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I was struck by an idea from another thread that suggested that because of power order in empathy it encouraged bad play.
Current order:
Lvl 1 - Healing Aura
Lvl 1 - Heal Other
Lvl 2 - Absorb Pain
Lvl 6 - Resurrect
Lvl 8 - Clear Mind
Lvl 12 - Fortitude
Lvl 18 - Recovery Aura
Lvl 26 - Regeneration Aura
Lvl 32 - Adrenaline Boost
In the current power order, empaths *are* healers at lower levels, because that's what they have available. The key buff powers come in the mid levels with clear mind available at 8, fortitude at 12 and recovery aura at 18.
What if they reordered the powers this way:
Lvl 1 - Healing Aura
Lvl 1 - Fortitude
Lvl 2 - Clear Mind
Lvl 6 - Absorb Pain
Lvl 8 - Heal Other
Lvl 12 - Recovery Aura
Lvl 18 - Resurrect
Lvl 26 - Regeneration Aura
Lvl 32 - Adrenaline Boost
Yes, providing fortitude that early is a little powerful, since you're providing force field level defenses and a significant damage boost. However, I think it's balanced from the stand point that the recharge is 60 seconds.
I'm not sure whether or not a reorder of powers will make a difference to players who don't realize that the empathy power set is a buff set, but I am convinced that the current power order does contribute to the healer mentality. -
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Thats pretty cheap for a capped build. Mind posting it?
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Sure.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fell Fender: Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(39)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(5), DefBuff-I(13), DefBuff-I(19), DefBuff-I(23)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(23), RedFtn-EndRdx(39)
Level 4: True Grit -- Heal-I(A), Heal-I(40)
Level 6: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 8: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(31)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(48)
Level 26: Chain Induction -- Acc-I(A), KntkC'bat-Acc/Dmg(27), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Phalanx Fighting -- DefBuff-I(A)
Level 32: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Grant Cover -- RedFtn-Def/EndRdx(A)
Level 41: Mu Lightning -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(45), AirB'st-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), EndRdx-I(46)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50), DefBuff-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
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The only expensive pieces in the set:
Universal Travel -kb (x2)
Steadfast Res/Def
Steadfast Res/End
Mako's Quad and Mako's Dmg/Rech
Touch of Death Triples
Obliteration set
Performance Shifter +end
Everything else is dirt cheap. The Steadfast pieces I got off bronze rolls, so they cost me nothing but the cost of salvage and crafting them. What cost me the most were the Perf Shifter, Universal Travels and the Obliteration pieces. However, I didn't spend more than 5 million on any one piece (honest!)
Most of the cost was spent on crafting the pieces. A lot of recipes are still undervalued and you can get them cheap with your tickets going towards any of the expensive salvage that you need.
80M is a rough estimate, but I don't think it's that far off the mark. Probably a third of that went for the Obliteration set.
The build does look different now with LoTG pieces, a Numina unique, a set of Posi's and another full set of Obliteration. But the build as posted is pretty functional. I found that the +end with perf shifter offset much of the end issues I was having without it...it should be part of any base build.
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Archery/EM. EM because of boost range. Archery because it's better than AR due to RoA and aim.
However, I think a Seven of Nine type blaster would work best with Electric/Electric but that build works better as a blapper rather than as a ranged fighter IMO. Charged brawl, havoc punch and thunderstrike makes for an impressive melee oriented arsenal. -
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elec/sheild
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this, qft. omg elec/shield is the only legal combination of elec melee or shield defense for a brute. hands down.
lightning rod + shield charge, omg against all odds/thunderstrike? i mean talk about serious [censored] kicking. you can still softcap shield defense.
i made one recently and after getting addicted to it have it at 35 allready i just picked up shield charge, but omg it can only get better.
without a doubt if you make anything other than elec/shields you need to take your show off and then kick the wall infront of you as hard as you can.
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I have an electric/shield at 50 which was PL'ed mostly via AE, though I played the last 9 levels or so legit.
