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City_of_Jedi

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  1. I think because Burn was a location power that it was either auto-hit or had just had really high accuracy and therefore didn't need any accuracy slotting. I guess I can understand why that's changed. But it's disappointing. The good thing is that I haven't gotten that far with the character so I can move some slots around to get accuracy in there. I can 3 slot performance shifter if you think that's sensible. The reason why I didn't try that is because of the lengthy recharge time and lack of hasten in the build. It didn't seem like the recovery boost was worth enhancing, being only 5%, and the endurance increase can be boosted by simply having more targets to leech from. That was my thought process, anyway. Any other issues you can see? Sometimes I wonder if I'm doing myself a disservice by trying to "tank" things. I've heard people say /Fire is "squishy". I understand the reasons for this. It trades defense for greater offensive capabilities. That's a reasonable trade-off. I get it. But I have taken taunt. And sometimes I'm the best one on the team to take the alpha strike and redirect aggro away from squishies. Am I in for a world of hurt here?
  2. Hi guys. Trying to revive an old character from LIVE. I'm trying something where I took out Frost and moved slots over to Consume, but I'm wondering if it's slotted properly. (Overslotted?) I figured I could do without Frost since /Fire as some area-of-effect damage to make up for it. What do you think? Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Ice-Fiery Aura v2: Level 50 Science Brute Primary Power Set: Ice Melee Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Frozen Fists -- Acc-I(A) Level 1: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ResDam-I(13), StdPrt-ResKB(15) Level 2: Ice Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(7), KntCmb-Knock%(40) Level 4: Healing Flames -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(5), DctWnd-Heal/Rchg(5), DctWnd-Heal/EndRdx/Rchg(9), DctWnd-Heal(11), DctWnd-Rchg(34) Level 6: Blazing Aura -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(43), OvrFrc-Dam/KB(46) Level 8: Ice Patch -- RechRdx-I(A), RechRdx-I(25) Level 10: Super Speed -- Run-I(A) Level 12: Combat Jumping -- Krm-ResKB(A) Level 14: Taunt -- Taunt-I(A) Level 16: Plasma Shield -- ResDam-I(A), StdPrt-ResDam/Def+(17), ResDam-I(17), StdPrt-ResKB(39) Level 18: Greater Ice Sword -- BrtFur-Acc/Dmg(A), BrtFur-Dmg/Rchg(19), BrtFur-Acc/Dmg/Rchg(19), BrtFur-Dmg/EndRdx/Rchg(21), BrtFur-Acc/Dmg/EndRdx/Rchg(23), BrtFur-Rchg/Fury(39) Level 20: Consume -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23) Level 22: Build Up -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(37) Level 24: Kick -- FrcFdb-Rechg%(A) Level 26: Freezing Touch -- HO:Nucle(A), HO:Endo(27), HO:Perox(27), HO:Perox(29), BlsCol-Rchg/HoldProc(29), Lck-%Hold(31) Level 28: Burn -- Dmg-I(A), Dmg-I(31), Dmg-I(31), RechRdx-I(37), RechRdx-I(42) Level 30: Tough -- GldArm-ResDam(A), GldArm-End/Res(36), GldArm-RechRes(37), GldArm-3defTpProc(39) Level 32: Frozen Aura -- Erd-Dmg(A), Erd-Acc/Rchg(33), Erd-Dmg/Rchg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), CaloftheS-Heal%(34) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36) Level 38: Rise of the Phoenix -- RechRdx-I(A) Level 41: Char -- HO:Endo(A), HO:Endo(42), RechRdx-I(42), RechRdx-I(43) Level 44: Fire Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(45), Dvs-Dmg/Rchg(45), Dvs-Acc/Dmg/Rchg(45), Dvs-Acc/Dmg/EndRdx/Rchg(46), Dvs-Hold%(46) Level 47: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(50), RechRdx-I(50) Level 49: Temperature Protection -- ImpArm-ResPsi(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), RgnTss-Regen+(43), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(15) ------------ Quick question: Wasn't Burn auto-hit at one point? Or am I just misremembering that! o.0
  3. What was the verdict on Radioactive Cloud? I can't tell if it needs accuracy or how much. Also, is it Mag 1? I thought maybe it was a Port of Radiation Emission/Choking Cloud, but that one is a toggle. ???
