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Posts
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Joined
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aw crap
nin doesn't have kb protection. goddammit i forgot.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL.
NOT COOL. -
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Quote:LOLZ dark. The only thing cool about dark is the AS..and it looks like a skull is coming out of your fist. Other then that EM > Dark. Get wrecked sons. BTW i love you barrier.
yeah ok.
i be touch of ph33ring people wit da crazy skuls.
also, cutie divine, do your homework. generally, AS from a dark hits harder than an AS from anything else (because ever since they gave psi resists to everyone, dark is pretty much the least resisted damage type), so the non-critical portion hits harder.
the only thing dark lacks is a bursty follow-up... hai sharks. -
Hoping for a bit of feedback on this.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(5), DampS-Rchg/EndRdx(15), DampS-Rchg(37)
Level 1: Hide -- LkGmblr-Rchg+(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(46)
Level 2: Ninja Reflexes -- SW-Def/EndRdx(A), Ksmt-ToHit+(3), SW-EndRdx/Rchg(19), SW-Def/EndRdx/Rchg(21), SW-Def/Rchg(31), SW-Def(34)
Level 4: Danger Sense -- SW-Def/EndRdx(A), SW-Def/Rchg(36), SW-EndRdx/Rchg(36), SW-Def/EndRdx/Rchg(36), SW-Def(37)
Level 6: Assassin's Eclipse -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(9), HO:Nucle(9), Hectmb-Dam%(11)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(19), GSFC-Build%(23)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(27)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 16: Super Speed -- QckFt-RunSpd(A), QckFt-EndRdx/RunSpd(17), QckFt-EndRdx(17)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Stealth -- LkGmblr-Rchg+(A), EndRdx-I(21)
Level 22: Kuji-In Sha -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(27), Numna-Heal/Rchg(31), Numna-EndRdx/Rchg(31)
Level 24: Kuji-In Rin -- RechRdx-I(A)
Level 26: Placate -- RechRdx-I(A), Range-I(37)
Level 28: Super Jump -- ULeap-Jump(A), ULeap-EndRdx(29), ULeap-Stlth(29)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dam%(33), Mako-Acc/Dmg/EndRdx/Rchg(33), TotHntr-Dam%(34), HO:Nucle(34)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Kuji-In Retsu -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), LkGmblr-Rchg+(40)
Level 41: Spirit Shark -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dam%(43), ExStrk-Dam%(43)
Level 44: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(45), Abys-Fear/Rng(45), Abys-Acc/Fear/Rchg(46)
Level 47: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Rchg(48), P'Shift-Acc/Rchg(48), P'Shift-EndMod(50)
Level 49: Phase Shift -- RechRdx-I(A)
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Level 1: Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(50), Mako-Dam%(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
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Set Bonus Totals:- 32% DamageBuff(Smashing)
- 32% DamageBuff(Lethal)
- 32% DamageBuff(Fire)
- 32% DamageBuff(Cold)
- 32% DamageBuff(Energy)
- 32% DamageBuff(Negative)
- 32% DamageBuff(Toxic)
- 32% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 1.25% Defense(Fire)
- 1.25% Defense(Cold)
- 1.25% Defense(Energy)
- 1.25% Defense(Negative)
- 2.5% Defense(Melee)
- 2.5% Defense(Ranged)
- 2.5% Defense(AoE)
- 2.75% Enhancement(Terrorized)
- 9% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 63.8% Enhancement(RechargeTime)
- 10% FlySpeed
- 280.1 HP (23.3%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Confused) 10% (in PvP)
- MezResist(Held) 10% (in PvP)
- MezResist(Immobilize) 28.7%
- MezResist(Repel) 2000% (10% chance, in PvP)
- MezResist(Sleep) 10% (in PvP)
- MezResist(Stun) 10% (in PvP)
- MezResist(Terrorized) 10% (in PvP)
- 10% (0.17 End/sec) Recovery (in PvP)
- 48% (2.41 HP/sec) Regeneration
- 20% ResEffect(FlySpeed) (in PvP)
- 20% ResEffect(RechargeTime) (in PvP)
- 20% ResEffect(RunSpeed) (in PvP)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.78% Resistance(Energy)
- 3.78% Resistance(Negative)
- 10% RunSpeed
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oh yeah, it has to be in the same .25s time span. that's how often the server ticks.
