Kioshi

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  1. Yeah TPN was held back due to the numerous 'Yeah we're steamrolling this thing' and then the 'YOUFAIL' message and everyone going 'Why did we fail? Oh yeah it was the social rep thing', 'Oh no it was the television guy who got killed' - 'Oh no it was something else'.

    Also, maybe Maelstrom going like 'I think I'm just gonna kill half the league now for lulz' whenever he wanted. That led to some complaints...
  2. Kioshi

    Fire/fire info

    Glad you like it

    I put 3 kb IOs because on melee toons, you either have 1 (4 points) and get knocked once in a while or have 3 and almost never get KB'ed. 8 doesn't make noticeable difference from 4.

    This build could go well with Spiritual me thinks, my SS/Fire was good enough for me even when I was lightly IO'ed with 30% global rech and got the T3 - he's an agricultural tool so I went full recharge on him.

    Or maybe Agility, but I'm not sure on the numbers for this Alpha (it's defense, endmod and some recharge I think).
  3. Quote:
    Originally Posted by _Malk_ View Post
    DP/rad or DP/traps are good combinations, as they're front-loaded fire and forget debuff sets. If you're playing by yourself (which you indicate you'd like to), these are both decent secondaries to pair with DP because of the incredible survivability they offer.
    This, I'd add /Dark to the list unless you wanna solo AVs/GMs which Rad and Traps do better.
  4. Kioshi

    Fire/fire info

    Tried to come up with a build to reach 32.5% s/l/e/n instead of positional with the powers you picked so you'll be softcapped with 1 lil purple. Not too happy with the recharge (damn fire armor makes me wanna put 3 -kb ios all the time making me use precious slots) but well that's what I managed:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
    Level 2: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Acc/Rchg(11), M'Strk-Dmg/EndRdx(11), EndRdx-I(13)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19), S'fstPrt-ResKB(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(46)
    Level 8: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 10: Boxing -- Empty(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29)
    Level 18: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
    Level 20: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Rchg(33), Efficacy-Acc/Rchg(33)
    Level 22: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(34), RechRdx-I(34)
    Level 24: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
    Level 26: Fire Sword Circle -- Erad-Dmg(A), M'Strk-Dmg/Rchg(31), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
    Level 28: Burn -- Erad-Dmg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 21.75% Defense(Smashing)
    • 21.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 21.13% Defense(Energy)
    • 21.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.38% Defense(Melee)
    • 12.06% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 41.25% Enhancement(RechargeTime)
    • 25% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 219.3 HP (14.63%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 11.55%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 9.5% (0.16 End/sec) Recovery
    • 20% (1.25 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)




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  5. Quote:
    Originally Posted by Pitho View Post
    What are the debuff numbers on dominator sleet? Dominator melt armor is listed on mid's at 11.25% resist debuff, but mid's doesn't list numbers for Dominator sleet.
    All versions of Melt Armor from epics suck, but Sleet (at least in City of Data) has the same numbers as the controller and defender versions (except recharge, 90s for dom, 60s for the non epic version, and a bit higher end cost, 23 vs 18).
  6. I think WP is going to be the most common pairing - double stamina for an end heavy set and all the KD helping you regenerate. Plus some people thinking they can't lose momentum or the world will fall apart, so they're likely to choose a passive secondary.

    I'm going Regen (Brute) because I like active secondaries and have done /Dark, /Elec and /Fire (also a fan of damage auras but I can live without one for a change).

    EA looks good for concept, I like EA's FX a lot too. As you probably know the +def power only enhances melee/smashing so you may consider that at least while leveling.

    Maybe Invul is something that could fit your concept? Except for agility which you can compensate via IOs, I think it'd be a great pairing.
  7. Thanks for the info Nihili, that's great to know.

    I finally made her lol, vacation and stuff (not traveling, looking for an apartament OH GAWD Brazil has been growing a lot economically since 2006 unlike the 'first world' countries so everything is so DAMN expensive, dunno even if I'll be able to move, but at least I can play now ).

