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Everything posted by Tubalcain
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XD That's what I thought! Thank you
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Working on a force fielder. Doing Beam/Force Field Corruptor. I'm looking at Detention Field. I don't have much experience with the new challenge end game stuff. Is this power useful for these missions?
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Finally!
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The upgrade powers masterminds use to upgrade their pets. Ya know. Train Beasts and Tame Beasts for Beast Master Masterminds for example? Do something with them. There's no reason to put any slots in them. Even just making it so they'll accept pet enhancements means you could put the defense and resistance aura enhancements on them instead of sacrificing pet slots to it. But you could go further with it and make sets specifically for these powers with their own effects. They could be as simple as more aura enhancements that give your pets bonuses while around you. You could go further and they could apply bonuses directly to the pet. Even further than that they could give bonuses specifically to the powers that upgrade power bestows.
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General Feedback: Issue 27, Page 3
Tubalcain replied to The Curator's topic in [Open Beta] Focused Feedback
As much as I love new power sets, these extra difficulty settings are what have ME excited. The end game meta has been borked ever since the Incarnate system dropped. Between set bonuses and Incarnate powers you can easily create a damage god that can run x4 x8 content solo. And, while that's fun in the short term, it sucks out any impetus to play support. And that's most of the ATs! Your buffs and heals mean nothing when every member of your team could run this content solo. Numerous times I've been asked while playing dominators and controllers to STOP USING MY CONTROLS. Because the enemies aren't a threat. So my controls weren't protecting anyone. They were just slowing down the enemies from bunching up which made killing them slower. On all of my characters, attacks that have long animation times go almost completely unused because the fights go so damn fast my target is usually dead by the time the animation finishes. Same for attacks with slow DoT. Why the hell bother when the target will be dead LONG before most of the damage goes off? -
General Feedback: Issue 27, Page 3
Tubalcain replied to The Curator's topic in [Open Beta] Focused Feedback
FINALLY a use for my fucking support characters in the 50+ level content! Holy crap I'm gonna make a controller or defender for the first time in years! My blasters might actually have to stay with the rest of the team! -
So I had this idea while playing my sentinel. I know I'm opening a can of worms by just by bringing the class up. How about Opprotunity is a team wide buff that gives your team's attacks secondary effects based on your own attack powers. So, if you had Ice Assault, their attacks would do a bit of ice damage and slow enemies. If you had fire it would be a bit of fire damage with DOT. Radiation, energy damage with -def. Etc etc. Could even extend this to their secondaries too. If they have Invulnerability, team gets some smash/lethal resistance. Regeneration, team gets a regeneration boost.
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Earthquake does a decent -Accuracy debuff which you could slot for as well as recharge. It also does -Defence to enemies which means it can take the Achilles Heel -Damage Resistance proc which is VERY nice.
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I'd say use the Beam Rifle set but make an alternate animation set where the beam comes out the eyes. The themes and expectations of an eye beam set sync up enough with Beam Rifle that I think the two sets wouldn't need to be separate. It would be the "easiest" path to having eye lasers?
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Achille's Heel: Chance for -Res stacking?
Tubalcain replied to Tubalcain's topic in General Discussion
I know that they don't stack per caster. I don't know if pets are considered different casters from you. -
If I were to put this proc on my mastermind pets would it stack per pet?
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I know you said you don't want to play ice themed but my time as an ice corruptor was amazing. Blizzard calculates scourge per tick.
