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I'm going with what I suspect to be a FotM sometime after Going Rogue hits - a Dual Pistols/Mental Manipulation Blaster.
...with the concealment power pool, for Grant Invisibility and either Stealth or Invisibility (not sure which, yet).
Yeah, I'm pretty sure at least some of you recognize the character behind this concept... ^_^ -
Quote:Less a worry, more a lack of desire. Ideally, I will have but one build from level 1-50. If that simply proves to be unfeasable, I have a Vet Respec, and a whole second build I can use. If I burn both of those and can't get something working out of it... then it's time to reroll.Since you sound like you're not worried about burning respecs, you could take DC for a touch more AoE damage until you get ED and then respec out of DC.
As it is, I try to avoid taking powers that I will not use. I will probably skip DC. -
I'm currently toying with a Dark Melee/Energy Aura brute concept, trying to put together a build for it.
however, I've got a few questions, and I'm hoping for some advise:
1) Shadow Maul. If this were a Tanker or Scrapper, I wouldn't hesitate to take this power, but this is a Brute, and the 3 second cast time is certain to be bad for my fury. Should I skip it, and concentrait on making a buzzsaw build, or should I take it and just deal with the fury loss as it comes?
2) End Management; This combination includes 2 PBAoE End Recovery powers... but it it worth taking Dark Consumption with Energy Drain ten levels away? Keeping in mind that I am likely to take Stamina, at least while leveling.
3) Are any of the Patrons a must-have for this Brute? All seem to have their plusses and minuses, but I don't see anything sectacular in them. Am I missing some form of Synergy to make onemore appealing than the others.
I'm likely to think of others as I go, but these are the ones I have right now.
Thanks for any help! -
Quote:Hmm... interesting build. Not sure about dropping Drain Psyche - it's one of the gems of the set, and while I play my blasters mostly at range, things will inevitably close regardless.This build gives 44.6% ranged defense not hovering, 47% hovering. Major differences include the Fighting pool and Maneuvers instead of World of Confusion and Drain Psyche. The latter two powers require you to close within 8-10 feet, which means you will be in melee range and your ranged defense won't help as much.
If you are a hover blaster this will be pretty good. Since Psychic Shockwave is a 15-foot radius PBAoE you can afford to use it as a finishing move on a group.
I also six-slotted Subdual to take advantage of the 2.5% RD in Thunderstrike, and because it's one of the powers you can use while mezzed. With Power Bolt, Subdual and Power Blast six-slotted you can attack pretty much non-stop even while held. That can save your life, especially with the KB in the energy blasts and the immobilize in Subdual.
You could also put one more slot in Maneuvers and use something other than Thunderstrike in one of the ranged attacks, without changing Ranged Defense.
That said, I am crtainly going to have to reorganize it for a leveling build - the whole point of taking MM is to have another early AoE attack, and putting it off until 22 defeats the purpose.
I'll think this one over... -
I've got toons on multiple servers... but I am mostly playing on Victory.
