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Wiseguy

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Everything posted by Wiseguy

  1. You're on the right line of thought and @tidge explained how procs work in general. Now that you know how procs function and the general rules of what to start proccing, you think about how many sets the power can hold, its base damage/attributes and its other functions. How many different sets does the power support? Does it have debuffs (-tohit? -def? slow?) does it have knockback? Can it slot accurate healing? If a power supports 3 or more classes of enhancements and has a 8s+ recharge I think people generally refer to it as 'proc friendly'. Let's look at Dual Pistols Bullet Rain. It supports: - Targeted AOE Damage - Knockback - Slow This would be considered a 'proc friendly' power IMO. You can comfortably slot a Targeted AOE damage set into it, alongside 2 other procs. Now what does a 'proc godly' power look like? Check out Poison Trap in Poison. It supports only 3 sets, but it has a long base recharge, supports PBAOE damage and does minimal base damage on its own, meaning you don't have to bother enhancing its base damage property. You can fit a whopping five damage procs from PBAOE damage and Hold classes, then slap a -Res or a Recharge on there for fun.
  2. Dual Pistols trades an 'Aim' ability for some flavor options (Swap Ammo) though 99% of people just run Incen rounds and forget about it I think. I don't think it's in as dire a state as you make it sound and there are probably other things I'd like to see tuned first, if I'm completely honest. My friend has a DP/Martial Blaster and gets around just fine. Very killy. What you haven't mentioned is that most of DP's powers can be comfortably slotted with two procs, some times three or more procs if you really want to go ham (kb; force feedback +rech, tons of damage procs). I think that's where it's strength truly is.
  3. Just wanted to chime in here. I don't remember the GM's name though I'm sure the team could find it by browsing /general chat logs from last week, but I did not ask the GM a direct question in any official capacity. It was a series of comments over Excel /general chat regarding the server's vibe on reporting copyright cases exchanged between myself and others. I was left with an impression of 'don't do it too often', and that is more or less what I was told, but in hindsight I do think the GM just didn't know me or my concern fully; which is why I made this thread. Their intention was probably to err on the side of 'let's not encourage this random player to frivolously witch-hunt', which is fair. I definitely didn't get a 'go make a Marvel character, we don't care' feeling from their remark. I get where you're coming from but I just wanted to clear the air and don't think said GM needs to be put on blast or anything. 🙂
  4. So many people want PVP to be more of a thing than it already is in this game, and so few people actually PVP with what we currently have. Weird.
  5. A new melee & armor set. I'd prefer a 'layered' armor set but really I wouldn't care. I'd settle for new Mastermind pets and a few tweaks too. MM's are my #1 "I wish I could love this" AT and have been since live; I think the recent changes have been really promising. A few more and we'll be there!
  6. The way I build my characters has changed: 1- Procs are amazing, doubly to triply so on some specific powersets. 2- Much more open to frankenslotting. (used to just use full sets and thought I was some kind of mad genius for it) 3- I'm addicted to the Teleport pool please help me. The way I play those characters has changed: 4- Much more willing to play characters without easy access to status protection. (blasters, defenders, etc) 5- The best defense is a great offense, in most cases. 6- Losing is fun! My goal is now to meet challenges I can't overcome so I can theorycraft ways to beat them as efficiently as possible. 7- Badging is strangely addictive. I have a couple characters with 500+ badges and one coming up on 1,000 (I know these are weenie numbers to some of you folks, but I just recently got the badgelist popmenu!) The way I play with others has changed: 8- Hosting teams with the community is fun. Even if it's just PI radio grinding. 9- More willing to try new content for the first time without obsessively researching it first. I never did Incarnate content on live for example because I was so anxious I'd mess something up and ruin it for everyone. Just jump in and ask questions! The community is as willing to help as I am, if not more. One thing I'm hoping will change is my stubbornness in not wanting my builds to use temp powers like the Wedding Band. I also don't like my characters to depend on Inspirations for some reason, even though they're a core game mechanic. I think I'm really handicapping myself by not using everything the game has to offer; I just like being self-sufficient [for now]. And then there's the altaholism, but I think I'll just accept that.
  7. There's also the opposing case: someone doesn't want to buy Marvel/DC's new whatever superhero game because they can just play their favorite characters on Homecoming instead. Kind of a double-edged situation. I don't think copyright law is in a good place either, but I do think there's a place for protecting intellectual property.
