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Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Winter and Woe: Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Ice Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Gale -- Acc-I(A)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(5), Ruin-Acc/Dmg/Rchg(25)
Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(11), Dev'n-Hold%(17), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(7)
Level 6: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(9)
Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-Rchg/EndRdx(11), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-DefDeb/EndRdx(21), P'ngTtl-EndRdx/Rchg/Slow(31), TmpRdns-EndRdx/Rchg/Slow(31)
Level 10: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(29)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(15)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Hover -- Srng-Fly(A), Srng-EndRdx(19), Srng-EndRdx/Fly(19), Flight-I(25)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(23)
Level 22: Ice Storm -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), Posi-Acc/Dmg(31), Posi-Dmg/Rchg(33)
Level 24: Fly -- Flight-I(A)
Level 26: Tornado -- Achilles-ResDeb%(A), RechRdx-I(34), RechRdx-I(34)
Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(34), Dev'n-Dmg/Rchg(36), Dev'n-Hold%(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 30: Freeze Ray -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(36), G'Wdw-Hold/Rng(37), G'Wdw-Acc/Hold/Rchg(37)
Level 32: Lightning Storm -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Dmg/EndRdx(33), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 35: Bitter Freeze Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(39), Ruin-Acc/Dmg/Rchg(40)
Level 38: Blizzard -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(40), Posi-Dmg/Rchg(40), TmpRdns-Acc/Dmg/Slow(42), DampS-ToHitDeb/Rchg(42)
Level 41: Dominate -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(42), G'Wdw-Hold/Rng(43), G'Wdw-Acc/Hold/Rchg(43)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(46)
Level 47: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(50), CoPers-Conf%(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
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Since the Ember Demon has both his single target heal, which I find he uses frequently enough to matter, and after the lvl 32 upgrade he gets an AoE heal I plan to slot one heal enhancer to see how it goes. 4 more levels until I can start testing that out.
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Quote:The damage enhancements in Summon Demons are not increasing the resistance values of Ember Shield. It is a display bug in the enhancement screen window only.If it weren't for the damage enhancement doing double duty, I'd suggest slotting the resistance aspect for sure.
I believe that is also just a display bug as I think someone tested that the pets' damage is actually being increased correctly. -
I think this little Shield Charge snafu has demonstrated that the Blast set nukes could be buffed substantially. Reduce the recharge to 3 minutes, make the crash only take away 90% of your end, and remove the recovery debuff altogether.
And buff blaster blazing aura.
>.>
<.<
>.> -
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Quote:It's all so much simpler once you (and your team) realize that you are the tank and treat you as such.Fire is amazing but Nothing can pull more aggro than Fire/. If you dish out your fire attacks you WILL pull off aggro from the tank onto you. So tbh you can't really unleash with Fire/ like you want to...and if you do you have to be VERY cautious.
It's on of those builds that look good on paper but in reality it can be NOT so fun.
After all, if you are going to have all the aggro anyway, you might as well eat the alpha and position the spawns as you see fit, right? -
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Quote:Taking out the minions is quite useful teamed and can be useful solo if you up the number of enemies. I prefer to avoid cones on a Kin, but it really is only a second or two of movement. On teams you can always just play at range and forgo getting the enemy FS buff for yourself (which can be useful since you can buff nearby teammates who also avoid melee with the buff that fires around you).I've used dark blast paired with dark/ before and found although the cones were super fun, although the damage was pretty low. I'm afraid having to wait for the cones to complete their damage cycle will feel pretty strange with the frentic zipping about that comes with siphon speed. Dark Pit sounds like it'll be pretty good with Kin, but isn't it just a minion level stun?
Quote:Not to sound like a doubter, since you all have more /elec experience than I do, but is the damage really that bad? I figured Kins' +damage buffs would more than compensate.
Voltaic Sentinel is also a great help, but he is very management intensive since you have to keep casting him every minute. I skipped him on my 50 Kin/Elec but use him all the time on my Emp/Elec and I plan on taking him on the Kin/Elec I am currently leveling.
Getting both of your AoEs early is also a great benefit of Electric blast, IMO. -
Quote:Those lists makes me sadder about Blaster Blazing Aura only having 7.13 DPE.Interesting. I knew Fire was better than the others, but I didn't know that Quills was worse:
Quills: 10.3 damage per two seconds, 0.52 EPS, 9.9 DPE
Still, Quills is more endurance efficient than normal PBAoEs:
Death Shroud: 12.5 damage per two seconds, 0.52 EPS, 12.0 DPE
Lightning Field: 12.5 damage per two seconds, 0.52 EPS, 12.0 DPE
Blazing Aura: 13.8 damage per two seconds, 0.52 DPS, 13.3 DPESpine Burst: 82 damage, 15.2 endurance, 5.4 DPE
So I didn't know the specifics, but I'll give the same advice. Don't slot any more endurance in Quills than you would in other attacks. It's already very endurance efficient.
