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Posts
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Joined
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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.
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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.
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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.
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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.
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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 -
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.
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QR
Ultimo, if you post your build I can give advice on it. -
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? -
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.
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Quote: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.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.
Quote:Originally Posted by GarentThe 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. -
Quote: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.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 - ?? -
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) -
Quote: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.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.
So the rumors you've been hearing are almost surely false ones. -
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.
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Team Less Than Three
@Garent
@BigMike & @BigMike2 -
Probably slightly less fartherly than you would with super jump + super speed
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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.
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I don't think any of these powersets are made inviable (unviable? not viable?) by heal decay.
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Quote:Hey cool, I have a reputation :P.I'm sure someone (Garent) will probably be along shortly with a build.
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)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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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.
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No accuracy slotting in the attacks? Planning on using freezing rain on every enemy you see?
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Come on Pie-Ro, you know you want to play with my wii.