  8. Sorry that my post didn't convey my sincerity to you, but I think a resolution has been reached.
  9. Thanks for the replies and clarification. 🙂 I do agree that maybe a pop-up warning or something like that might do a lot to help, too. Like I said in the original, the cases seem to be pretty high, at least on Excelsior.
  10. I'd agree, but I was literally told by a GM to not do it "a dozen times a day". I see a dozen or more of these cases in an average three or four hour play session. That's why I think the community should kind of step up and sort of guide people away from these habits. I think a "hey, you know dressing up like Spider-Man is against TOS right?" might be better than getting generic'd. If a GM/team member wants to weigh in here and say to go hog-wild on the report button, I'll gladly blast every case I see. Until then, I'd rather not be a nuisance.
  11. Since HC has become officially licensed, I've been seeing a huge influx of characters who are blatantly using the aesthetics of copyrighted material, and often times also using said material's name itself, or using a direct homage/reference to the material as their in-game alias. I'm pretty much guaranteed to see one or two of these cases per TF I run, and I'm not even very up-to-date on comics/superhero stuff. If I stand in Atlas, it's usually a matter of minutes before I see a new one slipping by. Let me start out by emphasizing the fact that I personally do not care if someone wants to dress up like a Marvel character. My concern is largely for HC itself. I vaguely asked in /General while a GM was around, and the consensus seemed to be 'feel free to report copyright infringers, just don't do it too much'. Which is sensible, GMs have better things to do than to police new characters all day I'm sure. I moreso wanted the consensus of the community on this topic. The best analogy for the vibe I can think of right now is sort of like wearing a seatbelt: Yes, you definitely should wear a seatbelt all the time but it's generally not something a police officer is going to flag you down for, and it's something a lot of people don't do. Basically, I just don't want HC to get slapped. I love HC and though it seems highly unlikely a major property like Marvel/DC/whatever would care about this precious little thing we've got here, I'd ultimately prefer the odds to be 0% rather than 0.1%. Should we be telling new players to ease off the intellectual property toe-stepping and report them if they don't?
  12. Ice armor is the set I suggest to newer tanks/new players who want to tank. I think a lot of people who read that suggestion will immediately be repulsed and groan; Ice isn't a very popular set in the community for some reason, but let me explain! Why? - Great without expensive enhancements/set bonuses, but has a lot of room to improve if you choose to invest. - Energy absorption is a really fun active ability. You can really feel yourself getting stronger when you jump into a group, drain their endurance and dodge all their attacks. - Has a decent self heal (two if you count Hibernate, and take it). - The set heavily favors Defense but if you dip into the Fighting pool and slot some good bonuses eventually you can get your resists up there. I'd suggest slotting +res Might of the Tanker into your Icicles ASAP. But as has been mentioned; play what you find aestehtically appealing or mechanically interesting.
  13. Excited for the Widow changes. I think people are really sleeping on the new Night Widow passive. With enhancements, it's going to be pretty beefy. Placate, mind link and sneak attack buffs are just insane; don't think I need to explain that. I don't know a situation where I'd be excited to take the new Fortunata level 1 ability in my builds, but they're already in a good place so I suppose it's fine. Haven't really checked out the bane spider changes yet but everything points to them being great; which is nice. I have a dormant bane somewhere in my roster.
  14. I'm a fan of diverse teams but I'm not sure I'm a fan of Homecoming COH trying to emulate more mainstream MMOs. I don't think this will be doomsday or anything close to it. I think it's a pretty small change. I do know it will effect how myself and other team leaders out there fill out our teams. Please don't forget that some of the things that make City of Heroes unique and some times unappealing to more conventional MMO players are also the things that have given it such a devoted following. I'm on the fence on this one and think we'll have to see how it plays out; I hope the team will consider making adjustments or outright ditching it if it makes the social/teaming aspect of the game significantly less appealing.
