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I had to figure this out too. You use IMG tags. For example:
[IMG]http://mysite.mycharacter.jpg[/.IMG]
But without the . after the / in the second IMG tag. -
I feel the same about this as I would about having to ask the Force Fielder to use her shields or the Empath to use Fortitude. Basically, you rolled it, you roll with it. I've never been one to beg for buffs but generally if I have to ask it means I'd probably have prefered a different Kin.
On the other hand I know that Speed Boost is kind of a pain to keep sustained. It's mainly when we go through the whole mission, kill the epic bosses, and beat the AV without a Speed Boost in sight that I tend to take note and think "wait that guy was a Kin, right...?" -
Thanks guys. I think this would be a lot easier if I had some experience with I was comparing this character to. I have never had a level 50 damage dealing character. It's all been Mind, Ice, or Earth Trollers, or a Force Field Defender. [EDIT: I lied. I also have a 50 Pistols/Dark Corruptor who I should be able to remember. Because his name is "Oedipus Tex."]
As you can imagine those all play much differently from a Scrapper. I have no idea what I'm aiming for or what is considered standard for endurance usage, accuracy, and the like, or what an expectation for "reasonable" performance should be.
That said, I'm scared to take the BotZ out of Combat Jumping because that leaves me with no knockback protection. I remember before I had that slotted and the character was practically unplayable.
I'm not really certain what I should be trying to get out of Build Up. Extra accuracy? I can't really say I've had much trouble hitting things, due to all the -Defense I'm putting out, and the power has been slotted with 2 Recharge SOs since I got it last year (it took a LONG time for me to get around to leveling this character up). I guess if that's standard I could try it.
One thing I never really worried about on a Controller is endurance. It also hasn't been a huge problem with this character so far.. but I also didn't have the Fighting pool until this respec. What I don't really understand though is why take Weave and the extra endurance cost it brings if I'm not going to aim to maximize its benefits. If I proposed building a Controller or Defender that stopped at 40% or 35% defense they'd rip me apart and say that if you're not going to cap it, don't build for it at all. -
Thank you all for the suggestions. I stopped chasing Ranged defense, refocused on Lethal and Melee so that one Parry could cap me. I like the results much much better now. I was also able to find room for +60% Recharge. How is this looking?
Obviously some of the set pieces are expensive (e.g. Luck of the Gambler) but I'm actually pretty resourceful when it comes to gathering merits, since my main activity in the game is running Task Forces every time someone hosts one. I tend to earn about 100-150 merits a week or so doing that, which should help cover some of the exorbitant expenses. I know my main character has about 350 merits saved atm, and Joan herself has 100 or so. I also happen to know some of my characters have lvl 50 Obliterations in their inventory atm. Not enough to fill out the character immediately, but it's not a bad goal.
The character will still have pretty poor defense versus AoEs and versus non-lethal ranged attacks. She should be able to absorb Fire attacks easily, Lethal and Smashing ok. As long as she doesn't get jumped by an army of Ice blasters she should do a lot better than before, I think.
Ninja Run + Hurdle is my travel power, by the way.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Joan of Arkansas 6_7_10: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), HO:Lyso(25)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-%Dam(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36)
Level 6: Build Up -- HO:Membr(A), RechRdx-I(7)
Level 8: Parry -- LkGmblr-Rchg+(A), HO:Nucle(13), HO:Lyso(17)
Level 10: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-%Dam(29), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 16: Plasma Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(19), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx(43)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
Level 22: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40)
Level 24: Boxing -- Acc-I(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(46), Ksmt-ToHit+(50)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(31), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Set Bonus Totals:- 15% DamageBuff(Smashing)
- 15% DamageBuff(Lethal)
- 15% DamageBuff(Fire)
- 15% DamageBuff(Cold)
- 15% DamageBuff(Energy)
- 15% DamageBuff(Negative)
- 15% DamageBuff(Toxic)
- 15% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 16.4% Defense(Energy)
- 16.4% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 16.8% Defense(Ranged)
- 3% Defense(AoE)
- 4% Enhancement(Heal)
- 61.3% Enhancement(RechargeTime)
- 52% Enhancement(Accuracy)
- 9% FlySpeed
- 55.2 HP (4.12%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 8.8%
- MezResist(Terrorized) 2.2%
- 8% (0.13 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 9% RunSpeed
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The details emerged in this thread, now buried on the Scrapper boards:
http://boards.cityofheroes.com/showthread.php?t=219592
You have to read a lot to drill to the point. Here's the 30 second version (starting on page 6 of the thread).
