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Posts
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Joined
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Static Discharge: -7% Endurance to Target if (target = critter)
Elec fences: -4% Endurance to Target for 6.2 seconds if (target = critter)
Elec Shackles: -7% Endurance to Target if (target = critter)
So basicly, No. -
for those who like to save their eyes:
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Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx:39(A), Aegis-ResDam/Rchg:39(3), Aegis-EndRdx/Rchg:39(3), Aegis-ResDam/EndRdx/Rchg:39(5)
Level 1: Stone Fist -- T'Death-Dmg/EndRdx/Rchg:39(A), T'Death-Dmg/EndRdx:39(36), T'Death-Acc/Dmg:39(36), T'Death-Dmg/Rchg:39(36), T'Death-Acc/Dmg/EndRdx:39(37)
Level 2: Dull Pain -- Dct'dW-Rchg:39(A), Dct'dW-Heal:39(5), Dct'dW-Heal/EndRdx:39(7), Dct'dW-EndRdx/Rchg:39(7), Dct'dW-Heal/Rchg:39(9), Dct'dW-Heal/EndRdx/Rchg:39(9)
Level 4: Heavy Mallet -- T'Death-Acc/Dmg:39(A), T'Death-Dmg/EndRdx:39(37), T'Death-Dmg/EndRdx/Rchg:39(37), T'Death-Dmg/Rchg:39(39), T'Death-Acc/Dmg/EndRdx:39(39)
Level 6: Stone Mallet -- T'Death-Dmg/EndRdx/Rchg:35(A), T'Death-Acc/Dmg:35(46), T'Death-Dmg/EndRdx:35(48), T'Death-Dmg/Rchg:35(48), T'Death-Acc/Dmg/EndRdx:40(48)
Level 8: Unyielding -- ImpArm-ResDam:39(A), ImpArm-ResDam/EndRdx:39(11), ImpArm-ResDam/Rchg:39(11), ImpArm-ResPsi:39(13)
Level 10: Taunt -- Zinger-Acc/Rchg:39(A), Zinger-Taunt/Rchg:39(50)
Level 12: Hasten -- RechRdx-I:40(A), RechRdx-I:40(13), RechRdx-I:40(15)
Level 14: Super Speed -- Clrty-RunSpd:39(A), Clrty-EndRdx:39(15), Run-I:40(17)
Level 16: Hurdle -- Jump-I:40(A), Jump-I:40(17), Jump-I:40(19)
Level 18: Health -- HO:Golgi(A), Numna-Regen/Rcvry+:39(19), Numna-Heal:39(21)
Level 20: Stamina -- Efficacy-EndMod/EndRdx:39(A), Efficacy-EndMod:39(21), Efficacy-EndMod/Rchg:39(23), EndMod-I:40(23)
Level 22: Invincibility -- LkGmblr-Rchg+:39(A), RedFtn-Def:39(25), RedFtn-Def/Rchg:39(25), RedFtn-Def/EndRdx:39(27)
Level 24: Build Up -- GSFC-Build%:39(A), GSFC-ToHit/EndRdx:39(27), GSFC-ToHit/Rchg:39(29)
Level 26: Fault -- KBDist-I:40(A)
Level 28: Resist Elements -- TtmC'tng-ResDam:39(A), TtmC'tng-EndRdx:39(29), TtmC'tng-ResDam/EndRdx:39(31), ResDam-I:40(31)
Level 30: Resist Energies -- ImpArm-ResPsi:39(A), ImpArm-ResDam:39(31), ImpArm-ResDam/EndRdx:39(33), ImpArm-ResDam/Rchg:39(33)
Level 32: Unstoppable -- Aegis-Psi/Status:39(A), Aegis-ResDam:39(33), Aegis-ResDam/Rchg:39(34), Aegis-EndRdx/Rchg:39(34), Aegis-ResDam/EndRdx/Rchg:39(34)
Level 35: Tremor -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(40), Sciroc-Dmg/Rchg:39(43), Sciroc-Acc/Rchg:39(43), Sciroc-Acc/Dmg/EndRdx:39(46)
Level 38: Seismic Smash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(40), C'ngImp-Acc/Dmg:39(40), C'ngImp-Dmg/EndRdx:39(43), C'ngImp-Acc/Dmg/Rchg:39(46)
Level 41: Resist Physical Damage -- ImpArm-ResPsi:39(A), ImpArm-ResDam/EndRdx:39(42), ImpArm-ResDam/Rchg:39(42), ImpArm-ResDam:39(42)
Level 44: Tough Hide -- LkGmblr-Rchg+:39(A), LkGmblr-Def:39(45), LkGmblr-Def/Rchg:39(45), LkGmblr-Def/EndRdx:39(45)
Level 47: Provoke -- Acc-I:40(A)
Level 49: Intimidate -- Fear-I:40(A), Abys-Acc/Fear/Rchg:39(50), Abys-Acc/Rchg:39(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:39(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- +7,5% DamageBuff
- +3,15% Defense(Fire)
- +3,15% Defense(Cold)
- +5,63% Defense(Psionic)
- +6,25% Defense(AoE)
- +6,75% Max Endurance
- +18% Enhancement(Accuracy)
- +4% Enhancement(Heal)
- +20% Enhancement(RechargeTime)
- +2,75% Enhancement(Terrorized)
- +5% FlySpeed
- +135,6 (11,3%) HitPoints
- +5% JumpSpeed
- +MezResist(Confused) (Mag 20%)
- +MezResist(Held) (Mag 28,3%)
- +MezResist(Immobilize) (Mag 34,9%)
- +MezResist(Sleep) (Mag 22,2%)
- +MezResist(Stun) (Mag 20%)
- +MezResist(Terrorized) (Mag 25%)
- +13% Recovery
- +32% Regeneration
- +5,04% Resistance(Fire)
- +5,04% Resistance(Cold)
- +3,13% Resistance(Negative)
- +1,26% Resistance(Toxic)
- +13,3% Resistance(Psionic)
- +15% RunSpeed
- +5% Debt Protection
edit: oops i fook up the layout -
We as MM, not the pets
