Papaschtroumpf

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  1. lol, gotta love Android autocomplete. "Mezzanine"? ah!
  2. I'm back playing (been gone since i13) and played my fire/storm last night for the 1st time on a Moonfire. still a blast to play and I want to get her updated before I loser my current freespec.
    Has the game changed in any way that affects this combo? I didn't see any updated guides.

    I'm still thinking about going back to Hot Feet but worry about mezzanine protection so I need to keep ranged defense.

    Probably going Cardiac on Alpha, Pyro or whatever it's called on Judgement, Clarion on Destiny and probably Storm Elemental on Lore.

    still can't afford purples for a while though.
  3. I've never played Stone Melee so that is possibly attractive. I only played SS a long time ago and didn;t really like my Invuln/SS Tank, but that was years ago, so I'd consider it again.

    /Fire is really attractive to my playstyle, which is why that's what I have on my only lvl50 tank.
    I may go /Elec for variety, I only have it on a baby scrapper I play with my kids.
  4. I play 75% Blue side and love controllers and blasters. I've got a few scrappers and a WP/MAce tank and a Fire/ICE Tank

    I've never tried Brutes, not sure why, in fact I only recently tried tanks.



    So what's a fun brute? I know fun is subjective, I like active builds (which is why I like powerful squishies like Controllers and Blasters and Dominators. If you don't play smart, you're dead). I also really tend to gravitate towards AoE damage.

    I'm looking for something that has some SMASH to it without being boring or repetitive, any thoughts?
  5. of course it would help if the servers were actually up...
  6. that's the one! Thanks!
  7. from the wiki: "The Alpha Slot Incarnate Abilities give their aspect enhancement to every power that a character has that can utilize it."

    So Musculature Radial Paragon will make my attacks hit harder, but I will also run faster, get more recovery from stamina, have my web grenade last longer, but gain no def debuff or toHit debuf effect since none of my NRG/Dev power have such a side effect.

    Did I get that right?

    Now if I slot Diamagnetic in my Interface Slot for its -toHit effect, will that be enhanced by the tohit debuf enhancement from Musculature? I'm guessing no because the Interface slot cannot be enhanced with enhancements?
  8. back when I took a break from the game, around i13, there was a program you could run on your PC that would keep track of all kind of real time data about your play: XP, damage taken and received,, number of times a power was used, etc... it could display graphs over time

    Was very useful for tuning builds, so you could answer questions like "do I really do more damage when Hasten is on or does most of my damage already come from powers that recharge fast enough?"

    Is there such utility nowadays?
  9. I always considered it a useless power, as opposed to the jetpack, especially after they introduced the ourobouros portal, buy now that iTrials start in PD I can't live without it
  10. Papaschtroumpf

    base salvage

    as a returning player I still have base salvage. I thought it was completely useless but I see it can be traded on the market, a few pieces for a very interesting price.

    so what is it for? why do people buy it?

    it also look that I can build brainstorms with it, but the wiki doesn't say what good they do you...
  11. I play late and also just getting started on incarnate stuff and I love to do all levels of TFs. @Myrtille
    I hang around JU all the time too and that's where the action is!

    oh and Hi LSK
  12. how important is it to slot the Dmg? an Acc/Rchg from the Immob sets would trade the +Dmg for +Acc

    I have 5 slots to dedicate to it, and I'd like to keep the +recovery from a dual positron's blast, if it's a wash.

    so far this is why I'm thinking:

    Enfeebled Operation: Acc/Rechg
    Posi Blast: Acc/Dmg
    Posi Blast: Chance for Damage
    Impeded Swiftness: Chance for Damage
    Explosive Strike: Chance for Damage

    for 50% Acc, 23% Dmg and 26% rchg (just perma in my build) with 2.5% recovery from the posi set

    replace the Posi with a Nucleolus HO if the extra +10% Acc and Dmg enhancements are worth losing the recovery

    The numbers at the bottom of Mids are so tiny I can't really tell how much dmg I lose from not slotting for Dmg.
  13. you're right, how about that! it's not perma even with permahasten!
  14. thx, that helps a lot.
    I had not realized the Trap of the Hunter Proc would be a on slow timer, so I'll take it out, maybe add a Javelin proc, or go Acc/Dam Positron (for the +recovery) and a a Nucleolus.

    I also have plenty of +acc bonus sets, so it's good to know I shouldn't count on it to transfer

    This is permadom/permahasten build so I don't think I need the rechg, I think it's already better than perma, I'll have to check.
  15. I used to know the answer but can't remember.
    Mid's will let you slot accuracy in Carrion Creepers (haven't checked in game) but doesn't show an accuracy number in the "info" pane as it does for autohit or powers not affected by Acc.