    Anyway, I can tell she's a monster. Did a Posi 1 and 2 even before having Freezing Rain (me and a bunch of melee mans. brutes and scrappers) and although Seeds wasn't up every mob, I kinda trivialized the fights and still did damage (even immobing+slowing with snow storm helped the melee guys since nobody had to fight 5 mobs in melee range at the same time). I barely used O2 Boost (I actually used it a lot for a newb axe/shield scrap who thought he was a granite tanker and jumped on the next mob before everyone else at level 12, to unstun him because he had to use wakies all the time lol) and I was the only one with a heal.

    For now I don't even feel I need Aid Self like I thought, especially after I got FR a bit later. I only got in some danger when I decided to take alphas but that's expected with only some sewer trial SOs slotted and using Roots wihout seeds up, although no deaths because of purple insps I was so proud of my evil clone, she was the last to go down and beat like, 3 scrappers before!

    One thing I know is that this toon will be full of binds, so many things to drop like Tornado, LS, toggles like Hurricane - already have a keybind for steamy mist, O2 Boost, shift+mouse click for freezing rain, I'll probably have to do the thing I hate in the game (clcking alt+number) to use some long recharging powers like Spirit Tree if I keep it (had it briefly on my plant/thorns dom).

    I came up with a build, what do you guys think? I guess another proc in Roots (crap of the hunter or the purple chance for hold) would be nice. I have the HOs in two shelved toons and several purple confuse sets so I put them there, I don't like planning for purps, I prefer to find that out if I fall in love with the toon. I'm not good at slotting storm btw, and if I really love the toon I may have to rethink it because I'll want level 33 IOs so I'll get less from the sets.

    Went for recharge, s/l/ranged (ranged could be better to get to 32.5%) and recovery.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    TreeLovah: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
    Level 1: Gale -- Acc-I:50(A)
    Level 2: Roots -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rchg:50(7), Posi-Acc/Dmg/EndRdx:50(7), Posi-Dam%:50(9)
    Level 4: Snow Storm -- HO:Micro(A), HO:Micro(13)
    Level 6: O2 Boost -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(15), Numna-Heal:50(15)
    Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(17), CoPers-Acc/Conf/Rchg:50(17), CoPers-Acc/Rchg:50(19), CoPers-Conf/EndRdx:50(19), CoPers-Conf%:50(21)
    Level 10: Steamy Mist -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(23), S'fstPrt-ResDam/Def+:30(25)
    Level 12: Spirit Tree -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal/EndRdx/Rchg:50(27), Dct'dW-Heal:50(27), Dct'dW-Rchg:50(29)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 16: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(29), Achilles-ResDeb%:20(31)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 20: Hurricane -- DarkWD-ToHitDeb/Rchg:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(33), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/EndRdx:50(33)
    Level 22: Super Speed -- Zephyr-ResKB:50(A)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
    Level 26: Carrion Creepers -- HO:Nucle(A), ImpSwft-Dam%:30(34), HO:Nucle(36), RechRdx-I:50(36), RechRdx-I:50(36), Posi-Dam%:50(37)
    Level 28: Tactics -- HO:Cyto(A), HO:Cyto(37)
    Level 30: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 32: Fly Trap -- C'Arms-Acc/Dmg:30(A), C'Arms-Dmg/EndRdx:30(37), C'Arms-Acc/Dmg/Rchg:30(39), C'Arms-EndRdx/Dmg/Rchg:30(39), Achilles-ResDeb%:20(39)
    Level 35: Tornado -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-EndRdx/Dmg/Rchg:50(40)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 41: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(46)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def:50(46), LkGmblr-Rchg+:50(48)
    Level 47: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50), RechRdx-I:50(50)
    Level 49: Hibernate -- Heal-I:50(A)
    ------------
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(9)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(11), P'Shift-EndMod/Acc:50(11), P'Shift-End%:50(13)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.75% Defense(Ranged)
    • 3% Defense(AoE)
    • 90% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 50% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 13% FlySpeed
    • 103 HP (10.13%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 22.5% (0.38 End/sec) Recovery
    • 42% (1.78 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 13% RunSpeed




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  8. Quote:
    Originally Posted by Arcanaville View Post
    I've been thinking about Dark/Energy for a while now, just to pair power boost with Dark Blast. Power boost should boost the tohit debuffs, the hold, and the heal (and the knock). That should be interesting.
    Didn't PB stop affecting KB? Honest question because I never used it and read something along these lines on some patch. But yes it definitely sounds interesting, kb or not.

