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There is quite a bit of very good advice here. It's encouraging and it's getting me going on thinking about how to tweak the build to make it work better. I'd tend to agree that it needs more mez to function well. I'd also agree that expecting to be able to plow straight through three +4x8 rachnos spawns is a bit optimistic with no in-built end drain protection, with or without mez. A change in tactics is warranted. I'm working on a few other projects (and rl things) for the next few weeks. But, I'm eager to return to this and figure out a way to make this character work. Thank you all for taking the time to contribute.
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Hopefully the following build, while not maxing out damage procs, still offers good damage and has enough toughness and enough stacked -res for running harder content. There are a fair number of departures from Croax's sample build, for better or worse. Feedback is welcome. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Infernal Elekinetic: Level 50 Magic Stalker Primary Power Set: Ice Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Force of Will Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Acc/Dmg/EndRdx(3), TchofDth-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17) Level 2: Frost -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(19), Bmbdmt-Dam/Rech(19), Bmbdmt-Acc/Dam/Rech(21), Bmbdmt-Acc/Dam/Rech/End(21), Bmbdmt-+FireDmg(50) Level 4: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), StdPrt-ResDam/Def+(11) Level 6: Assassin's Ice Sword -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(15) Level 8: Boundless Energy -- PrfShf-EndMod(A), PrfShf-End%(17) Level 10: Environmental Modification -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(27) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Adaptation Level 18: Boxing -- Empty(A) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31) Level 22: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), GldArm-3defTpProc(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-Def/Rchg(36) Level 26: Freezing Touch -- Hct-Dmg(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37), UnbCns-Dam%(37) Level 28: DNA Siphon -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-%Dam(39) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 32: Frozen Aura -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 35: Ring of Fire -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 38: Parasitic Aura -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/EndRdx(50) Level 41: Weaken Resolve -- AchHee-ResDeb%(A), TchofLadG-%Dam(45), ShlBrk-%Dam(45), CldSns-%Dam(46), Acc-I(48) Level 44: Mighty Leap -- WntGif-ResSlow(A) Level 47: Unleash Potential -- LucoftheG-Def/Rchg+(A), Prv-Heal/Rchg(48) Level 49: Melt Armor -- AchHee-ResDeb%(A), Acc-I(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment ------------
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FWIW, a few thoughts on teaming as a stormie. It's helpful to cast nado essentially whenever it's up as long as your endurance bar won't crash. It has a short cast time and it has better DPA than any other power in your arsenal except LS. Essentially, waiting to cast it until a battle is started is losing a casting opportunity for a blast set power. Nado also functions as a guardian, so pre-casting before battles is a good step to take to deflect hard charging melee types from going straight at your stormie. Try casting nado on the way to the battles and see how that goes (not for speedruns, of course, but for other situations). Regarding LS, it was clear that you were expecting great things from it and were disappointed. Being disappointed by a power not living up to expectations is understandable. But, ironically, it's when you're soloing that LS has maximum value as a DPS adder. Consider how hard players work at increasing their DPS by relatively small amounts. Then consider that a stormie can take a little over 4 seconds of casting time for LS out of every minute to increase their DPS by low triple digits against any hard target. The endurance cost is justified by the huge DPA it offers, as well as its helpful cc effects. So, when to use LS in teams? It's not going to add a lot of DPS while in teams, in general. But, you can use it for area denial, like bonfire or caltrops. You're the ranged blaster's BFF when you can drop LS over them because it will cc and help them defeat anything that gets up close with them. On that note, having a single nado out and one LS out basically means you're unlikely to be swarmed in melee. It's a stormie's hidden armor. Sometimes one or a few mobs will make it to your stormie and get in a hit or two. But, unless they resist knockback they'll get quickly and repeatedly knocked on their butts. Many of them will end up disoriented by nado grinding away at them. And, even if you only get one LS up early in an AV fight its still better DPA (and probably better DPE, in many cases) than anything else in your arsenal. Finally, it was a bit jarring to hear of a stormie consistently not leading the team. Admittedly in Linea's harder 801 missions that's understandable.* But, in most other situations it's helpful to have FR debuffing mobs before the team arrives. And, throwing in an AOE volley after FR, then dropping a LS to help with cleanup is a helpful way to whittle down mobs so the rest of the team can handle the stragglers as you head to the next spawn and decimate that one before the team arrives. And so on. With solid AOE for your water stormie (btw, you can more quickly decimate spawns with steam spray than whirlpool, give it a try at some point) you will be well set up to be successful with this playstyle. When you play storm, you are the storm. * For Linea's missions it's probably justified to temporarily remove and replace the knockback to knockdown IOs in LS and nado, in case you like those missions. Any cc is absolutely golden in those missions and (based on admittedly limited experience) they often resist knockdown values that have been clipped to less than one.
