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Posts
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I played on freedom since 06', until recently when I moved my shade, and coincidentally my main, over to Protector.
Specifically for kheldian fridays? Not entirely but yes, with intention to participate.
I also wanted a change of pace from a busy server and the endless pug teams, and this seemed more than reason enough to move.
I would say it'd be worth it to move your kheldian over from your home server. I did it, no regrets there. That being said, if you're fan of playing a kheld you should at least make one on protector if you're online most Fridays.
We always seem to need a PB or 2 to balance out all the purple on teams. -
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Just wanna extend my thanks to everyone who came out to make my first Kheldian Friday one of the most fun nights I've had in a long time.
Stone, Layla, AIB, I know I'm forgetting some, thank you guys so much!
Protector already feels like my second home. Keep up events like these and It might have to become permenant hehe. -
Yes, it will. Any hold should stack, so basically their durations will overlap to allow u to hold a boss for the layered duration of the two mag 3 holds, even before factoring in Hold procs which will also stack. Yes they should both be able to be enhanced.
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I will be bringing my tri-form WS and main from Freedom for this. Can't wait! Who should I message after I transfer?
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General slotting advice welcome, basically going for sufficient recovery while still keeping
my 49.9% s/l softcap (i know its not quite softcapped) to keep this character moving
pre-incarnate without much blue bar woes.
Not completely satisfied with tornado slotting.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-EndRdx/Hold(3), G'Wdw-Acc/EndRdx(3), G'Wdw-Acc/Rchg(5), NrncSD-Dam%(5), G'Wdw-Dam%(7)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(7), Posi-Dam%(9), TotHntr-Dam%(9), Posi-Dmg/Rchg(11), Posi-Acc/Dmg(11)
Level 4: O2 Boost -- Heal-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Seeds of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf%(13), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(17)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(17), GftotA-Def(19), GftotA-Def/EndRdx/Rchg(19), GftotA-EndRdx/Rchg(21)
Level 12: Super Speed -- EndRdx-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), UndDef-Rchg(21), UndDef-Rchg/EndRdx(23), UndDef-DefDeb/Rchg/EndRdx(23), LdyGrey-%Dam(25), UndDef-DefDeb/EndRdx(43)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27)
Level 20: Hurricane -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(33), DisWord-ToHitDeb/Rchg/EndRdx(33), EndRdx-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29)
Level 26: Carrion Creepers -- Posi-Dam%(A), Posi-Dmg/Rchg(29), HO:Nucle(31), RechRdx-I(31), HO:Nucle(31), EndRdx-I(33)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(36)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(40)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 35: Tornado -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-Acc/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg(43), EndRdx-I(46)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frost Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg(46), EndRdx-I(46)
Level 47: Ice Storm -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), HO:Enzym(50), HO:Enzym(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Total Radial Revamp
Level 50: Ageless Core Epiphany
Level 50: Reactive Partial Radial Conversion
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(39), EndMod-I(40)
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 3.63% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 8.1% Max End
- 2.5% Enhancement(Held)
- 4% Enhancement(Confused)
- 96.3% Enhancement(RechargeTime)
- 49% Enhancement(Accuracy)
- 57.2 HP (5.63%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 4.15%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 23.5% (0.39 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 8.17% Resistance(Fire)
- 5.67% Resistance(Cold)
- 5% RunSpeed
This build is general purpose btw. Teaming/soloing, TFs, Trials, ect. -
I just realised I can't slot it in Acid Mortar. The only place I could would be trip mine and I'm not prepared to waste it in that power.
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hey all, just reactivated my account after a lengthy hiatus and ready to start making a build for my fire/traps corr.
I just stumbled upon a Fury of the Gladiator proc I had on a toon I was gonna scrap and thought I should stick this in Acid Mortar on my trapper. Now I know it will stack with my Achilles' proc I have in there already, I'm just curious if this is the best place to put it? -
I reworked you're build slightly to achieve both perma-hasten and perma-am with a few powers and slots left for you to choose. I've dropped the presence pool in favor of picking up combat jumping to slot a LotG proc to bring up your global recharge enough. I can understand if you chose that pool for concept but I find the powers to be rather lack luster and not worth the slots especially considering the other powers you have at your disposal in your secondary for nullifying threats. You'll have to excuse my mids is only i18 compliant but you get the idea.
