New Dawn

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  1. Quote:
    Originally Posted by Westley View Post


    None of them sound american to me.
  2. Sometimes you end up with a Fire/Kin that feels they have to be with you all of the time and masking taped to your butt sharing all the AoEs and cones that land upon you.

    A team could easily exist where everyone is practically needlessly doing everything and anything to get themselves and eachother killed. Epic fail teams can exist. With some people you can get the impossible done and with some the totally possible can become virtually impossible. Any TF could be done by any balanced team mix. So why aren't they getting done? Maybe it's that bubbler that constantly for several minutes at a time forgets to bubble and hates people reminding them.

    Some people deserve the level of support that they provide sometimes but it may not be the way you wish to play. If your unhappy playing log out. The game should be about fun however on TFs it's a last minute resort.
  3. Quote:
    Originally Posted by New_Dark_Age View Post
    I posted my build incase it will help. I will not be using Burn for Immobile protection. I would take it for offensive reasons only. I need to know if Foot Stomp will work well in preventing mobs from scattering before they take a good amount of damage and if Burn scatters harder enemies like bosses and above. You already make it sound like Temp Protection is not to essential but I still need to know if it is the more logical choice in my build or should I just not take both.

    Understand that whether I choose Burn or Temp Protection, I will be selecting them late in my build most likely.

    Thanks
    When it comes to footstomp and burn, timing would matter I'd say people may opt for footstomp just after burn or a moment later as mobs click and turn to run. Not everything feels fear and so some mobs will just stand in burn.
  4. I have no idea what the rest of the build is like.

    Burn can be used as your immob protection, for damage, for fear kiting, as an interrupt. It could be used with an immob or hold.

    Ring of Fire is an immob that is good to stop a runner who happens to be the anchor, hold mobs in place for Burn, as an interrupt and immob kiting which can lower the dps of AVs and such from making them resort to certain attacks.

    Char is a nice ranged hold that can hold enemies like ring of fire would in Burn to gain the most damage from it but more importantly with a macro that is say "/Macro T, "$$targetname Sapper" you can hold the sapper before they drain your endurance.

    Temp Protection is often just a free slot for those who have most other powers requiring heavy slotting and they can put a KB prot there. It's cheaper than acrobatics.
  5. I find that with the format you post, you can't always upload (ie link is dead slow) and copy pasting the build is awkward so it's a nice idea to leave a data chunk.
  6. Quote:
    Originally Posted by Jerrofla View Post
    Werner got the highest dps in his spreadsheet with the fu / eviscerate / focus chain. why take a power that has a knockback effect that barely works against avs? especially if it lowers your dps. endurance isnt much of a problem with stamina n conserve power n physical perfection now is it?
    DPA matters. I'd prefer Shockwave over Spin on a ST and depending on recharge times maybe more than the first 3 tiers too. I don't think that is his attack chain as it leaves a gap. Billz's build is a massive nut to crack. I am working on my own, which will have to do the same stuff, more cost effectively and slower. Eviscerate has that Res debuff, good idea. Wish I could have that too as it may change my attack chain but I am from altaholism not going into a costly 2nd build that much.
  7. New Dawn

    Elec / Elec?

    I had endurance issues starting out but I didn't have both tier 1 and tier 2 to kick off. I had the aura and energizer had to go unhastened abit for mine was a Valkyrie that needs to fly. I think most peoples endurance issues were probably less than mine. All fades away later if you make it so.
  8. Another point: I am slowly coming to the conclusion that the exclusion of a power called shockwave is a big mistake. I have a Claws/SR and with all info on an old dead pooter I am having all the fun of getting into it again (build 2) working out an ideal attack chain for myself within cost limits. I really think that when it comes to ST chain on a target such as an AV, Shockwave is better than Eviscerate providing your conserve recharges in time, you have the endurance to use it and your endurance, despite fight duration end drain, reaches maximum again just so you can claim energizer bunny status.
  9. Something was "amiss" to me and so I asked.
  10. I would Kb prot CJ and drop Acrobatics. Lose Firesword for something like Haste and get more AoE/Time out, have more heal over time and consume more often.

    Then consider being about AoEs. What you couldn't finish personally can be done by someone else and if your farming alone; just bring those Bosses with you to the next group and they'll eventually get done. Doing that you can find room for Build up and/or Fiery embrace.
  11. Yeah I made recharge a huge part of my build. It's heal over time rather than having a big heal that interested me. Sometimes it pays to ask yourself "Am I chasing a bonus that's worth having?".
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    Got 8:29 on a pylon. That's 203 DPS.
    Did you ever miss? This is despite the misses?
  13. So far in this thread I like Ice Embers' build best. Doing one myself that can come close to an ultimate build would require me subscribing to the monthly jet pack for a travel power without question. I have been giving that some thought but then that would be wasting a 60 month vet for some.
  14. They're definitely right on Invulns costing a fortune to fully IO but it's easy to get a really survivable Stonetank and extra run speed - well I tend to look for other stuff and have an end friendly tp self and amazing taunt factor. My builds are all on my old dead poot poot so am in the process of redoing them. It's a challenge for me cos I forget much XD.
  15. New Dawn

    DA/Electric

    I am guessing here. It doesn't have the sanity that Dark/Dark has but atleast it's an adventure when you don't know what to expect and have something to learn to mesh well with eachother.
  16. Quote:
    Originally Posted by DocDominion View Post
    Level 28: Provoke -- Annoy-Taunt/Rchg/Rng(A), Annoy-Taunt(48), Annoy-Taunt/Rchg(48)
    I do not understand some of the slotting decisions you made with the build but mostly I do not understand why you chose provoke over the real taunt.
  17. Quote:
    Originally Posted by Katten View Post
    C.)Take the presence pool taunt to supplement your taunt aura and true taunt.
    I would just slot the true taunt better rather than take presence pool taunts. It's like taking aid other on an empath in that, it doesn't have to be taken.
  18. New Dawn

    Help Improving.

