Redlynne

Legend
  • Posts

    1942
  • Joined

  1. Quote:
    Originally Posted by BloodPython View Post
    P.S. For Gravity Well, I'd check out: the Acc/Dmg/End/Rech and Acc/End/Rech Mako's Bites, the Acc/Hold/End/Rech Lockdown, and three Dmg/Mez Hamidon Origins. Max damage and mez, pretty dang good recharge, end redux, and accuracy.

    How about that, eh?
    Substantial waste due to ED Caps biting you hard, while at the same time passing up a +3% Damage set bonus (Lockdown) and a 20% chance to HOLD Bosses. Not what I'd call all that efficient a way of frankenslotting (ymmv).
  2. Level 18: Gravity Well
    • HamiO: Peroxisome Exposure (+2 Dam/Mezz)
    • HamiO: Peroxisome Exposure (+2 Dam/Mezz)
    • Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • Lockdown - Endurance/Recharge/Hold: Level 31
    • Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • Lockdown - Chance for +2 Mag Hold: Level 30


    Try putting THAT in your Gravity Well ...
    Have a look at what that does using Mids' ... <hint hint>
  3. The following set bonuses apply when slotting more than one of the enhancements from Efficacy Adapter in this set into a single power:
    • Two enhancements increases maximum Health by 1.13%.
    • Three enhancements increases Recovery by 1.5%.
    • Four enhancements improves your Regeneration by 10%.
    • Five enhancements improves the Damage of all your powers by 2.5%.
    • Six enhancements improves the Recharge of all your powers by 5%.

    ALL useful to a Kheldian ... particularly tri-formers.

    • Efficacy Adaptor: Endurance Modification (22)
      • +28.2% End Mod
    • Efficacy Adaptor: Endurance Modification/Recharge (22)
      • +17.6% End Mod
      • +17.6% Recharge
    • Efficacy Adaptor: Endurance Modification/Recharge/Accuracy (22)
      • +14.1% End Mod
      • +14.1% Recharge
      • +14.1% Accuracy
    • Efficacy Adaptor: Recharge/Accuracy (22)
      • +17.6% Recharge
      • +17.6% Accuracy
    • Efficacy Adaptor: Endurance Modification/Accuracy (22)
      • +17.6% End Mod
      • +17.6% Accuracy
    • Efficacy Adaptor: Endurance Modification/Endurance Reduction (22)
      • +17.6% End Mod
      • +17.6% Endurance Reduction
    Totals (before ED):
    End Mod: +95.1%
    Recharge: +49.3%
    Accuracy: +49.3% (although this is irrelevant to Stygian Circle)
    Endurance Reduction: +17.6% (nice when you're low on END before using Stygian Circle)
  4. Quote:
    Originally Posted by Square_One View Post
    How many slots do you give to Stygian? I've always had either 1 or 2 on my build.
    Level 22: Stygian Circle
    (A) Efficacy Adaptor - EndMod: Level 22
    (23) Efficacy Adaptor - EndMod/Recharge: Level 22
    (23) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 22
    (25) Efficacy Adaptor - Accuracy/Recharge: Level 22
    (25) Efficacy Adaptor - EndMod/Accuracy: Level 22
    (27) Efficacy Adaptor - EndMod/Endurance: Level 22

    Efficacy Adaptor offers set bonuses that are all useful to a Kheldian.

    Now ... you may be looking at that slotting and thinking ... Level 22?!?

    Well ... I've actually "run the numbers" through Mids' and as it turns out, there really isn't that much gain in throughput by going with higher level IOs. The gain is miniscule to marginal at best by raising the IO levels ... which of course limits the "Exemplar Range" of levels when you actually get to use all of those set bonuses (none of which suck, btw).

    By slotting level 22 Efficacy Adaptor IOs, that means that you have those set bonuses working for you at Exemplar Level 19 ... which just so happens to be the cutoff point for a whole range of Flashback Arcs, not to mention the Synapse TF (limit 20). Being able to access all of those set bonuses at Exemplar Level 19-20, which also aid both your Nova and your Dwarf forms is (to me, anyway) "worth" the price of a fraction of a second in recharge time for Stygian Circle.

    For all practical purposes, 2-3 Minions will usually refuel you pretty darn near back up to full green and full blue with this slotting. The recharge, even without Hasten is "fast enough" to use on every single spawn group you manage to beat down ... meaning downtime is severely curtailed by use of this slotting (which is a good thing!).
  5. Quote:
    Originally Posted by BlackAdam View Post
    Ok, which has the most synergy?
    To What Purpose ...?

    Quote:
    Originally Posted by BlackAdam View Post
    Which covers up the weaknesses of MA the best?
    In what scenario, against which kind of opponent(s) ...?

    Quote:
    Originally Posted by BlackAdam View Post
    And I guess if I have one goal, it is to survive.
    Against ... what ...?

    Minions?
    Lieutenants?
    Bosses?
    Elite Bosses?
    Arch-villains?
    Rikti Mothership Raids?



    Everyone has the goal of "not faceplanting" ... so that's hardly a qualifying parameter.

    ** HOW ** do you plan on surviving?
    AGAINST WHAT do you need to survive?

    Different opponents have different strengths and weaknesses.



    Until you answer those questions ... the answer to your OP is still ... ALL OF THEM.
  6. Quote:
    Originally Posted by BlackAdam View Post
    I have no preferences at this point and am willing to consider any of them.
    In which case ... all of them are "best" for you.
  7. Yet another build I just whipped up this morning. Again ... no Hasten, no Fighting Pool ... but built to exemplar to levels 24+ with ease. Offensive combat power improves dramatically between exemplar levels 24 and 28. NO GET HITSU level power is almost complete at exemplar level 30 (lacking only 0.3% DEF to AoE), and actually is complete by exemplar level 33 ... at which point Aid Self can be brought to bear, vastly improving survivability. The last set bonus in the build comes online at exemplar level 36.

    This build is more of a Scranktroller build than a typical buzzsaw styled pure-DPS build. Defense is of paramount importance ... and to that end, the build has multiple disabling options for dealing with hostiles to facilitate offensive mitigation. Instead of merely winning through superior damage, this build wins the day by simply being harder to kill and out enduring the (PvE) opposition.

    Thunder Kick, Cobra Strike and Eagles Claw make possible "on demand" Boss Stuns. Air Superiority is a "judo throw" attack producing reliable knockdowns (which are really knockups). Dragon's Tail is the "ON THE GROUND NOW!" attack when getting dogpiled. Aid Self counters any damage which leaks through defenses (which will happen, even with softcapped Defense). Char from Blaze Mastery offers a ranged MAG 3 Hold with a longer duration (and a DoT!) than that of Petrifying Gaze from Darkness Mastery ... which is just the thing for use as an opener against Malta Sappers and other "obnoxious" Minion/LT grade opponents. Warrior's Challenge has proven itself useful in being able to gain and hold the aggro of 5 Rikti Magus simultaneously on Mothership Raids ... until the cavalry can arrive, be shocked to find that you're (still) alive and kicking, and assist with the requisite beat down.

    And best of all ... this build has Leadership.
    My martial arts are SO superior that they make everyone around me better.

    My build, is not a "selfish" Scrapper build.

