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Posts
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Lady Grey? What an excellent first TF. Congratulations.
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Found this guide while searching for "close to perma PA" builds. MY ill/rad hasn't been updated since right after IOs came out. This is a medium priced build that allows me to keep the primary forces epic set (after over 3 years it would feel wrong to switch).
Of course, I have severe altitis too and I'm currently working on four other builds, so this will take a while. Any viewpoints and comments are greatly appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Tatmia: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(3), Achilles-ResDeb%(13), DarkWD-ToHitDeb/Rchg(40)
Level 4: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7), HO:Perox(46), Dmg-I(46)
Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), P'Shift-Acc/Rchg(9), P'Shift-EndMod(9), P'Shift-EndMod/Acc(11), P'Shift-End%(11)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(17), EndRdx-I(46)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Teleport -- EndRdx-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Phantom Army -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(19), C'Arms-Acc/Dmg/Rchg(19), C'Arms-EndRdx/Dmg/Rchg(23), Dmg-I(34), RechRdx-I(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Lingering Radiation -- ImpSwft-Dam%(A), Acc-I(23), RechRdx-I(25), RechRdx-I(25), P'ngTtl--Rchg%(34)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Fear/Rng(27), Abys-Acc/EndRdx(29), Abys-Acc/Fear/Rchg(29)
Level 28: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Phantasm -- C'Arms-Acc/Rchg(A), C'Arms-+Def(Pets)(33), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), Dmg-I(34)
Level 35: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(37), CoPers-Conf%(37)
Level 38: EM Pulse -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/Rchg(39)
Level 41: Power Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Energy Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
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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:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 5% Defense
- 1.56% Defense(Fire)
- 1.56% Defense(Cold)
- 11.3% Defense(Energy)
- 11.3% Defense(Negative)
- 11.3% Defense(Ranged)
- 3.13% Defense(AoE)
- 76.3% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 2.75% Enhancement(Terrorized)
- 4% Enhancement(Heal)
- 9% FlySpeed
- 83.9 HP (8.25%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -6)
- Knockup (Mag -6)
- MezResist(Terrorized) 2.2%
- 20% (0.33 End/sec) Recovery
- 12% (0.51 HP/sec) Regeneration
- 5% Resistance(Smashing)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 15% RunSpeed
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Quote:Triumph during the Hammi wasn't super bad, I was on a TF where we were having some issues and rubberbanding. I was told 2 hours earlier was almost unplayable.I did the Hami O raid last night and had no problems... hmmm this is not good.
TF today was not the worst I've had, but it was a challenge playing a kin trying to find a viable target for transfusion. I'm pretty sure one death would have been preventable without the lag.
I'm not sure what we can do beyond keeping this thread on the top page. We never received any formal acknowledgement during the extreme issues after I7, but the thread about that issue always stayed on top and the issue was eventually fixed. -
This response reminds me of the people that thought the sound loop in arctic fog was cool and people shouldn't be allowed to turn it off.
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I think my emp/dark is still on SOs and HOs. Requests like this usually work better if you post a proposed build, thEn we can help you tweak it.
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Who was it that said we would have been happy with a rep from the mailroom?
Sad. . but true.
I do find it amusing that "The Guild" found both Pax and Dragon*Con important enough to send members to both.
Felicia is ossum. -
Quote:That and handclap were the two powers I was thinking of when I typed that. And yes, I do enjoy playing bonfire ping-pong with my fire/storm.Bonfire would be pretty damn broken
(its the reason it was changed so that it still does knockback to higher con enemies... people were using it as an auto-hit perma knockdown trap for deep purple enemies)
But, the fact that it would make sets "overpowered" does seem to negate the argument that there is never an issue with AoE knockback. -
Quote:I'm asking for the ability to slot an IO that decreases the mag of knockback.You pay the END, recharge and whatever other costs associated with the power which include that knockback. After getting a tool to reduce an effect of a power, what's to stop people from demanding a decreased cost for it?
If I wanted to do something silly like slot a knockback IO in Fault, I could. IMO, that would make my tank weaker, but I'm allowed to. Should I think be charged increased end if I do that?
Honestly, the only viable argument I can come up with is the possibility that certain sets would be overpowered if we could turn them into a knockdown rather than a knockback.
Quote:IIRC, Castle once commented on this saying something along the lines of not having a way to be able to reliably turn different knockback powers into knockdown with an IO, due to the different magnitudes of the powers (using the current system percentage system, of course).
