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Posts
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Quote:Nothing fancy except for 3 purple sets, no capped s/l or ranged def, 82% rech which isn't OMG, etc. And she didn't spec the build for AV soloing, meaning it has all the empathy teammate buffs that are useless on an AV and the Radiation AoEs, which makes it even more impressive.Nice job. I'll have to look at your build when I get the time to see what you slotted.
Congrats Auroxis! Reminds of the first poster I saw long ago who soloed the ITF (when people found it hard, so he died a few times iirc but was the first to solo it and post on the forums) - the guy shocked everyone when he posted the build (fire/mm blaster I think), it was VERY cheap, capped ranged def but he even used sets like Detonation etc which we usually consider subpar, there were BoTZ when it gave a lot of defense but aside from that... The build was really average (in terms of cost I mean).
BTW do you think it would be possible without incarnate buffs? I guess it would if you put out enough DPS without Reactive and specced the build for ranged def and ST attacks for AV soling only, even without purple sets since you would have more places for other +rech and +def sets and an extra lotg in say, weave or cj.
Anyway gratz and this makes me want to make the son/son def I've been postponing - but I think he'd need at least cardiac because sonic, ya know. And insps or capped ranged def. -
I use bootcamp because I'm a Mids and Herostats junkie (also just bought Rift so I'm on Windows most of the time).
That said, the windows client never crashed on me since I got my new iMac (came back to the game 1 month ago) while I had some crashes with the Mac one. Nothing major, but I use almost all maxed out settings (i have the most powerful 27 inch stock imac) and in the mac client I see some hiccups when superjumping in a large zone. Doesn't happen with the windows client, but again, nothing major as it's only sometimes. -
Well I don't think it's a monitor or age issue, at least for many of us.
From i9 when I started, to i17, when I left, I NEVER lost my mouse cursor, even in Rikti Raids, whatever.
Now it happens all the time to me, even set to compatibility so it's larger, and when soloing.
The difference? I'm playing in a new computer with Ultra Mode, which I didn't use before. But I always used a 22-inch widescreen.
Really imo, the cursor just disappears sometimes. If it was an eyesight problem I'd have had this problem before I left. So I think it's something in the game. I've been testing two other MMOs (the other hero one that's free and Rift), playing Team Fortress 2 and I can always tell where the cursor is without having to move it, same as I coud in CoX before I left and used non-Ultra GFX, always on a 22 incher.
I'm on a 27 iMac now, usually running the Windows client, but as I said, in the other games and the OS - in Mac OS X the cursor is kinda tiny on 2600x1440, and I didn't customize it like in Windows - I have absolutely no issues in finding the cursor without having to even move the mouse.
In CoX, I usually do a circling motion now but even then it takes some seconds for me to find it. Not cool. -
Quote:Where can I subscribe to your newsletter?best farmers they're are:
brute: SS/FA/energy or mu
tanker: FA/SS/energy
blaster: fire/psi/munitions
dominator: fire/psi/psi
controller:fire/kin/stone
and others i haven't seen yet -
At a quick glance I'd put the hecatombs in Haymaker and put a rech/end from a KB set on KO Blow (or a Crushing Impact acc/dam/rech) remobing the numina heal from health.
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Quote:Yeah doing my WS up to 22 required me to pay a lot of attention to being softcapped all the time. With my Tanker it was even worse, didn't kill as fast and got shot down on a second easily when I got distracted.Issue was brought up on the first page and this was my response as well. Interesting to see the number of people who suddenly get stuck at 22, or so. If you are /fire, I would grind it out till 28 and then maybe move onto higher maps since you have access to Burn. Inspirs binds help. I got my Claws/fire to 40 and my SS/fire to just about 48 and I still get kind of lost in the speed of things with the handling of the AoEs and inspirs.
