Fireheart

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  1. Turf may cover the Lawn.

    Be Well!
    Fireheart
  2. Mutant arm...

    Maybe a little less random?

    Shadows are good.

    Be Well!
    Fireheart
  3. You might find it useful to start with the Patch Notes Archives at ParagonWiki: http://wiki.cohtitan.com/wiki/Patch_Notes

    Be Well!
    Fireheart
  4. Well, I am able to log in... I Think, but then I get a page about Migration and none of the buttons on that page WORK! (Win 7, Firefox)

    Can't do anything with it. I hate it when companies use their real-time users as beta-testers.

    Be Well!
    Fireheart
  5. Quote:
    Originally Posted by Rangle M. Down View Post
    Level 12: Boxing -- Empty(A)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg(31), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(37)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(34)
    Level 20: Energy Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(21), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), SMotTanker-Rchg/Res%(36)
    If you Aren't going to use Boxing and you Are going to use Energy Punch, then why give Boxing any priority? Take Energy Punch early and move Boxing out to somewhere just before you need it.

    I happen to like Leadership, so I had to sacrifice Energy Punch and make use of Boxing.

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Perfect Perry: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(11)
    Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 2: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(33)
    Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46)
    Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Whirling Hands -- MotTanker-Acc/Dmg(A), MotTanker-Acc/Dmg/Rchg(17), MotTanker-Dmg/EndRdx/Rchg(17), MotTanker-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21), AdjTgt-ToHit(25)
    Level 20: Assault -- EndRdx-I(A), EndRdx-I(25)
    Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(45)
    Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Def(33), LkGmblr-Rchg+(40)
    Level 28: Resist Physical Damage -- ResDam-I(A), S'fstPrt-ResDam/Def+(43)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(40), RctvArm-EndRdx(42)
    Level 32: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-Rchg(45)
    Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(46)
    Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 49: Resist Elements -- Aegis-Psi/Status(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 0: The Atlas Medallion
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27), Numna-Heal(27), Numna-Regen/Rcvry+(42)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(13)
    Level 1: Prestige Power Slide -- EndRdx-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    ------------



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    Be Well!
    Fireheart
  6. Tony, why not give us a pop-up that tells us to visit out account settings and a simple form or button to port our existing Titan Key elements to the new system. Then, after the conversion period is over, you can start shutting down the old Titan Key and switching to the new one - at which point, New accounts will only be registered in the new system.

    That will give your existing members a chance to get everything squared away, with names registered and such, Before the new system goes into effect. Also, just happens to give you live data and activity to test the system with.

    Be Well!
    Fireheart
  7. I have Archerfish and 'The Liquid Plumber', who is a shiny guy in overalls, not a drain-clearing product with no 'b'.

    Be Well!
    Fireheart
  8. Fireheart

    Fighting Pool

    We have no numbers and no Date for these changes and, as I said, I'm not looking to replace my whole secondary with some new gimmick. And, really, I can't imagine the Devs really want Rage/Footstomp/Fighting Pool Tankers and Brutes. Wouldn't it be a better idea to bring those early tier powers up to snuff?

    As Tankers, we cannot replace our Tier 1, and doing so would be bad, since we'd give up bruising.

    I just played a little DFB and found myself realizing that I'd purely HATE to lose the KD in Punch. And yet... Damage, I want it.

    Be Well!
    Fireheart
  9. Just to insert another, slightly different point of view, this is how I've built my own Fire/Storm. Not a full build to 50, but a good start.

    Villain Plan by Mids' Villain Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Astarte Tsovinar: Level 49 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Leaping

    Villain Profile:
    Level 1: Flares -- Acc(A), Acc(3), EndRdx(7)
    Level 1: Gale -- Acc(A), Acc(5)
    Level 2: Fire Blast -- Acc(A), Acc(3), EndRdx(13), RechRdx(15)
    Level 4: Fire Ball -- Acc(A), Acc(5), EndRdx(7)
    Level 6: Snow Storm -- EndRdx(A), EndRdx(9), Slow(15)
    Level 8: Rain of Fire -- RechRdx(A), RechRdx(9), EndRdx(11), Range(13)
    Level 10: Steamy Mist -- EndRdx(A), EndRdx(11)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Fly -- EndRdx(A)
    Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), EndRdx(17), Range(19)
    Level 18: Air Superiority -- Acc(A), Acc(19)
    Level 20: O2 Boost -- RechRdx(A), Heal(21)
    Level 22: Blaze -- Acc(A)

    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)

    Level 1: Scourge

    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(21)
    ------------



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    Be Well!
    Fireheart
  10. Quote:
    Originally Posted by Emjack View Post
    I took a quick look at the build you gave me but today I relooked at again and notice no slots has damage in them, why is this since I solo?
    Relatively speaking, you are better off hitting them Again, than you are hitting them harder. Also, since your attacks are all debuffs, it is better to keep debuffing the enemy by hitting them again.