[...lots of stuff...]
Castle: This thread makes my head ache. I *really* don't want to look at Shields, do I?
Arcanaville: At the present time, I wouldn't recommend it. Just AAO alone opens a can of worms best left till after GR at least. And we all know what happened with SC.
[...lots of stuff...]
Bill Z Bubba: Seeing FM/SD and DM/SD break the 300DPS mark while my claws/sr hit the wall at 200 was, quite frankly, kinda sad.
Castle: This is the point my temple began to ache. There shouldn't be a 50% disparity in max performance here. I'm not too concerned about the protection levels shields can generate; it'll be needed. The DDB Resist is higher than designed, but, again, not really the major concern here. AAO, actually looks fine. The maximum boost it can generate isn't that large.
Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
Arcanaville: Huh? That doesn't sound right, but I don't have access to my numbers at the moment. I could have sworn Shield Charge for scrappers was *way* higher than that. I think it should be (normalized to Scrappers since it does pet damage) about 3.2 scale (i.e. 200 points of base damage at level 50). Its an AoE with a DS/sec (DPA) rating higher than nearly all single target attacks. That's what makes it always good to insert into an attack chain, even if you are only attacking a single target, if you can activate it fast enough and if you have the endurance to power it.
At SC's scrapper numbers, my Blaster would gladly trade Nova for Shield Charge. It does slightly less damage (on average) in a slightly smaller radius, but doesn't crash and recharges a gazillion times quicker.
[..bunch of stuff..]
Arcannaville: my memory serves correctly, Shield Charge (Scrapper) does 3.6 Scale damage. But its a pet that does the damage, and the pet melee damage scaler is 55.6102 (same as Blasters) at level 50. So it should be 200.197 damage at level 50 for Scrappers, if my memory and calculations are correct.
Because Scrappers have a 1.125 damage modifier, and therefore do about 62.56 damage at level 50 for a scale 1 attack, this means Shield Charge (for scrappers) does the same damage as a 3.2 scale attack would do for Scrappers, if the damage was actually dealt by the Scrapper (and not a pseudo pet).
That's what I meant by "normalized to scrappers."
As weird as this sounds, saying a power does "200 points of damage" is something that actually has to get processed by the powers team: even for us players there's all sorts of caveats to such a statement we mentally shuffle through before we put that number into context: what level are we talking about, is that enhanced, etc.
Castle: Good catch. I was looking at the original power, as I designed it, rather than the reworked version that was done later. For scrappers, it is scale 3.6 on the Minion_Pet table, which is a far cry from the scale 1.4 on the Minion_Pet table I originally designed for it. I vaguely remember someone (Synapse? Sunstorm? I'd have to dig into check in notes to see) asking me if they could update it to include AT Mods in the damage scales and saying yes.
Hmm...yeah, ok. I can very easily see what happened here.
Shield Charge when released was set for a scale 1.7 damage to all targets within 20' of impact, with 0.7 scale bonus within 3' of impact. When the change to allow AT scaling was made, the bonus damage was rolled into the overall damage, for a scale of 2.4 to all targets in a 20' radius. At the same time, instead of have Brutes getting a mod of 0.75 applied, they were treated as the base.
So, instead of:
Brutes 3' scale 1.8, 20' scale 1.275
Tankers 3' scale 2.04, 20' 1.445
Scrappers 3' scale 2.7, 20' scale 1.9125
We get:
Brute 20' scale 2.4
Tanker 20' scale 2.712
Scrapper 20' scale 3.6
That REALLY sucks.
There's a lot more but that's the essence of it. Shield Charge for Scrappers currently does slightly less damage than the Blaster nuke Nova, and all of the versions of Shield Charge incorrectly apply too much damage across a much wider area than they are supposed to. The Brute version, for example, deals more than twice as much damage in the 20' range than it should. It should hit close to a Tier 1 single target attack, but hits between a Tier 2 and 3. This is why everyone is predicting a nerf in our near futures.