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It's been my understanding for quite a while that FF only procs when summoning LS and nado. So, it's not surprising to hear that. The estimate of extra recharge I've heard repeated is +20% global recharge from having those FF procs in both LS and nado. That would make it a better source of recharge than the ubiquitous LoTG def / global recharge IOs, considering the "per slot" investment. The possibility of casting them up to 5 or 6 times per minute was probably a factor in the math behind that statement. It's always possible that information being passed around on the forums was wrong, though. Sovera: My own experience with LS is that it has very good DPA and that it reliably knocks mobs down. It's true that I don't bother with it every spawn because, as you say, the game moves pretty fast. And, if you only do speed runs then it's not a great pick. For other content, though, I've found it worth the slots it takes. Different strokes, though. Storm / water is also a very good pick. Hopefully you have a great time with your stormie, with or without LS.
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If I had to choose between frost breath and ice storm, then I'd pick frost breath. Even though DPA is much lower for frost breath than for ice storm, the quicker recharge for frost breath helps to substantially increase AOE damage done to mobs. I'd prefer to take both, though, if possible; ice storm only needs 2 slots with a damage alpha and can optionally take a 3rd slot with a knockdown proc or to chase a desirable set bonus. So, it's not a resource intensive pick. You can shift slots out of freezing rain in case you're wondering about how to slot up an extra damaging power if you make room for frost breath and ice storm. You could put only an end red IO in freezing rain and be just fine. Personally, I like to add at least one more slot in FR for some recharge because it is one of the "big 3" storm powers that make the set shine, and so having it up more often is a good thing. It's not crucial, though, and a single end red IO would suffice. The value of tornado and lightning storm lies in their excellent DPA, in how you can boost recharge with FF procs in them (helps the entire build), in the -res debuffing that nado can do, and in having more than one of them up at a time. When you have 2 tornados and 2 lightning storms out, for example, your ST DPS will noticeably climb. Storm defenders lean heavily on their blast secondary and/or epic/patron for AOE, which is a bit easier to manage because nado and LS will noticeably boost ST damage. As a bonus, the soft CC from the 3 cornerstone storm powers (FR, nado, LS) keeps your stormie much safer in most circumstances. Once you're a bit more used to storm, start watching for how you can use fear effects to contain mobs. It takes a while to notice how mobs react to LS positioning, to your positioning, and so on. And, you'll probably get it wrong a fair amount of the time, at least at first. But, it helps noticeably once you learn to predict how mobs are likely to respond to the different fear effects you're using and you can then adjust what you do and how you move on the fly. Below is a possible revision to your build that would encompass a number of elements. There are losses you may not want, such as not having fly and afterburner, and that's understandable. But, if you're OK with that change, then adding in frost breath and vengeance would change how the build plays; team wipes are noticeably more rare with vengeance along and frost breath on a 6 second cooldown would take AOE damage to a noticeably better place. There are a lot of reasonable slotting options, so what's below is just a "rough draft." Still, with both ranged and melee defense at 32%+ a single small purple would softcap both of them. Plus, Mids is still showing 4 slots available that you can put wherever you like (as long as Mids isn't bugging out, I can't currently place the 4 slots it says are available). Incidentally, the range in Posi blast IO and intuition radial paragon work together to make frost breath quite a bit more effective. The extra slowing effects of intuition radial paragon are likely to be noticeable, as well, keeping mobs in rain patches longer and making them spend more of their time getting up after falling down, and vainly trying to run away from whatever is making them afraid (rather than hitting teammates). The loss of DPS from taking intuition radial paragon, compared to musculature core paragon, is not that significant and it's mostly a "paper loss" when the value to DPS of less mob scatter is considered. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Defender Primary Power Set: Storm Summoning Secondary Power Set: Ice Blast Power Pool: Leadership Power Pool: Speed Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: O2 Boost -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(23) Level 1: Ice Bolt -- Apc-Dmg(A), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9) Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17) Level 4: Frost Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(19), ImpSwf-Dam%(21) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37) Level 8: Freezing Rain -- TchofLadG-Rchg/EndRdx(A), AchHee-ResDeb%(17) Level 10: Aim -- GssSynFr--Build%(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(27), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(29) Level 16: Freeze Ray -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(31), SprVglAss-Acc/Dmg/EndRdx(31), GhsWdwEmb-Dam%(31), GldJvl-Dam%(33), UnbCns-Dam%(33) Level 18: Victory Rush -- EffAdp-EndMod(A) Level 20: Ice Storm -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(23) Level 22: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 24: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(36), Rct-Def/EndRdx(36), GldArm-3defTpProc(36) Level 26: Tornado -- SlbAll-Dmg/Rchg(A), SlbAll-Dmg/EndRdx(37), SlbAll-Build%(39), AchHee-ResDeb%(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(40) Level 28: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/EndRdx(40), GldJvl-Dam%(42), Apc-Dam%(42), SprDfnBst-Rchg/Heal%(42) Level 30: Vengeance -- LucoftheG-Def/Rchg+(A) Level 32: Lightning Storm -- GldJvl-Dam/End/Rech(A), GldJvl-Dam%(43), ExpStr-Dam%(43), FrcFdb-Rechg%(43), OvrFrc-End/Rech(45), OvrFrc-Dam/KB(33) Level 35: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(47), UnbGrd-ResDam/EndRdx(47), UnbGrd-Rchg/ResDam(48) Level 38: Blizzard -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), ImpSwf-Dam%(45) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50) Level 44: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(48), ExpStr-Dam%(50) Level 47: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(48) Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(49), ShlWal-Def/EndRdx(49), ShlWal-Def(50) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Intuition Radial Paragon ------------
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Thank you for the generous gift. Much appreciated! I'll send an in-game email, as per your request. Hopefully you have a blast with your blaster (pun intended).
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Here is a fire / storm / electric build I've been running. Hopefully there are some useful ideas about how to slot storm, pools, and the epic / patron in here. Gale is very useful proc'd up as it is here. It provides a recharge buff for crowds, which means the nuke is available noticeably more often. It would knock mobs down and keep them in rain patches after casting blizzard and ice storm. It synergizes very well with all the slows you'll be inflicting on mobs. If you're not comfortable opening with AOE damage then it makes a good alpha move if you find yourself taking alpha on a team. Also, if you're concerned mobs will defeat you while you're using power sink if your distance from the ground is a bit too low or if mobs are on a hill, then cast gale first and move in for power sink. Storm tends to be most enjoyable and effective when played in an aggressive way, which makes storm characters quite an aggro magnet sometimes. Like storm itself, it is not always easy to predict when all your tornadoes, lightning storms, etc will annoy mobs enough to have many of them decide to converge on you all at once. Not having an epic armor would make your character noticeably more fragile, so carefully consider that choice. For epic / patron, a single target immobilize is sometimes useful when using storm powers. A single target immobilize is not essential, though, and mu is a very reasonable pick. Definitely snag power sink; it makes storm so much easier and more enjoyable to play. Slotting for ice blast is fairly straightforward and unlikely to cause any problems for you. Perhaps the most important part of your build is your "F10" phrase. Create one with attitude and you'll enjoy your stormie more. Mine is "This storm is headed for you ...".* Good luck with your stormie! * Copyright pending! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Witchstorm: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Fire Blast Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: O2 Boost -- Prv-Absorb%(A) Level 1: Flares -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(3), Dcm-Dmg/Rchg(5), Dcm-Build%(5), EndRdx-I(23) Level 2: Gale -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(34) Level 4: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(11), JvlVll-Dam%(11) Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), ShlWal-Def(7), ShlWal-Def/EndRdx(13), GldArm-3defTpProc(13), GldArm-ResDam(15), GldArm-End/Res(15) Level 8: Freezing Rain -- PcnoftheT-EndRdx/Rchg/Slow(A), EndRdx-I(23) Level 10: Rain of Fire -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Acc/Dmg/EndRdx/Rchg(36) Level 12: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(19), ShlWal-ResDam/Re TP(19), WntGif-ResSlow(21) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Boxing -- Empty(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 20: Aim -- HO:Cyto(A) Level 22: Tough -- StdPrt-ResDam/Def+(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(50), RedFrt-Def/EndRdx/Rchg(25), RedFrt-Def(34), RedFrt-EndRdx(34) Level 26: Tornado -- SlbAll-Build%(A), SlbAll-Dmg/Rchg(27), SlbAll-Dmg/EndRdx(27), AchHee-ResDeb%(29), FrcFdb-Rechg%(29), SuddAcc--KB/+KD(31) Level 