The Character Copy service for Beta is currently unavailable
×

atletikus
Members-
Posts
130 -
Joined
-
Last visited
Everything posted by atletikus
-
If by "finishing work on Dominators" means rebalancing the (weaker performing) power sets, it...may take a while. Several of the powers are shared with other ATs which could lead to a cascade of "fixes". The patch seemed to be near going live given how quickly the changes on it came, but progress seems to have stalled somewhat now. Wish the devs were a little more communicative as to their plans and progress.
-
More expensive, more better ;) Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Dark Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Flame Mastery Hero Profile: Level 1: Dark Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(15) Level 1: Time Wall -- Acc-I(A) Level 2: Umbral Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End/Rech(11), OvrFrc-Acc/Dmg/End(17), OvrFrc-Dmg/End/Rech(17), OvrFrc-Dam/KB(19), FrcFdb-Rechg%(23) Level 4: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(5), BlsoftheZ-ResKB(23) Level 6: Aim -- RechRdx-I(A) Level 8: Boxing -- Acc-I(A) Level 10: Chronos -- RechRdx-I(A), GssSynFr--Build%(11) Level 12: Tenebrous Tentacles -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(25) Level 14: Hover -- LucoftheG-Rchg+(A), BlsoftheZ-Travel(21), BlsoftheZ-Travel/EndRdx(31) Level 16: Afterburner -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(31) Level 18: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(19) Level 20: Temporal Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(37), NmnCnv-Regen/Rcvry+(37) Level 22: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(37), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(42), Lck-%Hold(43) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(36) Level 26: Life Drain -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), SprWntBit-Rchg/SlowProc(31) Level 28: Future Pain -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(43), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50) Level 30: Weave -- LucoftheG-Rchg+(A), HO:Cyto(42), HO:Cyto(46) Level 32: Blackstar -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(39) Level 35: Time Shift -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(40), AbsAmz-Acc/Rchg(40), AbsAmz-EndRdx/Stun(42) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx/Rchg(46) Level 44: Bonfire -- FrcFdb-Rechg%(A), SudAcc-KBtoKD(46), Ann-ResDeb%(50) Level 47: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 49: Rise of the Phoenix -- Heal-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Heal-I(A) Level 2: Swift -- HO:Micro(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(7), PrfShf-End%(7) Level 4: Ninja Run ------------ ------------ Set Bonus Totals: 20% DamageBuff(Smashing) 20% DamageBuff(Lethal) 20% DamageBuff(Fire) 20% DamageBuff(Cold) 20% DamageBuff(Energy) 20% DamageBuff(Negative) 20% DamageBuff(Toxic) 20% DamageBuff(Psionic) 9.13% Defense(Melee) 7.56% Defense(Smashing) 7.56% Defense(Lethal) 8.19% Defense(Fire) 8.19% Defense(Cold) 33.5% Defense(Energy) 33.5% Defense(Negative) 6% Defense(Psionic) 38.5% Defense(Ranged) 10.38% Defense(AoE) 3.6% Max End 52.5% Enhancement(RechargeTime) 6% Enhancement(Heal) 2.5% Enhancement(Held) 2.5% Enhancement(Max EnduranceDiscount) 10% Enhancement(Range) 37% Enhancement(Accuracy) 13.5% SpeedFlying 185.2 HP (15.37%) HitPoints 13.5% JumpHeight 13.5% SpeedJumping Knockback (Mag -8) Knockup (Mag -8) MezResist(Confused) 45% MezResist(Held) 45% MezResist(Immobilized) 45% MezResist(Sleep) 45% MezResist(Stunned) 45% MezResist(Terrorized) 45% 10% (0.17 End/sec) Recovery 36% (1.81 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 7.5% Resistance(Smashing) 7.5% Resistance(Lethal) 15.75% Resistance(Fire) 15.75% Resistance(Cold) 2.25% Resistance(Energy) 2.25% Resistance(Negative) 1.5% Resistance(Toxic) 1.5% Resistance(Psionic) 13.5% SpeedRunning
-
Would also like to know this. Got a toon in the pipeline waiting for some TLC. :)
-
Both sets are solid separately (after next patch), but as much as I would like to like the thematic combo - I feel that missing out on both self boosting damage buffs is too much a sacrifice given how the Gaussian' proc now easily triggers 90% of the time (w/ 1 rech IO). You can place that proc in Targeting Drone of course, but the proc chance is then about 17% per 10 secs and you can't spike damage when you want/need. This makes that alternative a lot weaker especially given spiking damage with nukes now is so prominent a part of high level Blaster gameplay. If you can see past that, it will be bit of a monster come next patch with the proposed changes to Devices.