The fate of AAO is also undecided, BTW. As was pointed out in the thread, it grants much much more +Damage than any comparable power available to melee ATs. -
The WORST though are any enemies that happen to have Steamy Mists. I have only ever run into that in the AE, so its rare. But that power gives -8.65% AoE Confusion, 40ft range (i.e. 15 feet bigger than Disperion Bubble). Put two of those guys in a stack and the mob might as well be immune to Confusion.
Force Field and really anything that grants positional or lethal defense should also possibly be mentioned as an annoyance. It doesn't reduce the Confusion mag but it does make it harder to hit. Mainly a problem when you're up against +3s or +4s. The other Confusion powers (in Mind and Illusion) ignore positional defense so they bypass Force Field completely, and Ice's Arctic Air power is auto-hit (with a random 30% chance to Confuse that is completely unrelated to To Hit rolls, level, or defense). -
So I have recently discovered how to rotate the camera without a mouse. This has resulted in me terrorizing the Virtue message board with pics of my characters.
It's been a long time since we've done this, so I'm wondering what everyone looks like these days. Share pics of your Controllers for all of us to see.
I'll go first.
My main character these days is a Mind/Cold Controller named "The Cold Reader."
And here is my Ice/Rad.
Not pictured: Earth/Storm, Ice/Thermal, and a few assorted others. Just haven't had time to take pics of them.
So, your turn. Show me what you've got. -
Wow there are some really great characters posted here. That High Jinks character looks great.
I hope y'all aren't tired of me posting yet (or the poorly Photoshopped info boxes that I've been doing, too lazy to finish masking the ring around the boxes).
This is my Ice/Rad troller.
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Quote:I don't have any advice with respect to Thermal but I will give you advice with respect to how you should conduct yourself.
Interesting you clump min/maxers and fotm with so called "munchkin copycats." What I find incredibly ironic about players like you and Fire_Minded is you claim to set yourselves apart from everyone else by prioritizing concept over performance. One of the primary factors in determining which combos you play is your desire to try something different from the norm.
You're determined to not be another fotm lemming. Therefore your approach to gaming is unique and based on what is right and fun for you.
One problem though: your whole reason for gaming and the thing that gets you to the place you want to be is a result of the mindset you are against. You base your gaming experience on the gaming experiences of the community at large.
If you're interested in Thermal, say that. When you start throwing jabs at so called fotms, min/max'rs, munchinks, lemmings, etc...you're given yourself away for what you really are.
Uh...
It's not really my business but it seems to me you went a little extreme in your reply here. We do clash on the Controller boards sometimes but IMO you're making this inappropriately personal. I think people should be able to ask questions without us drawing their blood. I've got a fiery personality too, so I'm in no real position to lecture. I'd just like us all to consider keeping the tone friendlier so we don't intimidate people from asking questions or posting builds. Many thanks.
To actually answer the question though, Thermal is a decent enough set if you like to team. It's not as suited to solo play as some sets. I'd put it in the same general tier as Empathy. And you are right that it isn't a favorite of min/maxers, farmers and the like, despite being an overall capable set. -
Quote:Hey Oedipus Tex. Firat of all, I wanted to say thanks. I have been following a couple of your suggestions on a Mind/FF Controller I just made (my first troller) and I'm loving it. Really solid thoughts from you on the set has been a great boost.
For your scrapper, I think Cyber_naut nailed it. ANY scrapper can do the scrapper job, etc, but to have the ones that really stand out, you simply MUST take advantage of the set bonuses and such, and that means spending some money. I have spent (and farmed, and traded, and marketed) a ton on my main toon, but its oh so rewarding. I have to say all the work and influence feels totally justified every single time I am the last guy standing.
It seems like you really like your toon and you have a great concept/backstory, etc. I would suggest that you just jump in and start making the improvements. I know your area of expertise is in the non-farming area so I'll toss this out there: you may be thinking of it as a million mile journey, but using your scrapper, it will go quicker (maybe just a 500,000 mile journey..hehe).
The things I would add to what others have said (or underscore):
1:Use Parry to your advantange and work on getting to the softcap on one of your positional defenses. I'm not an expert on Fire or BS, so I'll leave the specifics to the great guys around here that know their stuff.
