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Posts
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Quote:Then you should take Recall Friend!almost and never are key here...how often are you the first? Don't worry this isn't an attack on you or people that want to make and play their way, but just because you aren't last doesn't mean people aren't having to wait on you. That last person may be off selling or doing something else to slow the team down. I always hear people talk about how fast they get to missions but I seriously doubt they'd get there in anywhere near the time it takes one of my travelers. When I'm running teams I have little patience for daudlers be it, selling, salvaging or traveling.
The extra 15-20 seconds it takes me to get to most missions after the first person has never been a problem yet. Occasionally it might take me 30-40 seconds longer on those across IP or Talos missions. You don't have to wait for me if that is too long,I don't wait either, I like to dive into spawns and if you're busy selling, I'll be busy killing. Somehow, someone else is always dawdling more than me.
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Quote:Nah, Fire Puddles is three year old character. I skip travel powers quite frequently and I am almost never the last person to a mission door. I take a travel for concept or if I have room and nothing else fits concept anyway. I can go to the TV reactor with sprint and Hurdle in less than 3 minutes, so its not a bother to skip my travel (AM also helps a lot).The OP's build must be an AE baby. The rewards of AE are changing a lot with I-16, and it will be interesting to see how that affects all of the characters who never leave Atlas Park.
Flashfire + Hot Feet gives me my AoE damage and much of my mitigation. Fire Cages would be a nice addition, but I haven't really had any issues without it. I Flashfire as I jump into the middle, it is rare for enemies to wander out of the Hot Feet while disoriented (although since I have the Stupefy: KB proc in Flashfires (and Fissure) for giggles, I do often scatter them, I will most likely remove them soon, but it still makes me cackle everytime I scatter the heck out of the baddies).
As far as engaging multiple spawns, I find the toggles work fine on adds, as does Fissure and LR if they are recharged. I play on Unyielding, so I mostly fight +1s and +2s, maybe with the new difficulty slider I will feel the lack of extra controls, although I will probably only bump it to +2s and +3s. I will keep in mind the Choking Cloud and Fire Cages recommenadtions in case the higher difficulty with I16 becomes problematic.
My teams move fast, too fast really. We will often run into rooms of doom uncaring and aggro multiple spawns (and generally we are all squishies). This, naturally, causes the occasional insta-death and Vengeance then Fallout are very useful to me. I really wanted to fit in Mutation as well, but Weave was too tempting (we made it this far with just awakens).
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I am coming up on 50 on my Fire/Rad/Stone and it has been immensely fun. I believe I will really enjoy myself come I16 and big old spawns can be had solo and on small teams.
I have worked up a build for myself that pretty much is what I already play, just with some slots moved around and IOd out for +recharge. I mostly team on smallish teams, 2 to 4 peeps. I am not looking for AV soloing, but will probably tackle big spawns on small teams.
Any input is welcome. I do not have the +recovery procs now and do not seem to have much trouble, perhaps they are not necessary with AM (especially once it gets perma)?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Puddles: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(34)
Level 2: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(11), Para-Hold/Rng(15), Para-Acc/Hold/Rchg(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), TmpRdns-Acc/EndRdx(34), TmpRdns-EndRdx/Rchg/Slow(40)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(45)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(23)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 16: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/Rchg(37)
Level 18: Boxing -- Empty(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(46)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(25), TmpRdns-Acc/EndRdx(27), TmpRdns-Rng/Slow(42), TmpRdns-EndRdx/Rchg/Slow(43)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit(29)
Level 30: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(31), ImpSkn-Status(45)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(37)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(46)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 47: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 49: Weave -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 3.15% Max End
- 1.5% Enhancement(JumpSpeed)
- 18% Enhancement(Accuracy)
- 1.5% Enhancement(FlySpeed)
- 97.5% Enhancement(RechargeTime)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(RunSpeed)
- 8% Enhancement(Heal)
- 6% Enhancement(Stun)
- 5% FlySpeed
- 133.5 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 10%
- MezResist(Held) 10%
- MezResist(Immobilize) 12.8%
- MezResist(Sleep) 12.2%
- MezResist(Stun) 12.2%
- MezResist(Terrorized) 14.4%
- 20% (0.33 End/sec) Recovery
- 40% (1.7 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
- 2% XPDebtProtection
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Does Earth's Embrace really recharge in 360 seconds?
