Garent

Legend
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  1. Quote:
    Originally Posted by Evilmeister View Post
    That sticky-effect in Hurricane is very lacking for Radiation Emission and Dark Miasma. If that was in place the toggle-dropping by mez wouldn't be the insta-death it is today.
    You're not the only one who thinks so, though the other person who I heard suggest it was speaking from a pvp perspective. Personally, I'm in favor of it too. Even a short duration like 5 seconds (hurricane is 10) would help with the frustration of having your anchor destroyed, and a duration of 10 would make it very possible to ride out a mezz and reapply the debuff.
  2. Quote:
    Originally Posted by Evilmeister View Post
    The nerf down to Schedule B was very much uncalled for; defence buffs to softcap will work even after a mezz. Getting detoggled as a ToHit debuffer is a whole other, much more painful story.
    If we consider only the dark and rad to-hit debuffs I might agree with you, but hurricane has to be taken into account as well. Its fully slotted debuff is far enough over the soft cap that it continues to be effective against higher level enemies, and its duration is long enough that it can continue to effect enemies after the toggle has been dropped.
  3. I'm against it. If you want to play a buffing character with a pet, you can already get it by playing masterminds or upper level controllers. If empathy and force fields have design issues, then those should be fixed directly.
  4. Quote:
    Originally Posted by Ultimo_ View Post
    I appreciate the offer, but that's not what this thread is for, and I'm trying to stay on topic.
    Suit yourself, but it's a serious proposal that I think will solve your problem a lot more effectively and quickly than trying to bring about defender change. If you PM me or start a new thread I'd help out.
  5. It looks like four teams have signed up, and according to the OP this is the last day to sign up.

    I hope there are people who want to participate in this who just haven't remembered to sign up
  6. Quote:
    Originally Posted by Kiddygrade View Post
    Sure a level 20 might be able to get into the zone (if that is true.. Ive never tried it) and would be Super~Sidekicked up to level 50 at the raid yet you will only have a few powers to use.
    They'd be at 49, which normally wouldn't be a big deal but there's a big difference between fighting +4 enemies and +5s.
  7. QR

    Ultimo, if you post your build I can give advice on it.
  8. Garent

    Shield Binds

    That's going to fall apart if the teammates move at all while you're cycling through.

    What's wrong with clicking on teammates in the team window and clicking on the number key corresponding with the shield power?
  9. I'm of the opinion that storm defenders don't need to slot for slows since they reach their slow cap so easily (freezing rain + snow storm = slow cap on most enemies). I agree with you that slow/end/rech is the way to go if you do slot for it though.
  10. Quote:
    Originally Posted by Sailboat View Post
    That said, I definitely like having it. There are times and places where it would be too painful to insert myself (without turning on Hurricane and making a big ol' mess, anyway) but it's easy to toss in DP.
    Must...resist...making...very...bad...joke
  11. Quote:
    Originally Posted by Desitre View Post
    It's just your opinion about them being false or true, no way to prove that unless someone who actually knows what's going on behind the scenes talks about the level cap dealeo.
    It's not opinion; it's fact. Reread my post that you quoted, and you'll see that I was not giving my opinion, but parroting what developers have said.

    Quote:
    Originally Posted by Garent
    The developers have stated multiple times that they don't have plans to increase the level cap and that it would, in fact, be a bad idea.
  12. Quote:
    Originally Posted by Kryph0n View Post
    Just a couple of powers really have me stuck. I'm not sure which IO sets to use or even if I should use sets or just stick with regular IO's. The powers are..

    Will Domination - ??
    Vengence - Yes, not just a storm power.. Still unsure how to slot it
    O2 Boost - Miracle? Numina? Heal IO's?
    Snow Storm - ??
    For will domination, use either thunderstrike if you want defense or decimation if you want recharge. Vengeance only needs one common level 50 defense. O2 boost should use 5 doctored wounds. Snow storm only needs one common level 50 end reducer.
  13. Body mastery definitely doesn't replace stamina. It's half as powerful as stamina, and it's not available if you exemplar very far.

    And I'd suggest fighting pool for both of those characters. Willpower tanks with fighting pool simply don't die, and super reflexes defense caps very easily with tough/weave. (though as buck pointed out, it's possible to do it without the fighting pool)
  14. Quote:
    Originally Posted by Desitre View Post
    Well right now rumors are that they are raising the level cap to 60, it's not to far off because ever since positron was made lead we have seen a lot more content a lot faster. We also are getting everything we have ever asked for, like AE. Also they have raised the level cap before, back when villains came out it was only 40. (EDIT: watch this I go from off-topic and turn it around to the topic)So if they raise it to 60 we would see a huge increase in people.
    The level cap was 50 long before villains came out. The level cap for VILLAINS when CoV first came out was 40, and they were increased to 50 to match heroes shortly afterwards once the Grandville content was completed. The developers have stated multiple times that they don't have plans to increase the level cap and that it would, in fact, be a bad idea.

    So the rumors you've been hearing are almost surely false ones.
  15. If you plan to always use sleet in combination with the other rains, then you don't need accuracy slotting. If you want to use them on their own then two accuracy SOs are best.
  16. Team Less Than Three
    @Garent
    @BigMike & @BigMike2
  17. Garent

    This sucks....

    Probably slightly less fartherly than you would with super jump + super speed
  18. An achilles' heel proc is inferior to a damage proc on anything below a boss (I think. I did the math a long time ago) so I'd suggest using only damage procs for sleet. Achilles' heel can be useful in infrigidate though.
  19. Quote:
    Originally Posted by Neuronia View Post
    Last time the settings we used was DR On, TS Off, HD On. Removing HD makes the match settings open ot a few more ATs. IE, people can bring their Regens and click a little more, people can bring an Emp or Therm or Pain and not instadie after a few spikes.
    I don't think any of these powersets are made inviable (unviable? not viable?) by heal decay.
  20. Garent

    Storm/Dark

    Quote:
    Originally Posted by Draggynn View Post
    I'm sure someone (Garent) will probably be along shortly with a build.
    Hey cool, I have a reputation :P.

    I think you definitely want to go with build option 1. Electric fence is a good stand-in for the spammable third single target blast that dark blast lacks. However, I replaced thunderclap with dark pit since you can use it at range. I would prefer to have life drain personally, but it'll do. In tornado I did a slotting of 5 blood mandates and a recharge IO; you may prefer slotting 6 blood mandates for extra defense which would change tornado's recharge from 30 seconds to 38 seconds.

    Stats: 40% ranged, 30% area, 3.28 end/s (before accolades), 57.5% recharge

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: O2 Boost -- EndRdx-I(A)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Swift -- Run-I(A)
    Level 8: Freezing Rain -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(13), UndDef-Rchg/EndRdx(13), LdyGrey-Rchg/EndRdx(15), LdyGrey-%Dam(46)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 12: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(43)
    Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Dam%(23), TotHntr-Dam%(23)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)
    Level 22: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29)
    Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Dam%(31), Cloud-%Dam(33)
    Level 26: Tornado -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(33), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34), RechRdx-I(34)
    Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
    Level 38: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(39), GSFC-ToHit/Rchg/EndRdx(39)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
    Level 47: Dark Pit -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(48), Amaze-ToHitDeb%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance



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  21. Thunderstrikes are like the cheap prostitute you pay because you can't afford anything better and you're lonely, but after talking with them all night you realize that you've finally found the person you connect with and you take them away to live a perfect life with you in the Andes Mountains.
  22. No accuracy slotting in the attacks? Planning on using freezing rain on every enemy you see?
  23. Come on Pie-Ro, you know you want to play with my wii.