2: My motto for you: :If you can't prevent it; patch it". If it just doesn't look like you're gonna be able to hit some of those desired defense levels due to whatever reason (and you can't prevent the damage), then work on recharge (and patch it). That should be an easy enough route and, in the end, increased survivability is going to make your journey a lot more fun.
I hear you. Thanks for the compliments. To put this in Controller terms though, I just want to make sure that before I make the investment that I'm not working with the Scrapper equivalent of a Gravity Controller. -
Quote:So, because one single secondary results in too much AE damage you want to remove the ability of ALL controllers to do decent AE damage.
Thats basically what you are saying, even if you don't realize it. Without the ability to get AE containment controllers are going to suck at doing AE damage - something they are not very good at even WITH containment in thier AE immobilizes prior to 41+ when they get ancilliary pools and decent AE attacks. Even with good AE damage in the ancilliary pools most controllers still only do OK AE damage - they will certainly never match the ability of a blaster with multiple AE attacks, aim, build up and a higher damage mod.
The exception to this is kin controllers and I think removing almost all AE containment just because one secondary is somewhat overpowered is serious overkill.
No. Don't feel like having an argument about what "I am basically saying." Controller epics with Containment do outstanding damage. -
Quote:This.
And in terms of the OP's feelings on a 'money sink', keep in mind that a lot of the scrappers you feel you are being outperformed by probably sank a lot of cash into their combo too. Many of the people you see posting in here are running around with multi-billion infl builds. Bottom line is, if you want top end performance, you have to sink some money into what you're doing. If you're not willing to do that, then understand you will get outperformed by those who do, and even moreso when you note the fact that you yourself have said your scrapper experience is limited.
In terms of this combo, focus on it's strengths. Add some melee/lethal def to stack with parry so you're softcapped with one parry, or close. That will add bigtime survivability. Get as much recharge in as possible so healing flames is up as much as it can be. Then I'd focus on building up some ranged or energy defense. I like the idea of going into the fire epic for some added aoe with fireball, and it fits your build/concept.
Great bio btw, lol.
Thanks for the encouragement. I'm still not sure I'm going to spend the money. I technically have a little more than half a billion to work with, but I'm not sure how much I really want to invest in tricking out this character. I have about 40 characters total but only one I've ever IO'd (a Mind/Cold troller). I don't have any farming characters so money and IOs are always tight.
I guess for now I'm keeping my fingers crossed that Castle buffs Fire Aura. Even if it doesn't become more survivable, a version of Burn that doesn't completely suck would be great, and fit the character well. I actually have Ring of Fire + Burn in my current build simply because the idea of Joan lighting someone on fire is so silly. -
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I have no real plans to play this, but I was looking at slotting for a Plant/FF Controller and found that it would be pretty easy to soft cap to Ranged, Smash, and Lethal while retaining decent Recharge (+66% in this case). This isn't a perfect build, but it may give someone an idea as a starter.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Roots -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(11), TotHntr-Dam%(11)
Level 4: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 8: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 10: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(23), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(27), CoPers-Conf%(29)
Level 12: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Dispersion Bubble -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), Ksmt-ToHit+(37)
Level 24: Maneuvers -- HO:Enzym(A), RedFtn-Def/EndRdx(25)
Level 26: Carrion Creepers -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 30: Boxing -- Acc-I(A)
Level 32: Fly Trap -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(34), SvgnRt-Acc/EndRdx(34), SvgnRt-Acc/Dmg/EndRdx(36), SvgnRt-Acc(43), SvgnRt-PetResDam(43)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(36), RctvArm-EndRdx(43)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42), Posi-Dmg/Rchg(46)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Endo(46), C'ngImp-Acc/Dmg/Rchg(46)
Level 47: Earth's Embrace -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), Numna-Regen/Rcvry+(50), Numna-Heal(50)
Level 49: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
------------
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)
