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csr

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Everything posted by csr

  1. Assassin's Frenzy has about 14 E/s cost out of the box. The more you use it, the worse your E/s will be. Savage Leap is also brutal on END use. So until you can get IOed out it is important to build an attack chain where AF and SL are lead off and bonus use powers rather than a standard part of the attack chain. On the other hand, Hemorrhage has a very low E/s cost (so pour slots into it ASAP to get it recharged faster if you have END issues). Shred is also a decent E/s attack.
  2. That error message is misleading. It only means the particular /boost command is unknown, not that /boost in general is unknown.
  3. Yeah, that's true. I added a preceding dot for clarity just in case it helps even one person. As a programmer, I see the missing dot and my mind says "bug". :D
  4. I'm pretty sure the max is still 5 of a given bonus.
  5. It uses a lot of END and takes no sets.
  6. Great add on. A very minor point, relative path names begin with a dot. So it should be .\data\texts\English\menus (for Microsoft, forward slashes for everyone else). On another note... it's hard to believe the "cacophony" and "convalescence" typos are still in there after all this time.
  7. If it affects foes it detoggles. AAO does a -Dmg debuff to foes. So, WAI.
  8. Is Blazing Bolt (sic)? It's supposed to do Repel, which that proc wont change. [EDIT:] Yep, KB and Repel. I'm not sure it's worth it since you'll still get that Mag 8 Repel. The KB does scale up to 3.32 at level 50 though. So maybe. I'm having the same quandary with regards to Hurricane.
  9. I didn't try it, as the math on it in Flares told me that just what you describe would be the case. Even with the Superior proc.
  10. That's a bug? I thought this was how it was supposed to work. That's how it works Live now (where both have DS 2.76), but not with the new version. As stated clearly in the Patch Notes non-Epic Snipes are supposed to have a DS of 2.28 in "fast" mode and 4.5 in "slow" mode. Here's the relevant section of the Notes:
  11. As stated in the title, Dominator's Dark Assault/Moonbeam appears to be using the slow Snipe damage scale when executed as a fast Snipe.
  12. I tested Dom Snipes using SO builds to get a better balance idea, as most of the complaints on the boards I've seen imply high +Recharge IO builds suffering. I used a /Elect at level 22 and a /Dark at level 40. (1) BUG! Moonbeam does the same damage as a "slow" Snipe as it does as a "fast" Snipe. So that sort of spoiled the testing there. It appears to be the Slow Snipe Damage Scale. (2) "Fast" Moonbeam's cast is quite fast, nearly instant, whereas Zapp's seems slower than the listed 1.33s. I didn't use demorecord to come up with numbers as I don't have the time to spend to re-learn how to use it. My general take is that the "fast" Snipe is useful in an attack chain, especially if you want to be pure ranged. However, the "slow" Snipe doesn't hit hard enough to be worth the extra time; given that Dominators have plenty of tools to deal with especially dangerous Minions and Lts that are better than the Snipe. So the Snipe is just a long range pull tool, and for that the fast Snipe could do the same job without the extra 2 seconds. The Snipes feel like a failed gimmick on Doms to me, especially since most of them don't come until level 35, when pulling for a Dom is far less important than earlier in the game when the AoE controls are weaker. It's now just a solid attack power with exceptional range that you don't want to use lead-off as it wastes time and you have better lead-off powers (AoE controls or even ST Confuses).
  13. It's now Pine's Hero Designer. Search for that.
  14. If so, that's a bug. T1 is supposed to trigger OO and T2 DO. [EDIT:] Tested and there's no bug, Flares triggers OO and Fire Blast DO.