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New to Blastering. Good pairing for a survivable toon
Tubalcain replied to Doc Ranger's topic in Blaster
Dark/Energy/Soul Energy has Power Boost which will enhance the -hit of your dark blast powers as well as the self heal. Boost Range vastly increases the range of all your cones (and you'll have many) making them affect whole groups of enemies from a long range. Two of your cones are immobilizers so it really good at KEEPING enemies as range. As an added benefit Negative Energy is rarely resisted. The ONLY downside is that Dark's nuke is PBAOE so you'll have to stop your chain of cones to move into melee and use it. Which I, personally, find annoying and I tend to only use it as an emergency button. I like giving the shorter ranged cones +range enhancements so that there's a consistent range between all of them. Pop your self buff powers before the fight starts or you'll spend half of the each battle locked in self buff animations. 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 Blaster Primary Power Set: Dark Blast Secondary Power Set: Energy Manipulation Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Gloom -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(3), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg(7) Level 1: Power Thrust -- Empty(A) Level 2: Umbral Torrent -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), PstBls-Acc/Dmg(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11) Level 4: Build Up -- RechRdx-I(A), RechRdx-I(13), GssSynFr--Build%(13) Level 6: Aim -- RechRdx-I(A), RechRdx-I(15) Level 8: Moonbeam -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(19), SprDfnBrr-Acc/Dmg(19) Level 10: Kick -- Empty(A) Level 12: Tenebrous Tentacles -- Dtn-Dmg/Rng(A), Dtn-Dmg/EndRdx/Rng(21), Dtn-Acc/Dmg(21), Dtn-Acc/Dmg/EndRdx(23), PstBls-Dam%(23), CldSns-%Dam(25) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), RctArm-ResDam/EndRdx(27), RctArm-EndRdx(27) Level 16: Energize -- DctWnd-Rchg(A), DctWnd-Heal(29), DctWnd-Heal/EndRdx/Rchg(29), DctWnd-Heal/Rchg(31) Level 18: Abyssal Gaze -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(31), Thn-Acc/Dmg/Rchg(31), Thn-Dmg/Rchg(33), Thn-Dmg/EndRdx(33), Thn-Acc/Dmg(33) Level 20: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(34), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34) Level 22: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(36), Srn-EndRdx/Fly(36), DefBuff-I(50) Level 24: Fly -- Empty(A) Level 26: Life Drain -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(36), Thn-Acc/Dmg/Rchg(37), Thn-Dmg/Rchg(37), Thn-Dmg/EndRdx(37), Thn-Acc/Dmg(39) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39) Level 30: Maneuvers -- RedFrt-Def(A), RedFrt-EndRdx(39), RedFrt-Def/EndRdx(40) Level 32: Blackstar -- Dmg-I(A), Dmg-I(40), RechRdx-I(40), RechRdx-I(42) Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42) Level 38: Night Fall -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(43), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Dmg/Rchg(45), CldSns-%Dam(48) Level 41: Soul Tentacles -- Dtn-Dmg/Rng(A), Dtn-Dmg/EndRdx/Rng(45), Dtn-Acc/Dmg/EndRdx(45), Dtn-Acc/Dmg(46), PstBls-Dam%(46), TraoftheH-Dam%(48) Level 44: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(46), RctArm-EndRdx(48) Level 47: Assault -- EndRdx-I(A) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) 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 -- Empty(A) 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(50) Level 50: Cardiac Core Paragon ------------ -
They'd be fools to tell you not to roll one. Archery, despite being all lethal damage, has super fast animations allowing you to leverage procs better than most anyone else. It also has a nuke that is up each fight. Tactical Arrow MIGHT be the best secondary if you intend to stay are range with its biggest competitor being Plant. Well here's what I would go with, personally. I try to squeeze as much ranged defense into my builds as I can without sacrificing damage. Since I pretty much only play on teams and defense buffs are really common. So that last 9% to soft cap is going to be there most of the time. Glue Arrow doesn't do as much damage as what the program says it does. That's a bug. But if you load it up with procs it's a decent AOE with the added benefit of keeping enemies at range. 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 Blaster Primary Power Set: Archery Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aimed Shot -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7) Level 1: Electrified Net Arrow -- Empty(A) Level 2: Fistful of Arrows -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg(11) Level 4: Glue Arrow -- Ann-ResDeb%(A), PstBls-Dam%(13), JvlVll-Dam%(13), ImpSwf-Dam%(15), Acc-I(17), RechRdx-I(17) Level 6: Blazing Arrow -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(34), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/Rchg(36), Thn-Acc/Dmg(36), Thn-Dmg/EndRdx(37) Level 8: Aim -- RechRdx-I(A), RechRdx-I(37) Level 10: Upshot -- RechRdx-I(A), RechRdx-I(42), GssSynFr--Build%(43) Level 12: Explosive Arrow -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(37), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(40), FrcFdb-Rechg%(40), SuddAcc--KB/+KD(40) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Flash Arrow -- ToHitDeb-I(A) Level 18: Ranged Shot -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(19), Thn-Acc/Dmg(19), Thn-Dmg/EndRdx(23), Dcm-Build%(31), EntChs-Heal%(34) Level 20: Eagle Eye -- Prv-Heal(A), Prv-Heal/EndRdx(21), EndMod-I(21), EndMod-I(23) Level 22: Boxing -- Empty(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-EndRdx(25), GldArm-3defTpProc(25), StdPrt-ResDam/Def+(29) Level 26: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29) Level 28: Agility -- Flight-I(A) Level 30: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(31), LucoftheG-Def/Rchg+(31) Level 32: Rain of Arrows -- Dtn-Dmg/EndRdx(A), Dtn-Dmg/Rchg(33), PstBls-Dmg/Rchg(33), Ann-ResDeb%(33), PstBls-Dam%(50) Level 35: ESD Arrow -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(36), Lck-EndRdx/Rchg/Hold(43), Lck-Rchg/Hold(46), Lck-Acc/Rchg(48), Lck-Acc/Hold(50) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-EndRdx(39) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(42), RedFrt-EndRdx(42) Level 44: Summon Spiderlings -- SlbAll-Acc/Rchg(A), SlbAll-Acc/Dmg/Rchg(45), SlbAll-Dmg/Rchg(45), SvrRgh-Acc/Dmg(45), AchHee-ResDeb%(46), TchofLadG-%Dam(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(48), RedFrt-EndRdx(48) Level 49: Fly -- Flight-I(A), BlsoftheZ-ResKB(50) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(43) Level 50: Agility Core Paragon ------------
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That looks real good!