    =====

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Redlynne: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Blaze Mastery

    Hero Profile:

    Level 1: Thunder Kick
    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (45) Crushing Impact - Damage/Endurance: Level 31
    • (46) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (46) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (46) Crushing Impact - Damage/Endurance/Recharge: Level 31
    • (48) Pounding Slugfest - Disorient Bonus: Level 15
    Level 1: Focused Fighting
    • (A) Red Fortune - Defense/Endurance: Level 27
    • (3) Red Fortune - Defense/Recharge: Level 27
    • (3) Red Fortune - Endurance/Recharge: Level 27
    • (5) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (5) Red Fortune - Defense: Level 27
    • (7) Red Fortune - Endurance: Level 27
    Level 2: Cobra Strike
    • (A) Razzle Dazzle - Accuracy/Recharge: Level 27
    • (48) Razzle Dazzle - Endurance/Stun: Level 27
    • (48) Razzle Dazzle - Accuracy/Endurance: Level 27
    • (50) Razzle Dazzle - Stun/Range: Level 27
    • (50) Razzle Dazzle - Accuracy/Stun/Recharge: Level 27
    • (50) Razzle Dazzle - Chance of Immobilize: Level 10
    Level 4: Focused Senses
    • (A) Red Fortune - Defense/Endurance: Level 27
    • (7) Red Fortune - Defense/Recharge: Level 27
    • (9) Red Fortune - Endurance/Recharge: Level 27
    • (11) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (13) Red Fortune - Defense: Level 27
    • (13) Red Fortune - Endurance: Level 27
    Level 6: Air Superiority
    • (A) Touch of Death - Accuracy/Damage: Level 27
    • (15) Touch of Death - Damage/Endurance: Level 27
    • (17) Touch of Death - Damage/Recharge: Level 27
    • (19) Touch of Death - Accuracy/Damage/Endurance: Level 27
    • (40) Touch of Death - Damage/Endurance/Recharge: Level 27
    • (43) Touch of Death - Chance of Damage(Negative): Level 25
    Level 8: Focus Chi
    • (A) HamiO: Membrane Exposure (+2 Def Buff, Rech, ToHit Buff)
    • (9) HamiO: Membrane Exposure (+2 Def Buff, Rech, ToHit Buff)
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO: Level 50
    • (11) Recharge Reduction IO: Level 50
    Level 12: Hurdle
    • (A) Jumping IO: Level 50
    Level 14: Health
    • (A) Numina's Convalescence - Heal: Level 31
    • (15) Numina's Convalescence - +Regeneration/+Recovery: Level 30
    Level 16: Dodge
    • (A) Defense Buff IO: Level 50
    • (17) Defense Buff IO: Level 50
    Level 18: Agile
    • (A) Defense Buff IO: Level 50
    • (19) Defense Buff IO: Level 50
    Level 20: Stamina
    • (A) Performance Shifter - EndMod: Level 27
    • (21) Performance Shifter - EndMod/Recharge: Level 27
    • (21) Performance Shifter - EndMod/Accuracy/Recharge: Level 27
    • (23) Performance Shifter - Accuracy/Recharge: Level 27
    • (23) Performance Shifter - EndMod/Accuracy: Level 27
    • (25) Performance Shifter - Chance for +End: Level 21
    Level 22: Maneuvers
    • (A) Red Fortune - Defense/Endurance: Level 27
    • (25) Red Fortune - Defense/Recharge: Level 27
    • (27) Red Fortune - Endurance/Recharge: Level 27
    • (27) Red Fortune - Defense/Endurance/Recharge: Level 27
    • (29) Red Fortune - Defense: Level 27
    • (31) Red Fortune - Endurance: Level 27
    Level 24: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
    • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
    Level 26: Dragon's Tail
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 27
    • (43) Scirocco's Dervish - Damage/Endurance: Level 27
    • (43) Scirocco's Dervish - Damage/Recharge: Level 27
    • (45) Scirocco's Dervish - Accuracy/Recharge: Level 27
    • (45) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 27
    Level 28: Lucky
    • (A) Defense Buff IO: Level 50
    • (29) Defense Buff IO: Level 50
    Level 30: Stimulant
    • (A) Recharge Reduction IO: Level 50
    Level 32: Eagles Claw
    • (A) Touch of Death - Accuracy/Damage: Level 30
    • (33) Touch of Death - Damage/Endurance: Level 30
    • (33) Touch of Death - Damage/Recharge: Level 30
    • (33) Touch of Death - Accuracy/Damage/Endurance: Level 30
    • (34) Touch of Death - Damage/Endurance/Recharge: Level 30
    • (34) Touch of Death - Chance of Damage(Negative): Level 25
    Level 35: Evasion
    • (A) Red Fortune - Defense/Endurance: Level 33
    • (36) Red Fortune - Defense/Recharge: Level 33
    • (36) Red Fortune - Endurance/Recharge: Level 33
    • (36) Red Fortune - Defense/Endurance/Recharge: Level 33
    • (37) Red Fortune - Defense: Level 33
    • (37) Red Fortune - Endurance: Level 33
    Level 38: Aid Self
    • (A) Miracle - Heal/Endurance: Level 36
    • (39) Miracle - Endurance/Recharge: Level 36
    • (39) Miracle - Heal/Recharge: Level 36
    • (39) Miracle - Heal/Endurance/Recharge: Level 36
    • (40) Miracle - Heal: Level 36
    Level 41: Char
    • (A) Lockdown - Recharge/Hold: Level 39
    • (42) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 39
    • (42) Essence of Curare - Accuracy/Hold/Recharge: Level 50
    • (42) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50
    Level 44: Quickness
    • (A) Run Speed IO: Level 50
    Level 47: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 49: Warriors Challenge
    • (A) Taunt Duration IO: Level 50
    ------------

    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth: Level 15
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Critical Hit

    Level 0: Ninja Run

    ------------

    Set Bonus Totals:
    • 21% DamageBuff(Smashing)
    • 21% DamageBuff(Lethal)
    • 21% DamageBuff(Fire)
    • 21% DamageBuff(Cold)
    • 21% DamageBuff(Energy)
    • 21% DamageBuff(Negative)
    • 21% DamageBuff(Toxic)
    • 21% DamageBuff(Psionic)[/b]
    • 6.25% Defense(Smashing)
    • 6.25% Defense(Lethal)
    • 6.56% Defense(Fire)
    • 6.56% Defense(Cold)
    • 6.25% Defense(Energy)
    • 6.25% Defense(Negative)
    • 12.5% Defense(Melee)
    • 12.5% Defense(Ranged)
    • 13.1% Defense(AoE)
    • 2% Enhancement(Stun)
    • 16% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 25% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 150.6 HP (11.2%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 16.5%
    • 9.5% (0.16 End/sec) Recovery
    • 22% (1.23 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 10% RunSpeed
    ------------

    Set Bonuses:

    Crushing Impact
    (Thunder Kick)
    • MezResist(Immobilize) 2.2%
    • 15.1 HP (1.12%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Red Fortune
    (Focused Fighting)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Razzle Dazzle
    (Cobra Strike)
    • 2% (0.03 End/sec) Recovery
    • 20.1 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Red Fortune
    (Focused Senses)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Touch of Death
    (Air Superiority)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Numina's Convalescence
    (Health)
    • 12% (0.67 HP/sec) Regeneration
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Red Fortune
    (Maneuvers)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Gaussian's Synchronized Fire-Control
    (Tactics)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Scirocco's Dervish
    (Dragon's Tail)
    • 10% (0.56 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Touch of Death
    (Eagles Claw)
    • MezResist(Immobilize) 2.75%
    • 20.1 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Red Fortune
    (Evasion)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Miracle
    (Aid Self)
    • 2.5% (0.04 End/sec) Recovery
    • 25.1 HP (1.87%) HitPoints
    • 5% Enhancement(Heal)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Lockdown
    (Char)
    • 3% DamageBuff(All)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1422;719;1438;HEX;|
    |78DA9D934953134114C77B48C836938D80840009FB2210E0A678B054502909C6801|
    |C648963D240AAA686D4CC0081931FC0938A58965C2CD78F60F9C12C4FF12D9D9467|
    |A7E0FFEB7EAFDFBCEEFFA40B8D65438897B78516BB6799AE5BDEA83866BD2E9DE0B|
    |AE91D3BA6152AC9AA7566DB322884E86F65CB056949992F988E5733ADF21DC77373|
    |EDDCB2DC97B62BF31BC7382BC97D4B36A49B5CB50FA5236D2FDF1AE8C5A3232B7FD|
    |FAA1D1C7A068F6B9E2D5D374E93356956A5E31ED6EA519A1764B556A9D9B26BA55E|
    |ABE4EF5AE6B92C174CD793CE591AF6360DFF17B8497A9A9DE239202B664DC25C855|
    |16548C2FC23404C14B04A53551118644487CE3008FE28234608C40997415504559A|
    |4BA1798F714C583C619C321A80B058872A9FEAE5E35E01EE15E25E11EE65702F837|
    |B45A0AA53F5EA7C263014DB262476085DBB84C93DC2F532202DDE43151BD2D4824B|
    |80804F84148B9008F33EB4F00C6051441801C8E89C11FA148582108AAAC5D1A71A5|
    |A17DB020C8A279089AB4C3C4B8B138CC79049AA4C92435D8C106452CA82D4EB0EDC|
    |70F71BC65BC2B50BC63B42FA12D02D9250D5A3AA7AD8B8341B9761E3326CDC001B9|
    |765E35250D5AB8CEBFD4CEFCB7E617C250C7F238C7D274CFEA05E1FA1AA8FABFC7D|
    |276CE929A341983D639C13366079BF3A6A3F9F7180910DA249ECE520DB7B05A19CD|
    |A510E3FE5A018DA66EC307609C37B0CFE949B5035A24E3F82A71F12A33AC3604409|
    |6331469C9083AA71758EF115088D8A89FB8C078C8784C955C2A7A81053BCDC37F51|
    |B9C9810D37F18071AEE7DDA2294E0B533EA173233C79F16427915CA0F53E8038416|
    |D4D91716D9157FFB7AC21F3C62EDDF48B8036F63D1DFBE574263CF72FEF6056D861|
    |3B456F00BFEEBF969B45E172E454037518A20DA168E76507671BA872313E5054E2B|
    |386AFE325A5B8EDFC07DDD445942B985D203FB13AF70655007D1510C94284A0C258|
    |E924049A16450AE509A7F01AA6CE768|
    |-------------------------------------------------------------------|
  8. Redlynne

    Warshade help

    If your Human form is NOT built around a "toggle up" strategy (3 bubbles, Inky Aspect, Orbiting Death) ... then it's perfectly possible to "get by" without Stamina.

    If you DO however have a "toggle up" Human build ... you NEED Stamina.



    It's really that simple.



    I also like taking Hurdle, rather than Swift, for synergy with Ninja Run and Nebulous Form.
  9. Quote:
    Originally Posted by Athanatosis View Post
    Orbiting Death looks like it has the potential to be awesome. Is this true? I really want it to be.
    Orbiting Death can be extremely awesome if you slot it AND you have someone else on your team grabbing aggro (see: Tanker). In Team-8 situations especially, all you really need to do is position yourself by the Tanker, let them (and their aura(s)) draw everything into aggro range ... and you jump in right alongside them. Orbiting Death is incredibly endurance efficient at outputting damage ... just not very quickly. But against a dogpile of mobs, you can be cranking out hundreds and hundreds of points of damage for less than -1 Endurance per damage tick. That's not negligible.

    AND ... your Orbiting Death damage throughput can be dramatically enhanced by use of your human form Mire power. With a Tanker sucking up all of the aggro into a PBAoE position, you can EASILY take advantage. Furthermore, staying beside the Tanker also nets you (and your team) the greatest possible return on investment in Inky Aspect (PBAoE Stun) and on Eclipse. Inky Aspect will dramatically help out your Tanker because it'll neutralize all of the "local" Minions, meaning that the Tanker won't have to be soaking their damage on top of everything else ... which in turn dramatically improves Tanker survivability while reducing pressure on your team's healing resources. You and your Tanker then are able to concentrate your attention onto the LTs and Bosses FIRST ... leaving any Minions to be wiped out/mopped up by your PBoAEs and team AoEs.

    Orbiting Death + Inky Aspect + Eclipse on a team with a tanker grabbing aggro is incredibly powerful. Stacking Inky Aspect with Oppressive Gloom from Dark Armor(!) results in reliable stuns of Minions, LTs and Bosses ... making your deployment of Orbiting Death even more useful for slaughtering opponents wholesale, rather than retail.

    Orbiting Death doesn't do a whole lot of damage per tick ... but those damage ticks quickly add up to being some extremely impressive damage throughput. It's actually a very endurance efficient way to deal damage.

    Quote:
    Originally Posted by Athanatosis View Post
    Do any of the passive or toggle abilities of human form effect dwarf or nova form?
    Click powers only.
    Procs with a duration (Numina, for example) will persist through the form shift, but without the underlying power remaining active, the duration will expire.

    Quote:
    Originally Posted by Athanatosis View Post
    At lower levels, should I use any slots on human powers? Or should they all go to Nova powers and then dwarf powers?
    Recommend Nova and Dwarf powers first, with two notable exceptions.

    Stygian Circle gets priority over EVERYTHING ELSE until you've given it all the slots it's going to get. Do Not Pass GO. Do Not Collect 200 INF.

    Gravity Well is a good choice for slotting "as soon as is practical" due to its utility in allowing you to "take care of" Voids and Quantums when soloing. Starless Step + Gravity Well is an extremely safe way to deal with V and Q opposition ... and of those two, only Gravity Well "needs" extra slots.

    Dark Extraction is also another power that you'll probably want to have slotted as much as you're willing to invest by level 33 or 34.

    Quote:
    Originally Posted by Athanatosis View Post
    What are the most important things to remember/keep in mind when playing a WS for the first time? I'm going for Tri-Form for starters. Then I may move on to human/dwarf or maybe even just human somewhere down the line. I know it will take practice and experience to learn how to do it well, and I'm willing to be patient.
    If you're going tri-form, the most important thing to remember is that you'll be coming BACK to your human form LATER. Spend your slots on Nova as soon as you can, then slot up Stygian Circle (and maybe Gravity Well too) ... then get to work slotting up your Dwarf. Once you've slotted up your Dwarf ... THEN is the time to circle back around and start filling out your Human powers. Usually this means that you'll be filling out your Human powers LATE ... as in levels 40+ and the like.

    You really only "need" to heavily slot 3 of the 4 powers in Nova ... both AoEs and one of the single target attacks.

    For Dwarf you "need" to heavily slot the two melee attacks, Mire, and the PBAoE drain/heal. Those four attacks will be getting used as fast and as often as they can recharge. Don't skimp on them.

    It is also perfectly possible to have a successful Warshade build which does not have Hasten. I know. I play one.
  10. Here's something I whipped up this morning, which ought to be a little bit off the beaten track.

    No Purples
    No Fighting Pool(!)
    No Hasten(!)