28: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(31), Apc-Dmg/EndRdx(33), Apc-Dam%(33), SprDfnBst-Rchg/Heal%(33) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(37), AdjTrg-ToHit/EndRdx(37), GssSynFr--Build%(37) Level 32: Lightning Storm -- GldJvl-Dam/Rech(A), GldJvl-Dam/End/Rech(39), GldJvl-Dam%(39), ExpStr-Dam%(39), FrcFdb-Rechg%(40), OvrFrc-Dam/KB(40) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dam%(42), SprVglAss-Rchg/+Absorb(43) Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45), FuroftheG-ResDeb%(45) Level 41: Electric Fence -- Thn-Acc/Dmg/EndRdx(A) Level 44: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46) Level 47: Power Sink -- PrfShf-EndMod/Rchg(A), PrfShf-Acc/Rchg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(48), PwrTrns-+Heal(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon Level 50: Pyronic Core Final Judgement Level 50: Phantom Radial Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Reactive Radial Flawless Interface ------------
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A key reason to skip BFR is that the build as given here has a good single target chain that can keep being repeated; there's no need for another single target power. A related reason to skip BFR is that char already provides a second hold for bosses and it has far better DPA than bitter freeze ray. Also relevant is that frost breath provides the only non-rain AOE power in the build (setting aside incarnates), with a quicker recharge than the others; it often ends up being available when ice storm and blizzard are on cooldown. It's also available when exemp'd down, meaning this build has 2 serviceable AOEs in virtually any content somebody is likely to play outside of a DFB trial.
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Below is a nature-based blaster build. Any number of concepts can fit with a mix of cold, fire, and plants. Magical and mutation origins are probably the "go to" origin choices. The build has very good damage, good debuffs, very good cc*, and good enough defenses that teammates and/or inspirations can softcap defenses when needed and hits that get through are more readily absorbed. Both solo and teaming should go absolutely fine. Combat jumping can be substituted for hover if you'd rather be ground-based and move faster, in exchange for giving up the greater safety of hoverblasting. The build would exemp down just fine with 3 ST blasts, 2 AOEs, and the sustain power for Posi 1 onward. Debuffs ... -def, -to hit, -damage, - regen, -res (proc), slows out the wazoo * CC includes an AOE hold on a 25 second cooldown, perma bonfire, dual ST holds that can be endlessly cycled, ST immobilize, and knockdown in Blizzard and ice storm (ragnarok knockdown proc in ice storm). Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Druidica: Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Plant Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Rchg/+Status Protect(7), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15) Level 1: Entangle -- GrvAnc-Hold%(A), GrvAnc-Immob(37), GrvAnc-Acc/Immob/Rchg(40), GrvAnc-Immob/EndRdx(40), GrvAnc-Acc/Rchg(40) Level 2: Frost Breath -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/Rchg(27), SprBlsWrt-Rchg/Dmg%(27) Level 4: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(5), Rct-ResDam%(5) Level 6: Aim -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(31) Level 8: Freeze Ray -- Apc-Dmg/Rchg(A), Apc-Dmg/EndRdx(9), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(11), Apc-Dmg(11) Level 10: Toxins -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(39) Level 12: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(17), Ann-ResDeb%(31), Bmbdmt-+FireDmg(34), PstBls-Dam%(36), OvrFrc-Dam/KB(36) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 18: Bitter Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), CldSns-%Dam(19), Dcm-Build%(21), ImpSwf-Dam%(21), GldJvl-Dam%(31) Level 20: Wild Fortress -- Prv-Absorb%(A), Prv-Heal(29), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(43) Level 26: Weave -- LucoftheG-Def/Rchg+(A) Level 28: Ripper -- Arm-Dam%(A), Arm-Dmg/EndRdx(43), FuroftheG-ResDeb%(43), ScrDrv-Dam%(46), FrcFdb-Rechg%(48) Level 30: Tactics -- GssSynFr--Build%(A) Level 32: Blizzard -- Rgn-Acc/Rchg(A), Rgn-Dmg(33), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/EndRdx(34) Level 35: Bonfire -- SuddAcc--KB/+KD(A) Level 38: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(50), Lck-%Hold(50), SprEnt-Rchg/AbsorbProc(50) Level 41: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42) Level 44: Char -- NrnSht-Dam%(A), UnbCns-Dam%(45), GldNet-Dam%(45), GldJvl-Dam%(45), GhsWdwEmb-Dam%(46), Apc-Dam%(46) Level 47: Spore Cloud -- HO:Enzym(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(3), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(25) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(36), Mrc-Rcvry+(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37), PwrTrns-+Heal(42) Level 0: Freedom Phalanx Reserve Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