  4. I don't know if it was worth it or not. But I did it anyway. 3 recharge, 3 hold. Seems like the hold duration is kinda short. You can always put Neuronic Shutdown and Ghost Widow's Embrace in there for a chance at some extra Psy damage. The main thing is the recharge. If you find yourself short elsewhere, and you had to pull from something, this would probably be it. But I looked into it at the time and decided to slot it up. Nothing ventured, nothing gained, as they say. You're heavily reliant on these three powers. You want them to be as effective as they can be, even if it isn't optimal. This would violate the cottage rule, unfortunately. It's a good rule that I think should be kept.
  5. To the OP: For secondaries, /Dark or /Time. These are going to be your best bets if you want to do some soloing. I think /Kinetics is extremely fun, but it's more of a team-oriented set. Personally I think traps is decent, but I have to acknowledge that /Dark and /Time are better performers. For primaries, Fire for AoE, Ice for Control, Sonic for minus resistance, or Water for AoE and some knockdown with Water Burst.
  6. I had a 50 Fire/Traps Corr on Freedom. I can't comment on AR/. But I can comment on traps. Clearly the standout powers are Force Field Gen, Acid Mortar, and Poison Trap. This is the holy trinity of the set. They are worthy of significant slotting. I also made extensive use of Caltrops to slow down mobs running out of Rain of Fire and/or running out of range of the other debuffs. And Seeker Drones can take an alpha strike. I don't recall having significant endurance issues. At least not beyond your usual Corr. I wanted Triage Beacon but couldn't manage to fit it into the build. (This was before inherent fitness). Trip mine is somewhat problematic because the team isn't going to wait around for you to place a bunch of them on the ground. I didn't take Time Bomb. This is probably the biggest drawback of the set; not having an adequate Tier 9. But the holy trinity goes a long way toward making up for these deficiencies. It's a decent set considering it's a port from Masterminds. (Corruptors have better modifiers anyway). FFG is better mitigation than most of us can get. Much easier to cap defenses with IO's.
  7. I have Dual Pistols on a Sentinel, and had it on a Corr on Live. It's been fun so far. If you're interested in trying the set, I might suggest Sentinel or Blaster so that you don't have to worry about laying down debuffs and instead can just concentrate on shooting people. (The only issue with Sentinel is the target cap). Previously, you had the issue of re-draw after using a buff or debuff, which was a minor strike against using it on a Corr or a Defender. Typically you'd be doing that often, which meant lots of redraw. But of course now that's adjustable with powerset customization, so it's no longer an issue. They did kinda go full ham on the animations. But I find them entertaining. At least it looks like your doing something. That's one of the issues that I have with the game: if you use, say, a single-target debuff, it's very difficult for you [or anyone else] to tell that you've done anything. It needs to look like you're contributing, especially if you are contributing. But it's so subtle that it doesn't look like anything has happened. I always attach emotes to my Mastermind pet commands for the same reason, so it doesn't look like I'm just standing around doing nothing. It won't be the highest in terms of Burst, but maybe the AoE's make up for it over the long term in absolute numbers. At least the Tier 9 recharges faster. I'm sort of an advocate for "underperforming" sets. I'm not sure this is one of them. The "kewl powerz" factor is something that made it one of the most requested sets prior to its development and addition to the game. Personally, I'm glad that we have it. The game rewards experimentation in unexpected ways. I can't tell if you're interested or not. But if you are, there's no harm in trying. You might like it.
  8. I hear what you're saying. Maybe I'll respec into it once I have Sleet. I've been using Snow Storm to deal with groups because I've got nothing else that can do that at present. At the very least, it makes it more difficult for mobs to run away from Ice Storm. I'm not totally sure why people think so highly of /Cold. /Rad debuffs are nothing to sneeze at, and it's frontloaded because Radiation Infection is available at level 2. /Cold always seemed like a watered-down version of /Storm to me, the way /Poison was a watered-down /Rad. It sounds like I'm hating on the set. I'm not. But I'm noticing it's taking a while to come into its own. Hopefully the people who say that it will are right. I'm wondering if there's any logic in dropping bolt and just taking Blast/Breath/FR/BiB/BFR. I thought it would be useful to stack holds with FR/BFR, but I'm not using it that much. And there are definitely times that Frost Breath would be applicable. I think I have to drop BFR in order to get Frost Breath into the build and slotted. I don't see a better way to do it. There are all these minions running around and I have no way to attack most of them. Any other issues with the power choices or slotting? EDIT: edited for clarity
  9. To the OP: Fire Blast is what you're looking for. Don't be deterred by the PBAoE nuke. It's not an "every spawn" power. (Obviously you still want it.) You can pull aggro with Rain of Fire, so you might find yourself in melee whether you want to be or not. That's the price of doing lots of damage. If you really wanna stay far back, you could try /Energy Manipulation on a Blaster and get Perma Boost Range. But it isn't always practical to be that far away. Whatever you pick, it's either going to have PBAoE attacks or Cones, both of which have shorter ranges than your standard single target blasts. Fire/ and Ice/ have always been the best, although Sonic/ gets special mention for -resistance. Good info about Blizzard. I didn't know any of that (other than it being AoE rain).