    Yes Aid Self
    Yes Leadership Toggles(!)
    Built to Exemplar Well to levels 24+

    =====

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    ------------

    Level 1: Storm Kick
    (A) Touch of Death - Accuracy/Damage: Level 27
    (5) Touch of Death - Damage/Endurance: Level 27
    (23) Touch of Death - Damage/Recharge: Level 27
    (25) Touch of Death - Accuracy/Damage/Endurance: Level 27
    (25) Touch of Death - Damage/Endurance/Recharge: Level 27
    (33) Touch of Death - Chance of Damage(Negative): Level 25

    Level 1: Focused Fighting
    (A) Red Fortune - Defense/Endurance: Level 27
    (3) Red Fortune - Defense/Recharge: Level 27
    (36) Red Fortune - Endurance/Recharge: Level 27
    (36) Red Fortune - Defense/Endurance/Recharge: Level 27
    (37) Red Fortune - Defense: Level 27
    (37) Red Fortune - Endurance: Level 27

    Level 2: Focused Senses
    (A) Red Fortune - Defense/Endurance: Level 27
    (3) Red Fortune - Defense/Recharge: Level 27
    (37) Red Fortune - Endurance/Recharge: Level 27
    (39) Red Fortune - Defense/Endurance/Recharge: Level 27
    (39) Red Fortune - Defense: Level 27
    (39) Red Fortune - Endurance: Level 27

    Level 4: Agile
    (A) Defense Buff IO: Level 50
    (5) Defense Buff IO: Level 50
    (42) Luck of the Gambler - Recharge Speed: Level 25
    (43) Kismet - Accuracy +6%: Level 10

    Level 6: Focus Chi
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
    (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
    (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
    (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
    (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
    (11) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

    Level 8: Crane Kick
    (A) Touch of Death - Accuracy/Damage: Level 27
    (13) Touch of Death - Damage/Endurance: Level 27
    (13) Touch of Death - Damage/Recharge: Level 27
    (15) Touch of Death - Accuracy/Damage/Endurance: Level 27
    (15) Touch of Death - Damage/Endurance/Recharge: Level 27
    (17) Touch of Death - Chance of Damage(Negative): Level 25

    Level 10: Practiced Brawler
    (A) Recharge Reduction IO: Level 50
    (11) Recharge Reduction IO: Level 50

    Level 12: Hurdle
    (A) Jumping IO: Level 50

    Level 14: Health
    (A) Miracle - Heal/Endurance: Level 27
    (46) Miracle - Endurance/Recharge: Level 27
    (46) Miracle - Heal/Recharge: Level 27
    (48) Miracle - Heal/Endurance/Recharge: Level 27
    (48) Miracle - Heal: Level 27
    (48) Miracle - +Recovery: Level 20

    Level 16: Dodge
    (A) Defense Buff IO: Level 50
    (17) Defense Buff IO: Level 50
    (42) Luck of the Gambler - Recharge Speed: Level 25

    Level 18: Crippling Axe Kick
    (A) Touch of Death - Accuracy/Damage: Level 27
    (19) Touch of Death - Damage/Endurance: Level 27
    (19) Touch of Death - Damage/Recharge: Level 27
    (21) Touch of Death - Accuracy/Damage/Endurance: Level 27
    (21) Touch of Death - Damage/Endurance/Recharge: Level 27
    (23) Touch of Death - Chance of Damage(Negative): Level 25

    Level 20: Stamina
    (A) Performance Shifter - EndMod: Level 27
    (33) Performance Shifter - EndMod/Recharge: Level 27
    (33) Performance Shifter - EndMod/Accuracy/Recharge: Level 27
    (34) Performance Shifter - Accuracy/Recharge: Level 27
    (34) Performance Shifter - EndMod/Accuracy: Level 27
    (34) Performance Shifter - Chance for +End: Level 21

    Level 22: Stimulant
    (A) Endurance Reduction IO: Level 50

    Level 24: Aid Self
    (A) Numina's Convalescence - Heal/Endurance: Level 31
    (43) Numina's Convalescence - Endurance/Recharge: Level 31
    (45) Numina's Convalescence - Heal/Recharge: Level 31
    (45) Numina's Convalescence - Heal/Endurance/Recharge: Level 31
    (45) Numina's Convalescence - Heal: Level 31
    (46) Numina's Convalescence - +Regeneration/+Recovery: Level 30

    Level 26: Dragon's Tail
    (A) Eradication - Damage: Level 27
    (27) Eradication - Accuracy/Recharge: Level 27
    (27) Eradication - Damage/Recharge: Level 27
    (29) Eradication - Accuracy/Damage/Recharge: Level 27
    (31) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
    (31) Eradication - Chance for Energy Damage: Level 10

    Level 28: Lucky
    (A) Defense Buff IO: Level 50
    (29) Defense Buff IO: Level 50
    (50) Luck of the Gambler - Recharge Speed: Level 25

    Level 30: Maneuvers
    (A) Defense Buff IO: Level 50
    (31) Defense Buff IO: Level 50
    (43) Luck of the Gambler - Recharge Speed: Level 25

    Level 32: Quickness
    (A) Run Speed IO: Level 50

    Level 35: Evasion
    (A) Red Fortune - Defense/Endurance: Level 33
    (36) Red Fortune - Defense/Recharge: Level 33
    (40) Red Fortune - Endurance/Recharge: Level 33
    (40) Red Fortune - Defense/Endurance/Recharge: Level 33
    (40) Red Fortune - Defense: Level 33
    (42) Red Fortune - Endurance: Level 33

    Level 38: Tactics
    (A) Adjusted Targeting - To Hit Buff: Level 33
    (50) Adjusted Targeting - To Hit Buff/Endurance: Level 33

    Level 41: Focused Accuracy
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50

    Level 44: Physical Perfection
    (A) Regenerative Tissue - +Regeneration: Level 10

    Level 47: Warriors Challenge
    (A) Taunt Duration IO: Level 50

    Level 49: Assault
    (A) Endurance Reduction IO: Level 50

    ------------

    Level 1: Brawl
    (A) Empty

    Level 1: Sprint
    (A) Celerity - +Stealth: Level 15

    Level 2: Rest
    (A) Recharge Reduction IO: Level 50

    Level 1: Critical Hit

    Level 1: Ninja Run

    ------------

    Set Bonus Totals:

    20.5% DamageBuff(Smashing)
    20.5% DamageBuff(Lethal)
    20.5% DamageBuff(Fire)
    20.5% DamageBuff(Cold)
    20.5% DamageBuff(Energy)
    20.5% DamageBuff(Negative)
    20.5% DamageBuff(Toxic)
    20.5% DamageBuff(Psionic)

    6.88% Defense(Smashing)
    6.88% Defense(Lethal)
    5.31% Defense(Fire)
    5.31% Defense(Cold)
    10% Defense(Energy)
    10% Defense(Negative)
    1.88% Defense(Psionic)
    13.8% Defense(Melee)
    15.3% Defense(Ranged)
    10.6% Defense(AoE)

    1.8% Max End
    11% Enhancement(Heal)
    45% Enhancement(RechargeTime)
    15% FlySpeed
    190.8 HP (14.2%) HitPoints
    15% JumpHeight
    15% JumpSpeed
    MezResist(Held) 11.6%
    MezResist(Immobilize) 14.9%
    7.5% (0.13 End/sec) Recovery
    12% (0.67 HP/sec) Regeneration
    3.78% Resistance(Fire)
    3.78% Resistance(Cold)
    15% RunSpeed
    2% XPDebtProtection

    ------------

    Set Bonuses:

    Touch of Death
    (Storm Kick)
    MezResist(Immobilize) 2.75%
    20.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)

    Red Fortune
    (Focused Fighting)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)

    Red Fortune
    (Focused Senses)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)

    Luck of the Gambler
    (Agile)
    7.5% Enhancement(RechargeTime)

    Gaussian's Synchronized Fire-Control
    (Focus Chi)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)

    Touch of Death
    (Crane Kick)
    MezResist(Immobilize) 2.75%
    20.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)

    Miracle
    (Health)
    2.5% (0.04 End/sec) Recovery
    25.1 HP (1.87%) HitPoints
    5% Enhancement(Heal)
    1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    1.88% Defense(Psionic)

    Luck of the Gambler
    (Dodge)
    7.5% Enhancement(RechargeTime)

    Touch of Death
    (Crippling Axe Kick)
    MezResist(Immobilize) 2.75%
    20.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)

    Performance Shifter
    (Stamina)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

