-
Posts
1131 -
Joined
-
Here's a build I drew up for you on how I'd go. You COULD go for capped defenses, and other things, but this is a very well rounded build that should serve you just fine. Besides rounded builds like this that have good defense, but don't cap, means that when lets say a bubbler is on the team, there is an actual use for them to you, and by doing so, when they bub you, then the reasons you didn't go for softcapping defense, like more recharge shine through.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Invuln EM Taunt: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(46), RctvArm-EndRdx(48)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Dull Pain -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx/Rchg(3), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(45), RctvArm-EndRdx(48)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(34)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(33), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-Psi/Status(25), S'fstPrt-ResDam/Def+(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), DefBuff-I(27)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 30: Resist Energies -- ResDam-I(A), ResDam-I(31)
Level 32: Resist Elements -- ResDam-I(A), ResDam-I(33)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Unstoppable -- RechRdx-I(A), RechRdx-I(48)
Level 49: Laser Beam Eyes -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Entrpc-Acc/Dmg(50), Entrpc-Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 7.06% Defense(Fire)
- 7.06% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.75% Defense(Ranged)
- 11.1% Defense(AoE)
- 42.5% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 5% FlySpeed
- 246 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 11%
- 4% (0.07 End/sec) Recovery
- 102% (7.98 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 13% Resistance(Psionic)
- 10% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;683;1366;HEX;| |78DAA593EB4E134114C767694B5BBAD0D602E54E69B9530A249A8026FA413031A10| |942E5938A4B197163B390B620F5930F00861730D144447D03E35B78D797A9E79CFF| |D0D86F266EDAF39B3973EE3B9B3F5AB6957A7E4359F6CD9253A96C151CEF892E07F| |2CEAE5B8CDEF60E0F4A5E6A259F2A38075E35A8941A82C1D6B27EA4BD8ACEC14497| |9D6DB7E4566BBDE638AF4B5AE756E860B7864DFCB6F75897B557CD5D2CDAD6F6F64| |AB98D7DAD776C59AE6A67DFF576B1B9E5563D5DA9C4654359DC8A8B1489957DB7D8| |08ED54AABA5CEBA1CAA6E8FF254CC2A2BFAAFBD5102D2654EB303022984D0BE6328| |2509B324F3DA01E121694DF11746C0B868A82D11DC1AC167C0D9B1C94C45AA4D5A0| |6A5902D62D3668DB000A0025F19924BE7F4E92A66107D0494B6046547613BE53154| |1D36A10AD86D06A08AD669B5AEDA6786198AB709714D64AAA8851452625689254ED| |A855B5436553F951537EF45054B1A7C09160A0261879061C087E5275718B83D77DF| |198A4BB94003A0523A821480913A68BC4A6A83AEF027704A95189377D5D061C22F3| |2E98FBBA8E5BF8A4FB047821489D0A3E53FAA4995EF2B204EAB9022425D02F32E83| |506BDA8A80F15F50DE1DD50DBFD68DBEAC7C407801FE43A08576B308B37087CA393| |6173320C550A8852B4B419621A7720833B90C11DC834DD8109DC8118798D19AF317| |88DC36B1C5EE3F09A68F27A45976D12550426DFC838A6CE80B7C0B960FA1DF05EF0| |815EFB8C19C80C469FC535CEE27DFCA6E6726620394C620E784D09E771E29B3F13D| |5C23970A2B8EF8553C180BFF1B5D18F1EB5FAB766565CD6FC8D8F4B596234E56F7C| |D3FFF57CB42FE284D7F9BB2FB05823616DF2EA1E8BFBBC7DC02B8757DB2C8ABCAD7| |FB22F4A8D2E72414B2CAEB2B8C6E2988D8211121116368B76161D2CA22C622C122C| |BA59F4B178C9A2FE07DBF6F732| |-------------------------------------------------------------------|
-
For starters Invuln is actually one of the best defense sets on endurance besides the obvious sets with actual end powers like ice/elec/wp. Energy melee, its really only end costly, like all tanker melee's before slotting, relative to the fact that compared to scrappers etc, you have to hit more times to kill enemies. When you get energy transfer slotted, the damage it does for its low end cost because of its small hp hit, makes it actually pretty efficient. I run EM on my DA/EM tank, without Physical Perfection and hardly have problems, and he doesn't have any of the healing uniques in yet either.
So for the build, picking up PP, you really shouldn't need to worry much about endurance. I'll be suggesting the numina unique, for the regeneration, with the recovery really as a bonus, and not even needing to slot PP for end mod, but again for the regeneration.
Unstoppable, you really don't need it for most things if built right, especially if you're picking up tough/weave. When getting to AVs, i'd say maybe hold it off till the late 40s for that purpose.
Laser beam eyes, for the most part i'm assuming you're going for concept, otherwise the power itself really isn't worth getting, its slow and the damage is meh. I'd suggest if you could to fit in energy puch, but likewise with any Invuln I'd suggest picking up hasten to keep your dull pain as close to perma as possible, and in the process allowing the option, by skipping EP, to have your chain of just Barrage, Bone Smasher, Energy Transfer and Total Focus.
Air superiority, you can pick it up to help you level perhaps, but like I mentioned, by picking up hasten, with those 4 attacks as your attack chain, you'll definitely want to pick up combat jumping to help stack your defense versus air superiority and respec out of air superiority. Not to mention cj + hurdle as a melee toon is your best combat mobility during battles.