  15. Out of what you listed, SR is definitely the easiest to set up without messing with IO sets or anything. But if you're new, I don't think that I'd reccommend it, even with the issues you mentioned. You're kind of pigeonholing yourself. IMO, SR doesn't [comparatively] have a lot of room to improve with invention sets. Making builds, for me at least, is like a solid 70% or more of the fun I have on Homecoming. For that reason, I'd suggest Invuln either when you get bored with SR or find its weaknesses to be too glaring. Invulnerability has tons of room to improve, and is also very tough 'out of the box' - plus it only really has one self-heal click you'll use in a rare moon and one 'panic button' you'll use rarely/never or skip taking altogether. I wouldn't stress about the IO stuff too much. The forums and discord will be more than eager to help you out, and there's tons of builds for wherever way you decide to go.
  16. Bringing this back from the dead to say I really hope this gets fixed. Would be double neat if this got fixed for Fold Space and Shadow Slip, too.
  17. Black Hole in Dark(ness) Miasma/Affinity currently gives the immobilzed and intangible(phase shifted) effects to up to 16 targets in a 20 ft AOE. It is notably the tier 8 ability in both powersets, While I won't say it's worthless, I think it has extremely niche uses and is, in my opinion, one of the worst T8's in the game currently. I personally have a problem with all the foe-intangible powers in the game (Sonic/FF) but for now I'm going to talk about Black Hole because I'm more experienced with the dark powersets. Problems: - You risk frustrating your team by: 1) miscasting it 2) using it on a displaced target 3) using it at all since it lasts long enough for most players to traverse most maps to encounter your intangible'd group in time. - It does create trolling opportunities. - It is arguably a new player trap. Even when used optimally in its niche forms, I feel its risks far outweigh its potential rewards, especially in team gameplay. Suggestions: 1) Change the 'intangible' effect to a knockdown. or 2) Change the ability to work similarly to fold space, where it teleports targets in a wide radius inward to the cast location - or even onto its caster. or 3) Remove the 'intangible' effect but keep the immobilize and maybe add some damage or healing/absorb to it.
  18. Looking over this thread has been extremely humbling. I thought my friend and I were legends due to times like our 13min MC or 16min ITF, but it turns out we're turtles in comparison. I guess it's just because we don't really ever encounter other speedrunners and do the runs with pubs. Nice to know CoH has a decent speed community. Any chance I can hang with any of y'all? Would love to see what a full stack of runners could accomplish first hand. 😛
  19. At minimum, you need about 50% global recharge (no hasten) to start overlapping Tar Patch. If you want a consistent double tar patch I think you'd need somewhere over around ~160% recharge (with hasten). I made some quick edits to the build above that gives you a double tar patch with an ~8 second down time, though it is notably more expensive than the build I posted. Check it out here. As far as I am aware, anyone with that amount of recharge could apply double tar patch and achieve the same desired effect.
  20. Introduction Hey all. This is the first written out guide I'm submitting to the forums. Please keep in mind that the builds I make are usually focused on optimal self sufficiency for speedrunning high-end content. This means things like softcapping defenses will be prioritized over maxing recharge. As for the guide itself, I will be going over some nuances in specific abilities, but I will not be giving an extensive overview of every single ability. With this in mind, any criticism or suggestions are more than welcome! Now, onto the guide. Guide: The Dark/Dark Defender The Dark/Dark Defender can be an invaluable aspect of most any team composition, and you can build it to be incredibly self-sufficient and durable. While Dark/Dark really shines in the mid-game, you'll hopefully find through this guide that it can hold its own in the late game as well. The Dark/Dark Defender is arguably the pinnacle of debuffing, with a plethora of debuffs available through your primary and seconary powerset. The main debuff you specialize in dealing is -tohit; though you are also capable of delivering -damage, -resistance, -speed, -regen, and controls. Simply, -tohit reduces the chance for enemies to hit you or your team. -resistance increases the damage enemies take, -speed reduces the rate at which targets move and -regen reduces the health enemies recover - mostly effective versus Arch-villains. Controls are