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From the patch notes:
Quote:That's just a combat log thing, as far as I'm aware. It is reduced by any negative energy resistance you may have, though.Nictus Hunter Quantum Array Guns bonus damage against Kheldians is no longer irresistible. -
PBs are solid zone characters, though they're not all that wonderful in duels or team arena. Most of the time people will build Human/Nova, with only the heal and taunt in Dwarf form slotted. You can ignore the Nova AoEs (AoEs are bad in PvP) and focus on proc'ing the two single-target Nova attacks (getting extra range is nice as well, as their base 100 foot range is farther than most non-sniper attacks villains have). Basically, between all three forms you've got a phase power, three varieties of flight, two Reconstruction clones, a Dull Pain clone, Build Up, Conserve Power, teleport as an escape tool, taunt, and some hard-hitting melee and ranged attacks.
Here's the build I was tooling around with a while back. I'd change some things if I had to go back and redo it, but since I usually spend my time in the arena, I haven't bothered with this.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
pvpb: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
Level 1: Glinting Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), LdyGrey-%Dam(45)
Level 1: Incandescence -- S'fstPrt-ResKB(A)
Level 2: Shining Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3)
Level 4: Essence Boost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 6: Bright Nova -- GSFC-ToHit/EndRdx(A), GSFC-Build%(46), GSFC-ToHit(48), Rec'dRet-Pcptn(48)
Level 8: Radiant Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(40), ExStrk-Dam%(42)
Level 10: Thermal Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam/EndRdx/Rchg(11)
Level 12: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit(17), AdjTgt-Rchg(17)
Level 14: Quantum Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(15)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 18: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
Level 20: White Dwarf -- ResDam-I(A), S'fstPrt-ResKB(45)
Level 22: Incandescent Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(39), UbrkCons-Dam%(46)
Level 24: Reform Essence -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Rchg(27)
Level 26: Hurdle -- Jump-I(A)
Level 28: Health -- Mrcl-Rcvry+(A)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 32: Quantum Flight -- EndRdx-I(A)
Level 35: Combat Jumping -- Krma-ResKB(A)
Level 38: Stealth -- Krma-ResKB(A)
Level 41: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(45)
Level 44: Acrobatics -- EndRdx-I(A)
Level 47: Conserve Energy -- RechRdx-I(A), RechRdx-I(48)
Level 49: Photon Seekers -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- Zephyr-ResKB(A)
Level 10: Combat Flight -- Krma-ResKB(A)
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Level 6: Bright Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), ShldBrk-%Dam(46)
Level 6: Bright Nova Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Apoc-Dmg/EndRdx(36), Apoc-Dam%(37), ExStrk-Dam%(42)
Level 6: Bright Nova Scatter -- Empty(A)
Level 6: Bright Nova Detonation -- Empty(A)
Level 20: White Dwarf Strike -- Empty(A)
Level 20: White Dwarf Smite -- Empty(A)
Level 20: White Dwarf Flare -- Empty(A)
Level 20: White Dwarf Sublimation -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(9), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23)
Level 20: White Dwarf Antagonize -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(33), Mocking-Rchg(33)
Level 20: White Dwarf Step -- Zephyr-ResKB(A)
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 1.25% Defense(Melee)
- 6.25% Defense(Ranged)
- 1.56% Defense(AoE)
- 6.3% Max End
- 55% Enhancement(RechargeTime)
- 14% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 10% FlySpeed
- 212.8 HP (19.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -36)
- Knockup (Mag -36)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 6.6%
- MezResist(Terrorized) 4.4%
- 20% Perception
- 6.5% (0.11 End/sec) Recovery
- 44% (1.97 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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Again, if you're on Justice, haven't already moved to Freedom, are interested in organized team arena PvP, and have Thursday nights free, transfer something over! Worst that'll happen is you'll have to pay $10 for a transfer back if you don't like it.
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Agree with Nexus... Melt Armor on non-Corrs/Trollers/MMs is pretty bad.
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This thread wouldn't be here if he weren't.
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I'd take the snipe, though that assumes you aren't having endurance issues. (Again, it's playstyle preference, though I'll say I used to build Assault into my Blasters until I realized what a waste of endurance it was on that particular AT. Something like a Stalker or Scrapper might make more use of it).