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Okay, here is my build at the moment:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Science Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg/EndRdx:35(A), Thundr-Dmg/EndRdx/Rchg:35(3), Thundr-Acc/Dmg:35(9), Thundr-Dmg/EndRdx:35(33), Thundr-Dmg/Rchg:35(33), Thundr-Acc/Dmg/Rchg:35(34)
Level 1: Subdual -- Acc-I:35(A)
Level 2: Power Blast -- Thundr-Acc/Dmg/EndRdx:35(A), Thundr-Dmg/EndRdx/Rchg:35(3), Thundr-Acc/Dmg:35(5), Thundr-Dmg/Rchg:35(17), Thundr-Acc/Dmg/Rchg:35(33), Thundr-Dmg/EndRdx:35(34)
Level 4: Energy Torrent -- Posi-Acc/Dmg:35(A), Posi-Acc/Dmg/EndRdx:35(5), Posi-Dmg/EndRdx:35(9), Posi-Dmg/Rchg:35(13), Posi-Dmg/Rng:35(34)
Level 6: Power Burst -- Thundr-Acc/Dmg/EndRdx:35(A), Thundr-Dmg/EndRdx:35(7), Thundr-Dmg/EndRdx/Rchg:35(7), Thundr-Dmg/Rchg:35(13), Thundr-Acc/Dmg:35(36), Thundr-Acc/Dmg/Rchg:35(36)
Level 8: Hover -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(15), Zephyr-ResKB:35(15)
Level 10: Psychic Scream -- Posi-Dmg/Rchg:35(A), Posi-Acc/Dmg/EndRdx:35(11), Posi-Dmg/Rng:35(11), Posi-Dmg/EndRdx:35(17), Posi-Acc/Dmg:35(36)
Level 12: Swift -- Run-I:35(A)
Level 14: Fly -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(37)
Level 16: Health -- Heal-I:35(A)
Level 18: Mind Probe -- Mako-Dam%:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg:35(19), Mako-Dmg/EndRdx:35(37), Mako-Dmg/Rchg:35(37), Mako-Acc/EndRdx/Rchg:35(46)
Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
Level 22: Drain Psyche -- Efficacy-EndMod/Acc/Rchg:35(A), Efficacy-EndMod/Rchg:35(23), Efficacy-EndMod/Acc:35(23), Numna-Heal/EndRdx/Rchg:35(43), Numna-Heal/Rchg:35(46)
Level 24: Aim -- RechRdx-I:35(A), RechRdx-I:35(25), RechRdx-I:35(25)
Level 26: Explosive Blast -- Posi-Dmg/Rchg:35(A), Posi-Dmg/Rng:35(27), Posi-Dmg/EndRdx:35(27), Posi-Acc/Dmg:35(40), Posi-Acc/Dmg/EndRdx:35(43)
Level 28: Concentration -- RechRdx-I:35(A), RechRdx-I:35(29), RechRdx-I:35(29)
Level 30: Sniper Blast -- Mantic-Dmg/EndRdx/Rchg:35(A), Mantic-Acc/Dmg:35(31), Mantic-Dmg/EndRdx:35(31), Mantic-Acc/ActRdx/Rng:35(31), Mantic-Dmg/ActRdx/Rchg:35(42)
Level 32: Nova -- C'ngBlow-Acc/Dmg:35(A), C'ngBlow-Dmg/EndRdx:35(42), C'ngBlow-Dmg/Rchg:35(42), Sciroc-Dmg/Rchg:35(43), Sciroc-Dmg/EndRdx:35(46)
Level 35: Scare -- Acc-I:35(A)
Level 38: Psychic Shockwave -- C'ngBlow-Acc/Dmg:35(A), C'ngBlow-Dmg/EndRdx:35(39), C'ngBlow-Dmg/Rchg:35(39), Erad-Acc/Rchg:30(39), Erad-Dmg:30(40), Erad-Dmg/Rchg:30(40)
Level 41: Personal Force Field -- DefBuff-I:35(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:35(45), RctvArm-ResDam/EndRdx:35(45), RctvArm-ResDam/Rchg:35(45), RctvArm-ResDam/EndRdx/Rchg:35(50)
Level 47: World of Confusion -- Mlais-Dam%:35(A), Mlais-Acc/EndRdx:35(48), Mlais-Acc/Conf/Rchg:35(48), Mlais-Acc/Rchg:35(48), Mlais-EndRdx/Conf:35(50), Mlais-Conf/Rng:35(50)
Level 49: Force of Nature -- RechRdx-I:35(A)
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Level 1: Brawl -- Acc-I:35(A)
Level 1: Sprint -- Run-I:35(A)
Level 2: Rest -- RechRdx-I:35(A)
Level 1: Defiance
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I don't plan around purples or HOs.
I'm not enamored of Force Mastery - I was originally planning on taking Repulsion Bomb, but I can't use that and hope to get Ranged defense soft capped.
Any suggestions? -
I just started an Energy Blast/Mental Manipulation blaster. As I intend to mostly hover-blast with this character, I'm looking to try and cap my Ranged Defense... however, at the moment, I seem stuck in the low 30s.
Anyone have a suggestion for reaching the soft cap with this combo? -
Meh, I'd be completely satisfied with Martial Arts, if they came up with alternate animations for Crane Kick and Dragon Tail. Let me make a scrapper with entirly punch attacks, dang it!
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Pretty much what the title says. While there is a guide that covers this combo, it's from before both sets were buffed.
