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Tubalcain

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Posts posted by Tubalcain

  1. 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
    ------------



     

  2. 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
    ------------



     

    • Like 2
  3. 9 hours ago, parabola said:

    I like the look of this. Been wanting to give a dark blaster a try for a while now as I'm a fan of cones. I hadn't considered /En mainly from the thematic viewpoint but the synergy certainly looks strong. I've taken the liberty of having a bit of a play with your build - I've kept the powers (mostly; dropped aim for afterburner) but reshuffled them a bit and added some purples and things. Gains a little bit here and there but the main highlight is quite a bit more recharge. Hasten isn't quite perma but a couple of ff+rech procs should see it right. I think Intuition Radial makes an interesting alternative alpha as it gives damage, range and -to hit. Dependent on whether the build is end sustainable without Cardiac of course.

     

      Reveal hidden contents

    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: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Gloom -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(43), SprDfnBrr-Acc/Dmg/Rchg(45), SprDfnBrr-Acc/Dmg/EndRdx(45), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(45), SprDfnBrr-Rchg/+Status Protect(46)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: Umbral Torrent -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(3), PstBls-Acc/Dmg(3), PstBls-Dmg/EndRdx(5), PstBls-Dam%(5), PstBls-Acc/Dmg/EndRdx(7)
    Level 4: Build Up -- GssSynFr--Build%(A), RechRdx-I(9)
    Level 6: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), Ksm-ToHit+(48), Rct-ResDam%(50), ShlWal-ResDam/Re TP(50)
    Level 8: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(9)
    Level 10: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(11), StnoftheM-Acc/ActRdx/Rng(11), StnoftheM-Dmg/ActRdx/Rchg(13), StnoftheM-Dmg/EndRdx/Rchg(13), StnoftheM-Dam%(15)
    Level 12: Tenebrous Tentacles -- PstBls-Acc/Dmg(A), PstBls-Dam%(21), PstBls-Dmg/Rchg(23), PstBls-Dmg/Rng(27), PstBls-Acc/Dmg/EndRdx(27), Range-I(29)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(21)
    Level 18: Abyssal Gaze -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(36), Apc-Dam%(36)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25)
    Level 26: Life Drain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(40)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
    Level 32: Blackstar -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(50)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Night Fall -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40)
    Level 41: Soul Tentacles -- PstBls-Acc/Dmg(A), PstBls-Dam%(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43), Range-I(43)
    Level 44: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(48)
    Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 49: Assault -- EndRdx-I(A)
    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 -- Flight-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46), NmnCnv-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(46)
    Level 50: Intuition Radial Paragon 
    ------------

     

     

    That looks real good!

  4. 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 
    ------------

  5. 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*

  6. 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.

    • Like 1
  7. 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.

     

     

    • Like 2
  8. 5 minutes ago, Caulderone said:

    The PBAoE buff was dropped from +100% to +60%.  So, Frozen Aura will be 16ft (10x1.6).  Frost will indeed bee 180 degrees.  Both are very nice buffs, no doubt.

     

    Oh, and the proc chance will be calculated off of the base value, not the buffed value.  Score!

     

    Suggestions:

    1.  Switch the Acc and Rech in Ground Zero for an Analyze Weakness Acc/Rech and a Mocking Beratement Acc/Rech.  Gives 53% Acc and Rech vs 42% to each.

    2.  Switch the Hold in Freezing Touch to the Unbreakable Constraint damage proc.

    3.  Consider switching the damage proc in Frost for the Annihilation resist debuff proc.

    4.  I'm not sure the EndMod in Particle Shielding is doing anything.  The planner doesn't show it enhancing the power, but that may just be the planner.  Dunno.

     

    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.

  9. 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

  10. 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?

  11. 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.

  12. I don't think giving them more damage is the way to go. We already have Brutes and Scrappers. I think leaning into them as a melee support would be better. Here are some ideas.

     

    1: Have all their attacks do a minor -resistance debuff

     

    2: Share Buffs. Here's my idea for this. When you use a castable buff targeting the tank some of its benefits splash over to allies. Say you cast Forge on the Tank. +50% damage and +25% accuracy some of that buff gets shared with the whole team. Let's say the whole team gets half of it or 1/3. Even shield powers, though an AOE, would benefit from this with the buff affecting the whole team and then a small amount stacked on top of it from the Tank's shared buffs. Heals could work this way to. It would be an amazing mechanic!

  13. On 8/31/2019 at 10:14 PM, Hedgefund said:

    I voted Thugs/Cold because somehow, astonishingly enough, Cold is the 3rd least played secondary based on that dev data posting.  So more people need to play it.

    Yeah /Cold is amazing. Particularly as an MM secondary. Those +defense buffs go a long way to keep pets alive. Benumb is an amazing debuff for use against AVs. Sleet has a powerful -resistance debuff that can be enhanced with both Annihilation and Achilles' Heel for a -res ranging from -30% to -70% which is a massive boost for both pets and the whole team. Heat Loss piles even MORE -res and resolves any and all endurance issues you, your pets, or your team mates have. No idea why more MMs don't take this.

  14. Give upgrade powers a purpose other than giving pets more attacks. Perhaps the pets all get some big attack they can perform once after getting the upgrade power cast on them. Let upgrade powers take pet enhancement set items so we can put the +resistance and +defense enhancements on the pet powers instead of cramming them on the pets which gives sets like demon and thug an advantage since they have an extra pet you can put this stuff on.

    • Like 1
  15. Force Bolt and Force Bomb - Give them -regeneration debuffs.

     

    Force Bubble is probably the most situational tier 9 power out there. And by situational I mean I've rarely seen anyone bother to TAKE it.

     

    So here's my idea for it. Yank out that repulsion mechanic. Turn Knockback to occasional Knockdown. Give it a -range and -damage debuff.

     

     

  16. I rarely see anyone using Storm. It's pretty weak as a support role and subpar in damage and trying to use it for damage causes a bunch of random knockback. I know no matter how situational or flat out useless a power is there's gonna be someone furiously typing how that one specific situation came up for them once and that power was perfect in that moment and totally justified having the power sit in their tray for weeks on end never being used before or after that point. Which makes talking about changes like this difficult.

     

    But I'm gonna do it anyway!

     

    So here's some ideas for Storm Summoning

     

    Gale: Increase the recharge, reduce the KB to KD, maybe give it minor to hit debuff

     

    02 Boost: Give it some 10 foot splash healing

     

    Hurricane: Knockback to a chance for occasional Knockdown. Remove the repell. Reduce the to hit debuff since it's actually useful now and doesn't need a massive debuff to lure people into it for the 5 minutes before they respec back out of it. Perhaps make it like Disruption Field where you can put it on allies. Keep the -range debuff and it'll be a darling ability for meleers of all kinds.

     

    Lightening Storm: Have it follow the user, reduce the knockback to knockdown, increase the recharge time on it to balance it.

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