Code:Something else to consider, is your slotting on Dark Blast and Lingering Radiation could really use a recharge IO to bring it to perma. You're RA was very underslotted so I swapped that out for 5 piece doctored wounds. Soul Transfer works perfectly fine with just a single recharge IO and I frankenslotted soul drain to maximize its acc and recharge now giving it just a 1.9 second downtime.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1466;714;1428;HEX;| |78DA9D93C94F137114C77FD3C5D205DA524BA060100A94452A1C4C5C0E262C2644A| |A08311A353655069C88D3A63318B9A167DC4E6EF1A4261E555013FD371470FB074C| |5CEE2EE37BEF3B140D31314ED2EF67E6CDDB7EEF75721786224ACDEF555A7470A66| |059F9C162B93C5BB28BE5AADCAC5DB08DA2A9024AA9C68A3D3F5E30A7F5C9EC50A1| |7C363F403176CBFABB81D9A9A9EC7861D290C8FCF039C3B2E8263E629ED1CBBA696| |7D76E4263C5E24C76A2A4EB9311B91DD50B25C39CC6C33EC33675CB8ACBC38879DE| |B08C53C68C61CFC5874BC66994CE5165BD3C574FCDEDA05FD8A3DCCBF1A87B847EE| |5B92FA87D2078AD551C7CEAA0C626DF9860FB7E20071C1044289FE6BA6B370819E5| |B929A8B925A8BD2DC8DC11AC90AF57FC1DBF77C123D92F0B4257043557052DD7046| |DD705CB14E14794CFFF484C9B1E034FE0BE082C095A691301B87B023D72AAAA3FB0| |4A2F8370D0822D620A01314A10768F135E14536409782AD8FC4C90792E4853A56AB| |8AB6A872E15A504513741140962481043827A24A8478237D445DC4D1047736FC994| |80494BA45014CDD551B5A4EB9C4CCAF8B9A6534B351B60F737600729EC20851D746| |307DDD8416FD2CBA1EF28412386E06D7C4529B6A8A6656045D0BD2A901209BA6D76| |4B347F93296FFD0EFC007E62618E20A3A4C47B4ADFEA0EA315C3486318690C238D6| |1B461181FC8BD1DEEDE7674D4818E3AD051073A9AA7E49D5C81D276A2992E34D385| |66BAD04C2F9AB9489E3DEE417BDA341EC1B6762003740A1ED226B3EE78B3D8C5250| |AED93FFB7E3ED9B1353FF47E9A1BF8827F835F92A1F8D9281A9D10D96315FE54B51| |9A5846D67D9C604C3C159CFFEB7A11594B173C14229D6039CC7284E528CB3196E32| |C27584EB2E4599C9795E8E84EEE6B17CB6E963D2C49EA4F2DB06780BF8F304B84A5| |9AA58625CA126349B0A458EE862B27FA44C19AF6FBF93F6FB07C59B768B0D4897EF| |D8BFD1FA6F20B089A5AD4| |-------------------------------------------------------------------|
Ps. Choking cloud is a little underslotted and could really use a lockdown chance for hold proc. I'd also consider picking up Opp Gloom if you plan on running choking cloud. Just an idea. -
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Anyone know if the DoT caused by the attack vitals combo is effected by -res?
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If the AH proc stacks with bruising, I think its safe to assume the Gladiators proc will as well though I have not tested this. The possiblity of stacking -60% res on a ST is pretty tempting though! hmmm, I'm thinking of starting my own DB tanker now...
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Its not really that efficient to farm +4 x 8, depending on the toon if you're just farming inf probably +1 or +2/x8. if you're farming recipes probably -1/x8.
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Quote:Thank you!The 'fix' will result in a significant decrease in the power of the "defender" version. Is that something everyone really wants? IME the 240 version is utter garbage and not worth the power pick and the 120 version is great and nearly a 'must have' power.
The increased radius plays a factor in that assessment.
The higher target cap allowing a higher total buff when saturated of the defender version plays a factor.
The fact that when used on a defender it gave a much better damage buff per target than the corr version (AT modifiers) plays a factor.
But ultimately it is the recharge that plays the biggest factor.
That's exactly what I'm talking about. Hell you know what, if Defender soul drain gets brought to be on par with the patron version, why not go make Fissure from the Controller Earth Mastery to be on par with the dominator earth assault power that has significantly decreased radius, target cap and chance to stun and kd? I'm sure everyone would love that. HAH!
