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Posts
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Due to power creep and new sets, Fire is no longer the damage defensive set. Shield has better survivability, better offense, better/more reliable damage buff, damage debuff, team support, and an active tier9 instead of an "Oops button" (Not saying SoW can't be used as an oops button of course...)
Pretty much every set has better survivability than Fire; that's sort of always been the case. Now it's just silly. -
Quote:Faen Riley is my Ice/Kin Corr. I thought Ice/Kin was sort of commonplace, I could've sworn I'd seen a bunch running around. Nothing like a Fulcrum Shifted Blizzard every few minutes to keep mobs on their toes :PI've been running ITF's like mad recently, it's the only way to get a BoTZ: Knockback at level 10.
Pretty sure I did run with an ice/kin corruptor because I thought it was an odd mix. Not ineffective, mind you, just odd. Can I get a character name to help remind me though? -
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Dechs, was your very first story at the top recent? I think I was in that team with you, probably on my Ice/Kin Corruptor
If so, yeah, that guy was a bit...overbearing :P
A few ITFs ago, the Empath made the mistake of PBU+Fortituding and Adrenaline Boosting my Corr. He stuck with the team, while I hovered off and downed three of the cysts on my own <3 -
Slotted to the teeth, Manuevers is only going to give you just over 4% defense. Your teammates will already be at ~30% defense from the personal shields and Dispersion. It makes a better Red Fortune mule than it does a defense toggle, lol
GI vs SI is up to you; personally, GI is a bit better in that it isn't murdering your endurance while running. Both have their bonus defense surpressed heavily if attacked/attacking. Like others said above me, GI is fire and forget, instead of "where'd my end go?" It really matters on whether you plan to team a lot. SI for stealthing missions, GI for team play.
I don't believe in cage powers like Detention Field. Yes, it could come in handy. Could. Like against Sappers, and a few others. The problem is teammates. Said problematic enemy will more than likely be flattened in a very short span of time (Stalkers and Brutes tend to aim for the biggest threat). If cage powers were a time limited toggle, so you can drop it prematurely, it'd be wonderful. But they aren't. Instead you get teammates whiffing at an enemy for 10+ seconds until they realize it's caged.
Once you've taken Hasten on an Illusionist, you won't leave it. Flash and Phantom Army have gimp-tastic recharge timers, while Spectral Wounds and Blind, your bread/butter combo, are on six and nine seconds respectively. Getting those powers up faster is integral, especially with Phantom Army, as Phantasm's own PA recharges much, much slower than yours.
Here's my build with enhancements. The only purple I threw in was the Placate Proc, as it's hilariously cheap (8m last I checked) and fun to use (Did it for the lulz). Soft-capped Range defense without Weave, CJ, or Manuevers, and I didn't need to sacrifice anything for it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Makai: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Decim-Build%(31)
Level 1: Personal Force Field -- DefBuff-I(A)
Level 2: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(17), FtnHyp-Plct%(34)
Level 4: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(46)
Level 6: Swift -- Flight-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 10: Insulation Shield -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-+Res(Pets)(27)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
Level 22: Dispersion Bubble -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(37)
Level 24: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(31), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(39), Mlais-Dam%(40)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(31)
Level 28: Flash -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 30: Stimulant -- IntRdx-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Aid Self -- Heal-I(A), Heal-I(36)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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Set Bonus Totals:- 22.5% DamageBuff(Smashing)
- 22.5% DamageBuff(Lethal)
- 22.5% DamageBuff(Fire)
- 22.5% DamageBuff(Cold)
- 22.5% DamageBuff(Energy)
- 22.5% DamageBuff(Negative)
- 22.5% DamageBuff(Toxic)
- 22.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 34.3% Defense(Ranged)
- 12.7% Defense(AoE)
- 2.5% Enhancement(Confused)
- 16% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 5% Enhancement(Held)
- 33.8% Enhancement(RechargeTime)
- 9% FlySpeed
- 42 HP (4.13%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Confused) 5%
- MezResist(Held) 12.7%
- MezResist(Immobilize) 13.8%
- MezResist(Sleep) 5%
- MezResist(Stun) 6.65%
- MezResist(Terrorized) 5%
- 8.5% (0.14 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.6% Resistance(Fire)
- 16.6% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 9% RunSpeed
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Drop Aid Self? Ouch. You're a Defense toon, with lots of peons who draw aggro and are incapable of dying; firing off ASelf is easy-mode. Force Bubble serves as more of a "OH SH-" power, as scattering mobs is the fastest way to get team-kicked.