    I'm putting a bunch of procs in mine, do I need the Acc or not? I'm probably still slot a 2nd Positron's blast for the +Rec bonus, but rather than Acc/Dam, I'd do Dam/Rchg or Dam/End
  16. yes, in fact in some of the versions of the build it's 5 slotted. Even with ED a lvl50 IO provides an interesting % of enhancement that is worth going for compared to set bonuses when you're bending backwards to get those last seconds of recahrge on hasten.
  17. was the Celerity -End in superspeed meant to be a +Stealth? if not, why not go with a regular IO?
  18. would a -Res Achilles proc be better in the fly trap rather than lady grey chance for dmg?
    what about in Fling Thorns or Thorn Barage?

    should I put one/either in the Tarantula?

    If I take -KB out of Tough on the mace build, I have another slot to play with and maybe it can help make up for not having sleet.
  19. forgot to post the build.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Thorny Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Strangler -- BasGaze-Acc/Rchg:30(A), BasGaze-Rchg/Hold:30(3), BasGaze-Acc/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5)
    Level 1: Thorny Darts -- Decim-Acc/Dmg:33(A), Decim-Dmg/EndRdx:33(5), Decim-Dmg/Rchg:33(7), Decim-Acc/EndRdx/Rchg:33(7), Decim-Acc/Dmg/Rchg:33(21)
    Level 2: Skewer -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Dmg/EndRdx:33(9), C'ngImp-Acc/Dmg/EndRdx:33(9), C'ngImp-Dmg/Rchg:33(11), C'ngImp-Dmg/EndRdx/Rchg:33(34)
    Level 4: Roots -- Enf'dOp-Acc/Rchg:33(A), Enf'dOp-EndRdx/Immob:33(34), Enf'dOp-Immob/Rng:33(37), Enf'dOp-Acc/Immob/Rchg:33(37), Enf'dOp-Acc/EndRdx:33(40), Enf'dOp-Acc/Immob:33(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:30(A)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:33(A), Mlais-EndRdx/Conf:33(11), Mlais-Acc/EndRdx:33(13), Mlais-Conf/Rng:33(13), Mlais-Acc/Conf/Rchg:33(15)
    Level 10: Fling Thorns -- Posi-Acc/Dmg:33(A), Posi-Dmg/EndRdx:33(31), ShldBrk-DefDeb/EndRdx/Rchg:30(42), ShldBrk-%Dam:30(42)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17), RechRdx-I:50(31)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Aim -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(43)
    Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(25)
    Level 20: Thorn Burst -- Oblit-Dmg:33(A), Oblit-Acc/Rchg:33(21), Oblit-Dmg/Rchg:33(23), Oblit-Acc/Dmg/Rchg:33(23), Oblit-Acc/Dmg/EndRdx/Rchg:33(25), Oblit-%Dam:33(45)
    Level 22: Boxing -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:33(46), KntkC'bat-Dmg/EndRdx:33(46), KntkC'bat-Knock%:33(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(40)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg/EndRdx:33(A), TotHntr-Dam%:33(27), ImpSwft-Dam%:30(27), ExStrk-Dam%:20(29), Posi-Dam%:33(31)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), HO:Enzym(42)
    Level 30: Spirit Tree -- Heal-I:50(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), LdyGrey-%Dam:50(34)
    Level 35: Ripper -- Oblit-Dmg:33(A), Oblit-Acc/Rchg:33(36), Oblit-Dmg/Rchg:33(36), Oblit-Acc/Dmg/Rchg:33(36), Oblit-Acc/Dmg/EndRdx/Rchg:33(37), Oblit-%Dam:33(45)
    Level 38: Thorn Barrage -- Decim-Acc/Dmg:33(A), Decim-Dmg/EndRdx:33(39), Decim-Dmg/Rchg:33(39), Decim-Acc/EndRdx/Rchg:33(39), Decim-Acc/Dmg/Rchg:33(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+:30(A), RedFtn-Def/EndRdx:33(43), RedFtn-EndRdx/Rchg:33(43), RedFtn-Def:33(45), RedFtn-Def/EndRdx/Rchg:33(50), RedFtn-Def/Rchg:33(50)
    Level 44: Personal Force Field -- LkGmblr-Rchg+:30(A)
    Level 47: Summon Tarantula -- ExRmnt-+Res(Pets):33(A), ExRmnt-EndRdx/Dmg/Rchg:33(48), ExRmnt-Dmg/EndRdx:33(48), ExRmnt-Acc/Dmg/Rchg:33(48)
    Level 49: Poisonous Ray -- Achilles-ResDeb%:20(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Heal-I:50(A), Heal-I:50(29)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15)





    I didn't know that Domination protected from KB, so I'm not going to fret about losing it in my build above, maybe I should remove the one from Tough too and find a better use for the slot? in fact I can get the extra 5% rechg in the Ice mastery version if I take that slot out of tough.

