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  1. Being in IT here, we patch on Tuesday because Monday's suck. Never patch on Friday unless you are volunteering to work all weekend and field all calls. If you patch on Tuesday you have Wed-Friday to fix things if something breaks. MMO's are prime time on the weekend so I would assume some sort of similar logic. Reduce impact of an issue on prime time, reduce support cost of weekend labor.
  2. Maybe I didn't search hard enough. Apologies if I missed it. Lift is a knock up and the mob takes falling damage correct? Is having knock up going to increase damage via that falling damage or no?
  3. Thank you for the comments. I actually love looking at your builds Darkir. Great feedback. This is indeed a partner farmer, not much solo farming, as I have quite a few brutes of various flavors to do that with. Thank you for providing an updated build, I will most likely adjust and aim at that.
  4. This is my target build for my water-kin corrupter. Loosely borrowed slotting from the fire/cold farm builds. I really like kinetics and wanted something that wasn't a fire/kin (already have one). Incarnates required to get the fire defense to 45. Fire resist was tougher but got it to 75%. http://www.cohplanner.com/mids/download.php?uc=1580&c=710&a=1420&f=HEX&dc=78DA8D94DB4E13511486F7D029A52D5810A19C0AB4A5A5145B3A05F4D208823140423491CB665286324969EBB418B9F4194CF4C6C4184FA0809A787C072F34F20E82CA41BD36E3EAFC2B6D93DE3869F3EDFE6BD661FF7BA60BB72E35EF5EBE7D41489EE9AC5A2CA6A6F386B15E28E50DFB829AD1D3822EC7927A5333B21B0E5AF755E2A9AB6A2EA32DC797D49266A4A628B9E4AD06A7D65756E2737A4E2BE9E9A26859CCE7B3F1593DB35AD273198FF56B5E539735A3B8AA17DC8866CB6197B5BE56D0B465EF4C414FC7CB2553B359754D4B2D500BCDD8E8A23126E99B0D0ABE4CBBD894855064D1B0C57C0ECA2F98DB60E30EF849AAC9DDB7217600367D67FE005D3F9987E01AF59538577A837ACD6F99EFC053EF991FC0D68F3C17796843AEB0F984A5B591669750CF7E54EEE114ADC7E0E913E62FF0CC6F668764E5E6681607CFE218428FCE10330C760D332360CF08E8A44427FADA9C73D85B4F37D8D7C3E43E05EAE3461FD9CD7E85D9AF30FB35CC7E0DB35F36AADF82FA724B0275FA1566121C1C674E8032E578D80B0F7B31C85EF8D90B3F7BE1672F827FC0CF94D7865CA9CD4B0B9F2C8249CCF2857EB6B3EFED83F0FD06EDA983BDEB78042DF8181C7AC27CCA7C068637C100CDE9E55EDE5168FD4C83EA7673DDEE6DF664071CD965BE64BE02A3AFC176AADB8BBAA237897A6ED27C3CBBEF2F7C2A528F01EE31906C408D71E604787692798E791EFC4A2502C8950277A0C5EE827B140B492E2B16E2FDC4988D512122D6936F3644EEE3198A3D04C71E800EBA6794CF6F94CF7C8CCF7C8CCF5CE13357F8CC9549B08972E3BCF7F8756879DA6782F79ED8C28C7D72E5DDA50F5D622E5A51CC685D3451A72875CA789D3251A75C292B92B57F73BE2EBA2857FE15846429CED6CABB6E1EBA38B51C8DC1CFE35ACD8FF33FAAD522B8EFA456BB070FCA0DCC6F9DD56DEFD7AC0F6AD6FF7BCDD0DBA1A08979D15B5D6F05AAEB7F578427D8
  5. The questions are worded pretty subjectively. I voted 1. however defenses are fine, if you properly slot your character and care about defenses. You have to pay attention and care about it. As most of the players are veterans who played before, they care, and slot their characters to have defenses. There is content that I can roll, there is content that I get destroyed on. It varies greatly. All of my characters have a weakness like any good super hero/villian.
