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From the view point of the player it's you. By the way WWD seems to be set up, it's all about letting your character step up to the plate and show off what they can do. That you have the ability, power and skills to stand alongside people like BaB and Positrom after the world's greatest hero was slain.
From the point of view of a character inside the game... it's a bit more complicated.
For Freedom Phalanx the answer is obvious; Positron. When States is off clearing his head he's the one everyone in the FP turns to for leadership. He's the one that's expected to step up.
Now you're average citizen might be expecting Ms. Liberty to step up. After all she's Statesman's granddaughter, the next in line if you would. They might be turning to her as the face of the city, as it were. -
Okay, Spoilers coming I do belive.
First off, Statesman rushing off at the end of WWD #3 isn't that far off because A) he just had a big blow up argument with Ms. Liberty, his granddaughter, and B) and this point Staes probably doesn't even know WHO THE @&^% Darrin Wade even is let alone that he killed his daughter, we don't learn that until WWD #4. If you don't play red side at all you may have never heard of the guy.
Second, for Wade's plan that some people claim doesn't make sense, remember, we're only at Arc 5 of 7. It might not make total sense because we don't have all the details. You might have figured out before WWD #5 that Wade planned to steal Statesman's powers, but I'm not sure anyone expected that to be the tip of the iceberg of the plans.
As for Statesman being a Gary Stu/jerk... It's a little baseless from what I've seen (Not having read the novels yet) and while he's jaded and maybe a little arrogant he's also a good person at heart who wants to help the world with his gifts. His last words before his death is tell Wade he won't win, and hsi thoughts are based on that someone has to stop Wade. He's a hero to the core, even if one with faults and mistakes to his name.
For Longbow in the Rouge Isles, if you'll recall Arachnos more or less invaded the place and set up shop. Also they have made a number of sorties into Paragon (Faultline Base, new tutorial, new starting storelines) on top of harbouring pretty well every villian PC probably adds up to a lack of diplomatic immunity for their ambassodors. At the least. The reason why no one launches an invasion of the place is because A) there's enough concentrated super powers there to make that hard as heck and B) a lot of innocent bystanders would get caught in the crossfire.
On Warburg, I don't PvP but I know the basic story there. I'm sure Blitz thinks he's opperating on his own merits and that Reculse doesn't control him. The fact might be that Reculse does control him, but with sublety and spies rather than issuing orders.
As for the size/location of Paragon City and the Rogue Isles, I shrug this off the same way as I shrug off where Metropolis/Gothim/Ect City is in DC Comics. -
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I'm a generally 'take anyone who wants in' kinda guy.
Unless it's an STF or ITF I don't really think I need anything in particular. That said, Rads and Kins are always welcome. However there is one group I want to TF with again, it's a family who I teamed with on an Old Posi (My first full Posi run in fact) who were ALL Fire/Rad controllers. And there were 6 of them, plus myself (A tank) and a scrapper.
It went quite well. -
Quote:Yeah, okay. That's a fair asessment. A little love will really help it out.When I mentioned Tar Patch, I said on any other AT.
Corruptors, Controllers, and Masterminds' Acid Arrow and Disruption Arrow are all -15% Resistance.
Corruptors, Controllers, and Masterminds' Tar Patch is -30% Resistance, just like the Defender version.
So for every other AT with access to TA, they use two powers to equal the same level of -Resistance that several other sets (Dark, Storm, Cold, even Poison if you use Envenom more than once on close enemies!) get with a single power. It's an annoying issue I'm currently pushing to have remedied.
TA is OK in the sense that it does what it's supposed to do. But it most cases for the 4 different ATs that use it, it's debuff values are either equal or weaker than other sets. And like I said, the only debuff that it is consistently better at than any other powerset is -MovementSpeed.
It needs some love, and even Synapse agrees (though he said any changes will be at least a year away, sadly).
Still a good toolbox set though. -
Quote:On the -Recharge, yeah, but it's easier to perma Glue Arrow that Howling Twilight. Tar Patch (Def Values) is 30% -Res while Disruption and Acid Arrows are -20% each (Also Def Values). To be fair, Acid Arrow has a chance of not landing, while both Tar Patch and Disruption Arrow will work, no questions asked.Actually, Dark Miasma can use Howling Twilight to cause more -Recharge than TA can cause with 3 powers.
And Dark Miasma on any other AT puts out the same amount of -Resistance that TA can put out with just Tar Patch.
The only effect TA is consistently better at than any other buff/debuff set on all the ATs is -MovementSpeed.
Edit: I'm not a hater of the set or anything, it's my favorite, but I also can't pretend it's not the weakest of all the buff/debuff sets just because it's my favorite.
It's still not the best, and it's only 'weakest' when you compare it to what sets like Kin, Dark Miasma and Traps can do. On it's own merits it works very well. -
Yeeeeeaaaah... You missed my point.