    In my case I like dark/mm because except from Brutes (love the fury mechanic) and Stalkers (love the concept), I usually prefer toons with some debuff/utility/non-typical 'damage/armor' AT power like DP, that's why my only 50 scrapper is a dark/dark and the ony dom I leveled fast was an ice/psi - although elec control looks sweet for a dom

    Quote:
    Originally Posted by Arcanaville View Post
    Actually, honestly no. And its not like they are easy to miss when they are around.
    He was being sarcastic about Time being the new ss/fire - I did see a bootload of time toons but the same could be said for dual blades when it was released and I haven't been playing that much lately. I'd guess that by now it's not that popular like willpower which you still see plenty around unlike DB which was released at the same time.
  9. Quote:
    Originally Posted by FloatingFatMan View Post
    And since when to forum development staff work on setting up game servers anyway? Totally different skill set.
    This

    I posted about why I think Hyperstrike is right because this has been going for so long (and it's especially bothersome to people using the hero skin) and some implied he was whining and etc but my first thought was, 'wow they must be short on staff to have the same people work on these two things' - or maybe it's a lame excuse
  10. Hey dark blast/MM, the only blaster I got past 30!

    AoE cone chain early on, Drain Psyche for survivability, recovery and -regen on AVs, and a blast that heals you too - oh and the hold in DB does good damage. Plus the blasts do -tohit.

    Was a great pairing for me because I usually find blasters and scrappers too one dimensional when basically all they do is damage.
  11. Quote:
    Originally Posted by Schismatrix View Post
    Still, either have personnel spend time setting up hardware to alleviate excessive load so that a game's servers don't implode leaving tens of thousands unable to play a game, or running maintenance to fix some annoying but hardly crippling forum bugs. Hmmm, i can see where that would be a tough call.

    And while i really want to get the forum issues fixed ASAP i have to admit i would choose the server if it was my call.

    *crossing fingers that Monday will finally be the day the forums get fixed* (And quite possibly broken in all new ways.)
    Sure I agree. I just find it so aggravating that this has been going for so long, and on a regular vbulletin forum that requires payment for full access, not some groundbreaking html5 shenanigans website. I use the villain skin but every time I get logged out and see the bug in the Hero one I think 'I can't believe they haven't fixed this yet and people don't complain every day'.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Sorry you feel this way.

    Were this some joe-blow PHPBB someplace, it wouldn't be a huge deal.

    But the fact that this has been an ongoing, and escalating issue just looks bad.

    Not saying I "deserve" better forums or any such self-entitled BS. I'm merely calling attention to the fact that the issues with the forums are being allowed to fester entirely too long.
    Completely agree. These forums are part of the *paid* package, and there are silly bugs that gave been going on for too long.

    It's a bit different than all the whining people do everytime Facebook changes something, they aren't spending money there unless they want to play the games or whatever. Yet, everyone in my wall is complaining like mad, like they were paying for it (that sidebar news feed ticker, I think only now people in Brazil got it - I've had it for a month or so and I'm in Brazil but maybe it's because I use my Facebook in English).

    So well, I think that, as a paying customer, I am entitled to complain about a bug that shouldn't be so hard to circumvent (c'mon I never saw a forum so bugged and for so long, and I frequented some pretty amateurish ones - in the sense of having little people and the default theme and etc, from vbulletin to phpbb to other ones I forgot).
  13. Quote:
    Originally Posted by Pitho View Post
    I still need to get around to respeccing my mind/psi dom to having an attack chain again. Before the nerf he basically cycled mind probe/psy shockwave. For single target damage.
    Lol that's what I did on my ice/psi permadom - when slows and holds were something on PvP I also used that 'chain' to kill tankers and whatever after holding/slowing them.