Here's my build, maybe it'll give you some ideas...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Makai: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- (A)(3)(5)(7)(17)(31)
Level 1: Personal Force Field -- (A)
Level 2: Blind -- (A)(3)(5)(7)(17)(34)
Level 4: Deflection Shield -- (A)(9)(9)(36)(40)(46)
Level 6: Swift -- (A)
Level 8: Hover -- (A)(15)
Level 10: Insulation Shield -- (A)(11)(11)(37)(40)(46)
Level 12: Hasten -- (A)(13)(13)
Level 14: Fly -- (A)(15)
Level 16: Health -- (A)(43)
Level 18: Phantom Army -- (A)(19)(19)(25)(25)(27)
Level 20: Stamina -- (A)(21)(21)
Level 22: Dispersion Bubble -- (A)(23)(23)(27)(37)(37)
Level 24: Deceive -- (A)(31)(39)(39)(39)(40)
Level 26: Spectral Terror -- (A)(31)
Level 28: Flash -- (A)(29)(29)(36)(50)(50)
Level 30: Stimulant -- (A)
Level 32: Phantasm -- (A)(33)(33)(33)(34)(34)
Level 35: Aid Self -- (A)(36)
Level 38: Force Bubble -- (A)
Level 41: Ice Blast -- (A)(42)(42)(42)(43)(43)
Level 44: Frozen Armor -- (A)(45)(45)(45)(46)
Level 47: Ice Storm -- (A)(48)(48)(48)(50)
Level 49: Hibernate -- (A)
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment -
Either go Grounded, CJ/SJ/Acro, or CJ+KB IO
That's all there is to it. -
Ah, forgot to toggle off Hide, thanks Kioshi
Luckily my Stalker isn't 50 yet, still plenty of time to rework her build.
Edit: Actually, question. If I softcap, won't that make Shadow Meld useless? :P -
They also need under-mounted micro-missile launchers
I can't have my fun without explosions. -
You built so heavily into recharge but didn't take Hasten. I'd really only go into the Fighting pool if I were to build into bonuses other than defense. Soft-capping without it on SR and Nin is easy-mode.
This build sacrificed a little KB protection, has essentially the same positionals (Soft-capped), but gives up nothing in damage or accuracy. In fact, it betters accuracy, damage, recharge, and HP bonuses by a huge margin.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyro Master: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Barrage- (A) Touch of Death - Damage/Endurance/Recharge
- (3) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (5) Touch of Death - Damage/Recharge
- (5) Touch of Death - Accuracy/Damage/Endurance
- (11) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Defense/Recharge
- (19) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Defense/Recharge
- (19) Luck of the Gambler - Recharge Speed
- (A) Hecatomb - Damage
- (7) Hecatomb - Damage/Recharge
- (7) Hecatomb - Accuracy/Recharge
- (9) Hecatomb - Accuracy/Damage/Recharge
- (9) Hecatomb - Damage/Endurance
- (11) Hecatomb - Chance of Damage(Negative)
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Jumping IO
- (A) Numina's Convalescence - Heal
- (21) Numina's Convalescence - Heal/Recharge
- (21) Numina's Convalescence - Heal/Endurance/Recharge
- (23) Steadfast Protection - Knockback Protection
- (23) Steadfast Protection - Resistance/+Def 3%
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod/Accuracy
- (25) Performance Shifter - EndMod
- (25) Performance Shifter - EndMod/Recharge
- (A) Touch of Death - Chance of Damage(Negative)
- (27) Touch of Death - Accuracy/Damage
- (27) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (29) Touch of Death - Accuracy/Damage/Endurance
- (31) Touch of Death - Damage/Endurance/Recharge
- (A) Accuracy IO
- (37) Recharge Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Mako's Bite - Accuracy/Damage
- (33) Mako's Bite - Damage/Endurance
- (33) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Coercive Persuasion - Confused
- (36) Coercive Persuasion - Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Recharge
- (37) Coercive Persuasion - Confused/Endurance
- (37) Coercive Persuasion - Contagious Confusion
- (A) Touch of Death - Accuracy/Damage
- (39) Touch of Death - Damage/Endurance
- (39) Touch of Death - Damage/Recharge
- (39) Touch of Death - Accuracy/Damage/Endurance