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Have fun with that, I'll be loling while you're busy whiffing.
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DR starts hitting damage once you get past 30% or so, you won't be adding more than a few points anyways. CP > Assault, though I don't think I'd take either.
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Yeah you don't need Assault on a Blaster (Defiance means you'll be riding a 30-50% damage bonus constantly when attacking, not factoring in extra damage from Aim/BU/reds/external buffs).
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Quote:For purposes of this argument, AFK farming and non-AFK farming are the same, as they're tied to the 5-minute rep timer. The non-AFKer might get more kills, but they'll have the same number of chances to get a drop every hour (12 chances, assuming a rep-valid kill every 5 minutes).No. Any form of farming not specifically AFK farming would be deemed another procurement method.
I've been extremely specific on that qualification throughout this thread.
Anyways, I'm done here. Your insistence on ignoring facts and evidence which are staring you in the face means you're either being intentionally obtuse, or a troll. -
Quote:Bringing them down recently? Prices lowering (I'm not sure why we're even having this discussion, when the whole thing started over someone mentioning they got a lowball bid on a single enhancement) is either due to an increase in supply or a decrease in demand (or deflation, but that's obviously not the case here). Since people are constantly rolling new characters, or respecing old ones, I doubt a decrease in demand is the major player here, therefore we logically conclude an increase in supply is the biggest factor. Of course not all of that increased supply is coming from AFK farms, but given the reasons I stated above why they're more efficient than the alternative method of getting these drops, it's once again a logical conclusion that AFK farms are having the greatest impact on the increase in supply (however small that may be).Is current AFK Farming methods efficient enough to cause the prices in the market to have been recently driven downward?
One thing we know for sure, though: AFK farming is what's keeping the prices from being even higher. -
Quote:With the only other "procurement method" being actual PvP, if you still believe farming isn't supplying most of what's out there, you have obviously never PvPd in this game, nor have a PvPer mentality.It is effortless, but that does not necessarily make it efficient in regards to other procurement methods.
Sorry, bub, but you're wrong on this one.
EDIT: I'll clarify, using a few scencarios:
* Busy zone PvP: given that PvP in the only active zone in the game (Freedom RV) is more often than not one-sided, you usually have a large group of people killing the same few people over and over again, faster than that 5-minute rep timer. Yeah, there are more kills, but you're not getting a chance for a drop on each one. That's not even factoring in the fact that your targets are actively trying to avoid being killed, which complicates things even further.
* 1v1 arena match: standard matches are heal decay and travel suppression off, lasting ten minutes. That means you're going to have at most two chances for a drop, if either of you actually scores a kill in the match (two competent people on evenly-matched builds means that won't always happen).
* Team arena match: same rules as the 1v1s: kills are a bit more common depending on player skill and team makeups, but again, two chances max for a drop, as the entire team gets "rep" off each valid kill.
If you think AFK farming (guaranteed rep every five minutes) is less efficient than zone or arena PvP (might get rep every five minutes), you're sadly mistaken. AFK farming becomes even more profitable when you have multiple targets to work with, and are therefore getting rep more often than every five minutes. -
Estimates on the drop rate range from 1:60 to 1:200, so I'd wager it's somewhere around 1:100 (since we don't have any information from the devs). Yes, it's possible to get them in the arena, but the rep rules apply (rep-valid kills every 5 minutes).
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Well, y'know, except for the fact that PvP and PvE operate completely differently, you have a point. Knowing how something works in PvE has never meant a knowledge of how it works in PvP, and that's even more true since I13.
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Easiest way to deal with DR is to forget about it.
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The only assumption going on here is your assumption that AFK farming is not impacting market prices. Everyone else has offered hard evidence, which you've chosen to ignore because it doesn't agree with your point of view. In most circles that's called "being wrong and being stupid about it," but I imagine you'd have a different definition.
Quote:More ignoring the specificity of it needing to be AFK farming, rather than any other form of farming. Like was already discussed, that's a key distinction here.
