Stone Daemon

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  1. Quote:
    Originally Posted by Soldier_Prime View Post
    So I am using mids and attempting to slot weave on my spines/wp. The first 3 slots I use from Shield Wall set and I am placing 3 from LotG, each sets is giving me separate defense numbers and not combining them. I am assuming the Shield Wall portion is the pvp side but is there any way to combine the 2 into one bonus so that I don't over slot?
    I'm probably misunderstanding you, so forgive me if I make wrong assumptions in my attempt to answer you.

    Now, if I understand right, you want to combine the pvp bonuses that Shield Wall gives you along with your pve bonuses? Why? Any of the pvp bonuses you get basically don't exist when you're in pve zones, so I can't see any reason to want to add them up.

    Now, if you want to know what your total defense in a pvp situation would be, just click the pvp button at the top of mids, and it'll show you your stats for that.
  2. Quote:
    Originally Posted by warden_de_dios View Post
    That would be a pool C recipe, the only ones I buy are the pool A and Bs. The only real cost in crafting them is the price of the rare salvage.
    I beg to differ. Unless I'm severely mistaken, most cloud senses IOs are incredibly expensive--which is why I can't buy them for my bots/traps as of yet.

    I'm guessing you haven't looked them up in Wentworths for some time. Sets like that, Kinetic Combat, and Basilisk's Gaze are valued very highly for their set bonuses, even more so since they're somewhat hard to get, being low level sets.

    That said, LotG, Basilisk's Gaze, Winters Gift, Cloud Senses, and Achilles Heel would be my prime choices. Whatever's left can go to Positrons Blast.
  3. I'll say what I always say in this sort of situation: If you can't think up a reason for your themed character, you aren't trying hard enough.
  4. Lack of pets and hard controls, mostly. No pets means it never really gets easier* to solo, as you don't get the boost in damage or bodyguards.


    *Your definition of easier may vary.
  5. Your heal at 44, and placate at 49? That's a LONG time to put off two great powers--unless you never ever plan on exemping at all--bad idea. Since you're not slotting leadership pool, I would leave that for last (well, I wouldn't actually take it personally, but I don't know what your plan is with this build, so that's just me).

    Also, I don't have mids on this computer, so I can't say this with certainty, but you don't seem to have any knockback protection IO's on this build. /Ninjutsu has no knockback protection, so if a breeze comes along you'll be flying away.
  6. I want to bring my rad, but she's still 3 tip missions and a morality mission away from being able to participate. If I don't hit hero status in time, I'm still up for bringing my blaster again.
  7. When in doubt, always go with the power that:
    A. Is more reliable.
    B. You have more situations to use it in.
    C. Doesn't rely on AI.
    D. All of the above.
  8. Quote:
    Originally Posted by Snowvein View Post
    Juggled some stuff around a bit. Swapped P-Gaze and Nightfall, we'll see how that goes. Now comes the fun part... shopping.

    Playstyle question for you: How do you typically use Oppressive Gloom? As a "Crap I'm surrounded?" or as a toggle you always keep running. It isn't a power I've played with before.
    Oops, see what happens when a weekend passes and I forget to check in? I generally leave toggles like that running (especially since it has a negligible end/sec value) unless I'm stealthing. It's mostly to deter any enemies that happen to get close to me while I'm busy doing other stuff.

    Quote:
    Originally Posted by The_Pancake_King View Post
    I'm a returning sub building a Dark/Dark/? defender (so far level 30 and just 'building it as I go') and I've been monitoring your build to get advice for my own and I have a few questions if you don't mind.

    (Keep in mind I'm semi-new to IOs and such. I have an understanding about all of them, but I'm still learning the particulars of all the different sets and just taking things that I can afford and that look nice).

    - Do you ever have end issues? I have stamina 3-slotted with end mod IOs and with darknest night, shadow fall, leadership toggles, and other defensive toggles I sometimes run into end issues.

    - What is your take on hover and fly over hasten and super speed? I know hover lets you put in some extra LotG and such, but hasten just always seems so useful.

    - Your stated goals sound similar to mine, so what were your main IO set goals? I'll admit at the moment I'm sort of haphazardly trying to put together random sets that give me recharge boosts, accuracy, and recovery (in that order).

    Thanks for sharing your build! Maybe someday way way down the road I will be able to afford something similar, hah.
    The build in question *shouldn't* really have end issues. There's only one leadership toggle, one resist toggle, tough/weave, Oppressive Gloom, and hover that would be on full time. That's roughly 1.40 end/sec, IIRC. Darkest Night (while very expensive to run, end wise) will/should only be used on boss fights, so that shouldn't be a problem. And like Stormy said, get a numina/miracle +recovery proc in health, and things should be great. My build has about 3.4 end/sec recovery, so even on boss battles (playing conservatively), you should be fine.