- (40) Touch of Death - Damage/Endurance/Recharge
- (40) Touch of Death - Chance of Damage(Negative)
- (A) Sting of the Manticore - Accuracy/Damage
- (42) Sting of the Manticore - Damage/Endurance
- (42) Sting of the Manticore - Accuracy/Interrupt/Range
- (42) Sting of the Manticore - Damage/Interrupt/Recharge
- (43) Sting of the Manticore - Damage/Endurance/Recharge
- (43) Sting of the Manticore - Chance of Damage(Toxic)
- (A) Apocalypse - Damage
- (45) Apocalypse - Accuracy/Damage/Recharge
- (45) Apocalypse - Accuracy/Recharge
- (45) Apocalypse - Chance of Damage(Negative)
- (46) Decimation - Chance of Build Up
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Chance of Damage(Energy)
Level 1: Brawl- (A) Accuracy IO
- (A) Jumping IO
- (A) Recharge Reduction IO
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Set Bonus Totals:- 24% DamageBuff(Smashing)
- 24% DamageBuff(Lethal)
- 24% DamageBuff(Fire)
- 24% DamageBuff(Cold)
- 24% DamageBuff(Energy)
- 24% DamageBuff(Negative)
- 24% DamageBuff(Toxic)
- 24% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 9.56% Defense(Energy)
- 9.56% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 16.1% Defense(Ranged)
- 5.5% Defense(AoE)
- 4% Enhancement(Confused)
- 51% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 230.4 HP (19.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 11.6%
- MezResist(Immobilize) 11.6%
- 12% (0.2 End/sec) Recovery
- 80% (4.02 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 8.13% Resistance(Toxic)
- 10% RunSpeed
Code:It is an expensive build of course. One less LotG Recharge can go towards things, and you can replace purple sets with the lower end sets for essentially the same bonuses (IE: Malaise instead of Persuasion, Devastation instead of Apocalypse...)| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1406;679;1358;HEX;| |78DAA5945B53525114C737022237815440D4BCA480620779EBF2D043DA4C9398465| |6E38D18DB22CA1C1CC0997CEB03F49493355DDEBA7E83A63E44D7C7DEEB23F4666B| |ADFFC6F43966F8FFCE59E7BFF65E8BBD0EF9FBD301A51E5C528EE0E56AA9D128169| |AA5EAB6AEBBF3A57265DD3FBF57AF0DE54B8DA6AE7B945209F3B498D755ADAD195B| |D7CB7BB889B71E4DEB0D6D37B43557B1B72ACDC66EE4AABDA9EBDA6E5AAD8BC07CA| |D56B5667569A762977173A5D2B475A3E1939BC28ED6F78E5DF6CEEC54D6ADD6FA85| |DA6EB58892F6E254D3387DF7BDCA7C0EDD6A8D90526D4BC0B2C0B502AC0A7C45C13| |5CE7248965375D3454E0D8705B908D02398259FC3F81CF075C21786EF147C79F239| |8DCF095F00BECE13BE03F2B94DB5EE641B87DA53C0B8A0230D4C087C19C113CAF29| |82CCF2B09A55E0B26DE08CEBE05DE0972EF05514AF1A226E5FD29A1A7B4901F0B39| |FC19256502313207F14405D312BA4EE6903187E00A03ED648E98952330CF93B90B6| |657D7A2F4DA5D006E0AA271C2808AC6041E5AA1C7ACD0734B0C1D148A21D4163B90| |72E38F807DC133DAA2D7FC0ABD38C6044E3A8193EEC749F7E3A44F63181628ABCF7| |4D197905A47D1C5086D3860361C40E8F4093CA7D441B3E1E0868486CAC02650110C| |6F01DB821B943562B24656A4F233ABC01A50148CDE054A82C7943566B2C6D055125| |D25D155125DA5D0550AFDFF762A953659E9CFB2FDF817E02BF04D30F11DF821F845| |591973569949D97ED202B2400EE3F44236F943FF1216EC4E0BB39DC56C6731DB59C| |CF61CB530654668EA83ECD4EF3A7A39E91F4442B3C74366765CE65DA490033F7DDF| |3FD77F7D3E065AEB78177CA405964596DB2C7758965896595658D6588A2C879F8EB| |243E7B8A0F32C17582EB23C649387DF273F4B8025C8D2C9126209B374B14459122C| |2F590EFF02BD23ECF6| |-------------------------------------------------------------------|
This is my EM/Nin's build. Less accuracy and recharge, more damage.
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Quote:/signed/Devices
Trip mine - Cut animation time down to 1 sec.
Time Bomb - Cut animation time down to 1 second and allow the caster to set the delay from 4 - 15 additional seconds.
Gun Drone - Cut animation time down to 1 second. Make it a permanent pet that doesn't expire unless destroyed.
ALL SNIPES - Reduce the interrupt to 1 second.
Should be able to just fire (drop) and forget the bombs. Press the arm button and drop. Suddenly, Devices is an excellent set, what the heck!
