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wheresmycow

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Everything posted by wheresmycow

  1. Well, since no one appears to disagree, rocking Fire/Kin it is.
  2. With a Rad/TW Tanker almost finished, and a Time/DP Defender in the works, I'm looking for a build that will help me and others melt enemies. Corruptors look to me like the best of both worlds on that front, and I like the pure DPS of Fire. Where I'm stuck at is secondary, and I'm debating between Kinetics and Radiation Emission. Kinetics has Speed Boost and Fulcrum Shift, which are very appealing, while Radiation Emission has Accelerated Metabolism and the three toggle debuffs. In terms of telling mobs and AVs to go fuck themselves, which would you recommend between the two?
  3. True, and while I like Hover for getting around a map, Mystic Flight does the job too and it's not like it's that end heavy in a build like this.
  4. Oh, that's a toughie, because I also don't want to lose the global recharge from the slotted Hover. Hmm, gotta think hard on it.
  5. So, I'm thinking of remaking my Time/Fire Defender into a Time/Pistol one, as Fire really wasn't doing it for me. Going for the purple IO build, but I had a question: is it necessary to take Time Crawl? Can I skip it for Fly?
  6. My first attempt at a Rad/TW build, aiming for getting my resists as high as possible, while having alright global recharge and what looks to be decent damage slotting. The only resists not at 90 are Negative and Cold, which are at 75 and 72 respectively. One super major downside to this build is that the defenses are ass. Hasten also only has one slot in it, the recharge is long. Anyways, I'm trying to figure out anyways I can improve on it without sacrificing the resists or global recharge. 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! Radiation Armour: Level 50 Magic Tanker Primary Power Set: Radiation Armor Secondary Power Set: Titan Weapons Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Flight Hero Profile: Level 1: Alpha Barrier (A) Impervium Armor - Resistance/Endurance (3) Impervium Armor - Resistance/Recharge (3) Impervium Armor - Endurance/Recharge (5) Impervium Armor - Resistance/Endurance/Recharge (5) Impervium Armor - Resistance (7) Impervium Armor - Psionic Resistance Level 1: Defensive Sweep (A) Fury of the Gladiator - Accuracy/Endurance/Recharge (7) Superior Avalanche - Accuracy/Damage/Endurance (9) Superior Avalanche - Accuracy/Damage/Recharge (9) Superior Avalanche - Recharge/Chance for Knockdown (11) Fury of the Gladiator - Accuracy/Damage/End/Rech Level 2: Gamma Boost (A) Preventive Medicine - Heal (11) Preventive Medicine - Heal/Endurance (13) Preventive Medicine - Endurance/RechargeTime (13) Preventive Medicine - Heal/RechargeTime (15) Preventive Medicine - Heal/RechargeTime/Endurance (15) Preventive Medicine - Chance for +Absorb Level 4: Titan Sweep (A) Superior Gauntleted Fist - RechargeTime/+Absorb (19) Superior Gauntleted Fist - Accuracy/Damage (21) Superior Gauntleted Fist - Damage/RechargeTime (21) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (23) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (23) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime Level 6: Fallout Shelter (A) Impervium Armor - Resistance/Endurance (25) Impervium Armor - Resistance/Recharge (25) Impervium Armor - Endurance/Recharge (27) Impervium Armor - Resistance/Endurance/Recharge (27) Impervium Armor - Resistance (29) Impervium Armor - Psionic Resistance Level 8: Proton Armor (A) Unbreakable Guard - +Max HP (29) Unbreakable Guard - Resistance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime (31) Unbreakable Guard - Resistance/Endurance (31) Impervium Armor - Psionic Resistance (33) Unbreakable Guard - RechargeTime/Resistance Level 10: Radiation Therapy (A) Multi-Strike - Accuracy/Damage (33) Multi-Strike - Accuracy/Damage/Endurance (33) Multi-Strike - Damage/Endurance/Recharge (34) Multi-Strike - Damage/Recharge Level 12: Beta Decay (A) Achilles' Heel - Chance for Res Debuff Level 14: Super Jump (A) Jumping IO Level 16: Follow Through (A) Superior Blistering Cold - Damage/Endurance (34) Superior Blistering Cold - Accuracy/Damage/Endurance (34) Superior Blistering Cold - Accuracy/Damage/Recharge (36) Superior Blistering Cold - Accuracy/Damage (36) Superior Blistering Cold - Recharge/Chance for Hold Level 18: Particle Shielding (A) Preventive Medicine - Heal (36) Preventive Medicine - Heal/RechargeTime/Endurance (37) Preventive