Even on my (now Incarnate) SS/FA I made the macros and I change trays when farming the high maps - a tray with keys 1, 2, 3, 4 for converting small purps, medium and small/medium reds, and the rest are the AoEs, Haymaker and KO Blow (tho I don't use them anymore after getting some global rech) - heal insp drops are enough plus most of the time healing flames and consume are enough. But even with his build with about 30% rech (plus the T3 Spiritual which gives more depending on the powers) and far from the planned 'permahasten without iSlots' build I find myself using the insps before they expire or else I still faceplant on fire farms even level shifted when I go for like 10 seconds below 30% def. One thing that helped me was getting some Fire def with sets like Aegis and Mocking Berat because I only have to use two small purps to softcap now, or a medium, bosses drop lots of large and medium insps.
But even doing that I'm not farming at my optimal speed (using the AoEs whenever they're ready) because I get bored easily farming and if I try to focus too much on using FS, Fireball, FE, Rage and Burn whenever they're up I sometimes forget about my defence. That's why I'm keeping RoTP btwand thinking about not even changing to Mu because I'm liking Fire Blast for the TFs and Trials (maybe going Soul, Gloom is too good).
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Oh yep, they mentioned it in the scrapper forums (that it has a cone because of the symbol, they only had the screenie of the Stalker version). I didn't pay attention when I saw the screenshot. I actually learned only recently about borders (except for AoE that I knew because it's more obvious).
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Quote:Yup that's about right, I'd say -4 is enough for 85%. I don't bother with more than one KB IO on my Stalkers (they're not Tankers who are surrounded by mobs all the time, bein KB-ed once in a while is okay for me). On Scrappers, I put one if the build is too tight (Dark Armor). Brutes get -12 as well as Tankers if I played them.Yeah, for PvE my understanding is -4 KB protection (1 IO) will handle 75-85% of the problems and -12 protection (3 IOs) is roughly standard with most sets and will handle 95-99% of the problems.
I actually had to remake my build when I saw this thread because I forgot Nin has no build in KB protection. -
?He does not, an apparently he thinks Acrobatics will do something useful in a build that already has 3 -KB IOs (since if you're a 'srs bsns' pvper you'd put 35-41 points of KB, not 18, 19, whatever the number is for Acro)
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Quote:I leveled a SS/FA to 32 in the OP's map (I find farming boring, get easily distracted, so I went with his map instead of Neo's level 3 map because for some reason I had an easier time with the OP's farm). Then after FootStomp I went to the normal high-level ambush fire farms. Even before my epics I was doing +3/x8 with bosses with common IOs for acc, endredux and rech after FS.First of all, great map, super quick leveling from it. Great for people who've done everything under the sun. Now for a question. When is a good level to branch off into other farm missions? And which ones should I use?
But... You can begin at level 1. Seriously I leveled a WS to 22 (SO level) and 1-6 was the damage aura (tanker level damage aura) and Sands of Mu, which I made good use on my Brute too. After lvl 6 on the WS, hover blasting with Nova and the AoEs was quite fast (again on the OP's map, the mobs' attacks seem weaker). Then again a blaster at level 6 cannot match Nova form at this level.
I didn't go further, because I actually want to play the toon since I had a WS long ago and got frustrated with its weakness and complexity, but I was playing for 4 months (time it took in i9 to take my mind/emp to 50, it took long to level those days, and I played a lot, only her and a d/d scrapper) - so I PL'ed him to SO level mostly as a reroll of an old toon since I know the basics of a WS (still, a much more complex toon to play than a melee one since I am triform).
And the trip to 22 with the WS was much quicker than the trip to 22 with a Fire/Fire tank which had a damage aura and combustion. I actually found the trip with the Tanker kinda painful, I did this to see if by rolling the most damaging Tanker possible I could enjoy the AT but.... I'm having so much fun with my PL'ed SS/Fa Brute that he's half IO'ed and has t3 incarnate on all but the pets. The damage is so insane, in ITFs, trials, LGTFs, etc, it's making it difficult to play my DP/Fire blaster I rolled because I bought GR 3 weeks ago. -
(EDIT: Meh I found out just now that I pasted Dech's build here instead of mine, now it's corrected)
Heh, funny, I read your guide and I my planned build looks kinda like yours (some diff powers, I like to toggle Human with Gravity Shield on, I went the Stealth pool route because I needed somewhere to put LoTGs since I'm capped at 6.25% rech bonuses to put in the pets), at least they look like they are 'meant' for the same purposes since although I'm still on generic IOs I change forms like mad. No purples tho, except 3 pieces of Soulbound but I can get those
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Ouch, bad slotting all over the place.