    She's all purpled but I actually haven't even tested the new PSW yet. Guess I got bitter with the new pvp and the fact that I went through 38 levels of suck (gimped ice troller for all those levels is sad) to get the PSW awesomeness.

    Anyway, to the OP, Drain Psyche is da bomb. I leveled 1-50 without fitness and running Arctic Air, a very end heavy toggle, 24/7, because of DP - only got stamina later (when fitness wasn't inherent of course) to go pvp.

    DP is also a great power for -regen on AVs and EBs. Mine was always slotted for acc/heal/rech because in a large mob I could reach the recovery cap without endmod slotting.
  14. Quote:
    Originally Posted by Tenzhi View Post
    Could be. I haven't progressed far enough along with my tanker that it's become noticeable one way or the other. And it's been so long since I played it (up to 106 hours of Skyrim now :P ) that I apparently got confused about Lucky and Evasion and which one was the toggle.
    Heh I just entered vacation, and since I'm not sure my plans will work up I may end up getting Skyrim - it's THAT good right? I've only been playing CoX like 40-60 minutes/day, or else I'll burn out.

    Anyway, Evasion is the toggle, Lucky is the passive. Look at city of data, it shows the Tanker version got the shaft:

    - Tanker Evasion (see the 'Target' numbers):

    Self:
    • +18.5% Def(AOE) for 0.75s
      If not isPVPMap?
      Effect does not stack from same caster
    • +17.3% Res(Defense) for 0.75s
      Effect does not stack from same caster
    • +18.5% Def(AOE) for 0.75s
      If isPVPMap?
      Effect does not stack from same caster
    • +10% Str(AOE_Elude) for 0.75s
      If isPVPMap? [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    Target:
    • 1s Taunt (mag 4)
      If target.HasTag?(Raid) and (@ToHitRoll + 0.2 < @ToHit)
    • 1s Taunt (mag 4)
      If not target.HasTag?(Raid) and (target.enttype == critter)
    - Brute Evasion:

    Self:
    • +13.875% Def(AOE) for 2.25s
      If not isPVPMap?
      Effect does not stack from same caster
    • +13.84% Res(Defense) for 2.25s
      Effect does not stack from same caster
    • +13.875% Def(AOE) for 2.25s
      If isPVPMap?
      Effect does not stack from same caster
    • +10% Str(AOE_Elude) for 0.75s
      If isPVPMap? [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    Target:
    • 13.6s Taunt (mag 4)
      If target.HasTag?(Raid) and (@ToHitRoll + 0.2 < @ToHit)
    • 13.6s Taunt (mag 4)
      If not target.HasTag?(Raid) and (target.enttype == critter)


    Most Tanker/Brute Taunt auras are at 13.6s mag 4 like Brute's Evasion, except Shields and Invul which are 17s and WP which is mag 3 but 1.25 sec duration (still more than Tanker SR's 1 second). I'm guessing SR is bugged on Tankers, I only have one atm (Shields/MA) but I saw some complaints about the SR Tanker aura, never saw them when Brutes got it.

    Mid's shows the same 1 sec versus 13.6 sec duration difference between Tankers and Brutes Evasion.
  15. Kioshi

    Accuracy of DP?

    Quote:
    Originally Posted by Gemini_2099 View Post
    If it functions in anyway like Dual Blades it is working as intended. If not, this is something to keep an eye on.
    DP has nothing to do with dual blades, there's no combo system.

    Anyway, DP has an accuracy bonus (1.1). Less than Archery (1.155), but more than AR and Beam (1.05). Executioner Shot has 1.25, same as AR's snipe and MORE than the usual snipes (like Elec, Fire, all 1.2), even though ES isn't a Snipe.