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So this is a blaster I've been running with and I've had a TON of fun with it. Since all its AOEs, of which it has 4 allowing for almost a non-stop AOE only attack chain, are cones I focused on range for both defense and to expand the number of enemies caught in said cones. I figured Energy would be the best secondary since -accuracy dark blast has is enhanced by Power Boost and the range of the cones is enhanced by Boost Range. I've found Carnival of Shadows to be the only real threat in the late game common enemies since the bosses will intangible long enough that the -acc debuffs wear off and then they leap out of it with holds. VERY annoying. Since it's so defensive I didn't prostrate the build to ranged defense. It's certainly not a solo farm build but on a team with even light support it's a wrecking ball providing heavy AOE damage, solid single target, and team support through the -accuracy debuffs and leaderships. There's a lot of self buffs here. Start ticking them off as you move towards the enemy since none of them root you. If you wait until the fight has started you'll be spending half of it in buff animations. Start out fights with Umbral Torrent. The knockdown will give you enough time to throw out another aoe with -accuracy before they start firing back. Put a -knockback enhancement on that Umbral Torrent before you use it in a team or the knockback is going to make you unpopular. 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 Science Blaster Primary Power Set: Dark Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Gloom -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7) Level 1: Power Thrust -- Acc-I(A) Level 2: Umbral Torrent -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(7), PstBls-Dam%(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/EndRdx(11), PstBls-Acc/Dmg(11) Level 4: Build Up -- RechRdx-I(A), RechRdx-I(13) Level 6: Aim -- RechRdx-I(A), RechRdx-I(13), GssSynFr--Build%(15) Level 8: Moonbeam -- Dcm-Build%(A), Apc-Dam%(15), Apc-Dmg/EndRdx(34), Apc-Acc/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/Rchg(37) Level 10: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(37), BlsoftheZ-ResKB(37) Level 12: Tenebrous Tentacles -- Dtn-Dmg/EndRdx/Rng(A), Dtn-Dmg/Rng(39), Dtn-Dmg/EndRdx(40), Dtn-Acc/Dmg(40), Dtn-Acc/Dmg/EndRdx(40), Ann-ResDeb%(43) Level 14: Fly -- Empty(A) Level 16: Energize -- Prv-Heal/Rchg(A), Prv-Heal(17), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(34) Level 18: Abyssal Gaze -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(19), Thn-Acc/Dmg(19), Thn-Dmg/Rchg(23), UnbCns-Dam%(25), NrnSht-Dam%(25) Level 20: Maneuvers -- RedFrt-Def(A), RedFrt-EndRdx(21), RedFrt-Def/EndRdx(21) Level 22: Assault -- EndRdx-I(A), EndRdx-I(23) Level 24: Boxing -- Empty(A) Level 26: Life Drain -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Acc/Dmg/EndRdx(27), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg(34) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29) Level 30: Tough -- RctArm-ResDam/EndRdx(A), GldArm-3defTpProc(31), RctArm-EndRdx(31), StdPrt-ResDam/Def+(31) Level 32: Blackstar -- Erd-Dmg/Rchg(A), Erd-Dmg(33), Erd-%Dam(33), Mlt-Dmg/Rchg(46) Level 35: Boost Range -- RechRdx-I(A), EndRdx-I(36), RechRdx-I(46) Level 38: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(46) Level 41: Night Fall -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(42), Rgn-Acc/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Dmg/Rchg(43), CldSns-%Dam(43) Level 44: Dark Embrace -- RctArm-EndRdx(A), RctArm-ResDam(45), RctArm-ResDam/EndRdx(45) Level 47: Soul Tentacles -- Dtn-Dmg/EndRdx/Rng(A), Dtn-Dmg/Rng(48), Dtn-Acc/Dmg(48), Dtn-Acc/Dmg/EndRdx(48), Dtn-Dmg/Rchg(50), Ann-ResDeb%(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) 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 -- Empty(A) 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(45) Level 50: Barrier Core Epiphany Level 50: Cardiac Core Paragon Level 50: Void Core Final Judgement Level 50: Cognitive Radial Flawless Interface Level 50: Rularuu Core Superior Ally Level 50: Assault Core Embodiment ------------
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I wouldn't want replicas of existing enemy groups as pets. They'd have to be significantly nerfed from the real ones. Which would stick out like a sore thumb any time you fought the real ones. I know asking this group to make whole new models for a new pet set is a bit much though. *shrug*
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I think it would be a neat mechanic if Sentinels had a Leadership type of aura that activated and it worked like the Peace Bringer's where it changed based on team make up. The support ATs you have the more of a damage/accuracy/recharge buff it gives. The more damage dealers you have the more def/res/regeneration it gives. Sort of like an equalizer for lop sided teams. As suggested, have it be like the Dominator bar that fills up and click activates.