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It seems apparent that if the Devs went down the path of nixing the NPC model, they would be best served by making sure they had multiple options for the FX from the beginning.
Like being able to have multiple types of Fire Swords, it ought to be possible (although, I imagine time-consuming) to have multiple options for Granite. -
Quote:I've been told RotP is part of my attack chain.I could play Blasters strategically and carefully. I could pull, I could divide, I could hit and run. I could play them like squishies. I don't want to. I play my Blasters like I play my Scrappers - aggressively, offensively and with an eye for the kill. If I have a choice between pulling a spawn one by one and exploding the whole spawn at once (which is usually possible), I'll pick the latter every time, despite the fact that I WILL eat an alpha whenever I do that. If I die doing so, provided I died because I made a mistake, then that's how things go. If I can resurrect on top of that, all the better.
Mistakes will happen. They're half the fun.
I look at RotP as a heal and +end power. If its recharged (and it usually is), I'll do things I won't when its not recharged. I've been disappointed by surviving on a few occasions, because I was so hurt and my end so low, that now I'd have to Rest, instead of continuing to play.
I have 2 controllers with Epics, neither has /Fire, but now that they are getting RotP, my Fire/Rad/Earth might become Fire/Rad/Fire (although I really, really like my footstomping, so probably not). -
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I must sleep. The scrappers are going to kill the defenders.
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Quote:I would prefer Granite armor pieces overlayed. I'd like it if something of my character remained, instead of switching to look like everyone else that has Granite.For those of you with Stone Armor characters, how attached are you to the current appearance of "Granite Armor"? There are a number of issues with Granite Armor that could be elegantly solved by changing the VFX of the power into something more akin to the other armor toggles in the set. IE, your player model and costume wouldn't go away, there would just be a new set of 'Granite' armor pieces overlaid.
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Quote:~6 seconds after you use Short Circuit, use Tesla Cage. Tesla, like Short Circuit, is guaranteed to stop recovery (if you hit, of course), its not a chance to stop it.One other thing I have noticed with the draining effects (DrMike touched on this as well) is that Villains dont really need much endo to do anything. And reviewing the electric attacks, I noticed they only have a 30% chance to reduce the recovery of the target by 100%. THAT would help alot if this was 100% chance for zero recovery for 8 seconds.
Because I can drain a boss dry pretty fast, but very quickly he is able to attack again, even with a tiny sliver of endurance.
Any strategy tips on dealing with this little phenomena ?
Edit:
I did not slot either Charged or LB for end drain, but its not a bad idea, especially Lightning Bolt. My slotting for BL and SC are as follows, although I do not meet your criteria. Purple sets could help, but that is a bit pricey and would have to wait until 50.
Level 4: Ball Lightning -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), AirB'st-Acc/Dmg(9), AirB'st-Dmg/Rchg(31), AirB'st-Dmg/EndRdx(37)
Level 10: Short Circuit -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(11), Oblit-Dmg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(31) -
Can they send out global friend invites?
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Quote:In the menu bar press Import / Export - Short Forum Export.BTW. How do I go about actually posting a MIDS build into the forum? That might have helped.
Under Colour Scheme, I like Fruit Salad. Formatting Code Type, use phpBB / Zetaboards.
Under Data Chunk, I only check the first box, Export Data Chunk if creating a DataLink isn't possible.
Under Enhancements, I check only the middle button, Don't Export Invention Levels.
Under Set Bonuses, I only check the first button, Export Bonus Totals.
Then click, Export Now and then OK.
Then paste into the post editor. -
Quote:While I have dreamed of playing a Katana/Kinetics since 2004 when I met my first Tsoo, I am thinking we may never see melee + buff/debuff, which makes me sad.Heya Strato,
Yeah, I realized that this idea has lots of issues and wrinkles.
For the most part its being met (like most of people's proposals) with reasons why NOT to do it.
The truth is, what I hope the developers consider is to start porting over more options instead of more powersets that are similar to ones already there.
Here is an Example:
Kinetics/Super Strength Defender
If you play Kinetics, its a melee range set, but the only actual melee attacks you can get are wimpy pool powers, vet powers or wait until 41 and get ONE halfway decent attack with a huge activation.
Giving me more of the same but a different flavor is cool, but how bout something REALLY NEW. -
The scrappers have put forth serious effort to try to come away with a win.
It seems they make great teams.
Who would've thunk they could out-team defenders?
If something doesn't happen soon, defenders will be sunk! -
And here I thought scrappers liked to solo. All this team effort stuff is very amusing.
