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Posts
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In the upper right hand corner of mids are three buttons. Click the one that says Mode:PvP and it will change to Mode:PVE, which is probably what you want.
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Are you using Fearsome Stare before you HoB? I don't always need Darkest Night, but if I were having trouble staying upright, I'd be using that first too.
Fearsome Stare then DN. Drop a Tar Patch then HoB (or start with one of your other AoEs and follow with HoB). Most stuff misses after FS and DN are used, IME.
The knockdown in lethal rounds is good, but does not come until near the end of the animation. -
I have been playing with a TA/DP defender and it sure looks like fun and has been a huge help to my teams.
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If you are going to open with it, take a luck (or two) first.
The nuke is bigger than most people realize, you do not need to be directly in the middle and in melee with the whole spawn.
Since you are a corruptor, is there anything from your secondary that can aid you before you drop the HoB?
Consider using Chem rounds and use Bullet Rain then HoB.
Let someone else eat the alpha. -
Quote:I have seen people mention Inferno's "upfront" damage many times. This is wrong. All the other PBAoE nukes deal zero damage until after the animation ends. The Wails are 2 seconds, Nova and Inferno are 3 seconds.However, the power effects are already based on 'thematic' considerations. Just like Full Auto, the character is standing there unleashing a fusillade of bullets, unlike Inferno or Nova, which do all their damage up front, so a DoT effect is thematically appropriate, based on the mechanics of the powerset.
Hail of Bullets starts dealing damage right after you push the power button (or after draw time, if the pistols are away, which is awfully common I imagine, since I bet a lot of people like to hit Build Up first). -
Playing mostly in PBAoE range, but not necessarily in melee. I find I mostly face range attacks as things try to flee the Hot Feet, but occasionally turn to shoot. I am often in melee with one foe though.
I was shooting for ranged defense and planning on Flame as my APP, but noticed the Sm/Le was high enough that stacking Frozen Armor on top seemed worthwhile. I am usually pretty bad at using powers like Hibernate in time, but thought I might give it another try, and it will aid me with endurance too.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
True Dreams: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(48)
Level 4: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 6: Hurdle -- Jump-I(A)
Level 8: Swap Ammo
Level 10: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(11), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(17), RechRdx-I(48)
Level 12: Fire Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Dmg/EndRdx(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(48)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(25)
Level 22: Combat Jumping -- Krma-ResKB(A), Zephyr-Travel(36), Zephyr-Travel/EndRdx(42)
Level 24: Boxing -- Empty(A)
Level 26: Piercing Rounds -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(27), Det'tn-Dmg/Rng(27), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(37)
Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(36), S'fstPrt-ResDam/Def+(50)
Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
Level 35: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Dmg/Slow(40), TmpRdns-Acc/EndRdx(40)
Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(42), LgcRps-Acc/Sleep(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
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Woot! This arc is just plain fun to play through. Congratulations.
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That looks OK. I'd drop Burn and take FSC instead, personally. You probably want to find a slot somewhere for a KB protection IO. If you plan on using Hover, it needs at least two Flight speeds (two BotZ give enough enhancing along with a good set bonus). You could consider taking Hasten instead of Combat Jumping.
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I am still partial to having 5 of the 12 ticks (for both damage types) have a 100% chance to hit while leaving the other 7 at 50%.
Currently Hail deals damage like this (the second lines damage type changes per toggle):
50.0% chance: 12 ticks of 0.3108 Dmg(Le) for 3.5s to Foe
50.0% chance: 12 ticks of 0.1332 Dmg(Le) for 3.5s to Foe
Change it so that it deals damage like this:
5 ticks of 0.3108 Dmg(Le) for 1.5s to Foe
50.0% chance: 7 ticks of 0.3108 Dmg(Le) for 3.5s to Foe
5 ticks of 0.1332 Dmg(Le) for 1.5s to Foe
50.0% chance: 7 ticks of 0.1332 Dmg(Le) for 3.5s to Foe
And reduce the recharge to 90 seconds. -
Invoke Panic is weak. However, it does give you a breather. It helped me beat the RWZ challenge with an SO build. It is even more effective against normal conning enemies (on which I rarely needed it). I agree it should be improved.