- 8.31% Defense(Smashing)
- 8.31% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 19.6% Defense(Energy)
- 19.6% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 26.8% Defense(Ranged)
- 8.63% Defense(AoE)
- 2.5% Enhancement(Held)
- 41% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 6% Enhancement(Heal)
- 66.3% Enhancement(RechargeTime)
- 13% FlySpeed
- 57.2 HP (5.63%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.75%
- MezResist(Held) 8.25%
- MezResist(Immobilize) 3.85%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.75%
- 15.5% (0.26 End/sec) Recovery
- 62% (2.63 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.7% Resistance(Fire)
- 14.7% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 13% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;702;1404;HEX;| |78DA9D93DB4E53511086D76E77292D2D6D399F0AB5E554900A379E0D5184440349A| |1C81550B765034D9A96B435D13B1FC02B6FBC30787A034504E29BA88FA0C6132A26| |A6CECCBF0A78EB4EFA7FEDEACC3FB366ED3573E7AA4FA97BE3CA084EE4AC52293D5| |1C8978B855CCE2EBA66ACB56C46B9955291A3D56A402299B3F2E5EAAFCE6301576E| |AFAE26A60AC58C9D9ECADAB995D0B5FCBA5DB4F3E544F58B37592083D4866DAFF8E| |4EB54B69CB74BA580FC98B6AD15BB585ACF6EF8F59F6BEBE56C7EAD6172239B49A4| |CA85BC9D9EB14A65BB78B78D7A8BD3E7A5A1F45371A94DC298723C069E09CC27C07| |341CD53C1C5A32CA59A0D5EDA2235B491F10AC1DB82DAD7C08EC0BB0B3C92AC17A4| |4E9DE544791FCAFB50B71E05EBD14C105D4469B22E64395CC3B2D4F00F2E91AD1B0| |1861BFDB53409B6493DBAA067D121A64B82966541471AB829E8B204E39455A7FDEA| |E0D705BF1A2AE3373009FFA01477D352400F27709DFE1B503BA4215D35B42F96DD3| |F809FC02F41E400F82DA825A346783B1A1FCA52D3032022952E1B983E0598CD68AB| |CD2BE84577BD41E00F85845588FC5A116EB49E2198CE6AFC2E693B1A34DB717A119| |CDE099C5E3F4E6F00A71723A74E7D009D6FA5A58177C07B81E1E6829841B84372F6| |A8448F9E41CF67787F01BEC2F49B60E83BB02F709251143D3BA3DC7C58C5A232D35| |8B76028263029AE4FCFAA0F9BEFC744FA31830FF49A0DEA1D0E6E89771C1B8D636B| |716C6D04DB3EA0BB3DACBB1D4E12A2EAE42C3007A40423A731C7918CA47DA22A09B| |4E14ACC4AE15373400A98178C2D0037041F296B541FCC28DA1DC31EBACC6317AD42| |8F9AE615FDC2298F0C3B691E5E3D654850F828ADE2091E5EB1FF7DF67C553BCF9C9| |7749E25C9B2C0B2C8B2C4B2CC62B1DC62C9B054DE1C6607CE725FE758CEB35C6069| |A6FED47D8E74F315AB63F1B1F859EA59022C419646960E964D96CA5F492AFFD3| |-------------------------------------------------------------------|
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The build overall isn't that bad, but could use some work. Some of the slotting isn't ideal, especially in powers like Health and Stamina.
For powergaming purposes, I created an Ice/Force Field/Earth troller, posted below. It may or may not fit your concept, but I managed to get it soft-capped to Ranged, 44.4% Smash/Melee, and 32.4% AoE Defense, with capped HP and a heal from Earth's Embrace. To do it, however, I had to slot Replusion Bomb for Stun, which makes it pretty much just a useless mule. You can change to this damage, but you will lose some melee Defense. A better builder may be able to find a way around that.
BTW AoE damage from this build is pitiful. I'm not sure I'm totally behind all of the choices I made. I think this would make a crazy strong tank if it can avoid Defense debuffs and sleep powers, though.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Frosty Bubbles: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Force Field
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(25)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(45)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 8: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(15), C'phny-EndRdx/Conf(15), Mlais-EndRdx/Conf(17), Mlais-Dam%(17), C'phny-Dam%(19)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13), Range-I(43)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(21), Zephyr-Travel(21)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Dispersion Bubble -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25), LkGmblr-Def/EndRdx(27), RedFtn-Def/EndRdx(27), GftotA-Def/EndRdx(40)
Level 22: Stamina -- EndMod-I(A), P'Shift-End%(23), P'Shift-EndMod(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
Level 30: Shiver -- ImpSwft-Acc/Slow(A), P'ngTtl-Acc/Slow(37), TmpRdns-Acc/Slow(37)
Level 32: Jack Frost -- 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: Repulsion Bomb -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(37), RzDz-Acc/EndRdx(39), RzDz-Immob%(39), RzDz-Acc/Stun/Rchg(39)
Level 38: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 41: Hurl Boulder -- 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: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Dmg/Rchg(46), HO:Endo(46), G'Wdw-Acc/Hold/Rchg(46)
Level 47: Earth's Embrace -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 49: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run
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Quote:I sure won't be posting an analysis. It makes the one I did for Shield vs Fire look an ant hill next to Everest the differences are so large.
