
HelenCarnate
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You went a bit crazy with the defense. More than 45% is not really needed outside of incarnate content. And even in those cases, the vast majority of the time there will be enough people with leadership toggles and other buffs that will cover the gap even if you are at 45%. A little more is fine to cover the fact that Ninja does not have much DDR but 60% is a bit too much. Keep a few purples for those rare cases. Cardiac is overkill as you have means to recover endurance on your own. Musc for more damage or Agility for more recharge and a little boost to defense would be better. Clarion is overkill as you already have mez protection that you can double stack easily. Super Jump is not really needed as you can have Ninja Run along with Shiobi Iri and sprint which gets you near SS speeds and a jetpack for getting to hard to reach areas. If you want a melee attack, Psi is the way to go for the best damage. Yes KO Blow does more but Mind Probe has higher DPA and half the recharge. Something like this would work but would put you in melee range and would not exemp down very well. Still room for 1 more power or 2 if you drop SJ. 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 Sentinel Primary Power Set: Archery Secondary Power Set: Ninjitsu Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Aimed Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(43), SprSntWar-Acc/Dmg/Rchg(43), SprSntWar-Acc/Dmg/EndRdx(45), SprSntWar-Acc/Dmg/EndRdx/Rchg(45), SprSntWar-Rchg/+Absorb(45) Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43) Level 2: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def(3), RedFrt-Def/EndRdx(3), RedFrt-Def/EndRdx/Rchg(42) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(5), ShlWal-Def(5), ShlWal-Def/EndRdx(19) Level 6: Stunning Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(7), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(13), GldJvl-Dam%(13) Level 8: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def(9), RedFrt-Def/EndRdx(9), RedFrt-Def/EndRdx/Rchg(11) Level 10: Aim -- GssSynFr--Build%(A) Level 12: Kuji-In Rin -- RechRdx-I(A) Level 14: Explosive Arrow -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dam%(17), SuddAcc--KB/+KD(19) Level 16: Seishinteki Kyoyo -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(50) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 20: Blazing Arrow -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(21), SprOppStr-Acc/Dmg/Rchg(21), SprOppStr-Acc/Dmg/EndRdx(40), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Rchg/+Opportunity(40) Level 22: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(39) Level 24: Boxing -- Empty(A) Level 26: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(31) Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), UnbGrd-Max HP%(29), UnbGrd-ResDam(34) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(39) Level 32: Rain of Arrows -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 35: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(37) Level 38: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A) Level 41: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(46), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), TchofDth-Dam%(50) Level 44: Assault -- EndRdx-I(A) Level 47: Super Jump -- Empty(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------
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Unbreakable Guard 7.5% Brute ATO and ranged purple set 3% each for 6% Shield Wall x3 for 2.25% Combat Jumping, Weave, Maneuvers at at minimum for 6.75% That can be easily done on any of those options. Ok so no Combat Jumping on Stone but they have other defensive options so they can still have at least 3 sets. Add those up and now we are at needing only 12.75%. That is pretty easy to get with a mix of additional 2.25% sets plus 1.88% and 1.5% sets which are pretty easy to get as well. Regen also has the advantage of being able to take Spiritual Core Alpha making Dull Pain more potent. Now that being said, capping out your HP does leave your options more limited for defense and resists so that may not always be the best way to go. I was just stating it was possible. Edit. Also it may not be possible to have it perma with Stone in granite form due to the -recharge.
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Now my personal favorite melee support set is actually a controller. Fire/Dark/Shark. Immobilize on your way in. Then jump in the middle where hot feet burns everything. Then pop Soul Absorption to crank up your recovery and regen. Then Bonfire turns everything to popcorn while water spout causes more chaos and CC as well as debuffs. I managed to cap out defenses to everything at 45%+ and have capped resists to S/L and almost for cold. You also have one of the best heals in the game if you actually start taking damage. As far as if you need it to be a melee AT then a Dark/Rad tank would work. Horrible endurance issues while leveling but you get 2 damage auras with the ability to slot -resist procs plus fear aura and/or stun aura. The chance for stun in some of the Rad secondary stacks nicely. You can also pick up the Mu patron for an AoE imob to keep the stunned mobs from wandering off.
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You can be a mental martial artist. Psy Blast/Ninja. Only the nuke will put you in melee range (assuming skipping the melee powers in Ninja) and it has a built in stealth and with 1 IO that gets you to invisibility levels. It also has an AoE placate which could be used instead of having to go into the concealment pool as you would have the ability to be invis to most mobs and a panic button to get stuff to stop attacking you so you can heal up. It also has Blinding Powder which takes confuse sets. The purple confuse set has great set bonuses for ranged players.