  15. Concept constraints required Provoke and a Katana attack in the build for me, so there was no way I could fit in Aid Self without making the Katana attack useless or losing too much Def. I almost never build a character from a min/max perspective first, only after I've chosen concept and signature moves. This was the best I could do with Aid Self... Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sable Shadow: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Presence Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Rchg+(9), LucoftheG-EndRdx/Rchg(45) Level 2: Empty Clips -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(11), Dtn-Dmg/EndRdx/Rng(11), Dtn-Dmg/Rng(13), Dtn-Dmg/EndRdx(13), Range-I(15) Level 4: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 8: Swap Ammo Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(25) Level 12: Bullet Rain -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(25), Ann-Acc/Dmg/Rchg(27), Ann-Acc/Dmg/EndRdx(27), Ann-Acc/Dmg/EndRdx/Rchg(29), Ann-ResDeb%(29) Level 14: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), LucoftheG-Rchg+(31) Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(33), PrfShf-EndMod/Acc(33) Level 18: Executioner's Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(36) Level 20: Agile -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(36), Rct-Def(36) Level 22: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/Rchg(43) Level 24: Provoke -- MckBrt-Acc/Rchg(A) Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(37), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Rchg/+Opportunity(39) Level 28: Quickness -- Run-I(A) Level 30: Kick -- Dmg-I(A) Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42) Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), LucoftheG-Rchg+(43) Level 38: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), GldArm-RechEnd(45), TtnCtn-ResDam/EndRdx/Rchg(46) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx/Rchg(48) Level 44: Aid Other -- Heal-I(A) Level 47: Aid Self -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(48), NmnCnv-Heal/EndRdx/Rchg(50), NmnCnv-Heal(50), IntRdx-I(50) Level 49: Sting of the Wasp -- Dmg-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 -- Clr-Stlth(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 8: Chemical Ammunition ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1515;704;1408;HEX;| |78DA6594C94F136118C6A77410D95B16594A293BA5D0818A770FA2C6680952F5E25| |207FA01A39369D325E2D17FC1839E5CE355A2FE1DAE271716238B9E44138F2EF5A5| |CF43D3A49334BFE9FBBDDFFB3CEFB74C7479AA6EE5E4ADA39AABE1986D6632F1987| |2B296A3ECAA69339B4B9BB6264F5DCC9CB3554F6CC94C246F5449A06B3F2B3E6B3A| |8B2A614CE54C3B3E6365B2493B13280E4EA905E5649411CBA5543A3EAB166CB5AC3| |2DE53CE924A4B8EB1FF5233934CDA462CA554C25B788D9A8E95CAD966D64A3AF585| |C8096B71498A2EE25F5425AC7991F01D4F59F346516FDA72AE99F1A899C9AAF4CD7| |6F11994DFFAB0C6275FA9DD134474ADE23EF900D41F928FC0038FC18B7B055C85B9| |BAE67161AC053CD84CB682634DE0E7614E113DD753D4A9794EBE00EB9E912B60430| |8DC90B96ECE75D36B03BD7AE8D543AF4DF4DA44AF7DB23195F0EAAA1C45AC85FC22| |75AB3096BF223D55B3A7EAB3F0DC320B1E8A91E7C0F6F3E0A6CCAFA5AFDA4D37C6B| |6C0CE6D7207ECFA4A7E032F895E3DF4DCF55CC36EAE5D37D7B29B6B684A6E23722B| |1AEF5614623DB7C93BE09678F1D28BF7A58EB15760EF6BF20DF916EC7F075E96FAC| |DACDF7C1AFEFA7F91BBE055C969654E2B7D85E833E4053B65ADDBE0416BBB0E5FDB| |E2AB83BE3A3E406FE023F9895C0587D6C875704E347DD0D47C619E4DD1F053C3EF4| |76C473402D408FC86EED01F70F82FF98FCC83231AFA9A178D3EEE431FF76184FB30| |B2DF1FFB758BF6207307DBE4C52FE7FB30EA8C4D82E1307275C90D3237C8F961D60| |FB3EE3875FC923BCA9E4607D0534062067B32781EC7791EC7791E233C8F119EC788| |0F739F484F13AC37C135EAD28BF77DEFB8E7F35AA82C32511689944526CB2247F4E| |2D740AE1056F74C69562F1CCCE8C52F80E62ACCACF614EF75FE7B8D8CB28A8B7BFD| |A33476013DEE96C682C8FB591AE3FD582DB9DB6B7BEFD4293CEF4B02FF01B374F99| |1| |-------------------------------------------------------------------|
