Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Psyonico

Members
  • Posts

    2459
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Psyonico

  1. Even on my BS/Nin which has at least 49% defense to all positions I find myself using smoke bomb in larger teams and placate in smaller teams/solo
  2. Pretty much this. For self damage go fire, for team damage (which as a ff or Sonic you'll likely be teaming a lot) go Sonic
  3. I haven't played him in ages, but I have a Sonic/dark defender. Between the resist buffs from Sonic and the to-hit debuffs from dark, you turn your team into gods. Then to to it if (later game) you get a self heal to help with your own survivability. The only major drawback is that it really depends on a team to shine. The defender will get better resist and -to-hit numbers, but I say if you enjoy the corrupter then play it
  4. I've been told ( but haven't tested it myself) that turning off camera shake fixes most crashes. I've always just turned it off and have never crashed
  5. They are most likely a toggle so that you can't set it to auto fire when it is up.
  6. And in Ninjitsu
  7. Leave it targeted AoE, don't need with my set bonuses!
  8. My understanding is axe is slower but does more damage per attack, while mace is faster but does slightly less damage per attack. Also, axe purely has knockdown as a secondary, while mace has since stun mixed in there too
  9. Yep, you're going to have end issues. My suggestion (which most people will hate) would be to drop Hasten for Physical Perfection and slot a Miracle and a Panacea into there. The Enhanced Heal in RTTC (to my knowledge) does not affect Regen. Also, drop the Winter's Gift Slow Resistance in Super Jump, it's dirt cheap and extremely helpful.
  10. I really like my Staff/EnA brute. Not sure if it's the best combo or not, but I've got him with soft-capped defense, solid resists and a concept that I love.
  11. not going through 4 pages to figure out if this is posted already but: Costume changes are free before level 10. If you go to pocket D you can use War Witch to both make alternate costumes and work toward Pocket D VIP badge for the teleporter.
  12. I suspect the reason is the Mace blast colors are tintable, and you cant have something Tint and have no redraw. That being said, I could support a no-redraw without tint.
  13. Don't rely on the -to-hit, it's so small and can be resisted that it isn't worth it. Ideally as a tank, you'll want to hit 90% S/L Resist and be over the 45% soft cap for E/N/F/C Siphon Power (IMO) Is totally worth it as it adds -dam to your attacks making you even tougher.
  14. Ooh... I'm poaching this for my WP/Mace who is already pretty strong, though I'd be losing a bunch of Regen, soft capping S/L would be nice
  15. Rooted from Stone Armor basically limits you to Teleport (and then you immediately drop from the sky) I do, however, agree that Grounded (and rooted) need to be looked at. Maybe make grounded work X feet above the ground.
  16. You didn't give your S/L Resistance, which is where WP gets most of its S/L mitigation from. I happened to have put together this build the other day for someone else. It should give you a better idea of where you should be (as soon as I come up with a concept I plan on rolling it. 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! Level 50 Natural Tanker Primary Power Set: Willpower Secondary Power Set: Kinetic Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam(5), Ags-ResDam/Rchg(11), Ags-ResDam/EndRdx/Rchg(21), Ags-Psi/Status(46) Level 1: Quick Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(45) Level 2: Body Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(25), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(45) Level 4: Smashing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(43) Level 6: Indomitable Will -- RedFrt-Def/EndRdx(A) Level 8: Rise to the Challenge -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(9), Trg-Heal/EndRdx(9), Trg-Heal/Rchg(11) Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A) Level 12: Quick Recovery -- PwrTrns-EndMod(A), PwrTrns-+Heal(13) Level 14: High Pain Tolerance -- StdPrt-ResDam/Def+(A), ResDam-I(15), ResDam-I(15), Pnc-Heal/+End(27), Heal-I(37), Heal-I(37) Level 16: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(17), Heal-I(17) Level 18: Heightened Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(19), RedFrt-Def/EndRdx(19), RedFrt-Def(21) Level 20: Super Jump -- WntGif-ResSlow(A) Level 22: Power Siphon -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23) Level 24: Combat Jumping -- ShlWal-ResDam/Re TP(A) Level 26: Kick -- Empty(A) Level 28: Burst -- Erd-Dmg(A), Erd-Acc/Rchg(29), Erd-Acc/Dmg/EndRdx/Rchg(29), ClvBlo-Acc/Dmg(33), ClvBlo-Dmg/EndRdx(34), ClvBlo-Dmg/Rchg(43) Level 30: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(31), Ags-ResDam/Rchg(31), Ags-ResDam/EndRdx/Rchg(31) Level 32: Strength of Will -- GldArm-3defTpProc(A), UnbGrd-Max HP%(33) Level 35: Focused Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(42) Level 38: Concentrated Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Dam%(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42) Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42) Level 44: Physical Perfection -- PwrTrns-+Heal(A) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), RedFrt-Def/EndRdx(48), RedFrt-Def(48) Level 49: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), RedFrt-Def/EndRdx(50), RedFrt-Def(50) Level 1: Brawl -- Empty(A) 