Lady Sunflash

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  1. Quote:
    Originally Posted by sati44 View Post
    So I expect a huge nerf is in oredr for corrs seeing how many people are saying they are better in every way than defs. Next stalker players will demand a huge nerf for the scrasp (And every player will demand a nerf for the ill/rad conlroler combo).

    Most players don't even bother to test the numbers behind the AT's, and many of them are just brut or scrap fanboys. What is a bad game design is when the devs start to listen to this type of people.

    "OMYGODZ AT x can be is better or equal to my AT? <NEEERDRAAAGE> NERF IT NOWZ!
    ps. everyone who playes AT x shoud DIE!"

    I read posts written by experienced players (no fanboys) concerning this topic and I was left with the impression that Brutes and Scrappers are both as good and can both do equaly good dmg. Not that onle AT is superrior to another. What is important is tha the play a bit differently.
    If you read his earlier post where he first mentions a 'nerfcall', he actually says that either:
    1) More good information should be spread
    or
    2) If they really are imbalanced, a nerfcall might need to be had.

    This is the exact opposite of saying that because nebulous amount of X category people say Y, Z action must automatically be taken. He was merely speaking in the hypothetical, and he is absolutely right in that hypothetical.
  2. Is this powerset combo better as Corruptor or Defender? Is it any good at all?
  3. Lady Sunflash

    Tanking!

    I understand the game is more relaxed (which I enjoy!), but I also like to succeed well at exotic roleplay concepts, and getting numbers so I know how feasible things are is important to me. I was never a raider in other games, just an explorer/PvPer/small-grouper.

    ParagonWiki is actually frustratingly vague and incomplete for me - and not just on numbers, but I can't plunk in an enemy group and get a well-formatted, comprehensive resource on everything related to them for purposes of RP. It's still a good resource, just a massive change in what I'm used to.

    Back to the topic at hand:
    @Emberly: MOG'd?

    Rest is understood and appreciated.
  4. Lady Sunflash

    Build help?

    Quote:
    Originally Posted by BasketballJosh1289 View Post
    Dear Hyperstrike,

    First of thank you.

    Second I went and looked at everything you had, and to be quite honest it confused the heck out of me. I am still not sure how this all really works out; I just look at the stats and call her good.

    I really do not understand your love for Mako's bite. I have not liked that power since I've been playing. (Which is only two months) What makes it so good that you would stick it on five different attacks?

    Two enhancements reduces the duration of Immobilize effects on you by 3.3%.
    Three enhancements increases maximum Health by 1.5%.
    Four enhancements improves the Damage of all your powers by 3%.
    Five enhancements reduces the duration of Hold effects on you by 3.3%.
    Six enhancements increases Ranged Defense by 3.75%.
    Six enhancements increases Energy and Negative Energy Defense by 1.875%.


    With five sets, that's 7.5% more health, 7.5% more regen. The damage probably works out to be more like 5%, but it's still a damage boost, so yay. Shield is a defense based set, and that last bonus brings you significantly closer to the "only one in twenty attacks can hit you" soft-cap for those two types of damage.

    Mako's Bite is a really good set.

    Also, the chance for Damage proc gets around the softcap on enhancement damage, and can be a very significant DPS increase on fast attacks
  5. Lady Sunflash

    Tanking!

    Quote:
    Originally Posted by Clouded View Post
    Line-of-Sight is your friend to help gather enemies.

    If you have a damage/taunt aura, then moving to different parts of the mob is a good idea (or just use Taunt).

    Take/Use Taunt often.

    On AVs, mix using Taunt with attacks. Also, try to position the AV with their back to the team if possible. This will help the squishies avoid any cone type attacks.

    The above are general tips, but one of my personal favorite is to stay a little ahead of the team. What I mean is, be the first into the next group of enemies but be there a few seconds before your team arrives to make sure you have aggro control (by using taunt, punchvoke and/or taunt/damage auras).

    To do this, just leave the last spawn of enemies when there is 1-2 left and the group is quickly taking care of them. It becomes almost a min-game in later levels when enemy spawns melt before your teams.