Medicine - Endurance/RechargeTime (37) Preventive Medicine - Heal/RechargeTime Level 20: Kick (A) Force Feedback - Chance for +Recharge Level 22: Tough (A) Unbreakable Guard - Resistance (37) Unbreakable Guard - Resistance/Endurance (39) Unbreakable Guard - RechargeTime/Resistance (39) Unbreakable Guard - Resistance/Endurance/RechargeTime (39) Impervium Armor - Psionic Resistance (40) Unbreakable Guard - Endurance/RechargeTime Level 24: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Shield Wall - +Res (Teleportation), +5% Res (All) (40) Reactive Defenses - Scaling Resist Damage Level 26: Ground Zero (A) Fury of the Gladiator - Damage/Endurance/Recharge (42) Fury of the Gladiator - Accuracy/Endurance/Recharge Level 28: Rend Armor (A) Hecatomb - Damage/Recharge (42) Hecatomb - Accuracy/Damage/Recharge (42) Hecatomb - Accuracy/Recharge (43) Hecatomb - Damage/Endurance (43) Hecatomb - Chance of Damage(Negative) Level 30: Taunt (A) Perfect Zinger - Taunt (43) Perfect Zinger - Chance for Psi Damage Level 32: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense (45) Kismet - Accuracy +6% Level 35: Whirling Smash (A) Superior Might of the Tanker - Accuracy/Damage (45) Superior Might of the Tanker - Accuracy/Damage/Recharge (46) Superior Might of the Tanker - Damage/Endurance/Recharge (46) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (46) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 38: Arc of Destruction (A) Armageddon - Damage/Endurance (48) Armageddon - Damage/Recharge (48) Armageddon - Accuracy/Damage/Recharge (48) Armageddon - Accuracy/Recharge (50) Armageddon - Chance for Fire Damage (50) Fury of the Gladiator - Chance for Res Debuff Level 41: Meltdown (A) Aegis - Psionic/Status Resistance (50) Impervium Armor - Psionic Resistance Level 44: Hasten (A) Recharge Reduction IO Level 47: Build Momentum (A) Recharge Reduction IO Level 49: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (17) Miracle - +Recovery (17) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - Chance for +End (19) Performance Shifter - EndMod Level 1: Momentum ------------
  7. I have no idea, I've never played much outside of tankers and brutes, but I'm taking it as "You really want it."
  8. What about ground zero?
  9. Are there any skippable powers in Rad? Do I need the T9 or is it something I could pass over?
  10. So, I made myself a WP/TW a while back, and while he's fun and all, because I was chasing after defence, resistance, regen, recovery, global recharge and damage, he's a little all over the place and therefore doesn't really soft cap anything except for S/L resistance. I'd like to take another shot at making a tanker, and this time actually focusing more on the unkillable aspect rather the current grab bag that I have going on. My intention though is to still stick with /TW as my secondary. With this in mind, I've been looking at Invul, Radiation Armour and Bio. My understanding so far is that Invul is good for soft capping defences and getting high resists, as well as having defence debuff resistance. It technically has a heal in Dull Pain, but it doesn't have much to offer in regards to regen and recovery. If I take this, I'm going for soft capping defences first, then resists, while trying to maintain some End recovery via proc IOs. Psychic is a hole I will need to patch up through set bonuses and specific IOs. I can avoid taking the T9 power and not worry. Radiation Armour is a resistance focused set, so soft cap as many of those as possible. There's no innate defence buff, plus no DDR, so while I'll be getting it from things like Weave, don't count on it as it'll get stripped pretty quickly. With some regen and healing built into it, that's another layer of defence. It also has built in recovery, because TW is hungry like that, and recharge which is also good. I will want to pick up every power. Bio Armour is more defence focused, but doesn't have DDR. It also has lots of regen, healing, absorption and some okay resistance. It also has built in recovery, which is again good for TW. So I'd be aiming to soft cap all of my defences first, and then resistance? It has a decent number of click powers I will need to manage, which can interfere with TW's momentum flow. I will also want to take every power with this set. Is my impression correct regarding these three sets? Still trying to decide between the three as I'll more than likely end up picking up every /TW power except for crushing blow, so power selection and enhancement slots are at a premium.