-
Pros: [*] New snipe mechanic will now improved ranged single-target damage quite a bit. [*] The sustain power in Energy is perhaps the best of all. [*] Easier than ever to soft-cap defense(s). Cons: [*] Tesla Cage and Stun still not updated to new meta where blasters no longer have to sacrifice loads of damage for single-target control (only Ice and Dark favored so far). [*] More interesting and viable new Blaster combinations.
-
Improved your build while staying faithful to your power-picks. http://www.cohplanner.com/mids/download.php?uc=1498&c=698&a=1396&f=HEX&dc=78DA6593494F136118C7DF592A96520BD4961D6A5BB616DA0E8B1E3C98B8802C4D88183D3693322993D4B68192E8D18389894B8C074D5440BD286E2717FC02267E05F5E6013CA01ED4E8A93E33FFA74BD249DADF3BFF677D9F77DEE4C5934DAFA62F1F1392FB44565F5D4D1DA7FFA2B1E248EA19332DACA7817E9D2CA7CEE8B98CB1143BAF5B2FB618289B16D70A85FC4A3136933652493D6716D6B27AD1CCE7846B219FCFC6A6B26666B9E8C6DA5A9AB98CC77E9B37F425636575D92C34DAEF8B05C3586A3D5530D314A45FB0B259052EB55323C3F49B0A097E4A0E2154213455A8125306F7294C15DCEF00AF8A4AAC2A34D9D67A47C0400C8CC4C1D104384DF524AE27DD5390EF3E78E001731D6CDE005B3741274D4FB1834B8AE2936C2DFC097907BE80DA1C7C5DE4EB401DC951F6F90C9E0EE120AC1E1A5E632FAD6FC0836F41FF3BE636D8FE1EBC46514EF4A03A7751AB718F791BF99BEE82A180B03943F55CDC8B2B0AAD8929FC42B8D9E6E63E35EEF33AA91EB679D8BF790BB659CAD9C27B68790C5BFB2330F0103CB4CEDC606E827314EBE558EF53DEF716187E090E3F633E07232FC01B14E543ACF0714F120DB38DB5B64E680A691D7C561D71CCA7536326C0F818A8926F177CE52E3ED7EE497A551526ED957C7AD8A7877D7AD9A7CC24EDAB8FF7D537C6DFE161303C0E0E4E30279947402FE50F72FE20E70B71ED326F11FAF93CFA3FA287810FE013DACA106CF2D0579EDD0EF617B9821A5BF41A450D47F4176C23BF997F997FC0D17F3CA3360AE8514590FA8B717F319E7B9CA9316F5273093E87047F7BDD6AE58E0A719610A4EFC0D290AB14A9B597E811893A45AB53C6EB94893A65BE5A85AE0C26B0A0566EBF90C2E8D0D94CB71A5A69AF91EC1C231DC5D47F5435499AA5C5204DE71CA6FEBDD67F08F97E563559BA83BA32DF4C996FE68EBFD26D69B766FDAD663D475744E3F57F66F7DAB8 PS. You're using an old version of the Hero Designer. Newer IOs probably won't show up (ie. Sudden Acceleration: Kb to Kd placed in Bonfire).
-
Drop Stun (weakest power in the entire set anyway), slot Power Thrust similarly-ish (something with accuracy in it or possibly the Force Feedback proc), pick travel power of your choice. I would advise against slotting Build-Up like that though. One recharge + the Gaussian's proc is much, much stronger offensively (will proc 90% for another +100% damage) and well worth sacrificing a little defense for.
