New Dawn

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  1. I think you can gain slots out of that build Elstrat. By not getting so in dubiously needed bonuses ie toxic, melee, ranged you can can afford recharge in the Imps. I say dubiously as I see things like weave slotted and needed for only that recharge bonus. To have weave running I'd of slotted it differently, differently because I wouldn't be looking at any power on its own but combined with others for a look at what the whole of the build does. Also on an attack that has more recharge than I need I try to get rid of it, an armour thats resistance is way over the top thru slotting I try to lower it. You have 44% of armageddons damage removed by ED and your 6 slotting it for 5% resistance to toxic for example. I didn't realize that resist to toxic was so damn important.

    If your happy with it then fine but as an altaholic I would of palmed some of those enhancements to a toon that would of benefitted greater from them, maybe its something you thought about or don't need too I don't know. I've only mentioned a couple of things as I am damn tired and need my bed.
  2. Gratz, although once I got passed so many, they each just became "another", people yawn when I get 50 anyway..
  3. The only way to avoid dodgy English is to get off of the English servers.
  4. New Dawn

    Archery Blaster

    [ QUOTE ]
    I like my archery blaster. Only problem with it is the *enormous* activation time for rain of arrows. If you fire it after your team has started a fight, the mobs are dead before your attack does any damage. If you activate it before the team moves in, the mobs react long before they take any damage and you take the alpha strike - I've actually been dead before my arrows have hit the ground on some occasions. Guess that's the penalty for such a powerful AoE attack - it's nearly useless in teams

    [/ QUOTE ]

    This^^

    Made me laugh, I have said the same thing with my Trick Archer. Its been removed from the build but because it's on a defender and I personally can't always risk the seconds for it. My mate used it from behind walls without the distance and in teams as a timed opener I believe (just as tanks actually had taunt control or scrappers had shown multiple figures on an AoE or controllers actually did their lock down.
  5. That's something I never thought I'd have to mention. I do actually run foc acc (which is worse) off and on and that did actually mean putting a recharge into it to have it up when necessary and down when it's not. Most people don't like to bother with that but if your end rec and end cost are too close then you have to. With these VEATs you may have to use toggles choosingly at times depending on your build.
  6. *Starts rummaging thru the build* XD

    Edit: Crumbs!

    Apart from having breakfast I took away minor difference makers ignoring how dramatic percentage drops can look (put them back if you think otherwise) to find slots for hold which I left empty.

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Arctic Liq: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Block of Ice -- Empty(A), Empty(23), Empty(31), Empty(42), Empty(50)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal:50(5)
    Level 2: Frostbite -- GravAnch-Immob:50(A), GravAnch-Immob/Rchg:50(7), GravAnch-Acc/Immob/Rchg:50(7), GravAnch-Acc/Rchg:50(9), GravAnch-Immob/EndRdx:50(9), GravAnch-Hold%:50(11)
    Level 4: Siphon Power -- Acc-I:50(A)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(13), TmpRdns-Acc/EndRdx:50(15), TmpRdns-Rng/Slow:50(15), TmpRdns-EndRdx/Rchg/Slow:50(17)
    Level 12: Shiver -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(17), TmpRdns-Acc/EndRdx:50(19), TmpRdns-Rng/Slow:50(19), TmpRdns-EndRdx/Rchg/Slow:50(21)
    Level 14: Super Speed -- Clrty-RunSpd:50(A)
    Level 16: Health -- Heal-I:50(A)
    Level 18: Arctic Air -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(27), CoPers-Acc/Conf/Rchg:50(33), CoPers-Acc/Rchg:50(33), CoPers-Conf/EndRdx:50(33), CoPers-Conf%:50(34)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
    Level 22: Flash Freeze -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(23), FtnHyp-Acc/Sleep/Rchg:50(25), FtnHyp-Acc/Rchg:50(25), FtnHyp-Sleep/EndRdx:50(27)
    Level 24: Speed Boost -- EndMod-I:50(A)
    Level 26: Kick -- FrcFbk-Rechg%:50(A)
    Level 28: Tough -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(29), ImpSkn-EndRdx/Rchg:30(29), ImpSkn-ResDam/EndRdx/Rchg:30(31), ImpSkn-Status:30(31)
    Level 30: Glacier -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(34), UbrkCons-Acc/Hold/Rchg:50(34), UbrkCons-Acc/Rchg:50(36), UbrkCons-EndRdx/Hold:50(36)
    Level 32: Jack Frost -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(36), S'bndAl-Acc/Dmg/Rchg:50(37), S'bndAl-Acc/Rchg:50(37), S'bndAl-Dmg/EndRdx:50(37)
    Level 35: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(39), Efficacy-EndMod/Acc/Rchg:50(39), Efficacy-Acc/Rchg:50(39), Efficacy-EndMod/Acc:50(40), Efficacy-EndMod/EndRdx:50(40)
    Level 38: Fulcrum Shift -- RechRdx-I:50(A), RechRdx-I:50(40), Acc-I:50(42), Acc-I:50(42)
    Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45)
    Level 44: Fire Shield -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), ImpSkn-Status:30(46), TtmC'tng-ResDam/EndRdx:50(46)
    Level 47: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx:50(48), RedFtn-Def/EndRdx/Rchg:50(48), RedFtn-Def:50(50), Krma-ResKB:30(50)
    Level 49: Assault -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  7. New Dawn