Quote:More contradictory information. Is it a well guarded secret or public information? Some say we just need to know the right people on the right server, some say it is all over the boards (we've seen examples of methodology in this very thread, in fact). Of course, no one in this actual thread seems to have much success doing it. We're left to assumptions that it "must" be happening, based on metaphors and second and third party responses, with the few first hand accounts in this thread suggesting it is slow and inefficient.
Speaking of assumptions, you're now claiming that no one in this thread has had success AFK farming for PvP IOs - yet here I am as living proof of your inaccuracy. I've made billions upon billions of inf in farms you insist aren't having an impact on the market. Again, look at the prices of PvP IOs since the rep change was put into place, and you'll see this is where you're wrong - but I wouldn't expect you to see that.
Quote:Again, folks, we're talking about prices falling recently due to AFK farming. No one has explained this yet. It is a very specific inquiry, with a very relative time table.
Actually, we weren't talking about prices on PvP IOs falling due to AFK farming until you brought it up. The OP happened to mention one IO they won a lowball bid on, which was more than likely someone either accidentally listing that IO too low, or simply listing it low because they didn't have enough inf to cover the fee, or whatever other reason. It wasn't because prices are coming down, however. You came in and said "AFK farming is having a negligible effect on the market" (which, I should add, is completely unsubstantiated and was thrown out there randomly, just like you're now accusing us of doing... funny how that works, isn't it?), to which someone replied "I'd bet money that it is having an effect." That effect may not be lowering prices, but it's certainly keeping those prices stable.
Quote:We already know AFK farming has gone on forever (what isn't put in this thread is that it actually was once a very lucrative activity, before changes were made to the rep timer). We already know farming (as a generic) is a good way to gather rare drops. What we don't already know is that AFK farming is suddenly efficient enough, despite (to my knowledge) no recent changes to the rep timer structure to cause such a catalyst in the market.
Quote:Everyone in this game could come in and just call me names and make assumptions that "must be true". That behavior only makes a skeptic more resolved. You're going to have to do better if you want to convince anyone. -
That was a change to make it easier... after a while when the vines start to respawn they won't go up to their original numbers (so if your team can't kill them all before they start to respawn, you might be able to that way).
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Quote:The ability to AFK (or semi-AFK) farm PvP drops hasn't changed one bit since they were introduced, although the rep changes did alter the amount of people who were able to efficiently do so. Where does the majority of supply on the market today come from (talking standard IOs, not PvP IOs)? Farmers. Why? There are enough people mowing down large amounts of NPCs to significantly impact the supply on the market. Obviously, it's not quite the same case with PvP IOs since the way they drop is different, and you can't farm them solo unless you've got a friend, but the point stands - farming results in more rewards over the same period of time, on average, so it's only logical to assume there's a significant portion of the supply being generated that way. (Don't believe me? Look at what happened to the price of purples following I14, when farmers shifted from standard content to MA missions, which don't give a chance at dropping purples. Still don't believe me? Look at what happened to the price of PvP IOs when they tied them to rep - since it was a while ago, I'll refresh your memory; prices doubled or tripled on some of the more expensive ones. That +3% def PvP IO that you can't get on the market for 2 billion, and might be able to get off-market for 3-4 billion, used to sell for 500 million.)Furthermore, your ascertainment that AFK farming is the primary source of incoming product on the market is completely unsubstantiated.
It is supposedly so common, and so much information has been leaked as to kill that golden egg laying goose and all we can get is second and third hand accounts that some drops might be happening, on one server.
That's kinda like believing space aliens are invading because a few bumpkins in Texas swear some other bumpkins saw them.
Information on how to do these farms isn't exactly a well-kept secret. If you ask around, or even look on the boards, you'll find information. The only thing keeping it from being popular is that it requires lots of time and a second account, something which many people don't have access to. The information is there for whomever wants to access it - what they do with it is their own decision. If you think the situation Uber is describing "might" be happening, and is only happening "on one server," you're sadly disconnected with that's going on in the game these days. Of course, many of the PvP IO farmers are PvPers themselves, so they're mostly consolidated on a few servers, but I know of several people who farm on servers other than Freedom and Justice. I can say with almost 100% confidence that when I wander into Warburg on Justice and it shows the zone being empty, that there are at least a dozen accounts scattered throughout the zone farming for drops, and I've wandered across several farms in Warburg on Freedom, sometimes completely by accident.
