Tater Todd

Legend
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  1. Quote:
    Originally Posted by Deus_Otiosus View Post
    A friend of mine got turned away from a team on his Fort because "we have too many melee".

    Let that sink in a moment.




    Some people, are just dumb.
    O...wow...who would turn down a SOA in the first flippin' place?!
  2. Tater Todd

    X/Ice armor

    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
    Level 1: Hide
    • (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
    Level 2: Havoc Punch
    • (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
    Level 4: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 6: Jacobs Ladder
    • (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
    Level 8: Hasten
    • (A) Recharge Reduction IO
    Level 10: Wet Ice
    • (A) Empty
    Level 12: Assassin's Shock
    • (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
    Level 14: Build Up
    • (A) Empty
    Level 16: Hoarfrost
    • (A) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Endurance/Recharge
    • (25) Doctored Wounds - Heal/Recharge
    • (25) Doctored Wounds - Heal
    Level 18: Chain Induction
    • (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
    Level 20: Chilling Embrace
    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    • (21) Endurance Reduction IO
    Level 22: Placate
    • (A) Empty
    Level 24: Super Jump
    • (A) Empty
    Level 26: Thunder Strike
    • (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
    Level 28: Glacial Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    Level 30: Assault
    • (A) Empty
    Level 32: Lightning Rod
    • (A) Armageddon - Accuracy/Recharge
    • (33) Armageddon - Damage/Endurance
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Damage/Recharge
    • (34) Armageddon - Chance for Fire Damage
    Level 35: Energy Absorption
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (36) Luck of the Gambler - Defense/Recharge
    Level 38: Icy Bastion
    • (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
    Level 41: Moonbeam
    • (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
    Level 44: Shadow Meld
    • (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
    Level 47: Dark Blast
    • (A) Devastation - Accuracy/Damage
    • (48) Devastation - Damage/Endurance
    • (48) Apocalypse - Accuracy/Recharge
    • (48) Apocalypse - Accuracy/Damage/Recharge
    • (50) Apocalypse - Damage/Recharge
    Level 49: Maneuvers
    • (A) Serendipity - Endurance
    • (50) Serendipity - Defense
    • (50) Serendipity - Defense/Endurance
    Level 50: Spiritual Core Paragon
    Level 50: Ageless Core Epiphany
    ------------
    Level 1: Assassination
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Regenerative Tissue - +Regeneration
    • (5) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod/Endurance
    • (3) Efficacy Adaptor - EndMod
    • (3) Efficacy Adaptor - EndMod/Accuracy
    • (36) Efficacy Adaptor - EndMod/Recharge
  3. Tater Todd

    Poison

    I am loving the fix...my toon plays much differently now.
  4. It's working now guys go crazy!
  5. Great News guys! Poison Trap works now! Annndddd mannnnn is it delicious when you add procs!
  6. Quote:
    Originally Posted by Calhou View Post
    In /Poison, I'd suggest taking everything except:

    Antidote
    Elixir of Life
    Poison Trap

    In Sonic/, I'd suggest taking everything except:

    Screech
    Shockwave
    Dreadful Wail

    That said, you may well want to try these powers out, and take them if you like them.
    They finally fixed poison trap so it's definitely worth taking.
  7. Quote:
    Originally Posted by _Pine_ View Post
    How exactly?
    Envenom -30% *unstackable +15% single Target
    Venomous Gas -18.75% *unstackable
    AH proc for another -20%
    Equals: -83.75% res

    *And to Local Man*
    I think we need to agree to disagree. Neither of us are going to back down and agree
    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.
  8. Any luck with Titan Weapons hitting mids soon since it's dropping today?
  9. 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.
  10. 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.
  11. 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.
  12. Tater Todd

    ??/Traps

    Quote:
    Originally Posted by Dz131 View Post
    I meant to type GM killer :P I mean all that is good and all but it looks like the degen is lacking to take out any gms
    That, I could not tell you lol. I'm not crazy enough to attempt to solo a GM lol.
  13. Tater Todd

    ??/Traps

    Quote:
    Originally Posted by Dz131 View Post
    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.
  14. I can actually attend this one.
  15. 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!
  16. Quote:
    Originally Posted by Kioshi View Post
    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.
    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.
  17. Quote:
    Originally Posted by DMystic View Post
    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.
    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.
  18. Quote:
    Originally Posted by EvilRyu View Post
    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.
    Man I missed out on that Beta! Was the 9% really that overpowered compared to all the aoe swirling death builds out there?
  19. Tater Todd

    Dark control!

    Quote:
    Originally Posted by ketch View Post
    Given recent betas, this is probably, sadly true. At least we'll still get Spooky though I wonder if it will still be possible to have him out full time.
    Well they did change things up a bit with TW...which actually shocked me.
  20. Tater Todd

    Dark control!

    Seriously...this Issue...I must have it NAO!

    I'm still enjoying the crap out of my Dark/Dark Blaster though.
  21. Quote:
    Originally Posted by Obscure Blade View Post
    Um, Darkness Manipulation? Just this last Issue?

    That's a good set to...the damage is insane.
  22. Quote:
    Originally Posted by Arcanaville View Post
    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.
    Wow, well said.

    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.