1) Reconstruction is your primary heal - 5 doctored wounds there at least to max rech and heal. I use all but the triple. You want this as often as possible, it's the power you will use the most from levels 4-50 in your secondary. It's not a mule for a single +def IO.
2) Resilience otoh is nothing but a mule for a +3 def io.
3) You're getting nothing from the 6th CI in Eviscerate, if you want to max out the numbers on the power use the 6th slot for rech/end, you're way over the damage ED cap.
4) Instant Healing needs max recharge. Moment of Glory too.
5) Since Stalker HP cap is broken you can slot Dull Pain with recharges only, you'll cap HP anyway, and use the Doc wounds in Recon.
6) Stamina is much more potent than the Epic +end powers so you should slot that instead of overslotting S. Conditioning and PP.
7) The Kismet unique is only active for 120 seconds so you want this in a power like Hide or CJ that will be up all the time, not MoG.
8) Revive is crap because it doesn't give you untouchable status (meaning you can use it and faceplant instantly unlike Rise of the Phoenix and Soul Transfer) so you can put CJ in there.
9) An achiles heel in slash is a good thing to have.
10) are you sure you'll use the PVP +def IO? I don't see purple sets in your build and the PVP IO is 2-3 billion alone.
11) You want more recharge if you're making a top end build.
Well I fixed it a little, I personally would choose a different epic since neither claws or regen (or most stalkers) are end hungry, but this one has better defense, recharge, +HP, +endrecov and key powers like Recon, IH and MoG slotted properly. I'd never make a Stalker without Build Up but except for taking out Revive I didn't mess with your power selection. And if you're rich enough for the pvp IO you should put Hecatombs in Slash (plus achilles) and Ragnaroks in Shockwave for more recharge, recovery, acc, etc. Since I don't know if you are aware that the PVP IO you put there is 2-3 bil I didn't put any purple sets.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Deabt Collector: Level 50 Mutation Stalker
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(7), Ksmt-ToHit+(9)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), Achilles-ResDeb%(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 4: Reconstruction -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal/EndRdx(17), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 6: Assassin's Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(46)
Level 10: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(29)
Level 12: Placate -- RechRdx-I(A)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/EndRdx/Rchg(31)
Level 18: Dull Pain -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 20: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 22: Resilience -- GA-3defTpProc(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 26: Eviscerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(39), Dct'dW-EndRdx/Rchg(39)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43), LkGmblr-Def/Rchg(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), RechRdx-I(45)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15), P'Shift-End%(17)
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 23.5% Defense(Smashing)
- 23.5% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 12.3% Defense(Energy)
- 12.3% Defense(Negative)
- 6% Defense(Psionic)
- 16.6% Defense(Melee)
- 12.9% Defense(Ranged)
- 8.5% Defense(AoE)
- 32% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 51.3% Enhancement(RechargeTime)
- 14% FlySpeed
- 216.9 HP (18%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 4.4%
- 9.5% (0.16 End/sec) Recovery
- 54% (2.71 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 14% RunSpeed
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Street Justice, not Fighting.
All the info here: http://boards.cityofheroes.com/showp...53&postcount=1 -
Quote:I slot mine differently because I'm chasing things like e/n and s/l def on my brutes/scrappers but I think this one is good enough if you're not after set bonuses (even with ED cap in acc CoF's accuracy is kinda lame, that's why it's a 6-slotter for me - you just need acc and endrex actually but I like enhancing for -tohit, you may use fear sets):Interesting answers. So what is that key bind to detoggle OG with placate? and what are some good franken slotting suggestions for CoF and dark regeneration.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Stalker
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Villain Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: Dark Regeneration -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), H'zdH-Heal/EndRdx/Rchg(23), H'zdH-EndRdx/Rchg(23), Theft-+End%(25)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: Cloak of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), N'mare-Acc/EndRdx(31), Cloud-Acc/ToHitDeb(31), EndRdx-I(31)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A) -
Hi guys,
Sooo I'm enjoying my plant/ice but having never played /ice, I'm not sure if I need all those attacks. But I want to do good AoE and ST damage.
