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Posts
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Joined
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So, I decided to solo the LRSF with my newly respeced Mind/Fire/Ice Dom. I used temp powers on some of the tougher heroes. It was a fun experience overall.
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Fire/Kin Controller and SS/WP Brute. Both can farm with just SOs.
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I'm liking the changes to Fiery Aura although I would like for these additional changes to be made. Increase the duration of Fiery Embrace to 30 seconds (like the Brute version was) and add KB protection to Fire Shield or Plasma Shield, not Temperature Protection. I don't wanna waste a power pick on that.
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I'm running 64-bit Windows 7 with .NET Framework 4 with no problems with the game or Mids.
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I've been trying to work out a build with Sleet in it while keeping permadom without hasten and softcapped S/L defense, but I haven't been able to come up with anything I like so far. This is the build I'm currently using.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
mind fire: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(3), CSndmn-Acc/EndRdx:50(3), CSndmn-Sleep/Rng:50(5), CSndmn-Acc/Sleep/Rchg:50(5)
Level 1: Flares -- Acc-I:40(A)
Level 2: Dominate -- UbrkCons-Dam%:50(A), UbrkCons-Hold/Rchg:50(7), UbrkCons-Acc/Hold/Rchg:50(7), UbrkCons-Acc/Rchg:50(9), UbrkCons-EndRdx/Hold:50(9)
Level 4: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(13), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(15)
Level 6: Confuse -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(15), CoPers-Acc/Conf/Rchg:50(17), CoPers-Conf/EndRdx:50(17), CoPers-Acc/Rchg:50(19)
Level 8: Mass Hypnosis -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(19), FtnHyp-Acc/Sleep/Rchg:50(21), FtnHyp-Acc/Rchg:50(21), FtnHyp-Sleep/EndRdx:50(23)
Level 10: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Acc/Dmg/Rchg:40(11), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(25), Decim-Acc/EndRdx/Rchg:40(25)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(27), EndMod-I:50(33)
Level 22: Embrace of Fire -- RechRdx-I:50(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 26: Terrify -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(33)
Level 28: Consume -- Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(29), Oblit-%Dam:50(33), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(46)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(46)
Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(37), Mlais-Acc/EndRdx:50(37), Mlais-Conf/Rng:50(40), Mlais-Acc/Conf/Rchg:50(42)
Level 35: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(45), RedFtn-Def:50(45), RedFtn-EndRdx:50(45), LkGmblr-Rchg+:50(50)
Level 38: Blaze -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(39), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(39), Apoc-Dam%:50(40), HO:Centri(40)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(43), RedFtn-EndRdx:50(43), LkGmblr-Rchg+:50(46)
Level 44: Poisonous Ray -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(48), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(50), Achilles-ResDeb%:20(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 49: Personal Force Field -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run
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Earth will have more control due to Power Boost and Seismic Smash, but on a top end Permadom build, it may become unnecessary. From someone who had a Mind/Earth and Mind/Fire, I tip my hat to the Mind/Fire.
Mind/Fire will have more damage which is important for AV soloing. My two chains I use depending on if I want to permahold or permaconfuse something are:
Dominate > Blaze > Dominate > Incinerate
Confuse > Blaze > Incinerate
I used the confuse chain against the AV's when I ran a solo MoITF with my Mind/Fire. -
Well, Microsoft's MSDN website has a lot of information regarding .NET development. Although, if you're willing to shell out some cash I can give some book recommendations.
CLR via C#
Computing with C#
Both are excellent books that I've used. -
Keeping Fort up on the right people is the main argument I'm seeing that makes Emps "hard to play." But, if you have the basic knowledge of what each AT does that is not an issue.
Adrenalin Boost? You can keep it up one person, that's really hard to do.
RA's? You jump in the middle of everyone while they're fighting to use them.
CM? You keep it up on those without mez protection.
Although you may say, some of this stuff may require to know the other players powersets. I know it may be tough to right click a name and click Info, but I believe with enough practice you'll be able to accomplish this task.
