone to crunch numbers that I am simply too lazy to.
  7. Tough call, I have a well IOd Cold/Ice and a couple of Trapper Defenders at 50 (neither paired with /Sonic though), one of which is well IOd. I rate both of those as 5 stars out of 5 for end game. The Trapper has more tools for self-preservation, but we're talking about a fairly minor variance. As you noted, the Trapper will be easy to soft-cap def, allowing for a lot of recharge bonuses and/or procs.
  8. Someone needs to make an FAQ type post like one guy did to respond to "Merge the servers" threads.

    Each of the ATs has their acolytes that will extol the superiority of the Defender/Corruptor over the Corruptor/Defender. Anyone making any kind of absolute statement is incorrect, except for that absolute statement I just made. Lots of considerations have to be made, which I won't be going into.
  9. My Kat/DA goes back a long way for me. Due to focusing on other characters, I put her aside a while back and haven't played her much since IOs came out. But it's time for that to change (I think). I'd like to make a proper IO build for her, though nothing too exotic, no PVP or purple IOs. So I'm shooting for a "good enough" build. Good enough to take on a speed ITF and solo cysts. Yes I know that's hardly a mark of an elite character, that just shows the bar I'm setting.

    My goal was soft-cap melee def (with 1 Divine Avalanche), with good range and aoe, adding recharge where I could.

    Endurance looks terrible with FA running, so that's just for when I get debuffed for now. I'm guessing Cardiac is the way to go for endurance and resists.

    No damage in Divine Avalanche bugs me, but I don't see where to steal slots from.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kat Killah: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
    Level 2: Flashing Steel -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(15), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(5)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(13), GSFC-Build%(39)
    Level 8: Divine Avalanche -- HO:Lyso(A), HO:Lyso(9)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
    Level 12: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/Stun/Rchg(40), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-KB%(48)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(43), Aegis-Psi/Status(50)
    Level 16: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Acc/Heal(17), Theft-+End%(50)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-%Dam(19), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/Rchg(21), LkGmblr-Rchg+(37)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(36)
    Level 24: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dam%(27), Sciroc-Dmg/Rchg(27)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 28: Combat Jumping -- Ksmt-ToHit+(A)
    Level 30: Super Jump -- Winter-ResSlow(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 35: Oppressive Gloom -- Acc-I(A)
    Level 38: Conserve Power -- RechRdx-I(A)
    Level 41: Physical Perfection -- Mrcl-Rcvry+(A)
    Level 44: Focused Accuracy -- HO:Cyto(A)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(36), Numna-EndRdx/Rchg(43), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-End%(42)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  10. I'm leveling up a DA tank now, building up bonuses as I go, easy enough since Eradications and Kin Combats cap at 30 and 35 respectively.

    Now at 38, with s/l/n/e coming up on 40% def, I have a different perspective than I did before the IOs, when every first contact with a large-team spawn was a knuckle biting experience.

    Anyway, more than getting more Negative resists, I'd like to get resists for Neg's secondary effect: -ToHit. Ice Armor resists slows, Elec Armor resists end drain and -rec (DA does too but not nearly as effectively as ELA), getting some resists to tohit debuffs would be nice.

    Getting repelled is a bummer too. You don't see it a lot, but I just did Katie Hannon tf and was just hunting Marcone bosses in St M, so I've been pushed around a LOT these past few days. Looks like only about half the armors have repel protection so I won't say it's some great injustice DA not have it, but it is a bummer. Please note I'm talking about Repel and not kb.
  11. I'm going to try to respond as sensitively as I can...

    I happen to be leveling up one of these right now, part-time, so I've spent some time planning out his build.

    As for this build, I see no discernable focus whatsoever. /EA is easy to soft-cap s/l/e/f/c and n and only f/c got any attention.

    Why add -kb IOs? Entropic Aura has that covered.

    I believe you may be chasing recovery bonuses. While those are usually nice I wouldn't make that a priority when Energy Drain is around.

    It's really hard to comment on specifics. I think you need to ask yourself "what do I want to focus on" and use sets that help you get there.

    For reference (and that's all it is, I'm not claiming this is uber), below is the link to the build I'm working toward right now. I decided to focus on typed defense with some recharge thrown in.

    http://boards.cityofheroes.com/showp...40&postcount=4

    Edit to Add - actually that build was before the recent EA changes and is missing Energize and Energy Drain slotting. I actually need to take it back to the drawing board to see how to best fit Energize in.
  12. This is my current lowbie toon (19 now). Soloing, I do ok when I get an NPC ally, otherwise missions are painfully ssssllllloooooowwwwwwww. Safe, but slow. Well, safe until I detoggle AA and or TJ due to endurance bottoming out.

    As for the OP's build, between Time's Juncture, Distortion Field and Arctic Air, foe recharge is at -127.5 (-65-62.5) and -speed is -209.75 (-91-81.25 - 37.5), before limits and purple patch are applied. The Ice powers further add -rch and -speed. My point here is, Shiver seems redudant at best, irrelevant at worst. Further, it's a cone for a melee set. That don't jibe.


