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I'd be interested in help with the same combination.
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I'm not seeing any of these as I browse and run a search. Would anyone have a build laying around I could see for inspiration? Right now I'm trying for a pretty boring "just put common I.O.s in everything" approach, and as I close in on the level cap that just isn't going to be enough for me.
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I play a Robotics M.M. and there are two things you need to be aware of. The first is that most builds will be for the most min-max friendly Powerset combinations. For Robotics that means something that increases Defense (Forcefields, Ice, etc.). Since you're pairing with /Dark you're going to have a harder time finding builds to do that. Good news! If you look through the Sets you'll notice plenty of set bonuses that will increase the Defense of your pets. If you mention the specific combination in the subject of the thread you might get lucky with someone sharing a build, but the title of this thread attracts a different set of eyeballs. The second is that Robotics/Dark is actually a pretty good combination. You're debuffing others' ability to attack effectively, which makes your robots survive longer, just like with a +Def buff. Since you're high enough level to have all of your robots already I would use a respec to drop all of the personal attack powers out of Robotics (except maybe [Pulse Rifle Burst] for the Knockback). Their damage is inconsequential compared to your minions' mailed fists of steel and plastic. You're probably going to go for a [Haste] build, since you have a lot of long recharge powers. [shadow Fall] will help you get out of things if you're in over your head, and you might think you can use the +Def(All) buff to buff your robots! Except then you use Pine's and see the buff isn't very high, you realize this is a slot mule for a Defense Set. You'll want that power to focus on Endurance Reduction so you can leave the effect up, but use the remaining slots for something else useful. This will save you from taking [Weave]/[Combat Jumping]/[Hover] if you don't want to. Beyond that you're going to want to get specific advice from someone who has more high level experience with /Dark toons. I've only played part way up on that Powerset.
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I have a slightly different approach. I have a toon levelled up to 40 that I use as a "crafter" for all of my other toons. I use the in-game e-mail system to forward any uncommon or better Recipes/Salvage over to the crafter. The crafter is also where all of my Wentworth's transactions are carried out. The reason I'd want to do this? If you've crafted the same recipe enough times the Recipe upgrades to "Memorized" and you get a steep discount on the Influence price to craft Memorized Recipes. (This discount highly incentivizes this behavior.) When one of my toons gets to level 17 or 27 I have the levelled-up toon use one of their free respecs (you get one for free every 10 levels). By typing /respec into the chat this brings up a window that takes your toon all the way back to level 1, and you re-select everything, then you are taken to a screen where you're supposed to re-assign your Enhancements. You have to assign them somewhere or they'll be deleted, but one of the options is to move them to your inventory. I just drag them all to the "put in inventory instead" tray. Then I sell or e-mail them, and note the number of slots each power was given. I switch over to my crafter, make the I.O.s the new character needs (or buy Attuned versions at Wentworth's), and e-mail them back over to the levelled-up toon. I re-slot everything with tasty I.O.s that will never expire. If I wait ten levels I can give the old level 20 I.O.s to the next level 17 toon to come along. This behavior is highly encouraged by the system because there are a few usual suspects you always want in almost every build. [Haste] is a popular power, and the effects stack with other sources of "global recharge" so both that power and those Enhancements are go-to choices in many builds. For example, one of the Enhancements in the Luck of the Gambler Set is a global recharge buff that makes everything you click or toggle off come back up a little faster. That doesn't need more than one Enhancement, this isn't a set bonus, this is just one Enhancement within the Set. If someone makes a build that uses Haste they almost always use this Enhancement as well, because the effects stack. There are also entire Sets that apply a set bonus to global recharge, but they are less popular since they require more than one Enhancement. There are three tiers of slotting which are not immediately obvious. There are Enhancements that you're used to, that can be slotted over and over in the same power. When you deal with sets they are mostly the individual Enhancements (within a set) that you're allowed