    I had been playing with the idea of hibernate on the ice mastery version, so I'll make that change. I genrerally don;t like the tree a lot, too long to cast in combat, but occasionally useful.
  20. Here's my Mace Mastery version.

    I had to take the Karma -KB out of Combat Jump because I needed the slot. is a single -KB (steadfast in Tough) sufficient? I remember there being a lot of KB in CoV.

    With +6.5% from of the Tarantula, I can steal slots Postron's Blast from Fling Thorns and put them in Scorpion Shield for another 5% recharge: Hasten is now perma (barely) and this build is very slightly better on endurance (same recovery but less end from running the shield)
    Also I gained 1.5% S/L defense for a total of 45.3% (reached the soft cap)

    I can also move spirit tree earlier, still have invisibility with SS + Stealth IO (I made a mistake in the build above in slotting a +Stealth in one of the run powers, it's not needed and was a leftover).

    At level 50 I can go Hover (if I wanted a bit additional defense or an additional LoTG), or I can take TP for easy TF stealthing but between Assemble Team or similar temp power and the fact that it's only available at higher levels is probably not worth it.
    I decided to go with Poisonous Ray, -Def and -Res (+ proc) on single targets should be useful on AVs.


    I like the visuals better and the tarantula is leet looking, espcially if I take it to the blue side, but are those tradeoff worth losing the -res on Sleet?

    For those of you running those high recharge builds, how is the endurance? should I go Cardiac on my alpha slot? Nobody answered my original questions on wheter more hold power from alpha slot is worth going for on a permadom.
  21. also swapping the malaise set (which I already have) for a Coercive persuasion purple set will reach perma-hasten.
  22. I saw your contribution in another thread, this is what I have in mind so far.
    It's not crazy expensive, especially because I already have several of the sets and uniques (like the -KB), although I need to get several LoTG, I think I'll use merits for that.

    after reading the other thread, I may rethink the /ice just because of the visuals of Frozen Armor. that also gives me another slot for +LoTG (PFF) so I may drop Stealth and see if I can work in Maneuvers instead for "real" defense (and again, for visual reasons, I don't want stealth on most of the time), or I might go speed TF friendly and grab Recall Friend.