  10. This is a false choice, of course. I could get both powers if I really wanted. But I'm looking at the build I've put together and wondering if I've made the right choice(s). I'm thinking about the [admittedly few] times I've attempted to solo. It wasn't a walk in the park. Freeze Ray makes it doable, slotted for hold. But Snow Storm would've helped as well. I've used it on a Defender. So I know what it does. Soloing isn't my top priority. But sometimes it's helpful. And Ice/Cold is supposedly one of the better ones for soloing because of the debuffs and Ice Blast's control powers. Don't think I'd want to use Snow Storm on every spawn. It's "just another expensive toggle" to run. I do want to help the team which is why I have the shields. The reason why I thought about swapping it in for Frostwork is that it can help me as well as everyone else, whereas Frostwork only helps the tank (although that in turn helps the team, indirectly). I don't have a lot of slots to devote to either power. Certainly they would both benefit from additional slotting. Which is the most beneficial? Which is the most skippable? These are the questions man has been asking since the dawn of time. I've also had thoughts about dropping Bitter Freeze Ray and picking Frost Breath back up again. I haven't been able to locate a guide for the blast sets. I know Ice/ was one of the original ones, and it's long been considered top tier along with Fire/. Might be nice to have another AoE to unleash. I'm getting close to level 24 and have some decisions to make soon.TM This is where I'm at right now. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Ice-Cold v4: Level 50 Technology Corruptor Primary Power Set: Ice Blast Secondary Power Set: Cold Domination Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(7), Dcm-Acc/Dmg/Rchg(15), Dcm-Build%(43) Level 1: Infrigidate -- ShlBrk-Acc/DefDeb(A), AnlWkn-Acc/DefDeb(5) Level 2: Ice Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(15), Dvs-Hold%(43) Level 4: Ice Shield -- DefBuff-I(A) Level 6: Fly -- BlsoftheZ-ResKB(A) Level 8: Freeze Ray -- Lck-Acc/Hold(A), Lck-Acc/Rchg(9), Lck-Rchg/Hold(9), Lck-EndRdx/Rchg/Hold(11), Lck-Acc/EndRdx/Rchg/Hold(25), Lck-%Hold(34) Level 10: Glacial Shield -- DefBuff-I(A) Level 12: Ice Storm -- Dmg-I(A), Dmg-I(13), Dtn-Dmg/EndRdx(13), RechRdx-I(25), RechRdx-I(37) Level 14: Maneuvers -- Krm-ResKB(A) Level 16: Aim -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(37) Level 18: Bitter Ice Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(19), Dcm-Dmg/Rchg(19), Dcm-Acc/EndRdx/Rchg(21), Dcm-Acc/Dmg/Rchg(23), CldSns-%Dam(37) Level 20: Arctic Fog -- RedFrt-Def/EndRdx(A), RedFrt-Def(40), RedFrt-Def/Rchg(45), RedFrt-EndRdx(48), RedFrt-Def/EndRdx/Rchg(48) Level 22: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(23), GssSynFr--ToHit/Rchg/EndRdx(46) Level 24: Frostwork -- DctWnd-Heal/EndRdx(A) Level 26: Bitter Freeze Ray -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(27), Dcm-Dmg/Rchg(27), Dcm-Acc/EndRdx/Rchg(29), Dcm-Acc/Dmg/Rchg(31), Lck-%Hold(36) Level 28: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(31), RechRdx-I(31), EndRdx-I(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34) Level 32: Blizzard -- Dmg-I(A), Dmg-I(33), Dmg-I(33), RechRdx-I(33), RechRdx-I(45), RechRdx-I(45) Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), AchHee-ResDeb%(48) Level 38: Heat Loss -- Acc-I(A), EffAdp-EndMod/Acc(39), EffAdp-EndMod/Rchg(39), PrfShf-EndMod/Rchg(39), EffAdp-EndMod/Acc/Rchg(40), RechRdx-I(40) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(42), RedFrt-EndRdx(50) Level 44: Vengeance -- Srn-Def/Rchg(A), RedFrt-Def/Rchg(46), AdjTrg-ToHit/Rchg(46), GssSynFr--ToHit/Rchg(50) Level 47: Hover -- LucoftheG-Rchg+(A) Level 49: Afterburner -- LucoftheG-Rchg+(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(21) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) ------------ God I love Corruptors. I'm never going back to Defender. And Defender was my archetype. EDIT: So I ended up taking Snow Storm at 24. It's been very helpful. I don't know what I was thinking! o.0 I'll still take comments on the build, if any.
