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Quote:Usually, the more trolls your thread/post attracts, the better your idea probably isIt's funny, I brought up this idea as a different option for travel in a Suggestions and Ideas thread about 3 or 4 months ago. My idea was to have a travel power that had run speed faster than sprint, but slower than super speed and also had more jump boost than combat jumping but less than super jump....all in one power with new run/jump animations for the more "natural" type of characters.
This idea was met with 3 or 4 pages of trolls telling me how stupid I was was and the idea was idiotic. Well....just wanted to say HA HA BITE ME!
Thank you.
I just bought this straight away for my first account, and the ninja run is purely awesome. Gonna have to buy it a second time now -
My Spine/Dark has the same issue (maybe less than you, I cannot be sure). It's not that clear if I fight 0/+1 minion/lieuts that get killed fast, but against higher level mobs with bosses it's a pain.
It's supposed to be due to Spine -rech secondary effect. Once you have nerfed their recharge too much, and they do not have an attack to fire, they start running, and come back once they can attack you. At least that's what I was told.
That's the reason I really prefer my Spine/Invuln over my Spine/DA : with Invuln's strong taunt aura I do not have this issue at all and can fight any type of enemy, keeping all the critters always close to me and maximizing the dmg from my AoEs.
I guess Spine/Fire, Spine/Elec have the same problem. But not all the players suffer from that, at 50 I guess most Spine/x go through +0 minions/lieuts too fast for the problem to occur (notice they do not start to run at once you attack, it's only like 15 sec after). -
If you choose Elec/ don't forget the FF +rech proc in Thunderstrike. This little thing has a chance to proc for every critter hit, and therefore procs alot while farming.
It really makes a difference on the recharge side, and your Shield Charge comes back faster -
Quote:I'm using something close to that one (just a previous version actually, but this one is my last draw on Mids). Have fun if you choose that wayWould you two mind posting your builds, or at least your power choices? I'd love to see them.
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Ehina Dow: Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), EndRdx-I(17)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), EndRdx-I(15)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(15)
Level 6: Dart Burst -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dam%(9), Posi-Dmg/Rng(13), EndRdx-I(17)
Level 8: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37)
Level 16: Lunge -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Numna-Heal(21), Numna-Regen/Rcvry+(21), Numna-Heal/EndRdx(23), Mrcl-Heal(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Foresight -- LkGmblr-Def(A), LkGmblr-Rchg+(23), Ksmt-ToHit+(34)
Level 24: Mind Link -- HO:Membr(A), HO:Membr(25), HO:Membr(34)
Level 26: Tactical Training: Assault -- EndRdx-I(A)
Level 28: Confuse -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(29), Mlais-EndRdx/Conf(39), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(40)
Level 30: Mask Presence -- LkGmblr-Rchg+(A)
Level 32: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), Posi-Dmg/Rng(36), EndRdx-I(40)
Level 35: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rng(39), Posi-Dmg/EndRdx(43), EndRdx-I(45)
Level 38: Aura of Confusion -- CoPers-Conf(A), CoPers-Conf/EndRdx(40), CoPers-Acc/Rchg(43), CoPers-Conf/Rchg(46), CoPers-Acc/Conf/Rchg(46)
Level 41: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
Level 44: Follow Up -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(48), AdjTgt-EndRdx/Rchg(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Aim -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
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That's a fun and entertaining read, thanks for writing this
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Since the nerf, I have unslotted my Fire/Psi. Not that I think the nerf was unfounded, but I was too used to the toon as she was before, and that she is no more.
I have been thinking about a new build for a "farming" dom, that is a dom good at wiping large spawns fast, which is what entertains me the most in this game.
I considered Fire/Thorns for a while. Thorns is often criticized for its slow animations, but it's the same as a spine scrapper and I do not mind on my Spine scrappers. The damage is lower than Spines however, but I thought that Hot Feet and it's huge radius + Fire Cages + the Imps + Soul Drain could make for the difference. That's just an idea, I never leveled the toon.
Some would argue that despite the nerf /Psi is still better than /Thorns, due to Drain Psyche, and they would probably be right.
Plant/ is something else that is truly amazing, due to Seeds of Confusion. It's so powerful that it makes hard things look ridiculously easy times to times.
However I agree with the other posters who said a brute is generally better. It's much easier to play also. When you run generic paper missions for 6-8 for example, spawns are really close one to each other most of the time and you often get aggro from the next spawn : a brute does not care that much, for a dom/troller it's more problematic unless you have a really solid build with defensive options. On a dom/troller you're more looking for specific maps, often outside, with more space between each spawn.
On the other hand, if you manage to get a farming Dom working well, it's more original and fun to me, than a classic SS/x brute. It often requires more skill, challenge and concentration to play well with. -
I got both to 50 with expensive IO builds. And I can say the NW is better on almost every aspect, but that's for me. I like my Claws/SR much too, she's a great toon, but I feel the NW has more tricks under her sleeve and is more diverse and entertaining to play.