(As tier3 pet of ninja and zombi both get hold/fear/imm powers).
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With the recent addition of jester outfit.. lets hope for the best
Although 3 would be too strong, no MM has a mezz power in their primairy. I would go for the trow knife power or sortlike. -
What about fitness pool? Stamina is for a dark if you plan to spam your powers actively while having several toggles running.
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I would suggest you this guide:
http://boards.cityofheroes.com/showf...Number=6062724
Although its a issue 7 build, the explenation of powers and choices are awsome written, with a huge ammount of numbers.
Instead of going +def, go for darkest night. It does a lovely -acc and -dmg, while shadow fall is used for pump up resist of your pets greatly. As your later protector bots will cast bubbles on you giving great def (slot your protecter bot with def enhancements) it synergyse greatly with the -acc of dark. -
From my experience with the best trap in the game:
Level 24: Poison Trap RechRdx(A), Hold(25), Hold(25), Hold(40)
more recharge! Its by far the most fun power /trap has.
Also, i miss seeker drones? /Traps have numberous of alpha strikes, wich seeker drones is one of. Cast them in a group, look at mobs going agro at them and run in to put your poison trap down. -
I changed 3 of my 4 tankers to a more focused offensive build. Including a inv tanker where i dropped the auto powers (the 7% ones) as i could free up 3 more powers to put in the offensive side. No more tough/weave, but Aid other/self instead. Solo i face 3-4 mobs max, so slapping 2 down and keep 2 busy in the air/knocked i can heal myself, something in teams somewhat harder (im axe, i dont have a great aoe controller). Added i dropped taunt, i dont need it anymore.
My fire is still all round, great defences but way more slotting into the offensive side. Still have all the basics of a fire tanker, my secondairy is nrg so was bit easier to pick all powers.
My WP is still too low to judge the effect in teams, although it quite differ from my original all defensive build.
If friends/people need a tank, i got my granite, the others i rather solo, fighting in my own speed and own risks. Its like the villian side, its not uncommon i'm with a handfull of people in PI or RWZ (as the rest in PI is hidden.. lol).
Sadly people forgot the awsome power of sonic defenders (followed by trollers), i'm better off solo. -
Seems its indeed fully dead now. When i noticed it became quiet, i took the list as it was back then and made a the backup list where you can add your hero yourself.
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But ultimately, in an immob heavy team, AR is the best AoE of all.
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In an Immob-heavy team Blazing Aura + Hot Feet + FSC + Burn wouldn't leave much behind anyway.
When you factor in Aggro control and the ability to lock the mob in place, there comes a point where it becomes better to have AoEs (ranged or Point-Blank) rather than cones... simply because with a /Fire secondary you will do far more damage in the middle of the mob than on the outskirts of that mob lining up your cones.
For that reason, I'd actually rather have an Archery/Fire, a Fire/Fire or an Elec/Fire than an AR/Fire. Or to a certain extent, even Ice/Fire (Ice Storm and Blizzard). Or a Spines/Dark, but that goes without saying...
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With defiance 2.0 AR and archery have a tremendous increase of output. Full Auto after a snipe/BU can whipe out faster then the /fire combo, added you can do it easely from range. (archery with the 2 long cast followed by RoA, thats alot of ouch)
They all can do nice AoE's, it comes down to your own preference of powers or weapon. I dont like fire as it lacks mezz abilities, wich i like to have. -
Added that WP hits 71% SL resist with tough added, with SoW running you hit over the cap. So if u need it, cap SL is there. You can run the toggles bith easier due QR.