  11. I was making adjustments to my own build and ran across this thread. I have some questions: [*]Did you regret not having Frost Breath at all? I've been debating what to do about that, and I'm leaning toward respeccing and taking it out; just going with Bolt and Blast for starter attacks. [*]Is it normal to leave the shields at the default slot? It's almost another 3% defense. Is that not significant for the team? Frankly, I could use those two slots elsewhere...
  12. As of right now it is, yes. I tend to post them this way for the sake of clarity and to ensure the powers are slotted appropriately. The goal of course would be to eventually add Invention Sets (hopefully without using a respec to move slots.) The sets are a bit aspirational for me presently due to extreme poverty and chronic alt-itis. :o
  13. It is Pines. It's [ostensibly] updated for Issue 25 as of May 16, 2019. (I know it says Mids'. Pines is an updated version of Mids'.) I thought about it a bit more...since Genetic Contamination deals damage, there's no way it can be auto-hit. And I'm not aware of any "damage auras" that have less than base accuracy (Hot Feet, Mud Pots, Blazing Aura, Lightning Field, and Death Shroud all are base accuracy). Do you mean survival is a struggle? I'm hoping team-mates and taking Tough will help with that. I'm used to squishy support-type characters, so right now I'm honestly more concerned with endurance management than I am with survival since I've barely tried to address that. I did exchange a slot each between Tough and Quills to get Tough a second slot sooner. It's always a bit of a moving goalpost. I've made so many builds, but operational realities tend to override even the most well-thought-out plans.
  14. This may be worth examining: https://docs.google.com/spreadsheets/d/19VuZ9zJ_8eKN11JytgaK9mt9Fy-8pjANopb-FGh68Uw/htmlview# If you read the first page, it does make some assumptions that are not regular occurrences during average gameplay. (Translation: it makes some sets seem better than they actually are). I did not make it so I cannot speak to the accuracy of the numbers. But it's at least presented in an objective way. I hope it helps you.
  15. Hey guys, Back in the day, like some of you, I had an old-school Spines/Regen. It was one of the more fun play-styles I've encountered. Spines does well in a "target-rich environment" to use a term, and the updated Moment of Glory allowed you to survive the Alpha Strike so you could be the first one in and launch an AoE alpha of your own. As much as fun as that was, I think I want to try Bio Armor because it also fits the character concept. The thing that always kept me coming back to the game was the ability [and inclination] to try new things. This is an opportunity to do that, to re-imagine the character as a sort of "genetic monstrosity". However, I don't know how it will play in comparison to /regen. It seems to have a lot of "enemy dependence" which reminds me of Umbral Aura or Dark Armor a bit. I have a few questions about Bio Armor. Pines doesn't say what the accuracy of Genetic Contamination is. Could it be auto-hit? I doubt that. The program allows accuracy to be slotted into it, so I assumed it has base 75% accuracy per usual. I do not know if that is right. Paragon wiki doesn't get too deep into the woods regarding that kind of thing. Also, I didn't slot Stamina because it seems like both DNA Siphon and Parasitic Aura boost recovery, provided you can hit things with them, of course. Inexhaustible has auto recovery as well. Am I overestimating the effectiveness of these in terms of mitigating Endurance woes? If so, where and when do I pull the slots? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Spines-Bio: Level 50 Science Scrapper Primary Power Set: Spines Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Lunge -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(7), Dmg-I(21), RechRdx-I(43) Level 1: Hardened Carapace -- ResDam-I(A), ResDam-I(13), ResDam-I(37) Level 2: Spine Burst -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(7), Dmg-I(15), Avl-Rchg/KDProc(42) Level 4: Inexhaustible -- Heal-I(A), Heal-I(19), Heal-I(21) Level 6: Build Up -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(36) Level 8: Impale -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(15), Dcm-Build%(43) Level 10: Environmental Modification -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(37) Level 12: Super Jump -- Jump-I(A) Level 14: Adaptation Level 16: Ablative Carapace -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), Heal-I(25), Heal-I(25), Heal-I(40) Level 18: Quills -- Acc-I(A), Acc-I(19), EndRdx-I(37), EndRdx-I(45), Dmg-I(46), Dmg-I(46) Level 20: Evolving Armor -- EndRdx-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23) Level 24: Boxing -- Empty(A) Level 26: Ripper -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Dmg-I(29), EndRdx-I(43) Level 28: DNA Siphon -- Acc-I(A), Acc-I(31), Heal-I(31), Heal-I(31), RechRdx-I(34), RechRdx-I(34) Level 30: Tough -- ResDam-I(A), ResDam-I(42), ResDam-I(45) Level 32: Throw Spines -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34), RechRdx-I(42) Level 35: Genetic Contamination -- Acc-I(A), Acc-I(36), EndRdx-I(36), EndRdx-I(45), Dmg-I(46), Dmg-I(50) Level 38: Parasitic Aura -- ThfofEss-Acc/Heal(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39), ThfofEss-Heal(40), Heal-I(40) Level 41: Focused Accuracy -- EndRdx-I(A) Level 44: Physical Perfection -- Heal-I(A) Level 47: Laser Beam Eyes -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50), AchHee-ResDeb%(50) Level 49: Weave -- LucoftheG-Rchg+(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- RgnTss-Regen+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------ Slotted mostly basic IO's for clarity and to get the slotting right. Attacks are 6 slotted for eventual Invention Sets. I regret not being able to slot up things like Health and Physical Perfection just to try to maximize regen. (Seems like it would be worthwhile for Health, at least.) What do you think?
  16. It seems I failed to make an impression. :'( I spent so many years of my life on those boards. I had 1400 posts! Get it together, people!!! Hey, what about EvilRyu? He was a controversial figure on the boards. But he made an impression. It lead to some interesting threads, as I recall. There are some Forum Cartel members in that archived suggestions box thread if anyone would care to search through it.
  17. What do you think of my build, Tater? The weaknesses I'm realizing it has are: [*]I probably should have taken Tidal Forces at 16 and delayed Beta Decay until 22 (debating the use of a respec) [*]I neglected to slot Stamina [*]It takes forever to obtain any sort of knock-back protection (This one I was aware of, but there were no defense or resistance powers to slot into
  18. I've never built one either. But I gave it a try. Comments welcome for build improvement. (I don't want to mislead the OP). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Water-Atomic: Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Atomic Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Ancillary Pool: Force Mastery Hero Profile: Level 1: Aqua Bolt -- Acc-I(A), Acc-I(3), Dmg-I(9), Dmg-I(17), Dmg-I(36), Dcm-Build%(46) Level 1: Electron Shackles -- Acc-I(A) Level 2: Hydro Blast -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(34), RechRdx-I(43) Level 4: Positron Cell -- Acc-I(A), Hold-I(5) Level 6: Water Burst -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(11), Dmg-I(31), RechRdx-I(42) Level 8: Fly -- Flight-I(A) Level 10: Ionize -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(46) Level 12: Whirlpool -- Dmg-I(A), Dmg-I(13), Dmg-I(13), RechRdx-I(45) Level 14: Dehydrate -- Acc-I(A), Acc-I(15), Dmg-I(15), Dmg-I(17), Dmg-I(31), Heal-I(42) Level 16: Beta Decay -- EndRdx-I(A) Level 18: Water Jet -- Acc-I(A), Acc-I(19), Dmg-I(19), Dmg-I(23), Dmg-I(37), RechRdx-I(43) Level 20: Metabolic Acceleration -- Heal-I(A), Heal-I(21), EndMod-I(21) Level 22: Tidal Forces -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(46) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25) Level 26: Steam Spray -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(31), Range-I(37), Range-I(43) Level 28: Atom Smasher -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(34), Dmg-I(37), RechRdx-I(42) Level 30: Boxing -- Empty(A) Level 32: Geyser -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(40) Level 35: Radioactive Cloud -- RechRdx-I(A), Hold-I(36), Hold-I(36) Level 38: Positronic Fist -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), EndRdx-I(40) Level 41: Personal Force Field -- Krm-ResKB(A) Level 44: Temp Invulnerability -- ResDam-I(A), ResDam-I(45), ResDam-I(45) Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), ResDam-I(48), ResDam-I(50) Level 49: Tough -- ResDam-I(A), ResDam-I(50), ResDam-I(50) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------