    Numina's Convalescence
    (Aid Self)
    12% (0.67 HP/sec) Regeneration
    25.1 HP (1.87%) HitPoints
    6% Enhancement(Heal)
    MezResist(Held) 3.3%
    3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)

    Eradication
    (Dragon's Tail)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    30.1 HP (2.25%) HitPoints
    2% XPDebtProtection
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)

    Luck of the Gambler
    (Lucky)
    7.5% Enhancement(RechargeTime)

    Luck of the Gambler
    (Maneuvers)
    7.5% Enhancement(RechargeTime)

    Red Fortune
    (Evasion)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)

    Adjusted Targeting
    (Tactics)
    2% DamageBuff(All)

    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1417;719;1438;HEX;|
    |78DA9D93594F135114C7EFB485D276DA692965A765974546F AE692685C4031144B5|
    |B7950A019CA254C3229CD4C31F0E607F0C905771F8C227E04 E32772FD06A69EE5B6|
    |865727EDF9DD7BEEF9DFF99F3B33B9831BBA100FAF082D76D DB13CAF5CACB856AD2|
    |6DDE08A55DF772D4704851003CD6C39271D29CD9CE5D66DCB 295F75EB5EA6B57643|
    |EEC8AA27CDE23ECE0A72C79107D24B2C5577A52BAB75B339D 0F37B7B8EB968D7ABD|
    |2F3A234C9C96DBB6257A541B365696D4BD7DBB56B099A2F55 1FD89EBD653B76FD30|
    |B150B32BE6B5BDEDC372CEF2EAD23DEC0583D3F03F42A7743 5DAC43D40BF08DC277|
    |4AF137A37189B84E132A057E450A5295558C3155F8430A633 A284F118C320AC804A|
    |532AED946A9C5593AC9A64D524ABEE80CACF2ABF3F0DC88A0 0633AA5A199993F300|
    |B891750D7A63A69FBE04369FB47C631A1E313E38410FE0CE8 122F411554AA20F7AF|
    |73FF3AF71FE3FE63DC7F9CFBCF8324C49EB4D02C990933DA6 125C22B223245A920A|
    |4A2AAEDE802F534B7C8B84938778BB1C4B80D488A555019AC F219DC6FFC54DBAFA1|
    |20A19C27D879273BEF64E75DECBC8B9D77B3F30E50259599E 4633A89E1278CA7849|
    |1678C23C6733AA534A8527C2F911A21171948F5A88D7A5661 90163305C2D922A3C4|
    |B84B985B030C8937A0EA53A6FBBED12DFABF337E10067F12D 2BF18BF7DF8688BA01|
    |A506731C08730C8C8F25924A06048150CF14A9A31C3050528 C8A8C79299A39512A4|
    |465503A3F8360E8BB108E18CCE8832628469839004D5847AF 213EF7C98CABE2794F|
    |C424CA995297CE3C0DD09E1382AC4ACBAF9EC650D3B7A05DB 98EA40CD2CF9E984D4|
    |BCAA9AE7331E0CB43E4EF8C1259603AD0F0FB681DD63221F5 0194869FC1266FE553|
    |542F1D61EFF7B7DD19BDB850A6188250C7908DA1A8ED6316C E0741347168EB63054|
    |70DAF8AA370D18E7D1D7050C17315CC290427F8FB03218811 0C1A06388628861303|
    |0C4312431F463788BA1F1172A9BE860|
    |-------------------------------------------------------------------|
  11. Quote:
    Originally Posted by Pilotball View Post
    I'm looking for good suggestions.
    Point.
    Click.
    Read.
  12. Sidhe_Blade has toured the Spring Knights base ... which I believe has instilled the proper respect for what lighting can do for you in a base.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Although I will continue to read the thread if any interesting ideas pop up
    Challenge ... accepted.



    CAK is, as you've pointed out, the #1 stumbling block.

    The underlying problem is that just as every scrapper primary has a "power up" ... whether it be Build Up/Focus Chi or something analogous ... and every scrapper primary has a single target Taunt ... it is also true that every single scrapper primary has an Immobilize of some sort. Clearly the *original* intent was to give scrappers something which would allow them to "control" runners, since a melee only powerset can be easily foiled by repositioning to disengage.

    This is ... as far as these things go ... "okay" thinking, in generic/general terms.

    The problem is ... what happens when the theorycrafting meets the gameplay.

    As players have complained, since before Castle rose up and overthrew Geko ... Immobilize ... especially a WEAK single target Immobilize ... is exceptionally worthless to a scrapper. Immobilize AT RANGE at least offers some minimal mitigation from melee damage. But within melee range, the value plummets to almost nothing. This is especially true when the Immobilize MAG is so anemic as to only be capable of Immobilizing MINIONS ... who pose little to no threat to a scrapper whatsoever because of La Machine buzzsaw factors in which scrappers, once reaching the endgame, rarely expend more than 3 attacks on a single minion (if that).

    CAK's Immobilize would be USEFUL if it were on Cobra Strike(!), where it could be used in the early levels against mobs in Atlas Park, Galaxy City, The Hollows and Perez Park ... all of which like to run, and young scrappers rarely have enough damage to finish Minions off in 3 or less hits before reaching level 10 ... but that's not how Immobilize was added to Martial Arts. Instead, it was placed on a power which at level 18 means dealing with the end of Steel Canyon, Skyway, Boomtown, Faultline and soon moving on to Talos Island, Independence Port, Dark Astoria, Terra Volta and Striga Island. A great many of these mobs you encounter in these levels render Immobilize of questionable value (at best!) ... especially considering Tsoo Sorcerers and Sky Raider Porters teleporting away.

    If CAK's Immobilize were moved over to Cobra Strike, then Cobra Strike could at least function like a "ghetto hold" combining both immobility and stun. But no ... we've got ... CAK.

    And sad as it makes me ... I think that we're going to be stuck with CAK as an Immobilize, no matter what arguments are made about the sheer worthlessness of an Immobilize on a power that comes too late to be worthwhile against the categories of mobs most likely to run away ... the lowbies.



    That said ... if we're going to get stuck with CAK as an Immobilize, because every scrapper primary has an Immobilize ... the question then becomes ... HOW can an Immobilize be leveraged to be USEFUL to a Martial Arts scrapper? Even more importantly ... how is CAK a better choice of an attack power than Air Superiority or even Jump Kick?

    It can be pretty easily argued that Air Superiority is dramatically superior to CAK in terms of both mitigation and utility. So how to bring CAK, a level 18 primary power, "up to snuff" in comparison with level 6 pool powers?

    The way I see it, there's basically two options ... for the Immobilize.

    CAK can either be configured to have a high MAG Immobilize, which lasts for a short(ish) duration ... or ... CAK can be configured to have its current anemic low MAG Immobilize and make it last for a long duration, permitting self-stacking of the Immobilization to "useful" MAG levels after repeat use as part of an attack chain.



    The second thing I'd want to do is give the "Crippling" part of CAK's name some actual, relevant, game mechanical support.

    Let's try giving CAK a Damage Debuff to target ... which lasts long enough to self-stack. Something like a -10% Damage Debuff which lasts for say ... 10 seconds.

    Throw in a -30% Recharge Debuff which also lasts for 10 seconds, and is intended to self-stack, and we'll have a power which has USEFUL effects beyond just "simple" immobilization which isn't merely "on par" with (or worse than!) a level 6 pool power which can deliver greater combat utility through a dirt simple knockdown.

    And the beauty of it is ... neither the Damage Debuff nor the Recharge Debuff is modifiable by enhancements ... meaning that there's no change necessary to the allowed enhancements or permitted IO Sets available to the power. Meaning, no running afoul of that tendril of the Cottage Rule.

    Keep the anti-Fly and movement Snare properties, as well as damage, recharge, endurance and animation times constant ... and we'd have something competitive.