    As for myself, I won't be taking Frostbite. I don't like taking powers that counter key powers. Even at 19 I'm seeing that the tools in place keep mobs nearby. Heck, for all I know immobing mobs will increase incoming fire, as they slowly try to move around, they're not attacking. If immobed, they won't be fleeing and they will be free to fire. That's good if they're confused, bad if they're not.

    For Tough, Steadfast Protection will give you 3% def to all, which is, of course, > 1.25% from the bonus to s/l/e/n. I do think building up Def is worthwhile, at least when done within the context of not sacrificing what you're good at. Talk about your cascading failures, once you get mezzed, then things go south, REAL fast and this combo is an aggro holic. Looking way down the the road, Clarion is an obvious choice, but there's miles to go before you get there. Well, for me at least.

    As others have mentioned, consider your Def WITH Farsite, it really frees you up to drop Weave and slot Ice Blast with damage and TJ with DWD, among other things.

    Do keep Hasten, I don't understand the notion that Hasten has to be perma or drop it.
  13. Deacon_NA

    Avengers Teaser

    I am very very VERY excited. That is all.
  14. So how much of the story is someone missing when 10 identical spawns of freakshow are skipped? The only story is in the mission briefing and clues. Those are every bit as detailed for speed runs as for kill alls. Absent a reading disability, those can easily be read while in transit or while mission speeders are doing their thing. If you do have a reading disability, the text is online at the wiki site. See, you even get a plug.

    Here's my advice to new/returning players - if a certain playstyle is crucial to you, form your own team. If you join someone else's team, then they set the tone. Yes a team leader should mention pace, but again, if it's that important to you, then it's incumbent upon you to ask. It's pretty mind-boggling to think that one person who wants to read the story in the game rather than online should have their wishes met at the expense of every other player on the team. That's not reality. Again, they need to form their own team if it's that important.
  15. Good question. I swapped to a 2nd build and was able to choose patron (and hero epics) when I got to the level 35 choice.

    Again, just to state, the character is level 38.
  16. 2) Yes I know, my point was that I was unable to determine if they were 40 because of level minimums or not. Someone upthread mentioned level 43s showing up at level 37. I was simply reporting I didn't encounter that.

    3) It's actually level 45 before you can begin the 3rd and final arcs. Again, I was just reporting what, to me at least, was an unknown, whether you could start the 2nd arc immediately or have to wait for 40.
  17. I just wanted to follow-up with my own observations after having done Black Scorpion's arc at level 37.

    1) There are door missions in Grandville, but they are at fairly harmless doors, usually either right on the path to Recluse's tower or on a boat near the ferry.

    2) I didn't encounter any inappropriate level mobs. This one's a little harder to gauge because I did turn 38 during the arc and I was set to +1, so I don't know for sure if some of the level 40 mobs were that level because of my settings or because that was their min level.

    3) I was unable to begin the second arc. I'm totally fine with that, I'm only mentioning as an fyi.

    I ran the tip drops I received as well when I was in Grandville. Sometimes the tip mission would be in Grandville and at not particularly friendly doors. I advise that if you do get a tip drop, you select it in St. Mart if you're not fully pve invis.

    Further, even though the doors in Grandville for the patron arcs were in as good a location as you'll get, I have seen low level (for the zone) mobs guarding the doors before. I'd make sure to keep a low aggro profile upon exiting (damage or debuffs auras off, anything stealthy toggled on, pets dismissed, that sort of thing).
  18. There's no such thing as too much -res (until you reach the cap which is a rather rare event).

    Using my own build, I did 2 30 second simulations of an attack chain of Screech>Shriek>Scream>Shriek>Shriek>Scream>Shriek. One simulation included Sonic Siphon, the other did not. The one with Siphon produced almost 15% more damage over those 30 seconds than not including it. Your team's total damage would obviously be higher with Siphon included. I will not be showing the details of my work because there may be erroneous particulars I don't want nit-picked, but I'm satisfied that the "big picture" is accurate.

    I do want to re-emphasize that Shout is NOT needed in an attack chain with decent recharge. With Howl, Screech, Siphon or even Dominate (my epic hold) there's never a moment waiting for a blast to recharge.

    *None of the above accounts for Arcannatime.

    As for the build above, I had these thoughts:

    If 4 slotting Stamina, 4 pieces of Performance Shifter will give you basically the same numbers for Stamina, but with some decent bonuses.

    If you're taking Siren's Song, might as well get Fortunata Hypnosis, the purple set that's always in the clearance bin. Yes, it's more expensive than Sandman but still probably cheaper as a full set than some of the items in this build.

    You mentioned going overboard for recovery, I went for the Cardiac alpha (which boosts resists as well) and find endurance is well taken care of, that's without any +end boost like Power Sink.. That may allow you to rethink some slotting.

