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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. Slight thread hijack but never? I think you should try it. DM/Rad is a personal fave of mine. I run it as a proc-based Scrapper, but it's a combo that excels on any Scrap/Tank/Brute.
  2. Hmmm. Elec/Stone sounds absolutely awful to level, but could end up pretty fun at 50.
  3. Well, maybe in a sort of broad "Weapon Control" aspect, like controlling floating weaponry, but nothing really "in your face" like the respective martial weapon sets. I think a support set could also work in a vague sense. Like a "Battle Captain" type of thing where your weapon would be used as more of an idol than for combat. You would fortify your team's strengths through shouts and battle tactics. That would be pretty cool.
  4. Here you go. No swords, Arctic pool, with Fly. A simple build for you to sink your teeth into. You could even call it a snack. A midnight one. During Christmas. With Fly. Wait, are you Santa? This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Yup, he's cold: Level 50 Magic Tanker Primary Power Set: Ice Armor Secondary Power Set: Ice Melee Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Arctic Mastery Hero Profile: Level 1: Frozen Armor (A) Reactive Defenses - Scaling Resist Damage (3) Reactive Defenses - Defense/Endurance/RechargeTime (3) Reactive Defenses - Defense/RechargeTime (5) Reactive Defenses - Endurance/RechargeTime (5) Reactive Defenses - Defense/Endurance (7) Reactive Defenses - Defense Level 1: Frozen Fists (A) Superior Blistering Cold - Accuracy/Damage (7) Superior Blistering Cold - Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Recharge (11) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 2: Chilling Embrace (A) Impeded Swiftness - Accuracy/Slow (13) Impeded Swiftness - Accuracy/Endurance (15) Impeded Swiftness - Range/Slow (15) Impeded Swiftness - Endurance/Recharge/Slow Level 4: Frost (A) Superior Gauntleted Fist - RechargeTime/+Absorb (17) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (17) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (19) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (19) Superior Gauntleted Fist - Damage/RechargeTime (21) Superior Gauntleted Fist - Accuracy/Damage Level 6: Wet Ice (A) Endurance Reduction IO Level 8: Hoarfrost (A) Preventive Medicine - Chance for +Absorb (21) Preventive Medicine - Heal/RechargeTime/Endurance (23) Preventive Medicine - Heal/RechargeTime (23) Preventive Medicine - Endurance/RechargeTime (25) Preventive Medicine - Heal/Endurance (25) Preventive Medicine - Heal Level 10: Taunt (A) Empty Level 12: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 14: Fly (A) Empty Level 16: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (27) Recharge Reduction IO Level 18: Glacial Armor (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Shield Wall - Defense/Endurance (29) Shield Wall - Defense/Recharge (29) Shield Wall - Defense (31) Shield Wall - Defense/Endurance/Recharge Level 20: Ice Patch (A) Recharge Reduction IO Level 22: Energy Absorption (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense/Recharge (33) Luck of the Gambler - Defense/Endurance/Recharge (33) Performance Shifter - EndMod Level 24: Freezing Touch (A) Hecatomb - Chance of Damage(Negative) (34) Hecatomb - Damage/Endurance (34) Hecatomb - Recharge/Accuracy (34) Hecatomb - Damage/Recharge/Accuracy (36) Hecatomb - Damage/Recharge (36) Unbreakable Constraint - Chance for Smashing Damage Level 26: Icicles (A) Superior Might of the Tanker - Accuracy/Damage (36) Superior Might of the Tanker - Damage/Recharge (37) Superior Might of the Tanker - Accuracy/Damage/Recharge (37) Superior Might of the Tanker - Damage/Endurance/Recharge (37) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (39) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 28: Boxing (A) Empty Level 30: Frozen Aura (A) Armageddon - Chance for Fire Damage (39) Armageddon - Damage/Endurance (39) Armageddon - Recharge/Accuracy (40) Armageddon - Damage/Recharge (40) Armageddon - Damage Level 32: Permafrost (A) Gladiator's Armor - TP Protection +3% Def (All) (40) Steadfast Protection - Resistance/+Def 3% Level 35: Block of Ice (A) Superior Entomb - Recharge/Chance for +Absorb (42) Superior Entomb - Accuracy/Hold/Endurance/Recharge (42) Superior Entomb - Accuracy/Hold/Endurance (42) Superior Entomb - Endurance/Recharge (43) Superior Entomb - Hold/Recharge Level 38: Ice Blast (A) Apocalypse - Chance of Damage(Negative) (43) Apocalypse - Damage/Endurance (43) Apocalypse - Recharge/Accuracy (45) Apocalypse - Damage/Recharge/Accuracy (45) Apocalypse - Damage/Recharge Level 41: Tough (A) Unbreakable Guard - +Max HP (45) Unbreakable Guard - Resistance (46) Unbreakable Guard - Resistance/Endurance Level 44: Ice Storm (A) Ragnarok - Damage (46) Ragnarok - Damage/Recharge (46) Ragnarok - Damage/Recharge/Accuracy (48) Ragnarok - Recharge/Accuracy (48) Ragnarok - Damage/Endurance Level 47: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Shield Wall - +Res (Teleportation), +5% Res (All) (50) Shield Wall - Defense (50) Shield Wall - Defense/Endurance (50) Shield Wall - Defense/Recharge Level 49: Hibernate (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint
  5. Been doing since a lot since the update hit. I bring my BA/EnA Brute with Fold Space to teams and at least 1 person will comment about how I've managed to pile entire rooms on them in a nice circle. Fun stuff.
