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Something more like this perhaps? I like the Tactics+Hib idea but I want CP if I don't have Recovery Aura. Now, if I had a crapload of extra inf laying around, I'd probably do two builds, and I might get to that one day, but for right now Phase/Primal is probably what I'll end up doing.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(9), Tr'ge-Heal/EndRdx(9), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(42)
Level 2: Heal Other -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(11), RgnTis-Heal/Rchg(13), Tr'ge-Heal/EndRdx(13), Tr'ge-EndRdx/Rchg(15), Tr'ge-Heal/Rchg(42)
Level 4: Absorb Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(17), RgnTis-Heal/EndRdx(17), RgnTis-Heal/Rchg(19), RgnTis-EndRdx/Rchg(42)
Level 6: Dominate -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(19), G'Wdw-Acc/EndRdx(21), Dev'n-Acc/Dmg(21), Dev'n-Dmg/EndRdx(23), Dev'n-Dmg/Rchg(23)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 10: Hurdle -- Jump-I(A)
Level 12: Telekinesis -- EndRdx-I(A), EndRdx-I(27), RechRdx-I(43), RechRdx-I(43), Range-I(46)
Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(27), Zephyr-ResKB(33), Clrty-Stlth(43)
Level 16: Clear Mind -- Range-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Numna-Heal/EndRdx(40)
Level 20: Fortitude -- HO:Membr(A), HO:Membr(36), HO:Membr(36), Krma-ResKB(36), Rec'dRet-Pcptn(37), LkGmblr-Rchg+(37)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(29), Zephyr-ResKB(29)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), SprngFt-EndRdx/Jump(31)
Level 28: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(33)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Grant Invisibility -- EndRdx-I(A), Krma-ResKB(50)
Level 35: Regeneration Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(50)
Level 38: Adrenalin Boost -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(39), Tr'ge-Heal/EndRdx/Rchg(39), Efficacy-EndMod(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40)
Level 41: Phase Shift -- RechRdx-I(A)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
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:- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 3.13% Defense(Ranged)
- 30% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 5% FlySpeed
- 240.3 HP (23.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 2.2%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 76% (3.23 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 25% RunSpeed
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Recovery Aura is for those times when Geas isn't up and a Therm takes a liking to me. You're right about both auras being mostly situational, but I wouldn't think about dropping Recovery Aura.
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Quote:Defense-based Tankers are interesting like that. Tankers have the least-restrictive DR caps on defense and resistance, they have better def/res modifiers in the first place, they've got more HP than any other AT, they get the free debuff resistance in their mez protection power, and they have elusivity working for them on top of that all (whether or not that elusivity makes a meaningful contribution, I'm not sure). Essentially, a defense-based Tanker is just a huge bag of HP with taunt that's hard to hit. Once you stack enough -def on them... they're still a huge bag of HP with taunt, just not quite as hard to hit but still hard to kill.Ok, ran some tests in RV today. Without DR my Shield tank has 50% def to melee and 58% def to range. With DR running that drops to 33% melee and 37% ranged. I tested with a dom who had +17 to hit from tactics and kismet before DR. (forgot to ask him what that DR'd down to) With a melee ranged power that had 78% Acc and was running the tactics kismet combo he had a 47% chance to hit me. (That's vs my 33% melee defense) Turning off Tactics, his chances dropped to a staggering 34%. We then tested with Drain Psi as that was the only power he had with 95% slotted Accuracy. With Tactics running he needed 53%, without it, he dropped to 39%.
I then had him slap Waterspout on me to see how bad the debuff was. I dropped to 27% ranged defense, then it hopped right back up to 32% right away due to Grant Cover's debuff resistance provided and stayed there. It was difficult to test attacks on me since the debuff from spout appeared to be very short duration, so we were really unable to get hard numbers. I'll try and test with poison ray next time if possible.
I'd say that defense is alive and kicking, at least for shield tanks. -
Quote:If you get into melee range, you'd essentially pick between Kick and Barb Swipe. Yes, Kick does good damage in PvP. Yes, it's stupid.thanks mac
about the attack chain though....would I actually use kick? srs question
I went Weapon Mastery mostly for Web Grenade (niiiiiiiice against toons without Super Speed and nice for pissing everyone else off as well) and Targeting Drone (extra perception, tohit, and acc is always nice). I've seen a few Tankers and Scrappers switch to Pyre and Blaze in Freedom RV but they're the ones I worry about least - Stone Mastery is superior for Tankers and Body and Weapon Mastery have more utility for Scrappers. -
Quote:Wow, that's actually really cool. Didn't know you could do that.For you guys that don't know, copy everything from the first letter of the character's name (the f of Floppy in this case) at the top to the last letter of "Containment" at the bottom. It works in the exact same way (Mids' really is wonderful). In fact, you can copy Ra_Ra's entire post and get the same effect.