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Water is a great primary if you want to stay at range.
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I have had it not proc on anything or just once and sometimes it hits several and ends up giving back more than the cost and every once in a while fills the full bar.
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If you are on a TF (AE missions are treated the same) and the leader logs off then the next person in line gets the star. If everyone logs out then whoever logs in first gets the star.
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Widow need damage resistance they are too fragile
HelenCarnate replied to DrRocket's topic in Suggestions & Feedback
And yet I play a blaster with scorpion shield which is only defense and do not have the same issues and I am constantly in melee range. There are plenty of ways to get resists through IO sets and pool powers. Nothing is needed for widows to make them even more unkillable. -
I may try this at some point. I have no idea which will actually win as the test is biased to favor Corruptors with additional chances for Scourge but my gut (and the math) says that the Blaster will still kill faster. I would have suggested using AVs but odds are the damage from the corruptor would not be enough to overcome their regen or would take a very long time without help from buffs/debuffs in their secondary.
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Your test method (as others have pointed out) is horrible. Using level 1s unslotted will not get you accurate numbers (as others have also pointed out) If you want to test which does more damage between the blaster and corruptor primary you have to remove variables. So how do you run a test with as few variables as possible? 1. On the test server, create an AE mission on a small map with one EB level mob that has no attacks but you should be nice and give them some KB protection to prevent having to chase them all over if you have KB. (If you take my advice on #3 then Grounded from Electric armor works perfect.) 2. Create a blaster and corruptor with the same ranged attacks. No fire, beam rifle, sonic or DP as all of those have debuffs or random added damage and that may throw off the numbers of the test. Also no Aim or Build Up or any other powers like that as we are only looking at base performance levels. Also avoid pet based attacks and only regular IOs for slotting with the everything getting 1 accuracy, 1 end redux, 1 recharge and 3 damage IOs. I would go with Psi as it has 5 single target attacks and none of those are DOTs as that can throw off the test once the HP get low. Feel free to do everything to remove any endurance issues. 5 slot Stamina + Performance Shifter, throw Numina, Panacea and Miracle in Health and use Cardiac Core Alpha just to be safe. Just be sure both have the same set up on both builds. Also no Hasten or leadership toggles as there should be no buffs and you already have 95% chance to hit even level mobs. 3. Arrange your attacks by DPA so the highest DPA is in slot 1 and 2nd highest in slot 2 and so on. When you attack you use the highest DPA attack you have available to you at the time. Then enter the mission at +1 (so they will be even level with your level shift) and just as you start your first attack, start a timer. The timer ends when the mob is dead. Repeat this 10 times and get an average time for each set. The one with the best time wins. If you don't know which has the highest DPA it would be Psi Lance, TK Blast, Will Domination, Mental Blast and Psionic Dart. Yes there will be some down time once you run through the chain but it will be the same for both. Running 10 times means that if 1 run gets plagued by bad luck it will average out overall. Now being an EB mob, that does allow for more opportunities for scourge to kick in but I believe the Blaster will still come out ahead.
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To get the best mileage out of Spines on farming requires you to be able to maximize the targets on throw spines, which is not always easy. I would start by keeping spine burst if you are used to it and just trying to use it less until you get the hang of it and see if your times improve and go from there to see if it works for you. Me personally, I am not that great at getting cones right on melee toons so I went with Rad/Fire instead. But if you do feel comfortable with not using Spine Burst and can make it work, this gets a bit past perma Hasten before accounting for Ageless. I have not done much with Electric for primary or secondary so I could not be of much use there. 😞 Villain 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 Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mu Mastery Villain Profile: Level 1: Lunge -- Hct-Dam%(A), Hct-Dmg/EndRdx(3), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5) Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(7), Ags-ResDam/EndRdx/Rchg(7) Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(33) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(48) Level 6: Build Up -- RechRdx-I(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(13), MckBrt-Taunt/Rchg/Rng(13), MckBrt-Acc/Rchg(15), MckBrt-Taunt/Rng(15), MckBrt-Rchg(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(19) Level 18: Quills -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(36) Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(23), MckBrt-Rchg(25) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), FuroftheG-ResDeb%(31) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Throw Spines -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(36), PstBls-Acc/Dmg(37), PstBls-Dmg/EndRdx(37), PstBls-Dmg/Rng(37), JvlVll-Dam%(40) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50) Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Ann-ResDeb%(43) Level 44: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(48), Mrc-Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Core Paragon Level 50: Ageless Core Epiphany ------------
