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Posts
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I was going for a post 50/Incarnate build. I barely know what i'm doing but I was going mostly for Regen here. I was in a weird mood and I think my brain was in "WTF!" Mode so my choices are weird...tell me what you guys think haha.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Offside FINAL: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Ice Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Charged Brawl- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (43) Mako's Bite - Accuracy/Damage
- (A) Luck of the Gambler - Recharge Speed
- (11) Serendipity - Endurance/Recharge
- (31) Serendipity - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Damage/Recharge
- (37) Mako's Bite - Damage/Endurance
- (37) Mako's Bite - Accuracy/Damage
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (7) Scirocco's Dervish - Accuracy/Damage/Endurance
- (7) Obliteration - Accuracy/Damage/Recharge
- (9) Scirocco's Dervish - Accuracy/Recharge
- (9) Obliteration - Damage/Recharge
- (11) Obliteration - Damage
- (A) Recharge Reduction IO
- (A) Empty
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Damage/Endurance
- (15) Mako's Bite - Damage/Recharge
- (15) Mako's Bite - Accuracy/Damage
- (A) Empty
- (A) Doctored Wounds - Recharge
- (17) Doctored Wounds - Heal/Endurance/Recharge
- (17) Doctored Wounds - Endurance/Recharge
- (25) Doctored Wounds - Heal/Recharge
- (25) Doctored Wounds - Heal
- (A) Kinetic Combat - Knockdown Bonus
- (19) Mako's Bite - Damage/Recharge
- (19) Mako's Bite - Damage/Endurance
- (21) Mako's Bite - Accuracy/Endurance/Recharge
- (23) Mako's Bite - Accuracy/Damage
- (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Impeded Swiftness - Chance of Damage(Smashing)
- (21) Endurance Reduction IO
- (A) Empty
- (A) Empty
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (27) Scirocco's Dervish - Accuracy/Recharge
- (27) Scirocco's Dervish - Damage/Recharge
- (29) Fury of the Gladiator - Chance for Res Debuff
- (31) Scirocco's Dervish - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance
- (A) Empty
- (A) Armageddon - Accuracy/Recharge
- (33) Armageddon - Damage/Endurance
- (33) Armageddon - Accuracy/Damage/Recharge
- (33) Armageddon - Damage/Recharge
- (34) Armageddon - Chance for Fire Damage
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (36) Luck of the Gambler - Defense/Recharge
- (A) Numina's Convalescence - Endurance/Recharge
- (39) Numina's Convalescence - Heal/Recharge
- (39) Numina's Convalescence - Heal/Endurance/Recharge
- (39) Numina's Convalescence - Heal
- (40) Panacea - +Hit Points/Endurance
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (42) Devastation - Accuracy/Damage
- (42) Apocalypse - Damage
- (42) Apocalypse - Damage/Endurance
- (43) Sting of the Manticore - Accuracy/Damage
- (43) Sting of the Manticore - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Endurance/Recharge
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense/Recharge
- (A) Devastation - Accuracy/Damage
- (48) Devastation - Damage/Endurance
- (48) Apocalypse - Accuracy/Recharge
- (48) Apocalypse - Accuracy/Damage/Recharge
- (50) Apocalypse - Damage/Recharge
- (A) Serendipity - Endurance
- (50) Serendipity - Defense
- (50) Serendipity - Defense/Endurance
Level 50: Ageless Core Epiphany
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Level 1: Assassination
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Regenerative Tissue - +Regeneration
- (5) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Efficacy Adaptor - EndMod/Endurance
- (3) Efficacy Adaptor - EndMod
- (3) Efficacy Adaptor - EndMod/Accuracy
- (36) Efficacy Adaptor - EndMod/Recharge
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Great News guys! Poison Trap works now! Annndddd mannnnn is it delicious when you add procs!
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They finally fixed poison trap so it's definitely worth taking.
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My math was a bit off and *mids is hard to read when it comes to poison* but you forgot to add in the FoTG -Res proc in Poison Trap making you hit -103.75 Res Pine.
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Any luck with Titan Weapons hitting mids soon since it's dropping today?
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Illusion/Poison is amazing if you have deep enough pockets.
Keep in mind it's nowhere near as safe as Cold or Rad but it can get up to -110 Resistance on each mob. -
What I found interesting is how we all worked together as one without having to say a darn word...that to me was truly impressive. I look forward to more stalker teaming and I hope after the stalker buff I run into more teams with 1,2 or more stalkers.
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And then right when you think you're tired of the toon and you can't play the combo anymore you go and get Ageless...and now you have a stormie with No endurance issues...yeah, good luck finding something that can stand in your way after that.