    What say you ... Arcanaville?
  14. Kinetic Combat: Knockdown Bonus IO

    What if every damage attack in Martial Arts had a 20% chance to Knockdown ... as if they were all slotted (out of the box) with a Kinetic Combat proc?
  15. The Zinger Proc operates via Taunt effect.
    Since Gauntlet on a Tanker is an AoE Taunt effect (of varying radius depending on the specific attack being used), the Zinger Proc is "carried" by Gauntlet.

    This means that the Zinger Proc is effectively enabled and channeled through Gauntlet on a Tanker and has a 20% chance to proc on each individual target within the Gauntlet radius of each attack power in your Primary.
  16. Any -Recharge effect in CAK would need to be ... large ... in order to be even noticeable simply due to the fact that there's nothing else in MA for CAK to synergize with. And because it would have to be a "large" amount of -Recharge, because it's a lonely single target attack with nothing else to back it up or stack with, you wind up with a situation where you're either needing to make allowance for it to stack onto itself ... or ... the effect does not stack from same caster.

    If the -Recharge *is* stackable with itself, that basically makes it something where it takes a "wind up" of a repeated attack chain before the -Recharge stack gets deep enough to be "worthwhile" as a means of slowing down ... well ... anything really. On top of that, the -Recharge would need to have a long enough duration (which is NOT increased by Enhancements, btw) so as to be able to self-stack. Which then means you'd need to be fighting targets which could survive a full cycle of attack chains (or few). That means that LTs and Minions are "too wimpy" for CAK to really hit them enough times to slow them down (before they faceplant from sheer damage input). That essentially "reserves" the full -Recharge stackable value for Bosses, EBs and AVs.

    If the -Recharge is *not* stackable with itself, then it needs to be "hefty" in order to justify its existence (beyond token joke). Something on the order of -40 or -50 Recharge, if it's meant to be a credible source of damage mitigation and worthy of the "Crippling" in the name of the power. This gives a lot more design leeway, since you don't have to worry about self-stacking.
  17. Quote:
    Originally Posted by Westley View Post
    My name is Westley and I approve of the OP.
    My name is Redlynne and I approve of the Force Fielder's Bible cited by Westley.

    The major difference is though that with Force Fields you have aggro dump (or escape) options. Kinetics doesn't offer the same kinds (or means) of mitigation from drawing too much aggro like Force Fields does, so you wind up needing to play with Repel a bit more defensively. On the flipside though, a major strike against Repel is that it drains Endurance when it hits hostiles ... but this weakness is easily negated in Kinetics by refueling using Transference, which is not available to Force Fields.

    So even though the two "flavors" of this power effect are extremely similar ... because of how they synergize with the rest of their powersets, how they get used (and abused!) in actual gameplay is remarkably different. Kinetics and Force Fields tend to favor dissimilar engagement tactics for actually using their PBAoE Knockback powers ... which is actually pretty interesting when you get right down to it.
  18. Thunder Kick (update proposal)
    • +7.152s Stun (mag 1) (30% chance) PvE only
    • +7.152s Stun (mag 1) (30% chance) PvE only
    • +2.384s Stun (mag 1) (30% chance) If target is a player
      Suppressed when Held, for 15 seconds (WhenInactive)
      Suppressed when Sleep, for 15 seconds (WhenInactive)
      Suppressed when Stunned, for 15 seconds (WhenInactive)
      Suppressed when Immobilized, for 15 seconds (WhenInactive)
      Suppressed when Terrorized, for 15 seconds (WhenInactive)
    • +2.384s Stun (mag 1) (30% chance) If target is a player
      Suppressed when Held, for 15 seconds (WhenInactive)
      Suppressed when Sleep, for 15 seconds (WhenInactive)
      Suppressed when Stunned, for 15 seconds (WhenInactive)
      Suppressed when Immobilized, for 15 seconds (WhenInactive)
      Suppressed when Terrorized, for 15 seconds (WhenInactive)
    Odds of a MAG 2 stun remain relatively unchanged, but odds of a MAG 1 stun are significantly heightened, dramatically enhancing the synergy between Thunder Kick, Cobra Strike and Eagles Claw.
    All other effects and stats remain unchanged.

    -----

    Cobra Strike (update proposal)
    • Self:
      • DEF (Melee, Smashing) +15% for 10s
    • Target:
      • +0.67 Knockback PvE only
      • +0.67 Knockback If target is a player
        Suppressed when Knocked, for 10 seconds (WhenInactive)
    Adds a defensive effect comparable to Parry and Divine Avalanche, except it is Melee/Smashing instead of Melee/Lethal. Duplicates knockback effect of Dragon's Tail, turning Cobra Strike into a single target stun plus (reliable) "throw" attack, which helps limit stunned wandering distance.
    All other effects and stats remain unchanged.
    Power updated to accept Defense Buff and Knockback enhancements and IO Sets.

    -----

    Crippling Axe Kick (update proposal)
    • +11.92s Immobilize (mag 3) PvE only
    • +11.92s Immobilize (mag 1) (50% chance) PvE only
    • +2.384s Immobilize (mag 3) (50% chance) If target is a player
      Suppressed when Held, for 15 seconds (WhenInactive)
      Suppressed when Sleep, for 15 seconds (WhenInactive)
      Suppressed when Stunned, for 15 seconds (WhenInactive)
      Suppressed when Immobilized, for 15 seconds (WhenInactive)
      Suppressed when Terrorized, for 15 seconds (WhenInactive)
    • +0.67 Knockback (60% chance) PvE only
    • +0.67 Knockback (60% chance) If target is a player
      Suppressed when Knocked, for 10 seconds (WhenInactive)
    Increase baseline immobilization by +1 MAG. Duplicate knockdown effect of Dragon's Tail but with chance for effect on par with Crane Kick.
    All other effects and stats remain unchanged.
    Power updated to accept Knockback enhancements and IO Sets.

    -----

    Eagles Claw (update proposal)
    • +7.152s Stun (mag 3) PvE only
    • +7.152s Stun (mag 1) (15% chance) PvE only
    • +2.384s Stun (mag 3) If target is a player
      Suppressed when Held, for 15 seconds (WhenInactive)
      Suppressed when Sleep, for 15 seconds (WhenInactive)
      Suppressed when Stunned, for 15 seconds (WhenInactive)
      Suppressed when Immobilized, for 15 seconds (WhenInactive)
      Suppressed when Terrorized, for 15 seconds (WhenInactive)
    • +2.384s Stun (mag 1) (15% chance) If target is a player
      Suppressed when Held, for 15 seconds (WhenInactive)
      Suppressed when Sleep, for 15 seconds (WhenInactive)
      Suppressed when Stunned, for 15 seconds (WhenInactive)
      Suppressed when Immobilized, for 15 seconds (WhenInactive)
      Suppressed when Terrorized, for 15 seconds (WhenInactive)
    • +0.67 Knockback PvE only
    • +0.67 Knockback If target is a player
      Suppressed when Knocked, for 10 seconds (WhenInactive)
    PvE stun duration increased to match Thunder Kick. Chance of +1 MAG critical hit for stun added. Reliable knockback added to enhance mitigation.
    All other effects and stats remain unchanged.
    Power updated to accept Knockback enhancements and IO Sets.
  19. The following are the slot loadouts I use on my Peacebringer and Warshade for my Nova and Dwarf forms. The results are pretty solid (as you can see if you put them into Mids').

    Level 27 sets are fully functional when exemplar to level 24, which an entire grouping of Flashback missions can reduce you to.
    Level 31 sets are fully functional when exemplar to level 28, which is the Moonfire TF in Striga.