I would absolutely hate to level one of these up. Pre IO set bonuses, I thought the build was just awful. The difference between having the 20% defense and 12% resists (though S/L is better once you get tough and weave ups your defense to about 26%) that you get with SO slotting and what you can get with IO set bonuses is eye opening. It's not a build I'd recommend someone level up the normal way. It's made worse by a really low damaging primary. Sure it has AoEs, but if you're soloing it's bleh.
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its fine, its feels off kilter one on one simple because you can kill huge hoards faster than that solitary guy. As for soloing and even in SO spec pop a purple, run around a map and get them all together to feed fury/AAO and kill them in seconds.
No offense but if you PLd your elec/sheild most of the way you really dont get what playing the sets are like, elec isnt SM or SS for single target face pounding but has plenty of damage and chain induction works now which was the biggest gripe about the set for a long time (just DONT put a proc in it or it will break and use the procs % to jump mobs as opposed to its base 100% 5 times)
oh and you increase your resistences by slotting resistence in deflection and true grit
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No offense taken, I admit I have a skewed opinion about this combination.
Slotting the resists in those bring them up to what? A whopping 18%? That's still not alot. -
1. Team.
2. Patience. Any combination can solo on challenge level 1.
3. Leverage containment.
With that said, illusion and fire control (and maybe gravity) do respectable damage at low levels. Add in a secondary with -res (sonic, rad, storm) and you solo very easily. -
Pretty good advice so far. The only thing I would add is that if you do want to start over, consider making an illusion/radiation controller. That's probably the top soloing build among controllers.
It has high damage and if you take deceive at level 6, you can easily solo the groups of three you typically find on most maps: open with deceive, have the groups fight each other, blind one, then hit it with spectral wounds for containment damage.
Plus radiation, as you know, has lots of useful utilities.
For a newer player, playing something a bit easier and tested isn't a cop out. You can always go back to that plant/rad when you get the hang of things. -
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I've never really understood the need for the leaping and speed power pools on fire/kins and I see them being taken all the time. If you need KB protection, just slot a KB protection piece in SS (Blessing of the Zephyr) and another in fireshield (Steadfast Protection).
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If you're talking about super jump, then yes, inertial reduction makes that redundant. However, combat jumping is very useful for a kin for its immobilization protection. Being rooted to the spot and not being able to position yourself is significant disadvantage to a character with target focused powers. You won't always have that breakfree.
Also, speed pool has hasten, and there aren't many builds that isn't helped by hasten. Fire/Kin is *definitely* helped by hasten and the kinetics endurance recovery power negates hasten's endurance crash. -
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elec/sheild
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this, qft. omg elec/shield is the only legal combination of elec melee or shield defense for a brute. hands down.
lightning rod + shield charge, omg against all odds/thunderstrike? i mean talk about serious [censored] kicking. you can still softcap shield defense.
i made one recently and after getting addicted to it have it at 35 allready i just picked up shield charge, but omg it can only get better.
without a doubt if you make anything other than elec/shields you need to take your show off and then kick the wall infront of you as hard as you can.
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I have an electric/shield at 50 which was PL'ed mostly via AE, though I played the last 9 levels or so legit.
I would absolutely hate to level one of these up. Pre IO set bonuses, I thought the build was just awful. The difference between having the 20% defense and 12% resists (though S/L is better once you get tough and weave ups your defense to about 26%) that you get with SO slotting and what you can get with IO set bonuses is eye opening. It's not a build I'd recommend someone level up the normal way. It's made worse by a really low damaging primary. Sure it has AoEs, but if you're soloing it's bleh. -
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Conserve Power will be useful, even after Stamina, unless you slot your attacks for Endurance Reduction or get IO sets slotted (which, if you're 4- or 5-slotting a set, you should have), and it's still situationally useful after that. Remember that AR is one of the two Blaster nukes that don't have a crash associated with them, so if you position yourself to make best use of your attacks you can have an almost continuous cycle of AoE attacks, using Slug or Burst to fill in the chain.
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I think conserve power is very skippable. With typical IO slotting, you'll have much more than the 33% end reduction than your standard SO slotting. Even if you just go with straight SOs, it's more than manageable. Plus there are blue inspirations for long battles, which hopefully, as a blaster are few. I think the argument for CP was stronger back in the days before IOs. Nowadays, you can get the Miracle proc or even just slot up your powers with lots of tiny recovery bonuses, which of course, add up when there are multiple of them.