Personally, I think knockback is way underrated, but I know I'm about 1 of 5 people in the entire game that think that (when done right it can produce better results than KD, but when done wrong it can produce results worse than simply going afk- and it's easy to get wrong), so something probably should be done (at the very least to make it a bit harder to get horribly wrong- but definitely not to remove kb (no one suggested that in this thread, but it has been suggested in the past... just saying)).
I've seen amazing things done with knockback and I acknowledge the joy it brings many players, (myself included when it comes to single target). That is why I really like this idea of an IO that allows each player to choose for themself, even mix and match in a set. I could see myself rolling an energy/energy that had power push slotted for knockback while Explosive Blast was slotted for knockdown. -
Quote:How would wormhole knocking down instead of knocking back make my gravity controller weaker? Remember, it has a stun associated with it too, so unless I got my placement perfect for the AoE immob, I now have to deal with wandering.Hopefully the devs don't cave in and finally give everyone a tool to make themselves weaker.
And, placing them in a corner makes it a knockdown. -
Because it has to be said:
"People take the rezzes?" -
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Quote:Why? If you like the knockback, you keep it. Those of us that would specifically like to remove it can by sacraficing a slot. How does that hurt people that like knockback? Most of the "learn to use your knockback powers on a team" comments involve using a wall, hovering above the enemies, etc., basically turning knockback into knockdown.I'm against this. The powers have knockback for a reason.
I'm for giving the melee powers that had knockback turned into knockdown turned back into knockback.
One of the powers that I really want this IO for is a melee power, Thunder Strike. I'm willing to give up a slot that would have been used for accuracy or recharge, end reduc, and slot this -knockback. So, I'm the one sacrificing, not those that like the knockback. -
I have screenshots of the two bugs I've experienced. But, they don't mean much since I didn't know how to toggle on UI at the time.
During the first Valentine's Day event, our entire team of heroes exited the mission to find ourselves on the other side of the villian elevator. I have pictures of my controller next to the exit for St. Martials.
A few months before that a villian found himself in Atlas Park. Several people attempted to get him the exploration badges, etc., before he was sent back to his villianous ways. -
Safeguards are not available in Ouroboros.
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I personally like the idea of starting with a common IO, the exact opposite of the current knockback IO.
That would open the doors eventually to sets like the knockback sets but should prevent the usual objections about “dev resources” and build costs.
I do believe the IO option is one of the best proposals I’ve seen in a long time and would truly allow people to play their sets the way they want to play. -
Quote:No names yet - but possibly make the scrapper a tech origin and name him TENS Unit :-)
This name is great, shame I associate it with 27 hours of labor.
I've been meaning to ask you about the origin of your sig "I survived teaming with Cherry Noble". I think I missed a good story during my hiatus. -
Quote:Welcome to CoX!I don't know, as I just started playing (this MMO) and only have two characters at rather low levels. I'm not sure its wise to start a 3rd and further divide my attention. Although I was thinking an Broadsword/Electric-Armor Stalker following my Red/Green color scheme and follow through in the power colors as well.
Defiantly going to tweek my existing characters a bit.
Don't feel bad if you decide to roll many characters. For many of us, playing lots of characters is part of the fun.
Even if you end up with a main/favorite, dabbling with the other ATs helps you understand another teammate's point of view. -
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Quote:Roffle? I do laps of the Storm Palace with no probs on my SR scrapper. There are no Overseers there--those are the ones that would slice through SR's defenses. There are only Brutes and Wisps. The main problem I have is that in the rare event an Honored Brute hits, he hits for something over 1300 points of damage so I have to be quick to use a green insp in that case.
Well, I just showed how long it's been since I was in the Shard.
I'll solo a Faathim with my Emp as a penance. -
Quote:When people say that /Dark is squishy, I wonder if we are playing the same game.
When people say that Elec/Dark is squishy, I know that we are not playing the same game.
I feel the same way about fire armor, but I know that I'm biased because I really enjoy fire.
The thing is, I really enjoy /dark on a scrapper or a tank, just not on a brute. -
Quote:I haven't decided what to do with my energy/dark. I keep thinking I should keep her and just keep working on better techniques and slotting, but she's just so frustrating compared to my dm/fa.My elec/dark brute couldn't handle them either but then again he was /dark, so he couldn't handle pretty much anything. I deleted him at 50 because he was so squishy.
high end cost + fury killing controls + long activating attacks (weeps for old ET) does not make for a fun combo for me.
This thread made me realize that I haven't run a resistance-based melee character through the arcs yet. -