As long as you have that section on your clipboard, Mids' should interpret it. One thing to note, however, if you're using the Titan Network i16 version of Mids' (v1.601 versus the v1.401 of the build), a few of the IOs won't carry through. You can easily fix those glitches however. -
Here's what I'm using on live right now. Could probably use a bit more +acc but it works alright for me.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Barb Swipe -- HO:Nucle(A), HO:Nucle(3), Mako-Dam%(3)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Mrcl-Rcvry+(7)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(15), AdjTgt-ToHit(17), AdjTgt-ToHit/EndRdx(17)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), TotHntr-Dam%(23)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Rchg(27)
Level 12: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 16: Super Speed -- Run-I(A), EndRdx-I(36)
Level 18: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/EndRdx/Rchg(36)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
Level 22: Kick -- HO:Nucle(A), HO:Nucle(43), HO:Nucle(48), ExStrk-Dam%(50)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 26: Super Jump -- Jump-I(A), EndRdx-I(43)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), ImpSwft-Dam%(40)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- RedFtn-EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46)
Level 41: Web Grenade -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Shuriken -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Apoc-Dam%(48)
Level 47: Phase Shift -- RechRdx-I(A)
Level 49: Targeting Drone -- Rec'dRet-Pcptn(A), EndRdx-I(50), AdjTgt-ToHit/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 1.25% Defense(Melee)
- 1.56% Defense(AoE)
- 6.3% Max End
- 12% Enhancement(Heal)
- 83.8% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 5% FlySpeed
- 125.5 HP (9.37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 6.6%
- 20% Perception
- 9% (0.15 End/sec) Recovery
- 24% (1.34 HP/sec) Regeneration
- 9.13% Resistance(Fire)
- 9.13% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 5% RunSpeed
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As a nice plus, the tweaks being made for Ultra mode mean that there won't be any wonkiness with ATI cards under Windows.
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Quote:This makes me happy. Wondering exactly how many of the new settings will work with my HD4850. I can already maintain 60+ FPS with max settings on my rig so I'm guessing I should be able to handle ultra mode without taking a real noticeable hit.I mentioned this in the HeroCon updates thread, but I figure this is a good place to bring it up too! There's no need to hope the AMD/ATi issues will get fixed for Ultra-mode, the system running the Ultra-mode demos was sporting two AMD/ATi 4870X2 cards! Jimmy the IT guy says they're overkill, but since AMD was providing them to help make sure the demo ran flawlessly, he wasn't going to complain! I also asked Vince D'Amelio if there were going to be efforts to resolve the ATi issues or if users were SOL due to legacy code. That was when I found out the demo was run on a system with ATi cards.
(Actually, I guess that doesn't directly address the concerns with regard to non-Ultra-mode game settings. Nor does the info that Paragon is working closely with AMD & NVidia to ensure neither system is at a display disadvantage, as presumably that would be geared to the new graphics features.) *shrugs* sorry... didn't think to ask about that.
Also, I found out from TJ that Vince had told him that his AMD/ATi 4850HD 1MB would run all but a few or the Ultra-mode features at maxed out settings. I think he also said the next step up would handle features at maxed out settings. One presumes "handles" means it runs in something other than pathetic frame-rates. -
I don't doubt that. Probably due to people from other servers transferring to Freedom because it was the only server left with a constant PvP population, though. :/
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The problem with PvP rewards is that it's just a carrot on a stick philosophy, in a manner of speaking. You can have all the rewards you want, but if the underlying system sucks, people won't bother. Apparently the I13 changes were supposed to pave the way for a "balanced" PvP rewards system, but that obviously backfired and it doesn't seem as though there are plans for anything to change.
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Quote:The Panacea proc isn't "powerful." There's nothing wrong with it other than the fact that lots of people want it.The rarity of the pancea proc doesn't make much sense to me though. Among the "rare" pvp IOs, they made this one even more "rare" then that. It's like finding a miracle +recovery while doing a mission. Now, if it's super powerful, it unbalances the game, because only the super lucky ones have it. On the other hand if it isn't super powerful, then getting it isn't a big idea because it won't make you way better. The only way i see to solve this is make the proc either less rare or less poweful.
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That's the problem, I can't figure out what to drop so I can fit RA into the Primal build. My first thought was TK but that's soooooo useful for zones when people come out of Hibernate. If this were pre-I13 and people still played Kins, I'd drop the Fitness pool, but that's not exactly an option now.
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Quote:If someone gets butthurt because they lose to an Elec/Therm, I'm kind of sorry for them. A tray of blues should fix that up easily.Just because someone’s toon is /therm doesn't define them as a person. You couldn't explain any one of us in years because you don't know any of us. I myself have an ele/therm to lower the egos of those too arrogant, I don't usually use him, but I have one.