to re-use across your build multiple times. You just need more than one power to slot them into. This leads to a practice known as "slot mules" where you're taking stuff like [Hover] or [Tough] because you want more powers to slot something into again. Then there are the ones you can't duplicate at all. Usually, the really good stuff like this is limited to 1 per toon instead of 1 per power. These are sometimes a single individual Enhancement within a set, such as the global recharge mentioned above in Luck of the Gambler. The major thing you want to do is get a copy of Pine's (links available throughout the Homecoming forum, just search) and learn how to use the built in calculator. Basically, the only things that in my opinion aren't intuitive about Pine's are: You can remove slots (to put them somewhere else) by holding shift and clicking on the slot. In the bottom left corner there's a big window with info about whatever your mouse is hovering over. Which tab the info window is on ("Info"/"Effects"/"Totals"/"Enhance") will change how the whole rest of the screen behaves. "Info" is used to set up the build but "Totals" will let you toggle the individual powers on and off to see the different results. Your fellow users are awesome about helping with builds. Look up the Primary/Secondary combination in the many threads in this subforum. If you need more help, to get guidelines for what you should be trying to do in a build just post in the Homecoming forums in the correct Archetype's subforum and mention in your subject the Primary/Secondary combination you're having trouble with. If you follow the advice mentioned above you will find you have enough Influence from your first level 40 crafter's intelligently managed bankbook and auctioning that you can have more than one set of "hand me downs" for your lower level toons. As long as you never slot anything on top of anything else and just swap I.O.s at levels 27 you should be fine until you start putting a high level build together between levels 37-50. This is a slower process that relies on things like earning Influence from Missions and making money by selling expensive drops you can't use for yourself. That is a different issue than the one you're asking about, so I'll leave that to a thread focused on a single Archetype and Powerset combination.
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Powerset Comparisons - Scrapper / Brutes
Some Random User replied to natewest1987's topic in General Discussion
Most players are going to try to tell you that you should just make a few toons and abandon the ones that aren't fun. I don't work that way and I don't expect you to work that way either. You should have some basic info at your fingertips before you start playing. Let's get into how to get that data. The first option is to open up Pine's and look at what sort of damage is inflicted by every power of every Powerset of multiple Archetypes. That sounds pretty effort intensive. The second option is to go ask on the subforums for different Archetypes. Let's look at how that is best accomplished. You're really asking more than one question here. You're asking for something with certain damage Types, which is a pretty big difference between the Powersets. That really limits the options down. Most of the Powersets have only one damage Type or one main type and a second Type that edges in here and there. That alone will trip the options to maybe one to three Powersets. You can check the old wiki for some guidance on this: https://paragonwiki.com/wiki/Main_Page Note that the Homecoming team has "proliferated" some of the Powersets that used to be unique to an Archetype, adapting them to another Archetype. For example, you can play a Tanker with Claws. The other question you're asking is a very different question. Base damage values from one Powerset to another matter significantly for these Archetypes. They are different in their impact for Brutes vs. Scrappers because of the way the Fury and Critical Hit mechanics work differently. To see this all you need to do is compare a Staff Fighting/anything Scrapper's [Eye of the Storm] to the same attack on an identical Brute. The bonuses they get and how they Enhance is therefore a bit different. These differences (or how things that are the same get adjusted by the Archetypes' differences) vary wildly in how obvious they are and how they affect play. For example, if you play Broad Sword/anything and you're a Scrapper the Critical Hits are huge numbers because the base damage is very high, but as a Brute the slow animations make building up your Fury bar frustrating sometimes, so the quality of life is very different. If, like me, you prefer theorycrafting a bit before making big mechanical decisions, I can give some advice. Here's what I would do: [*]Saunter over to each of the Brute subforum and the Scrapper subforum and ask each of them for their advice on sets with the types of damage you want. This is the sort of question that is easy to get responses within a few hours. For bonus points mention that you know there are Enhancements that add damage procs to your attacks and ask if anyone has experience putting those all over a build and seeing what happens. Responses should flow in, along with a few "make stuff and play around" responses. You always get a few of those. [*]Wait for a few responses. I would come back the next day to get my answers. [*]Now that you'll have a list of options, is post again in those threads. This time, take two Powersets they mentioned and ask how fast the animations are compared to each other. This will probably get a response in a few hours. I'd again check back the next day. -
Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
I have been playing around with Pine's taking the thread into consideration. One thing I notice is that the build I was trying for had a reason to use [Haste] to try to keep a chain of [unstoppable] and [Rune of Protection] going, with the theory that the buffs from them would be worthwhile. I have not played /Invulnerability above level 40, so I was unaware that Unstoppable drained Endurance so much. With the longer animations used by Broad Sword/ the addition of Haste isn't able to slow the attacks meaningfully, so Haste isn't worth the space if I'm not making something perma. This really alters the approach I've been taking with the build overall. Some side questions about slotting the attacks. The Cleaving Blow Set gives a global damage bonus and only takes four slots to get there, plus has a maximum level range of 50 (so I can use the bonuses fully all the way up). I haven't seen this set pervasively in other Brute builds. I would think that 4x C.Blow + "Chance for Damage" procs would be the standard, but I'm not seeing that showing up anywhere in Brute builds. Am I missing a better option? -
Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
Is there consensus on [Parry]'s Defenses, then? Do we drop all three of [Parry], [unstoppable], and [Rune of Protection] in favor of [Kick], [Tough], and [Weave] then? -
Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
There's something else here that isn't really clicking for me. Another detail I'm not seeing addressed is that this build had a reason to take Sorcery and Pyre Mastery. I've heard in this thread that I shouldn't care about [unstoppable], which if that's the experience users have - great! That's the sort of insight I want since I haven't level capped this toon yet. Tell me more about how this +Res (All but Psionics) and Mez Res ability is coming up short. I saw Unstoppable as a natural pairing alongside [Rune of Protection]'s +Res (All) and Mez Res. When I toggle them on in Pine's the Defense and Resistance bars look fabulous, even for Psionics. I realize there's no point in that if you're not dealing any damage. Are the number swings worthwhile? I'm still interested in experiential feedback from players who've used [unstoppable] and/or [Rune of Protection]. How do they feel? If not taking the Fighting and Leadership pools is sacrilegious then why isn't anything being done to mitigate Psionic damage? Doesn't the endgame have a lot of Psionic damage going on? I would think that if any character could just take [Tough], [Weave], and [Maneuvers] then shouldn't a damage-taking Archetype be able to forgo them? [Melt Armor] also looked like a cool way to do more damage, with [Arcane Bolt] and [Char] helping with runners (and pulling). -
Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
I realize the title of this thread focused on the /Invulnerability side of things, but I've had a look through a few Broad Sword/ threads and the advice I'm getting there is conflicting with the advice I'm getting here. Because of the length of the Broad Sword animations their attack chain optimization isn't standard. Slotting them may be a bad idea if for anything other than a set bonus, Endurance cost, their debuffs, Accuracy, or Damage. This leads into the question of the (usually) best part of Broad Sword/ being [Parry]'s buff. Since most Armor Powersets will be happy to get the +Def (L./S.), Parry's usually a no-brainer. One of the strengths of /Invulnerability is that there isn't any difficulty reaching soft cap for L./S. Defenses. I was told this frees up space in the attack chain to use more offensive attack powers. Presuming I'm using [Haste] to speed up an attack chain, if the /Invulnerability powerset with [Hover] allows me to trivially reach the soft cap without applying Parry's buff, shouldn't we optimize our attack chain by dropping Parry in favor of the optimized [Hack], [Head Splitter], [Disembowel] attack sequence? (The animations are a part of figuring out which attacks give the most Damage over time.) -
Some of the sets don't reach 50. Can anyone fill me in on what pre-50 sets are still worth slotting for Recharge? Should I use Invention Enhancements instead of sets because the pickings are slim in the sets? How do I easily spot global as opposed to one-power recharge?