It is a far cry from being as bad as APP Melt Armor or Barb Swipe. -
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Looks like a great build to play in melee. Fantastic PBAoEs and excellent mitigation. The build below gets to the defense cap for Sm/Le, it loses 6% global recharge and a bit off Mind Probe. Just another idea for reference.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
DP- MM: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Dmg/EndRdx(29), Dev'n-Acc/Dmg/Rchg(34), Achilles-ResDeb%(36)
Level 1: Subdual -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(37), Enf'dOp-Immob/Rng(37), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/EndRdx(40)
Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Dev'n-Dmg/EndRdx(19), Dev'n-Acc/Dmg/Rchg(27)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(7), C'ngImp-Acc/Dmg(9)
Level 6: Swap Ammo
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Concentration -- RechRdx-I(A), RechRdx-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
Level 22: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(23), Nictus-Heal(23), Acc-I(25), RechRdx-I(25)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(42), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(43)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(45), FtnHyp-Sleep/Rchg(45), FtnHyp-Acc/Sleep/Rchg(45), FtnHyp-Plct%(46)
Level 47: Frozen Armor -- DefBuff-I(A), DefBuff-I(48), LkGmblr-Rchg+(48)
Level 49: Hoarfrost -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50), RgnTis-Heal/Rchg(50), Mrcl-Heal/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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Earth Assault is fine as long as you do not use Heavy Stone Fist or Seismic Smash. Sadly, Standard includes Heavy Stone Fist, so you'd have to have No XP for now, but that may soon be changed for the better.
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Quote:I am playing a Kin/Pistols defender and having fun. That being said, I agree with the above. The redraw is painfully noticeable often enough to be concerning.For support sets, I would avoid any set in which you have to redraw a lot. The redraw on DP is killer. My personal suggestion would be powersets that require a solid block of support every couple of minutes with solid blocks of blasting afterwards. Forcefields, Sonic Resonance, Dark Miasma, and Radiation Emission are probably the sets that I would most recommend. The shield sets just buff up every 4 minutes to provide a vast majority of their functionality, and the debuff sets generally spend 5-10 seconds at the beginning of combat setting up their killzones and toggles and spend the rest blasting away. Reactive support sets with low cycle time powers would probably be the worst to go with (i.e. Emp, Kin, TA).
On my Pistols/Fire blaster it is frustrating because I want to use Ring of Fire, Fire Sword, and FSC as needed, but often choose to hold up in order to minimize redraw. Its not always even a performance thing either. Ofttimes, I just don't want to put the guns away aesthetically. -
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Quote:I agree with your post, but it is not impossible to hit the target cap for GD. Highly unlikely. Very odd. Makes me giggle when it happens. Definitely not impossible.Golden Dragonfly deals 164 base damage in a 10' long, 20' arc. You can get 2, at most 3, target with a single application of GD and it requires a decent bit of placement. The hard cap on the number of targets is 10, but it's literally impossible to fit that many targets into the area of the effect so that number is pretty useless.
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Quote:I agree it is slower than it needs to be and I also feel it is slower than it should be. I doubt many people will skip ES, despite its poor DPA, its tactical value is too high, IME.Ok, I admit I may have stated that a little too strongly, but I do feel a lot of people will either skip taking Executioner's Shot or only use it when they have to (or to show off the animation). Having to get that close and then be rooted for nearly 3 seconds is bad...
All it really needs is the animation chopped slightly to speed it up to around 2 seconds like Power Burst. Both Executioner's and Piercing really kill the set's whole "high mobility gun-fu" feel, but at least Piercing has full range. At least for me (and several others I've talked to) Executioner's just feels too slow. -
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Quote:Wow.while DP gets a short range tier 3 blast with a massive animation time and pathetic DPA that most people skip.
This set has existed on live for less than 48 hours and only a portion of the population even has access to it and only a portion of that portion has even reached a level where they could take ES.
Yet you know that most people who play Pistols skip this one power.
You, sir, amaze me. -
Congratulations. This is a great arc and I loved running through multiple times and I know I will run it several more times, since I like to make lowbies and play them through the content.
Keep bringing us the good stories. -
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