    I did this just before I have to sleep for work tomorrow, so its quite quick and solely for alternative slotting. Even where the slots look the same ie LotG dam/rechg may of become LotG dam/end/rechg.

    On the force feedback there is a suppression so the +rechg may not go off as often as you like. There is not many tactical places to put it in most builds with the way I play so it's not something I would rely on unless I had a 15 sec rechg power with it in.

    Edit: again the power order I haven't changed it at all.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Smothered's Build101: Level 50 Technology Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(5), S'fstPrt-ResKB(5)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29)
    Level 2: Healing Flames -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(9)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/Rchg(23)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 10: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(17), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(19)
    Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(15)
    Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(40), P'Shift-End%(43)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), Hold-I(25), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(37)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
    Level 28: Rage -- RechRdx-I(A), AdjTgt-Rchg(33), AdjTgt-ToHit/Rchg(34)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(33), ImpArm-ResDam/Rchg(34)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Char -- Dmg-I(A), Dmg-I(43), BasGaze-Acc/Hold(43), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 44: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
    Level 49: Burn -- Dmg-I(A), Dmg-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  19. Quote:
    Originally Posted by DocDominion View Post
    1) Is this a completely stupid build? Is this like one of those classes that no matter how good your toon is, your toon sucks?
    I am going to try to imagine this one. I'd say its a rare pairing. Lets say for arguments sake that there are about 3 primaries that go well with each secondary. I'd imagine that Invuln isn't that hot with /Elec. Charged Brawl and Havoc punch (+end to self) would get used abit and just to get all the powers I'd want I might have to subscribe the small fee for the monthly jetpack for a travel power, or atleast be a 60 month vet. That's kind of what I'd speculate that I would end up doing.

    Quote:
    Originally Posted by DocDominion View Post
    3) How should I play this class, and what recommended specs would you suggest?
    Tighten fast. Defeat fast. With the lack of AoE or ST damage of other sets I'd say there was more fight duration and so fight pool could be even more useful.
  20. I had a quick play with the slotting only, I must say though that the levels that the powers are picked at wouldn't suit me. I'd be more of the primary sooner alongside some secondary and fitness pool much later. I generally like 2.5 end rec to spare after end drain.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    MODI : Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: War Mace
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(7)
    Level 1: Bash -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(9), T'Death-Acc/Dmg/EndRdx(17)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
    Level 4: Jawbreaker -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 8: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(21)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), T'Death-Acc/Dmg/EndRdx(50)
    Level 12: Fly -- Flight-I(A)
    Level 14: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(27), P'Shift-End%(27)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(31), Numna-Heal(46)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(29)
    Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46)
    Level 24: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Heal/Rchg(31)
    Level 26: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(33), RechRdx-I(50)
    Level 28: Whirling Mace -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
    Level 30: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(43)
    Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), T'Death-Acc/Dmg/EndRdx(46)
    Level 35: Shatter -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg(39)
    Level 38: Crowd Control -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Dmg(42)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/EndRdx(50)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg(48), Mocking-Rchg(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  21. New Dawn

    Disappointed

    Quote:
    Originally Posted by MageX View Post
    Seeing the crowd going all WHOAAAAA.
    Should of told you enough. Better graphics adds to the game play experience. I think Paragon Studios gets things right when they can keep the minimum requirement the same and yet still makes the game good for high end graphics.
  22. Quote:
    Originally Posted by Firewasp View Post
    Small debuff? When I got my L35 (now 50) claws/wp scrap's RttC slotted with 3 health and 3 to-hit debuffs, I ran him over to a zone with +2's and 3's and stood there in the middle of them without attacking. They rarely hit me at all (if they did, the damage was regenerated back).

    Shh! Don't spread it around, but WP is overpowered
    3.75% base tohit debuff for scrappers. 3 slots should put it near 6% debuff.
  23. I hope they remember to include europe in the Beta. There will be people with 5 year vets etc.

    On a second note it's nice to see Paragon rising to the competition.

    I'd probably have 1 blaster for each incendiary XD.
  24. Quote:
    Originally Posted by Firewasp View Post
    Yes, but I wonder if there is a delay for RTTC to start working. If I jumped into the middle of a large crowd of baddies, shouldn't RTTC be activated at maximum regen? Or is there a few second delay that causes problems with alphas?
    A few seconds delay can come from foes entering your aura as its only an 8ft radius. RttC activates every second. RttC is practically a personal Regen Aura with a small debuff. It's not defense or resistance. It's not a reliable thing against a number of attacks or one giant attack. You only have a certain amount of hitpoints.