
Pzn
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I tested it last year a couple months after the server went up. I slotted a single 3.5 damage proc (impeded swiftness) and used distortion field 100 times on a single mob that was immobilized. Out of 500 proc opportunities I only recorded 31 procs. I'll re-do my tests soon and see if the results match your numbers this time.
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Even with 5 damage procs in it (including a purple) it's still lower DPA than proc'd out pistols and executioners shot. Pistols and executioner's shot alone don't make up a complete attack chain but I fill in the gaps with either empty clips/bullet rain or envenomed daggers depending on the target. I would have liked to fit suppressive fire in the build but I couldn't manage to without sacrificing something else I wanted more. You should mess around with procs in hail of bullets if you haven't yet. You can make a defender nuke hit more like a blaster nuke. And the proc damage happens as soon as you click it so lots of mobs will die instantly instead of attacking you during the long animation. Self capping your damage sounds fun. I went with mace mastery just for the survivability. If power build up affected any of the nature buffs I would have definitely went that way. Force of nature is just too perfect.
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I would really appreciate someone doing more thorough testing on it. I loved using distortion field as a proc power before the PPM changes but it just doesn't seem to function as well now. It still seems good in a sustained fight against AVs since you get the full duration and way more proc opportunities. But the proc chance seems too low to deal much damage against normal mobs.
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I'm not sure why but the chance to proc in distortion field is way lower than the math indicates. I tried slotting it with procs and tested 500 proc chances. A 3.5 PPM IO was only going off 6% of the time.
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Thanks for making this thread. I made a nature/pistols right after reading it. I finished his build last week and I'm really enjoying it. Soft cap s/l, 33-58% resistance to all damage types, and over 2k HP when you add the +absorb from wild bastion. It feels like I'm playing a tank. 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 Defender Primary Power Set: Nature Affinity Secondary Power Set: Dual Pistols Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Corrosive Enzymes -- RechRdx-I(A) Level 1: Pistols -- Dmg-I(A), Dmg-I(3), GldJvl-Dam%(3), ShlBrk-%Dam(5), TchofLadG-%Dam(5), AchHee-ResDeb%(7) Level 2: Regrowth -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(11), Pnc-EndRdx/Rchg(13), Pnc-Heal/EndRedux(13), Pnc-Heal(15) Level 4: Wild Growth -- ResDam-I(A), ResDam-I(15), UnbGrd-Max HP%(17) Level 6: Empty Clips -- HO:Centri(A), ImpSwf-Dam%(17), PstBls-Dam%(19), ExpStr-Dam%(19), TchofLadG-%Dam(21), AchHee-ResDeb%(21) Level 8: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(23), Rct-ResDam%(23) Level 10: Swap Ammo Level 12: Wild Bastion -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux/Rchg(25), Pnc-EndRdx/Rchg(25), Pnc-Heal/EndRedux(27), Pnc-Heal(27) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), Ksm-ToHit+(42) Level 16: Spore Cloud -- EndRdx-I(A) Level 18: Bullet Rain -- Rgn-Dmg(A), FrcFdb-Rechg%(29), JvlVll-Dam%(31), ExpStr-Dam%(31), ImpSwf-Dam%(31), PstBls-Dam%(33) Level 20: Boxing -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(33), AbsAmz-Acc/Rchg(33), AbsAmz-Stun(34), AbsAmz-EndRdx/Stun(34) Level 22: Assault -- EndRdx-I(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), StdPrt-ResKB(36), ResDam-I(36) Level 28: Executioner's Shot -- Apc-Dmg(A), ImpSwf-Dam%(37), Apc-Dam%(37), GldJvl-Dam%(37), TchofLadG-%Dam(39), ExpStr-Dam%(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39) Level 32: Overgrowth -- RechRdx-I(A), RechRdx-I(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), DefBuff-I(40) Level 38: Hail of Bullets -- Arm-Dmg/Rchg(A), ScrDrv-Dmg/Rchg(42), ImpSwf-Dam%(42), Erd-%Dam(43), Arm-Dam%(43), FuroftheG-ResDeb%(43) Level 41: Entangling Aura -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Acc/Rchg(45), UnbCns-Hold/Rchg(45), UnbCns-Hold(45), UnbCns-EndRdx/Hold(50) Level 44: Piercing Rounds -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Dmg/Rchg(46), SprDfnBst-Dmg/EndRdx/Rchg(46), SprDfnBst-Acc/Dmg/EndRdx(46), SprDfnBst-Acc/Dmg(48), SprDfnBst-Acc/Dmg/EndRdx/Rchg(48) Level 47: Dual Wield -- SprVglAss-Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(48), SprVglAss-Acc/Dmg(50), SprVglAss-Rchg/+Absorb(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(7), Hct-Acc/Rchg(9), Hct-Dmg(9), Hct-Dmg/EndRdx(11) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 50: Clarion Core Epiphany ------------ Only difference between this and my current build is the proc choices. The last update released a new damage proc for targeted AoEs (bombardment chance for fire) so I replaced the lethal damage proc in bullet rain and one of the smashing damage procs in empty clips.