The issue with kinetics is that it is more or less fine. It provides a lot of benefit, but provides very low protection (relative to the other sets and given it requires near constant melee range to perform well). It ends up being a solid, but not overshadowing set for defs and corrs.
However, imo the problem it presents for controllers isn't necessarily their damage output as that is more a function of them having vastly superior epic sets (even my ill/cold/stone kills things at an alarming rate, so it isn't just x/kin/x's). It is a problem because x/kin controllers can still maximize their controls and do high damage. Other controllers wanting to maximize damage have to make the choice to focus on that at the cost of control (go the way of a fortunata if you will, damage with good control), but kin controllers don't they have high control and high damage.
That is significant. You could say that corr/defs can skimp on damage enhancing too, but they gain almost no benefit from it like controllers do. Case in point, my plant/kin/stone is fully slotted for control in every power and yet is at damage cap most of the time. By allowing me to slot for control I make it even easier on myself to use kinetics powers.
I certainly don't have an easy solution for kin trollers because there is not really anything wrong with kinetics on any of the AT's, or anything wrong with control sets. It is just a synergy between high mitigation eliminating the risks that kinetics is supposed to be exposed to.
I'm kind of derailing the thread (not that that's a bad thing in this case), but I disagree that Kinetics is ok. The problem with Controllers is highlighted mainly because they are able to do it by themselves. But put any Kinetics character on a reasonable team (that's the "defense" part) and you've got eight people firing the equivalent of a nuke (or a Shield Charge :P) every spawn. Fulcrum Shift is, frankly, ridiculous. I get that Kinetics doesn't have a lot else, but that's the same song Psychic Assault was singing all the way up to Issue 16.
On Controllers as a whole though, though I love the AT more than any other, I think putting containment in Immob, Stun, and Sleep was a huge mistake. We should get containment from Holds only. As painful as that is, the amount of damage Controllers do once they get their epics compared to ATs that get blasts in a "legit" way is rather unfair. It kind of sucks for Defenders to get stuck with a "blast" powerset that actually does less damage than a "control" set with vastly superior survival capabilities. -
Quote:
LOL, she's got all Walmart IO's...
Ok I just fell off the bed laughing. I hadn't thought of like that.
I had considered rerolling her as a Sword/Shield and using the Fiery Body aura, but I think I will wait to see what Castle does with the set. Plus, don't want to wait until Christmas to replace her halo.
Thanks for the encouragement guys. It helps a lot.
P.S. Before someone asks why Joan doesn't have the classic "pageboy" haircut, it's because that hairstyle doesn't do as good a job of showing her blonde hair with black roots. -
Thanks very much for the feedback guys.
I tried playing with some builds, and mainly just created a train wreck. I really have no idea what I'm doing with a Scrapper (or even a damage dealer, since I've always played support Controllers).
I looked at the suggested build (my eternal thanks for posting) and decided I'm really not comfortable without Rise of the Phoenix.
I don't know. It could just be my lack of experience with Scrappers but the more I look at potential builds and their associated costs the more it seems to me that this character is a money sink with far lower payoffs than a lot of other Scrappers might be. Do you think that is a correct assessment or am I being unfair?
My stumbling attempts at a Ranged defense build with some additional +Recharge are below (and still significantly below the cap).