I'm not saying it's the best set out there. I'm not saying there are other sets that can do -res or -slow better than TA. Dark Misasma does good -res and slow but not -recharge. Also note Disruption Arrow and Acid Arrow together do more -res than Tar Patch alone. acid Arrow can also have the Achelis (Sp?) Heel proc loaded in for even more -res.
And I won't compare Flash Arrow to Darkest Night for -To Hit, but Flash Arrow doesn't agro mobs and it lowers their visibility making them not notice you.
And yes, Poison Gas Arrow does less -dam than Darkest Night, but it also does sleep which is great if your solo or want to load in another purple set.
Like I said, TA is a toolbox set that does a lot of things, and does it very well. It doesn't do the best in anyone thing, but it does everything it does well. Dark Miasma has TA beat for -To Hit and -Dam, but Trick Arrow has it beat for -res and -recharge. -
Quote:It is worth pointing out that Damage Buffs only go so high.As I've just proven, a -20% res debuff is not equivalent to a +20% dmg buff.
Really, it's better to have both buffers and debuffers on a team.
I do have a higher level TA/A Defender and I'm working on a new A/TA Corruptor. In my experance (And bare with me, as the only other high level defender I have is a Dark/Dark/Soul) it is effective as a toolbox set. Glue Arrow is great for keeping a mob close together for AoE goodness, and no worries about missing like with an Immobilize. -Recharge on the baddies benifits everyone as this reduces the amout of DPS they can put out. Flash Arrow is good for stealthing and reduces To Hit, more or less adding defense to everyone. Acid Arrow does both -Res (As does Disruption Arrow) and -Def, making everything easier to hit. Rain of Arrows is crashless, and Oil Slick Arrow adds knockdown control on top of damage. Ice and Entangling Arrows add some extra control, and EMP is a mass hold for panic moments, and zaps any opposing robots (Warworks, Clockwork).
That being said it cannot buff or heal, as stated AVs are less effected by debuffs, it's best power (Oil Slick Arrow) is on a long, long timer and with anything BUT Archery you will be subject to lots of redraw (If you happen to hate that). It's not perfect, it's not the best, but it does it's job, it does it's job very well and above all, and this is important, it's a lot of fun to play. -
I have a Traps/AR Defender. One person remarked he was the most offensive Defender he'd ever seen.
I do agree that AR is a jack of all trades set. It offers mostly lethal damage with a side of fire. Traps offers you (And allies near you) defense, resistance debuff, more damage (MOAR DAMAGE!!!) and mitigation (Caltrops is awesome! Until your fighting KoA...) -
Not much damage in the game is Fire/Cold, you'd be better off slotting for S/L/E/N instead of S/L/F/C.
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Quote:I do not have such a build on me. HOWEVER, Grey Pilgrim has written a guide on how to play a Fire/Fire tank that DOES have Mids Builds.kinda intrested on how i would get 45% defense on S/L. i dont want to use any slots on travel powers, seems like a waist. it would be helpful if u could post a build, so i can see
The Wall of Fire (Fire/Fire) and the Four Rules of Tanking (Grey Pilgrim)
That should help you out. -
This is an old toon I let gather dust for awhile, a sort of Iron Man themed toon. While still at a low level (23 ;_; ) I'm getting back into him, and I'm hoping to jame him up to 50 at some point. So I redid his Mids build to something a little better.
He's softcapped to Ranged and AoE and is so close to Melee softcap it might as well count. Global recharge is at 68.8%. Repulsion Bomb will be taken at Level 26 (Power placement in Mids isn't how it'll end up, just for numbers) and will be the main AoE attack used on teams as it does Knockdown as opposed to Knockback. Explosive Blast will be saved for when it will corner the mobs/when things turn very south. Torrent will be used the same way, or from overhead to mitigate the scatter. Tough and Temp Inv will bring the S/L Resistances up enough that he should be very survivable.