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If we're allowed multiple entries, then I have another candidate to suggest. If not, then this can stand as my suggested build. The powersets are dual pistols, sonic manipulation, and force mastery. An oversized robot potentially named Audiobot, Bulletsong, or some such, can use sonic waves in close and use dual pistols* for mobs further way. This is a build that should be comfortable soloing or on teams, at higher difficulties, with good damage and multiple kinds of debuffs to make the build function even better. It can function well mostly at range, but you'll want to head to melee range sometimes to use hail of bullets. It probably does the most damage when spending most of the time in or near melee (like many blasters) because hail of bullets can be used immediately, whenever it's up, and that's how the sonic powers offer the most benefit. * Rad X pistols look great in an oversized robot's hands, very fitting in terms of size and look. The skill "swap ammo" in dual pistols provides access to additional fire damage (incendiary), a slow debuff (cryo), and -damage for mobs (chemical). You can also use standard mode for powers and have -def in a couple of them. There is -res in piercing rounds and knockback in multiple dual pistols powers. It is a reasonably proc friendly set. I don't have sonic manipulation on my Mids, and so the secondary in the skeleton build below is blank. The key pickups are very straightforward, in any event, as the -res aura is a given (disruption aura), as is the sustain (sound barrier). The "get away from me" T1 (sonic thrust) is a hoot to use and very effective at keeping melee bosses from rearranging your robot's circuits while up close and personal. There are 2 melee range ST attacks from which to choose and a PbAOE attack with a chance to hold. Regarding pools and epic, force mastery picks suggested in the "skeleton" build further down offer high smash / lethal resists, a defensive shell in personal force field, and a godmode power (force of nature) for surviving the otherwise unsurvivable (for 2 minutes, before the crash). Leadership toggles may be a bit of a stretch in terms of concept. Thus, the force of will pool is suggested. It offers a good debuff power, a movement power, and a survival power that can be used just before the force of nature crash. Selected defenses can be built up to 20%+ (or 30%+, with focused effort) with both +3% defense IOs, combat jumping, weave, and set bonuses. With good default resists and multiple ways to raise them in a pinch survivability should be reasonably good, whether solo or on teams. For incarnates paralytic interface seems to fit the concept particularly well, but other picks could also be reasonable and would probably be mechanically stronger. Ion core final judgment could be a massive build up and release of electricity, which is both effective and relevant to the concept. Intuition radial is a bit of an unusual pick for a blaster and would be taken for the effect on range and debuffs. But, musculature would, of course, be a reasonable substitute. Below is a partly worked up build that could be further developed and improved. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Audiobot: Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Ninja Training Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Force Mastery Hero Profile: Level 1: Pistols -- Empty(A) Level 1: [Empty] Level 2: [Empty] Level 4: Weaken Resolve -- AchHee-ResDeb%(A) Level 6: Swap Ammo Level 8: Bullet Rain -- FrcFdb-Rechg%(A) Level 10: [Empty] Level 12: Boxing -- Empty(A) Level 14: Mighty Leap -- Empty(A) Level 16: Tough -- StdPrt-ResDam/Def+(A) Level 18: Executioner's Shot -- FrcFdb-Rechg%(A) Level 20: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21), ShlWal-Def/EndRdx(21), ShlWal-Def(23) Level 22: Unleash Potential -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Piercing Rounds -- Empty(A) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(29), Ksm-ToHit+(29) Level 30: [Empty] Level 32: Hail of Bullets -- FuroftheG-ResDeb%(A), Arm-Dmg(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 38: [Empty] Level 41: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Force of Nature -- GldArm-3defTpProc(A), GldArm-RechRes(45), GldArm-Res/Rech/End(45), RechRdx-I(45) Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3), Prv-Absorb%(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(5), PwrTrns-+Heal(5) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Paralytic Radial Flawless Interface Level 50: Warworks Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment ------------
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This feedback seems completely on point. It's clear that another secondary could offer more damage, and damage is the key to doing well in MoITFs (hardcore or otherwise). I've also heard from experienced MoITF players that -res stacking and degen are keys to quick and successful runs, neither of which SR helps with at all. Apparently TW / Bio / Blaze is a very good combo because you can stack damage and debuffs higher that way. Claws / Bio / Blaze is probably also reasonable, even though -res can't be stacked quite as high. I already have this scrapper at 50 and I like playing him. He'll probably do better than fine in most content if built well. Feedback here is helping with that, so thank you.