  16. A very few do have wider arcs. I forgot about that. It's a major gain for AR I should have noted. Most of the nukes had their radius reduced too (to go with the 16 to 10 target reduction). With the nukes note that their Damage Scale was reduced with the Recharge to about 80% that of Blaster nukes (which combined with the AT factors makes them do about 2/3rds the damage). Here's a rundown... Archery: Fistful of Arrows from 30 to 50 degrees. AR: Buckshot and Flamethrower were unchanged, but Full Auto went from 20 degrees to 90. Beam: Cutting Beam from 30 to 45, Pierching Beam unchanged. Overcharge reduce from 25' radius to 20'. Dark: Umbral Torrent unchanged, Blackstar 25' to 20'. Dual Pistols: Empty Clips and Piercing Rounds unchanged, Hail of Bullets reduced from 25' to 20'. Elect: Thunderous Blast 25' to 20'. Energy: Energy Torrent unchanged, Nova reduced. Fire: Fire Breath unchanged, Inferno reduced. Ice: Frost Breath unchanged. Psy: More changed here I should have noted. It's more akin to the Defender/Corruptor version than Blaster. Compared to Blaster Psionic Dart was removed, Mental Blast and Telekinetic Blast moved up, Sramble Thoughts turned into a hard hitter and also received Psychic Scream with 70 degree arc, up from 30 in other versions. Psychic Wail area reduced. Rad: Electron Haze unchanged, Atomic Blast reduced. Sonic: Howl, Shockwave and Siren's Song unchanged, Dreadful Wail reduced. Water: Steam Spray unchanged, Geyser reduced. So, far from "cones being widened" in general it's really just that Fistful of Arrows and Cutting Beam were widened some, Full Auto was widened dramatically and Psy got a very wide version of Psychic Scream. In general cones are 64% as large and hit 60% as many targets. Even the wide Psy Scream only hits 6 targets and was shortened more than most from 60' to 40' so that it's area is about the same (28/27ths). I found the 6 target cap especially troublesome with the Torrents, as they blow away the nearest 6 - usually in the middle-front of the spawn - and leave both wings where they were, essentially cutting the spawn into three dispersed pieces.
  17. Significantly lower ST burst, lower ST sustained, though more AoE than most Stalker sets.
  18. For the most part they simply replaced the Snipe in Blast sets with a high Acc (1.20) single target attack. In all cases save Beam that was a bit of a nerf. And in some the resultant power is a redundancy as well (e.g. Psy now has 5 ST attacks and the Snipe replacement Psionic Strike is inferior to Will Domination, Telekinetic Blast and Scramble Thoughts and only superior to Mental Blast if you ignore the Offensive Opportunity buff). There are a few where the new ST attack fits in nice though (see Elect below). They also decreased Cone attacks from 10 targets to 6 with a few exceptions (Water's Steam Spray and all three of Sonic's cones still have 10 target caps). Cones had their ranges reduced from 50' to 40' and other attacks from 80' to 60'. And the T9s typically hit 10 targets instead of 16. AR's Full Auto stayed at 10, and the "Rain" powers in Archery and Ice may have avoided the nerf as well (hard to tell since they summon pseudo-pets). AR saw the most changes. It got Aim in place of the Snipe. But Ignite was replaced with Incinerator, which is a single target attack instead of a patch (sort of a ranged version of Fire Melee's Incinerate instead of a ranged version of Fire Armor's Burn). It does decent DPA, but it's all DoT, so that DPA is only realized in longer fights. They upgraded Beanbag to Disorienting Shot and put it at T2. The Ignite change coupled with the Cone nerfs to Buckshot and Flamethrower hurts AoE output considerably. It also didn't get an ST attack with an Acc over 1.15, whereas all the others sets that lost Snipes did (and they already had Aim clones). Dark had Tenebrous Tentacles replaced by Dark Obliteration - a Fireball clone with a 10 target cap instead of the standard 6 TT would likely have gotten, and -ToHit instead of extra DoT. And Abyssal Gaze became a hard hitter a la Bitter Freeze Ray or Cosmic Burst. Beam probably came out best, relatively speaking, since it's Snipe was replaced by a chain AoE that can hit up to 10 targets. Electricity also got Tesla Cage turned into a hard hitter, so that Sentinel's Elect can put together a pretty decent ST attack chain with the addition of Zapping Bolt (the Snipe replacement) and Tesla Cage. Fire's Snipe replacement looks interesting, with a micro-Hold and Repel, but it seems to be