    Anyways, hope that helps.
    Hrm. My build is extremely tight. Is Taunt a necessity? I'm not entirely sure what I could shed for it. Also, if Brutes do so much damage and have a threat multiplier, I would think an AV would be when they would need it least unless there are any fights (which I haven't noticed) which require taunt-tangoing between multiple tanks.

    Some of these things I'm already doing by habit, so I guess I'm in good shape.



    Quote:
    Originally Posted by Sarrate View Post
    It's not bad damage output that was bad, it's just that taunt effects are very strong. A very simple (and not entirely correct) exmplanation is that taunts are debuffs that amplify threat by 1,000 times per second of the duration on the target. So if you hit a target with a 10s taunt, the AI sees 1 point of damage as 10,000 damage (1 dmg * 1,000 * 10s).

    Another wrinkle is that simply appying a taunt effect is like a 1 dmg attack, so if you have an aura pulsing a 10s taunt every 1s, it'd be generating 10,000 'threat' per second.

    So really, the only time someone with taunt effects will lose aggro is against someone else who is applying taunt effects. This is where Tankers are at a disadvantage - Brutes apply taunts effects of the same length as Tankers, but they deal more damage.



    Sorry, I wasn't trying to talk you out of making a Brute, I was just making sure that you didn't get a false impression of how taunts worked in CoX. Taunt/threat is one aspect that is very poorly documented / understood by, dare I say, most people.
    In the sewers trial, I was consistently getting whooped by the party tanker on threat no matter how I tried. What happened there?

    And my general impression of this game is that, relative to my experiences with Asheron's Call and World of Warcraft, this game is very poorly documented and understood on the whole. @_@ Getting information is a consistent exercise in frustration - the people are so nice, and yet so rarely informative...

    Quote:
    Originally Posted by Timeshadow View Post
    This is very good advice and it brings me to my point. TRUST YOUR TEAMMATES.

    Some tanks (Note the lower case there. I'm referring to players who take on the tank role, not an AT in particular) get into a mindset of, "I protect the team because I'm the tough one. No one else can take hits like me." The problem with that kind of thinking is it can lead to really annoying micromanagement. Ask anyone and I guarantee they'll have a story about a tank who insisted on herding and went ballistic when the team broke formation to hang loose and have more fun.

    As a tank, it is your job to protect your teammates. But it's also your teammates' job to cover their own posteriors. Don't get so caught up in making sure one of your squishies never gets so much as a dirty look from an enemy that you slow the team down or otherwise hinder their enjoyment.
    Heh, I've never been that kind of a tank* even in other games where it's much more important. As long as everyone is living more or less and having fun, we're good.

    * This doesn't mean I don't get annoyed if someone's being TOO silly.
  6. Quote:
    Originally Posted by HwaRang View Post
    I disagree with the premise of this statement...
    I didn't mention a thing about its vertical capabilities, actually. Vertical stuff rarely bugs me overmuch, aside from that one island in CoV. Skyway is usually fun for me.

    I was just speaking about its raw speed; personally speaking, I find that with the larger distances you end up covering by the mid-20s, Ninja Run is frustratingly slow without a back-up. Sure, its straight-line speed when Sprint/Swiftness are fully slotted is comparable to Fly's, but it obviously doesn't deal with obstacles nearly as swiftly, and at low to mid levels, slots are harder to come by than spare powers.
  7. Lady Sunflash

    Tanking!

    ...That's great.

    So... um.

    Workin' on that 70% here. >_>

    Aaaaaaanything?
  8. Lady Sunflash

    Tanking!

    Quote:
    Originally Posted by Sarrate View Post
    Just for clarification:

    Gauntlet is an AoE taunt effect (5 targets max) added to single target attacks.
    Brutes get "Gauntlet-lite" in the sense that their single target attacks still taunt, but only the target of that attack.

    This means that Tankers have no benefit over Brutes with aggro auras (ie: the afk Tanker), AoE attacks (ie: Foot Stomp), or attacking a single target (ie: an AV). The only benefit a Tanker has is using a single target attack with multiple enemies in range.;


    Ironically, Brutes can generate more threat than Tankers can. If a Tanker doesn't use Taunt (the power), then Brutes will out threat them.
    Very good to know. I guess Point (1) speaks more to how bad our group's damage was or something then. I'd consistently heard that Tankers were unbeatable on threat 'til this thread.