These are epic power pools right? I personally don't want them to just feel like more skippable powers. -
It's an old issue if you even want to call it that but what boggles my mind, and maybe its just cause I love soul drain that much, is why the hell would you complain about it being a shorter duration? That's just asking for attention to have to changed to the 240 duration to make it on par with the patron versions. Like what are people thinking? "Lets complain that an un-touched version of this awesome power is available to us, then they'll have to change the patron versions that have higher recharge to match the defender APP version" WRONG!! remember its the APP version and is meant to have "typically" lesser values, usually in the form of higher recharge and end cost.
So obviously yes, it should therefore have a 240 sec recharge but It doesn't yet. Am I the only one hoping that they never get around to changing the defender APP version? -
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Stalker
Might have been pointed out already but Fiery Melee for stalkers? Can't see that happeneing unless they frontload the extra DoT and even then meh. Shields would also be a crappy gimped version seeing as how AAO wouldn't work with the stalker mechanic of being rather anti-aggro, and grant cover wouldn't work seeing that Stalkers don't really have any team friendly buff type powers and rather solo oriented.
Some proliferation's are just too far out of being possible, and others just don't make sense even if they happened. ie. Ice Armor for brutes.
On a different note, I would like to see Ninjitsu for scrappers with a Stealth power similar to cloak of darkness in place of hide with a minor def bonus and perception buff maybe even kb protection?. But just like other sets, it would be hard to make work seeing as how it has powers that are already available to scrappers in the APP's. ie. caltrops.
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Quote:1. There's your first problem, fireball is very end hungry and should only be used as an AoE. i suggest picking up flares. Fire blast's ST potential beats the sh*t out of dark blast. Flares itself is a pretty endurance efficient attack, coupled with fire blast and you should take out single targets pretty efficiently and definetly far faster than dark blast -> gloom.I tried a build i had found for fire/dark, and was frustrated!
1. Not enough single target....i used fire blast and fireball, but went almost out of endurance after killing a single target!
2. all around endurance issues made me abandon the toon
2. Low level slotting priorities should always be acc then end redux, damage and recharge should come secondary or at least until you get into DO's and SO's.
Basically...
dark blast
end cost:5.2
recharge: 4 sec
41.7 negative energy damage
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flares
end cost: 3.69
recharge: 2.18 sec
42 fire damage
flares already beats out db for efficiency and is more spammable which should help enormously.
While gloom is fairly efficient because of its DoT nature, it fails in one area that because the damage isn't front loaded, it won't take full advantage of scourge like fire blast will.
and at nearly double the recharge time of fire blast, gloom will not help u in taking out ST's fast while low level with its whopping 8 sec recharge.
gloom
end cost:8.53
recharge: 8 sec
(9.18x8)=73.4 negative energy DoT
vs
fire blast
recharge: 4 sec
end cost: 5.2
(41.7+5x4)=61.7 fire damage -
And your "out of the box" answer would then be no, not really. Especially considering that dark blast being mainly dot will not benefit from scourge nearly as much as other primaries. I suggest fire/dark for out of the box farming on a corr. Fire supplements enough aoe dmg, tar patch increases that damage and keeps your spawn where you want them while all the -tohit that comes loaded in dark miasma will keep you in relative safety. enjoy!
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are we limited to 5 tip missions every 24 hours no matter what? or is it just character specific?
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hey sant, how come no power boost? its like an defensive build up
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Quote:So straying from the group, faceplanting and relying on your team to come pick your *** up because you decided to "scout ahead" is beneficial for your team? Unless you plan on taking team tp, scouting ahead does very little for the team as does straying and eating dirt shortly their after. Besides, stealthing is not exclusive to Stalkers just because their first tier power is an inherent +stealth toggle. As much as the Stalker AT is geared towards a more burst damage specialist approach, don't sell the AT short, you'll do far more for the group by sticking around and scrapping after you've AS'd that boss.I recommend a Stalker, they add a huge amount to the team, and they can serve many useful purposes such as scouting ahead on the map (this is extremely important!) and attacking the boss while the rest of the team are still fighting. If you die, you can rely on your teammates to catch up to you and give you a wakie, and they'll be sure to thank you for all your help in getting the HP of the boss down - those critters are tough!
Infact its those very tactics of scouting (and I'm assuming the ole "AS Boss, placate, AS repeat") that gives stalkers that undeserved reputation that they can be dead weight on teams.
To the OP, any defender, corruptor or controller combo will bring plenty of support to the team and there are plently of combos that do this whilst still being able to solo and take out spawns on their own.