    With SOs the 5th slot would be Damage, or some other enhancement, like Debuff, or Hold, or Range. Ditto for any 6th slot.

    My experience has been that Defenders don't do enough damage in a single attack to make enhancing that damage a priority. Therefore, I enhance the other aspects, which contribute to my being able to do more damage.

    Warning! Philosophy Immanent!
    If you don't have Accuracy, you can't hit and if you don't hit, then your attacks are irrelevant.
    If you don't have Endurance (or run out too fast), then you can't attack anyway and they become irrelevant.
    If you attack and hit them, but don't do much damage, hit them Again - Voilla, you just doubled your damage.
    If your one attack hits them and does good damage, but now you have to wait for it to recycle, you have 2 choices - Sacrifice whatever it takes to make your one attack recharge faster... Or hit them with another attack. My preference is to hit them with 6 attacks, rather than sacrifice enough to make that one attack do the same job.

    So, solo, or in a team, I drop Tar Patch and pull the enemy into it (or, alternately, Pull the enemy and then drop Tar Patch on them). They are now Slowed and have their ToHit and Resistance debuffed, so they are easier to hurt and I can use my attack-chain to bring them down. Often, the group dies before Tar Patch expires, so I Might lure a few more into the Patch.

    I'm running Shadow Fall - the Stealth helps control how much aggro I pick up, while the Defense and Resistance helps me deal with the aggro that I pick up. You may choose to slot 2x Defense, instead of Resistance.

    Combat Jumping is slotted for Defense, but that is Not the main reason for taking it. The Main reason for CJ is for the in-combat maneuverability, allowing you to skip in and out of melee range Quickly. It just happens to Also protect vs immobilize, give Defense, and help stabilize Fly, so you have more control. You could choose Hover instead, or switch in Super Jump or Super Run for Fly.

    I used to have Moonbeam at 6th level, where Darkest Night is. The Snipe is a superb pulling tool and does a lot of damage, comparatively. However, Darkest Night is Slightly more flexible, despite the limited range and Very good for helping to neutralize the Hard targets, like nasty bosses. I still use Moonbeam, but I swapped priorities when I got into my 20s.

    I hope this discussion helps.

    Be Well!
    Fireheart
  11. Umm, good, but what about the Grass?

    Be Well!
    Fireheart
  12. Fireheart

    Fighting Pool

    In my research, I did run across that, BUT, I'm not thinking of replacing half of my Secondary with a Pool. In General, Pool powers are significantly less effective than Secondary ones. The fact that I can do so in this case might lend credence to JBs long-running argument, but I would urge careful consideration on a power-by-power and powerset-by-poweset basis and not a blanket revamp.

    It makes a little sense, that a 1st or 2nd tier attack (available at 1st or 2nd level) could be replaced by a Pool attack (available at 4th), but a 3rd tier attack should, regardless of AT, absolutely have better performance.

    In this thread, I'm trying to get a feel for the real performance of Boxing vs Punch from Super Strength. I Think that's a good trade - Kick might work well, too.

    City of Data shows @L50:
    • Punch: 44.5 and 30% chance of KD every 4 seconds
    • Boxing: 33.8 and 10% chance of Stun every 2.5 seconds
    • Kick: 37.4 and 15% chance of KB every 3 seconds
    Damage-wise, it looks like a good trade. Secondary effects don't look as good, but not too terrible. Kick with the KB-KD Proc might be very reasonable.

    Be Well!
    Fireheart
  13. Fireheart

    Fighting Pool

    In order to get maximal defensive performance from my Primary, I always seem to require the Fighting Pool. In order to get those defensive powers (Tough & Weave) I am required to take Boxing, or Kick.

    Sometimes, I have plenty of... less desirable powers, which leaves room for Boxing or Kick to be shunted aside and ignored in my attack chain. Most often there are powers that I would Like to have, but which I don't have room for, since I must take Boxing or Kick.

    This leaves me with the Question... what if I replaced one of my Secondary attacks with Boxing or Kick? What if I embraced this power and gave it full slotting and enhancing? What if I used it freely, in my attack chains?