  19. I was wondering if you guys could take a quick look and tell me if I'm on the right track. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Dark-Force: Level 50 Technology Controller Primary Power Set: Darkness Control Secondary Power Set: Force Field Power Pool: Flight Power Pool: Leadership Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Dark Grasp -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(34) Level 1: Personal Force Field -- Krm-ResKB(A) Level 2: Deflection Shield -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(31) Level 4: Living Shadows -- Acc-I(A), EndRdx-I(5), Range-I(7), Immob-I(40) Level 6: Fly -- Flight-I(A) Level 8: Fearsome Stare -- Acc-I(A), RechRdx-I(9), RechRdx-I(9), Fear-I(11), Fear-I(11), Fear-I(29) Level 10: Insulation Shield -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(31) Level 12: Heart of Darkness -- Acc-I(A), Acc-I(13), RechRdx-I(13), RechRdx-I(15), Dsrnt-I(15), Dsrnt-I(31) Level 14: Possess -- Acc-I(A) Level 16: Hover -- Flight-I(A) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Dmg/EndRdx(19), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-EndRdx/Dmg/Rchg(25), ExpRnf-+Res(Pets)(29) Level 20: Dispersion Bubble -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(21), RedFrt-EndRdx/Rchg(25), RedFrt-Def(34), RedFrt-Def/EndRdx/Rchg(48), RedFrt-EndRdx(48) Level 22: Maneuvers -- EndRdx-I(A) Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 26: Shadow Field -- Lck-Acc/Hold(A), Lck-Acc/Rchg(27), Lck-Rchg/Hold(27), Lck-Acc/EndRdx/Rchg/Hold(37), Lck-EndRdx/Rchg/Hold(37), Lck-%Hold(39) Level 28: Afterburner -- Flight-I(A) Level 30: Vengeance -- ToHit-I(A), ToHit-I(48) Level 32: Umbra Beast -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(33), BldMnd-Acc/EndRdx(33), BldMnd-Acc/Dmg/EndRdx(33), BldMnd-Acc(40), BldMnd-Dmg(43) Level 35: Power Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(40) Level 38: Force Bubble -- EndRdx-I(A), EndRdx-I(39) Level 41: Energy Torrent -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(42), Ann-Acc/Dmg/Rchg(42), Ann-Acc/Dmg/EndRdx(42), Ann-Acc/Dmg/EndRdx/Rchg(43), Ann-ResDeb%(43) Level 44: Temp Invulnerability -- GldArm-ResDam(A), GldArm-Res/Rech/End(45), GldArm-End/Res(45), GldArm-3defTpProc(45), GldArm-RechEnd(46), GldArm-RechRes(46) Level 47: Power Boost -- RechRdx-I(A) Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50) Level 2: Swift -- Flight-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(21) ------------ Some ideas that I didn't implement were slotting up Maneuvers and taking Assault instead of Conserve Power. Despite that, it does reach the all-important 45% for Ranged Defense. What do you think?
  20. I don't think it does. I was one of the most outspoken advocates for adding damage to Ice Melee/Frozen Aura. (The damage was previously zero.) What the devs giveth, the devs can taketh away. Adding or removing damage should not be in violation of the rule unless damage is the main effect. In the case of Flash Freeze, clearly it is not. Sleep is. The damage is so low that it might as well not exist. So let it. The set was painful on a Dom. Ice Slick was great. But it's a one trick pony. The set needs help. Like most of you, I'm concerned about what the effect would be of a massive overhaul. But what we have now is lackluster, at best. Better synergy is one pathway. Not the only one, but possible. I have no concrete suggestions at this time apart from removing the damage component of Flash Freeze and reducing the endurance cost of Arctic Air. This alone will not be enough. But it's a move in the right direction.