broken. Ice had Freeze Ray nerfed to Chilling Ray, which is a Sleep that does decent damage instead of a Hold and gives the set 5 ST attacks with Chilling Ray arguably being the worst. It's clearly inferior to BiB and BFR, and Ice Bolt and Ice Blast give Opportunities. Even so, it probably did better than most sets. It just lost some control since it can no longer Hold bosses reliably, lost some range and targets on Frost Breath, and in place gained a very skippable power. They should have given Chilling Ray comes up just short of perma-Sleeping an Lt out of the box. BFR's Hold is now so short it is difficult to stack (7.63s at level 50, with a 16s base Recharge and 2.50s cast) means you can just barely perma-Hold even level Lts unless you slot for Hold. So, no longer a control-y set really. So, reduced range, reduced damage (because of AT multipliers), reduced targets, reduced controls (again, AT multipliers), Snipes replaced and a few buffs thrown in randomly here and there and an Inherent with one decent buff (Offensive Opportunity, which allows you to put a solid -20% Res on targets of your T1 and T2) and one mediocre one (Defensive Opportunity) you can choose between every so often. In exchange? Roughly Stalker level defenses instead of buffs and blapps.
  19. I got to L24 quickly (playing the toon, not DFB or AE) and he's OK, but not what I'd call good. That shortcoming is almost entirely due to the meh DPS of Sentinels though, not the build. I did a TF with him and found my AoE was more about softening up the group than putting it down, and my ST was more useful finishing off wounded Mins and Lts than actually being the primary damage source against Bosses or even Lts. In short, like my previous Sentinel attempts, I felt more like a sidekick than a hero. Anyway, back to what I came to post... The Heal proc works out to the equivalent of about 40% Regen equivalent. DO used aggressively works out to about 145% Regen equivalent. The Absorb, when slotted as I have it in the last build, works out to 39% of HP if fired off at full health and about 48% when used at 75% health. The former is the equivalent of 28% Res to all and the latter to 32%. My take on it is to use it as soon as you think spike damage could take you out. Which could be lead off or 25% health depending on the situation. In short, the slotted Absorb is better than the Resists from Astredax's build. But the final version that uses both is better than either, given Sentinel's low HP totals. SR's scaling resists thrown in and you're reasonably tough (I was the second to last to die in a Clamor ambush wipe out in the TF), though having a healer around makes a big difference as the proc and DO aren't great. Not getting AoE Def until 35 is really a set construction error imo. So I'm not taking Provoke until late in the build and as a result didn't really get to directly test tanking abilities (which have at their base the ability to hold aggro more than just taking the alpha strike). You can soak alphas using MB for extra HP and purples to simulate the higher Def of the later build. But at the 35% Def range it was not good against the large Freak spawns of the Yin TF. At 47% it was fine whether you used MB first or held it back. I'm not sure how well that will project to the high level foes. Certainly Knives will be troublesome, and DE and Nemmies. It should be able to handle -Def OK with the 73% Res to -Def, but +ToHit is going to be a problem due to the lack of a good burst heal. So, I should be able to tank in smaller teams or with a healer or strong buffer around (Emp should be a great pairing with this build).
  20. I thought the first would be the case, but the second is a surprise. So... it stays in Blaze and is quite underwhelming.
  21. Does anyone know if these IOs have a chance to proc on the caster after the initial cast of DoT powers such as Rain of Fire, Ball Lightning, Irradiate or the like?
  22. My testing says 2% of toon Health times Activation Time. I'd like to see someone else test that to confirm or falsify. Tested further and confirmed... it is definitely Base HP * Act Time * 2%. [EDIT: Clarified that it is Base HP, HP boosts such as Dismiss Pain or the like do not increase it.]