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Quote:Actually if you watch the power in PvE or so, It knocks down a target 2 times. When the target RESISTS the KB, the KBs within the power add up; Knocks having a wierd tendancy to add up if they are applied in the same second. So in truth, Gale CAN be greater then mag 41, depending on when it's activated and whether the two KB components are applied within the same server tick.
Just speculating but its some speculation Im pretty sure of.
this is true.
back in the day i remember seeing Renegades forts being so beautifully coordinated as to be able to stack kb in a consistent manner.
those guys were pretty beast. -
divine, a fire/psi dom would be pretty vicious if played adequately in a kickball.
i've considered ripping all my stuff out of my ice/psi and putting it into my fire/psi now that i'm not farming much... a well slotted hold + tk thrust + proc'd out subdue = hell of a spike + disruption toon.
also, get wrecked ice blast. guess shakedown didn't have a numbers dude that actually calculated how when blaze scourges + apoc's procs = bitter ice blast = lol, even with therm shields, then proceeded to scream on vent to everyone in the team that ever suggested ice blast over fire or sonic after i12. -
pain doms generally go with pb.
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Quote:if you're religious, and you actually studied psychology, you must have failed a lot of courses.Psychology and Philosophy, the latter taught to me by a very religious man. Some religion people would laugh at if i said, and one of the first things taught was not to be so judgemental as to believe you know a person solely because of one fact.
Alright games up, might come here next update if i need to wait once again. -
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i saw that sniff dude hovering above the hero base on a dark/rad corr with fly.
i do not know what to think of this. -
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also the retarded/not_retarded ratio in freedom zones is about three times higher than pre-i13.
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it can be played.. if it's a fire/kin corr.
if you're talking about a troller, lol, good luck there. -
Quote:if you're doing that, drop ice shield for snowstorm.You assume correctly! This will mainly will be for zone/team pvp. I've had some cool PvP'rs email me some edits. One of the main edits (besides some enhancement edits) I am going to make power wise is switching out the Web Cocoon for Screech.
But my next Corruptor is definitely going to be a Therm.
Thanks!!
a -fly is pretty much mandatory in pvp, at least freedom-side with all teh downie fliers. -
Quote:fury is also trash with DR on damage.Remember that bug that allowed you to max fury in one attack? That was probably the only time that a brute actually surpassed the usefulness of a tank or scrapper. Since fury is essentially impossible to build in zone pvp, brute's end up being lower base damage than a tank with less survivability.
go run a match with DR off and look at how damage climbs on a lolmelee duel. [i rolled my fire/sr in i13 just to wreck ice/ss tankers]. -
Quote:i disagree.I never understood why he insisted on taunting a therm. The therm was not attacking things and this was before the -range buff. Webnading them was great, but he was always wasting that taunt...
that taunt kept the therm from healing on spikes while also letting it get used to being grounded so that the therm wouldn't run around in spirals after being called for a spike and webbed...
with the sonic also in the lineup, the whole idea was to take out support and let the core spikers do the work (remember back then UJL had issues with having overly defensive players)... worked well when it did. the issue really was that most teams were not too good at tabbing through 2 sets of mastermind pets, so bringing that brute meant we lost a mastermind which generally provided better disruption (ie you on psn or bee's TA).
this was also prior to arbegla joining the team on his beast trapper, me switching to fort/storm, syph taking over sonic duties, and nicor replacing rokur on therm (sidenote: i believe that was our best lineup), so we ran disruption a bit differently than towards the end. -
yup, even pre-i13, you brought a brute to a match in the ladder and it was just gonna get ignored.
unless his name was gus, then you were gonna have a therm webbed and taunted for the whole match. -
Quote:you also play a dark/cold. which pretty much requires one the longest periods of attrition in the game when it comes to dueling (i can't count how many duels i've been in when i get the first kill in the 8th minute). mako makes a bit more sense then.Ah i see now. When i compare builds from freedom to guardian they seem quite different than builds on guardian. On my dark/cold i have speed leaping fitness leadership and mako. I guess playing on a low pvp population server hi ernate doesnt seem bad to get because im regening and recovering and theres rarely anyone waiting for me.
it also comes down to what you're fighting. i get a lot of downies e-raged very very often, and since they mostly play regins, SRs, bad tanks and so on, the to-hit and acc bonus from focused acc is VERY much worth it. i also spam life drain more than most other dark/cold's i've seen play.
also, on a heavy zone build though, like my fire/cold, and this sonic/cold (i assume), you really really want maximum mobility and maximum acc to tear through downie-land.
but a drawback: if you have phase, dueling therms is auto-lose. i don't do it on my colds.