-
First critique is: 1. Update to latest version of pine 2. Include data link ;)
-
Hey Tex, Thought I would have to stand up for TA for just a sec. Not trying to start a fight. -remove crash from emp? I'm all for it in the days of crash-less nukes, but you can easily keep blasting anyway with a defender. -OSA is a bigger nuke than most defender tier 9s (not ice) so having it up about as often, slightly more is probably right... which it is. And don't forget it has an inherent k-down patch a la ice trollers as a bonus. -Disruption arrow up to 30%? that gives a 50% total for bosses which is hard for most any set to hit individually and with OSA it makes the damage potential there go w00. Don't think the devs would have gone for it. -PGA being non-notify... interesting idea. I kinda like it, but prefer having the tier 2 sleep because I can take out minions when solo and save em for last. -Flash Arrow increase in the debuff to 12.5%. Would be a severely overpowered treat like that. The key to FA for me was always the -tohit was un-resisted. So with your values, plus slotting and PBU you could throw a -tohit of 30% or more (sorry at work so not completely sure of numbers) that is unresisted and makes your entire team stealthed. Now make that two chars and no damage complaints anywhere. I ran a TA/sonic back in the day and am having fun growing a TA/dark currently. Last point, TA is a beast in an open pvp environment. Wow. A voice of reason among many crybabies who know nothing about game balance. +1
-
Agree with the above assessment. Sounds like you need the hero designer; here's the link to the latest version at any given time: https://www.dropbox.com/s/flz6z9up7hwdjj8/Pine%27s%20Hero%20Designer%202-22.zip?dl=0
-
Archery/Tactical is probably the most ranged blaster combo there is and one of the best equipped to stay ranged as well, so I think the S/L focus is wasted and that resistance would make it stronger. As for choosing between the first and second tier blasts, I prefer Snap Shot as it's easier to chain without pause, stronger when mezzed, and provides a quick attack to take out enemies really low on health.
-
Sonic has stuns, but mostly soft-control via kb and sleep cones that may allow you to emulate your Dominator gameplay. Disadvantage with a sleep is that it's less damage than Ice solo (but not on teams) and of course soft control is less useful on trigger-happy teams. Advantages are that it's a primary that can be combined with a secondary with as much control as you want, available level 18, up whenever you want and can be used for IO shenanigans with (even more) -res and +heal procs that will trigger pretty reliably.
-
Tactical Arrow's Flash Arrow comes bundled with a smallish -ToHit which synergize well with Dark Blast. Glue Arrow + Umbral Torrent is almost a guarantee very few melee will ever get close to you. Indeed, mobs intent on melee'ing you oftentimes give up the fight all together and attempts to run away in slow-mo while not even returning fire. On top of that, both sets come with holds that can be stacked on bosses and used against entire spawns. If you want to be even more silly melee-phobic, grab something like Bonfire (slot for kb to kd) from the Fire epic pool once your toon has grown up. You will be more controller-y than most controllers.
-
"Optimize for you" with strong KB AoEs means you will make your entire team suboptimal. I dislike teaming with trigger-happy Peacebringers and Energy Blastahs as they tend to work against the team by scattering the spawns with their subpar damage (compared to AoE-centric power sets like Fire). Can't count the number of times oblivious "blastahs" like that wasted my team-melting AoEs and made a short fight more dangerous and protracted.
-
I don't even know if it needs a Frankenslotting. Posi 5, and a Recharge IO is how I roll for that. With high global recharge, you get a severely diminished returns for your increased power recharge. Adding a range IO is generally a much better allocation of the extra slot as an extra 10 feet at the far end makes a significant difference in average enemies hit and also makes it easier to stay out of melee distance when you want to.