  23. With oldskool's comment regarding the +Absorb, I realized I'd reverted out a change and left out one of the ATO sets. Here's the "correct" build. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sable Shadow: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols (A) Entropic Chaos - Accuracy/Damage (3) Entropic Chaos - Damage/Endurance (3) Entropic Chaos - Damage/Recharge (5) Entropic Chaos - Damage/Endurance/Recharge (5) Entropic Chaos - Chance of Heal Self (7) Accuracy IO Level 1: Focused Fighting (A) Luck of the Gambler - Defense/Endurance (7) Luck of the Gambler - Defense (9) Luck of the Gambler - Defense/Endurance/Recharge (9) Luck of the Gambler - Recharge Speed Level 2: Empty Clips (A) Detonation - Accuracy/Damage (11) Detonation - Accuracy/Damage/Endurance (11) Detonation - Damage/Endurance/Range (13) Detonation - Damage/Range (13) Detonation - Damage/Endurance (15) Range IO Level 4: Dual Wield (A) Thunderstrike - Accuracy/Damage (36) Thunderstrike - Damage/Endurance (37) Thunderstrike - Damage/Recharge (43) Thunderstrike - Accuracy/Damage/Recharge (46) Thunderstrike - Accuracy/Damage/Endurance (50) Thunderstrike - Damage/Endurance/Recharge Level 6: Hasten (A) Recharge Reduction IO (19) Recharge Reduction IO Level 8: Swap Ammo Level 10: Master Brawler (A) Numina's Convalesence - Heal/Endurance (19) Numina's Convalesence - Endurance/Recharge (21) Numina's Convalesence - Heal/Recharge (21) Numina's Convalesence - Heal/Endurance/Recharge (23) Numina's Convalesence - Heal Level 12: Bullet Rain (A) Annihilation - Accuracy/Damage (23) Annihilation - Damage/RechargeTime (25) Annihilation - Accuracy/Damage/RechargeTime (25) Annihilation - Accuracy/Damage/Endurance (27) Annihilation - Accuracy/Damage/Endurance/RechargeTime (27) Annihilation - Chance for Res Debuff Level 14: Focused Senses (A) Luck of the Gambler - Defense/Endurance (15) Luck of the Gambler - Defense/Endurance/Recharge (17) Luck of the Gambler - Defense (17) Luck of the Gambler - Recharge Speed Level 16: Enduring (A) Performance Shifter - Chance for +End (29) Performance Shifter - EndMod (29) Performance Shifter - EndMod/Accuracy Level 18: Executioner's Shot (A) Thunderstrike - Accuracy/Damage (31) Thunderstrike - Damage/Endurance (31) Thunderstrike - Damage/Recharge (31) Thunderstrike - Accuracy/Damage/Recharge (33) Thunderstrike - Accuracy/Damage/Endurance (33) Thunderstrike - Damage/Endurance/Recharge Level 20: Agile (A) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Reactive Defenses - Scaling Resist Damage (46) Reactive Defenses - Defense Level 22: Dodge (A) Defense Buff IO Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Piercing Rounds (A) Superior Opportunity Strikes - Accuracy/Damage (34) Superior Opportunity Strikes - Damage/RechargeTime (34) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance (36) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (36) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 28: Quickness (A) Run Speed IO Level 30: Kick (A) Accuracy IO Level 32: Hail of Bullets (A) Superior Sentinel's Ward - Accuracy/Damage (37) Superior Sentinel's Ward - Damage/RechargeTime (37) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (39) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 35: Evasion (A) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense/Endurance/Recharge (40) Luck of the Gambler - Defense (40) Luck of the Gambler - Recharge Speed Level 38: Tough (A) Steadfast Protection - Resistance/+Def 3% (43) Gladiator's Armor - TP Protection +3% Def (All) (43) Gladiator's Armor - Recharge/Endurance (45) Titanium Coating - Resistance/Endurance/Recharge Level 41: Weave (A) Luck of the Gambler - Recharge Speed (42) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Provoke (A) Mocking Beratement - Taunt/Recharge (45) Mocking Beratement - Accuracy/Recharge (46) Mocking Beratement - Taunt (45) Accuracy IO Level 47: Sting of the Wasp (A) Touch of Death - Accuracy/Damage (48) Touch of Death - Damage/Endurance (48) Touch of Death - Damage/Recharge (50) Touch of Death - Accuracy/Damage/Endurance (50) Touch of Death - Damage/Endurance/Recharge (48) Touch of Death - Chance of Damage(Negative) Level 49: Elude (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Celerity - +Stealth Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 8: Chemical Ammunition ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;713;1426;HEX;| |78DA6594494F136118C767DA01045A68D9D7B614B0A5D0918A770FA2C60804A97A9| |0A50EF4A51D9D4C9B4E1BF1E807703DE8C9355E25EAE7703DB9001A59F4249AF801| |EAD379FE344D3A49F39BF9CFB3BDFFBEEF4CAF4DBAD64FDF382EC94D270CCDB2127| |161E675531875335ABE90D30C892E575C5B3644209ED692996B7524F41D4425E634| |332592EA64413312B3BA95CF1896BFFC7252AC0AD3126ABC9015B9C49C5835C49AB| |0BC67CCB4C8518C7A70D3309BC9186A3C2B44D265DF4E092DAB9B29B7FD704A4FA5| |A95ECA6B3F4D6BA69E2D185A5ECF98BD27B3FA8A5A6E37A39B57B4C4B466E545EE7| |A178D19A6DF5648C255AC916E12828AE4B805DE662A77C0BBCCDA1E624C91E64B05| |643BD72979645BAB6D631E6A05DB99DF4308A53EF20BCE6F7805BE66BA5E82EBCCA| |608F31BE53A91EB7CC8DAE023E6D06366E40933FA94197BC60CD2FF51C333CA35A3| |ACB5803FA86E1DBF2B2ED15AEAF95EA93FC733B7CC31DBE2E07966C705E636E5376| |2AEC66D27BFDB6176ED827BCC9E9FE02FE602F573C33B37BC6B82671E78E881771A| |C53673ACA3F981C3D6FAEE81F7993B348B17B378E1910F1EF9E0910F1E05E051001| |E2D52FD56D46F3DCBF305FE31A3FBCCCB14D3CE3152BB8FF33AC8DB4E689D987597| |E6E8C61CDD9F155B1BF8027E053798839BE01673997AF4A25E6F947B38A8473FD79| |3FAB1EFF6A8871F3DFC6F3877E82DF88E79F83DF801FCC85CA11E41F81E84EF21F8| |1E82EF21ACC549BD87113B5C5A683FEDB3A3EC4764823916E5588562C3880D237F0| |4F5475077047D7A287694E7778EEAFCFF8D5D6546D378C65A9FD3BC2AD6AA5E2284| |14E9C83CB8C08C2D824BD013CC24E58EC3BB71ECF93EA57CDE4BDBBE58942255CA7| |89512AB5226AA94634AF96B4047895731551935C013CC2AE52F8124DB99F59EF2F9| |2EFE6EA0B7A822630FFCA9D42EB287FB955A98E3FE566A38271B15677CB3748F3EF| |6F5A942F80F9F14F818| |-------------------------------------------------------------------|
  24. Suppressive Fire, Executioner's Shot and Piercing Rounds are all close enough you could take whichever two you want. Executioner's does the best DPA and has base 1.25 Acc vs 1.10 on the others. Suppressive has a very short mez (it lasts 3.81s at 50). Piercing is a very narrow 3-target AoE cone with -Res. This is a niche toon, not a main or general purpose one. He's supposed to surprise people and look stylish doing it. As a result some of my decisions were with the idea that he'll team a lot more than most and so doesn't really need the baby mez. While on the other hand the -Res ups team damage 9.6% on 1-3 foes. That debuff in a team context blows away the differences in DPA between these powers. As a soloist, Suppressive may be better than Executioner's or Piercing. Though the mez is so short it's really only useful for minions such as Sappers and Sky Raider Engineers and toggle using Lts such as BP Shamen or CoT Spirits. It's wasted on typical minions and won't last long enough on Lts to make much of a difference other than turning off their toggles. As for the ST attack chain... with Hasten up it's PR-Pistols-ES-Pistols. With Hasten down (about 15% of the time) you need to tack Dual Wield or Sting of the Wasp on the end. Also, Provoke will get tossed in from time-to-time.
  25. Well, Defensive Opportunity appears to heal 2% of HP times the Activation Time of the power. So with 15s to work with it could theoretically be a 30% heal. I'm getting 10-24% in actual play, due to misses and mobs running or simply having them all die before the buff expires.
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