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Auroxis

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Everything posted by Auroxis

  1. I have an optional powers section in the OP. Distortion Field and Temporal Selection are solid pickups in place of Super Speed if you don't want its utility. Purely a matter of numbers. Since our attack chain (Blaze-Snipe-Blaze-Ball-Flares) revolves around getting maximum usage out of Blaze for DPS, the slightly higher DPA of Fire Blast over Flares doesn't make up for its animation time in regards to fitting in a chain with Blaze.
  2. The build is just about perma hasten, and along with capped res, cardiac gives us endurance stability so we can use rebirth for extra tanking we want for the toughest s/l farms.
  3. Here's my Bane build, also Petless
  4. Flares is part of the best attack chain on a high recharge build. Blaze-Snipe-Blaze-Ball-Flares.
  5. Fortunata may be closer to Controller than the Dominator is, since it has more support elements to keep you and your team alive.
  6. For debuffing AV's, nothing beats Cold/Sonic. For a mix of debuffing AV's and buffing your team's damage, Nature/Sonic is great if you build for perma-overgrowth. That being said, high end content is more than just AV's and making AV's die faster isn't the only way to make your team better, depending on the scenario of course.
  7. It's possible to 10-stack and I've done it on my Granite (along with 2-slotting Swift) to reach good movement speed in Granite+Rooted.
  8. Because low level content isn't very rewarding. You can't get reward tokens from DFB/DIB/Radio Missions. Only content that's competitively rewarding at the lower levels are the Task Force Commander TF's, because you need to do them for the accolade anyway and they give reward tokens. Rushing to 50 opens up a lot of teaming opportunities. Instead of just TFC Accolade TF's, I can also join endgame TF's like STF/ITF/Apex/Tin and Incarnate Trials.
  9. Comparing solo numbers between a nature/fire defender and a fire/nature corruptor can be misleading for comparing the two classes as a whole. Like you said, it's complicated and depends heavily upon the build. Firstly, Vigilance's damage buff doesn't work outside of solo (which is where you'd be most of the time as a Defender). This is a common mistake people make, Vigilance is not a good inherent and should be advertised as such so it's eventually fixed. Secondly, Nature favors Defenders for buffing damage due to having two powers that do so (Overgrowth gives 16.5% more damage, Corossive Enzymes gives 6.25% more -res). For support sets like Time, the difference is just one power (Slowed Response) and for sets like Kinetics there's almost no difference. Lastly there's the issue of damage cap which you raised. In a solo farm environment this can be an issue if you wanna use insps and have a saturated soul drain, and in a team environment the cap is definitely felt often.
  10. Sorry if anyone's mentioned this already, but if you sync Barrier and Rage together the def debuff issue goes away. And you still have the flexibility to cast Rage when available if the situation allows it (def buffs from teammates or easy content). As for the damage debuff, procs aren't affected and with the PPM changes you can get pretty significant DPS from procs. Here's an example for both of the above, Barrier to softcap and fix Rage crash, and a proc-heavy rotation which accounts for about 30-40% of DPS. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Tanker Primary Power Set: Bio Armor Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Hardened Carapace -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-ResDam/EndRdx/Rchg:50(9), UnbGrd-EndRdx/Rchg:50(9), StdPrt-ResDam/Def+:30(15), GldArm-3defTpProc:50(17) Level 1: Jab -- SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Acc/Dmg:50(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(43), SprBlsCol-Acc/Dmg/Rchg:50(43), SprBlsCol-Acc/Dmg/EndRdx:50(46) Level 2: Environmental Modification -- LucoftheG-Rchg+:50(A), Rct-Def/EndRdx:50(3), Rct-Def:50(3), Rct-ResDam%:50(5) Level 4: Inexhaustible -- Pnc-Heal/+End:50(A) Level 6: Adaptation Level 8: Ablative Carapace -- NmnCnv-Regen/Rcvry+:50(A), NmnCnv-Heal:50(48), NmnCnv-Heal/Rchg:50(48) Level 10: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(11), SprGntFis-Acc/Dmg/Rchg:50(11), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(13), SprGntFis-Rchg/+Absorb:50(15) Level 12: Evolving Armor -- UnbGrd-ResDam:50(A), UnbGrd-Rchg/ResDam:50(40), UnbGrd-ResDam/EndRdx:50(42), UnbGrd-Max HP%:50(43) Level 14: Boxing -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(31), KntCmb-Dmg/Rchg:35(42), KntCmb-Dmg/EndRdx/Rchg:35(50) Level 16: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19), UnbGrd-EndRdx/Rchg:50(19) Level 18: DNA Siphon -- DctWnd-Heal/Rchg:50(A) Level 20: Cross Punch -- Arm-Dam%:50(A), Arm-Acc/Rchg:50(21), Arm-Dmg/EndRdx:50(21), Arm-Acc/Dmg/Rchg:50(27), Arm-Dmg:50(29), FuroftheG-ResDeb%:50(29) Level 