    Hail of Bullets has 1.4, same as BR's mini nuke and most usual crash nukes (Inferno, Blackstar, Nova, etc), while RoA from Archery has 1.6 and Full Auto has 1.35.

    So DP is higher than most sets overall for accuracy except Archery.
  16. Kioshi

    Fire/fire info

    This build has horrible end use, healing flames not maxed for recharge, low global recharge, a lackluster and expensive PvP set on FSC... What bonuses are you chasing? Why kinetic combats on scorch if you have low defenses to everything?

    Also, what's up with the 6-slotting of crushing impacts and positron blasts? Just for low psi and toxic resists? You could use these slots on 3 kb ios and spare acrobatics, and take something like temp protection to put the steadfast +3 def.

    Fire Blast's slotting is bad, as is Blazing Aura (almost no endred). Oblits would be better in FSC since the multi billion pvp set you put there is meh except for the proc.
  17. Quote:
    Originally Posted by Tenzhi View Post
    You're missing Lucky. And doesn't it have a taunt aura on Brutes and Tanks that's at least as (in)effective as Willpower's?

    I wouldn't mind seeing some sort of +HP effect, but I'd be even more interested in seeing an Endurance discount (though I think that could potentially be put into Quickness).
    Didn't play SR except on scrappers, but from what I read in the forums, the Brute Taunt aura (Evasion) is a regular one with 13 secs duration, the Tanker one is sucky with 1 sec, something along these lines, not so sure on the numbers. Maybe it's a bug, the complaints about SR's taunt only began after Tankers got it.
  18. Just to add to Silas' response about Beam:

    I deleted a BR/Poison because I had to reapply the debuffs all the time (since they are ST with splash and fast recharging), plus the tier 9 is a 15' aura. I didn't get to the tier 9 but since BR's AoE is a cone (and a good, fast recharging cone, it's like Fire Breath, but with 50 range instead of 40 and 10 secs rech instead of 16, same 30 degree arc, so you'll want to be a bit far from the mobs to make full use of it) I never, ever felt the need to go to melee, it would actually be counterproductive since I'd want to use the cone especially after spreading Disintegration.

    Plus the redraw on BR really annoyed me. I have a DP/dark Corr and that doesn't annoy me like BR, don't ask me why. Then again you don't have to redraw so much on /dark and DP has no disintegration gimmick so you won't feel like you could be trying to spread it on a DP toon.

    I rerolled him into BR/Traps and it's much better - go to melee, set up stuffz, then hop back and blast.

    I think kin, time and storm would also suffer a bit (storm because of hurricane and fast recharging powers like freezing rain, besides all the stuff you can lay down like snow storm and the pets) - pain not so much except in the low levels when you're healing much more often than later and the other buffs/debuffs don't recharge in 10 secs like poison. But pain would be a good pairing imo, you only have to get to melee a few times for the pbaoe debuff.

    With the changes to the shields I think even cold and sonic make good pairings unless you absolutely HATE redraw. But time and kin especially are way too busy (like poison) at least for me to be used with Beam. Dark is in the middle I guess, I think BR is fine with any powerset you don't have to use your secondary a lot of times in a single battle (since in dark you'll set up stuff and then use the occasional heal), and if the team doesn't kill your anchors left and right Rad would be quite nice too.

    Anyway with BR you want to stay at range as much as possible. The mini nuke is also ranged, and your main AoE is a cone that recharges very fast, so you'll want to maximize it. That's why I chose traps for it, but I can see it working with sets that are more active like pain but not hyper like kinetics or poison.
  19. I soloed mine a fair bit (nobody wanted to go with me to the Shadow Shard) - she was my first toon in i9 so I wanted to do all the content on her.

    She's shelved and the actual build is a bit different (like, a purple set on psi tornado and Apocalypses in Mesmerize, she has permahasten and perma indom will in the live build) but I soloed her in 'invincible' (iirc it's like +3/x1/bosses) when it was the max diff setting and there was no x4, incarnates or these shenanigans. Took a hiatus and didn't bother to change her build.