Also, I failed in 2 of my three goals - cap s/l def (I'm at 42.2%) and permahasten, I got permadom at least.
Can anybody give me advice on which /ice powers are skippable and help me improve my build? I don't use purples sets since I came back (I mean, when I left a purple piece was like 50 mil), the confuse set is there because I'm stripping my ice/psi I'm burned out.
Thanks!
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Icy Assault
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Ice Bolt -- HO:Nucle(A), HO:Nucle(5)
Level 2: Roots -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Rchg(9), Enf'dOp-Immob/Rng(11)
Level 4: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23)
Level 10: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(27)
Level 12: Aid Other -- Heal-I(A)
Level 14: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(29), Dct'dW-Rchg(31)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Boxing -- Empty(A)
Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- HO:Enzym(A), HO:Enzym(34), LkGmblr-Rchg+(34)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), RechRdx-I(37)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(37)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Fly Trap -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39), BldM'dt-Acc/Dmg(40), Achilles-ResDeb%(40)
Level 35: Ice Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 38: Bitter Ice Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Sleet -- AnWeak-Acc/Rchg(A), RechRdx-I(45), Achilles-ResDeb%(45)
Level 44: Frozen Armor -- HO:Enzym(A), HO:Enzym(46), LkGmblr-Rchg+(46)
Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dam%(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Knock%(50), KntkC'bat-Dmg/Rchg(50)
Level 1: Domination
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
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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)
- 12.7% Defense(Smashing)
- 12.7% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 3% Enhancement(Immobilize)
- 4% Enhancement(Confused)
- 50% Enhancement(Accuracy)
- 90% Enhancement(RechargeTime)
- 5% FlySpeed
- 72.5 HP (7.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 7.7%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 18% (0.3 End/sec) Recovery
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
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Quote:Know what's funny? My SM/Elec Brute was on a team last night and after gathering some fury she one shot several orange lieuts with Seismic Smash. And I didn't use BU before, the damage is so good on that toon I only bother with BU when I use Tremor because Tremor is sucky for damage. I'm level 40 on her but was playing on a lvl 50 team.Assassin Strike is only useful (in my opinion anyway) if it can effectively kill threats fast. During lower levels, AS has its use. At lvl 50? It sucks hard.
Yes, I know AS's damage drops just like any other attack but if AS can't even kill a +2 Lieut, then its purpose is greatly reduced especially at the loss of a pbaoe. -
Quote:I agree. The other ATs, barring specific combinations (an ice/ice blaster has a lot of mitigation, /mm is good against AVs because of Drain Psyche for -regen, etc), they are damage-only ATs mostly.I guess my previous statements were directed at those that were stating it would be balanced for Stalkers to plainly outdamage Brutes/Scraps. Honestly, all 3 ATs (4 if you count Blasters) really only bring damage. If one totally outdoes the others, you basically take away a reason to play the ones that don't do the same damage. That isn't to say I think we should keep Stalkers inferior, but that damage is just one thing among many that could change such as delivery, debuff, safety and so forth.
That's why I agree with Jibikao only patially - I think Stalkers should outdamage the other melee ATS in the first damage burst - like KM already does from Hide (or the bugged fireball), or a BU+AS does on a boss. I don't have a KM toon but from the numbers it seems doing a BU+Burst from Hide is the most damaging low short recharging AoE you can do since it's 100% crit (I'm excluding crashless nukes, just considering normal every-spawn opener, for example scrapper L. Rod isn't usable every spawn unless you are also /sd and have a high end build, but that's an outliar, I think my SS/FA Brute with a Rage+FE+Fury Footstomp mught do more damage than a 100% crit Burst but in most cases any 100% crit AoE - something that would be unique to all Stalkers if applied to the other powersets - would make for great openers and also fit with 'Stalkers outdamaging everyone on a Burst, but not outdamaging Brutes and Scrappers on regular play after that).