-
Let me guess...you either play exclusively on roflstomp teams or have forgotten how it was to play at lower levels w/o soft capped defenses. Shiver is great mitigation available whenever you want. It pretty much makes you and a squishy team without reliable hard control immune to melee. It increases recharge time of enemies by 3 times or more. Not even close to being trash. With your mindset; Ice is a wasted power set as the damage it does offer is (significantly) weaker than any other that isn't Devices or Tactical Arrow BECAUSE of great mitigating powers like Shiver. lol. You are mighty defensive there over a pretty terrible power. It is trash on steam roll teams. It is trash at low levels. It is trash with or without defense in your build. This is what a build looks like w/o defense. Just go 3 shot a boss before you spend 2.5 seconds animating a power with zero damage and no real lockdown. Without defense, the less damage you expose yourself to the better. Shiver still lets the mobs run through their suite of powers, it just slightly slows the time before you can use them a second time. Enough damage lets you do the same thing, with the benefit of having a dead mob. Hahaha. The uber pvp guru demolishes two -1 level bosses with the best single target damage power set that generally has more than ample damaging mitigation built in, and think that is a fair and valid representation of why Shiver is "trash". Newsflash; Ice Manipulation can be are combined with primaries more lacking in mitigation (perhaps with better results as there's less mitigation overlap albeit Ice Blast no longer pays the "damage tax" on mitigation powers unlike all other sets). I'm *obviously* not saying Shiver is useful in situations where you *obviously* don't need mitigation. As for Shiver "just slightly slows the time" of recharging powers, you seem not to even fully understand the game mechanics. With any other single Ice power, Shiver will crash the recharge penalty limit of -75%. This means the recharge time is quadrupled; a 10 seconds recharge becomes 40 seconds. So yeah, "just slightly" lol. Your one valid criticism, is that this does nothing to protect the Blaster and team from the initial volley and first cycle of powers directed against them (but it will completely nerf the subsequent and also pretty much protect any and all squishies on the team from melee). There are only two valid argument against Shiver; first is obviously IO'ed defensive build where you don't need the -Recharge, but will appreciate the anti-scatter slow especially in combination with panic inducing rain powers. The second is Frigid Protection which by itself reaches -Slow cap, but adding Shiver will still substantially reduce incoming damage after the initial cycle and will also free up the Blaster to move around not having to be in close proximity to debuff the one enemy group.
-
Ah the conundrums of the penniless spoiled rotten ;D Set your mind free from the set-bonus addiction and return to the old days of Frankenslotting! How about you slot in the Force Feedback +Rech proc; correct me if I'm wrong, but +100% recharge time for 5 sec is an equivalent of 8.33% global recharge...if you proc just once a minute and you should proc way more than that. For the rest, pick up IO's or Hammi-O's that fill out what you need but are lowish on recharge (since high recharge rate in an individual power will somewhat negatively affect the proc rate). If not for you being /Nrg and probably using Boost Range, the Hami-O +dam/+rng would be a natural pick. You could easily run around with a 80-90 feet quick-casting cone with CC.
-
Vacuum temporary power for stuck mobs
atletikus replied to Erydanus's topic in Suggestions & Feedback
Untangle tango :) -
Is your old favourite AT still your favourite AT?
atletikus replied to Legree's topic in General Discussion
Blasters are still very much my thing. Played them literally to death back in the days. Then again, Blasters were given much needed love since then so it feels new and fresh playing an AT that doesn't faceplant at the drop of a hat. :) -
Thanks! If you're open to revamping your build, here's a blastroller concept I came up with that should play a little like a controller, but with blaster damage and scrapper survivability: [*] Defensive! Soft-capped ranged [*] Fast! Super Speed + perma-hasten (and +rech proc in EA will boost it a little further) [*] Stunning! You will be able to stun everything with 3 stun powers (1 ST, 1 AoE & 1 toggle pbAoE) Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Stunning_blast_troller: Level 50 Science Blaster Primary Power Set: Archery Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Flight Ancillary Pool: Soul Mastery Hero Profile: Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Time Wall -- Acc-I(A) Level 2: Fistful of Arrows -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(13), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(17) Level 4: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(15) Level 6: Blazing Arrow -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(9), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(21), SprWntBit-Dmg/EndRdx/Acc/Rchg(39) Level 8: Aging Touch -- Hct-Dmg(A), Hct-Dam%(17), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21) Level 10: Chronos -- RechRdx-I(A), GssSynFr--Build%(11) Level 12: Explosive Arrow -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End/Rech(23), OvrFrc-Acc/Dmg/End(23), OvrFrc-Dmg/End/Rech(34), OvrFrc-Dam/KB(37), FrcFdb-Rechg%(37) Level 14: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(50) Level 16: Boxing -- Empty(A) Level 18: Aim -- RechRdx-I(A) Level 20: Temporal Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(43) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(48) Level 24: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(25), StnoftheM-Acc/ActRdx/Rng(25), StnoftheM-Dmg/ActRdx/Rchg(31), StnoftheM-Dmg/EndRdx/Rchg(31) Level 26: Stunning Shot -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(27), Stp-Acc/EndRdx(27), Stp-Stun/Rng(29), Stp-Acc/Stun/Rchg(29), Stp-KB%(31) Level 28: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(45) Level 30: Weave -- LucoftheG-Rchg+(A), HO:Cyto(40), HO:Cyto(42) Level 32: Rain of Arrows -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Time Shift -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(36), Stp-Acc/EndRdx(36), Stp-Stun/Rng(36), Stp-Acc/Stun/Rchg(37), Stp-KB%(39) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Dark Embrace -- Ags-ResDam/EndRdx(A), Ags-ResDam(42), Ags-Psi/Status(43) Level 44: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(45), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(46), Stp-KB%(46) Level 47: End of Time -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(50), Arm-Dam%(50) Level 49: Hover -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(7) Level 2: Swift -- Run-I(A) Level 4: Ninja Run ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 9.13% Defense(Fire) 9.13% Defense(Cold) 33.19% Defense(Energy) 33.19% Defense(Negative) 6% Defense(Psionic) 37.88% Defense(Ranged) 7.56% Defense(AoE) 3.6% Max End 9% Enhancement(Stunned) 10% Enhancement(Range) 88.75% Enhancement(RechargeTime) 6% Enhancement(Heal) 52% Enhancement(Accuracy) 13.5% SpeedFlying 144.6 HP (12%) HitPoints 13.5% JumpHeight 13.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 36.25% MezResist(Held) 36.25% MezResist(Immobilized) 36.25% MezResist(Sleep) 36.25% MezResist(Stunned) 36.25% MezResist(Terrorized) 36.25% 23% (0.38 End/sec) Recovery 36% (1.81 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 8.75% Resistance(Smashing) 23% Resistance(Fire) 23% Resistance(Cold) 5% Resistance(Energy) 5% Resistance(Negative) 5% Resistance(Toxic) 10% Resistance(Psionic) 8.75% Resistance(Lethal) 13.5% SpeedRunning
-
Hahaha. Yeah, figured out you're a deluded troll alright.
-
The defensive numbers listed under the Concealment pool powers such as Stealth and Grant Invisibility lists the unsuppressed numbers toward defense, which is quite misleading. Also, Rain of Arrows cast time is not correct after the buff reducing its cast-time/recharge.
-
Would like to echo much of what Novacat said. To add, you could also build for mez resistance ie. by using the Aegis Status Resistance IO. It would not prevent you from being mezzed, but should reduce the frequency of which you are chain-mezzed. In the same vein, you can get temporary empowerment buffs that can offer mez resistances and +10 kb protection. Secondly, remember you can convert inspirations. On top of that you can "cheese" a large mez inspiration waiting in the in-game email for those moments you are screwed due to mez. And you can pay the P2W salespersons to not get undesirable inspirations such as +res so you're more likely to have the inspirations you need at hand at any given time.
-
Just nitpicks since you seem pretty happy with the build's survivability and seem to be on at least a bit of a budget. [*] Swap Immobilization IO to Accuracy in Time Wall. Extra immobilization duration is trivial compared to potentially missing. [*] Move Shield Wall IO to Combat Jumping. This is an earlier power-pick that will slightly widen the range of IO usefulness when exemplaring. [*] Reconsider the procs in Explosive Arrows as you sacrifice base functionality/damage. I'm not sure about the math on this, but if the hero designer is anything to go by; frankenslotting maybe with Hamidon-O would be a better option. Are you getting great use out of the -res procs? [*] Sudden Acceleration: Knockback to Knockdown in Bonfire (update to latest hero designer version v2.22 and the new KB-set is included).