    Main IO set goals (for this tankmage build) is defense, recovery, and a dash of recharge. You don't need to hit softcap on defenses, because you'll be debuffing so much that you'll be technically past softcap as long as you hit them first. Hasten isn't really neccessary, you'll be getting some global recharge with this build, and hasten would be overkill.

    Quote:
    Originally Posted by StormyDarkness View Post
    I feel so popular right now.

    As for the last build you've provided, this would be the tips I'd offer.

    - Place your 6th slot in Dark Servant/Fearsome stare with Clouded Senses' Negative Energy Damage proc. If I wasn't going the sap route, I would of taken that proc instead of 6 slotting Siphon Insight. Every power that Dark Servant uses that has an accuracy to-hit debuff (see all but his aura and darkest night if he actually has that) and it'll have a chance to damage proc on in. This includes his heal since there is a to-hit debuff part to it. It'll sacrifice a little defense for more damage.
    I'd go this route as well, but Clouded senses is just so damn expensive. But yes, long term, it's definitely the way to go.

    Quote:
    Originally Posted by StormyDarkness View Post
    - Two powers I'd highly encourage taking (I have a Storm/Dark Defender as well) is Life Drain and Dark Pit. Having a second self heal (and a faster than Twilight Grasp) is useful if your going against higher difficulties solo or nearly solo where you could pick up aggro. Dark Pit not only has a great synergy with Oppressive Gloom, but it also will stop minions dead in their tracks from attacking you. The best mez protection from an enemy is status effects, the best status effect is death, because any enemy that can't even make attacks, can't get a to-hit chance against your defense, which won't have a need to be soaked by resistances, which won't need to be healed by the leftovers.
    I definitely agree on Dark Pit--it's what I chose on my build. Life drain...not so much. I've found it weak and redundant in normal use. The heal would need to be majorly invested in to be worth it, and I didn't have the slots to spare. (YMMV) Sadly, my dark/dark/dark build is still in the process of being slotted, but so far (being less than halfway done) enemies are already missing more often than hitting, and the kill rate is pretty fast.
  9. Checked it out on mids, it is *very* similar to my build now. Very nice!

    With this build, one attack from you and you'll be basically softcapped from their attacks (barring any tohitdebuff resistance).

    The last suggestion I think I'll make is switching off one of the posi IOs from Tenebrous Tentacles (specifically, the damage/recharge) for an immobilize/range so you can close the gap between the ranges of TT and night fall. The damage is capped due to ED anyways, so the damage loss is minor, and the recharge loss is meh.

    Well, and I would reccomend taking Night Fall earlier (ok, so I lied about making the previous one being the last suggestion, sue me ) simply because it's so awesome.

    But yeah, the build looks good, hope you have fun with it!
  10. I'd like to second what Pine said, and add in this--

    1. Why would you get both fly and superspeed?
    2. While we're on the subject, why would you pick up the speed pool and *not* get hasten?
    3. Your lack of recharge on Instant healing makes me die a little inside.
  11. Hmmm...on my computer that doesn't have mids again, so I can only suggest two things for now.

    1. You may want to lose the chance for recovery debuffs on Dark Servant and Fearsome Stare. They're useful on the /elec builds since it builds upon /elecs natural tendency to sap enemies endurance, but on a dark/dark it's somewhat pointless.

    2. This a purely personal viewpoint (as opposed to a build viability one), but I would slot a damage set into nightfall and tenebrous tentacles. Those are relatively high damaging attacks, and it makes it much more easy to solo/tankmage with it slotted for damage. The recharge from the posi set doesn't hurt, either.

    Of course, if you're looking for a pure debuffer and you're against being an offensive defender, feel free to ignore that part.

    I'll check back later when I get to my mids computer.
  12. Some work will need to be done; obviously you're not /elec, so that and the -recovery proc's will have to be removed/edited. But basing your build off of that would not be a bad place to start.
  13. Quote:
    Originally Posted by Snowvein View Post
    Thanks, I'll take a look for the post. If you happen to find the actual link, would love to have it.
    Here you go, courtesy of StormyDarkness:



    Quote:
    Originally Posted by StormyDarkness View Post
    I know I toss this around a lot, but still, this is a general idea of what it could look like.


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

    Click this DataLink to open the build!