    =====

    Level 6: (Bright/Dark) Nova
    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

    Level 6: (Bright/Dark) Nova Blast
    • Decimation - Accuracy/Damage: Level 27
    • Decimation - Damage/Endurance: Level 27
    • Decimation - Damage/Recharge: Level 27
    • Decimation - Accuracy/Endurance/Recharge: Level 27
    • Decimation - Accuracy/Damage/Recharge: Level 27
    • Decimation - Chance of Build Up: Level 25
    Level 6: (Bright/Dark) Nova (Cone)
    • HamiO: Centriole Exposure (+2 Dam/Rng)
    • HamiO: Centriole Exposure (+2 Dam/Rng)
    • HamiO: Centriole Exposure (+2 Dam/Rng)
    • (Set IO) - Accuracy/Endurance(/Recharge): Level 50
    • (Set IO) - Accuracy/Endurance(/Recharge): Level 50
    • (Set IO - Proc)
    Level 6: Bright Nova Detonation
    • Kinetic Crash - Damage/Knockback: Level 27
    • Kinetic Crash - Accuracy/Knockback: Level 27
    • Kinetic Crash - Recharge/Knockback: Level 27
    • Kinetic Crash - Recharge/Endurance: Level 27
    • Kinetic Crash - Damage/Endurance/Knockback: Level 27
    • Kinetic Crash - Accuracy/Damage/Knockback: Level 27
    Level 6: Dark Nova Detonation
    • Positron's Blast - Accuracy/Damage: Level 27
    • Positron's Blast - Damage/Endurance: Level 27
    • Positron's Blast - Damage/Recharge: Level 27
    • Positron's Blast - Damage/Range: Level 27
    • Positron's Blast - Accuracy/Damage/Endurance: Level 27
    • (Set IO - Proc)

    -----

    Level 20: (White/Black) Dwarf
    (A) Resist Damage IO: Level 50
    (21) Resist Damage IO: Level 50

    Level 20: (White/Black) Dwarf Strike
    • Crushing Impact - Accuracy/Damage: Level 31
    • Crushing Impact - Damage/Endurance: Level 31
    • Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • Crushing Impact - Damage/Endurance/Recharge: Level 31
    • (Set IO - Proc)
    Level 20: (White/Black) Dwarf Smite
    • Crushing Impact - Accuracy/Damage: Level 31
    • Crushing Impact - Damage/Endurance: Level 31
    • Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • Crushing Impact - Damage/Endurance/Recharge: Level 31
    • (Set IO - Proc)
    Level 20: (White/Black) Dwarf (PBAoE)
    • Obliteration - Damage: Level 31
    • Obliteration - Accuracy/Recharge: Level 31
    • Obliteration - Damage/Recharge: Level 31
    • Obliteration - Accuracy/Damage/Recharge: Level 31
    • Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • Obliteration - Chance for Smashing Damage: Level 30
    Level 20: White Dwarf Sublimation
    • Doctored Wounds - Heal/Endurance: Level 31
    • Doctored Wounds - Heal/Recharge: Level 31
    • Doctored Wounds - Heal/Endurance/Recharge: Level 31
    • Doctored Wounds - Heal: Level 31
    • Doctored Wounds - Recharge: Level 31
    Level 20: Black Dwarf Drain
    • Touch of the Nictus - Healing: Level 31
    • Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 31
    • Touch of the Nictus - Accuracy/Healing: Level 31
    • Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 31
    • Touch of the Nictus - Accuracy/Endurance/Recharge: Level 31
    Level 20: (White/Black) Dwarf Step
    (A) Winter's Gift - Slow Resistance (20%): Level 10

    Level 20: (White/Black) Dwarf Antagonize
    (A) Perfect Zinger - Chance for Psi Damage: Level 21
  20. Group Fly may eat endurance like children with candy ... but by the same token since you're most often using more like a Group Hover than a Group FLY power, it's perfectly acceptable to slot it up with only two common 50 Endurance Reduction IOs and consider the power fully slotted. That means it's a relatively "cheap" power to slot ... unless you want to put Fly Enhancement into it. Odds are though that you won't be using Group Fly as your Travel Power, so there's no pressing "need" to slot it for Flight Speed.

    And as already pointed out, Mercs would most likely derive the greatest benefit from a MM using Group Fly by virtue of their plentiful Def Debuff attacks which counter the Group Fly accuracy penalty. Might be something to seriously consider ...
  21. Confirming that I'll be there in another 90 mins or so.
  22. Quote:
    Originally Posted by DrMike2000 View Post
    My biggest problem with Kinetics' Repel is that it can knock your heal target away. There's a sweet spot where the enemy is out of Repel range but you're within the heal range, but that can be hard to hit exactly if you've Siphon'd Speed recently.
    Yeah, the problem of getting into an exactly right position when you've got Siphon Speed up can be ... challenging. What I find myself doing for those situations is often using a quick "hop" jump to achieve fine control positioning when my Run Speed (thanks to Siphon Speed) is way too high to allow the fine control I want.

    Which brings up an interesting tactic, that just might work. Basically do a "high hop" jump towards your target, and when you're on your way down towards it, hit your Transfusion. The psuedo-pet will spawn in approximately the area where the target is, and you're pretty much guaranteed to be inside the AoE if you were jumping *to* the target. The AoE for the heal will go off close to the time when you land near the target, just in time for Repel to kick in and "punt" your target away from you. The target hostile gets flung away from you while the heal AoE doesn't move. If your jump vector puts you on a mostly vertical downwards trajectory, your designated target won't even be flung all that far away from you if you try and land on their head.
  23. Quote:
    Originally Posted by StormyDarkness View Post
    Ah, so 2 regular KB IOs it would be. Maybe an endurance redux, but come on... just put some accuracy and recharge and Transference.
    Would it surprise you to learn that Repel is an auto-hit power, and thus does not accept Accuracy Enhancements? Pretty much the only "meaningful" things you can slot into it are Endurance Reduction (toggle maintenance only, not drain on hit) ... Knockback (extremely good return on investment) ... and Recharge Reduction (how quickly you can bring the toggle back up after toggle off).

    As for whether or not the Force Feedback proc would need something to be hit on exactly the 10 second activation mark or not is something that would obviously require testing. I suspect however that what will happen is an interweaving of behaviors.

    First of all, the proc won't "happen" unless there's something to Knockback. That means there needs to be a hostile in the PBAoE to hit for the proc to even have an opportunity to take effect.

    Second of all, the chance to proc will be suppressed for 10 seconds after it procs due to it being slotted into a toggle. Which brings up an extremely important point ... of how do procs "know" to wait 10 seconds when slotted into toggles? If it's simply a suppression code, that would actually work in the favor of Force Feedback's proc.

    Thirdly, the Force Feedback proc has a 15 second self-suppression on chance to proc once it procs. That means that when Force Feedback procs, there's a 5 second duration on the +100% Recharge effect, followed by a 10 second delay after those first 5 seconds before Force Feedback can proc again.



    I *suspect* that what will happen ... but haven't tested my theory yet ... is that rather than functioning as a chance to proc on Activation #1 only of a 20-cycle (ie. 10 seconds) rotation ... instead what will happen is that the Force Feedback proc will only be *allowed* to proc if it hasn't been given an opportunity (ie. a hostile target) to proc on in either the last 10 seconds (previous proc chance failed) or the last 15 seconds (previous proc chance succeeded).

    Easiest way to think of this behavior is in terms of "warming up" the chance to proc and then "holding" that chance until a target presents itself. That way there's no "Activation #1 of 20" limitation that runs as a hard and fast rule for getting the timing exactly right for the proc. Instead, it becomes more a matter of "has the proc had a chance to do off LATELY?" ... and if it hasn't, then the proc is free and clear to make a Proc Check once there's a hostile for the Repel power to Knockback.