How are they like together now, though?
Anyone have an idea? -
Quote:I can accept that.Yet you still did not offer any constructive criticism to her. I believe that is what we all are saying here. It's not that you were wrong to question her build or that you were wrong to vent. But the fact that you did it to us without thought to asking her first is what warranted this response. That's just the way I see it. I might be wrong though. After all, I'm only human like the rest of you.
I don't know how I was supposed to do that at the time - I'm a slow typer, and just saying "CM?" or "Fort?" is rude. Much less telling her to get off her duff and attack things...
(shrug) I was playing a scrapper, hitting the enemies along side the tanks. That's a good part of the reason it took me so long to realize what she was - and wasn't - doing.
Still point taken. -
Um... wow... this is still going on. O_O
Okay... no, I don't know what powers she had. I honestly never checked after the TF began. And in retrospect, she DID use a fourth power - she had Flight as a travel power, and used it to get between missions. ^_~
What I do know is that it is impossible for her not to have had more tools at her disposal. She had to have at least one attack. And even if she had forgone EVERY OTHER Primary and Secondary power, and filled up with power pools, (which, from what I recall of her lvl47 build, she did not do,) there still would have had other tools available to her to use. That she did not marks her as a poor player in my eyes.
Did I overreact? Yes. While playing with her, she was just a someone we (as a team) had to carry along. Not a true detriment, but not a big help, either. We owe our advancement and lack of team wipes more to the two tanks we had - one was VERY good, and the other was at least decent, and knew when to step in for the first. In the end, the H34l0R was just something I ignored.
Then at the end, I thanked the Tanks. Everyone else - including the tanks - said things along the line of "GJ all! Awesome Heals!"
With only one character with any heals at all, that was directed at the Empath we had. And that's when I saw red, and made my post.
I do not change my stance, though. She only provided a minimal contribution to the TF, no where near what she could have, or really should have. And as such, she should NOT have been given encouragement to continue being a poor player. -
Nice tips, all.
For the record, the character I'm planning this on is a Broad Sword/Dark Armor Scrapper, So I forsee needing all the extra Recovery I can get.
And, as I plan to use Oppressive Gloom over Cloak of Fear, some extra Regen isn't to be overlooked.
However, I often end up finding I have to settle for common IOs in my builds - I never seem to be able to raise the Inf needed to really go all out with Sets. -
Quote:Again, she was actually 47, exemping down to 15 for this. With the way Exemplaring works now... she still had Stamina.I'll also point out that the Positron TF happens PRE-STAMINA. Using their endurance on things like Clear Mind and Fortitude might not have been the best course, depending on circumstances. Empathy can be pretty heavy on endurance.
It really wasn't about her bad play. We were advancing even without her making a damage contribution - something more from her would have served to move us faster, but it wasn't like she was door sitting or anything. As this was a pick-up group, I just threw her in the category of "Poor Player, move along." I probably would never have felt the need to rant if that was it.
It was our other teammates congratulating her on her poor performance that took me over the edge of my tolerance. -
Quote:Er... no, protector bots don't have a brawl. Or if they do, I have NEVER seen mine use it.All pets have a Brawl attack. The issue here is that your Protector Bots don't have enough to do at range, so they get down to having Brawl as their only active power and run up to melee, but by the time they get there, they have another power recharged, so they use that instead.
Once you get Upgrade, the Protectors have enough to do that they never get down to having only Brawl active, so they get better. If you're not using Equip on them, or your Drones aren't getting hurt (thus the Protectors don't have to heal them), that might also be an issue.
But they DO have a reason to run into melee range. You just don't see why untill after level 32.
It's for their Seeker Drones. Their Seekers may not latch onto an enemy if the ProBots stay at range, so they get close.
As far as I can tell, this is what's going on. Can anyone confirm what the Seeker Drone's aggro range is? Not it's actual range, but how close it needs to be to an enemy to target it? -
Quote:Ah... to clarify two issues...You encounter a bad lowbie player and conclude they represent "the state of Defenders." I'm sure there's nothing in that logic that wouldn't fall apart in a closer look.