    Team etiquette

    They could be afk, in Icon, base making and so unpopular that they never need to worry about people asking usually. Give it time, maybe, most people may think about getting fully acquainted with the new global hide options.
  8. I wasn't bothered about the slotting, because its a farmers build and even that 1 damage slot is better than empty for a power that may not even get used. If I knew the "drill" when farming I might of had a good rummage through the build..otherwise I think the two important things to know straight away in the guide are, its definitely for farming and just how to play it.
  9. Having assault from the ldrship pool on is good whilst attacking but bad between fights as it reduces your end rec considerably. For large teams its generally great by default.
  10. New Dawn

    SA/DM Tanker.

    I really can't imagine Dark Melee/Stone Armour being bad at all...Conceptually a great combo too.
  11. I got Mu Mastery on my Bots/Traps and was recently thinking I might be better off with Scorpion XD.
  12. I rate your reply as I see its expressing in game experiences more acutely.

    Banes are to us say both Scouts and Executioners and need to feel good as one yet ideally not step on stalkers toes and to be as good as the other VEATs.

    Stalkers are now buffed from being in teams but in an inverse ways "perhaps" Banes need to be buffed; because they are scouts; whilst alone; they should have more survivability. Perhaps even Surveillance should be an aoe debuff with only combat attributing selected target.

    Sounds right to me.
  13. You can stack power pool leaderships on your own leaderships as a VEAT, but may the buyer beware as the bang for buck isn't the same. You pay the price on the back of endurance bar and once out of endurance your losing out on the other benefits, logically it's normally in terms of pace.

    You can have too much of a good thing or too little min/maxxing is about having just enough of everything for either a specific task or things in general.

    VEATs are largely defensive and some types are compromised in terms of resistance more than others without the total in hitpoints being that grand anyway. Against a certain amount of offense you have a limited amount of life expectancy and to do unto them is better than they unto you so you may put offense and/or control in there to help.


    2 things:

    Guide to Defense
    Mids Hero Designer Pirate Update with SoAs
  14. New Dawn

    Crab Build

    I don't object to the idea of running all the toggles if there is a point to them. I think your tohit is way over the top for PVE, anything above 45% is over the top but when it comes to defense 45-52 is fine. In an all VEAT team the buffs you put out are overkill but in a team of certain other people they're not, sometimes it can be better to be an all rounder so as to not end up in teams with a lot of buffing wasted as everyone has way more than is needed. I don't know your intentions like I say so its not easy to pass judgment on such a unique looking build. There are slots that could do more in another power than they're doing in the ones they're in though. Looking at totals, remove say the 3rd Def in Combat Training Defensive and watch you def drop by 1% then ask yourself "is it really worth having there?". With all that tohit and acc already the 3rd acc in offensive I find questionable...in fact I find the need for offensive questionable but your intentions may beg to differ. I would read up on Arcanavilles guide to Defense and work out what your looking for if you already haven't.
  15. Okay so we need to know what makes the Bane special in its own unique way. Apart from rolling a Bane just to play one, why play one?