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I've noticed a lot in late game that Incarnate abilities make normal missions trivial. I don't know if I've just been getting super lucky with my teams all the time. But everything gets curb stomped even with minimal team support. Now, I know expanded options can be a problem for early and mid level teams. Particularly with new players that don't know what they're doing and pusher leaders who crank the diff to max regardless of team make up. So perhaps lock these options until the leader has their first Incarnate Slot unlocked? Options like +5 or +6 mobs. More bosses. Some bosses spawning as EB. Give us some crazy options to crank the difficulty to.
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Thanks for the info! I'll do that. Yeah the end modifies how much endurance recovery that power gives. Mids just doesn't count it for some reason.
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So, last time I checked, Tanks were getting a bump their their AOEs. Which is gonna make Frozen Aura and Ice Patch 20 foot aoes and Frost a 180 degree cone. If this still holds true Ice Melee is gonna benefit a lot from the Tank rework. So, in preparation, I started an Rad/Ice tank. http://www.cohplanner.com/mids/download.php?uc=1460&c=701&a=1402&f=HEX&dc=78DA6594CB4F135114C6EF74A6054A81F22C943E68014B4107AA6E7C85A8A04169422CC6653329179C583BA42D89C69589F1151F88BA736D6234AE8C1AE3C6A50B57263E176EDD8826FE01F5F49E8F623293B6BFB967BE73EEF9EEDCDBEC8599C0F3E397A78516385AB42A95FCA2553A27CBDEACB5621744FD6AA26F8CA3F919B92C4B15699EB2966CAB6A3BA5FCE1F279A7DC87C7595994D29C2B48BE136D0B8E53348FD92B67AB766925A046F3D25AA5815F0D72AB522E75B1CA29539EB39C3F63178BA1D955BB601E29AF55653EE7AC15F359AB5295E58BFDD4CB187DDFA6E947AB7757136288903144D82F70D5BCE2BBAE627DDFC0AFCCA12FE06766E213F3668ACA713D5D1BA69B94213C4930C63412CC5BA4D5A1D5A135A0F541EB83F63669BDD07AA16D86B6195A3FB47752F5B5AE8B6B9EA6D39AEACB9F6326169951F2D8C21E454B8D2E7197B25A55EB356FEB078F5205DE11BB891F79DC1E6097ED3F691C3544D0A72B46A85A1B56ACED86A134C1EBCCAE6BE01566CF55E6AEC79ACA8D516E073BF3744CF01B18DFE2139E779D7AEB84FB4E384AC3D1381C4DE2EDC5A95E37F7A275A34E0FA8D116EC85EB5EE55AA74808954358C77EAC6F7F081DEE66D7F7A88B01B81C101C0B6FF24A842FF10C11AC5C242C3817330F515783C81D7CC82B9078C01C5E07EF831BCC9139AE65508F51F4180DB2DB582F73E424F791FACBDCA01EE3701FDF9A1BECA33A49AEA3255167047592D4DF28FA1B3DC0F3EE38081E02F73353FBC0F79C5BD0F92C51AE31F648A8B54B6758B3F319DEF653D0E4F88F8010139CE3997803ED4B30C1FD4AAA6BA2AE891D37F99AEB4CBE62665E80D89949F238058F53F09D012346E35CD3A7FEF6D346E3F4D7C65D4FA75C918C2BB2C715D9EB8ACCBB220B06A6A588A6222D4151DF51AA935FFEC67F089EFEFE3F728277E7A64BF5673BA269380D69709A8E44064EB7AF7FED07EFC6
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The 50% Critical proc in this set. Does that apply to the power it is put on giving it a 50% crit rate or does it buff you so your NEXT attack has a 50% critical chance? And if it buffs you is that buff more likely to go off if you put it into an AOE and hit multiple enemies with it?
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Yeah I was just about to make a rad/staff tank and then I saw it has no no redraw option. Which I guess would be fine if I went with a primary that has few to no activation powers. But Rad armor is not one of those. 😞
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What about running Control Radial Embodiment to increase the magnitude of your mezzes and deal extra damage to those you have mezzed? Looking at running one of these right now and I was thinking it would jive really well with all the mezzes dark/radition has. Spiritual Radial Paragon would give you insane control abilities if I'm reading it all correctly.
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So which attack set benefits the most from these range and arc changes?