Now, there may be a lot of stuff you need to do as an Emp, but that doesn't necessarily mean it's hard to play. Now this isn't exclusive to Emps, but the only difficult part you may need to work on is anticipating when you need to heal somebody. Although, I think this is way more important in PvP because in PvE you'll have a little more leeway if you have a decent team. -
Do Scrappers get Elec Fences? If so, the combination of it with Ball Lightning should do more damage than Fireball while saving you a power pick.
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The APP's are great. I'm trying to work out a build using Ice Mastery for my Mind/Fire without sacrificing anything.
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Quote:If this is the case, then all the Scrapper sets should do more damage than the Brute version. But, as we know that isn't the case. Did you even look at the numbers that HelinCarnate posted last page? The Scrapper would do more damage than the Brute at full Fury without even factoring in Criticals.Scrapper have less survivability than either AT and thus it is not a problem at all for the AT to do superior damage.
I don't understand the argument that if it's not OP'd on Brutes then it won't be on Scrappers. Scrappers and Brutes don't work the same way, it's that simple. I'll have to run some numbers myself, but with the numbers Helin posted you can see that the Scrapper easily does more damage than the Brute which is different from all the other powersets when comparing Brutes and Scrappers. Saying Rage isn't OP'd on Scrappers as is, is like saying Fulcrum Shift wouldn't be OP'd on Brutes because it isn't OP'd on Corrs, Trollers, and Defenders. -
Quote:That's only at the high-end spectrum of things. Brutes base "defenses" are the same as Scrappers, only their caps can reach Tanker levels. While solo a Brute will have the damage of Scrappers and the defenses of Scrappers with minor differences such as more HP and higher resistance on certain powers(fire resistance on /FA).Brutes had the damage of Scrappers and defenses that could rival Tankers.
After, you factor in team buffs to make a Brute into a Tank they will be more survivable than a Scrapper of course. But, if you buff up a Scrapper the same way, I'm sure you wouldn't even notice the difference between the Scrapper and Brute.
As for the Fury changes, I can't comment much on it since I haven't had the chance to personally test it. Although, from the sounds of it I don't like them. I never had a problem building Fury solo or on large teams. I see it's suppose to help for Fury building against AV's and GM's, but in reality I can reach "full" Fury against them with how it works currently. Solo, I'm consistently able to keep 80%-90% Fury. If I can no longer do that, in my eyes it's a small nerf. -
So, what you're essentially saying is that a straight port wouldn't be overpowered on Scrappers because it's suppose to be overpowered?
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It's not very hard to cap a Stalkers HP, I believe you need about 160 from set bonuses with accolades for a build with no inherit HP bonuses.
Like Psy said, you're not going to be constantly fighting like say a Scrapper. The list of things you need is capped stealth, Phase/Hiber, BU, AS, Placate, Sharks, and Thunderstike. -
If you don't like the new rules, you can just not go to the forums? It's that simple, really.
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A simple change they can do to port the set 'as is' is to reduce the damage bonus on Rage.
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Permaholding with Earth Assault shouldn't be very hard since you get Powerboost and Seismic Smash. Fire/ and Mind/ are the best choices for this, but Ice can do it especially with the help from /EA. Although, some AV's are impossible to permahold because some get extra mez protection and resistance on top of the purple triangles.
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Fire/Shield is indeed great. I went Blaze Mastery so it does cost more end, but it's definitely manageable, I personally never bottomed out on mine.
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Killing stuff with damage procs during Rage crash.
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I have something else that is great.
A team without Tanks. -
If you don't wanna invest too much in a farmer, I suggest rolling a SS/WP Brute or Fire/Kin Controller. Both do fairly well with cheap builds or just SOs alone. If you're willing to spend more, I would go with a SS/Fire Brute.
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As a Brute, my responsibility isn't to keep the squishies from getting aggro. The only "tanking," if you wanna call it that, I do on my Brute is taking the alpha. Although, I do that on all my "squishies" anyways.