I can understand why you would want to take out the defenders though. Too much debuffing will even stop a scrapper in its tracks. -
Since Blasters are my favorite type of character to play and your system totally leaves them out, I'd have to say, uhhhh... No thank you.
Now if we can take Melee Sets and Ranged Sets together... sure thing. -
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Quote:That is actually quite different from your previous statement:Oh, I agree. I'm just saying that against a lv50 AV, all your tohit debuffs together amount to as much protection as a slotted Flash Arrow
IME, after a few seconds, it doesn't really matter anymore if the AV is hitting, since its damage has been nerfed all to heck. -
Quote:Honestly, if you intend to open most fights with Breath+Ball, Hot Feet becomes very suspect. The end cost on it is so obscene (but I am not saying its not worth the high end cost) that I hate to have it and not be using it every second I am actually engaged in a fight. The end cost is also hard to maintain without IO bonuses, although without Blazing Aura or Tough or the leadership toggles or Stealth, you are in a much better situation than I have ever been with Hot Feet and endurance.So Hot Feet is a fear power, whereas Rain of Fire seems to be just a power to avoid. I'd need to know more about what that actually means, but for the time being I think I'll do just fine casting Rain of Fire over myself and sparing myself five extra slots and two thirds of my total recovery in endurance cost. While I'm not dropping it yet, I intend to play without Hot Feet for a while.
Are you the type to stop playing a character when you get to 50, or do you continue playing after 50?
I am very surprised you enjoy Combustion so much. Very few do and even though I leveled to 50 with it on my first blaster and even though I have it on my AR/Fire, I still can't say I am fond of it as far as effectiveness is concerned (but I really, really like the way it looks, I kind of wish I could make FSC look like it does). -
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You can never have too much Freezing Rain.
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Quote:While its nice that a Fire/EM can kill 3 spawns and then be out of endurance, I'd rather Spin-Spin-Spin (or Flashing Steel in my case) my way through a mission without needing to stop.But then if you're just looking to farm, you go with something that has a lot of AoE damage (Fire/EM Blaster) not a single target specialist (Claws/Rgn)
Edit:
Although, if we did go "all the way" to level 12, a Fire/EM blaster and a Kin/Sonic defender would be a good farming duo.
Still more Edit:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
lowbie power A: Level 12 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Hero Profile:
Level 1: Siphon Power -- Acc-I:15(A)
Level 1: Shriek -- Acc-I:15(A), Acc-I:15(3), EndRdx-I:15(9)
Level 2: Scream -- Acc-I:15(A), Acc-I:15(3), EndRdx-I:15(9), Dmg-I:15(11)
Level 4: Howl -- Acc-I:15(A), Acc-I:15(5), EndRdx-I:15(5)
Level 6: Transfusion -- Acc-I:15(A), Acc-I:15(7), RechRdx-I:15(7)
Level 8: Increase Density -- EndRdx-I:15(A)
Level 10: Siphon Speed -- Acc-I:15(A), Acc-I:15(11)
Level 12: Speed Boost -- EndMod-I:15(A)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
lowbie power B: Level 12 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Hero Profile:
Level 1: Flares -- Acc-I:15(A), Dmg-I:15(7), Dmg-I:15(7)
Level 1: Power Thrust -- Acc-I:15(A)
Level 2: Fire Ball -- Acc-I:15(A), Dmg-I:15(3), Dmg-I:15(3), Dmg-I:15(5), Dmg-I:15(5)
Level 4: Build Up -- RechRdx-I:15(A)
Level 6: Energy Punch -- Acc-I:15(A)
Level 8: Fire Breath -- Acc-I:15(A), Dmg-I:15(9), Dmg-I:15(9), Dmg-I:15(11), Dmg-I:15(11)
Level 10: Bone Smasher -- Acc-I:15(A)
Level 12: Aim -- RechRdx-I:15(A) -
Quote:Well, with the great damage output of Nova, that might be a great choice. Fast Healing and Reconstruction probably still make the Regen scrapper the "best" choice, but a lot of the builds in this thread seem worthwhile.Off the top of my head it's 15% - so half what QR gives (30%) and less than Stamina (25%) - but still decent.
And you're also getting the +dmg (45%?), +ToHit (think it's 9-10%) and +res (just energy and neg energy - something minor like 10-15%) that nova gives.
If only Reform Essence came sooner.