First, I wasn't so much upset that she was a bad Defender - maybe a decent H341z0r, but a bad Defender. It's that she was a bad Defender... and given a round of "Great Heals!" and "Awsome Job [Character Name withheld]" at the end of the mission.
A bad player is a bad player. They either learn to get better, or they leave the game. A bad player that gets treated like a great one is one that will not improve or leave. And THAT is a problem.
And the second issue?
She wasn't a lowbie. She Exempted down from 47 for this TF. She had every power up to level 20 at her disposal, and they should have all been slotted well.
I can only hope that she was at that level as a result of AE farms. Because otherwise, she's been spamming three powers, and leeching off others, her entire career... -
Forgive me, but I must rant.
See, earlier today, I got involved in a run of a Posi TF. We had a single defender on the team, an Empathy/Archery.
For the entire Task Force - all nearly 4 hours of it - she (gender based on toon) used only 3 powers - Healing Aura and Heal Other, with the occasional Resurrect when someone faceplanted.
Now, at this, she was at least competent. Never had a single team wipe - came close a time or too, but not a single team wipe - although that may have been more due to having a VERY good Tank. Most the time, we did get through the battles with full health.
But that was it. Clear Mind? Nada - although, to be honest, I don't recall anyone being successfully mezzed... still, a clear mind or two should have been cast. Fortitude? Conspicuous by its absence.
Oh, and not a single arrow flew. Not once. Not even against Vahzilok zombies, who are weak to lethal.
And then the final insult to Defenders everywhere... at the end of the TF, she was complimented on doing a great job.
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She did NOT do a great job. Spamming heals, even for an Empathy Defender, is cutting out a significant portion of their powers! Empathy has other buffs! She had a whole additional set of powers that never once got used - including another AoE attack that we really, really could have used on several occasions.
Gah! I was ready to throw something by the time we were done. I know Defender damage isn't great, but even so, the occasional Fistful or Arrows would have helped whittled down the enemies faster... which several of us (those without Stamina) would have really appreciated!
I wish I could console myself that this wasn't a common occurrence... but then I remembered that... it IS. Heck, there are worse offenders out there - ones who expect their healing aura on auto fire is sufficient. But this kind of game play...
That this kind of thing is not only accepted, but rewarded!... it makes me mad and sick.
Why the heck should someone get props for using only half a character? No, not even that... more like 1/3. Or less.
Blegh... needed to get that off my chest. Sorry for the rant all. Just... upset that THIS is the state of Defenders, and it seems to be good for most people. -
Hi, all.
Planning ahead on a toon, I'm thinking of snagging Physical Perfection, for some added Regen and Recovery.
Taking it isn't a problem, but I'm left with a question of how to slot it best. I mean, sure, I could six slot it, put 3 Health and 3 End Mod and go on, but I'm not sure I want to dedicate that many slots to it.
So, any recomendations regarding how to get the most out of it, (both Regen and Recovery) with the least investment of slots? And not including the Healing Uniques, or the Performance Shifter Proc - those are best put in Health and Stamina, respectivly, if I can get either.
Thanks -
Quick run down of /Traps:
Web Grenade: Your stuck with it, but you wanted it, anyway. Get some recharge and some Immobilization durration enhancements into this in the early 30s... you are going to need it to keep hard targets in one place, which makes most of your other Traps more effective.
Caltrops: Possibly a power you could skip, but it's nice way to convince things to stop beating on you and/or your pets.
Triage Beacon: A placed Regen Booster. Great when you've got a stand point... not so much otherwise. Don't bother taking it before the 20s, it's worthless without SOs.
Acid Mortar: A key power! This is a defense and resistance debuff, and as such, will be your best friend. It's also a pretty tough little toy, and so can serve as an aggro soaker for a bit. Recharge is key here, you can get two of these out and stack their effects! Take it, and use it often.
Force Field Generator: A key power! Teams love you for this, your pets adore you for this, and you will be happy for it, too. A great defense boost that follows you around. You can summon it up often enough, and can even use it to soak up alpha strikes if needed. Best art? You never need more than three slots in this - max out its defense, and you're golden.
Poison Trap: A key power! While not the beast it used to be, this is still your -regen trap, and why you will be able to fight EBs/AVs with (reletive) ease. This is also why you want to slot up Web Grenade - you need to keep hard targets inside the gas cloud to keep the benefits.