    Focused on recharge because I mostly teamed but she soloed quite well. I actually stopped IOing her because on a team the toon was already a multitasking nightmare on a team with all the controls and buffs, I must have 10 keybinds for her.

    If I was bothered to play her today I'd of course take out inherent fitness and maybe pick ressurect and some other power that works with one slot or two like Absorb Pain (I could take out the -kb io in Fort and move to Super Speed, I have a microfilament there because I never turned it off on her).

    I focused on recharge and no defenses but maybe not a good idea if you want to solo multiple mobs like x4 (which actually may not be a good idea for a mind/emp anyway).

    I'd also consider taking the incarnate mez protection thing and fire blast/fire ball, or stone mastery if I went for defense, but I won't play her anymore and she's mainly a team build. But since I like damage even on her, maybe you can get some ideas off this old toon:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Doutora Aleluia i14: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Empathy
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 2: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13), UbrkCons-Dam%(15)
    Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(17), ExStrk-Dam%(19), Apoc-Dam%(19)
    Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
    Level 8: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(43), Mlais-Acc/EndRdx(43), Mlais-Conf/Rng(46), Mlais-Acc/Conf/Rchg(46)
    Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Clear Mind -- RechRdx-I(A)
    Level 18: Recall Friend -- Range-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-End%(29), P'Shift-EndMod/Acc(46)
    Level 22: Fortitude -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31), LkGmblr-Rchg+(31), Krma-ResKB(33)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), RechRdx-I(45)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36), RechRdx-I(36)
    Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 30: Super Speed -- HO:Micro(A)
    Level 32: Mass Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(39), CoPers-Conf%(39)
    Level 35: Regeneration Aura -- Numna-Heal/Rchg(A), RechRdx-I(40), Dct'dW-Heal/Rchg(50)
    Level 38: Adrenalin Boost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(39), Mrcl-EndRdx/Rchg(40), RechRdx-I(40)
    Level 41: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42), RedFtn-Def/Rchg(42), RechRdx-I(43)
    Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 0: LEGACY BUILD
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 4.5% Max End
    • 40% Enhancement(Accuracy)
    • 6.5% Enhancement(Confused)
    • 83.75% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 5% FlySpeed
    • 87.75 HP (8.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 4.4%
    • 22.5% (0.38 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 5% RunSpeed




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    Well since I have insomnia I'd probably change her build for this, just threw this together, it would make a good team and solo build (but well if I went the Fire Path I'd have to carry some breakfrees without incarnate stuff, just saw you don't want it):

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Empathy
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 2: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13), UbrkCons-Dam%(15)
    Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(19), Mlais-Acc/EndRdx(21), Mlais-Conf/Rng(21), Mlais-Acc/Conf/Rchg(23)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(23), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(25), FtnHyp-Plct%(27)
    Level 10: Absorb Pain -- Heal-I(A), Heal-I(27)
    Level 12: Resurrect -- EndRdx-I(A)
    Level 14: Hover -- LkGmblr-Rchg+(A)
    Level 16: Clear Mind -- EndRdx-I(A)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 20: Fortitude -- HO:Membr(A), HO:Membr(31), HO:Membr(31), LkGmblr-Rchg+(31)
    Level 22: Super Speed -- Zephyr-ResKB(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), DarkWD-Rchg/EndRdx(34)
    Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx/Rchg(43)
    Level 32: Mass Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(39)
    Level 35: Regeneration Aura -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(39), RechRdx-I(39)
    Level 38: Adrenalin Boost -- Mrcl-Heal/Rchg(A), Mrcl-EndRdx/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40), RechRdx-I(40)
    Level 41: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), Posi-Dam%(46)
    Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50), AdjTgt-ToHit/Rchg(50)
    Level 49: Fire Shield -- HO:Ribo(A), ResDam-I(50)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-End%(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 4.5% Max End
    • 6.5% Enhancement(Confused)
    • 8% Enhancement(Heal)
    • 57% Enhancement(Accuracy)
    • 110% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 103 HP (10.13%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Terrorized) 4.4%
    • 19.5% (0.33 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 9.14% Resistance(Fire)
    • 9.14% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% RunSpeed




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  20. On SOs it can be a bit troublesome sometimes.

