Andferne

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  1. I was curious because my DM/SD scrapper who currently runs Tactics never gets terrorized. But I have a Inv/DM tanker who does regularly in the same kind of DA missions. Would tactics be making the difference there? Or is the difference more just Activate defense (which is typically double stacked).
  2. I have a follow up question for Tactics. It shows that it also protects against Confuse and Fear. Would Terrorized fall into this category or is this another status effect?
  3. Looking for Pros & Cons for which of these two are better and why people prefer one over the other.
    Tactics Vs Focused Accuracy.

    I've originally always taken Tactics over Focused Accuracy as it helps out the entire team. However running through some Carnie tip missions at +4/x8 there are some times where I get hit strongly with -ToHit debuffs and I just have to weather the storm until they have worn off. Would the debuff resistance in Focused Accuracy help against this?
  4. Quote:
    Originally Posted by Santorican View Post
    I need to update my build, what changes did the devs make to interface and is assault hybrid still the way to go?
    Sant! Good to see you on the forums. I haven't seen you post in some time. Honestly for updating any build I would wait until i24 comes out. As there will be tons of recipe changes and resistances will be easy to stack. Been tempted to port my guy over to Beta just to see what it would look like.

    Quote:
    Originally Posted by Santorican View Post
    Any reason why the defense is so high?
    Mostly due to running everything at +4/x8 and because of the Incarnate content. Having those extra Defense points for those debuffs can come in handy when I do get into trouble. Which is rare seeing as I typically can kill stuff faster than trouble builds. Without the Agility incarnate ability his positional defenses are just over soft cap. I wanted to make sure I could keep him this way without incarnate stuff factoring in. Looking at those bonuses as icing on the cake.
  5. Bump and post of my current build for a friend.
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  6. Andferne

    Can you help?

    Threw together a quick build. Puts you at and over soft cap to your positional. Lost a little bit of recovery, same regeneration rate, but received a lot more S/L resistance.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- GS-Acc/Dmg/End/Rech(A), GS-Acc/Dmg(33), GS-Dam/Rech(33), GS-Dam/End/Rech(34), GS-Acc/End/Rech(34)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Aegis-ResDam(29), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(33)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
    Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(25)
    Level 6: Cremate -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43)
    Level 8: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(11), GSFC-ToHit/Rchg(17), GSFC-ToHit(17), GSFC-ToHit/EndRdx(19)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
    Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Incinerate -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(43), C'ngImp-Dmg/EndRdx(46), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(50)
    Level 28: Grant Cover -- SW-ResDam/Re TP(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
    Level 32: Greater Fire Sword -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Acc/Dmg(36), SScrappersS-Dmg/Rchg(36), SScrappersS-Acc/Dmg/Rchg(36), SScrappersS-Dmg/EndRdx/Rchg(50)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(37), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(39)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Char -- Empty(A)
    Level 44: Fire Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(45), Entrpc-Dmg/Rchg(45), Entrpc-Dmg/EndRdx/Rchg(45), Entrpc-Heal%(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: One with the Shield -- GA-3defTpProc(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    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 4: Swift -- Empty(A)
    Level 4: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(7), Mrcl-Heal(9)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(7)
    ------------



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  7. Andferne

    DM/SD questions

    1) I believe with Activate Defense double stacked /SD can net you around 60-70% or so. Honestly do not remember the numbers exactly. So the only way you can reach that level would be with the Incarnate stuff.

    2/3) I've recently seen some debate about DM and it's single target capability. I honestly LOVE Dark Melee and have not run into any problems with its ST damage output. I pretty much use the attack chain you listed and with it I am more than capable of soloing AV's and the build is more than capable of running through missions at +4/x8 solo with very few rare problems.

    4) This thread has a ton of great builds and some very good advice for DM/SD.
    http://boards.cityofheroes.com/showt...192252&page=34
  8. Quote:
    Originally Posted by mauk2 View Post
    Inv/dm is the tankers tank. It is nigh unkillable, but pays for that with damage output.

    Er, no amount of tinkering is going to make an inv/dm fast in solo. Play with teams.
    I've noticed. I'm enjoying teaming with this guy on large teams. More than I thought I would so overall I am quite happy with its performance.