And that's it, not outdamage them all the time like he suggests, but at least doing a nice 'opening move' since you're a precision killer and you're hidden and etc. -
For PvP KM/Regen Stalker would be a good one I guess, I'm no expert in Pvp, this is just what I read. Since I have an Elec/Reg, my next Stalker project is a KM/EA.
Since KM works better on Scrappers than Brutes you can't go wrong with any secondary (well for pvp the defensive ones are not that good nowadays). For Pve, KM/SD and KM/EA would be my choices. I don't like WP and I find /FA and /ELA better on Brutes so I'd go with SD for extra damage or the upcoming EA if you can wait.
EDIT: KM/Dark looks good too, I didn't think about that because I love /DA so much I have a lot of Dark Armor toons so /DA is 'blocked' for me in my brain when I think about rolling a new melee toon. -
I hardly play defenders, I don't like them very much, but imo this particular combo is better on a def, both for soloing AVs/GMs and teams.
More -tohit, -res, -def, -regen from Radiation and more -res from sonic blast. I have a rad/psi and a sonic/sonic, I think a rad/sonic would be completely insane. Well people have soloed GMs before Going Rogue and incarnates, iirc they were all rad/sonics. A traps/sonic could also do it but when ppl were posting these things all the time there wasn't traps for defs. -
Quote:Well that's kinda what I suggested in one item, you put it in better words.I'd rather not Stalkers become Scrappers with that non-sequitur of a stealth power.
Personally, I wish they would have done something with the critical *damage* rather than the rate. Yes, give the Stalkers that 10% base rate but keep it static. Where Stalkers should shine is the resulting damage.
But rather than increasing the ATs overall damage potential, they should balance the sets themselves before making any such sweeping changes. Kinetic Melee does so well with its 100% crit AoE and Insta-recharge BU tier 9...why can't EM *DO* something when it crits? Energy Transfer *DOESN'T* take HP when it crits and Total Focus only *half does* anything.
Scrapper MA's Eagle's Claw does something cool by greatly enhancing crit rate for a short time, why can't Stalkers just get the same values for damage but have EC do exactly the same +crit that last longer?
100% crit AoE from hide, TF critting for double, I didn't say anything about EC because frankly I'm not familiar with MA and didn't know it wasn't buffed like for scrappers (I wasn't subbed when it happened), but I don't want Stalkers being Scrappers that can hide, I want them to be great precision killers and better at burst damage, not minion munchers or pylon soloers. Sure the 100% crit from AoE helps clearing mobs faster but it's not OP in anyway, nobody's complaining about KM for having the only AoE that does it or saying it's 'omg the best stalker set ever by a mile', although certainly it seems like a set done right.
That's why my only suggestion for adding AoEs is for MA because I don't see the point of all those ST attacks with similar dam/rech/end (Cobra Strike, CAK, Crane Kick) and maybe Claws' Eviscerate, I don't even take this power on scrappers/brutes but if the chance to crit for all AoEs were upped to 100% Evisc could be a nice little cone again for Stalkers.
One situation I remember (long ago) that Stalkers made all the difference: 8-man team, villainous cape mission (mine). I was the leader and there were 2 other stalkers, 3 brutes and 2 squishies. The Brutes dove in the huge Longbow mobs and got nearly instakilled and shortly after everyone else died too. After the hospital trips, I told that the 3 stalkers should move ahead and one-shot the longbow nullifiers (at level 22ish you can still one shot an orange lieut with BU+AS), since they were responsible for destroying the Brutes' resistances. The mission then went smooth as butter.