Musc is the planned Alpha, Warworks the Lore, Reactive the Interface and Rebirth the Destiny.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Cyberbird: Level 50 Technology Defender
Primary Power Set: Force Field
Secondary Power Set: Energy Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Personal Force Field -- Krma-ResKB(A)
Level 1: Power Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43)
Level 2: Power Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg(9), Thundr-Dmg/Rchg(15)
Level 4: Energy Torrent -- Det'tn-Dmg/Rng(A), Det'tn-Dmg/EndRdx/Rng(5), Det'tn-Acc/Dmg(11), Det'tn-Dmg/Rchg(11), Det'tn-Acc/Dmg/EndRdx(19)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def/EndRdx(17), LkGmblr-Def(42)
Level 8: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(9)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 12: Dispersion Bubble -- S'dpty-EndRdx(A), S'dpty-Def/EndRdx(13), S'dpty-Def(13), S'dpty-Def/EndRdx/Rchg(17), S'dpty-Def/Rchg(31)
Level 14: Power Burst -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx(34)
Level 16: Sniper Blast -- Mantic-Dmg/EndRdx(A), Mantic-Acc/Dmg(37), Mantic-Dmg/EndRdx/Rchg(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39)
Level 18: Boxing -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Acc/Dmg(27), T'Death-Dmg/EndRdx(36), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/Rchg(45)
Level 20: Aim -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-ToHit(21), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(29)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(31)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(46)
Level 28: Fly -- Zephyr-ResKB(A)
Level 30: Stealth -- Krma-ResKB(A)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Repulsion Bomb -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(36), Posi-Acc/Dmg(36), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37)
Level 38: Explosive Blast -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(40), Posi-Acc/Dmg(40), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42)
Level 41: Power Build Up -- RechRdx-I(A)
Level 44: Nova -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-Acc/Rchg(45), Oblit-Dmg(46), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/Rchg(50)
Level 47: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 49: Afterburner -- Winter-ResSlow(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Rebirth Core Epiphany
Level 50: Musculature Core Paragon
Level 50: Warworks Core Superior Ally
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 4: Ninja Run
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**Sets two pennies on the table**
While I will agree that on your typical team of IOed to the gills veterans won't have too much use from FF, Freedom is bringing in an influx of fresh newbies without acess to IOs. To them the extra defense makes things so much better, and FF is very 'Set It And Forget It' (For four minutes anyway).
FF is also one of the few sets that let's you softcap (Or nearsoftcap at least) your positional defenses. The other set being the afformentioned Traps.
Also on the new iTrials what's softcapped to normal content is NOT softcapped to Incarnate content. Your little bubbles can fix that issue for far longer than a Barrier destiny (Although if two or three people are hitting a Barrier your use is mitigated). Even then your STILL an extra set of blasts.
Also consider taking Assault from Leadership to give your team an attack boost. On a Defender that's 18% attack boost. The endurance drain can set you back, but it's worth thinking over.
FF's knockback abilities won't have that much use, save it a few situations like an Imperious Task Force while attacking the Control Device or a Statesman Task Force to keep Repairmen from fixing the towers.
FF really shines in the early levels and whenever you exemplar down. Even the best IOed out builds will likely loose a lot of defense going do to 35, 25. Even down to 40, where level 50 IO set won't give out their bonuses. -
To make another short note on Knockback (Yeah, horse isn't dead enough) I really dislike it. Love KnockDOWN, hate KnockBACK. It's not that I don't think there isn't a use for KB, it's that when I'm on a team I want all the meleers and mobs bunched up together. This A) gives the meleers the most bang for their buck (+To Hit for Inv, +Regen for WP ect) while B) also having the mobs right tight together and ripe for AoE attacks from everyone else. This includes Blasters without KB.
It's like my Dark/Dark Defender. Before most TFs begin I kindly ask everyone that if they must die to at least die in a pile. Usually in a joking manner.
Even so, with my FF/Eng Defender on groups I tend to just stick to ST attacks and use AoE as either an opening attack or up agianst a wall.
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Which reminds me, I need to play him more. -
Of course that means it propabbly DOES stack if someone else lands Rib Cracker.
Just think. One AV vs Melee ATs with Rib Cracker.
Incoming pain. -
Overall softcapped S/L/E AND Ranged (Or even close to softcapping) will help you survive oh so much. S/L is the most common damage typing in the game with Energy at it's heels. And since you'll often be at range you'll be covered for all non-AoE/S/L/E damage at a distance too.
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Quote:I was about to say that.Pretty much what they said, except for this:
Honestly, I like SS how it is. If you want more AoE, look to your Epic or get Spring Attack. SA+FS is a great opening enemy-group-grinder. Toss a Judgement in atop that and it's just gravy.
Another idea is to make a SS/SD Brute or an SD/SS Tank. Shield Charge FTW! -
For me it would be a Dual Pistols/Super Reflexes Scrapper (A pairing that was meant to be) and a TW/SD Scrapper.
Yes, TW/SD. He would wield a gaint battle axe with ONE HAND! BWA-HA-HA-HA-HA!!! -
Okay, big wince at looking at it. There is almost no defense in there. Not to mention you seem to be frankenslotting for the oddest bonuses...
Also, for a tank, you'll want at least 12 points of Knock Back protection, or 3 IOs. Not to mention you have lousy global recharge.
My advise is to start the build over, aim for 45% S/L defenses first, then recharge bonuses and fit 3 -KB IOs in (You can use Blessing of the Zepher for your travel power) and maybe a Numina and Miracle Procs in Heatlh so they're always working for you. -
I'll reserve my comments for when I can jam it into Mids to get an idea of the numbers.
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Great... Now I'M being inspired to create a DM/WP Scrapper so that I too can solo all of Blueside.
Thanks Blue_Centurion. You've made my Altiitis worse. =P -
Link isn't working. You should always post a Data Chunk.
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