    And then comes the biggest Question... Which of my attacks would Boxing or Kick be a good replacement for? A bit of browsing through City of Data leads me to suspect that there are Several 2nd & 3rd tier attacks that Boxing of Kick would... actually outperform??

    So I'm seeking professional help, because I must be crazy! What secondary powers could be Profitably replaced by Boxing of Kick?

    Be Well!
    Fireheart
  14. Okay, I can't give you a L50 build because I don't have a L50 D/D Def. Every time I've tried to use a L50 build as a leveling guide, it's gone badly. So, what I maintain is a level whatever-my-best-is build, which I update continually, and a ladder of future powers arranged about like I expect to use/want them.

    This works, because the Game is constantly changing and any time I've thought 'this is it, this is perfect', there has been a development which has forced a change.

    To correct your 'I can't make a build' issues, I suggest you use the resources of our fantastic community to address the ignorance that plagues you. For Dark/Dark Defenders, try Darkitty's guide: http://boards.cityofheroes.com/showthread.php?t=127276 - it's a little bit behind the state of the art, but still quite good.

    For this, that, and everything else, visit Paragon Wiki: http://wiki.cohtitan.com/wiki/Main_Page ... Every Day! Because there's a metric TON of useful information there, nicely cataloged for your perusal.

    Now, because I'm such a nice guy and I love seeing people discovering the fun in City, I'll share the current iteration of my D4 - Dark/Dark/Dark Defender.

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Valkyrie: Level 49 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Dark Blast
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Acc(A), Acc(5), EndRdx(7), RechRdx(21)
    Level 1: Dark Blast -- Acc(A), Acc(3), EndRdx(9), RechRdx(19)
    Level 2: Gloom -- Acc(A), Acc(3), EndRdx(11), RechRdx(23)
    Level 4: Tar Patch -- RechRdx(A), RechRdx(5), RechRdx(11)
    Level 6: Darkest Night -- EndRdx(A), EndRdx(7)
    Level 8: Shadow Fall -- EndRdx(A), EndRdx(9), DefBuff(13), ResDam(27)
    Level 10: Combat Jumping -- DefBuff(A)
    Level 12: Fearsome Stare -- Acc(A), Acc(13), EndRdx(15)
    Level 14: Fly -- EndRdx(A)
    Level 16: Tenebrous Tentacles -- Acc(A), Acc(17), EndRdx(17), RechRdx(29)
    Level 18: Air Superiority -- Acc(A), Acc(19)
    Level 20: Moonbeam -- Acc(A), EndRdx(21)
    Level 22: Howling Twilight -- RechRdx(A), RechRdx(23)
    Level 24: Night Fall -- Acc(A), Acc(25), EndRdx(25)
    Level 26: Assault -- EndRdx(A), EndRdx(27)
    Level 28: Tactics -- EndRdx(A), EndRdx(29)
    Level 30: Maneuvers -- Empty(A)
    Level 32: Dark Servant -- Empty(A)
    Level 35: Dark Consumption -- Empty(A)
    Level 38: Petrifying Gaze -- Empty(A)
    Level 41: Dark Embrace -- Empty(A)
    Level 44: Soul Drain -- Empty(A)
    Level 47: Soul Transfer -- Empty(A)
    Level 49: Life Drain -- Empty(A)
    Level 1: Brawl -- Acc(A)

    Level 1: Sprint -- EndRdx(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(15)
    ------------



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    .
    Be Well!
    Fireheart
  15. Quote:
    Originally Posted by Emjack View Post
    First i was told dark/dark was not a good solo playstyle so thats why i changed to something that may be fun...
    Well, you see, they were clearly OUT OF THEIR MINDS!

    Because Dark/Dark is super, awesome, and fun. Solo, they have excellent damage and the debuffs keep the bad guys from hurting you. Dark has one of the most potent Healing powers in the game (because it requires a target to siphon from) and it heals You Too, not just your teammates.

    Seriously, what other powerset lets you Hurl Screaming Skulls at your enemy?

    I have at least 3 D/D Def and 2 D/D Cor and 2 D/D Blasters as well as D/D Controllers... I have D/D Scrappers and a D/D Tanker, too. That said, I do have a Fire/Storm Corruptor or two, also and greatly enjoy that as well.

    As for the lack of SO builds, yeah, it seems like nobody is doing those anymore - it's all 'Purple Incarnate PvPIO' Madness. Also, Sadly, I will not be making an SO build for You - however, I'll happily share the SO builds I make for Myself and you can tweak them to fit your own preferences.