But well besides from that and my Em/Nin soloing the computer at the ITF after a teamwipe (I used Retsu), I don't remember my Stalkers making a lot of difference. And anyway in the ITF computer's case a /SR scrapper could probably do it faster, I just remember this because the team got all surprised that a STALKER soloed the damn thing that killed the rest of the team. -
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Quote:Well to be fair SS/Fire Brutes outclasses everything imo. I came back to the game after 1.5 years and been playing a SS/Fire, he does so much damage it isn't even funny. I don't think Stalkers need to have lotsa AoE (EM would be fine with TF critting for 2x imo), only MA stands out to me because I see no reason for so many ST attacks. EM at least has 2 big hitters, I just don't find it fair that I can both do stupid amounts of damage and apply a mag4 hold with seismic smash in less than half the animation time on my Brute while TF is a mag 3 stun, 3.3 cast time and doesn't crit properly.AoE is as much a part of damage dealing as melee is to Blasters. It's not a requirement but it's an advantage in a good deal of situations.
That said, it still makes no sense to me when poster complain about low AoE on their stalkers and how that SS/Fire so outclasses them. Do you honestly think having that Whirling Sword/Lotus Drop, or Whirling Hands or Dragons Tail will suddenly close that gap? Why not use your brain, cut out the middle man, stop wasting your time pining over attacks the AT never had and ask for sets like Fire Armor and Super Strength?
And what you call 'nerf' to Brutes was a buff to me. Ok now Brutes take longer than scrappers (except maybe Fire Melee and Claws according to some scrapper math wizards) in soloing a Pylon but that's continuous DPS, I kinda agree with Jibikao that our burst damage should be higher than others. You'll still lose to scrappers and Brutes on teams and stuff in terms of clearing lots of mobs.
Going back to Brutes, I like them a lot more now (since I'm not soloing Pylons and AVs and couldn't care less) - I didn't like chasing fury like mad, another brute with taunt on the team could kill your fury in the old days. And you had 80-90% fury even when being the main aggro dealer for short times - walk down a hallway on a mission, you were doing crap damage again. Now with Fury decaying slower, I can wait for pulling if the mission is difficult because in no time I'll have 70% fury and do great damage (btw damage auras boosted by Fury are beautiful). I even made a post when I returned titled 'I'm rerolling all my Scrappers into Brutes because of the Fury change' and most people agreed with me they're more pleasant to play and do high damage in a more constant basis (slow Fury decay and you can get to 70% faster than before even only using your attacks when doms and trollers mez everything). In my post about this, there were seasoned Brute players that said they wouldn't have noticed the lower damage from not being able to reach 80-90% like before if they weren't told about the changes. I sure noticed because I had parked my Brutes long before I left and now besides having rolled 4 new ones (2 rerolls of 50 scrappers) I took two other ones to 50 because I simply love the fact I can keep Fury longer and get to 70% easily when it's down. (and although I feel my SS/Fire outclasses everything, even with weird slotting like taunt sets in ST attacks - I wanted a cheap farming build - I'm loving my claws/da, my dm/da and my old sm/ela which is the only high level toon I respecced for inherent fitness since GR is new to me and I've been playing new toons, I team regularly with a BS/Reg scrapper and I never feel he's doing more damage than my sm/elec). -
Quote:How's your PSink slotted? Ok on my Brute it's just one rechredux IO but I team and when I solo it's at +3/x4 so I'm always surrounded. As Siolfir said, hers is slotted to the cap in Endmod and recharge so she can not run out of end even with a single target, something I'd have a problem. My DB/Elec scrapper is slotted with 4 pieces of sets (Eff Adaptor and Perf Shifter and I get max endmod and recharge, or close to that, been a while) so she basically always has PS available. Even on my Brute, the 'omg endrance hog' I use it a lot when I'm full and just want to sap mobs.Hmm well i dont know...i seam to just run out of energy alot....hasten consumes 25 energy when it goes down.....the attacks i use take 10 to 30 energy depending on what i am using.....the recovery of 200% of normal just isnt keeping up.....