Seeker Drones: A Damage and To Hit debuff, and stun, to boot? Sounds good, right? Well, it isn't bad, but it's not as sexy and the last three. Still, they make a superior way to soak an alpha, and to pull enemies - preferably into your other traps.
Trip Mine: Pretty blah, actually. Damage isn't all that great, and it's tricky to set these up on the fly. Good for solo play, where you can set up a killing field. Not so much otherwise.
Detonator: Sacrifice a pet for a big boom! Not really worth it. You want to make explosions, take trip mine... you will only surpass the mine's damage with Detonator if you sacrifice your Boss-pet... which is generally worth more than the detonator damage. Highly skippable. -
Well, i16 is here, and I have started my (hopefully) Carnie Killer - a BS/Dark scrapper.
To be honest, I was all set to make a BS/Elec. Had the costume, the name, and my finger over the final button... when I realized something.
So I quickly dumped the /Elec, and rolled up a /Dark. And entered the game... and found that my intuition was correct. A horde of new toons were on, and at least 1/3 of them were either Elec/ Tanks, or /Elec Scrappers.
So, BS/Dark Scrapper for me. Now, to make a few builds and play around with the concept...
Thanks, all! -
Quote:I have a lvl50 who's a Katana/Regen. She's the one I had to drop Carnie missions on to get through the first arc.A /Regen scrapper with Stamina and Quick Recovery won't have a problem with the endurance drain from Carnies. If they get hit, they blink and its back. At least I never had an issue except if I didn't kill a sapper fast enough. Thats when I use my /Electric Armor brute. She laughs at them.
Generally, you are correct, it wasn't the End drain (except in rare circumstances where I'd kill 3 or more at the same time... ^^;; )
The problem she had was, as usual, with the bosses (and higher) of the arc. Who could pretty much take her apart as soon as look at her.
I am still undecided on /Dark vs. /Elec. I've tried a low-level version of both on Test, and they both rock so far... and both sound like they will be absolute terrors in the late game PvE...
I'll just have to see how it goes. -
It's not the Claws. It's the Brawl change. And the Origin Attack change.
With the End cost of one eliminated, and the other reduced, now ANY low level Brute can maintain a rapid pace and a high level of Fury. I took an Axe/WP Brute through the Atlas Park Mayhem mission... I don't think I ever went below 30% Fury, and after hitting the bank... never dropped past 50%.
I had about 70% Fury when I ran into the hero, and took her out in three hits... one of which was my auto-brawl.
These changes are a huge boon to all the melee ATs, but I think the Brutes will gain the most benefit from them.
i16, City of Brutes, coming soon... -
Hmm.. it's not going to be one of the superior combinations, but there's no reason why it shouldn't work.
Take a look around for some MA/Dark or MA/Fire builds or guides. Both will provide a good idea how a MA/Elec will work - not exact, of course, but they should be a good starting point.
Things to keep in mind...
/Elec is a resist based set, so you will work best by minimizing incoming damage. You will probably want to work Cobra Strike and Crane Kick into your build.
Lightning Field will help with MA's poor AoE game.
Power Sink is a long way off... even if you eventually respec out of it, you are going to want to have Stamina to get there.
Just some spot observations. Have fun! -
Thanks for the tips.
...although I continue to be amazed at what is considered to be a 'cheap build.' Then again, I've never gotten over 30 mil on any one toon, even my 50s... really, how DO you make the kind of Inf you need for these? It's been all I can do to get common IOs into my toons...
...
I don't suppose you could show me your leveling build? 'cause I doubt you went through the first 20 levels with only Hack, Parry, and (at 18) Whirling Sword.
I'll probably have to settle for something less than your build, obviously, but it makes for a good overview. -
I've decided to go the Scrapper route, for all-over survivability.
I think I'll be going with Broad Sword, but I'm still undecided between /Dark or /Electric. Combined with Parry, both are looking like very strong contenders.
...
Although now I am faced with a further problem. Trying new characters out on test has shown how much of a boon the changes to Brawl and the Origin Attack are to early characters... and I don't really feel like putting time and effort into a character that is in the Training Room.
Dangit... now I've got even more reasons to want i16 now! :-(