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Quote:Why is /traps considered the AV killer? The -1000 regen is nice, but it's only 10 seconds and next to impossible to perma. I don't know how people manage it.
It's easy to get your defense up to 45% and beyond
Caltrops for good dmg against AV's
Triage beacon to help out if you also build for Regen
Mortar with it's -Res/-Def and the many procs it can take
Poison Trap with it's holds that could possible stack if you have another hold
Seekers so draw aggro away from you for a few seconds
Web Grenade for it's -Recharge debuffing and immob
Trip Mine...well that one is obvious
FFG is awesome. -
I dream of making a Plant/Traps Controller one day. I would love to have two beacons and two spirit trees out at the same time!
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Quote:Hrmm, I would imagine that you would have a greater chance for achill to proc in tornado since it tics just like poison trap. I think it ultimately depends on how you use tornado. I agree with you about the slows in FR, Swap the slows out, you have enough slows already and you and twoey will be spamming roots anyway.Is it better on Tornado? Never had the power. I don't think I need more than 2 achilles (I have another in FR), so I may move if it's better than on FlyTrap (she has the cone thorns attack so I thought she'd be better for the proc).
I'm thinking about trading the slows on FR for recharge IOs (since I have snow storm and roots guess I'd better make FR ble to double stack) and finding a slot to add another damage proc in roots. -
Quote:Ah, he was speaking of dmg terms "derp" yeah 9 is crazy high. 5 or 6 sounds reasonable to me as well. I hope the devs are open to other solutions if the Assassin's Focus system doesn't work.Well look at it this way one AS dealt 9% of the AV's total health.
2 would be 18, 3 brings it up to 27 etc.
now lets look at 8
8 AS is 72% of the Av's health
not even a team focused on buffs/debuff's and getting the Av's res and regen to the debuff cap, while damage capping themselves could take AV's down that fast. -
Quote:Man I missed out on that Beta! Was the 9% really that overpowered compared to all the aoe swirling death builds out there?I agree, the more I look at these changes are paper I do not think its going to be enough. Essentially what we need is for our single target damage to be equivalent to aoe in terms of killing power. What I see with the changes though is it makes stalkers closer to how brutes are in the early levels. Most brutes get a hard hitting attack like KO blow or Seismic Smash. But that does not help us in the end game. I still think we to revist the scaling AS idea that was tested a few issues back, it just does not need to be as powerful as before though. Maybe take off 5% of an AV's health instead of 9% it was doing.
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Seriously...this Issue...I must have it NAO!
I'm still enjoying the crap out of my Dark/Dark Blaster though. -
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Quote:Wow, well said.Even I've said this in the past, but that was in the context of talking about full mez protection. We all have damage, that doesn't mean its pointless for the critters to have health.
Melee gets mez protection: mez just doesn't affect them, at all. If we gave blasters mez resistance then the *duration* of mez would decrease but they'd still be affected by it. That wouldn't make mez pointless. In fact, it would cut directly to the heart of one particular problem with mez. In order for mez to have *any* chance at affecting a melee archetype - and they are supposed to be *theoretically* threatened by mez - it has to stack. To stack, it has to last long enough to have a chance to stack. But that duration is not just acting to give mez a chance to affect melee, its also just plain killing squishies. There's no other rational explanation for 30 second stun grenades except a) they are long duration to have a chance at stacking on melee if they allow themselves to get pounded by them or b) the devs are sadistic bastards.
Another thing about mez protection is that there's no specific reason why blasters would have to obtain protection against *all* mez. In fact, only two mezzes are problematic: stuns and holds. Both prevent the blaster from taking reactive action, like using inspirations (except break frees). I don't care if blasters are vulnerable to sleep: sleep will only incapacitate until the blaster is hit again, and that train is never late. Terrorize is more problematic, but at least its a problem most things are in a similar boat to: most melee don't have terrorize protection either.
But when you can be held or stunned for a longer period of time than it takes to roll a new alt, that's a problem. And I do think there is something to the notion that long-duration mezzes are long duration at least in part to have a chance to stack, which means giving blasters mez resistance acts less to escape mez, and more to bring it back to reasonable levels of duration in the first place: levels of duration that would have been more likely if the devs didn't have to consider stacking and building mez against melee.
I love my blasters but nothing infuriates me more then chowing down on a few purples and reds only to be stopped by that lucky LT. who used Dominate and it somehow was able to hold me...only to have 6 Hurl Boulders hit me all at once when I could of easily Nuked the lot of them without them even knowing what happened.