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I haven't tested the absorb proc specifically but the proc chance for damage procs in distortion field is incredibly low.
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Red side has newspaper missions. That's why I only roll villains. Police ra*ios disgust me.
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Simultaneous Ion Core Final Judgement not doing damage
Pzn replied to Moonrazor's topic in Bug Reports
This happened on live as well. It would be nice if they could fix it since almost everyone takes ion. It happens pretty often on incarnate teams. -
I have a phobia of radi*s and find it inappropriate for you to bring them up. Please consider censoring yourself for my convenience.
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I agree with buffing amp up. Maybe reduce the +special buff in exchange for allowing it to chain to multiple targets, but still keep the discharge mechanic the same. Limiting the +special to the first target sounds good, too.
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Sadly no. Ice manipulation's version of frozen aura never received the buffs that the ice melee version got. No damage. It's a good attack in ice melee though.
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If you make it a click PBAoE you can just make it function like force of thunder in /elec. You get the buff whether you hit a target or not.
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This is my build dude. You just copied it after I posted it in your thread and changed it slightly. I'm glad you like it, but don't try to pass it off as your creation if you are just going to make it slightly worse. Dropping gloom is really bad for your DPS. Here's the original build: 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 Tanker Primary Power Set: Dark Armor Secondary Power Set: Fiery Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Death Shroud -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Acc/Rchg(5), Arm-Dmg(5) Level 1: Scorch -- SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Acc/Dmg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11) Level 2: Dark Embrace -- ResDam-I(A), ResDam-I(15), UnbGrd-Max HP%(17) Level 4: Combustion -- Dmg-I(A), Dmg-I(17), ScrDrv-Dam%(19), Erd-%Dam(19), Obl-%Dam(21), PrfZng-Dam%(21) Level 6: Obsidian Shield -- ResDam-I(A), GldArm-3defTpProc(23) Level 8: Murky Cloud -- ResDam-I(A), ResDam-I(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), DefBuff-I(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Ksm-ToHit+(27) Level 14: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-EndRdx/Stun(31), AbsAmz-ToHitDeb%(31) Level 16: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), ResDam-I(50) Level 18: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31) Level 20: Build Up -- GssSynFr--Build%(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 26: Dark Regeneration -- ScrDrv-Dam%(A), Erd-%Dam(33), Obl-%Dam(34), ThfofEss-+End%(34), TchoftheN-%Dam(34), PrfZng-Dam%(36) Level 28: Fire Sword Circle -- Dmg-I(A), Dmg-I(36), PrfZng-Dam%(36), Erd-%Dam(37), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 30: Tactics -- ToHit-I(A) Level 32: Taunt -- Taunt-I(A) Level 35: Incinerate -- Dmg-I(A), Dmg-I(39), Mk'Bit-Dam%(39), TchofDth-Dam%(39), PrfZng-Dam%(40), GldStr-%Dam(40) Level 38: Greater Fire Sword -- Dmg-I(A), Dmg-I(40), TchofDth-Dam%(42), PrfZng-Dam%(42), Hct-Dam%(42), GldStr-%Dam(43) Level 41: Gloom -- Dmg-I(A), Dmg-I(43), CldSns-%Dam(43), GldJvl-Dam%(45), Apc-Dam%(45) Level 44: Dark Obliteration -- Dmg-I(A), Dmg-I(45), JvlVll-Dam%(46), Ann-ResDeb%(46), PstBls-Dam%(46), CldSns-%Dam(48) Level 47: Soul Tentacles -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Acc/Rchg(48), GrvAnc-Immob(50), GrvAnc-Hold%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg(13), Hct-Dmg/EndRdx(15) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 50: Ageless Core Epiphany ------------
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Restrict Judgment powers during regular play.
Pzn replied to Darkneblade's topic in Suggestions & Feedback
Having these options would be terrible. You're going to be invited to teams that don't clearly advertise what restrictions they want to self impose. If you don't want to use incarnate powers, don't use them. If you don't want teammates to use them, don't team. You don't control what you're teammates are going to do, you control who you invite. -
Discussion: Disabling XP No Longer Increases Influence
Pzn replied to Jimmy's topic in General Discussion
They will never be that expensive as long as reward merits are so easy to get. -
At least slot the clouded senses damage proc. Fluffy does -tohit with everything he does so that damage proc goes off fairly often.