Note that I don't exactly play a NW, but a melee Fort, which is a slightly different concept, but not that far. She has a strong ST chain however, and insane dps. None of my scrapper could damage a Rikti Pylon as fast as her, but maybe my DM/SD. -
I would go for range defense. But dont make the same mistake I did on mine, and regretted later : cap it without needing to run hover all the time. Hover is not that handy in many situations (indoor missions especially), at least in my experience.
It's also possible to build it toward range defense while having a decent global recharge (let's say 50% at least). It involves slotting as many Lotgs as you can, if you can afford those.
In this case Frozen Armor is not that useful, and you dont need to run it : it's just a slot mule for a lotg (and the steadfast unique if you dont put it in Hoarfrost).
On mine I slotted a full Numina x6 in Drain Psyche (+3.75% range defense that are handy), missing accuracy is not an issue as you can easily get a high accuracy bonus from sets only. And DP adds largely enough endurance recovery, it's always better to slot it for healing in my experience.
Good luck -
Both will be fine toward the endgame. /WP more balanced, while /Inv being stronger against S/L and weaker against other types of damage.
/WP will be easier to level with though and starts to be very good post level 20 with Quick Recovery to solve all your endurance issues. /Inv is a late bloomer and doesnt shine before you get at least Invincibility and Tough.
Good luck -
According to what you wrote, I think you could like Dark Melee.
It's more single target oriented, with great utility powers, and a very good dps. Due to Siphon Life, Dark Consumption it's a fun set to level with too and makes alot of secondaries shine.
If you dont want to roll a /Shield toon, you can pair it with /Super Reflexes or /Energy Aura. DM ToHit debuffs and its self heal in Siphon Life, gives you a great synergy with the defense based sets. -
- Spines
- Regen
- Martial Arts
- Katana
- Ice Armor
Would be my choices -
You're not at 32% defense, because Phalanx Fighting is counted as if you had one ally close to you in Mids. You're about 3% lower. Sorry for the bad news^^
It's hard to get the best out of /Shield without some IOs anyway. The first one I would buy is the Steadfast unique, adding 3% to your defense.
Your defense toggles could use also 3 defense IOs... to get 1-2% more, not alot.
Then after you can surely find some cheap sets to raise your defense (mako, touch of death, red fortune ?). It's hard to cap such a toon without spending alot anyway... -
Invulnerability is a late bloomer. And it's only invulnerable (or almost) to Smashing/Lethal type of damage.
It can do moderately well against Fire/Cold/Energy/Negative, and will always be weak to Psi.
To get the most of invulnerability, you need all your S/L related secondary powers asap, invincibility well slotted, as well as Tough (Tough is very important to raise your S/L resists to 70% !), and also Tough Hide later. CJ/Weave, a steadfast unique and everything you can get to raise your defense is useful too.
Paired with SS the set will be endurance hungry, but you can slot endurance reduction (or even better a good frankenslotting in SS attacks, especially KO Blow and Foot Stomp). -
People take CJ/SJ because most of the end game builds try to stack as much defense as possible, and CJ 3% defense are often very useful for this matter.
Of course you can build a scrapper with Fly without a problem. Air Superiority is a very nice attack to have while leveling btw -
Fire is the melee set that requires the less recharge to have a great chain : GFS/Crem/Inc/FS (133% in GFS, 72% in Inc, 35% in Crem). It's almost as good as GFS/Crem/Inc which has a tad better dps, but requires alot more recharge.
In your case you might not have the recharge to reach those. But it's a good thing to know for your end game build.
Something like GFS/Scorch/Inc/Crem/Scorch has also a very nice dps and just requires 102% in GFS, 52% in Incinerate, 20% in Scorch, 19% in Cremate. If you have just a few global recharge like 15-20% and a good frankenslotting in your attacks it might be attainable in the low 40s. Even if you fall a bit short of recharge on GFS, a low gap is not that much a problem for a leveling build.
If you dont mind lowering your dps alot, and want to use boxing as a filler with only 3 fire attacks, look at something like Inc/Boxing/Crem/FS/Boxing. It still requires 68% in Incinerate, 35% in Boxing and 32% in Cremate.
My opinion is that having some gaps in a single target chain while leveling is not a huge problem, it's the reason I usually more focus toward end game chains.
I might not have found your dream chain, but I hope I gave you a few ideas
Edit : I found another one that is worth considering too, Inc/Scorch/Crem/FS/Scorch, 76% in Inc, 62% in Scorch, 38% in Crem. Good luck ! -
I took that from the closed beta thread (the character creator is not under a NDA, so people could post this by trying to create a character and clicking on show info) :
Quote:If it's true, it's totally awesomeLooks like they replaced CP with a new power called Energize. EDIT: This is across all versions... Tanker, Scrapper, Brute, and even Stalker... numbers below are for the Tanker version
Instead of a ~120% end discount like the brute version, it has a 60% end discount, but a 100% regeneration increase and a hefty heal (468 HP @ level 50 unenhanced) The end discount and regeneration buff last 30 seconds, and the power recharges in 2 minutes. Doesnt look like there's a crash or anything. No word if the recharge time is unenhanceable like SoW.