    Quote:
    Originally Posted by Rangle M. Down View Post
    Part of the reason I went with Ice Mastery on the build I showed you, was to provide more AoE damage.
    I was wondering why you had gone with Ice. Seeing as I have yet to come into an End problem. I might respec out of Energy mastery for something with a bit more kick.
  9. Been playing this Inv/DM for incarnate content lately and I must say he is down right impressive when it comes to survivability. Even before I got him to being 50+1 he could survive mobs of +4/x8. The only thing is that it takes him forever to kill stuff.

    I'm debating on re-working the build some to include Spring Attack for a decent AoE attack to help take out the mobs faster in solo play. Something like this maybe.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), Acc-I(42)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(17)
    Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(34)
    Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(36), Mocking-Taunt(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Taunt/Rchg(37), Mocking-Acc/Rchg(37)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15)
    Level 16: Siphon Life -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(42), SMotTanker-Acc/Dmg(43), SMotTanker-Acc/Dmg/Rchg(43), Numna-Heal(43), Numna-Heal/EndRdx(50)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Ksmt-ToHit+(29)
    Level 28: Soul Drain -- GSFC-Build%(A), GSFC-ToHit/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/Rchg(39), GSFC-ToHit(40)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 32: Spring Attack -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
    Level 35: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(46), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), Numna-Heal(50), Numna-Heal/EndRdx(50)
    Level 47: Resist Elements -- S'fstPrt-ResDam/Def+(A)
    Level 49: Resist Energies -- GA-3defTpProc(A)
    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 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(7), Mrcl-Rcvry+(9), Numna-Heal(9)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(7)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------



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    Still soft cap to all typed Defenses without incarnate stuff factored in. S/L resistance is hard cap, E/N is at 31 while F/I is at 34 and T is 33. Sustainable endurance where I do not have to worry about drains much if at all. Regen rate is at 322% which factoring in with Siphon Life makes for a great healing process. 70% recharge while hasten is not active.
  10. Any advice on the build would be appreciated. /SD I know pretty well, but I am still very new to Street Justice and work works, what powers I could/should skip if any. Is there a certain attack chain I should be shooting for etc. It's play style in general. This is going to be my next project now that I am finishing up my Inv/DM Tanker.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    RP: Level 50 Mutation Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Acc/Dmg(42), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(50)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), Aegis-ResDam(11), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
    Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(27), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29)
    Level 6: Combat Readiness -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(7), GSFC-ToHit/EndRdx(9), GSFC-ToHit/Rchg(9), GSFC-ToHit(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
    Level 14: Rib Cracker -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(40), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Spinning Strike -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg(39)
    Level 20: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Shin Breaker -- GS-Acc/Dmg/End/Rech(A), GS-Acc/Dmg(43), GS-Dam/Rech(45), GS-Dam/End/Rech(46), GS-Acc/End/Rech(46)
    Level 28: Grant Cover -- SW-ResDam/Re TP(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31)
    Level 32: Crushing Uppercut -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg(33), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45)
    Level 47: Laser Beam Eyes -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(48), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50)
    Level 49: One with the Shield -- GA-3defTpProc(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    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 4: Swift -- Empty(A)
    Level 4: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(21), Numna-Heal/EndRdx(25), Numna-Heal(46)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(19), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(50)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------



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  11. I've now gotten him to level 50 and most of his build purchased. Only things missing are the Luck of the Gambler sets. I've even managed to get all of the Accolades for +End and +HP. Looking forward to seeing how he performs at top end. After that it's to the incarnate grind once again.
  12. But do they have the utility that DM offers?
  13. Quote:
    Originally Posted by Moonlighter View Post
    Is this utility enough to warrant Shadow Maul's small cone? I don't mean to sound like a jerk but I am still of the opinion that Shadow Maul could use a small buff in the form of a bigger cone.
    You said it yourself (and it's been mentioned several times in this thread). The set has at the very least above average ST damage (Though I think you believe it to be sub-par / mediocre). It has a very nice damaging attack that also acts as a Heal. All of its attacks come with a -to hit debuff. The set also has a nice +to hit /+damage AoE damage attack which can get near Perma with enough recharge. It has another AoE damage attack, but this one gives +Endurance. It can do all of this and you still want to increase its AoE damage?