    Surveillance got me interested.
  16. New Dawn

    Crab Build

    It strikes me as too much in the way of accuracy and tohit, too much in the way of defense, too little in the gap between end drain and end recovery, better on large teams although what you may offer may be over kill to some of them and under kill to others with 3rd slots of the same IO being somewhat unnecessary but its hard to make a comment without understanding your intentions.
  17. After all the proof reading is done and its always better if someone or many others to do it (I ain't ever seen a guide thats gone straight into the guide section that needn't of done with it). Will you be updating it and then when thats solid slipping it into the guide section?
  18. [ QUOTE ]
    The bane is somewhat squishy, and more than often needs to be close to the enemy. A very small boost to resist, so that people don't feel compelled to take tough and weave, which is madness with all the stuff you got to drop then, would not go amiss.

    [/ QUOTE ]

    Lets consider something about what Sitriel said about tankers not always being able to competently solo Invincible...this is true, tanks do have weaknesses, and I can see some finding certain missions difficult. Then consider that for some people Firetanks "need" tough and leap pool and fitness, and for some people Invulns need Tough and Weave, for some, their stone tank is never out of granite etc... I disagree with that just like I disagree with Banes strictly being a melee character, with no control powers and that they have to be in melee and serve one expectation and therefore fight pool is also needed. What a bane is designed to be about is with the Devs and what your bane is designed to be about is with you. Ofc if you want more from your character in an area, whilst sodding all other avenues and then dipping into power pools is to be expected as is the use of insps is to be expected. Some characters are meant to be more for teams also, by design..just look at empathy. In a way I hope there is a buff as buffs are always good but I am not so quick to see a madness.

    Looking for starting titles on Paragonwiki like; Commando (name); Scout (name); Mistress (Name); Huntsman (Name); Operative (Name); Executioner (Name); Webmaster (Name) etc; I stumbled across what the in game npc Banes do:

    This one is what I think most people rather have except for web grenade which would help keep enemies kited:

    [ QUOTE ]
    Bane Spider Scout

    Taken from the ranks of the Wolf Spiders, Bane Spider Scouts are given specialized covert operations training. They are elite spies used by Lord Recluse to monitor activities both in Rogue Isles and Beyond.

    Powers

    Web Grenade (Ranged, No Damage) Foe Immobilize, -Fly, -Recharge
    You have been caught in a web. You cannot move or fly and your attack speed is reduced.

    Mace Beam Ranged, Moderate Damage (Energy/Smash), Foe Knockback
    The Nulifier Mace is capable of firing a tremendous bolt of Force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

    Mace Beam Volley Ranged, Moderate Damage (Energy/Smash), Foe Knockback
    The Nullifier Mace is capable of firing a tremendous bolt of Force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

    Poisonous Ray (Ranged), Damage over Time, Toxic, Foe -Defense
    You have been poisoned and your Defense has been reduced.

    Bash Melee, Moderate Damage, Smash, Damage over Time, Poison, Foe Disorient
    You perform a Bashing attack with your mace that deals moderate damage, and can sometimes Disorient your opponent.

    Pulverize Melee, High Damage, Smash, Damage over Time, Poison, Foe Disorient
    You attempt to Pulverize your opponent. This attack is slower than Bash but causes more damage. It also has a chance of Disorienting your opponent for a brief time.

    Clobber Melee, Minor Damage, Smash, Damage over Time, Poison, Foe Disorient
    You Clobber your foe's head in order to disorient him. This attack does little damage on its own, but can leave most opponents disoriented for a very long time.

    Shatter Melee, Extreme Damage, Smash, Damage over Time, Poison, Foe Knockback
    You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage and can knock foes back a great ways. The power of this attack can actually extend a short distance through multiple foes.

    Hide Self, Toggle, +Stealth, +Defense
    Hide makes you almost impossible to detect. When properly hidden, a stalker can pull off Critical hits with his attacks, and even land a massive "Assasin's Strike" with an assassins power.. When you attack or are damaged while using this power, you'll be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most Stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater Stealth capability. Very low Endurance cost.