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Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
Consensus in the other thread on this topic said that Parry reliably goes over cap on /Invulnerability so there's no reason to interrupt the attack chain. Therefore the attacks on the build are the optimal attack chain for Broadsword/ on a Brute. Let's discuss slotting them. If there's no specific set bonus to chase after, why would sets be used instead of regular I.O.s, since regular I.O.s give bigger numbers? Why are sets that seem worth the decrease worth doing so? Wouldn't the ideal be using set bonuses to help hit caps on as many values as possible? -
Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
Pretend I know nothing about the game and explain how to judge over-slotting and under-slotting. -
I'm making a Controller with Illusion/Dark and was thinking of perma-ing the pet powers. I'm told [Phantom Army] isn't a clear-cut "you want to perma this" power, but if I'm going to I also plan to perma [Dark Servant]. I thought the forum could provide more guidance on this topic. Are there significant downsides to this plan? Are there multiple ways to slot this? What're the trade-offs? Other than Luck of the Gambler, are there any sets I should look at or can I just use Recharge I.O.s?
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I've never tried to perma stuff before and I'd like to get some basic advice. What's the bog standard method to perma something? How do I know something is worth going to that effort?
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Critique my shrugworthy /Invuln. build
Some Random User replied to Some Random User's topic in Brute
Set Bonus Totals: 8% DamageBuff(Smashing) 8% DamageBuff(Lethal) 8% DamageBuff(Fire) 8% DamageBuff(Cold) 8% DamageBuff(Energy) 8% DamageBuff(Negative) 8% DamageBuff(Toxic) 8% DamageBuff(Psionic) 7.5% Defense(Smashing) 7.5% Defense(Lethal) 4.69% Defense(Fire) 4.69% Defense(Cold) 1.25% Defense(Energy) 1.25% Defense(Negative) 1.88% Defense(Psionic) 7.5% Defense(Melee) 2.5% Defense(Ranged) 4.69% Defense(AoE) 2.25% Max End 46.25% Enhancement(RechargeTime) 3.75% Enhancement(Max EnduranceDiscount) 42% Enhancement(Accuracy) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 174.3 HP (11.63%) HitPoints 15% JumpHeight 15% SpeedJumping MezResist(Confused) 110% MezResist(Held) 110% MezResist(Immobilized) 110% MezResist(Sleep) 110% MezResist(Stunned) 110% MezResist(Terrorized) 110% 16.5% (0.28 End/sec) Recovery 50% (3.12 HP/sec) Regeneration 25.5% Resistance(Smashing) 25.5% Resistance(Lethal) 14.25% Resistance(Fire) 14.25% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 23.25% Resistance(Toxic) 52.25% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 15% SpeedRunning 1 Null ------------ Set Bonuses: Crushing Impact (Hack) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 16.87 HP (1.13%) HitPoints 7% Enhancement(Accuracy) 5% Enhancement(RechargeTime) 3.75% Resistance(Toxic,Psionic), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% Impervium Armor (Resist Physical Damage) 2.5% (0.04 End/sec) Recovery 6% Resistance(Psionic) Titanium Coating (Temp Invulnerability) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 10% (0.62 HP/sec) Regeneration 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing) Preventive Medicine (Dull Pain) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Impervium Armor (Resist Elements) 2.5% (0.04 End/sec) Recovery 6% Resistance(Psionic) Titanium Coating (Unyielding) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 10% (0.62 HP/sec) Regeneration 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing) Impervium Armor (Resist Energies) 2.5% (0.04 End/sec) Recovery 6% Resistance(Psionic) Luck of the Gambler (Hover) 10% (0.62 HP/sec) Regeneration 16.87 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% 7.5% Enhancement(RechargeTime) Hecatomb (Disembowel) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) 6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% Reactive Defenses (Invincibility) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 