Just because you don't want to admit you are wrong doesn't mean these things aren't happening. It's kind of like the people who said "there weren't any character deletions or bans because of MA powerleveling, because neither I nor my friends were affected." Get real. -
Quote:The only NPC type in the game that gains significant enough defense on a regular basis to be an issue is the Cimerorans, but this can easily be countered with defense debuffs, slotting, or external tohit buffs (and Cim defense is everything except psi/toxic, not just smash/lethal). Other groups will have smash/lethal defense, but not in high enough numbers to pose a threat with even basic SO slotting.You have to take into consideration that not only do some enemies have resistance to lethal, they have defense against it too.
If you're looking into making your first AR/ Blaster, I'd strongly suggest staying away from AR/Dev unless the playstyle of it sounds like it would appeal to you. In all honesty I'd really recommend AR/EM (and look at my sig, this advice isn't just me throwing out random recommendations). -
This is what my Fire/EM/Cold build looks like... you could probably swap out Assault for Maneuvers and pick up a LotG, but I've got Assault as more of a personal preference (don't need more -KB and I'm too cheap to slot another LotG
)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Apoc-Dam%(5), GJ-Dam%(46)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(11)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-Rchg(34), AdjTgt-ToHit/EndRdx(36), Rec'dRet-Pcptn(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(37), LkGmblr-Rchg+(42)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-Rchg(27), AdjTgt-ToHit/EndRdx(27)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), QckFt-EndRdx/RunSpd(17)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Range-I(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), SprngFt-EndRdx/Jump(42)
Level 24: Acrobatics -- EndRdx-I(A), KBDist-I(40)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
Level 30: Vengeance -- Krma-ResKB(A)
Level 32: Blazing Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(33), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), IntRdx-I(34)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36), EndRdx-I(43)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 41: Snow Storm -- RechRdx-I(A), EndRdx-I(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), Krma-ResKB(46), S'fstPrt-ResKB(46)
Level 47: Hoarfrost -- Numna-Heal(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(50), S'fstPrt-ResKB(50)
Level 49: Hibernate -- 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: Defiance
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Set Bonus Totals:- 15% DamageBuff(Smashing)
- 15% DamageBuff(Lethal)
- 15% DamageBuff(Fire)
- 15% DamageBuff(Cold)
- 15% DamageBuff(Energy)
- 15% DamageBuff(Negative)
- 15% DamageBuff(Toxic)
- 15% DamageBuff(Psionic)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 6.25% Defense(Ranged)
- 2.25% Max End
- 43% Enhancement(Accuracy)
- 41.3% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 5% FlySpeed
- 167.2 HP (13.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 4.95%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 76% (3.82 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 3.78% Resistance(Energy)
- 3.78% Resistance(Negative)
- 8% RunSpeed
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It's because the game doesn't distinguish between set bonuses, external buffs, or slotting in your own powers (yes, the real numbers tool displays each separately, but they're all treated as powers by the game engine, and changing that would require lots of work).
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Low 80s + Hasten will get you permadom, if only barely. One benefit of this is that it solves your KB protection issue (Domination gives the KB resist and protection that melee defense sets do, so you'll never get KB'd while Domination is up), and means you won't get mezzed. It also means an endurance refill every 90 seconds or so.
To be honest, looking at your build if you have endurance issues I'd swap Surge of Power for Power Sink. -
That doesn't happen in-game. DR caps defense lower than that, even on a Tanker (well, you could get up to that 50% if if you had lots of external buffs, but solo you won't be anywhere near that unless you explicitly build for it). On top of that, the multitude of accuracy and tohit buffs available to attackers mean they'd be hitting that Tanker at least fairly reliably. Even with DR and elusivity at least partially implemented to make defense-based sets "not suck" in PvP, there's a reason resistance is preferred over defense in PvP.
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Mids relies heavily on .NET, which most translation layers (Crossover, Darwine, etc.) have issues with. There were some people tooling around with Darwine and Mono (the open-source-ish version of .NET) but I don't believe anything ever came of it. I just run VMWare Fusion on my MacBook when I need to fire up Mids these days, but I run the game on my Windows desktop 99% of the time.