    Regardless, Points 2 and 3 stand, so... um, any advice, things to know, etc?
  9. I'm facing the same issue; fire and ice seem like the best options for those reasons.
  10. Quote:
    Originally Posted by Emberly View Post
    Came here to post this. Dark Armor is kind of a deceptive set. You start out with it, maybe you don't have an IO plan, or you heard bad things. You have the idea that it's not that great, it's hard to level, you are going to suck wind all the time, but maybe your theme or concept demands it.

    Soon, you start seeing that you have good resistances to weird stuff, and you find that Dark Regeneration with a ToE proc sometimes results in a net end gain. Carnies and Malta are a joke. End drain? That's that thing that happens to other people. You forget that minions even exist, because whenever they get close enough to smell your farts, they are stunned and staggering around like drunken nuns or wetting their pants and cowering like beaten stepchildren.

    After awhile, you are running around balls-deep in mobs that you thought you had no business even looking at, let alone soloing, you have no end issues, stuff is stunned, feared or melting from a damage aura, and you realize
    Then you roll up a willpower or maybe a super reflexes, and you get the strange feeling that you should have never left the dark side.

    At least, this is how it was for me.
    Emberly, I've only seen you a few times on the forums, but you always make me smile and you usually give good insights. Thanks.

    (Even though I will never in a million years play Dark Armor because ew, tentacles, I don't do that aesthetic.)
  11. It's great for low-levels, for concept, for a burst of speed, etc... However, it quickly becomes very slow and frustrating at higher levels without some auxiliary source of dependable motion. I usually take Ninja Run* with Teleport when I need to go long distances. I have one concept character who only uses Ninja Run and a jetpack - she's the most fun character I have for getting around the city, but I really can't be in a hurry to go somewhere with her. (If I am, Rocket Board and retoggle when she lands.)

    * Ninja Run and Beast Run are mechanically identical.
  12. Lady Sunflash

    Tanking!

    Quote:
    Originally Posted by Hyperstrike View Post
    Dumb question. If you don't see a need for big numbers over someone's head and you want to tank, why not just build a tank?
    1) The Gauntlet power for Tankers really takes the fun out of it, IMO - I remember in my first week of the game, in Gold-side, I literally had a group where the tanker said "afk falling asleep" and put me on follow and his damage aura kept all mobs off of the rest of the party with no issue until we had to change floors. I like having to change targets and such. Work at it. Gauntlet seems like 'auto threat win.'
    2) Energy Aura is Scrapper/Brute only. It fits the character thematically -very- well.
    3) I feel like a Brute will make a better soloing piece (as I do that regularly) than a tanker, as it does have higher damage. While I don't need to see big orange numbers, doing the job quickly and efficiently is nice.
  13. Lady Sunflash

    Tanking!

    So I am totally fond of Kinetic Melee/Energy Aura, but I am not so fond of constantly hitting Power Siphon when it crit on a Scrapper - so then I was like, "hey, I want to tank anyway!" and so here I am, with my first Brute!

    I know Brutes aren't big fans of KM, but I think its issues are diminished for tanking versus striking - long animation time is only perception rather than truth, I don't have a need to see big numbers over someone's head (so back-end loaded Siphon Power is fine), and a long range AoE with a taunt component is a great threat grabber.

    So, that aside - general tips for tanking in this game, as well as Brutes in particular? I am still new to the game (been here like seven weeks), and most people tend to just tell me to roll a tanker even though from what I hear, Brutes did just fine for all the years before you could get Tankers on Red-side.
  14. Quote:
    Originally Posted by DarkSideLeague View Post
    - Toxic Hole (The Thorn Tree AV can one shot you, hydra are touch of death, and lets not START with Acid Arrow/Poisonous Ray)
    - Only +HP Power in the game that cannot be made perma (though you can double it's duration with Burnout... yay?)
    - Energy Drain's +Def is less than Energy Absorption (though not by much) and heavily saturated (3+ Applications) will destroy your DPS rating (and even then, only give you 12-15% Defense to the basic 6).