28.11 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) 0% Resistance(All) Superior Brute's Fury (Head Splitter) 44.98 HP (3%) HitPoints 5% Defense(Smashing,Lethal), 2.5% Defense(Melee) 4% DamageBuff(All) 10% Enhancement(RechargeTime) 6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 1 Null Red Fortune (Tough Hide) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) Impervium Armor (Unstoppable) 2.5% (0.04 End/sec) Recovery 1.88% Defense(Psionic) 2.25% Max End 3.75% Resistance(Fire,Cold), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% 6% Resistance(Psionic) Touch of Lady Grey (Melt Armor) 22.49 HP (1.5%) HitPoints 2.5% (0.04 End/sec) Recovery 8% (0.5 HP/sec) Regeneration 2% DamageBuff(All) 11% Enhancement(Accuracy) Aegis (Rune of Protection) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% 5% Resistance(Psionic) Numina's Convalesence (Health) 12% (0.75 HP/sec) Regeneration Miracle (Health) 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap) Panacea (Health) 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning -
I didn't take Parry because others have told me I won't need the +Def with Invulnerability. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Broad Sword Secondary Power Set: Invulnerability Power Pool: Flight Power Pool: Sorcery Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Hack (A) Crushing Impact - Damage/Endurance/Recharge (37) Crushing Impact - Accuracy/Damage/Endurance (37) Crushing Impact - Accuracy/Damage/Recharge (40) Crushing Impact - Damage/Recharge (43) Crushing Impact - Damage/Endurance (46) Crushing Impact - Accuracy/Damage Level 1: Resist Physical Damage (A) Impervium Armor - Psionic Resistance (3) Impervium Armor - Resistance Level 2: Slice (A) Accuracy IO Level 4: Fly (A) Flight Speed IO Level 6: Temp Invulnerability (A) Titanium Coating - Endurance (7) Titanium Coating - Resistance (7) Titanium Coating - Resistance/Endurance/Recharge (9) Titanium Coating - Endurance/Recharge (9) Titanium Coating - Resistance/Recharge (11) Titanium Coating - Resistance/Endurance Level 8: Dull Pain (A) Preventive Medicine - Chance for +Absorb (50) Preventive Medicine - Heal/RechargeTime Level 10: Build Up (A) Recharge Reduction IO Level 12: Resist Elements (A) Impervium Armor - Resistance (13) Impervium Armor - Psionic Resistance Level 14: Taunt (A) Recharge Reduction IO Level 16: Unyielding (A) Titanium Coating - Endurance (17) Titanium Coating - Resistance (17) Titanium Coating - Resistance/Endurance/Recharge (19) Titanium Coating - Endurance/Recharge (19) Titanium Coating - Resistance/Recharge (21) Titanium Coating - Resistance/Endurance Level 18: Whirling Sword (A) Accuracy IO Level 20: Resist Energies (A) Impervium Armor - Psionic Resistance (21) Impervium Armor - Resistance Level 22: Hover (A) Luck of the Gambler - Recharge Speed (23) Luck of the Gambler - Defense (25) Luck of the Gambler - Defense/Endurance/Recharge (25) Luck of the Gambler - Endurance/Recharge (27) Luck of the Gambler - Defense/Recharge (27) Luck of the Gambler - Defense/Endurance Level 24: Arcane Bolt (A) Accuracy IO Level 26: Disembowel (A) Hecatomb - Chance of Damage(Negative) (34) Hecatomb - Damage/Endurance (36) Hecatomb - Accuracy/Recharge (36) Hecatomb - Accuracy/Damage/Recharge (36) Hecatomb - Damage/Recharge (37) Hecatomb - Damage Level 28: Invincibility (A) Reactive Defenses - Scaling Resist Damage (29) Reactive Defenses - Defense/Endurance/RechargeTime (29) Reactive Defenses - Defense/RechargeTime (31) Reactive Defenses - Endurance/RechargeTime (31) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Defense Level 30: Spirit Ward (A) Healing IO Level 32: Head Splitter (A) Superior Brute's Fury - Recharge/Fury Bonus (33) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (33) Superior Brute's Fury - Damage/Endurance/RechargeTime (33) Superior Brute's Fury - Accuracy/Damage/Recharge (34) Superior Brute's Fury - Damage/Recharge (34) Superior Brute's Fury - Accuracy/Damage Level 35: Char (A) Accuracy IO Level 38: Tough Hide (A) Red Fortune - Endurance (39) Red Fortune - Defense (39) Red Fortune - Defense/Endurance/Recharge (39) Red Fortune - Endurance/Recharge (40) Red Fortune - Defense/Recharge (40) Red Fortune - Defense/Endurance Level 41: Unstoppable (A) Impervium Armor - Psionic Resistance (42) Impervium Armor - Resistance (42) Impervium Armor - Resistance/Endurance/Recharge (42) Impervium Armor - Endurance/Recharge (43) Impervium Armor - Resistance/Recharge (43) Impervium Armor - Resistance/Endurance Level 44: Melt Armor (A) Touch of Lady Grey - Chance for Negative Damage (45) Touch of Lady Grey - Defense Debuff/Endurance (45) Touch of Lady Grey - Recharge/Endurance (45) Touch of Lady Grey - Defense Debuff/Recharge/Endurance (46) Touch of Lady Grey - Defense Debuff/Recharge (46) Touch of Lady Grey - Defense Debuff Level 47: Rune of Protection (A) Aegis - Psionic/Status Resistance (48) Aegis - Resistance (48) Aegis - Resistance/Endurance/Recharge (48) Aegis - Endurance/Recharge (50) Aegis - Resistance/Recharge (50) Aegis - Resistance/Endurance Level 49: Enflame (A) Accuracy IO Level 1: Brawl (A) Accuracy IO 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: Fury Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Interrupt Reduction IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (5) Numina's Convalesence - Heal (5) Miracle - +Recovery (11) Miracle - Heal (13) Panacea - +Hit Points/Endurance (15) Panacea - Heal Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod/Accuracy (15) Endurance Modification IO (23) Endurance Modification IO ------------
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I was playing a Dominator (Red side) the other day. I got a mission that was supposed to take place in Galaxy City and involved fighting a series of five Boss mobs that were each supposed to be one of the "good guy" side's original launch Archetypes (Scrapper, Tanker, etc.). Neat idea for a Mission. I was playing a Dominator. I was unable to apply my mez effects because of the obvious Mag issues. A Dominator is supposed to get around this by building up their passive bar against Minions. This Mission isn't giving me Minions to do that against, though, so I can't overcome the enemies' innate Protection. This Mission made me revisit the Mag mechanics and make certain I understood the options available to me. So I was just using Savage Assault against a series of Boss enemies with Dominator H.P. and no defensive options at all. To cope I basically wound up chugging Inspirations fast as I could, fought until I got sent to the hospital, and then topped them off again so I could finish the Boss. Not optimal. I started to rethink playing a Dominator because of that Mission. I do a lot of soloing (Red side) so I am curious if others playing Dominators have encountered similar Missions.
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We just did the Arc where you have to stop Serene from stealing War Witch's body. When we got to the roof at the end of the last Mission (the one you have to talk to The Magician to get into) the cinematic played normally. Then all of the characters ALL turned into A.V. enemies and attacked our party. This wouldn't be a big issue, but War Witch has some attacks that clearly aren't meant to be used against players.
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To replicate bug: [*]Use /ah to open Wentworth's. [*]Limit your search to level 10. [*]Type "Invention: " into the search bar. [*]Look at the displayed list of Recipes and Enhancements. You'll see the Recipes don't match the Enhancements. For example, when I do this the Stun I.O.s don't show up, but their recipes do.
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Best way to add Survivability to a Blaster?
Some Random User replied to honoraryorange's topic in Blaster
I didn't play at the high level range very much. This build leaves me with a few questions. Why wait so long to pick up Ice Sword? I seem to remember Rain of Fire being pretty badass. Was there a nerf or something? Is adding slots to Stamina not worth doing? Do Blasters not usually take both Build-Up and Aim? Am I over-estimating the usefulness of Hoarfrost? Am I over-estimating the usefulness of Frozen Aura?