  6. Going for a dark archer martial arts that has some dark magic skills here. Mostly want a fun somewhat survivable toon that can AOE from range and get in close once in awhile to mix it up. Here is the somewhat low budget build I came up with. Any suggestions or feedback? Trying to keep it mostly free of the 25 mil per IO's. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Ukita Takahashi: Level 50 Natural Blaster Primary Power Set: Archery Secondary Power Set: Martial Combat Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Aimed Shot (A) Thunderstrike - Accuracy/Damage Level 1: Ki Push (A) Touch of Death - Damage/Endurance (3) Touch of Death - Chance of Damage(Negative) (3) Touch of Death - Accuracy/Damage (5) Touch of Death - Damage/Endurance/Recharge (5) Touch of Death - Accuracy/Damage/Endurance (7) Touch of Death - Damage/Recharge Level 2: Fistful of Arrows (A) Javelin Volley - Accuracy/Damage Level 4: Reach for the Limit Level 6: Blazing Arrow (A) Devastation - Accuracy/Damage/Endurance/Recharge Level 8: Combat Jumping (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (9) Blessing of the Zephyr - Knockback Reduction (4 points) Level 10: Burst of Speed (A) Scirocco's Dervish - Accuracy/Damage (11) Scirocco's Dervish - Damage/Endurance (11) Scirocco's Dervish - Damage/Recharge (13) Scirocco's Dervish - Accuracy/Recharge (13) Scirocco's Dervish - Accuracy/Damage/Endurance (15) Scirocco's Dervish - Chance of Damage(Lethal) Level 12: Explosive Arrow (A) Annihilation - Accuracy/Damage (15) Annihilation - Damage/RechargeTime (17) Annihilation - Accuracy/Damage/RechargeTime (17) Annihilation - Accuracy/Damage/Endurance (19) Annihilation - Accuracy/Damage/Endurance/RechargeTime (19) Annihilation - Chance for Res Debuff Level 14: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO (50) Recharge Reduction IO Level 16: Dragon's Tail (A) Obliteration - Chance for Smashing Damage (21) Obliteration - Accuracy/Damage/Endurance/Recharge (21) Obliteration - Accuracy/Damage/Recharge (23) Obliteration - Damage/Recharge (23) Obliteration - Accuracy/Recharge (25) Obliteration - Damage Level 18: Ranged Shot (A) Sting of the Manticore - Chance of Damage(Toxic) (25) Sting of the Manticore - Damage/Endurance/Recharge (27) Sting of the Manticore - Damage/Interrupt/Recharge (27) Sting of the Manticore - Accuracy/Interrupt/Range (29) Sting of the Manticore - Damage/Endurance (29) Sting of the Manticore - Accuracy/Damage Level 20: Reaction Time (A) Theft of Essence - Healing (31) Theft of Essence - Healing/Recharge (31) Theft of Essence - Accuracy/Healing (31) Theft of Essence - Accuracy/Endurance/Healing (33) Theft of Essence - Accuracy/Endurance/Recharge (33) Theft of Essence - Chance for +Endurance Level 22: Maneuvers (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 24: Kick (A) Accuracy IO Level 26: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (33) Gladiator's Armor - Resistance (34) Gladiator's Armor - Resistance/Rech/End (34) Gladiator's Armor - End/Resist (34) Gladiator's Armor - Recharge/Endurance (36) Gladiator's Armor - Recharge/Resist Level 28: Inner Will (A) Numina's Convalesence - +Regeneration/+Recovery (36) Numina's Convalesence - Heal (36) Numina's Convalesence - Heal/Endurance/Recharge (37) Numina's Convalesence - Heal/Recharge (37) Numina's Convalesence - Heal/Endurance (37) Numina's Convalesence - Endurance/Recharge Level 30: Weave (A) Reactive Defenses - Scaling Resist Damage (39) Reactive Defenses - Defense (39) Reactive Defenses - Defense/Endurance (39) Reactive Defenses - Defense/Endurance/RechargeTime Level 32: Rain of Arrows (A) Ragnarok - Damage (40) Ragnarok - Damage/Recharge (40) Ragnarok - Accuracy/Damage/Recharge (40) Ragnarok - Accuracy/Recharge (42) Ragnarok - Damage/Endurance (42) Ragnarok - Chance for Knockdown Level 35: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 38: Night Fall (A) Cloud Senses - Accuracy/Endurance/Recharge Level 41: Dark Embrace (A) Aegis - Psionic/Status Resistance (42) Aegis - Resistance (43) Aegis - Resistance/Endurance/Recharge (43) Aegis - Resistance/Endurance (43) Aegis - Resistance/Recharge (45) Steadfast Protection - Resistance/+Def 3% Level 44: Oppressive Gloom (A) Razzle Dazzle - Accuracy/Endurance (45) Razzle Dazzle - Accuracy/Recharge (45) Razzle Dazzle - Accuracy/Stun/Recharge (46) Razzle Dazzle - Endurance/Stun (46) Razzle Dazzle - Stun/Range Level 47: Soul Tentacles (A) Annihilation - Chance for Res Debuff (48) Annihilation - Accuracy/Damage/Endurance/RechargeTime (48) Annihilation - Accuracy/Damage (48) Annihilation - Accuracy/Damage/RechargeTime (50) Annihilation - Accuracy/Damage/Endurance Level 49: Soul Storm (A) Lockdown - Chance for +2 Mag Hold Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Preventive Medicine - Chance for +Absorb (46) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (7) Performance Shifter - EndMod ------------
  7. I loaded this into Mid's and I'm wondering if something is corrupt. It shows over 100% in all the defenses and capped resists in everything. If that is correct, I'd say you have a pretty tough blaster there. You can probably put a set in Tactics or drop the slots down to 2 or 3 or very minimal impact to your to hit bonus. I prefer Hover with 3 slotted Blessing of the Zephyr as it makes hover basically super fast and anti knockback. I then ditch fly. Maneuvers I'd go with one slot of Kismet for accuracy and three slot Luck of the Gamblers. Temporal Healing, might be better with a healing IO set. Those are my general observations. I'd be curious how this plays. I'm working on a much cheaper dual pistol Time and was looking at references for ideas. Thanks for posting!
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