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I posted a thread suggesting that it be buffed just last week. It's the only blaster sustain power that relies on having a target outside of drain psyche. Drain psyche already has big enough advantages that needing to be in combat is no problem for it. But touch of the beyond's recovery and regen buff is no better than other blaster secondaries with a sustain toggle. I suggested extending the duration of touch's buff to 90 seconds to 2 minutes to make it easier to maintain 100% uptime. It already can't stack, so I don't see the harm in giving it a longer duration since it has more drawbacks than the other sustain powers.
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Your build looks really solid. You might want to consider experimenting with procs more since rad blast has so many options. You definitely do enough damage already as a blaster but if you want even more damage the option is there. You would definitely have to sacrifice some of those sweet bonuses though. I have a rad/mental proc build and I settled for lower defenses (32.5 s/l/ranged and 39% energy) since defense buffs are so common on teams. I highly recommend procs in cosmic burst at least to beef up it's low DPS. I'll post my build and hopefully you can get something useful out of it. I had to make a lot of weird slotting choices to get set bonuses since a lot of my attacks were too filled with procs. If you do decide to go the route of procing out your AoEs you should pickup neutron bomb to compensate for no recharge enhancing. I found my endurance usage to be about the same after switching to mostly procs because I have to fire off less attacks to kill stuff. 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: Radiation Blast Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: X-Ray Beam -- SprDfnBrr-Acc/Dmg/EndRdx(A), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg(5), SprDfnBrr-Rchg/+Status Protect(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7) Level 1: Subdual -- GrvAnc-Immob(A), GrvAnc-Hold%(45), GrvAnc-Immob/Rchg(45), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(46) Level 2: Irradiate -- Arm-Dmg(A), Erd-%Dam(7), TchofLadG-%Dam(9), Obl-%Dam(9), Arm-Dam%(11), AchHee-ResDeb%(11) Level 4: Mind Probe -- Dmg-I(A), Dmg-I(13), GldStr-%Dam(13), Mk'Bit-Dam%(15), TchofDth-Dam%(15), Hct-Dam%(17) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 8: Aim -- RechRdx-I(A) Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Tactics -- ToHit-I(A), ToHit-I(19) Level 16: Concentration -- GssSynFr--Build%(A) Level 18: Cosmic Burst -- Dmg-I(A), Dmg-I(21), TchofLadG-%Dam(21), GldJvl-Dam%(23), ShlBrk-%Dam(23), AchHee-ResDeb%(25) Level 20: Drain Psyche -- DctWnd-Heal/Rchg(A), Prv-Heal/Rchg(25) Level 22: Proton Volley -- Apc-Dmg(A), ShlBrk-%Dam(29), TchofLadG-%Dam(31), StnoftheM-Dam%(31), GldJvl-Dam%(31), Apc-Dam%(33) Level 24: Kick -- ExpStr-Acc/KB(A), ExpStr-Dam%(33), ExpStr-Dmg/KB(46) Level 26: Neutron Bomb -- Rgn-Dmg(A), JvlVll-Dam%(34), ShlBrk-%Dam(34), PstBls-Dam%(34), TchofLadG-%Dam(36), AchHee-ResDeb%(36) Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), Ksm-ToHit+(37) Level 32: Atomic Blast -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40) Level 38: Psychic Shockwave -- Dmg-I(A), Dmg-I(42), Erd-%Dam(42), ScrDrv-Dam%(42), Obl-%Dam(43), FuroftheG-ResDeb%(43) Level 41: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(43) Level 44: Assault -- EndRdx-I(A) Level 47: World of Confusion -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf(48), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Conf%(50), CrcPrs-Acc/Rchg(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(50) Level 1: Defiance 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), Pnc-Heal/+End(27), NmnCnv-Regen/Rcvry+(27) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(29) Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Reactive Radial Flawless Interface Level 50: Assault Radial Embodiment Level 1: Quick Form ------------
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Is there any balance reason that this set hasn't been proliferated yet? It seems like it would be very fun on Scrappers and Stalkers. It doesn't seem like there's any powers like rage that would make it hard to balance.
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I think Dark armor/Rad melee would be the strongest out of all the possible combinations. 2 damage auras and a good PBAoE. You can also proc out dark regen for extra AoE damage and endurance management. Since the tanker changes I tend to the view the AT as very AoE focused. I would prefer to play dark melee on any other AT than tank. Dark melee's AoEs are too slow to recharge and small to really benefit from the tank buffs. Soul drain is still at only 10 targets and dark consumption's original 8 ft radius is only boosted to 12. I think Dark melee and rad armor would be a better combo on a scrapper or brute.