I dont seam to have much issues with health loss though...becasue if i get hit....it usualy does sooo much damage...i end up dead anywise....kind of rare...i dont usualy get hit.
Keys trial is a differing story though.....as i cant seam to dodge that.
For what its worth though i dont think has a bearing on energy...i due seam to have very poor accuracy...even though i am using tons of things to increase my accuracy....so i do tend to miss alot....well not as much since i got the incarnate power that increases accuracy....but still enough that it drive me nuts when my assassin strike misses.
As for your acc issues, I don't understand.... AS has a higher base acc than most attacks. The only Stalker attacks that have base accuracy as high as AS are Total Focus, Energy Transfer, Concentrated Strike and Touch of Fear (I think in Mid's Midnight Grasp has too but in CoD it shows as normal acc, and I'm on Mac OS X now so no running Mid's).
You get hit on Keyes because there are a lot of autohit thingies, I did only one and didn't know wth was going on, if it weren't for healing flames I'd die a lot. I'm new to trials and haven't played a defense toon in them but iirc the softcap for trials is 59% so you're likely to get hit a lot more anyway. -
Quote:uhhh what? Energy Drain and Power Sink have the same recharge and both return 25 end to you unslotted, ED even has a bigger radius. (I never saw anyone saying the recharge on ED or PS isn't good, that's a first - I complain about Dark Consumption and Consume but they have triple the recharge time)I think you are not understanding....my stalker is level 50....and on many Trials and Task Forces....i end up attacking big enemies that dont go down in a few hits.....takes alot of people and constant attacks in fact.....thus after about 20 hits i start seeing my energy go down more and more......and the recharge on the energy drain isnt the greatest....i start losing energy rapidly after a while...recovery just doesnt keep up forever.
I realize that you think a brute with stone armor and using electricty melee is a good comparison.....but that is in no way shape or form close to a Kinetic Melee/Energy Aura stalker.
You are comparing a character which uses maybe 2 toggles for defense to a character that uses 3 or 4 depending.....you are also comparing an attack type that actualy drains energy has a slow recharge and doesnt use as much energy because of the archtype you are playing....to an attack type that hits faster....uses alot more energy becasue of what it does and the archtype.
I actualy tend to use both energy reducers becasue of the energy loss i get.....so like i said....i may end up not being able to stay using my chains as much as before.....but then again i dont really know....the changes have not happened...so its kind of just suposition right now.
My Brute never stops attacking (well she's a Brute), and if you'd ever played Stone Melee you'd never say I'm miscomparing because SM is MURDER on your blue bar, the animations are fast on the ST attacks, faster than KM, just check mids - the big hitter, Seismic Smash, has a 1.5 animation time, and the mallets are fast too. As I said she was the only toon on SOs that ran out of end with speed boost. And she was only slotted with acc and endreducers.
Here you can compare KM and SM end costs: http://tomax.cohtitan.com/data/power...at=Brute_Melee
Also, you're wrong on the toggle things. /ELA Brutes have a damage aura which costs double of one of your def toggles, plus the s/l shield, the e/n shield and the mez protection, so even without Tough (which I have too) it's like 5 defensive toggles. 6 if you count Tough. I'm still with one rechred slot in Power Sink and no end problems anymore. I also have an Ice/Fire Tanker (damage aura, taunt aura, s/l shield, e/n shield, tough, weave) with a power similar to ED and PS that returns less end than both and he has no end problems soloing, and fire melee is faster than KM too.
If you're having problems with a toon that has a Power sink-like power, you just have to slot it better. with 4 pieces mixing performance shifters and efficacy adaptors I can max out rech and endmod, I didn't do it on my Brute just because I didn't need it since she's no AV soloer, but I can solo and kill EBs just fine after Power Sink (again, try to play stone melee and tell me later if it's a end light set, my KM/EA stalker is much lighter on end and she hasn't reached ED, no end problems here - my DM/EA had a bit till 28 and after that she was fine - and I say 28 because it was before inherent fitness and she had a staminaless build because of Energy Drain).