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Joan of Arkansas 6_7_10: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(37)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(15)
Level 2: Slice -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Rchg(3), HO:Nucle(15), M'Strk-Dmg/EndRdx/Rchg(37)
Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(7), Numna-Regen/Rcvry+(36), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(43)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(9)
Level 8: Parry -- LkGmblr-Rchg+(A), HO:Nucle(13), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(17), P'ngS'Fest-Dmg/Rchg(19), Ksmt-ToHit+(46)
Level 10: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(11), Erad-%Dam(11), M'Strk-Acc/Dmg(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Plasma Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(19), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx(39)
Level 18: Whirling Sword -- M'Strk-Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Rchg(40), HO:Nucle(43)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
Level 22: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(40)
Level 24: Boxing -- Acc-I(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(31), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 32: Head Splitter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(34), HO:Nucle(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), Ragnrk-Knock%(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1428;736;1472;HEX;| |78DA9D935B4F134114C767BB5B4AE9954B2914285B6EE52295AA01411303A251421| |304E449DD0C655A2ACDB6D92DF1F2E407F0165F7CC20B8A9FC06BFC1A6AFC0A1AF5| |1B987AE69CA189F1CD06FEBFEE997366CEF97736777331C8D89D334C0B9F2D73D7B| |5D6F20EAF5685E3CDF162291F5FAA70DBAC14CC796787DB2E77CD696BC6CA4EF918| |6389C3542B27CA4264169C0ADFB2D66E549CAD9EC6D2A22808DB1599F325E1DCB2E| |6771DDE7AD1DE168EB06B99C32FC1954AA50C19355BB8EE5F0F21F550DCAE95EC22| |2D2D0B5E8587B673D5523EB350E6B78595E36E0DB6EF82A6C6E0DF92DDE1A7EE650| |54096751609DB88AE12E13A626807714C566958A5B3247C49336300D19C42840711| |DCA7D258DDD07E7A18EB639E1F84EF88F06958337436B48BFB9E807C9DF6F5EA973| |4193256114D6B88C10DC4F83AE1326213AABC748AC7FBD283E90788E657883C24F8| |B091BAD717C39AA03A387A81C93EA217116D4B802E36F91B9F8E43999FF6D5FDD47| |DCB37C22F44B08A5D37415E80BA6681510CF9201452A1D0127A310DA188F22C12D7| |F038F26C88CC1A212305E4B52ACF5AC996413A3C4DD6A5C9BA71354133E4B7D3BE9| |E7613F33B1EE3D81D8F10339010A3E9F5D8430C8D3C20DC47A4EF2134C88BD3C12C| |9EC08D0A10EA56B7A39B6E47826E47826E472FDD8E24DD8E24DD8E4EA8EAA12AAD8| |7ECEEED40E8B0D2A73CE8A3719334BC495698747D8A90D7AF3CE8A7E14D1A3E45C3| |A7D4F029326816F207D4890313E419610E5686D550C314DA0F3136AA7ED6D1CFB8D| |DD827C217C257C40BC89B50C34FEC61E9912784A7846788C9E7847DC40154655455| |E60D868EBE26BC25BC4364DF1366D07B03DA9C2263B429B22C1B25E78CC60B0A7FF| |061CBFF44568CC66BC6348CF41B8D17B4EE8FC24B45ABFFFBF9103C3CD2BFDA02BA| |2E6545CA86942B52AE4AB926854BD994929752FFD8A88E9C947DCD4A9993724A4A0| |CFA637765A62F00129012941292129612911295D22E2521654F4AFD0F1297FF91| |-------------------------------------------------------------------|
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In the past I'd suggested that when calculating defense and resistance against an attack, Tankers be treated as if they are one level higher than their actual level. That may be too extreme; a tradeoff would be that they are considered 1/2 level higher than their current level (i.e. basically get 50% of the difference between the current level's defense/resists and the next level's). This would include the base values but also the caps.
Another way to do it is for each Tanker on the team to increase the effective defense of the entire team as if they are 1/8th of a level higher than their actual level, with the above results. This would partially help solve the problem that more than 1 or 2 Tankers are generally undesireable.
If there is anything I really do not want to see it's another damage buff as the solution. IMO the buff Defenders got to damage basically just made the Defenders who were already soloing easily even better and left the rest of them barely better off than before, especially the ones that team who still got the same tired, broken endurance discount. The buff I wanted for Defenders was a reduction in base recharge times and/or bigger AoE buff/debuff sizes and ranges to make Defenders competitive with Controllers as team mitigators, but that's something I've already repeated endlessly. -
If your intent was to attract the attention of a Dev to these issues, IMO your attempts are likely to backfire.