categorized as abilities that hinder or outright prevent a target from acting. The controls available to your Dark/Dark Defender are fear, hold, and immobilize. A look at some abilities. Howling Twilight Howling Twilight is perhaps one of the most commonly misunderstood and misused skills in your toolkit. While it can be used as a resurrection ability, it can also be used very effectively as an offensive skill. When used as a rez, it's important to note that you need to target an enemy and then stand nearby your defeated allies. The ability will debuff a cluster of targets and proceed to try to resurrect any defeated friends nearby you. To reiterate, the actual rez is centered on you, even though you need to target an enemy to use it. Now, the real power of Howling Twilight comes when you use it offensively - with or without any allies dead around you. Howling Twilight stuns and delivers a massive AOE -regen debuff. You should be using this skill regularly against pesky AV's, using your judgement to call if a teammate is going to drop dead or not in the near future. If things are going relatively smoothly, always debuff with Howling Twilight rather than saving it as a rez. It is also an effective group crowd control tool, if your team bites off more than they can chew. Twilight Grasp Twilight Grasp is your main method of healing wounded allies. To use Twilight Grasp, you must target an enemy, hit it, and be standing next to whoever you want to heal. To use this heal effectively, I highly recommend a few things: 1) Take flight, hover, or mystic flight as a travel power. 2) Target a wounded ally, and use F to follow, which will automatically have you fly over to your hurt friend. 3) Assuming they are fighting, they will already be targeting a viable opponent to use Twilight Grasp on when you get there. Go ahead and use the ability, and they'll soon be healed. It's important to realize that Twilight Grasp also applies a -regen debuff, though not as large as the one from Howling Twilight. Your Dark Servant will also use Twilight Grasp. Twilight Grasp is a slow heal, and whiffing with it at a critical moment has likely resulted in more than one player shelving their Dark Miasma character. Hang in there! Tar Patch Tar Patch is going to be one of your bread-and-butter 'openers' in high-end content. It applies a 30% -resistance debuff to targets in its radius. While you can apply it only to the ground, the ability actually effects a small sphere going upward and downward; it will also ground anything flying directly above it. I'm only detailing this ability because of how valuable it is. In a lot of endgame scenarios, the unfortunate reality is that a lot of people will have their defenses capped through themselves or other members on the team, so while the -tohit you bring to the table is important, the reality is that things dying faster is going to be much more desired usually. A look at your openers. An opener is an ability you use to initiate combat on a group of enemies. You have three main abilities you can be using as an opener, though the potential to use more than these three is more than viable. The three abilities I'm going to talk about here are Darkest Night, Tar Patch and Fearsome Stare. If your group is light on +def buffs or there are squishies among you, please consider using Darkest Night or Fearsome Stare to initiate combat for your team. Both of these abilities will substantially debuff a group's tohit, and Fearsome Stare has the added benefit of fearing targets. Keep in mind that prematurely using AOE controls like fear or immobilize before enemies have been rounded up will occasionally result in a slower time to kill for a group; but if you are in a situation where you need to press on and either solo a pack yourself or tank the alpha strike of a pack, nobody is going to fault you for using Fearsome Stare. If things are going smoothly, try opening with Tar Patch instead. It will speed up the mission greatly. What do I do when a group has been engaged? Use your judgement. If things are going alright, slap down a Tar Patch, get in there to use Blackstar and Moonbeam to dish out some damage. If people are struggling, debuff more! Darkest Night, Fearsome Stare, etc. It's important to add that your Dark AOE blasts like Tenebrous Tentacles, Night Fall and especially Blackstar also apply notable -tohit to a group. The Build Download here! 