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Power Boost is, in my opinion, nowhere near as useful for an AR Blaster; it will boost the stun of Total Focus, Beanbag, Bone Smasher, and Stun -- four attacks, three of which are melee. I would recommend against it unless you plan on going the route of the blapper. The Defense reduction that is in most of the AR attacks is pretty minimal; I've never seen any real difference in my accuracy from it; I had it and respecced out of it.
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As Dragonkat said above, power boost increases the duration of your stuns, boosts the heal in aid self if you take it, boosts the strength of defensive epic shields and if you go munitions, boosts the length of the sleep power and cryo freeze ray. It also boosts the tohit of build up, allowing you to say hit Captain Mako in the Statesman TF or a Vengeance powered Nemesis minion. IMO, that's way more valuable than something like conserve power, which can be bypassed by smart slotting and/or blue chicklets.
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Beanbag is useful at the lower levels, but if you're focusing on exploiting your AoE attacks -- buckshot, M30, Full Auto, Flamethrower, and LRM from Munitions Mastery -- then you may want to respec it out in favor of Cryo Freeze Ray, which is a Hold, letting you tie someone down in an Ignite patch.
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Beanbag > cryo freeze ray for the simple fact that the magnitude stacks with your other stun powers to enable you to stun bosses.
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Range Boost is your friend. With it, all of your AoE cones expand to the point where you can hit the AoE target limit, and stand well back from your target. While some mobs will try to return fire when hit with a Build Up/ Flamethrower/ Full Auto/ [M30 or Buckshot or both] chain, others will try to rush you to engage in hand-to-hand combat. With Range Boost, you can stand back far enough that +1 minions will fall down as they run toward you, instead of reaching you and forcing you to fall back on Power Thrust (or, for my character, Air Superiority to knock them on their [censored], Total Focus to disorient and pound them, Stun if that doesn't work, then Power Thrust to send them off into the distance again).
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Generally agree. I'd still recommend against M30 only because how much endurance that thing cost for generally mediocre damage. If I'm spending that much endurance, I'd want to do flame thrower level damage. It does has it's positives (it hits 16 targets for example), but I think the disadvantages outweighs the positives.
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Ignite is very situational; solo, it's only good for controlling mob movement (such as blocking a doorway with an Ignite patch), or for dropping where the mobs aren't going to run away (i.e., around the Tanker). I wound up respeccing out of it, working more toward the 'Master of Cones' build in this guide; it's from I6, but the basic principles are still valid.
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Heh. I contributed to that Master of Cones guide back in the day. I'm even listed in the credits.
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Sniper Rifle is still quite useful on teams, although not as much as it would be without Range Boost. With the two together, though, it makes for a wonderfully long-range pull attack, and with Build Up you can generall one-shot a white minion (and some yellow minions, as well).
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People still sniper pull? Now there's a myth that needs to die. Pull with a low damaging attack. High damaging attacks bring buddies. And from a damage per activation standpoint, sniper attacks are one of the most inefficient things that a blaster can use. Snipes are cool but they are very skippable and are awful on teams. -
Just what are you trying to fight? Just about every regen character I ever had was powerful right out of the box. Taking quick recovery at level 4 means you can load up on reds/purples with some greens and make everything a cakewalk.
Also, MA has some mitigation in it in the form of stuns, knockdowns and knockbacks.
I think you faceplant a lot more at higher levels than lower levels where you face things like AVs and run TFs, epecially if you're a hair slow with that last click. At low levels, just having stamina like endurance makes you powerful...I'm assuming you *did* take quick recovery at level 4. -
IMO blasters *are* tricky to play. Anyone can go in there guns-a-blazing, but a good blaster knows when to blast and when to hold back a bit. When you have buffs, a really good tank or players that really know how to work with damage then you can feel free to blast. On teams that are less optimal, I tend to pick and choose my spots.
However, the most important determinant in choosing an archetype is what ultimately would bring you the most amount of fun. If you think a blaster would fit your concept best then that's what you should play.