    ETA - also, if you're looking for a Steadfast unique, Tough would be a good spot. With no resistance slotting at all in Tough, you're hard-capped to s/l damage. I'd take out the Karma -kb, add in the Steadfast -kb into Tough and now you have 2-3 slots to play with.
  19. Because I too have a DP/Pain Corr, that's been a 50 for a little while now, I too am looking to make a "K-Mart budget" build, well, maybe Sears. Nothing too fancy and expensive, but good enough.

    So I actually reconstructed the OPs build in Mids, here it is:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Pain Domination
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Nullify Pain -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx(7), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(9), RgnTis-Heal/EndRdx/Rchg(9)
    Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
    Level 4: Soothe -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 6: Swap Ammo
    Level 8: Share Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46)
    Level 10: Conduit of Pain -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(19)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23)
    Level 18: Executioner's Shot -- Decim-Build%(A), Decim-Acc/Dmg(23), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27)
    Level 20: Soothing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31)
    Level 22: Suppressive Fire -- Amaze-ToHitDeb%(A), Amaze-Stun(31), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(33)
    Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36)
    Level 28: World of Pain -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(36), Aegis-Psi/Status(36), Rec'dRet-ToHit/Rchg(37), Rec'dRet-ToHit(37)
    Level 30: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 35: Anguishing Cry -- Achilles-DefDeb(A), Achilles-ResDeb%(40)
    Level 38: Painbringer -- Mrcl-Heal(A), Mrcl-Heal/Rchg(42), Mrcl-Rcvry+(42)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/Rchg(43), LkGmblr-Def(43)
    Level 44: Focused Accuracy -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45)
    Level 47: Enforced Morale -- RechRdx-I(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Knock%(48)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



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    Seems pretty solid, overall. I do want to point out that the defense from stealth will supress and your fancy 45% s/l def will drop to 42ish, in actual combat.

    With no end reduction in Stealth and FA, those 2 powers will be a big drain on your end. Maybe your solving that via incarnate tools.

    One thing that stands out to me as a change I would make for my character is to put a stealth IO in Sprint, giving your full PVE invis while Stealth is on. Then drop Invisibility, take Maneuvers at 30 and then Vengeance with your last spot. That gives you a free slot to play with and you can just put the LOTG +rch in Veng.
  20. FS will give you a 50% buff + a 25% buff per target hit. That means you need to ALWAYS hit (300 - 50)/25 = 10 targets. Siphon Power of course will add another 25% for each application.

    So, the question sort of becomes, will you always have max targets hit (or close to it)? The answer in practice, for me at least, is no. Personally, if we're talking SOs or basic IOs, I'd go for 2 damages. Range blast sets have solid bonuses that you probably won't want to miss out on, so you'll end up getting damage enhancement anyway.
  21. 1). Skipping Siphon isn't the worst thing in the world. I view it as a 1-slot wonder that does have uses. The 30 second duration makes it useful for AVs. I definitely don't use it in regular mob fights, but personally I think it has too much utility for AV fights to skip.

    2). Howl, Shriek, Scream and Screech (and sometimes Sonic Siphon) keep me busy. I'm in the "anti Shout" club, at least for a mature build.

    3) I say make Liquefy work for you. By that I mean slot it with whatever helps your build goals. My priority was soft-capping range def so I went for 6 slotting Cloud Senses, a very nice set indeed.
  22. If you're using the term "cap" to mean "soft-cap defense" then it's easily going to be EA, as it will require less investment because it needs to buy less +def bonuses. If you're asking, "which is easier to make awesome?" well that's hard to say.

    I can say I believe the ceiling is ultimately higher for WP because you can buy Def bonuses that would make it comparable to EA, defense-wise, with WP goodies underneath those bonuses (regen, resists, always on recovery). Doing so does not adhere to your requirement to build on the cheap though.
  23. no
    yes
    no (lumping Fusionette and Faultline)
    no
  24. Quote:
    Originally Posted by Necrotech_Master View Post
    also another note on this, i ran through patron arc at 35-36 and theres a LOT of things in some of the arcs which are specific level

    the patrons themselves are level limited to not spawn under 40 (so my team had to fight a lvl 40 EB when we were only lvl 36)

    in GW arc there is also a mish or 2 with a fortunata group which has a minimum level of 43, so since thats the arc we were running, yet again we were a lvl 36 group killing 43s (they were minions, but still +7s are not that easy to fight lol)
    I wonder if these min level mobs exist in the first arc(s). I've got 3 different characters at 33 or 34 right now and am planning to run this at 35. I'll just do the first arc, but if I have to fight Numina or Serafina or Ace McKnight or Dr. Quatrexin as +5 EBs, well, that sounds daunting for a soloer.
  25. In the spirit of "teach someone to fish", you can find all this info in the Red Tomax City of Data that you can find linked on the www.cohtitan.com website.

    But here's the fish anyway.

    Quickness 20% recharge, 35% run/fly speed, 40% resists to recharge/run speed debuffs

    Lightning Reflexes: ditto.

    In other words, they're identical.

    Can it get Hasten perma by itself? Nope. Does it help? Yep.