  6. I feel that it does. There was a time when Blasters had blasty blast sets and Defenders had controlly blast sets. Now, I'm not saying the idea of Powerset Proliferation hurt AT identity as much as the copy/paste nature of a lot of the proliferation over the years did. I could give Illusion Control as an example of almost perfect proliferation in my eyes (number balancing withstanding). The set wasn't just ported to Dominators as is. It was given something to make it unique from the Controller version. In my perfect world, all proliferation was done like that, where playing the same set was still wildly different across different ATs. Yes, that's asking a lot. I know. I also agree with Greycat that this kind of homogenization greatly pales in comparison to what Incarnates have done, but that horse is debt-capped at this point. Regen for Tanks. More sets adapted into Assault sets for Doms. What's left? I don't not want to see more proliferation happen. I just want a bit of uniqueness to be retained across ATs that isn't base modifiers and an inherent. A bunch of retroactive stuff that would require too much time and stepping of toes.
  7. I run an Assault Rifle/Tactical Arrow Blaster. TA complements AR's gameplan very well. You really can just hang back and create a killzone from range. Lots of fun on teams.
  8. I was actually thinking about this since I saw the thread pop up, but I don't think I've ever recreated a powerset combo ever, across both Live and here. I'm pretty sure I haven't even crossed the same powerset combo over different ATs. There's only 1 instance I can think of that being the case. The last toon I remembered enjoying on Live was a Street Justice/Willpower Scrapper. When I learned about HC, I made a Stj/WP Brute because I knew Brutes have an easier time levelling fresh with no resources over a Scrapper. Powersets? Yeah, I've tried the same powerset on multiple ATs. That's kind of hard not to do. But I've never done the same pairing across similar ATs. In my mind, I already knew what gameplay style I was looking for when I combined the two sets. Duplicating it to another AT wouldn't be nearly as satisfying for me.
  9. I feel like I would like the Alignment system a lot more if morality were more integrated into gameplay. If your morality affected the way story arcs played out, I think we'd see a lot more variety in alignment choices. Also, as it stands now, being pure Hero or Vill forces you to miss out on the other 50% of the game without many (or any) benefits for staying true blue or red. Vigs and Rogues even get exclusive contacts. It's probably too late now, but a huge expansion is needed to make Alignment truly worthwhile. Powerset Proliferation and how it affects AT identity
  10. Here's some ideas for both. Ice/Rad Ice/Spines
  11. So the thread doesn't get too derailed, here's my take on a DM/FA Brute with my current build philosophies not whatever I was on 10 months ago This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! its so bright but i cant see: Level 50 Mutation Brute Primary Power Set: Dark Melee Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite (A) Superior Brute's Fury - Accuracy/Damage (23) Superior Brute's Fury - Damage/Recharge (23) Superior Brute's Fury - Accuracy/Damage/Recharge (25) Superior Brute's Fury - Damage/Endurance/RechargeTime (25) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (27) Superior Brute's Fury - Recharge/Fury Bonus Level 1: Fire Shield (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 2: Shadow Maul (A) Superior Unrelenting Fury - Accuracy/Damage (27) Superior Unrelenting Fury - Damage/RechargeTime (29) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (29) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (31) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (31) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 4: Healing Flames (A) Preventive Medicine - Chance for +Absorb (11) Preventive Medicine - Heal/RechargeTime/Endurance (13) Preventive Medicine - Heal/RechargeTime (15) Preventive Medicine - Endurance/RechargeTime (15) Preventive Medicine - Heal/Endurance (19) Preventive Medicine - Heal Level 