Fire Sword Circle: 126.7 damage, 18.5 endurance, 6.8 DPE
The Lotus Drops: 91.3 damage, 13 endurance, 7.0 DPE -
I find that when I six slot an aura I can usually squeak one proc in while still getting good values in other attributes.
You can slot two procs and still get capped damage with decent accuracy if you Frankenslot, but then you forgo set bonuses, obviously.
You can slot 3 procs, one Damage enhancer, and two Acc/Dam enhancers (one or two Nucleolus work best, but you might get a set bonus if you use one IO set) to still have capped damage, but then you get no end reduction.
3 Nucleolus and 3 procs also works. -
Nrg gets the best early single target chain and Energy Torrent is a great power. However, I found myself knocking back my own heal targets when I played an Nrg/Kin corruptor. That does not mean the combo is bad, it just means I can't help shooting stuff even when I know I shouldn't.
Kin/Elec is my favorite pairing, so I am biased towards that. It lacks the third single target attack most sets get, but after 26 you can throw out AoEs as part of your chain without concern for end use, so that wasn't a big deal to me. Sapping endurance with Short Circuit + Transference is very potent. Elec Blast can look amazing with power customization. I love the sounds (although after an hour or so of playing on an all electric blast team the sounds can get a bit grating). Tesla Cage is not only a Hold, but it also stops end recovery, so it can be good to use it between Short Circuits to keep an enemy's end from coming back, even if that enemy is hold resistant.
My Kin/Dark is still in her late teens or early twenties. I made her a long, long time ago and pretty much abandoned her because she is on a server none of my friends play on. I have played dark blast on a corruptor and enjoy the cone combo. The DoT nature of the set is tricky, as you can waste endurance by shooting at stuff that would have died had you just waited for an earlier attack to finish it off. I imagine that is less of a concern for a Kin, since wasting endurance is not a big deal. This set also lacks that third single target attack; additionally it lacks Aim.
Psy blast has a decent single target chain early which becomes very good in the 20s. The AoEs are acceptable and come with solid mitigation in the form of -recharge and knock up. I like Psy's nuke as much as I like Dreadful Wail (very much). When something resists Psy damage, it tends to resist it a lot, which can make some enemies very frustrating when solo. It also lacks Aim.
Rad Blast has some good synergy with Kin. Kins like to be near or in melee and that works well with Irradiate. Kins need to hit their enemies, the -defense in rad blast helps there. Cosmic Burst is not only a third single target attack that does a lot of damage, but it is also a control power (but this does not come until level 28). Aim + Fulrcum + Irradiate + Neutron Bomb is very cool.
Dual Pistols Chem rounds can stack nicely with the -damage from Kinetics. The redraw can be a problem. There is no Aim, but you get a solid set of single target attacks and decent AoEs. After 38, you have a very, very good AoE in Hail of Bullets and that AoE operates from exactly the spot you want to be when using Fulcrum. -
Concentration + Full Auto + PsyScream has been a pleasure on my AR/Men.
PsyScream + Flamethrower + Buckshot is also very fun.
I took M30 Grenade too, just for giggles. -
Quote:Hurricane works great, IME. The to-hit debuff is not as large as when a defender or controller uses it of course, but it is still very large. Being able to push the front part of a spawn back into the rest of the group and drop FR on all of them is very nice.Hurricane wont work the way you want it. Its defense wont spread to your pets, knock back is rare now, and theres an endurance drain. Snow storm is highly highly underated.
Its AOE slows all minions and -recharges.
I do like Snow Storm as well and plan to pick it up at level 30. I am also considering Combat Jumping there instead, however.
How are the APPs? Are the AoE immobs worthwhile?
Is the fighting pool overkill or could it come in handy in the higher levels? -
Quote:I have found that ET+EB is pretty reliable. There are times where I lag or fat-finger it, but those are rare.Energy Blast is middle of the road ST damage and actually decent AoE, but only on paper. In reality, because of scatter, the ET+EB combo can't be performed reliably and it sinks to the low end. ET by itself w/a 45.5 DPA is very good for a cone. By comparison, Fire Breath is only 37.81. Of course Fireball is 66.31. Fistful of Arrows is also comparable at 43.13, but has a lower recharge making it easier to spam (and no KB either).
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Quote:I am not arguing against a buff to fiery aura.No foolin' with just the 3 rech SO's 15% of the FA's time would be spent just casting Burn. Compared to only 3.5% for SC.
With hasten and 70% global ontop of the slotting a whopping 23% of the FA's time spent on burn. And only 6% for the Shielder.
What that means is literally 15% of your time required to stand in one spot if you want the enemies to stay in it (assuming the fear was removed ). Whereas the shield has almost no restrictions because SC is so large and it goes to the enemy rather than requiring the enemy to come to it.
Buff FA plz
However, I do not find it very compelling that some people are attempting to turn a short recharge timer into a negative. When they changed the recharge from 10s to 25s, I do not believe anyone was saying, "Thank God I no longer have to spend so much time animating Burn!"
Or would you complain that you have to spend so much more time animating SC if it had a 25s base recharge? -
Quote:IME, you can't predict when the medic will decide to charge. Sometimes he behaves well and sometimes he acts odd.Ah. So he got the Arsonist/Medic AI. Good for him. Sort of.