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I hadn't thought of that. But, you're absolutely right. Thank you for pointing this out. It also seems that the kismet +acc IO is only needed if tactics won't be run, as otherwise accuracy seems to be in a good place. That slot can become a sixth slot in shockwave, with a damage IO being placed in the sixth slot.
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The following build is meant to be tough enough to stand up to +4x8 Cims (solo or in teams) and to also do very good damage (ST and AOE). Power and incarnate choices were selected with that goal in mind. But, intentions may not match up to reality. So, by all means tear this build apart at the seams and make it better. Or, provide alternative claw builds with a different secondary / epic / patron picks that would rock the Cims in "1 death = failure" MoITF runs (ie: hardcore). Thank you in advance for any help provided! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Witchclaw: Level 50 Magic Scrapper Primary Power Set: Claws Secondary Power Set: Super Reflexes Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Sorcery Ancillary Pool: Soul Mastery Hero Profile: Level 1: Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(15) Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(7) Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(11), RedFrt-EndRdx(11) Level 4: Slash -- TchofDth-Acc/Dmg/EndRdx(A), TchofDth-Dmg/EndRdx(17), TchofDth-Dam%(17), TchofLadG-%Dam(23), GldStr-%Dam(25), AchHee-ResDeb%(48) Level 6: Spin -- Arm-Dmg(A), Arm-Dmg/Rchg(25), Arm-Acc/Dmg/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), FuroftheG-ResDeb%(31) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37), GldStr-%Dam(37), Hct-Dam%(40), SprScrStr-Rchg/+Crit(43) Level 10: Practiced Brawler -- EndRdx-I(A) Level 12: Agile -- LucoftheG-Def/Rchg+(A) Level 14: Boxing -- Empty(A) Level 16: Dodge -- LucoftheG-Def/Rchg+(A) Level 18: Focus -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), GldJvl-Dam%(23) Level 20: Quickness -- Run-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-ResDam(45), GldArm-3defTpProc(46), GldArm-End/Res(46) Level 24: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(45), ShlWal-Def(45), ShlWal-Def/Rchg(34) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 28: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), Ksm-ToHit+(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Shockwave -- SprCrtStr-Acc/Dmg/Rchg(A), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Dmg/Rchg(33), FrcFdb-Rechg%(33), OvrFrc-Dam/KB(34) Level 35: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), GldJvl-Dam%(40) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 44: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(48) Level 47: Mystic Flight -- WntGif-ResSlow(A) Level 49: Rune of Protection -- UnbGrd-Max HP%(A), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50), UnbGrd-Rchg/ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(31) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(34), PwrTrns-+Heal(36) Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Phantom Radial Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Assault Core Embodiment ------------
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Group Fly! After 17 years, I'm vindicated!
EnjoyTheJourney replied to Force Redux's topic in Mastermind
Group fly with zombies is recommended as a the bucket list item by 9 out of 10 doctors. Including Dr. Vahzilok. -
Would the following thugs / cold / mace build do well in teams in typical endgame content (ie: TFs, DA arcs, signature arcs, tips missions, PI radios, iTrials, SBBs, ...)? Thank you in advance for feedback and improvements offered. As always, if this ends up helping somebody else then that is also a welcome outcome. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Northern Gang: Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Cold Domination Power Pool: Sorcery Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Call Thugs -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(37), SprCmmoft-Acc/Dmg/EndRdx/Rchg(37), SprCmmoft-Rchg/PetAoEDef(37), SprCmmoft-Acc/Dmg/Rchg(40), SprCmmoft-Dmg/EndRdx/Rchg(43) Level 1: Infrigidate -- ImpSwf-Dam%(A), TchofLadG-%Dam(5), ShlBrk-%Dam(7), AchHee-ResDeb%(7) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(3), Rct-Def(3), Rct-Def/EndRdx(5), StdPrt-ResDam/Def+(43) Level 4: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(31) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(11), PstBls-Dam%(11), FrcFdb-Rechg%(13) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def(15), ShlWal-Def/EndRdx(15) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(40), SprMarofS-EndRdx/+Resist/+Regen(43), SvrRgh-PetResDam(45), SvrRgh-Acc/Dmg(46), SvrRgh-Acc/Dmg/EndRdx(46) Level 14: Mystic Flight -- BlsoftheZ-ResKB(A) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42) Level 18: Gang War -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(31), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-+Res(Pets)(33), CaltoArm-+Def(Pets)(33), EdcoftheM-PetDef(34) Level 20: Arctic Fog -- LucoftheG-Def/Rchg+(A), ShlWal-Def(21), ShlWal-Def/EndRdx(21), GldArm-3defTpProc(23), GldArm-ResDam(23), GldArm-End/Res(29) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(25), AdjTrg-EndRdx/Rchg(27), AdjTrg-ToHit/EndRdx(27), AdjTrg-Rchg(40) Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg/EndRdx(34), SprMarofS-Acc/EndRdx(34), SlbAll-Acc/Dmg/Rchg(36), SlbAll-Build%(36), OvrFrc-Dam/KB(36) Level 28: Benumb -- RechRdx-I(A), RechRdx-I(29) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Sleet -- PcnoftheT-EndRdx/Rchg/Slow(A) Level 38: Heat Loss -- RechRdx-I(A), RechRdx-I(39) Level 41: Web Envelope -- TraoftheH-Dam%(A) Level 44: Scorpion Shield -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/Rchg(48), RedFrt-EndRdx(48) Level 47: Rune of Protection -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), Mrc-Rcvry+(39) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(42), PwrTrns-+Heal(42) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Phantom Radial Superior Ally Level 50: Barrier Core Epiphany Level 50: Assault Radial Embodiment Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
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Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
The key question isn't "Is it possible?", but "Is there a good functional case for that choice?" The (current) steep cost for spirit ward means that only characters with a very good handle on their endurance costs are likely to consider it. Electric dominators have a leg up on many other character types, in that regard, as well as having the controls to make a fairly modest survival buff such as an absorb shield more helpful. Also, for many builds pets are just an add-on and it's not worth giving up a power pool choice to buff them. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
Picking up on the idea of what a "magic origin" pool might involve, damage, protection, mez, and pet summoning and/or assistance would seem to fit with a *lot* of archetypical magic characters. Mez would be the missing element for a magic origin pool here. Perhaps enflame could be turned into an AOE immobilize or slow that leaves fire on the ground after the immobilize / slow ends; if it's a "pet drop" that immobilizes / slows, then it could affect mobs that enter the area after it's cast. Then enflame would be kind of a "magical caltrops", sorta kinda, but with a shorter duration overall than caltrops, and even shorter duration for the mez than for the flames. Enflame could perhaps switch places with spirit ward, as well, and spirit ward could have its end cost reduced because you would need 1 other sorcery power pick to get to it. As an alternative, spirit ward could be changed to "spirit summon, spirit ward", meaning that if no spirit summon was currently summoned it would summon one, while if one was summoned then the ward would be the next thing cast. The summoned pet could have a fairly minor effect, but still be noteworthy enough to justify making spirit ward swap places with the nerfed rune of protection. If enflame becomes interesting to more builds then perhaps sorcery can break out of its upcoming and narrow niche of being appealing for pet builds, going forward. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
Buffs to arcane bolt DPA and the help that the spirit ward toggle can offer pets might give sorcery more appeal for dominator builds, with RoP as a potentially helpful "throw in" to help when domination is down and/or damage is coming in fast. Sorcery might also end up being appealing to MMs and controllers for similar reasons, especially those that pick a secondary that offers no healing, with RoP perhaps not being taken for a fair number of those builds because mez protection will tend to be organized in other ways (ie: clarion, defense softcap, etc). If the duration and recharge will be shortened for RoP, then the animation time should probably also be shortened. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
This is quite possibly true. Despite multiple people who actually use RoP indicating builds using it are absolutely not meta and aren't even overpowered the nerf looks certain to go through anyways. There are also clear hints that there were no defenders for RoP on the dev team and at least one team member who *really* wanted to nerf it for quite some time. Fortunately, the game is a lot bigger than RoP and the sorcery pool. Even if this pool will ultimately be off the table for even more players than before there are still plenty of things to like about the game, including how much time and effort the devs are willing to put into it. Nobody hits a bullseye with every dart they throw. Expecting otherwise wouldn't be realistic. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
Just noticed a pertinent effect of the planned >50% nerf to RoP duration. As another poster pointed out, respecs don't encompass incarnates. And, one of the current niches for RoP is to serve as part of a rotation involving melee core hybrid and RoP to provide mez protection. For those players who have really loved playing such characters they could easily have high vet levels for them. Then they wouldn't necessarily find it easy or inexpensive to convert their incarnate choices to support a different build. If such builds were obviously OP then players affected could reasonably be told "That's unfortunate for you, but you should have seen the nerf hammer would be on its way when you made that clearly OP build." Given that "melee core hybrid / RoP" builds provide, at best, higher highs to offset the lower lows and the increased number of clicks associated with playing them, it's not as clear what message players should receive from the nerf to RoP duration. "You should have seen that coming" doesn't seem to fit. -