Quote:Nope. My scrapper can kill regens but not ones who spam DA or parry. I don't have enough acc to go through about 60% defense.
Actually if you look at the DPA of both Parry and DA, they are high. Even if it didn't grant the defense i would have it in my attack chain, if i had one.
Quote:Onto the question, katana and broadsword are very defensive with parry and DA, using those every 2nd attack you usually won't die, espically if your a regen. Unless you against someone with [rage] or a lot of acc.
Quote:Of course, this is only for duels, in warzone claws is horrible because it doesn't have burst, just insane DPS.
2. Claws is terrible under any circumstance because it lacks Build Up and therefore lacks burst damage needed to take down an opponent quickly. If you want the +tohit and +damage, you need to be consistently in melee range (not gonna happen - there's that competent player thing again) and consistently hitting your opponent.
Oh, and even if you don't listen to anything else in this post, please use this as an example of how to use multi-quote and not clog the forum with multiple idiotic posts in a row. -
So I'm trying to come up with a good build for my Mind/Emp, mostly used for zones and team arena. I've got two potential builds here - one goes phase/Primal and the other is Ice for Hibernate. Problem with the phase/Primal build is I don't have Regen Aura, and problem with the Ice build is not as much HP as I'd like. Here are the builds... which would you pick, and what changes would you make?
Phase/Primal build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(9), Tr'ge-Heal/EndRdx(9), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(42)
Level 2: Heal Other -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(11), RgnTis-Heal/Rchg(13), Tr'ge-Heal/EndRdx(13), Tr'ge-EndRdx/Rchg(15), Tr'ge-Heal/Rchg(42)
Level 4: Absorb Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(17), RgnTis-Heal/EndRdx(17), RgnTis-Heal/Rchg(19), RgnTis-EndRdx/Rchg(42)
Level 6: Dominate -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(19), G'Wdw-Acc/EndRdx(21), G'Wdw-Hold/Rng(21), G'Wdw-Acc/Hold/Rchg(23), G'Wdw-Dam%(23)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 10: Hurdle -- Jump-I(A)
Level 12: Telekinesis -- EndRdx-I(A), EndRdx-I(27), RechRdx-I(43), RechRdx-I(43), Range-I(46)
Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(27), Clrty-Stlth(43)
Level 16: Clear Mind -- Range-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Numna-Heal/EndRdx(40)
Level 20: Fortitude -- HO:Membr(A), HO:Membr(36), HO:Membr(36), Krma-ResKB(36), Rec'dRet-Pcptn(37), LkGmblr-Rchg+(37)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(29), Zephyr-ResKB(29)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), SprngFt-EndRdx/Jump(31)
Level 28: Recovery Aura -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(33), Efficacy-EndMod(33), Efficacy-EndMod/Rchg(33)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Stealth -- EndRdx-I(A), Krma-ResKB(50)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(50)
Level 38: Adrenalin Boost -- Tr'ge-EndRdx/Rchg(A), Tr'ge-Heal/Rchg(39), Tr'ge-Heal/EndRdx/Rchg(39), Efficacy-EndMod(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40)
Level 41: Phase Shift -- RechRdx-I(A)
Level 44: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Dmg/Rchg(45), Decim-Acc/Dmg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Dmg/Rchg(46)
Level 47: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), S'fstPrt-ResKB(48)
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:- 1.56% Defense(Energy)
- 1.56% Defense(Negative)
- 3.13% Defense(Ranged)
- 2.25% Max End
- 2.5% Enhancement(Held)
- 30% Enhancement(RechargeTime)
- 10% FlySpeed
- 251.8 HP (24.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -31)
- Knockup (Mag -31)
- MezResist(Immobilize) 4.95%
- MezResist(Sleep) 2.2%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 54% (2.29 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 3.13% Resistance(Psionic)
- 30% RunSpeed
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Ice build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(13), RgnTis-Heal/Rchg(13), RgnTis-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
Level 2: Heal Other -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(17), RgnTis-Heal/Rchg(17), RgnTis-Heal/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
Level 4: Absorb Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(21), RgnTis-Heal/Rchg(21), RgnTis-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23)
Level 6: Dominate -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(7), G'Wdw-Acc/Hold/Rchg(9), NrncSD-Acc/Rchg(9), NrncSD-EndRdx/Hold(11), NrncSD-Acc/Hold/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 10: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(43)
Level 12: Telekinesis -- RechRdx-I(A), RechRdx-I(43)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48), Clrty-Stlth(50)
Level 16: Clear Mind -- Range-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29), Mrcl-Heal(31)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(27), P'Shift-End%(29)
Level 24: Fortitude -- HO:Membr(A), HO:Membr(31), HO:Membr(31), Rec'dRet-Pcptn(33), Krma-ResKB(33), LkGmblr-Rchg+(33)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(36)
Level 28: Acrobatics -- EndRdx-I(A)