Some of these things are issues, sure, but keep mind at least two of them (problems related to Fire Aura and Energy Melee) stem from previous Developers making drastic changes on the fly. Also, Fire Aura's current backseat to Shield Defense is related to another change that resulted in a regretable damage miscalculation that has given us an armor powerset that outnukes... well, everybody.
I think that if you are trying to categorize this game's developers as unresponsive that you are simply mistaken. I have never seen or played an MMO with a development staff as responsive as this one. They may not always do what I want, but they've always been good at understanding it. I appreciate your frustration, but I simply think some of it is misdirected.
I also have to say that if the problems you've highlighted are the worst in the game, that this is one of the best balanced games I've ever played. IMO there are some powersets that are better than others, but few of them outperform to egregious levels. The exception set is Shield Defense, which is simply hanging out in the gallows until it meets its nerf (and lets hope the nerf is more reasonable than what Fire Armor or Energy Melee got that landed them in the "buff me" pile in the first place).
Since we're talking about broken mechanics though--and this is not likely to make me a more popular person--I might as well throw out there some of my broken issues. Namely, the madness of having a power that maxes out +Damage on a base 60 second Recharge (Fulcrum Shift) or deciding to give the supposedly lowest-damage AT more AoE damage than sets that actually have the word "Blast" or "Melee" as their purpose. Yes, I'm talking about Controllers. My favorite AT, but how long before someone does a damage multiplier analysis on Containment and/or Fulcrum Shift that netted us the scheduled downtweak to Shield Charge? -
Greetings Scrappers.
So I have exactly one Scrapper who has ever made it past level 40. She is a Broadsword / Fire Armor. Her picture (recently thrown together for a "post your character" thread on Virtue) is posted below.
I have always liked the concept of this character while being aware that her powersets are not ideally paired. She dies quite often and despite having a secondary devoted to damage is outdamaged and outlived by Shield Scrappers--at least until we see where that nerf goes. I have stuck with Fire Armor because I like the theme of the heal and the rezz-nuke is hilarious, especially when you're as sucky at playing Scrappers as me and get to work into your regular attack chain.
It has crossed my mind to try IOing her, which to a lot of people would be like throwing away money. I like the concept enough to try it. The only problem is, I am completely clueless on how to begin slotting a Scrapper, let alone one as... undesireable(?) as this. What should I be building for? Damage? Ranged defense, since I get a lot Melee Defense from Parry? Recharge to get the heal and rezz back up faster, as depressing as that is?There are many posts on Broadsword and Fire Armor individually, but the pairing is not addressed anywhere I could find. Any advice will help.
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Ok, I just couldn't stop. Here's another. This is my low level Plant/Earth Dominator, Lawn of the Dead.
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Quote:You can already do this to some extent by firing the AoE immob and walking backwards. Controllers have pets that can be supported while you sit out of range. Since I also didn't say how much or how long the debuff should last, any conclusions about it being "god like" are pulled out of the air. I don't think a 3 second -30% -Range debuff is that big a deal. Helpful? Maybe. Certainly better than the power is right now.You're only thinking of defenders here. -Range in Flash arrow would make a /TA controller pretty much invincible, since almost all of them have access to an AoE immobilize. Immobilize the mob, then Flash Arrow and pick off the enemies that can't shoot back at your leisure.
In any case the larger point is less about the specific buffs to the set and more about the fact that it is an underperformer. Any change to Trick Arrow to make it's numbers stack up better would be an improvement. And since TA is supposedly the signature all-debuff set, it really ought to get some unique abilities in there. Flash Arrow and Entangingly Arrow are terrible powers. Every time someone says Flash Arrow is good against AVs I just look at Radiation and Cold Domination and the word, indeed, that comes to mind is "godlike."
[Editted after the fact after acccidentally hitting Post early.] -
Between the three of you and with the assistance of your Ice/Rad you should be able to significantly dent AV attack speed. If your Ice/Rad spams his/her -Recharge powers, including AA (when its safe) and the pet, and the other two members fire Lingering Radiation when it's up, you will slow the rate of attack to about 1/4th normal. That should slow them down enough for the three of you to keep Stoney healed, for the most part. It's not as good as a hold but it works the same way in principal, and it ignores purple triangles.