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Since it is just a farmer you can drop Super Jump to get more powers where you can slot LoTG recharge. Personally I would drop spine burst as it does crap DPA and it would allow for even more recharge but if you insist on keeping it in, this is something with rearranged slots and IOs with a bit better endurance use and recharge. I would also drop Melee Core as capped fire defense and resists will make you unkillable on fire farms and go with assault instead. Consume makes an excellent set mule for the taunt set so I would not drop that. Same with Healing Flames. I also fleshed out Throw spines to be a solid attack instead of just 3 slots. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Thorn Burn: Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Concealment Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7) Level 1: Fire Shield -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/EndRdx(7), Ags-ResDam(9) Level 2: Spine Burst -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(9), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13) Level 4: Stealth -- LucoftheG-Def/Rchg+(A) Level 6: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(17), SprAvl-Rchg/KDProc(19) Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21), Prv-Absorb%(21), Prv-Heal/Rchg/EndRdx(23), Prv-Heal/Rchg(23) Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 12: Impale -- Apc-Dam%(A), Apc-Dmg/EndRdx(25), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(27) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 16: Plasma Shield -- Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/EndRdx(29), Ags-ResDam(31) Level 18: Quills -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33) Level 20: Build Up -- RechRdx-I(A), GssSynFr--Build%(34) Level 22: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(34), MckBrt-Taunt/Rchg/Rng(34), MckBrt-Acc/Rchg(36), MckBrt-Taunt/Rng(36), MckBrt-Rchg(36) Level 24: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(37), MckBrt-Taunt/Rchg/Rng(37), MckBrt-Acc/Rchg(37), MckBrt-Taunt/Rng(39), MckBrt-Rchg(39) Level 26: Boxing -- Empty(A) Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(39), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(42) Level 30: Tough -- GldArm-3defTpProc(A) Level 32: Throw Spines -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(43), JvlVll-Dam%(43) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Ann-ResDeb%(50) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
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QOL: Undo the Regen Nerf
HelenCarnate replied to Captain Yesterday's topic in Suggestions & Feedback
The way Hami does damage makes regen one of the best options. -
QOL: Undo the Regen Nerf
HelenCarnate replied to Captain Yesterday's topic in Suggestions & Feedback
The original post only listed tanks and was edited after he was called out for having no idea what he was talking about. -
I love hover on my Nature defender. Most everything else I use combat jumping and super jump for travel. Starting to get addicted to Sentinel and Scrapper Ninja sets as they don't even need super jump. Just a jetpack for the occasional hard to reach area is all you need.
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Questions about Annihilation: Chance for -Res
HelenCarnate replied to roleki's topic in General Discussion
The percentages would be the same regardless of mob resistance. For the sake of easy math lets say you have an attack that does 100 damage. You also have a resistance debuff of 50%. This means you do 150 damage or 50% more. Now the mob has resists of 50% as well. This means you would normally do 50 damage. When you hit them with your debuff, it gets resisted by 50% as well so it ends up being a 25% debuff instead. This brings their resist down to 25% so instead of 50 you do 75 which is also a 50% increase. That begs the question, acid arrow on what? If it is a Defender then the -Resist is at 20% which if the proc is 8% would add up perfect. But if you are on a Corruptor or Controller then it is 15% and that means the numbers are off on the proc amount and it is 13%. Edit, I did find a thread where someone did some digging and found it was 12.5% which would be right around the 28% increase in damage you would expect to see on non Defender Acid Arrows when they proc. For that power, if you have the slots you can also throw in Achilles Heel for even more -resist, but if you have to pick one or the other, Achilles Heel is a better option. -
Defenders, Controllers, Other powers
HelenCarnate replied to DrRocket's topic in Suggestions & Feedback
Totally correct about the buffs/debuffs. In many cases you can reduce regen and resists enough that some defender combos can take out GMs faster than a blaster. So by simply giving defenders more damage, that would cause those combos to be even more deadly and it would end up being city of Defenders with everyone the same min/max build. -
Ok now that I am home I can give a longer answer but I stand by my /Jranger post earlier. As others have pointed out, the streak breaker is not the cause of SRs eating dirt. Some attacks have no positional tags and they eat through SR and Shield and to a lesser extent Ninja. Now I run a blaster with capped S/L/F/C/E defenses and only about 33% S/L resist. I have cleared the towers on +4 ITFs solo while the rest of the group worked on the AVs without issues. The only times I eat dirt (outside of psi, dark and auto hit attacks) is when I get hit with a defense debuff. Those tend to cascade so if I do not catch it in time and pop a luck to get my defense back up, I will die in a hurry. SR does not have that issue as it has an insane amount of DDR and tanks have a much greater HP pool so there is no reason my Blaster should be more durable than a properly slotted SR tank. Assuming you are telling the truth about seeing SR tankers dropping like flies this leaves 3 other things that could be the cause. 1.) Bad luck. If a few mobs get lucky and all manage to hit at the same time that can drop you pretty fast. I see this as unlikely as you are claiming it is happening all the time and I am not having the same issues with the same defense and lower HP. 2.) Bad players. Or at the least, ignorant players that do not understand the mechanics of the game or do not have enough experience to know which mobs have to hit buffs and which ones do not. Another thing I have seen is sometimes SR tankers forget they need to click on their mez protection every so often and a stray hold gets through their defense. This removes the defense from all the toggles while they are held which allows for attacks to hit far more often. 3.) Bad builds. Some people just don't get the game mechanics and have terrible builds. Sure they could have SR at capped defenses but maybe they skipped all their auto powers and bridged the gap with set bonuses, and Weave which lowers their DDR making them less durable against debuffs. tl:dr version. Odds are it is a pebkac error because there is nothing wrong with the streak breaker against high defense builds.