    Eldritch Green v2: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Electrical Blast
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5)
    Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3)
    Level 4: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 6: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(40), Posi-Dam%(43)
    Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
    Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Acc(46), Erad-%Dam(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(50)
    Level 12: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(13), SipInsght-Acc/Rchg(15), SipInsght-ToHitDeb/EndRdx/Rchg(15), SipInsght-Acc/EndRdx/Rchg(17), DefEgo-RecDeb%(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(31)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), Aegis-Psi/Status(23), ImpSkn-Status(27), S'fstPrt-ResDam/EndRdx(27)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Howling Twilight -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(29)
    Level 28: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(29), DisWord-ToHitDeb/Rchg/EndRdx(31)
    Level 30: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 32: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-Acc/Rchg(36), DefEgo-RecDeb%(36)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(40)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Zephyr-ResKB(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
    Level 44: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Stun(45)
    Level 47: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
  14. I don't have mids on this computer, but it looks like you're building for ranged defense? I see you have a steadfast res/def, so my advice will go off of that assumption.

    If trying for defense, I would suggest building for typed defense first and foremost, and positional will be a side effect from that. Try checking out Stormy's Dark/elec/dark build, it's very solid, and you can work from that one. (Just swap out /elec for dark) His build is on another thread in this forum on a Dark/dark/dark thread.

    EDIT: It's rather easy to get 60% S/L/N resist, and over 30% defense to most types/positions from working off his build. (If you're dead set on psi mastery, the resist will change, but it should be essentially the same survivability)
  15. Stone Daemon

    Power Siphon

    From what I understand (coming from a person who has read about it, but not yet played the power set yet), it doesn't work like build up. What Power Siphon does, is after you use it, your damage gets higher and higher for each hit you deal to the enemy using kinetic melee attacks (up to 5 times).

    But yes, you WANT this power. It is very, very good. It is a set definer, from what I hear.
  16. I like the flight powerset--I'm picturing Jin (Yu Yu Hakusho) and it sounds really neat. I'm somewhat disappointed the teleport set isn't more Nightcrawler-ish, but thats just me.
  17. Ah, well yes, that is true. I hadn't needed the extra recharge on my build, was already past %200. The extra cushion doesn't hurt, though.
  18. Quote:
    Originally Posted by Carnada View Post
    Blue side. Based on our attempt today, we need Rads. I will be there on THursday tho!
    My ill/rad would like to join. =D
    Will try to remember, have a bad memory about events like this. Name of character is Hypnagogia.
  19. And of course, I'll be there.

    Still haven't decided on what to bring though--will probably either be my WP tank or Fortunata.
  20. Quote:
    Originally Posted by JumpinJackSlash View Post
    /Ice was chosen for the added defense and I wanted to get Recall Friend and Vengeance in it. Any help on more efficient slotting would be greatly appreciated.

    Uh, this isn't exactly the advice you were asking for, but I hope you'll take it into consideration anyways; if your goal is perma PA, and you're playing your ill/rad right, you really don't need the extra defense. It's nice to know it's there, but trust me, you wouldn't miss it. I went for fire mastery on mine--the fire blast is stronger than ice blast, and you can nab the self rez (For when things go very bad, as rare as those cases may be) and fire shield. YMMV, of course.
  21. Quote:
    Originally Posted by Shadow State View Post
    They're meant to show that the player took part in the anniversary event and nothing else, Players may use them to show how old their character is but that's not their purpose.

    The two badges would only show the same information for those players who have played uninterrupted from day one, but then, as I said earlier, Anniversary badges are not meant to show longevity, so the two badge types don't serve the same purpose.
    Yes, they took part in that event...for that character. So they've existed since the first anniversary badge they have, at the very least. And if they were global, they would lose your current definition for them

    Quote:
    Originally Posted by Shadow State View Post
    They're meant to show that the player took part in the anniversary event and nothing else
    and become meaningless. Thus, redundant with vet badges.
  22. We already have global anniversary badges: they're called Vet badges. Anniversary badges just show how long that character has existed.

    I only have only one character left from the old days that has all the anniversary badges, and that feat would be a lot less impressive if they gave them out like candy to every vet. What then, would the point be to having both Vet and Anniversary badges? I imagine they would remove one of the sets of badges if they decided to make anniversary global (as it would then be redundant), and then your badge count would take a pretty big hit.
  23. Stone Daemon

    Leg Accessories

    Quote:
    Originally Posted by ResidentBaka View Post
    Empty Clips




    Because shooting someone twelve times





    Hurts less than shooting them once.
    This is somewhat late, but:

    Grenade arrows.

    Because shooting someone with an arrow that has a live grenade on it,

    Hurts less than firing an arrow without one.