  21. I worry a bit about being the last one to the mish. I didn't want to be "that guy". I thought about taking Teleport, but it does better with a bit of slotting, which I can't really spare, and it's too expensive to use unslotted while running several toggles. Show build? Where can I get detailed info on the Inherent? Someone told me it was "weird". I guess he was right. :-\ EDIT: new build! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! DP-Ninjitsu version 2: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Ninjitsu Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(11), Dmg-I(34), DefDeb-I(45) Level 1: Ninja Reflexes -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(25) Level 2: Empty Clips -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(36), EndRdx-I(43) Level 4: Danger Sense -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(21) Level 6: Suppressive Fire -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(9), Dmg-I(31), EndRdx-I(40) Level 8: Shinobi-Iri -- DefBuff-I(A), DefBuff-I(43), DefBuff-I(46) Level 10: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(11) Level 12: Bullet Rain -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), Dmg-I(31), EndRdx-I(39) Level 14: Swap Ammo Level 16: Seishinteki Kyoyo -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(37) Level 18: Executioner's Shot -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(21), EndRdx-I(40), RechRdx-I(40) Level 20: Kuji-In Sha -- RechRdx-I(A), RechRdx-I(23), Heal-I(36), Heal-I(37), Heal-I(37) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(29) Level 24: Boxing -- Empty(A) Level 26: Piercing Rounds -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Dmg-I(31), EndRdx-I(36) Level 28: Bo Ryaku -- ResDam-I(A), ResDam-I(46) Level 30: Tough -- EndRdx-I(A) Level 32: Hail of Bullets -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34), RechRdx-I(34) Level 35: Weave -- EndRdx-I(A), DefBuff-I(43), DefBuff-I(45), DefBuff-I(46) Level 38: Kuji-In Retsu -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39) Level 41: Tashibishi -- Slow-I(A), Slow-I(42), Slow-I(42), RechRdx-I(42) Level 44: Paralizing Dart -- Acc-I(A), Acc-I(45) Level 47: Kemuridama -- CldSns-Acc/ToHitDeb(A), RechRdx-I(48), RechRdx-I(48), DmpSpr-ToHitDeb/Rchg(48), ToHitDeb-I(50), ToHitDeb-I(50) Level 49: Maneuvers -- EndRdx-I(A), DefBuff-I(50) Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(23) Level 1: Sprint -- UnbLea-Stlth(A) ------------ The idea is to [eventually] slot invention sets into the attacks for more defense bonuses. What do you think?
  22. So I just discovered this in game... it's a stealth power! :-[ I suppose there's no point in taking Stealth/Invis because it says it "doesn't work" with other stealth powers? I wonder what to replace them with?? I appreciate the insight on the other powers. That's the kind of feedback I was looking for to make the build better. I suppose I can pull some slots out of paralyzing dart and move some stuff around to slot up Shinobi-Iri and Bo Ryaku. Thanks again. ;D
  23. I wanted to check with you guys to make sure I'm doing this right. (And by "right," I mean: not making obvious blunders). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Illusion-Dark: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Darkness Affinity Power Pool: Flight Power Pool: Speed Ancillary Pool: Fire Mastery Hero Profile: Level 1: Spectral Wounds -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(11), Dmg-I(15) Level 1: Twilight Grasp -- Acc-I(A), Acc-I(5), Heal-I(9), Heal-I(13), Heal-I(31) Level 2: Blind -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(15) Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(48) Level 6: Darkest Night -- ToHitDeb-I(A), ToHitDeb-I(7), ToHitDeb-I(11) Level 8: Deceive -- Acc-I(A) Level 10: Fly -- Flight-I(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(17) Level 14: Howling Twilight -- RechRdx-I(A) Level 16: Shadow Fall -- EndRdx-I(A), ResDam-I(50), ResDam-I(50) Level 18: Phantom Army -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(21), RechRdx-I(21), RechRdx-I(23) Level 20: Fade -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25), DefBuff-I(40), DefBuff-I(50) Level 22: Hover -- Krm-ResKB(A) Level 24: Flash -- Acc-I(A), Acc-I(45), RechRdx-I(46), RechRdx-I(46), Hold-I(46), Hold-I(48) Level 26: Spectral Terror -- Acc-I(A), Acc-I(27), Fear-I(27), Fear-I(31), RechRdx-I(34), RechRdx-I(37) Level 28: Soul Absorption -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), EndMod-I(31), EndMod-I(34), Heal-I(37) Level 30: Group Invisibility -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(43) Level 32: Phantasm -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33) Level 35: Fire Blast -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(36), Dmg-I(37), RechRdx-I(48) Level 38: Dark Servant -- ToHitDeb-I(A), ToHitDeb-I(39), Heal-I(39), Heal-I(39), Hold-I(40), Hold-I(40) Level 41: Fire Ball -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43), RechRdx-I(43) Level 44: Fire Shield -- ResDam-I(A), ResDam-I(45), ResDam-I(45) Level 47: Rise of the Phoenix -- RechRdx-I(A) Level 49: Afterburner -- Flight-I(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(17) The idea is to be mainly teaming. I appreciate the synergy that fluffly can immobilize things and set up containment for fireball. Between all the defense, resistances, and to-hit debuffs you can muster, it seems like it would be fairly sturdy, no? I also imagine that one glorious moment where you can undo a team wipe by self-rezzing with RotP and then team rezzing with Howling Twilight. ;D I haven't tried to mess with IO's yet. Of course in that case you'd want to six-slot things to take advantage of the set bonuses. Just trying to get the slotting down at this point.
  24. I understand what you're saying. I'm just not sure where to pull the slots from for an 8th attack. :-\ Edit: Also, I'm not sure how important Blinding Powder is because I've never used it (or seen it used).
  25. I came up with the following, but I can't say it's from experience. Never played this AT, and never played /NIN. I have run DP on a Corr, however. If anyone wants to comment on build, I'm open to suggestions. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! DP-Ninjitsu: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Ninjitsu Power Pool: Speed Power Pool: Concealment Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Dual Wield -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(11), Dmg-I(36), EndRdx-I(43) Level 1: Ninja Reflexes -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(25) Level 2: Empty Clips -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(36), RechRdx-I(43) Level 4: Danger Sense -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(21) Level 6: Suppressive Fire -- Acc-I(A), Acc-I(7), Dmg-I(7), Dmg-I(9), Dmg-I(31), Hold-I(40) Level 8: Shinobi-Iri -- EndRdx-I(A) Level 10: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(11) Level 12: Bullet Rain -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), Dmg-I(31), RechRdx-I(40) Level 14: Swap Ammo Level 16: Seishinteki Kyoyo -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(37) Level 18: Executioner's Shot -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(21), RechRdx-I(29), EndRdx-I(40) Level 20: Kuji-In Sha -- RechRdx-I(A), RechRdx-I(23), Heal-I(34), Heal-I(36), Heal-I(37) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25) Level 24: Stealth -- EndRdx-I(A) Level 26: Piercing Rounds -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), Dmg-I(31), EndRdx-I(39) Level 28: Bo Ryaku -- ResDam-I(A) Level 30: Invisibility -- EndRdx-I(A) Level 32: Hail of Bullets -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34), RechRdx-I(34) Level 35: Tashibishi -- Slow-I(A) Level 38: Kuji-In Retsu -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39) Level 41: Paralizing Dart -- Acc-I(A), Acc-I(42), RechRdx-I(42), Hold-I(42), Hold-I(43), RechRdx-I(46) Level 44: Kemuridama -- CldSns-Acc/ToHitDeb(A), RechRdx-I(45), RechRdx-I(45), DmpSpr-ToHitDeb/Rchg(45), ToHitDeb-I(46), ToHitDeb-I(46) Level 47: The Lotus Drops -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50) Level 49: Misdirection -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(37) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 14: Chemical Ammunition Level 14: Cryo Ammunition Level 14: Incendiary Ammunition ------------ I made some guesses with this. I don't know if there's any point in having two PBAOE placates, but it seemed fun to try. You could definitely make some changes like picking up a travel power at 8, taking Shinobi-Iri at 24, drop Stealth and Invisibility, take something else at 30. Then you'd probably take Blinding Powder at 35, push back Tashibishi (Caltrops) to 41, Paralyzing Dart at 44, Kemuridama at 47, and then whatever you want at 50. (Doesn't make much difference at that point.)
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