Level 30: Recovery Aura -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39), P'Shift-EndMod/Acc(39), Efficacy-EndMod/Rchg(40)
Level 32: Confuse -- CoPers-Conf%(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(36)
Level 35: Regeneration Aura -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(37), H'zdH-Heal/EndRdx(37), H'zdH-Heal/EndRdx/Rchg(37)
Level 38: Adrenalin Boost -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40), Efficacy-EndMod(43), Efficacy-EndMod/Rchg(46)
Level 41: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45), Krma-ResKB(46), S'fstPrt-ResKB(46)
Level 47: Hibernate -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Stealth -- Krma-ResKB(A), LkGmblr-Rchg+(50), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 6.25% Defense(Ranged)
- 9% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 12% Enhancement(Heal)
- 40% Enhancement(RechargeTime)
- 10% FlySpeed
- 202.2 HP (19.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- MezResist(Immobilize) 2.2%
- 20% Perception
- 13% (0.22 End/sec) Recovery
- 64% (2.72 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 30% RunSpeed
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The problem with cages is they don't last long enough other than on Doms and Trollers. After that, the problem is there's only one Dom powerset with a cage and it's not terribly common to begin with; Controllers have Grav, Sonic, and FF, and again there's not much point in running an FF or Sonic because of DR on the buffs and mezzes detoggling the repel bubble from FF. 4 seconds on a non-control AT is a joke, and 8 seconds is okay but still not great. If they would remove the immobilize from the cages and standardize the duration at 8, maybe 12, seconds across all versions for all ATs, it might be workable. Get rid of travel suppression and you make Kins useful again, and get rid of the free base resistances (or cut them in half) and you make Sonics useful again. Problem solved.
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I can vouch for that build, PB'd Flashfire is sick. It's nice to know I can just open a 2v2 with buffs on my Therm and then spend the next 10 minutes running while Con kills everything >.>
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Quote:Speaking from a PvP perspective, the addition of useful powers to the patron pools was one step forward and a dozen back, but I see your point.Well, to give you guys some hope...
I remember the days when villains couldn't access hero epics, for all sorts of silly reasons. Lo and behold an issue came and Stalkers and Doms got Hibernate and so on. It just took them a long time to warm to the idea.
So...a merge is possible, you guys just need to be as noisy as we were. -
Quote:Ventrilo has clients for the OS's CoH runs on. It doesn't have the server version for all those OS's though. That's not generally a problem considering oftentimes you'd have a paid server hosted by a website. The only hurdle to running Ventrilo on the Mac is the voice codec many Vent servers use isn't supported under OS X, but when I set up my own server on my Windows desktop I made sure to use one of the codecs supported so there wouldn't be compatibility issues like that.Personally I prefer Skype or Teamspeak because of one factor:
http://www.teamspeak.com/?page=downloads
http://www.skype.com/intl/en/download/skype/ (hoping this works properly)
You'll find that of the voice programs, Skype and Teamspeak are multiplatform across all the OS's CoH runs on.
Ventrilo... well, it could be, but it's been in development for a while for one of those platforms.
So if you are in a large SG, or a large coaly, or a large global channel, skype or teamspeak are more likely to be available to everybody whose playing the game.
That being said, Skype does chew up a bit more processing power... and a bit more bandwidth.
***
As to whether or not it adds or detracts?
I guess depends on how seriously you take the game.
If you approach every single Task Force as a Timed Objective and you're out to get the fastest time possible... a voice chat system is head-over-heels better than trying to type out instructions and commands.
If you're just in the game for pick-up-groups and you don't have a stable of people you play with on a regular basis... well. You might find voice chat is a bit overkill.
I will agree on the comments about Skype though - it's convenient, simple, and is a lot more than just a voice chat client, but it tends to be a bit more resource-intensive than Vent or TS. -
<QR>
Hell yes, the ability to lock down an entire spawn including bosses with one application of mez is always worth it. With the increased endurance costs because of the damage buffs, you're also going to want that endurance refill to get you by. Oh, and permanent mez protection and KB protection is a plus... -
Well as far as I'm concerned, it can't really get much worse. Then again, I've been spending my time playing sets that are still useful in team matches (no Sonics or Kins, despite my desire to PvP spec the ones I have).
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I am pretty sure Bleak was trying to start up a 5v5 ladder on Freedom (or maybe it was a tourney, I don't really remember) but he hasn't posted in a month and I think the idea just died. Con and I had some awesome 2v2s last night with Spag and SiK but as far as large-team stuff goes I haven't seen anything larger than a 4v4 in months. :/