    Basically Synapse gave us energize - thats the only real positive change I've noticed with the revamp (the other changes are either break-even or minor at best). If energy drain gave us DDR that would go a long way (12-15%, same as the defense values) towards fixing the set.
    It's very possible to get Overload to a 3/4 uptime, though. Might not be perma, but it's damn good.
  15. Lady Sunflash

    Magical Girl SG?

    I think it'd be best to treat this in true comic-book fashion: crossovers, or even a joint title (like Superman-Batman) while still keeping to their own. Nothing prevents us from interacting with people outside the SG, after all!
  16. It does drive me nuts when my character is stuck in a pink ice crystal with green flames orbiting her inside of a faint grey-blue bubble.

    With anchors, I tend to try to place them on the second strongest mobs in a normal group - LTs when there's a single boss, side bosses, etc - and on two different ones. Just remember, though, they're dying so fast -because- you debuffed them, so it's not a bad thing!

    For a set with neither of those, though, have you considered Trick Arrow?
  17. Some points on EA:
    - It has an extremely fast self-heal when you build for recharge.
    - It slows enemy recharge significantly (-16%), which is a 'hard to measure' benefit, and can also sap a third of their end bar.
    - It has respectable amounts of regen itself.
    - It has an extremely fast endurance-restoration power when you build for recharge. (And with EA, you WILL be building for recharge.)
    - All of that recharge that comes with it? Amazing for your offense.
    - Overload can easily be up 3/4 of the time, softcaps you to everything but Psionics, even in Incarnate Trials, and doubles your HP (roughly equivalent to getting an extra +50% Resistance in everything, except you'll still get full benefit from using Oranges) while throwing on another 35% resistance to defense debuffs.

    I'm not so sure I buy the argument that Willpower will perform higher, personally. It has much less -def debuff protection (EA gets another 13 or 14 more than Willpower in its usual abilities, and then another 35 in Overload - my build is looking at 87 defense debuff res with Overload on, and a very respectable 52 without), and its godmode is much weaker/less uptime. It's still a very awesome set, but Energy Aura's revamp is freakin' amazing itself. My low-cost Energy Aura build I'm toying with has 22% ranged D and 17% AoE D, so when you include Overload, the 'psionic hole' that is its weakness isn't much of a hole anymore.

    Compared to SR, EA slightly underperforms relative to SR in pure defense for a bit of that time. Towards the end of low-mid, EA benefits significantly from lacking an AoE hole the way low SR does.
  18. The range isn't that great - 40 feet - and Quick Strike is very effective at building up Power Siphon charges fast, so it's actually a choice to consider deeply. If you're using an IO set of level 40 or higher, though, you can usually stick in a vanilla range IO to give Focused Burst a decent range of about 50 feet.

    Repulsing Torrent is easy to get up to 60 feet, so it is also an option.
  19. Oh yeah, I'm new to the game and this is the warmest welcome I've ever gotten to an MMO.
  20. Can you help me with any glaring flaws or issues, any major global IOs, etc? Trying to keep the general price down, so avoiding purple sets.

    NOTES:
    1) This is now for a Tanking Brute, rather than a Damaging Scrapper.
    2) Trying to keep costs reasonable. The LotGs as it is will break me.

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

    Click this DataLink to open the build!