6: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (7) Kismet - Accuracy +6% (7) Blessing of the Zephyr - Knockback Reduction (4 points) Level 8: Siphon Life (A) Superior Blistering Cold - Accuracy/Damage (42) Superior Blistering Cold - Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage/Recharge (43) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 10: Blazing Aura (A) Scirocco's Dervish - Accuracy/Damage (31) Scirocco's Dervish - Damage/Endurance (34) Scirocco's Dervish - Accuracy/Damage/Endurance Level 12: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO Level 14: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 16: Plasma Shield (A) Unbreakable Guard - Resistance (17) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - RechargeTime/Resistance (19) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 18: Dark Consumption (A) Efficacy Adaptor - EndMod/Accuracy (46) Performance Shifter - EndMod/Accuracy (46) Performance Shifter - EndMod/Accuracy/Recharge Level 20: Temperature Protection (A) Gladiator's Armor - TP Protection +3% Def (All) (21) Steadfast Protection - Resistance/+Def 3% (21) Steadfast Protection - Knockback Protection Level 22: Soul Drain (A) Superior Avalanche - Accuracy/Damage (36) Superior Avalanche - Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Recharge (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 24: Burn (A) Armageddon - Chance for Fire Damage (34) Armageddon - Damage/Endurance (34) Armageddon - Recharge/Accuracy (36) Armageddon - Damage/Recharge/Accuracy (36) Armageddon - Damage/Recharge Level 26: Touch of Fear (A) Scirocco's Dervish - Accuracy/Damage (48) Scirocco's Dervish - Accuracy/Damage/Endurance (48) Scirocco's Dervish - Damage/Endurance (50) Scirocco's Dervish - Damage/Recharge Level 28: Boxing (A) Empty Level 30: Fiery Embrace (A) Recharge Reduction IO Level 32: Tough (A) Unbreakable Guard - +Max HP (33) Unbreakable Guard - Resistance (33) Unbreakable Guard - Resistance/Endurance (33) Unbreakable Guard - RechargeTime/Resistance Level 35: Midnight Grasp (A) Hecatomb - Chance of Damage(Negative) (40) Hecatomb - Damage/Endurance (40) Hecatomb - Recharge/Accuracy (42) Hecatomb - Damage/Recharge/Accuracy (42) Hecatomb - Damage/Recharge Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Shield Wall - +Res (Teleportation), +5% Res (All) (39) Shield Wall - Defense (39) Shield Wall - Defense/Endurance (40) Shield Wall - Defense/Recharge Level 41: Consume (A) Efficacy Adaptor - EndMod/Accuracy (48) Performance Shifter - EndMod/Accuracy (50) Performance Shifter - EndMod/Accuracy/Recharge Level 44: Gloom (A) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Damage/RechargeTime (45) Superior Winter's Bite - Accuracy/Damage/Endurance (45) Superior Winter's Bite - Accuracy/Damage/Recharge (46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 47: Darkest Night (A) Endurance Reduction IO Level 49: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Reactive Defenses - Scaling Resist Damage Level 1: Brawl (A) Empty Level 1: Fury Level 1: Sprint
  12. Oh man, that feels like ages ago, hold on... Yup, this build is from the beginning of the year. I'd probably go back and redo it completely. This was also what I spec'd into at 50, so it doesn't represent what I chose during lvling. I remember that for sure. I still stand by what I said, but I'll elaborate. The combo felt squishy for me during progression, but my parameters for soloing are not reasonable. In fact, I think this is one of the toons I ended up playing mostly redside at +2x8. If an encounter didn't go according to plan, it's not like I was faceplanting, but I didn't come out completely unscathed and a insp or two had to be used. That's what I would call a little squishy.
  13. When I first found out about HC, I wasn't sure how many people were still playing a dead niche MMO, so I joined the only shard with a yellow population on a late Sunday night. I still play 100% on Excelsior because I made some friends that I still play with from time to time. Outside of that interaction I hardly ever step inside a team, so I have never felt the need to try other ones. Plus, I get to people watch through General.