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Here's my dark/fire tanker proc build. It does amazing AoE damage because the proc chance on fire sword circle and combustion is calculated with 10 ft radius, but the tanker inherent boosts them to 15 ft afterward. So you've got 2 huge AoEs that proc at way higher rate than they should. Add in an epic AoE and dark regen with even more procs and you've got an AoE machine. Full AoE rotation (FSC, dark obliteration, combustion, dark regen) hits about 950 damage against even cons. I use gloom and dark obliteration in the single target attack chain to push out as much dps as possible, but the single target dps for fire melee is still low. 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 Tanker Primary Power Set: Dark Armor Secondary Power Set: Fiery Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Death Shroud -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Acc/Rchg(5), Arm-Dmg(5) Level 1: Scorch -- SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Acc/Dmg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11) Level 2: Dark Embrace -- ResDam-I(A), ResDam-I(15), UnbGrd-Max HP%(17) Level 4: Combustion -- Dmg-I(A), Dmg-I(17), ScrDrv-Dam%(19), Erd-%Dam(19), Obl-%Dam(21), PrfZng-Dam%(21) Level 6: Obsidian Shield -- ResDam-I(A), GldArm-3defTpProc(23) Level 8: Murky Cloud -- ResDam-I(A), ResDam-I(23) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), DefBuff-I(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Ksm-ToHit+(27) Level 14: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-EndRdx/Stun(31), AbsAmz-ToHitDeb%(31) Level 16: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), ResDam-I(50) Level 18: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31) Level 20: Build Up -- GssSynFr--Build%(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 26: Dark Regeneration -- ScrDrv-Dam%(A), Erd-%Dam(33), Obl-%Dam(34), ThfofEss-+End%(34), TchoftheN-%Dam(34), PrfZng-Dam%(36) Level 28: Fire Sword Circle -- Dmg-I(A), Dmg-I(36), PrfZng-Dam%(36), Erd-%Dam(37), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 30: Tactics -- ToHit-I(A) Level 32: Taunt -- Taunt-I(A) Level 35: Incinerate -- Dmg-I(A), Dmg-I(39), Mk'Bit-Dam%(39), TchofDth-Dam%(39), PrfZng-Dam%(40), GldStr-%Dam(40) Level 38: Greater Fire Sword -- Dmg-I(A), Dmg-I(40), TchofDth-Dam%(42), PrfZng-Dam%(42), Hct-Dam%(42), GldStr-%Dam(43) Level 41: Gloom -- Dmg-I(A), Dmg-I(43), CldSns-%Dam(43), GldJvl-Dam%(45), Apc-Dam%(45) Level 44: Dark Obliteration -- Dmg-I(A), Dmg-I(45), JvlVll-Dam%(46), Ann-ResDeb%(46), PstBls-Dam%(46), CldSns-%Dam(48) Level 47: Soul Tentacles -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Acc/Rchg(48), GrvAnc-Immob(50), GrvAnc-Hold%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg(13), Hct-Dmg/EndRdx(15) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 50: Ageless Core Epiphany ------------
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In the case of rain of arrows I believe it is a pseudopet but it still scourges. Each tick of damage from rain of arrows recalculates chance for scourge damage. If you use rain of arrows on full health enemies you'll still see scourge on the last couple ticks if you get them below 50%. It's really good on corruptors. Explosive arrow proc'd out can add some nice AoE for finishing off anything left alive.
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Extend the duration of click sustain powers in Blaster secondaries
Pzn replied to Pzn's topic in Suggestions & Feedback
Elec secondary is already fairly powerful, I wouldn't really say it needs any buffs. It's very high damage on a blapper build. Compared to other elec sets it doesn't seem like it sacrificed much damage potential for it's secondary effects. I agree that energize is probably fine, and it's the best out of the 3 I suggested buffing. Force of Thunder in elec is a bit more annoying to keep up because it suppresses travel speed even when used outside of combat. Dark is the one that would benefit from a duration increase most of all, since sometimes there's no enemies around to use it on. -
Most blaster secondaries have their +recovery/+regen power in a toggle that makes it easy to stay at 100% uptime. Ninja, elec, energy, and darkness secondaries all have their sustain tied to click powers. Ninja's is the best of the bunch because it has a 3 min 20 second uptime and requires very little micro management to achieve 100% uptime. Energy, elec, and darkness all have 60 second uptime requiring more micro managing to keep active. Darkness in particular is the worst off of them all because you need an enemy in range to use your sustain power. None of the sustain clicks are stackable to begin with, so I suggest extending the buff duration on energy, elec, and darkness while leaving the other aspects of the power the same. At the very least increase the buff duration for dark's touch of the beyond because it's the most inconvenient to keep active.