    Nova Solaria: Level 50 Technology Brute
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Energy Aura
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Body Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), Mako-Dam%(5), T'Death-Dam%(7)
    Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(7), Ksmt-ToHit+(9)
    Level 2: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
    Level 4: Power Shield -- DefBuff-I(A), DefBuff-I(19)
    Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(19)
    Level 8: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(21), Posi-Dmg/EndRdx(21), Posi-Dmg/Rng(23), Posi-Dmg/Rchg(23), Range-I(25)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(25)
    Level 14: Fly -- Flight-I(A)
    Level 16: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(27), ExStrk-Dam%(27)
    Level 18: Burst -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(29), C'ngBlow-Dmg/EndRdx(29), Erad-%Dam(31), Erad-Dmg/Rchg(31), Erad-Acc/Rchg(31)
    Level 20: Energy Cloak -- LkGmblr-Def(A), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx(33)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Afterburner -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(33), Winter-ResSlow(34)
    Level 26: Weave -- LkGmblr-Rchg+(A), DefBuff-I(34), LkGmblr-Def/EndRdx(34)
    Level 28: Energy Drain -- RedFtn-Def/EndRdx(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod(36), RedFtn-Def/Rchg(36), RedFtn-Def(37)
    Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(37)
    Level 32: Concentrated Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 35: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal/Rchg(42), Dct'dW-EndRdx/Rchg(46)
    Level 38: Overload -- Dct'dW-Heal(A), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-EndRdx/Rchg(43)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), Numna-Heal(15)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(17)
    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:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 9.56% Defense(Energy)
    • 9.56% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 9.56% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 3.6% Max End
    • 56.25% Enhancement(RechargeTime)
    • 23% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 26% FlySpeed
    • 123.7 HP (8.25%) HitPoints
    • 26% JumpHeight
    • 26% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 8.8%
    • MezResist(Terrorized) 4.4%
    • 6% (0.1 End/sec) Recovery
    • 42% (2.62 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.36% Resistance(Fire)
    • 10.36% Resistance(Cold)
    • 26% RunSpeed
    ------------
    Set Bonuses:
    Smashing Haymaker
    (Body Blow)
    • MezResist(Immobilize) 2.2%
    • 16.87 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Crushing Impact
    (Smashing Blow)
    • MezResist(Immobilize) 2.2%
    • 16.87 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Positron's Blast
    (Repulsing Torrent)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Hover)
    • 10% (0.62 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Explosive Strike
    (Kick)
    • 1.5% DamageBuff(All)
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    Cleaving Blow
    (Burst)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Eradication
    (Burst)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    Luck of the Gambler
    (Energy Cloak)
    • 10% (0.62 HP/sec) Regeneration
    • 16.87 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Winter's Gift
    (Afterburner)
    • 5% Resistance(Cold)
    • 6% JumpSpeed, 6% JumpHeight, 6% FlySpeed, 6% RunSpeed
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Luck of the Gambler
    (Weave)
    • 10% (0.62 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Red Fortune
    (Energy Drain)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    Performance Shifter
    (Energy Drain)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Crushing Impact
    (Concentrated Strike)
    • MezResist(Immobilize) 2.2%
    • 16.87 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Doctored Wounds
    (Energize)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Doctored Wounds
    (Overload)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.75 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.88%) HitPoints



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  21. I pretty commonly find myself in situations where I'll be fighting 10 on 1, so it seemed reasonable. Can you elaborate some? I'm still learning IOs and such - and I caught on the last export that I went over the cap for my 5% recharge bonuses, so I'll need to switch out those sets for something else.

    Even so, I really don't have a good grasp of where to start. Thanks.

    Actually, going to repost this to the new build workshop forum, I just noticed it. Sorry!
  22. I just noticed the build workshop added yesterday, so I've moved my thread there. Sorry!

    http://boards.cityofheroes.com/showt...24#post3929224
  23. It's pretty simple - it's just a priority list.

    Concentrated Strike, Body Blow, Smashing Blow, Body Blow, repeat is possible around 127% Haste.

    Concentrated Strike, Body Blow, Smashing Blow, Quick Strike or Focused Burst (Quick Strike is better in raw DPS by a good bit, Focused Burst gives you a ranged option on runners, I would recommend NEVER taking both powers together), Body Blow (you can leave this last one off if your haste is getting high) otherwise.
  24. Lady Sunflash

    Magical Girl SG?

    Quote:
    Originally Posted by JessieTell View Post
    Well I guess it wouldn't be a huge deal where her back story originates, the only thing is that we'd have to figure out where she'd fit among the Cute Saints and she'd have to be mostly magic in her overall style. (Otherwise she wouldn't be much a magical girl.)



    Yes, this is going to be an RPSG. And if you're interested go ahead and shoot me a PM, I've already got someone else PMing me about taking a magical girl as well, so I'll need to make a list of who's wanting to take what soon.



    That's an interesting idea. Are you throwing your hat into the ring or just telling us about your neat magical girl?



    Yea, I'm going along the lines of a more Magical Girl Lyrical Nanoha sort of concept in that just hitting your enemies would be fine. Of course if you wanted a more Sailor Moon Esque magical attack Magic Girl that'd be cool too.
    Trust me, she looks magic.