  11. With the changes to Gauntlet, does that affect WP's Rise to the Challenge aura? Does the change standardize the magnitude and duration of all of the aggro auras?
  12. With the change to taunt auras, does that mean the WP aura is no longer awful for holding aggro?
  13. This is going to save me so much time.
  14. Oh, quick question: does Chrono Shift's recharge bonus affect the caster as well? Pine's says it does but I was hoping to get that confirmed.
  15. I might do an alt version of this character as Rad/Fire, once I get the Time/Fire thing going and seeing how it plays out.
  16. Looking at Time Manipulation, I kind of want to take all of the powers as they look like they work well together. Are there any dud powers I should be wary of?
  17. Does Temporal Mending count as a direct heal for the purposes of Panacea affecting all allies? Because if it does, I have a very tough decision to make.
  18. Thanks for the advice everyone. After reading everything, I think I'll go for Time/Fire. Now I just need to figure out how to go perma-hasten, or at least close to it, since that looks to be the popular thing to do, unless I'm mistaken.
  19. I’m thinking of porting over one of my CO characters for my second character in COX. He was primarily support with shields and heals, but could pump up a hefty amount of damage. Looking between Defender and Corruptor, I’ve decided that I wanted to emphasize the support aspect of my old character. I’m largely aiming to be teaming with him a lot, but I anticipate some times when I’m going to just do solo stuff. But boy is there a lot of good options and I’m having a hard time deciding between primaries and secondaries. I’ve narrowed things down to the following primaries: Kinetics: It’s Kinetics, it doesn’t need explanation. My only concern is how it works when going solo. Radiation Emission: Accelerated Metabolism, Enervating Field, Radiation Infection and Lingering Radiation look amazing. Not sure about solo potential. Time: I heard it had some good stuff in it and had decent soloing potential. As for secondaries: Dark Blast: To-Hit debuffs and an immobilize sounds pretty handy for both soloing and teaming. Not sure about damage. Dual Pistols: Damage looks good, debuffs look good. Not entirely in theme with how my old character operated but I can adapt the concept a little. Fire Blast: My character originally used fire to murder mobs and Fire looks pretty damage heavy. So yea, I’m looking to figure out which of these primaries and secondaries make for a good combination. I’m not looking to the best of the best, I’m looking for something that synergizes well together and is an asset to teaming while still maintaining some ability to solo.
  20. I'm trying to work on the Invader Badge starting now, but I'm well out of the level range for anything below level 40. Do I just do Grandville newspaper missions and hope I get a lower level one, or do I have to team with a lower level character and do it with them?
  21. I would love an increase in radius. I would also love it if Rise to the Challenge in WP had a better taunt duration, but that's a different story.
  22. What are recharge intensive pets?
  23. Well, given that I plan on going for Barrier in my destiny slot, it does look like overkill to go for Melee at the same time. Assault and Support look pretty good, my build could use more damage or endurance discounts.
  24. Cool, I'm glad I'm on the right track. Thanks for the answer! Further down the line, I'm looking to go for Melee in the Hybrid slot, but I'm debating between Core or Radial. Core loads things up front and gives resistance, but Radial gives defense and a taunt aura. Is it a matter of preference in the end?
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