You pretty much know the cold demonling is going into melee. It is very rare for him not to. That consistency makes it easier to work with than the medic. -
Quote:Caltrops works quite well at keeping enemies in a burn patch for a decent length of time, IME.I suppose I should have gone in-game to check the numbers, but how did you get 200.2 base damage for Shield Charge? What I saw in Mids was 141.2 damage vs. the 166.8 damage of Burn. I believe you are right and certainly wouldn't mind it. A non-scattering Burn would make me finally put that power in my build again. I just can't afford to use so many power choices to get a cone Immobilization from the Darkness Mastery Pool.
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I am planning on running my DS/Storm a fair bit over the next few days. I have a few questions.
Does slotting end reduction in the summons help the pets use less end?
Is it worth putting a resist or heal into the tier 2 pets?
Is it worth slotting Hell on Earth for damage later, or is just recharge the way to go?
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Mal Wind: Level 29 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Villain Profile:
Level 1: Summon Demonlings -- Acc-I(A), Dmg-I(3), Dmg-I(5), Dmg-I(7), EndRdx-I(9)
Level 1: Gale -- Acc-I(A)
Level 2: Lash -- Acc-I(A), Dmg-I(3), Dmg-I(7), EndRdx-I(21)
Level 4: O2 Boost -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(5), H'zdH-Heal(9), H'zdH-EndRdx/Rchg(11)
Level 6: Hurdle -- Jump-I(A)
Level 8: Enchant Demon -- EndRdx-I(A)
Level 10: Steamy Mist -- S'fstPrt-ResDam/EndRdx(A), ImpSkn-ResDam/EndRdx(11)
Level 12: Summon Demons -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), EndRdx-I(15)
Level 14: Health -- Heal-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), EndRdx-I(21)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23)
Level 22: Hurricane -- ToHitDeb-I(A), ToHitDeb-I(23)
Level 24: Hell on Earth -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Summon Demon Prince -- Acc-I(A), Dmg-I(27), Dmg-I(27), EndRdx-I(29)
Level 28: Crack Whip -- Acc-I(A), EndRdx-I(29)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Level 6: Ninja Run
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I like that the cold demonling runs into melee. He does it predictably which allows me to be prepared. I was thinking it was done on purpose that way, as it seems like a smart AI decision.
The predictability of it allows the player to also learn it, as opposed to it being a random event that the player never knows when to expect. -
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Other secondaries are better at using Katana, Spines, Claws, and Dual Blades.
DA, WP, Regen, and Fiery are better at self-rezzing.
DA, EL, Fiery, Invuln, and to a lesser extent Regen are better at having special effect auras.
DA, EL, Fiery, Regen, and to a lesser extent WP and Invuln are better at self-healing. This can mean they are better at making a mistake and recovering (much like self-rezzing, only without the defeat). -
Hoping for many more years.
Frostfire and Atta. I ran so many Frostfire missions when I first started playing and they are still fun.
Holding off a horde of DE with my Grav/Storm, watching them futilely trying to get past my Hurricane and 3 Sings as my team finished off another spawn.
The first time I ever was speed boosted and proceeded to run through a door into a pack of BP and finding out what BP masks were at the same time as I studied one while laying on the ground.
The first time I saw a Fire/Ice tanker rounding up 70 enemies in TV (and later Bricks and CF) and hearing that noise as my inspire tray filled rapidly.
The time I used Sprint+Hurdle+CJ to get Meltdown.
Striga. Still a favorite hangout of mine. In that Hess TF, running around inside that base and then seeing that thing through the window.
After I got Invincibility on my Kat/Inv scrapper and rounding up enemies in Terra Volta, watching hordes of Freaks and Sky Raiders chase after me.
All the fun and kind people who have taught me to be a better player and tolerated me while I learned.
Playing with PuGs. I love playing with my SG. But I also love playing with people from whom I have no idea what to expect.
Aggroing everything in the room; isn't that the way we were meant to play?
Kronos Titan.
When I was thinking about maybe quitting and my wife went and re-upped me for a year and bought herself an account for a year so we could play together.
I9 Beta.
Watching my son obliterate spawns on his Fire/Fire blaster.
Doing laps around the Storm Palace. Beautiful scenery and engaging enemies.
That time Arcanaville said Fire Manipulation was designed by monkeys pounding on Geko's keyboard while he was out of his office.
Real Numbers.
Getting a Katana with an eyeball in it (and a big ole hammer to use for a tanker)!
The first time I tanked the STF... with my blaster.
Climbing the hill in mission 3 of the ITF and then seeing those things (and I love the cutscene in mission 4)!
Ninja Run. I mean really, freaking Ninja Run (I still want my motorcycle though)!
Making the fire on my Kat/Fire scrapper blue.
Running and making AE missions.
Playing my DP/Fire blaster to 50.
Thank you for all the fun. -
The same thing happens to my Medic when I play my Merc MM.