    Placate Placate
    Allows you to trick a foe into no longer attacking you. A successful Placate will also hide you. This hide is very brief, and offers no defense bonus, but it will allow you to deliver a critical hit or an Assassin's Strike. However, if you attack a placated foe, he will be able to attack you back.

    ??? +Perception
    Bane Spider Scouts can see through Stealth and Invisibility.

    [/ QUOTE ]

    And this one can hold and kite when necessary:

    [ QUOTE ]
    Bane Spider Executioner

    Only the most trusted Arachnos agents are allowed to lead the Bane Spiders. An agent must be ruthless and efficient to become one of Lord Recluse's personal guardsmen. It is a great honor to be promoted to the position of a Bane Spider Executioner.

    Powers

    Wide Area Web Grenade (Ranged, No damage) Foe: Immobilize, -Fly, -Recharge
    You have been caught in a web. You cannot move or fly and your attack speed is reduced.

    Cocoon Ranged, No damage, Foe Hold
    Envelopes the target in a cocoon of webs. They are held helpless and unable to act.

    Mace Beam Volley Ranged, Cone, Moderate Damage (Energy/Smash), Foe Knockback
    The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

    Mace Beam Blast Ranged, Area of Effect, High Damage (Energy/Smash), Foe Knockback
    The Nullifier Mace is capable of firing a tremendous bolt of force from the end of it. Arachnos Troopers call this the Power Blast. The Arbiters who invented it scoff at this simple term.

    Poisonous Ray Burst Ranged, Damage over Time (Poison), Foe -Defense
    You have been poisoned and your defense has been reduced.

    Bash Disorient, Damage over Time (Poison)
    You have been disoriented and poisoned.

    Pulverize Disorient, Damage over Time (Poison)
    You have been disoriented and poisoned.

    Clobber Disorient, Damage over Time (Poison)
    You have been disoriented and poisoned.

    Whirling Mace Disorient, Damage over Time (Poison)
    You have been disoriented and poisoned.

    Crowd Control Damage over Time (Poison)
    You have been poisoned.

    [/ QUOTE ]

    Plenty of ranged attacks and secondary effects to give them survivability I thought and a discrepancy with what people imagine Banes to have...ie no control and just damage but still buffs maybe in order because its a AT versus the whole of the game now.
  19. For a solo build I got between 45% - 48% positional defense all over my character through Touch of Deaths, Serendipity, Neuronic Shutdown, Undermined Defenses, Scirrocos Dervish and Ruin mainly (fight pool still on the build). Running around eluded has been way more important to me than adding hitpoints and getting regen although I somehow managed more on both. I'd rather not have secondary effects taking away all that I add to my build. With the current level of acc and bein solo on can change offensive for stimulant and perhaps reinforcement for aid self to top things off and say "there is my extra hp and regen"...one thing I am simply not sure about is Reinforcement on a Solo Build, as its not up all the time, they can be destroyed and perhaps looking at it all its better to have something that can be there all the time. In teams however I would want it. Reinforcements is a training and gadgets power and not necessarily a Bane and as a Bane I'd have all the Bane powers. Any "oh noes I dies alot" could come more from the fact I left out cocoon as cocoon is damage mitigation or -dps. As it is also in the Bane pool its a proper Bane power.
  20. I am not going to disagree with that they may need balancing with the other SoAs (and bold incase people keep missing the point that I don't ) but I will say that those playing them and complaining (yet having so much "fun") have needed to make a better idea of their builds to suit their purposes whilst the Devs look into it further and like I said I'd rather live datamining.

    Woe be to anyone if I have a lvl 50 Bane that rocks just as well as the others...


  21. I'm gonna have to wait for the "complete beginners" build then.
  22. Some people will not have maneuvers due to their normal team set up, defense maybe already taken care of and any more is overkill. This is fair. Most people have builds to suit what they like to do most and somethings that may be asked of in a pug mayn't be needed in their main team. However maneuvers is one of those that allows more freedom within teams that can mess up or want to take chances and if you die a lot, especially solo, without it you can't really complain to others cos they'd just point out the obvious mistake.
  23. /Signed.

    I only needed to see the title.