    IMO If something was to be looked at and changed in this set, it would be Touch of Fear.

    Quote:
    Originally Posted by Moonlighter View Post
    ~ The point that Dark Melee has great single target damage is fine, but I haven't been able to get exceptional single target from Dark Melee/Shield.
    My DM/SD scrapper has no issue with keeping great ST damage compared to anyone and everyone I've ever run with.

    Quote:
    Originally Posted by Moonlighter View Post
    ~ The argument that Shadow Maul is fine because people skip it and get their AoE from outside sources baffles me. From what I can tell many people that are arguing against a change to the cone size don't actually take Shadow Maul in their builds. I honestly can't fathom or respond to this argument; I just don't get it.
    No one from what I have seen in this thread has made this argument. If you were referring to me I mentioned that I dropped Shadow Maul for my DM/SD build because it hurt my ST damage.
  14. I hate having to do huge quote brackets that go on and on. So forgive me that I do not quote block anything for the response.

    Toying with other sets I've found Dark Melee to be more than just good in ST damage than most other sets. Maybe we have a severe difference in play style and results.

    Soul Drain is about 2 seconds shy of being permanent for my build. It along with Dark Consumption are both fabulous powers. As already explained by someone else. For being damage dealing attacks that also boost Damage/To-hit, or Endurance. They're great.

    Shield charge is overpowered. This was said a lot even when it was not 'working as intended'. Then when it got 'fixed' people were going to swear off the set. None of this changes anything about Dark Melee. My experience is tainted? My first 50 was a Scrapper DM/Inv and had no issues. Once /SD came out I deleted that character for my DM/SD to fit my character concept more. My DM/Inv did exactly what he was built for. No die and deal great ST damage. Currently I am leveling up a DM/Inv Tanker who so far has had no issues for content with the exception of some end problems here and there. He still does not have dark consumption though. Both of them are excelling at what they are built for. ST damage and survivability.

    What's gone on so far in this entire thread is without touching on every attack in DM giving a -to hit buff as well as well as damaging. One of which even heals you.
  15. Quote:
    Originally Posted by Moonlighter View Post
    I don't understand what you are arguing here. Are you claiming that Dark Melee's power is so overwhelming compared to other primaries that increasing the cone size on Shadow Maul would make it too good? The fact that you don't even take Shadow Maul not only supports my suggestion, but I can't fathom why you are arguing against making a power you don't deem worthy of including in your build a little bit better.

    ~ Dark Melee could use some AoE. The set is anemic even compared to Martial Arts.

    ~ Guarded Spin set a new standard for cone size, and that's on a set with a PBAoE and an additional cone.

    ~ You can say Dark Melee is single target oriented, but nothing about its single target damage performs *so* well that it justifies only one 45 degree 5 person cone.
    You seem to think that Dark Melee is just average when it comes to ST damage. Which I believe otherwise. That it's AoE is lack luster (which I do agree with). But since it is focused more on ST damage and not AoE damage. That's fine. One power set should not be top tier in everything or even close. You have to give a little to get a little.

    When I first picked up Dark Melee I used Shadow Maul. Then after talking with some of the other DM/SD people in that thread. I found that if I was wanting to maximize my ST damage output. Shadow Maul only hindered me in that aspect. Hence why I mentioned the attack chain that I run of Midnight grasp, smite, siphon life (which is an absolutely great power), smite.

    AoE powers for DM: Shadow Maul, Soul Drain, Dark Consumption. For a ST set it seems to have several AoE options. Are they great? For strictly damage, no. But for what they are there for they work wonders.

    Something else that this boils down to, and it's just how things seem to work. IF Shadow Maul was to get a boost, most likely something else would suffer and I would rather keep the set as is. Because it works amazingly for everything I've experienced in game.
  16. Quote:
    Originally Posted by Moonlighter View Post
    Because that means you end up taking forever to kill every other spawn? And balancing Dark Melee because Shield Charge is that good is probably a bad call.
    I have no issues killing any of the spawns and never slow down with my build. Going from one to the next without stopping and often leading one group to the other so I can wipe out two at once. End recovery is good enough that even carnies do not cause me to slow from mob to mob, dark. None of this with inspirations. I do not want to keep derailing your thread though. Sorry about that.