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If the game allows it, that would be great. Instead of kill X here, then go kill Y there it could list the full list of kills all at once or at the very least 2 at a time to help speed things up.
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QOL: Undo the Regen Nerf
HelenCarnate replied to Captain Yesterday's topic in Suggestions & Feedback
No you saw 0 regen tanks defeated in regular play. The reason you see none now is because regen is not an option for Tankers. -
I go with damage + slows. Fire/Storm. Hot Feet while it does not have a -recharge has a great slow attached. For storm you have Snow Storm and Freezing Rain to floor the recharge (and add even more slows). Instead of Ice Slick you lay down a Bonfire with KB to KD slotted. Same effect but instead of just falling down repeatedly, the mobs are on fire while your Hot Feet burns them even more. This combo however is a HUGE pain on your blue bar as Hot Feet and Steamy Mist are bit of endurance hogs and all your debuffs can drain you in a hurry. On the plus side, most of the debuffs also do damage so stuff has even less time to sloooooowly run away from you.
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Agreed. I brought my Fire/Dark Troller on a fire farm with a friend. We were on opposite sides and I did just fine. Bonfire with kb to kd is amazing. Now I did have to heal and was nowhere near as fast as my brute friend but was still able to do it just fine and would have an even easier time on S/L farms. But to the OP, Rad/Fire Brute is probably the easiest way to go and my personal favorite for farming. It is a bit of a late bloomer but is really easy to play without having to worry about lining up cones like spines.
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Impale and Spine Burst slow you down if you use them so those can go. Taunt is fine and works great for a set mule and handy if you want to drag a group to you while Ball Lightning is recharging. If your normal attack chain is Burn-Ball Lightning-Elec Fences-Spine Burst, and your goal is faster times you are honestly better off stripping that character and rebuilding as a Rad/Fire instead as that is a more effective build for that type of attack chain. Throw Spines should be your go to power and I see it is only 3 slotted which means it is probably not used much. To get better times you would need to get good at lining up Throw Spines on a build something like this. This you can run with only 1 resist toggle and still be at 90% fire resist and has capped defense and perma hasten without Agility. Villain 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 Natural Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Mu Mastery Villain Profile: Level 1: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46) Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(37), Ags-ResDam/EndRdx/Rchg(37) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(11), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(36) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9) Level 6: Build Up -- RechRdx-I(A), GssSynFr--Build%(50) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(13), MckBrt-Taunt/Rchg/Rng(13), MckBrt-Acc/Rchg(15), MckBrt-Taunt/Rng(15), MckBrt-Rchg(36) Level 14: Boxing -- Hct-Dam%(A), Hct-Dmg/EndRdx(25), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(17) Level 18: Quills -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(27), SprBrtFur-Acc/Dmg/EndRdx/Rchg(27), SprBrtFur-Rech/Fury(34) Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(23), MckBrt-Rchg(25) Level 22: Tough -- GldArm-3defTpProc(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), FuroftheG-ResDeb%(31) Level 30: Stealth -- LucoftheG-Def/Rchg+(A) Level 32: Throw Spines -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(33), PstBls-Acc/Dmg(33), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(34), JvlVll-Dam%(34) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50) Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Ann-ResDeb%(43) Level 44: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal ------------