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 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Dark Blast Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Twilight Grasp -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(3), TchoftheN-Acc/EndRdx/Rchg(3), TchoftheN-Heal/HP/Regen/Rchg(5), ThfofEss-Acc/Heal(50) Level 1: Dark Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9) Level 2: Tar Patch -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(11), PcnoftheT-Acc/EndRdx(11), PcnoftheT-Rng/Slow(13), PcnoftheT-EndRdx/Rchg/Slow(13), PcnoftheT--Rchg%(15) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A) Level 6: Howling Twilight -- RechRdx-I(A), RechRdx-I(50) Level 8: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg(17), LucoftheG-Def(19) Level 10: Dark Pit -- Acc-I(A) Level 12: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(19), CldSns-Acc/Rchg(21), CldSns-ToHitDeb/EndRdx/Rchg(21), CldSns-Acc/EndRdx/Rchg(23), CldSns-%Dam(23) Level 14: Darkest Night -- DscWrd-ToHitDeb(A), DscWrd-ToHitDeb/Rchg(25), DscWrd-ToHitDeb/Rchg/EndRdx(25) Level 16: Tenebrous Tentacles -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(27), OvrFrc-Acc/Dmg/End(27), OvrFrc-Dmg/End/Rech(29), OvrFrc-Acc/Dmg/End/Rech(29) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 20: Night Fall -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(31), SprDfnBst-Rchg/Heal%(31), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(33), SprDfnBst-Acc/Dmg/EndRdx/Rchg(33) Level 22: Kick -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(36) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36), LucoftheG-Def/EndRdx/Rchg(37) Level 28: Hasten -- RechRdx-I(A) Level 30: Moonbeam -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(37), ExcCnt-Dmg/ActRdx(37), ExcCnt-Dmg/Rng(39), ExcCnt-Dmg/Rchg(39), ExcCnt-Stun%(39) Level 32: Dark Servant -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Rchg(33), TchoftheN-Acc/EndRdx/Heal/HP/Regen(50) Level 35: Life Drain -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Acc/Dmg/Rchg(42), Thn-Dmg/EndRdx/Rchg(42) Level 38: Blackstar -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(46) Level 44: Petrifying Gaze -- Lck-Acc/Hold(A), Lck-Acc/Rchg(46), Lck-Rchg/Hold(46), Lck-EndRdx/Rchg/Hold(48), Lck-Acc/EndRdx/Rchg/Hold(48), Lck-%Hold(48) Level 47: Spirit Ward -- Heal-I(A) Level 49: Rune of Protection -- GldArm-3defTpProc(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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15) Level 1: Quick Form Level 50: Agility Core Paragon ------------ The highlights of this build are softcapped ranged and s/l defense with a 51.3% global recharge bonus. Modifications to this build I might suggest are removing the extra recharge in Howling Twilight and putting that slot anywhere else; such as sticking a Shield Wall resist proc into Shadow Fall. If you crave more damage, I would also suggest taking Gloom over Life Drain for higher DPS at the cost of some light loss in survivability. You could quite easily also replace a thunderstrike or something else with a purple set, since you are S/L and ranged overcapped. Accolades: I would suggest picking up the Atlas Medallion at a minimum, as you can run into some endurance issues if you're going real hard. Incarnates: I'd advise picking up T3 Clarion for status protection and Agility for endurance/recharge/defense help. As always, I'd suggest getting as many attuned enhancements as you can - allowing you to more easily participate in lower level content. If you have any questions regarding anything I've mentioned or want additional details about playing a Dark/Dark defender I'll be watching this thread. Thanks for reading and checking this out, and good luck out there!
  21. Right click the tray and click 'close tray' or press C. If you mean the 3 stacking trays in the bottom right, simply click the down arrow on the very right of the tray.
  22. For myself personally, the challenge of the game comes in the form of build making and speed running content as fast as possible. I understand that doesn't appeal to everyone, but honestly building a defender who can breeze through dozens of packs unscathed while helping things die exponentially faster or a godly brute that can more or less never die is very fun to me. Beyond speedrunning content and minmaxing, I would suggest trying to play content with fewer players. Honestly, an 8 player team is totally unnecessary most of the time. I play with one other friend and we're able to duo a lot of high-end content, the rest of the team are just warm bodies that may or may not be useful. Sorry if that sounds arrogant, I'm just being honest. I would say capping your team size at 4 so your archetypes are more meaningful would be a wise decision. 8 player teams are usually a bit of a steamrolling clustertruck.
  23. While I see where you are coming from, softcapping defense is pretty much always going to result in better survivability than focusing on resists. Additionally, it's not too hard to softcap s/l, melee and 90% resist s/l in a Willpower build. I can provide examples if necessary.