    Be Well!
    Fireheart
  16. Well, there is not such a huge difference between Defenders and Corruptors, except in when certain powers become available. The build you've posted is... rather spectacularly out of balance. Also, it's not Dark/Dark, but Fire/Storm... Really quite confusing.

    For a Dark/Dark build on SOs, I can only direct your attention a little further down the page: http://boards.cityofheroes.com//showthread.php?t=291639

    It's incomplete, but it will get you through your first levels.

    Be Well!
    Fireheart
  17. And, you know, none of the powersets are in Competion with the others. And if you want to compare Water Blast to another powerset, how about Psi or Electric, or Radiation?

    Why don't you just shut up and go play Min/Max with you powerset of choice and let us enjoy the cool sploosh of water?

    Be Well!
    Fireheart
  18. Fireheart

    BrandX's Art!

    Dangerous looking pony! If she doesn't just melt into a puddle of colorful marshmallow goo... *grin*

    Be Well!
    Fireheart
  19. If it were Grass, would you mow it? Or smoke it?

    Be Well!
    Fireheart
  20. I'm in the same boat, actually. My old Rad/Rad is level 27 and in dire need of a respec.

    I'll take a shot at a build and post it.

    <Edit> Here's what I got. It caters a bit to my preferences, of course.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doctor Thorne: Level 49 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Radiation Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiant Aura -- RechRdx(A), Heal(5), RechRdx(15), Heal(19)
    Level 1: Neutrino Bolt -- Acc(A), Acc(3), EndRdx(9), Dmg(21)
    Level 2: X-Ray Beam -- Acc(A), Acc(3), EndRdx(9), Dmg(23)
    Level 4: Accelerate Metabolism -- RechRdx(A), EndMod(5), RechRdx(15), EndMod(25)
    Level 6: Radiation Infection -- EndRdx(A), EndRdx(7), ToHitDeb(7), ToHitDeb(23)
    Level 8: Combat Jumping -- DefBuff(A)
    Level 10: Electron Haze -- Acc(A), Acc(11), EndRdx(11), Range(25)
    Level 12: Lingering Radiation -- Acc(A), Acc(13), EndRdx(13)
    Level 14: Super Jump -- Jump(A)
    Level 16: Proton Volley -- Acc(A), Acc(17), Dmg(17)
    Level 18: Enervating Field -- EndRdx(A), EndRdx(19)
    Level 20: Aim -- RechRdx(A)
    Level 22: Mutation -- RechRdx(A)
    Level 24: Assault -- EndRdx(A), EndRdx(27)
    Level 26: Tactics -- EndRdx(A), EndRdx(27)

    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal(A)
    Level 2: Stamina -- EndMod(A), EndMod(21)
    Level 1: Prestige Power Slide -- EndRdx(A)

    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    .
    Be Well!
    Fireheart
  21. Take it one step/day at a time, Cami. We can be patient... for a while.

    ...

    ...

    ...

    Okay, enough patience, we demand Atrz Naow! kidding.

    Be Well!
    Fireheart
  22. And I just re-read Local Man's guide, where he says the duration of Static Field is 25 seconds - NOT the 4 seconds that Mids is showing. So I checked around and everything makes more sense. Static Field is, indeed 25 seconds and Mids must be wrong.

    So now I just have to try it out.

    Be Well!
    Fireheart
  23. That's pretty neat! Of course, it would be More Useful if you'd have put that info here, instead of making us hunt for it on another site (in French).

    Be Well!
    Fireheart
  24. Hmm! Thanks for the reply!

    I would generally play a Controller or Blaster (or other such squishy) at range, but I can see how this one may need to 'control from the middle'.

    So, the tactics look like Sleep them (I'd rather slot a +Range, instead of suffering the movement penalties of Stealth), then move in and let the Aura drain them. Run single-target chain on the best targets in the meantime and maintain Sleep as needed. When their blue-bar is flat-lined, break Sleep to collect the mob, then re-apply for the Drain and unleash the limited AoE until they croak. Rinse & Repeat.

    That seems doable... Except, even with Hasten, there are 10-second gaps in the Sleep. So I won't have to break the Sleep deliberately, that will happen quite naturally... Not sure I like that.

    On the other hand, the Aura... I see that the Aura could drain the average spawn in 10 seconds anyway! So maybe I don't need to worry about the Sleep too much, and just focus on timing. I guess I can only try it and see if it works.

    Any other suggestions, advice, guidance?

    Be Well!
    Fireheart
  25. Crows have 'Caws' to complain.

    Be Well!
    Fireheart