Downside is a raw panic heal, but with a few purple's and greens in your tray, the regen often makes it enough. -
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Elec has Short Circuit, Ball Lightning, and Thunderous Strike
(I count Voltaic Sentinel as ST attack, seeing as it fires out single target bolts)
Fire has Fire Breath, Fire Ball, Rain of Fire, and Inferno.
If im not mistaken, Fire is THE AoE set, not elec?
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Basicly it has higher damage output, but only if u can position yourself perfectly on fire breath -> fire ball. Basicly Elec all u need is to run in and target the most middle mob:
Short->ball->combuston->fire sword circle->repeat.
So PbAoE based, elec wins. AoE damage wise, fire still can win. -
Fire is only damage, AoE and ST. No tricks, no mez, no nothing.
Mace has bitties of AoE, KB/KU/KD, stun, weapon costumisation, yet is SL based wich can be annoyingly resisted by some mobs. -
I gave it another try last night, tested fire ice and WPs arua's versus a AR/ice blaster. I didnt see any noticable difference in agro, they kept punching the tanker, only once in a while 1 mob game after me.
Even tried the shoot-group-run-behind-corner, where the tanker was at the corner letting all mobs walk into the aura, non got through to me. -
DOOOMM!! thinking
Or, WP has the new specs of the taunt-aura's, as they make it way to easy for agro-management. So tankers need to actively use taunt and attacks to keep agro -
I would say Mace, Axe use to have bit better damage/tricks, but has lousy weapon costumisation. Added that mace got alot of loving regarding the animation and recharge.
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1 Proc IO i highly suggest, the chance to recharge of the KB set. As nearly each power of nrg has KB abilities, you can fire it off quite alot of times, specialy if you slot it in tier 1 or 2.
Chances are they might become unique, as they feel somewhat unbalanced.
This week i'm doing a respec of my nrg/ice, i'm more of a ranged fighter, if you want i can share my build? (replace ice by elec powers in that case). -
The best is the one you like playing, simple as that.
Fire isnt my thing, i prefer a bit more control, specialy for solo runs it makes it somewhat easier.
Most sets work very good in PvE, some rely heavy on ST and holds, others rely on great drain or prepare&tactics.
The only secondairy i wouldnt suggest, /ice. Although i have 2 lvl 50's with /ice, the 'tricks' in the set are not enough to compensate the strenght of the other secondairy. -
Thank
Actualy its my 5th
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It his Blaster? Thought it was a new on on the global list the other day but he was offline so didn't check
Grats mate
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Last Sunday Lira Lee (AR/ice blaster) dinged 50
Last night Encore (Fire/em tanker) dinged 50
Encore even has the 1st aniversery badge, so was about freaking time -
True, yet the current end-mod set is bugged atm
(it only affect drain, not your recovery).
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Forced Feedback. The Knockback one, I guess the % to recharge one?
[/ QUOTE ]Yup. Goes off most of the time if you use it on a moderate sized mob, and makes my psi 'nado charge really quickly! I can normally apply the buff again before it wears off! Lots of perma Hasten and IW at good value I found. Got it in Psi Nado and... brace yourselves... kick!
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atm its bugged, activates every time you use it =P (Well it does for me)
[/ QUOTE ]No it doesn't. I tested around with kick AND psi tornado, no 100% sucess.
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with ^^
Although it seems bitty bugged, as it not always instant does the proc while doing the power you slotted it in. Mine is in Slug, when i fire it off nothing happens and sometimes 4-5sec later i suddenly get the recharge boost. -
(its on test server btw)
I have a WP/fire and a WP/stone, where stone i dont have any AoE yet (went for support first), fire has that combustion.
I ran around with a fire/fire blaster, he only once took 1 mob off me wich i think was outside my taunt aura (aprox 10ft).
And with def2.0, AR Snipe->BU->FT->FA does a really huge dmg, never tested raw numbers though. -
I've seen alot of tanks, yet i never found any where i could pull off the agro, where AR can beat fire/ not that hard with AoE spammage.
Even a fire/fire couldnt take agro of my WP tanker. -
I would move 2 slots to Fiery embrace and Buildup, 3 recharge IO's make a nice difference. Same for stamina btw.
Consume should go near a 2acc/2rech/2mod (lvl50 IO) or any sortlike form. The end-mod factor makes it even useable against 1 mob. Blazing Aura really gonna need more end-reds.
Although some setbonus look really tempting, dont forget that some powers are now sub-optimal slotted.
Overall looks good, very pricy, but nice bonuses.