    Dark Melee is geared more towards single target. Increasing it's AoE output should not be the answer if you believe it is only mediocre for ST.

    Now if Shadow Maul under-performs compared to other similar AoE attacks. That would be different. Which honestly I would not know as I skip this power for reasons I've already stated.

    The title of the thread mentions Shadow Maul, but your first paragraph consists of talking about it's average ST damage (It's been a while since I have looked at the numbers. But I thought a fully saturated soul drain did place Dark Melee at the top of the foot chain for ST.).

    Then you move on to buffing it's AoE damage instead. Are you wanting to get DM better AoE or solve it's mediocre ST.
  17. Why do you need more AoE with DM/SD? After each Shield Charge there is no more mob to worry about. Just a boss or two, and maybe a lt or two who can easily be dispatched with a single strike after that. Soul Drain + Against all odds + Shield charge is the end of most mobs even at +4.

    My shield charge is up every 24 seconds and soul drain is just shy of being perma with a 2 second gap.
  18. Quote:
    Originally Posted by Moonlighter View Post
    What kind of pylon times are you getting?
    I've never timed a pylon. Honestly never really cared that much for it. When I mention comparatively, I mean from the groups is consistently run with. The toon is capable of annihilating almost anything at +4/x8 and doing so in a timely manner.

    Back on your question though. Buried somewhere in this thread I know Sant and a few others talked about DM optimal attack chain and its pylon times.

    http://boards.cityofheroes.com/showthread.php?t=192252
  19. Thank you for the feedback and builds. Now for the hard part.
    Leveling him up. lol
  20. I dropped shadow maul a long time ago for my DM/SD build. The animation sequence is far to long for my tastes and can lock you down. As for single target damage issue. Even without soul drain saturated I am not having any issues, comparatively speaking. Midnight Grasp, Smite, Siphon Life, Smite, repeat works wonders. Long as you have enough recharge to run it smoothly.
  21. Revision. This set up allows me to be soft cap without Incarnate powers. Something I really liked about your build.

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  22. Quote:
    Originally Posted by Rangle M. Down View Post
    One attack until lvl 16?
    Two attacks until lvl 38?
    Hope you have vet powers, or don't Exemplar down that often.

    Resist Elements and Resist Energies can be put later in the build.

    I rarely like using Maneuvers on a tank, to much endurance for what you get in return. I hate using Tactics or Focus Accuracy when I can get nearly the same return in one IO: Kismet +6% Unique(Although it says accuracy, it's really a to hit boost.) for one enhancement slot. You will also be getting plenty of +to hit the more in range of Invincibility.

    For comparison, here's my planned Inv/Dark tank build. Leveling up I used Smite, but since I have 4 vet attacks I didn't worry about having it in this revised build. Although I typically don't stress about getting F/C defense soft capped, I did in here without compromising the rest of the build. I went Arctic Mastery as it fit thematically.

    Take a look and see what you think. Hopefully you'll find something in here that helps.
    You would be correct that I use a few Vet powers for attacks at the lower levels. I have reworked the build a little already to include Smite. This way I can run a more optimal attack chain. Midnight grasp, smite, siphon life, smite, repeat.

    Was not sure about the Resist energies and Elements. I'll postpone them further down on the build. Thanks.

    Can't believe I forgot to add in a Kismet for my build. Thanks for the catch. Ended up dropping tactics so that I can pick up Smite.