  24. http://www.cohplanner.com/mids/download.php?uc=1466&c=666&a=1332&f=HEX&dc=78DA6594D94F135114C6EFB453B1EC95965564112C6DA1B42CBE9AB068221411D4274D1DCBB41D05DAB4259147FF0463E29B6B5C408D0FAEFF0C08467D7479D0E05B3DEDF7514966D2F6D7F9EE3DE77CF79C696337A76A5F9FB9754A69F593CB463E1F9F3293E6EA929973C58C949550A5AB4ADEBE7D3D3EB1964C86A757B24621BDDE5E51178CD594B9149E308D95F882955C3655ED7C26B31C5ECCE412666E1D37B3A691B5565375E59BD3562A5D90BB86FD2549934F5BD98EE9AC95084F6672B9B56C21938BC78C84291FF982A46915277E795F76C88756F25674A9F3F225AA2BC702787811ECBB405E04FD97C06DAFE225B1F71462EE83D50FC88760FD23D0FB18BCE2605955D4B519E46B9D058762E0F01C790EDC917A4EC638B79C654DDF263F818776C85D302E755C8851AE106ADFE9C7244A5AD596A3ACED4A6E3773BB37F4B2D6BC49BE007B5E92AF4043426B10E3ACF1C163AD876C02EBBDE055D95BC79A75F4F1596A36B07F0D4FE0A3F129F90C3CF29CDC00BD9BE0358187F93CCCD72C876AC22C5513FD3844F3B1862F897DC11499262D70E83A7903744A6C0BF2E92D23E867EB6FB0FD0FF9173CBA0726C4571BFBD8C6B90ECF8351CE37CAB94639D72FD2870E7AEC78C37C6FC163EFC8F7E407B0FB23E72E1E3BE1D1D9C933773792EC7D0F67B124DEBAD8B32EF6ECABD4EEA5DFDE11F4F6F818394A8E837D27C16F12D34FBFFD113C0B27A2E408390AFAC7C871D0237E07E877807E03F419A0EF00FD66E58821EE0D71EF20F70C3266907B6F8BA130CF16EEC3D9EE8A16E1F310290DB253FAAA577EB3F2924BCD042B4A31685B8DD894A84D19B529633665D6A6CCE9957F9EE2BC5EF937505A79D5DD58F9AD17BF57CBAA7670F5E741E5AC7CF1EBEA876DD7AFFF8AA675A3270E72AF59C0EAFF0036DDE7E4 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Defender Primary Power Set: Empathy Secondary Power Set: Beam Rifle Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Healing Aura NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(37), NmnCnv-Regen/Rcvry+(40) Level 1: Single Shot Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(21) Level 2: Heal Other DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(25), DctWnd-Heal/Rchg(46), DctWnd-Heal/EndRdx/Rchg(48), DctWnd-Heal(48) Level 4: Cutting Beam OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(5), OvrFrc-Acc/Dmg/End(5), OvrFrc-Dmg/End/Rech(7), OvrFrc-Acc/Dmg/End/Rech(7) Level 6: Resurrect RechRdx-I(A) Level 8: Mystic Flight BlsoftheZ-ResKB(A) Level 10: Disintegrate SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(34) Level 12: Fortitude LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(13), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(15) Level 14: Clear Mind RechRdx-I(A) Level 16: Aim GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(17), GssSynFr--ToHit/Rchg/EndRdx(17), GssSynFr--Rchg/EndRdx(19), GssSynFr--ToHit/EndRdx(19), GssSynFr--Build%(21) Level 18: Recovery Aura RechRdx-I(A) Level 20: Combat Jumping LucoftheG-Def/Rchg+(A) Level 22: Kick Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Dmg/Rchg(43), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 24: Tough GldArm-3defTpProc(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(29) Level 26: Regeneration Aura DctWnd-Heal/EndRdx(A), DctWnd-Rchg(48), DctWnd-EndRdx/Rchg(50), DctWnd-Heal/EndRdx/Rchg(50), DctWnd-Heal(50) Level 28: Penetrating Ray SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(33) Level 30: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33), LucoftheG-Def/EndRdx/Rchg(34) Level 32: Adrenalin Boost RechRdx-I(A) Level 35: Piercing Beam Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(37) Level 38: Overcharge SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(40), SprVglAss-Rchg/+Absorb(40) Level 41: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42) Level 44: Scorpion Shield LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(45) Level 47: Spirit Ward Heal-I(A) Level 49: Rune of Protection StdPrt-ResDam/Def+(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 Empty(A) Level 1: Vigilance Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A) Level 2: Hurdle Empty(A) Level 2: Stamina EndMod-I(A), EndMod-I(3) Level 50: Agility Partial Core Revamp ------------ Highlights: Softcapped ranged and s/l defense, 77% global recharge. Keep in mind I normally build toward survivable and self-sufficient builds, many others might try sticking more recharge on here. I might advise dropping spiritward/rune of protection, switching to Super Jump and picking up hasten. Transfer that Steadfast protection into Tough and you'll be golden.
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