-Set Fix Suggestions-
Blaster: Electrical Blast, Devices (As per Mila's suggestions)
Controller: Gravity Control
Scrapper: Fiery Aura
Tanker: Fiery Aura
Brute: Fiery Aura
Dominator: Gravity Control -
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You'd think it'd be tough, but not so much. SR's strength grows as it climbs the level ladder, almost exponentially. Pulling off an Aid Self is child's play for it. Shield, not as easy, as Shield is layered defenses. Neither really NEEDS Aid Self, but they can more easily make use of it should their builds have room for it.
I honestly look at ElA and EA together, as they're themed Energy sets; one for resistance, and one for defense. ElA's power ordering should be closer to EA's
1) Remove CP from both ElA and EA, put it in Mu Mastery for anyone who wants it
2) Move Power Sink in ElA up to the 28 slot
3) Put something in the now vacant 35 slot for both sets (I suggest Power Boost, so EA gets a ghetto t9 earlier, and PB+PSink = effective drains for ElA) -
And now to throw a wrench in the works of those trying to defend ElA's current status
No IOs
No Inspirations
Armor set only
Final Des...
Ah, sorry...
Powersets are based around how well they function with SOs, regardless of accompanying set. The developers have stated they do not factor in IOs when creating/looking over sets. Inspirations are finite and limited, short term solutions. A set shouldn't abolsutely require taking pool powers in order to make it function (Castle commented such some time ago regarding Fiery Aura)
So yes, you CAN take Fighting and Medicine to fill the holes, but you shouldn't HAVE to. It's like Stamina. Each set has a way to not have to take Stamina built right in, so players have the option of not taking Fitness.
Without Aid Self, Tough/Weave, and a mitigation primary, how well does the set hold up?
Not very.
Granted, you're a monster in the RWZ...
To Fulmens: You either go Grounded and stay low, or go CJ/SJ/Acro. Grounded covers your KB AND Immobilize, is another 10% Res to Energy and Neg, and grants 70% End Drain resistance. I always get a good laugh when I see an ElA with neither, flopping around like a fish out of water >_<
Edited: Fixed some stuff. -
The only things I could really think of to add would be more Day Jobs similar to the Crey Employee one, but for each villain group that has a spawn zone. So heroes could spend their days infiltrating the Skulls in Perez Park, stuff like that.
I got nothin :P -
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Calash has it in a nutshell:
you're not supposed to like who you team with villain side, just tolerate them long enough until you achieve your goals, then kiss them off.
Pish to you Brutus, I am done with thee, for now!!!
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What's this...teeem...thing you speak of?
Is that like my minions? I wasn't aware of needing more...
:P -
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Fixt.
Empaths suck.
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That's just, like, your opinion man. I can ruin your day a minute and a half at a time (Stupid Auras should be perm-able!) </3 -
QR
Spent the last few years not eating vengeance deathblows from enemies.
This just started (again) recently. With the new issue maybe? Something broke. -
I wouldn't really call Traps passive, more of a fire and forget set.
But then, if you're not dropping something every few seconds, then you're not playing traps well, lol -
Oh jeez...that's been the biggest running gag since like CoV Beta. I'd be amazed if someone had it's true origin. Pop in here and voice up...
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VS really should have its recharge cut in three, be made immobile, and the 1 max requirement removed. Then it'd be a legitimate help in a scrap.
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Not a bad idea, really. Although I could see some PVP ramifications, with people complaining about Ele Blasters and their 'litter' all over zones :P
It IS named Sentinel after all <3
/signed -
If everyone likes these, I plan to forward them to the powers-that-be as possible ideas for i17...
-Bats-
1) Throw Bat
1) Bat Patrol (Summons 1-3 small, angry bats)
2) Throw Two Bats
6) Equip Bats (With baseball bats)
8) Throw A Lot of Bats
12) The Man Bat (Summons 1-2 living baseball bats)
18) Belfry (Summons bat horde...our wings will blot out the sun!)
26) Summon Cowl Guy (Summons an overweight basement dweller in black spandex)
32) Little League (Equips bats with baseball helmets)
-Tarps-
1) Tarp (Like Ice Slick. Except...not slick...mostly for show)
2) Wet Tarp (This one's slick. Better than that one^)
4) Picnic Tarp (Gradual regen. Very filling. Chance to get overrun by ants)
10) Acid Tarp (Induces vomiting, even to yourself)
16) Construct Tarp Cottage (+DEF, immobile, easily smashed)
20) Fish Tarp (For filleting, bonus damage to fish [I'm coming for you Barracuda!])
28) Choking Hazard (Tarp Garrote, strangles one foe. No effect on robots)
35) Tarp Mine (Tarp is a rare mineral. Digs a hole, where you find money!)
38) Detonation (Throw tarp on foe, light it on fire. Caution: Highly flammable!)
We'll need a new emote. Running away waving your hands trying to protect your head.