    On First Ward it was like my 20ish Elec/EA Stalker only had mez protection from his secondary. Bad memories.

    But my SS/Fire Broot can solo carnies at x8 (think it was +2, I don't solo often so I don't remember), with insps, the fast heal and the OMG damage (he's an agricultural toon so only 30%ish fire def and negligible to the rest, about 15%)
  21. Quote:
    Originally Posted by Tormentoso View Post
    True. But stalker's defense in Hide was made high in part to avoid getting kicked out of 'hide' state. Check the AoE defense, its ginormous.
    OTOH Stalker Hide when suppressed gives about half the def to all compared to the Cloaks (Dark Armor, EA)
  22. Kioshi

    Farm FoTM

    Quote:
    Originally Posted by Oneirohero View Post
    Wait, wait...

    A user named PL_Beggar, is asking where the new AE farms are now?





    Self-referential? Coincidence? Who knows?
    Maybe he wants to be sure he's begging for the right PL farm.
  23. Quote:
    Originally Posted by Local_Man View Post
    On Freezing Rain, you really don't need to slot accuracy unless you are using a lot of procs, and even then it is questionable. Why? Even with no accuracy slotted, a bunch of those Raindrops are going to hit, and as soon as one hits, the Defense Debuff is applied so that most of the other Raindrops will hit and you will get the full effect of the power. Accuracy provides very little benefit. The only reason you "might" need accuracy for a proc'ed out Freezing Rain is that the procs hit once at the beginning, then again every 10 seconds. By adding some Accuracy, you increase the chance for that first proc round to hit . . . but if you have enough Global Accuracy bonuses, you don't need to slot Accuracy at all.

    As for Twoey (The name comes from the Plant in "Little Shop of Horrors." Seymore named the plant, "Audrey II" but called it "Twoey."), the AI change a few issues ago made Twoey a much better plant. If you are focusing on control, then Twoey adds some decent damage. I keep it out pretty much all the time unless I am stealthing something. I would say that Twoey is much better than Jack Frost. (I recall someone describint Jack as having "the heart of a Lion, the brains of a duck.") Twoey has a cone damage attack that adds to all your Damage Over Time from Roots and Creepers. Twoey also throws out his own Immobs.
    Oh yeah Local, you're right, I wasn't exactly clear when I wrote that. I have builds planned for my 30ish mind/storm and my lowbie ice/storm corr (both toons I know I'll never play again) focusing on rech, a litle acc and the achilles so that the achilles hit the first time (don't recall if I used some LG IOs, the proc I didn't use - on mac os x now so can't check), burt since I never got to IO the toons, it should read that I 'planned on adding acc for the achiles to hit the first time too'. Now they have rech only on FR, but I'll see how it goes later (gotta plan a build too, I liked the new version of Mac OS X so much because of the gestures I haven't been rebooting in Windows to use Mids lol).

    I know Fly Trap's powers but when I deleted my plant/thorns dom at 35, it was before the AI changes (and before dom changes, the sucky damage is why I deleted her, Plant was dom-only at the time too) so maybe I'll like her better now.

    You're right about Jack, it's kinda sad... I played my ice/psi almost as much as my first toon, the mind/emp, and I find it sad because when you see Jack making real effective use of his powers (not very frequent) you think 'Oh he has so much potential, he's a mini scrapper' but most times you're like 'Son I am disappoint'. Of course my ice/psi does tons of damage (permadom and purps, h4x PSW most of the time I played her) but a tweak to Jack's AI would really benefit controllers a lot, he really feels like he does have the potential...
  24. The mac client is full of shenanigans. Last time I ran it (2011 imac 27 on Lion) I couldn't use the comma key, had to copy paste it. I always end up rebooting in windows because no matter what the mac client crashes about once an hour and I can play 8 hours on the win one and no crashes at all.