Edit : bah didnt see i wasnt first. Not sure how I can delete the post on the new boards... Anyway more people will see the information, it's fine -
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Quote:Found that somewhere on the boards.
AVs resist tohit debuffs about 85%
I'm actually a bit surprised with the total of ToHit a DM chain could stack on a mob.
SL/Sm/MG/Sm/Gloom lasts 8 sec, and applies 5x a 5.63 ToHit malus that lasts for 10 sec. As an approximation let's say 5x5.63x10/8 = 35% (!!)
I'm not 100% sure it works this way, but if it does it's alot.
If you remove 85% of those, you're left with approx 5 % ToHit. That means that with 40% defense you're actually soft capped to one AV, the one you hit.
On the other hand DN+RotC = 16 + 3.75 = 19.75, so if you remove 85% it's 3% left. Not alot, but stacked with the 5% from the attacks, it's 8% total.
(Edit : corrected the calculations as the duration of the debuff is 10 sec in City of Data and not 13.5 sec as I thought it was from Mids.) -
Quote:Yay lol. Why didnt I think about it first ? My favorite Patron power on brutesWith Dark's To Hit Debuff I'd say that the soft cap doesn't really matter as much as it normally would but I could be wrong.
I would just drop some defense (heh sorry, I know... 40% defense on WP looks so shiny...), raise my global recharge or pick up Hasten and take Darkest Night. With a minimal slotting it can easily give you a 15% ToHit debuff on mobs (= +15% defense for you). Problem solved
Edit : oops DN might not work on AVs as well... So it's not the same actually ! -
You have a very similar build to my Fire/WP scrapper. She's around 37% defense to all, but without the gladiator unique. And I couldnt push it any further while keeping my attack chain (GFS, Cremate, Inc, FS). But I can say she's already a monster of survivability with those numbers. Yours will even do better with Siphon Life ofc
But the Fire attack chain is much easier than the DM one, so here we run into troubles...
The scrapper standard on DM is ofc MG/Smite/SL/Smite, but it requires 234% in MG and 184% in Smite. You have atm 116.5% in MG and 137,5% in Smite so you're ofc far from those numbers (pretty normal as your build aims toward max survivability and not toward max recharge, and anyway you can't get there without Hasten).
For a brute I would think first about SL/Sm/MG/Sm/Gloom but your recharge on Smite is the barrier for anything containing Sm/MG/Sm : it requires 167.4% on Smite. Without hasten, you would need 70% global recharge and it's not possible with such a build. I guess that unfortunately without a faster recharging attack like SP it will be hard to get a single target chain without any gap : if you fire all your attacks from the highest dpa to lowest dpa, then after fire them as they come back you should end up having all of them on cooldown. I could be wrong, wait for an attack chain specialist to confirm it or not^^
I think your recharge on Smite is the barrier to get a real attack chain, for that you should need either 70% global recharge, or hasten. In both cases it will of course spoil your high defense build. Hehe sorry for the bad news, I hope I'm wrong
Edit : correction on the chain. -
DM/SD is just... too powerful !! I finished a old DM/SD during the double xp week end, spent a 1 bil build on her planned from Mids a long time ago. I went straight to steamroll the RWZ, not paying attention if I took one or two packs at the same time, if they were 54 or anything else, if I aggroed some of the elite bosses at the same time, while probably playing very poorly as it was late and I didnt have any training on her : you can't even call it a challenge anymore, this builds makes everything like this so easy
I guess it could become one of my favorite toon ever, i need more testing and trying ridiculous things to see its limits... The damage output is so impressive, with a Soul Drain up most of the time I hit 54 Riktis like my Claws/SR hits 51 mobs... Well, I'm back to the RWZ for further "pwnage"... oops I meant for further testing
To answer to the OP, Kat/Inv can be a true monster really. You can easily make it soft cap to everything but Psi with 3-4 enemies in range and one application of Divine Avalanche. Build also for regen and the cap hp (perma dull pain) : against S/L enemies it will be truely invulnerable. I really love /invuln ! If they didnt give us Shields it would be no question my favorite secondary.
Otherwise Kat is so good it works with everything else : /WP, /Regen (alot of fun), /Dark (probably the best pairing to make /Dark shine alot), /Fire (same)... etc. Just choose the name or concept you like the most ? You can't go wrong. And when you're 50 or not far, come back here to discuss about a top IO build if you have the influence and this toon will make you happy for long !
PS : DPS = damage per second, your damage output simply.
Edit :
Quote:NEVER!!!!!!*
(* maybe... but I have all these toons I should finish first...) -
It's one of the best end recovery power in the game for an offensive AT. It will make your blue bar happy, no worry. The problem being rather that you dont need Conserve Power at all and that's one useless power in the Elec secondary (while a heal would be so much more useful !).
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I'm interested to know how you managed to get it to work. It never worked by me (I use XP SP3).
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I played some stupid free2play mmos that all look the same and are boring like hell, before as usual realizing that CoX is 10x better. I read abit about Aion also.
It's strange but I didnt want that much to log into the game while the forums were down, almost forgot there was a double xp week end coming