22: Knockout Blow -- Hct-Dam%:50(A), Hct-Dmg/EndRdx:50(23), Hct-Acc/Rchg:50(23), Hct-Acc/Dmg/Rchg:50(25), Hct-Dmg:50(25), UnbCns-Dam%:50(27) Level 24: Weave -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(34), ShlWal-Def/EndRdx:50(37), ShlWal-Def:50(40) Level 26: Genetic Contamination -- EndRdx-I:50(A) Level 28: Rage -- RechRdx-I:50(A) Level 30: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg/Rng:50(31), MckBrt-Taunt/Rng:50(31), MckBrt-Taunt/Rchg:50(46) Level 32: Parasitic Aura -- Prv-Absorb%:50(A), Prv-Heal/Rchg/EndRdx:50(33), Prv-Heal/Rchg:50(33), Prv-EndRdx/Rchg:50(33), Prv-Heal/EndRdx:50(34), Prv-Heal:50(34) Level 35: Char -- NrnSht-Dam%:30(A), SprEnt-Rchg/AbsorbProc:50(36), GldNet-Dam%:50(36), GhsWdwEmb-Dam%:50(36), Apc-Dam%:50(37), GldJvl-Dam%:50(37) Level 38: Foot Stomp -- SprMghoft-Rchg/Res%:50(A), SprMghoft-Dmg/EndRdx/Rchg:50(39), SprMghoft-Acc/Dmg:50(39), SprMghoft-Dmg/Rchg:50(39), FrcFdb-Rechg%:50(40) Level 41: Melt Armor -- AchHee-ResDeb%:20(A) Level 44: Fire Ball -- Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(45), Rgn-Acc/Rchg:50(45), Rgn-Acc/Dmg/Rchg:50(45), Rgn-Dmg/Rchg:50(46) Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48) Level 49: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50) Level 1: Brawl -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(5), KntCmb-Dmg/Rchg:35(7), KntCmb-Dmg/EndRdx/Rchg:35(50) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- EndMod-I:50(A) Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation Level 50: Spiritual Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Barrier Core Epiphany ------------ That being said, I don't think forcing SS players to rely on Barrier is the way to go. I wouldn't mind seeing the change reverted, since it's not exactly a game-breaking set even without a def crash.
  11. The key to not getting ghosted is to not initiate conversations in the first place. Can't lose friends if you don't have any 8)
  12. It's not just global recharge that encourages under-slotting recharge, oftentimes the best attack chain only requires maximizing recharge on one attack, and sometimes even none of them. It's an intetesting mechanic for min-maxers for sure.
  13. If any of you wanna give Elec/Shield stalker on Justin a try, here's the build I've been working on. I could do it myself but I won't get to it before the weekend. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Technology Stalker Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Body Mastery Villain Profile: Level 1: Charged Brawl -- SprAssMar-Acc/Dmg(A), SprAssMar-Rchg/Rchg Build Up(17), SprAssMar-Acc/Dmg/EndRdx/Rchg(17), SprAssMar-Dmg/Rchg(25), SprAssMar-Acc/Dmg/Rchg(25), SprAssMar-Dmg/EndRdx/Rchg(34) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Jacobs Ladder -- Arm-Dmg/EndRdx(A), Arm-Acc/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Dmg(5), Arm-Dam%(5), FuroftheG-ResDeb%(40) Level 4: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(11), LucoftheG-Def/EndRdx/Rchg(13) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg(11) Level 8: Battle Agility -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def/EndRdx(15), ShlWal-Def(39) Level 10: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 12: True Grit -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15), NmnCnv-Heal/EndRdx/Rchg(40), NmnCnv-Heal/Rchg(40), NmnCnv-EndRdx/Rchg(42), NmnCnv-Heal/EndRdx(50) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 16: Active Defense -- EndRdx-I(A) Level 18: Chain Induction -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Acc/Rchg(19), Hct-Acc/Dmg/Rchg(21), Hct-Dmg/Rchg(21), TchofDth-Dam%(29) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Boxing -- Empty(A) Level 26: Thunder Strike -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(27), Obl-Dmg(27), Obl-Acc/Rchg(29), Obl-Acc/Dmg/Rchg(43), FrcFdb-Rechg%(50) Level 28: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(50) Level 30: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-EndRdx/Rchg(31), Rct-Def/EndRdx(46), Rct-Def(48) Level 32: Lightning Rod -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(34), Obl-Dmg(34) Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(37), Obl-%Dam(37) Level 38: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 41: Maneuvers -- RedFrt-EndRdx(A), RedFrt-Def(43), RedFrt-Def/EndRdx/Rchg(45), RedFrt-EndRdx/Rchg(45), RedFrt-Def/Rchg(48), RedFrt-Def/EndRdx(48) Level 44: Superior Conditioning -- PrfShf-End%(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Assault -- EndRdx-I(A) Level 1: Assassination 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: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(37), PrfShf-End%(42) Level 50: Rebirth Radial Epiphany Level 0: Marshal Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Invader Level 50: Reactive Radial Flawless Interface Level 50: Warworks Core Superior Ally Level 50: Assault Radial Embodiment Level 50: Void Radial Final Judgement Level 50: Musculature Radial Paragon ------------