    With this build Hasten is 2 seconds short of perma, I don't think it matters in any way (Dom has 15 seconds overlap), and my S/L defense is almost 44% wihtout gimping anything badly.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Thorny Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Strangler -- BasGaze-Acc/Rchg:30(A), BasGaze-Rchg/Hold:30(3), BasGaze-Acc/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5)
    Level 1: Thorny Darts -- Decim-Acc/Dmg:33(A), Decim-Dmg/EndRdx:33(5), Decim-Dmg/Rchg:33(7), Decim-Acc/EndRdx/Rchg:33(7), Decim-Acc/Dmg/Rchg:33(21)
    Level 2: Skewer -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Dmg/EndRdx:33(9), C'ngImp-Acc/Dmg/EndRdx:33(9), C'ngImp-Dmg/Rchg:33(11), C'ngImp-Dmg/EndRdx/Rchg:33(34)
    Level 4: Roots -- Enf'dOp-Acc/Rchg:33(A), Enf'dOp-EndRdx/Immob:33(34), Enf'dOp-Immob/Rng:33(37), Enf'dOp-Acc/Immob/Rchg:33(37), Enf'dOp-Acc/EndRdx:33(40), Enf'dOp-Acc/Immob:33(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:30(A), Krma-ResKB:30(31)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:33(A), Mlais-EndRdx/Conf:33(11), Mlais-Acc/EndRdx:33(13), Mlais-Conf/Rng:33(13), Mlais-Acc/Conf/Rchg:33(15)
    Level 10: Fling Thorns -- Posi-Acc/Dmg:33(A), Posi-Dmg/Rchg:33(31), Posi-Dmg/Rng:33(42), Posi-Dam%:33(42), Posi-Acc/Dmg/EndRdx:33(43), LdyGrey-%Dam:33(50)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17), RechRdx-I:50(43)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Aim -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(43)
    Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(25)
    Level 20: Thorn Burst -- Oblit-Dmg:33(A), Oblit-Acc/Rchg:33(21), Oblit-Dmg/Rchg:33(23), Oblit-Acc/Dmg/Rchg:33(23), Oblit-Acc/Dmg/EndRdx/Rchg:33(25), Oblit-%Dam:33(45)
    Level 22: Boxing -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:33(46), KntkC'bat-Dmg/EndRdx:33(46), KntkC'bat-Knock%:33(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(40)
    Level 26: Carrion Creepers -- RechRdx-I:50(A), TotHntr-Dam%:33(27), ImpSwft-Dam%:30(27), ExStrk-Dam%:20(29), Posi-Dam%:33(31)
    Level 28: Weave -- LkGmblr-Rchg+:50(A), HO:Enzym(42)
    Level 30: Stealth -- LkGmblr-Rchg+:33(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-EndRdx/Dmg/Rchg:50(33), LdyGrey-%Dam:50(34)
    Level 35: Ripper -- Oblit-Dmg:33(A), Oblit-Acc/Rchg:33(36), Oblit-Dmg/Rchg:33(36), Oblit-Acc/Dmg/Rchg:33(36), Oblit-Acc/Dmg/EndRdx/Rchg:33(37), Oblit-%Dam:33(45)
    Level 38: Thorn Barrage -- Decim-Acc/Dmg:33(A), Decim-Dmg/EndRdx:33(39), Decim-Dmg/Rchg:33(39), Decim-Acc/EndRdx/Rchg:33(39), Decim-Acc/Dmg/Rchg:33(40)
    Level 41: Sleet -- RechRdx-I:50(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+:30(A), HO:Enzym(45)
    Level 47: Ice Storm -- Posi-Acc/Dmg:33(A), Posi-Dmg/EndRdx:33(48), Posi-Dmg/Rchg:33(48), Posi-Dam%:33(48), Posi-Acc/Dmg/EndRdx:33(50)
    Level 49: Spirit Tree -- Heal-I:35(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Heal-I:50(A), Heal-I:50(29)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15)



    Code:
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  23. no travel power could get kind of annoying, I assume you go for temp powers?

    I'm interested in how you slotted the Creepers, aren't the procs subject to an accuracy check? do you rely on the +Acc from bonus sets?
  24. I also have a bunch of procs slotted in my current build. I'm not sure how to determine when it's worth adding procs and when it's better to slot/frankenslot.
    I think I have one of every type of damage proc and an achille's too.

    I'm also not sure how slots/bonus affect pets. If a pet gets a chance for heal (not sure that's even possible, just theoretically) would gets the heal, the pet or me?
  25. I haven't played in a few years and hadn't gotten around to IO my Plant/Thorn before I left the game.

    I'm back and kind of like the character concept, and before power proliferation it really was a unique feeling/looking power set.
    I don't have much influence so a multi purple/LoTG build is out of my reach, but I at the very least want to achieve Perma Dom with Hasten in a somewhat comfortable way, which from dabbling around in Mid's doesn't seem too impossible although I haven't checked the prices. I do have some Procs and Uniques lying around (2 LotG + Rchg) from the old days,

    I'm not asking for a build, but possible concepts and mistakes to avoid.
    For example I was surprised my current(old) build doesn't have Thorn Burst and I think was mean to be mostly ranged. would going for a more melee feel hurt survivability?

    My current build went with Mace, mostly for concept to get the spider pet. I remember the pet being cute but not being around often enough. Do Hasten + the rchg bonuses needed to achieve permadom help its usefulness? Now that Heroic pools are available too, should I look there? Ice looks attractive between sleet and Ice Storm.

    Now that Fitness is inherent I also get more powers to play with, either for slotting bonuses or for additional uses like Tough/Weave or Medicine for survivability. My current(old) build has medicine

    I haven't looked carefully at whether you can focus on a secondary bonus set in addition to rechg, but Regen and Acc seem like good candidates.
    Maybe go for a bit of Def with a Streadfast +Def, Weave and a defense based ancillary/patron shield?

    I also have no concept of how hard on endurance the +rchg might be.

    I'm still leaning about Incarnate stuff. I'm guessing with Permadom you don;t really care about Spiritual or Nerve, or on the contrary is the +Hold in Nerve even better *because* you have Dom on?

    I can figure most of this out by myself, in Mids' and by playing the toon again, but I'd like your opinions for a headstart.

    If it matter, I'm thinking about bringing her to the Blue side.

    Anyway, it's good to be back, I'm having a blast.