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(A) Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Regen/Rcvry+(27), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(7) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1494;695;1390;HEX;| |78DA65945B53525114C7F78173241014BC048AA0185E5044486B7A6B9AB41ED4C6C| |AEAA9614EB4850347A0034DF9D837E8FADE63D9E5E3747DEDA693E553333DD13AFC| |97C8C419E0B7CFBAEDB5F65A9BB5FB4BDEB7171F9C158AF7BCA9D76AD90DBD5C929| |6EB925EBF6BE9A6B01F177D43906797E4A62CD764EA86619AD5CA3D698559B1264D| |29532B4659D68D5CF65CBDAEE74AC2BB5EA998A955A9578D72DED77CB960E40B757| |AEB3D54DD9656AD6054FBA0AD583999AD6C66EDF8FDCB5523975A2E4B2BBF9D5DD3| |6B75696D872897047DBFBAE947B1B36BA8224D8B8C26D445D093010716C0B953603| |120F86968E2A1DA94391E81A1C760EC0938F3144C3E034B01DE8E7C95774EF8BE07| |431FC0D84770EA1398FC0C9AE4EB645FE7A640AE79D05B00C70C70AA08CE94C0EF5| |4A7863A85E6411D3F48E6526C61C3E9BA0CD9B16BCCD3C4089DC119708BF676636F| |E12E3A9A36BB24E8464CA5FB00F579FF805F48E7834EF30511A327895C0E391C435| |DF1B8FDAE3235F18D7C7BE1EBE8E5BCFC9C979F6DF6C826001B67C00F5DDF2093EB| |1BE801833478FD9C7B7F187B56A89E41C81C83B3D8FFF8FF24BF209F5970857B45B| |2218E35D4A04754295298BB12DE75342B1DD963EE836326B28E6D7157CAA093A245| |B88A084F5F94A72FCAD317E5E9FB49158F621F65F424B219FB0BDEA11CC63987F11| |7E8C08997CC1DE62B30FE1A4CBC012DF29D60DF099EAA499EAA499EAAC9C3A9E269| |4AF0743DA7EDA77902A663AC63EEF88498E5D39BE5A950A9DE14D79BE26ECD73F7E| |6B96BF3DCB500D9A6D936CD36990126DB66D876446DDD48FAD85D49A8AD7BDD98E9| |D0A63B24990EC9428764B143B2DA2159575BF75B284D89DBDFBAB58D7D0F69F94C9| |4394CD9EF2399A6F0B4775D0187AF83C9ABFC0FB4C1E4DBF0AB3DDE34E21D1CC914| |856F65179FFFBAC79622979B6D6BBD6D7DAB6DFD0F804FED54| |-------------------------------------------------------------------|
  17. Well, there's always Conserve Power/Physical Perfection and Miracle/Numina's/Panacea procs. If you're still tight for endurance, there's Ageless Core from Incarnate.
  18. Depends on what you want to do with it. Objectively Mu is better because it's a Targeted AoE as opposed to Soul's cone. Ball Lighting also has better DPS than Dark Obliteration. But if you aren't trying to min/max (it shouldn't be that much of a difference) then go with what you feel fits your theme better (which is often what I do)
  19. you can build for +dam/+rech/+movement so that you are still capped with resist/def (not with granite and rooted at the same time, but in most cases that's overkill) With Teleport, I'm often ahead of the group (as a tank should be). My only suggestion would be to change rooted to the following: change -Jump in Rooted to -50% from -50,000% so you can get over stupid little ledges and such like Praetorian Sewers have Cut the -Movement speed in Rooted in half and remove it entirely while in Granite I think those two things would go a long way in making Stone more attractive without making it overpowered. Oh, and in case you're wondering how I got the Resist/Def/Dam/Rech/Movement numbers above, here's my Stone/MA build the best part is she plays like a scrapper with better defenses outside granite.
  20. Hurricane's repel is IMO one of its most annoying aspects, as it prevents the much more potent -to-hit from taking effect. Taunt is +400% (which is kind of a meaningless number) but stacked with your 300/400% taunt from your aura, it should pull AVs away from anything else (unless they are taunting themselves) Even Romulus at the end of the ITF (who is known for running away) will more or less stay put if you keep taunting him, same with Recluse at the end of the MLTF.
  21. So, Resistance enhancement is directly tied to Damage enhancement due to the way the game is coded (it's stupid, I know) This is why powers like Power Boost don't work on powers that have a resistance component (like Fade), so that wouldn't work. A Proc, as someone mentioned, might work (as we already have -res procs) +/- Damage is percent based, not sure if the devs are ready to let that percent be raised, same with regen (though that could possibly be less overpowered) but then again, Regen is kind of an all or nothing thing. It's meaningless against anything but EBs and above (and even against most EBs) and when you get into the AV territory, you need 500%+ for it to be meaningful, which most powers wouldn't be able to reach, even with enhancements.
  22. First, Fire does get slow resistance, in temperature protection. Without looking at IOs (which is the way the game is balanced) the "strongest" defensive set was released with the game (Stone Armor). Yes, fire armor has its holes (so does every set) but in the case of fire, it makes up for it in powers like Fiery Embrace and Burn, meaning you do more damage than other defensive sets. Dead Enemies do no damage. As for blasters and snipes, I'm going to disagree that that's the "Signature Power" I think that goes to the T9 Nuke. In which case there is a disparity. On Live this disparity was balanced out by the -100% Endurance and -1000% recovery on the stronger nukes while sets like Assault Rifle and Archery didn't have that but had less damage. Blasters out-damage brutes, end of sentence. The "Low, Moderate, High, Extreme, etc.) system is out of date and very confusing, you should be looking at Damage per Second, which is available in the "More Info" section of the power's description or in the Enhancement window. There are a few exceptions to this, but they make up for it in other ways. a (Spines/Rad/Fire)/Fire brute will do more damage than a Dark/ blaster, but the blaster makes up for it with more control, while the brute sacrifices defense for that damage (again, this is all only considering SOs)
  23. It sounds like they'd act like regular common IOs, so attuning wouldn't be a thing.
  24. My first 50 on homecoming was an Earth/Nature. Haven't touched him in ages and never bothered to IO him out (he really didn't need it that badly) but it's a solid combo.
×
×
  • Create New...