  14. Stalkers get it too ;) Since when??? Since i25. Welcome to the absolutely disgusting world of elec/shield stalkers.
  15. Ice/Rad is definitely a different beast, slower and more focused on handling single targets than speeding through content. The build cost is about 800 mil, pretty standard for a high-end build.
  16. Two things are wrong with Khelds, damage cap and KB. You basically have a fury-like inherent in Cosmic Balance/Dark Sustenance, along with very strong damage buffs (especially for WS) but your damage cap is only +300% unlike Brute's +675%. Hitting the damage cap for WS is extremely easy, and for PB it doesn't take much either, so all those damage buffs in teams don't benefit you at all. Then you have all the KB effects which many people don't bother IO'ing out, and the lack of any meaningful buffs/debuffs. For a class with a team-centric inherent, they sure don't synergize well with teams.
  17. A mix of both. My style of play in teams is very aggressive so i'm often ahead of the pack or soloing even in a team. Chance to hit is hardcapped at 95%, any benefit to accuracy once you reach that point against +4 enemies is pretty much useless. And for insta-snipe which requires +22% ToHit (for now), we have Clarion Farsight anyway. Soul Drain is great because it greatly boosts your damage, permanently with this build, while dealing decent damage by itself.
  18. I'm surprised no one mentioned taunt auras yet. Mobs not running away from you is very useful. Of course if they're dead they can't run away, but "your mileage may vary" as once said.
  19. Just stick to the build in the OP and you'll do fine. Don't waste too much time and influence on inferior sets and respecs, just play the game and the build will get completed over time. On that note I've updated the build. Dropped Distortion Field for Aim, since I just find myself killing stuff before they get to run. We still have an AoE slow in Time's Juncture after all.
  20. The recovery part only lasts for 30 seconds, so slotting it for endurance only provides a marginal benefit when compared to healing which has more attractive sets like Numina's. Mostly for Obliteration's set bonuses. Aim when slotted with the Gaussian's proc is a good damage boost, even with a fully saturated Soul Drain it gives you about 30% more damage for 5 seconds and 10% more damage for the remaining 5. On our high recharge build it's up every 25 seconds or so. Focused accuracy is a waste of endurance and a power slot, Soul Drain is incredibly powerful.
  21. Fortunata is definitely a faceroll alternative for those who wanna CC. To go along with your CC tools you have a nuke, solid AoE, good DPS, excellent team buffs that can softcap your defense much like FF, and even some -res available in a patron power pool.
  22. Great write-up, though you're underselling Corruptor a bit. In my experience Scourge procs way more often than you might think, since you unload your debuffs/AoE's first which lowers the damage you need to deal to reach Scourge range. As for the damage cap, if you have a single Kinetics character on your team that's a huge advantage. And speaking of teams, the base damage comes into play there as vigilance stops giving a damage boost. So in Solo-play, Scourge will keep you ahead. And in teams, damage-wise you're ahead thanks to Scourge, the base damage, damage cap, and Vigilance being weaksauce. Defender will be ahead in support of course, but that's always the case.
  23. Chain Induction - Jacob's Ladder - Charged Brawl - Assassin's Shock Skip CB if recharge is buffed enough. Hecatomb in Chain Induction Armageddon and -res proc in Jacob's Ladder Stalker's Guile in AS
  24. The simplest approach to this would be simply adding CC protection to the class's Inherent, that way you can port both the melee and support sets 1-for-1 from other classes. Might sound squishy at first glance, but support sets do a good job of keeping the caster alive (with a few exceptions). Plus, Blappers would still be squishier in comparison.
  25. You can remove a lot of features from the game using this subjective data. You don't get to decide the content people are running, you don't get to decide how people build their characters. Get off your high horse and keep PvP changes in PvP.
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