I've played two blasters to 50 and neither had their second debt badge upon reaching 50. I soloed on rugged and teamed with SG mates, avoided PuGs. Neither blaster died alot...it's all about how you play.
Please note however that I did pick two of the more "safer" builds available: AR/Devices and Ice/Ice. Both builds have quite a bit of mitigation in them. -
What I've noticed about endurance recovery in the electrical attacks is that they basically work out as an endurance discount not as a +end power. You can slot for end recovery, but at the cost of other things like damage.
I'd recommend stamina, though if you're relatively rich you can slot up the Miracle and Numina's unique in health which is the equivalent recovery of unslotted stamina. Still, that only saves you one power pick. -
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...and no, Corrs aren't broken; I'm not suggesting that.
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Then I don't get your point. What needs to be fixed here? Why buff an AT that doesn't need a buff? If any AT needs more damage, it's Defenders not Corruptors. -
Corruptors aren't broken by any stretch. Why do they need a buff, especially since many of them have a plethora of +damage or -resistance powers that can self buff their damage.
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You get aim and build up for the damage boost as well as the accuracy. Even if you think it's overkill, it's not. For easier mobs, having the luxury of alternating between the two is nice and for harder targets, you want to click both to maximize front loaded damage. This is a less of an issue if you're teamed most of the time and are buffed.
From archery, I like just about everything except fistful of arrow and explosive arrow. I find them superfluous, especially when you get rain of arrows and when you have enough +rech bonuses to have it come up very frequently.
From ice, chillblain, ice sword, build up, ice patch, shiver, freezing touch are nice powers. I'd pass on frozen fists, chilling embrace and frozen aura. You can skip ice sword and perhaps freezing touch if you're mostly ranged.
One nice trick is to slot up chillblain for damage...it does a decent amount, though it is a bit endurance expensive. -
Don't respec at level 7. At that point, it's just probably easier to reroll.
Since you're new, it's better to just play the game and discover what powers you like versus us telling you what to get.
With that in mind, here's some advice.
AR can be spec'ed a few different ways, for teams or for mostly solo play. The first two blasts, slug and burst, you want to take for either build. If you're playing for teams, then having buckshot and flame thrower is very handy. They're both cone AoE attacks and you can fire them one after another delivering good damage in roughly the same area. Energy manipulation complements this as you *should* take boost range, which increases the size of the cone and allowing you to cover more targets.
If you're mostly soloing then, I'd consider taking beanbag fairly early. It's a handy single target mez and is also complemented by power boost, another power you *should* take from energy manipulation.
These are my biased choices:
AR - soloist - take slug, burst, beanbag, sniper rifle, full auto
AR - team - take slug, burst, buckshot, flame thrower, full auto, ignite, beanbag
Energy manipulation - take build up *at level 4, as soon as you can grab it*, power boost, boost range, total focus (the stun stacks with the stun from beanbag, allowing you to take out bosses with ease). Nice to haves: bone smasher
Stuff I routinely skip:
AR- M30, ignite, sniper rifle (I recommend them above, they just aren't my taste)
Energy manipulation - energy punch, conserve power, stun -
You pretty much have this with Faultline and the Legacy Chain. The animations for this is pretty much in the game already.
With that said, I don't think this would have the appeal as something like water blast, for which the animations could be co-opted from Barracuda and the Coralax. -
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smashing damage and that is the most resisted damage type on the game so your damage would be terrible.
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just like archery with all its lethal damage. that set sucks
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yea i vote for a 25% damage buff to every single archery power to compensate for it being "lol" lethal damage, and incidentally buff psi-shockwave by 25% damage bonus as well. i'm just saying.
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I'm pretty sure pc_guy was being sarcastic. Unless they nerfed it since I've been gone, Archery does not suck. -
Pretty odd that you got so many -kb IOs. I've been getting similar luck. I haven't been keeping track, but I'm now the owner of 8 level 30 Karma/Steadfast -kb IOs.
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I currently have a 41 DB/WP brute that I really love. I'm starting to plan out what IOs I'm going to get, and I want to aim for survivability foremost. While I won't mind getting global damage and recharge bonuses, I want to focus on my defenses.