    I can't "prove it" (yet) of course ... but that's also why I bring up this possibility.



    Note that testing this theory would be far easier to investigate using the Crushing Damage proc in Explosive Strike, since the damage numbers are very easy to identify on a power which does no damage itself. All that would be required is a target dummy in RWZ to test on.

    Toggle on Repel.
    Wait a 2-6 seconds.
    Move into PBAoE range of target dummy and check to see if damage proc goes off on the first "hit" of Repel on dummy.
    Move away from target dummy.
    Toggle off Repel.
    Wait 10-15 seconds.
    Repeat test.

    If you see the Crushing Damage hit on the first activation of Repel to affect the target dummy, then the "timing" aspect of only being able to proc on Activation #1 of 20 is incorrect ... because CLEARLY you would not be affecting the target dummy on Activation #1 of 20 due to the 2-6 second wait before moving into PBAoE range.

    And if THAT is the case ... where it's NOT an Activation #1 of 20 type of timing limitation ... THEN ... the "best" slotting for Repel would be 2 common 50 Knockback IOs and *both* of the Knockback Sets Procs (Explosive Strike and Force Feedback).



    Anyone feel like copying to Test Server with Proc IOs already in tray so as to respec and do a little "stress testing" to find out what kind of power can be leveraged out of an enhanced Repel ...?
  24. Disclaimer:
    I'm more interested in using Repel on a Controller than I am on a Defender. Problem is, all the Guides for any of the secondaries for Controllers point over here to the Defender forum ... hence why I'm posting this here rather than in the Controller Forum.



    Okay, I've looked through all the (available) guides on Kinetics, and every single one of them comes to exactly the same conclusion about Repel ... namely, Avoid At All Costs.

    The trouble is ... we've now got Knockback Sets, which allow certain ... things ... to happen, which couldn't have happened prior to Inventions (or more accurately, the procs in those sets).



    On a lark, I picked up Repel for my Mind/Kin Controller, put some slots into it, and figured I'd try and find some uses for it. Imagine my surprise when I found I can actually make good situational use of it! Mind you, you still don't want to keep it running when you dash in for a Fulcrum Shift on a dogpile that are all aggroed on the Tank ... but there are plenty of other situations where Repel can actually work for you rather than just against you.

    I've personally found Repel to be quite helpful if you're (currently) hanging back in the second row with the Blasters and able to take up position in a Choke Point due to terrain. Fire up Repel and you can keep leakers from distracting the Blasters away from doing their thing (namely, DPS and Spike Damage). In fact, I've had some pretty good success using Repel at Choke Points to protect my teammates from melee. Slotted up with 2 common 50 knockback IOs, Repel will pump out MAG 15+ KB on anything that gets near you every HALF second. That stacks up on KB resistant mobs ... like Warwolves. It may take a few seconds for Warwolves to stack up enough MAG to overcome their native KB protection, but even they will be hurled away from you with enough exposure to Repel.

    One of the most commonly cited downsides to Repel is its endurance consumption. The baseline consumption of -0.78 END/s isn't really that bad when you consider that you've also got Transference available at later levels to refuel with. The problem is that there's a -1 END cost for every activation of Repel that hits ... per target hit ... and there's no way to reduce that through slotting. The "END per target" cost of the power ignores enhancements and buffs. This means that Repel is going to be "expensive" on END no matter what you do ... every time it hits something.

    But there is something you can do about that. You can enhance the Knockback!

    It seems counter-intuitive ... but by increasing the Knockback delivered by Repel, you actually (in game play, over time) reduce the number of "Repel Hits" that melee hugging enemies can bring to bear on you. This is because with more KB, they get hurled farther away ... take longer to get up ... and take longer to run back into melee range where they get a Wash/Rinse/Repeat. By enhancing the KB on Repel, you make every "Repel Hit" dramatically more effective, reducing the number of hits (and thus, END drain) necessary to keep hostiles out of melee range with you. Furthermore ... by enhancing the KB on Repel, you can inflict enough KB in a single activation cycle of this toggle to overcome the KB protection of a great many melee powered sets, which typically run in the -10 to -11 region. A pair of common 50 IOs for KB will give you MAG +15 (and change).

    Repel basically turns you into a human(oid) Singularity ... except that you, as a player, have a lot more "brains" than a Controller Pet (usually). With a Repel slotted for KB, you can "Hurricane Herd" right alongside the best Stormers around.



    Slotting Endurance Reduction in Repel is recommended by just about every single guide on Kinetics (followed by the "skip this power!" advice). But since the only endurance cost that's getting reduced by those slots is the toggle maintenance cost ... not the opportunity cost on hits ... I'd have to say that spending slots on Endurance Reduction for Repel is of marginal return at best. Even with two common 50 IOs dedicated to Endurance Reduction, you're only saving 0.35 END/sec ... or 1 END every 3 seconds, if you prefer. Given the recharge time on Transference, and the "End Rush" that Transference makes possible ... this is actually a very minor return on investment for the price of 2 enhancement slots.



    Given all this ... I'd recommend that for anyone with Kinetics who's even thinking of taking Repel (and yes, I know this will be a tiny minority of players) ... I'd suggest that the optimal slotting for Repel is not 2-3 Endurance Reduction. Instead, I'd recommend slotting 2 common 50 Knockback IOs ... since those dramatically limit your exposure to Endurance Drain when a hostile comes within the PBAoE of Repel.

    Ah ... but then there's an option which presents itself ...

    What if ... you add a third slot ... and put a Force Feedback: Chance for +Recharge into that third slot? Now you've not only got a "keep away" power, but one which has a chance to "hurry up" everything you can do every time a hostile comes within fisticuffs range.

    And now let's consider that not every combination of Powerset paired with Kinetics is going to want to live within Melee Range full time. Archery and Dual Pistols, for instance, would see some interesting synergies on Defenders who run Repel and are more focused on Damage Output than on Buff/Debuff/Heal actions. I'm sure that other Defender Secondaries could also benefit from a Ranged Offender tactics and strategies set being "buttressed" by intelligent use of Repel. Similarly, there are several Controller Primaries that display a marked preference for ranged as opposed to close quarters combat, and for those combinations an enhanced Repel can easily work as an opportunity herding tool in both offensive and defensive playstyles. Villains ... same deal.



    I'm posting these thoughts here because it seems to me that pretty much since Issue 1, the Repel power has been the ugly duckling of the Kinetics powerset. But with Inventions in the mix, and the procs they bring to bear ... perhaps it's time to give Repel another looksee. Granted, it's not going to be a Set And Forget type toggle, like the Leadership toggles are, since there will be times when you'll want to shut it off (see: Fulcrum Shift) ... but by the same token, there are also going to be times when you don't want to jump into the dogpile with the Tanks and Scrappers, because you'll probably faceplant if you do (see: Malta).

    For those times when you can't be in the center of attention (due to Mezz and AoE and other situational factors) ... having Repel in your back pocket can be useful not only during Team combat, but also when Solo. And best of all, Repel only really "needs" a minimal slotting of 2 to 3 slots in order to leverage it very effectively. It's not $DEITY Mode ... but it can be quite useful, and given the synergy with Transference, Repel's greatest downside can be mitigated relatively easily with only "some" (as opposed to major) effort on the part of the Player.



    Repel gives you the opportunity to play "goalie" ... and kick the hostiles facing your team back into play, over by the Husqvarna armed Scrappers who feast upon the flesh of anything around them. Stormers know exactly how useful this can be already, and they aren't exactly shy about using their Hurricane Herding power.



    Give Repel a second look my fellow Kineticists. You might surprise yourself with the tactics you discover.
  25. Quote:
    Originally Posted by Frosticus View Post
    Flash arrow is reliably crappy.
    Quoted for the unfortunateness of TRUTH.