Fiery-Enforcer

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  1. Fiery-Enforcer

    Cold vs FF

    Quote:
    Originally Posted by capnkangaroo View Post
    You PVP?? Why even mention it lol
    Cold isn't every good in pvp and ff well not much better in pvp, some builds can work but both definatly in the bottom 5 for usefulness in zone pvp. and cold might even be last.

    Might be a toss up between dark and cold for last place lol

    But we all r entitled to our opinion lol
    Colds are bad in PvP? My Sonic/Cold Corr must not have gotten the memo.
  2. You took down the Storm AV? Impossible!!! I call hax!!!
  3. If you really wanted to, you could softcap S/L defense fairly easy and still get a good amount of global recharge. Most of my Corrs are built this way, although I'm not sure how Fire/Dark will be on your end bar. With that said, /dark is probably the secondary where defense is needed least because of all the debuffs, but it would certainly still be useful.
  4. Quote:
    Originally Posted by Bill Z Bubba View Post
    In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them. Including stalkers.
    This.

    Although, Tanks have always been obsolete in my eyes.
  5. Fiery-Enforcer

    Cold vs FF

    Quote:
    Originally Posted by JD_Gumby View Post
    Force Bubble? It is useful the other 99.95% of the time. And, frankly, we don't care how much the melee's whining about having to keep running all the way out to its edge to get at stuff.
    If by useful you mean annoying and slowing down the rest of the team, then sure.
  6. Quote:
    Originally Posted by _Force_ View Post
    Great matches A&C, Fun night
    This.
  7. Do people seriously have trouble with the first part of the trial? It's pretty simple to me and requires minimal coordination.
  8. Actually, the mez protection does stack, but nothing else does. I've ran countless ITF's with my Dom's that prevented me from being stunned by Romulus by having Domination stacked.
  9. No Dom will be able to solo the STF. There's no way you could sleep Lord Recluse while the towers are up, due to the insane amount of defense he gets. Also, not to mention you can't reliably perma confuse a lvl 54 AV, it's hard enough to do it against a lvl 53.
  10. Fiery-Enforcer

    Cold vs FF

    I would take a Cold over a FF every single time. Although, in most cases, I'd take a Cold over anything else.
  11. If you're softcapped to S/L, one purple would solve the defense debuff problem.
  12. Fiery-Enforcer

    Shield/Fire

    If you really wanted to you could probably replace the Steadfast res/end with the Numina proc which would free up a slot in Health.
  13. Fiery-Enforcer

    Quick Question

    I jump in the mob first then use Shield Charge on my Fire/SD Scrapper, that way I get the benefit of AAO. Personally, I would alternate LR and SC for mobs. If you use both both, yeah the mob will be wiped out, but then for the next mob you'll only be able to use the mediocre electric AoE's.
  14. Fiery-Enforcer

    Shield/Fire

    Here's what I would do given your parameters. It is softcapped to all 3 positions, 2833 HP (with accolades), capped DDR with stacked AD, and 73% global recharge.

    I switched out Soul Mastery for Mu Mastery because it's better for AoE, and Darkest Night would only be used for the -damage because of the softcapped defense. I Picked up Build Up for better burst damage and dropped Breath of Fire because FSC, Combustion, Elec Fences, Ball Lightning, and SC will be more than enough. I didn't slot the panacea proc because it really isn't that good, would just be a huge waste of inf IMO.

    Ignore the slots and power levels because I just quickly threw this together.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Fiery Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(3), TtmC'tng-ResDam/EndRdx:50(5), TtmC'tng-ResDam:50(5), TtmC'tng-ResDam/Rchg:50(7)
    Level 1: Scorch -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(9), Hectmb-Dmg/EndRdx:50(9), Hectmb-Dam%:50(11)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(11), RedFtn-EndRdx/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(13), RedFtn-Def:50(15), RedFtn-EndRdx:50(15)
    Level 4: True Grit -- Numna-Heal:50(A), Numna-Heal/Rchg:50(17), Numna-Heal/EndRdx:50(17), ResDam-I:50(19), S'fstPrt-ResDam/EndRdx:30(19), S'fstPrt-ResDam/Def+:30(21)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(21), HO:Membr(23)
    Level 8: Against All Odds -- EndRdx-I:50(A)
    Level 10: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(23), Sciroc-Dmg/Rchg:50(25), Sciroc-Acc/Rchg:50(25), Sciroc-Acc/Dmg/EndRdx:50(27)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
    Level 14: Hurdle -- Jump-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46)
    Level 18: Taunt -- Zinger-Taunt/Rng:50(A)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc/Rchg:50(27), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(31), P'Shift-Acc/Rchg:50(43)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(37)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
    Level 28: Fire Sword Circle -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(36), Armgdn-Dam%:50(36)
    Level 30: Boxing -- Empty(A)
    Level 32: Grant Cover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(43)
    Level 35: Incinerate -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(43)
    Level 38: Greater Fire Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(40)
    Level 41: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(42), TtmC'tng-EndRdx:50(42)
    Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
    Level 47: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
    Level 49: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Rchg+:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



    Code:
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  15. Fringe is starting again? Cool, now I officially have too many shows to watch.
  16. Skip it to drop a toggle for what reason? Endurance? Combat Jumping barely costs any endurance so there shouldn't be a problem running it.
  17. Yes, some Doms can solo most AV's in the game with some exceptions. Debuffs don't have much to do with it. For success you must have the ability to perma mez AV's through the purple triangles while putting out enough DPS to take them down, it can take quite a bit of time to take down an AV. See my sig for some of the things I did with my Mind/Fire.
  18. Quote:
    Originally Posted by StoneJaguar View Post
    are you high enough vet to get a travel power at 6? if so, get rid of combat jumping.

    SJ
    Personally, I'd never skip Combat Jumping. It's great for mobility, SS + CJ + Hurdle is the best travel combination IMO. I hate playing a character wihtout it, the difference is big to me. Also, it's a great place to slot a LotG 7.5.
  19. Fiery-Enforcer

    Fire/SS tank

    Melt Armor from the epic pools is a joke, Fireball will definitely be better for taking down mobs faster.
  20. I could be wrong, but isn't there a warning message that tells you if a mission is timed?
  21. I wouldn't slot Drain Psyche with end mod, the base value is more than enough. Focus on healing to boost the regen of the power, I'd go with 5 doctored wounds and a single acc IO.
  22. Fiery-Enforcer

    The best trio

    2 Fire/Cold Corrs and 1 Fire/Kin Corr.
  23. I hear Dark/Dark Scrappers are great for farming and PvP.
  24. Easy Kills vs. GDHRT

    1-0 GDHRT
    1-0 GDHRT
    0-0

    GFs
  25. Personally I see more Blasters than Stalkers. *shrugs*