  14. I rolled this as a Tank and found it to be a pretty fun damage powerhouse, but a little squishy. I'd imagine that's amplified on a Brute. Either way, most of the advice I can give you is based on that perspective. Lean into your damage. For me, I found that Soul Drain into Burn -> ToF -> Shadow Maul had mobs completely flattened. If anything was left, it was a boss with very little HP. And this essentially has to be true for every encounter, because all you really have to stave off damage is a heal, albeit a quickly recharging, strong heal. I took both end drain powers and basically went wild with whatever could help me either kill mobs faster or make me survive longer. I took Soul Mastery so I could get Gloom and Darkest Night. Gloom because it's needed for a good ST rotation and Darkest Night to be a bit safer during combat. Never once felt like I was in danger of running out of end even with the assortment of toggles. There are definitely better combos that can achieve about the same thing but I still found this to be a fun pairing.
  15. I had to think about some arcs I like and dislike before I answered this. Most of the time, the arc I'm doing doesn't matter to me, but I've been around since the beginning times and I understand* the overarching lore to CoH. I'm here for the combat. That being said, most of my favorite arcs basically boil down to multi-part zone stories instead, e.g. Faultline, Striga, Croatoa. When you work with the contacts in these zones, they all have their own conflicts while still existing within the boundaries of their respective dwellings, and these culminate into a final resolution for the entire zone. For the record, I don't feel like revamped AP does the same job. But, at the end of the day, I can't smash a wall of text. Does not compute with my caveman brain. And the Lost Cure arc sucks
  16. PBs used to be locked to Natural and WSs were locked to Science, I believe. VEATs were also similarly locked to Natural. AFAIK it stayed that way on Live.
  17. I like street sweeping too. My problem is usually that you just cannot find the same mob density outside as you do inside a mission. A perfect example for me would be the Cap Au Diable factory map that's used in missions like Stop Rikti Bombing. I love the layout of that map so much, but I can't find x8 spawns in the same area outdoors. Hazard zones almost get there in mob density. But this is not me advocating for open zones to have the same spawn size as hazard zones. I can see how that could cause issues in the lower level zones. I could be imagining this, but don't outdoor spawns have a chance to increase in size if there's a lot of sweeping being done in the area? If not, they should. That would be dope.
  18. I'm assuming you're talking about mine. If so, they are here (If not you can disregard this) And here As for RoP, I use it on my Ice/ Tank. It's not absolutely necessary for 90% of content, but I have it there for the other 10%.
  19. Howdy. I'll start by answering your questions. You are correct that those slots are better elsewhere! Slotting Icicles with MotT isn't a bad idea, but I would personally slot an attack if applicable. Icicles isn't really there to deal damage as much as it's there to make sure your Ice Tank has unlimited taunt. Ice Armor before you get Energy Absorption and after are 2 completely different games. I'm sure that's something you noticed. If I could 7-slot it, I would, but I have to settle for 6. YMMV if you aren't playing an end heavy Melee Weave means you don't have to chase that extra 5-7% DEF somewhere else. While you technically could run without it and still be at the soft cap, every point will help since Ice Armor has average DDR. Ok, so now I present you with my take. I'll elaborate some more below. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! i freeze my reeses pieces: Level 50 Magic Tanker Primary Power Set: Ice Armor Secondary Power Set: Stone Melee Power Pool: Leaping Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Hero Profile: Level 1: Frozen Armor (A) Shield Wall - Defense (3) Shield Wall - Defense/Endurance (3) Shield Wall - Defense/Recharge (5) Shield Wall - Defense/Endurance/Recharge Level 1: Stone Mallet (A) Superior Might of the Tanker - Accuracy/Damage (5) Superior Might of the Tanker - Damage/Recharge (7) Superior Might of the Tanker - Accuracy/Damage/Recharge (7) Superior Might of the Tanker - Damage/Endurance/Recharge (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (9) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 2: Chilling Embrace (A) Impeded Swiftness - Accuracy/Slow (13) Impeded Swiftness - Accuracy/Endurance (13) Impeded Swiftness - Range/Slow (15) Impeded Swiftness - Endurance/Recharge/Slow Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (15) Kismet - Accuracy +6% Level 6: Wet Ice (A) Endurance Reduction IO Level 8: Heavy Mallet (A) Superior Blistering Cold - Accuracy/Damage (17) Superior Blistering Cold - Damage/Endurance (17) Superior Blistering Cold - Accuracy/Damage/Endurance (19) Superior Blistering Cold - Accuracy/Damage/Recharge (19) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (21) Force Feedback - Chance for +Recharge Level 10: Taunt (A) Empty Level 12: Icicles (A) Superior Gauntleted Fist - Damage/RechargeTime (21) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (23) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (23) Fury of the Gladiator - Chance for Res Debuff Level 14: Mystic Flight (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range (25) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance Level 16: Hoarfrost (A) Preventive Medicine - Chance for +Absorb (25) Preventive Medicine - Heal/RechargeTime/Endurance (27) Preventive Medicine - Heal/RechargeTime (27) Preventive Medicine - Endurance/RechargeTime (29) Preventive Medicine - Heal/Endurance (29) Preventive Medicine - Heal Level 18: Glacial Armor (A) Reactive Defenses - Scaling Resist Damage (31) Reactive Defenses - Defense/Endurance/RechargeTime (31) Reactive Defenses - Defense/RechargeTime (31) Reactive Defenses - Endurance/RechargeTime (33) Reactive Defenses - Defense/Endurance (33) Reactive Defenses - Defense Level 20: Fault (A) Superior Gauntleted Fist - RechargeTime/+Absorb (33) Superior Gauntleted Fist - Accuracy/Damage (34) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (34) Force Feedback - Chance for +Recharge (34) Annihilation - Chance for Res Debuff Level 22: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (36) Adjusted Targeting - Recharge (36) Adjusted Targeting - Endurance/Recharge (36) Adjusted Targeting - To Hit Buff/Recharge Level 24: Boxing (A) Empty Level 26: Energy Absorption (A) Reactive Defenses - Defense (37) Reactive Defenses - Defense/RechargeTime (37) Reactive Defenses - Defense/Endurance/RechargeTime (37) Reactive Defenses - Defense/Endurance (39) Synapse's Shock - EndMod/Recharge (39) Synapse's Shock - EndMod Level 28: Tremor (A) Armageddon - Chance for Fire Damage (39) Armageddon - Damage/Endurance (40) Armageddon - Recharge/Accuracy (40) Armageddon - Damage/Recharge/Accuracy (40) Armageddon - Damage/Recharge (42) Force Feedback - Chance for +Recharge Level 30: Seismic Smash (A) Hecatomb - Chance of Damage(Negative) (42) Hecatomb - Damage/Endurance (42) Hecatomb - Recharge/Accuracy (43) Hecatomb - Damage/Recharge/Accuracy (43) Hecatomb - Damage/Recharge (43) Superior Entomb - Recharge/Chance for +Absorb Level 32: Permafrost (A) Gladiator's Armor - TP Protection +3% Def (All) (45) Steadfast Protection - Resistance/+Def 3% Level 35: Tough (A) Titanium Coating - Resistance (45) Titanium Coating - Resistance/Endurance (45) Titanium Coating - Resistance/Recharge (46) Titanium Coating - Resistance/Endurance/Recharge Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Shield Wall - +Res (Teleportation), +5% Res (All) (46) Shield Wall - Defense/Endurance (48) Shield Wall - Defense/Recharge (48) Shield Wall - Defense Level 41: Spirit Ward (A) Empty Level 44: Rune of Protection (A) Unbreakable Guard - Resistance (48) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - RechargeTime/Resistance Level 47: Hibernate (A) Recharge Reduction IO Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint Sorry I couldn't keep Weaken Resolve for you, but I think I was able to hit every other point you asked for. The defenses shown are with 1 target hit by Energy Absorption. I think your end recovery should be fine as long as you're able to hop into some mobs whenever you need to click EA. Personally, I try to keep some trash mobs around when fighting AVs, and with Stone Melee's less than average AoE, shouldn't have to worry about killing them on accident. One cool thing about Stone Melee is that we can prop up the recharge with liberal usage of Force Feedback procs, so that's what I did here. It should be consistent enough to make a considerable difference. For better survivability options, I worked in Rune of Protection. Click it whenever you don't feel like taking damage for 60 seconds. 60 seconds not enough to do the job? Good thing we get Hibernate, right? Fun fact: Between RoP and Hibernate, you only have 90 seconds of non-invincibleness! How about a nice Melee Core toggle to fill that spot? I left the Alpha slot open so you can look at a few options. My recommendations are: Agility Core (Mo' End, Mo' Def, Mo' Recharge), Spiritual Radial (Just a lot of really nice bonuses here, go check it out), or Musculature Radial (I like this over Core because you trade a minimal amount of Dmg boost for a bit of End recovery boost). Hope this helps!
  20. Unrealistic? Me? Nooo
  21. So if we're moving forward with this wiki becoming the official powers bible, when will Blasters get Planet Manipulation? I think it'll be balanced.
  22. Raven's Land, Dark Blast/Plant Manipulation Blaster
  23. Pride of Lionheart, Shield Defense/Fiery Melee Tanker
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