    For your build do you believe that your end will be sustainable? That's one of my main concerns for my build. I would prefer to set it up where I am not having to keep a stash of blues.
  23. Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Abomb: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage
    • (A) Reactive Armor - Resistance
    • (46) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Endurance
    Level 1: Shadow Punch
    • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
    • (3) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (3) Superior Might of the Tanker - Accuracy/Damage
    • (5) Superior Might of the Tanker - Damage/Recharge
    • (5) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (7) Superior Might of the Tanker - Damage/Endurance/Recharge
    Level 2: Temp Invulnerability
    • (A) Reactive Armor - Resistance
    • (45) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Endurance
    Level 4: Dull Pain
    • (A) Doctored Wounds - Heal
    • (11) Doctored Wounds - Recharge
    • (13) Doctored Wounds - Heal/Endurance
    • (13) Doctored Wounds - Heal/Recharge
    • (23) Doctored Wounds - Heal/Endurance/Recharge
    Level 6: Resist Elements
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 8: Unyielding
    • (A) Impervium Armor - Resistance
    • (45) Impervium Armor - Resistance/Endurance
    Level 10: Taunt
    • (A) Mocking Beratement - Recharge
    • (34) Mocking Beratement - Taunt/Range
    • (34) Mocking Beratement - Taunt
    • (34) Mocking Beratement - Taunt/Recharge
    • (37) Mocking Beratement - Taunt/Recharge/Range
    • (37) Mocking Beratement - Accuracy/Recharge
    Level 12: Resist Energies
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 16: Siphon Life
    • (A) Gladiator's Strike - Accuracy/Damage/End/Rech
    • (17) Gladiator's Strike - Accuracy/Damage
    • (17) Gladiator's Strike - Damage/Recharge
    • (19) Gladiator's Strike - Damage/Endurance/Recharge
    • (19) Gladiator's Strike - Accuracy/Endurance/Recharge
    • (21) Healing IO
    Level 18: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Luck of the Gambler - Defense
    • (23) Luck of the Gambler - Defense/Endurance
    Level 20: Boxing
    • (A) Damage Increase IO
    Level 22: Tough
    • (A) Impervium Armor - Resistance
    • (40) Impervium Armor - Resistance/Endurance
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    Level 26: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Defense/Endurance
    Level 28: Soul Drain
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (29) Obliteration - Damage
    • (29) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    Level 35: Dark Consumption
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    Level 38: Midnight Grasp
    • (A) Hecatomb - Damage/Endurance
    • (39) Hecatomb - Damage
    • (39) Hecatomb - Damage/Recharge
    • (39) Hecatomb - Accuracy/Damage/Recharge
    • (40) Hecatomb - Accuracy/Recharge
    Level 41: Tactics
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    Level 44: Conserve Power
    • (A) Recharge Reduction IO
    Level 47: Laser Beam Eyes
    • (A) Apocalypse - Damage/Endurance
    • (48) Apocalypse - Damage
    • (48) Apocalypse - Damage/Recharge
    • (48) Apocalypse - Accuracy/Damage/Recharge
    • (50) Apocalypse - Accuracy/Recharge
    Level 49: Physical Perfection
    • (A) Endurance Modification IO
    • (50) Healing IO
    • (50) Healing IO
    Level 1: Brawl
    • (A) Damage Increase IO
    Level 1: Gauntlet
    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) Healing IO
    Level 4: Ninja Run
    Level 4: Swift
    • (A) Run Speed IO
    Level 4: Health
    • (A) Regenerative Tissue - +Regeneration
    • (9) Miracle - +Recovery
    • (11) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Numina's Convalescence - Heal
    • (45) Miracle - Heal
    Level 4: Hurdle
    • (A) Jumping IO
    Level 4: Stamina
    • (A) Performance Shifter - Chance for +End
    • (7) Performance Shifter - EndMod/Accuracy
    • (9) Performance Shifter - EndMod
    • (40) Performance Shifter - EndMod/Recharge
    Level 50: Agility Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------

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    |-------------------------------------------------------------------|
  24. I'm not really familiar with Fiery Melee as I am with Dark Melee, but here is something I toyed with. Take from it what you will. You will have perma hasten, just over soft cap defenses, and a nice 42.5% resistance for s/l.
    (Edit: Should probably switch out Tactics to grab Build Up, and keep the slotting the same. Not sure how I missed that when making this.)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |07B5C1DFB0|
    |-------------------------------------------------------------------|
  25. Quote:
    Originally Posted by John_Printemps View Post
    You can actually see my I23 compliant build up above (with one minor tweak to anticipate Snipe changes).
    I've only casually been reading up on the Snipe changes. I keep hearing tidbits here and there and after looking at some more numbers it's got me curious. I run a 6 slotted Tactics and use the Kismet unique already. So that there should give me a huge chunk of what will be needed to take advantage of things. My build's a high recharge set up and Soul Drain is about 2 seconds off perma.

    My only worry/concern would be changing into this and not being able to keep my endurance at a sustainable rate. As with Physical Perfection and access to Conserve Power I never have end problems and that is even against Carnies and other end suckers.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|