Focused Feedback: Pool Powerset Revamp: Sorcery
EnjoyTheJourney replied to Arcanum's topic in [Open Beta] Focused Feedback
The two characters I actively play who now have the sorcery pool alternate between melee hybrid and RoP for their mez protection solution (poison / fire / soul defender and a necro / storm / mu MM). They go against the "high defense totals" meta and they pay for that with reduced damage (melee hybrid isn't assault hybrid) and by being more labor intensive to keep upright in some key endgame content (no softcap can more easily lead to cascading defense failure and stacked damage / debuffs). But, they're both (currently) a lot of fun to play, despite their limitations. They'll both shift to the backburner after this change goes live. If they get played again the first steps to take will be to remove sorcery from their builds and to shift to cookie cutter builds instead. Ironically, mechanically they'll be at least as strong, and quite likely stronger, after having their builds homogenized with those of other characters I have in my "actively played" pool. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
Given that RoP provides sustain which is inferior to meta in endgame, but still workable, retaining its current duration in endgame wouldn't be in any way OP; in fact, to the extent that it increases build variety RoP in its current form helps to make endgame more enjoyable. But, some concerns have been expressed that RoP while leveling is OP. Rather than debate this last point, there is a workaround that can be put in place. If RoP seems overpowered to the devs while characters level up, even though it only provides inferior-to-meta functionality in endgame, RoP duration could be nerfed while leveling, but remain at 90 seconds when at level 50. It could works as follows: RoP duration = 60 seconds + (character level - 20) Thus, duration for RoP = 60 seconds at level 20, rising by 1 second per level until it reaches 90 seconds at level 50. Key attributes of a multitude of powers change as characters level. Having duration also tied to level makes sense for powers for which duration a huge component of a power's effectiveness, as is the case with RoP. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
There may be 3 interrelated reasons why RoP seems like an "obvious nerf" power to the devs based on a "spreadsheet evaluation", while travel powers are getting a better done "how does this affect gameplay" evaluation. One reason for the "spreadsheet evaluation" of RoP being given an outsized role in the decision process could be that RoP has T9 armors as a set of powers against which direct comparisons can be made, while travel powers do not have any direct comparisons outside their own group. Since the T9 armors are in such a sad state that they're mostly bypassed RoP in its current form would naturally stand out merely because it doesn't obviously suck. Another reason could be that travel powers are easier to evaluate on a holistic, "how do they affect gameplay?" basis, compared to something as interwoven with all the dimensions of character sustain as RoP; the number of AT combinations available doesn't make that evaluation any easier, either. Errors being made by the devs at evaluating the holistic gameplay effects of RoP in its current form probably stem mostly from the high level of complexity associated with that evaluation. A third potential reason for the exaggerated role of the spreadsheet evaluation of RoP lies in the echoes of original design choices back in the early 2000s about how squishies are supposed to incur a (much) higher level of vulnerability to mez than their non-squishy counterparts. A corollary belief could be that powers which provide broad coverage against mez for squishies either should not exist at all or, at best, should not be readily available and should be expensive to choose. "After all, if squishies aren't consistently vulnerable to mez, can they even be called squishies at that point" could be one strain of thinking connected to that point of view. It still makes sense to point out the disconnect in the devs' thinking about this, though. It's accurate and a good insight, at the end of the day. -
A note on Rune of Protection changes
EnjoyTheJourney replied to Captain Powerhouse's topic in Open Beta Testing
Very well put, and with good detail about why in the bigger picture builds with RoP in them do not overperform, even if looking at RoP as a single power makes some believe that builds using it must somehow be OP. In the bigger picture there are two things being lost here, as follows: 1. Builds with RoP in them are not meta and are not even overpowered. 2. This nerf would homogenize builds without in any touching, not even remotely, the overall power curve for builds that are possible.