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Since you're DB, I'd highly recommend +recharge as something you go for. Being able to spam the Attack Vitals combo fluidly when hasten is down is pretty important. I found that around 30% global recharge, you can spam it without pause.
As for WP, nothing to add that the other posters didn't already cover. -
Very nice guide ThugsRus.
I respec'ed my elec/shield following your advice and it payed off handsomely. I now have 47% to melee/range and about 44.5% to AoE. I don't have the best of enhancements (one set of obliterations, mostly the cheaper multistrikes), but adding tough/weave definitely upped my survivability.
A few other things I did based on your guide. I got rid of Charged Brawl, Jacob's Ladder and Electric Fences and spec'ed in boxing and Mu Lightning in their place. While Jacob's Ladder does decent damage, I couldn't stand the pause that occurred before it fired. It felt like a weak melee snipe. I like Mu Lightning as a cheap filler attack far more than charged brawl. I thought I'd miss charged brawl but the single target attack chain is surprisingly fluid.
One thing though is that by spec'ing in tough/weave and having faster animating attacks your endurance bar definitely takes a hit. I think having lots of +recovery bonuses in your build has become much more of a must have instead of a nice to have. I don't like carrying stacks of blues.
I'm saving up for a Miracle proc and a Performance Shifter and then I think the build will be largely complete sans any purples I want to go for.
Overall, I'm pleased with the build and the advice from the guide. I also like the fact that I was able to do the build for relatively cheap - around 80M with a couple of lucky drops.
Approx stats for a 80M build: 47% def melee/range, 44.5% def AoE, a little over 2000 hps with no accolades, 32% smashing/lethal resists, 13% fire/cold/energy/neg energy resists, 12.5% recharge. -
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Captian Overcharge was born.
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I'd reroll just because of the mispelling. I feel badly for high level characters with mispelled names: Candian Sheld, Black Rouge, Mistic Angle, all of which I've seen in game at one point or another. -
Returning player here, and having skipped 6 issues, I wonder why some quality of life features / enhancements aren't here yet.
1. Hero side contact calling. Once you reach a contact for the first time, they give you their calling number. It's how it is villain side, and they should have the same thing hero side. It will be more appreciated hero side because of the size of the zones.
2. Hero helicopter service. Trams are fine but sometimes who want to be able to cross between yellow and green tram lines without having to go all the way across Steel Canyon or Skyway. A helicopter service originating in Talos Island direct to Atlas Park and/or Galaxy would be pretty helpful.
3. Cross service TF instancing. I remember the developers talking about not having a number of servers per se, but one large environment. I don't expect that, but having the ability to search for players wanting to do a TF/SF from other servers and have them join you on an instance TF/SF doesn't seem impossible to implement. They'd have to come up with a way to deal with the same names, but that can be dealt with by appending a 1, etc. much like they do on Test Server.
4. Co-op Shadow Shard. They already have a cheesy reason to team up villains and heroes against the Rikti and against the Romans/Fifth Column. I think having co op in the Shard falls under the same "face the greater evil" justification.
5. Backbacks / jetpacks as costume pieces. I've already seen the crab backpacks so this is just a matter of getting them to look right. I think for a lot of natural / tech themed characters, these would add the final touch of why they happen to have a particular travel power.
6. Temp powers I'd love to have fall as recipes:
* 30 minutes of flight
* 30 minutes of super jump
* 5 uses of team recall
* 1 use of 30 seconds of invulnerability (think MoG + hero force of nature)
I realize that many are available at Siren's Call, but I think they'd still be great as recipe additions. -
I think it's a good idea.
/signed. -
Long time player here just recently back.
I'd agree with the suggestion with the OP. They seem reasonable. Coming back after nearly 7 issues and I was taken aback with all the "lf AE farm" messages on broadcast.
I don't have any problem with farming, but it does ruin the game experience for new players (or returning players) who like the immersion aspect of the game.
After you get the hang of the game and then want to farm, then go for it. Removing it from Atlas, where the majority of players begin, and two of the transit zones makes sense to me.