As far as the psi hole goes, you'll want starters of a full crushing impact set in your 4 main attacks. You'll want the steadfast in RPD personally, and Mix around for psi resistance if you prefer in the resist toggles. I'll have to check when I'm home what would be the best min/max way to do so when going for the psi resistances.
Also mind the 5 of a kind cap for bonuses, if you look the build you posted even mentions when you are above the cap.
Stamina, again you won't need to bother with the p-shifter proc. With the slotting I'm mentioning plus physical perfection and what bonuses will be there, you won't be needing to waste money on that. I'd suggest slotting 4 efficacy adaptors, granting 1.5% recovery, 1.13% max hp and 10% regen, while maxing your end mod values.
At this point I'll really have to fiddle with mids to get you a build for the rest of the issues. Do you feel you "need" taunt. I never seem to need it on any of my tanks, especially on an invuln which has one of the best taunt auras in the game. Vs AVs when you're bringing the pain with EM they stay pretty affixed to you.
Also on a side note, only 2 slot build up, you'll never notice the about 3 second difference that 3rd slot makes when you're using 2 level 50 common IOs + hasten + bonuses.
I always go for high regeneration on builds like invuln, hence why i'll be suggesting Scirocco's Dervish in Whirling hands -
You can check my build in this thread, popped up so you can see everything it has in it if your Mids is acting all wonky:
http://boards.cityofheroes.com/showthread.php?t=218296 -
Quote:Pfft, stuns. I'll take all the knockdown my Dark/Axe brings to the fight.Quote:Originally Posted by DaemodandStuns, Knockdown, tomato, tomahto.
-
Here's the build I was talking about:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Shield SS Team AV: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(15), ResDam-I(19), ResDam-I(42)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45)
Level 2: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(45)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9), ResDam-I(15), ResDam-I(19), S'fstPrt-ResDam/Def+(37)
Level 6: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(46)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(34), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(43)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 30: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 32: Kick -- Acc-I(A)
Level 35: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(36), TtmC'tng-ResDam/EndRdx(37)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(46), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
Level 47: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(48)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 39% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 365.4 HP (19.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 12.1%
- 4% (0.07 End/sec) Recovery
- 90% (7.04 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 15% RunSpeed
Code:Technically Boxing is more DPA than jab, but I like the animations better for jab, its not that big of a difference in all honesty. Went maneuvers to mix with grant cover for teams, otherwise if you think cascadine defense is that big of an issue solo, when you are controlling yourself the herds of the groups, and knocking them down most of the time between shield charge and foot stomp, then, well I can't help you lol. Well, i could, but I just don't see it necessary enough :P| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;694;1388;HEX;| |78DAA553DB4E5341149DDE28F442A905CA9D028552682B280F5E128D11509426689| |107059A230CED915A9A9EAA6062E207A0319AF8667CF1FE07867FB3EEBDD794C4F8| |62E249BBD6CC3E7BF6ACB5E74CFE7031A4D4CBABCA15BA5EB11CA7B86E55F775DD9| |7B74AF64EB450B6756537512824D6B5F538716DC3AF941A464A7151EFE9AAA37348| |6A4D07CDDBBCAE687AF7A446E342A3AEABA54639BA522D6B1A3672AD4168EDE0A09| |25BD556CDAE963059B61B55ED38613329951BF42AD2CADBD575A76CD7624B357B27| |B754D5F5D251316F390D5D3FEA236D69FA2F86095CF4574D9FEAA2C1BCF2C640DD4| |29D3D4267328A290DCA04947968D57DA294723F100A6D0AF56D09A5B7853245A16C| |C06C45AB5CFFBC6A99147A8C42CF1D11D35E00DD834268320A93710A0EAB255AE5C| |32A8F0FBEDAE0AB0DBEB2F07593F2FC2E4E6C2AFF9854C891CC0E23B3634F428112| |A82CD4650BA51E09CDEC0BF5D26907B1A10AA2769C42611452E169C9BA41F30842A| |EC82CAA81DA28396AD64791ECA7500C216F6C434A76C37237FA309694BCEC15B1DC| |4EE93DC672CFB15B44BD02BD164ABC115A210D71B3531C4A6F53A8DF58EE7F2A450| |79E810E851247A0E7B00CC9E7A85183E89D6FF093D41EFA0CFA2234F615F44D68E2| |BBD07C80C562AF61B47704ED1D417B47D0DEE41FED7593B951D3CBD101097928346| |EFC8ECF898F89F3A005A1E48CD0026D3869369C84B929989B82B929984BC15CEA85| |C8FCE8516ADA6C380DBF3FA84BB3E64B9CC50964F02566712CF36FE1F01DE8BD509| |464E68CCCDC2FF9A4CF3641DC3B22B7D02DAA3E678E650EC732E43DBD66F4A347AD| |FE1559F39E5E2AE59248DA7B7AA5FFEBF9196AD5E9B8CBF77D9D618DEFF0068F361| |9B678BACD238B470F197678DA3C09B594462EB0A08B0C97182E331C73923F481064| |083184193A19220C5D0C31865E8601860F0CCDDFDB15F8BD| |-------------------------------------------------------------------|
-
Quote:True but I woudln't consider it reliable enough to plan for, too random.
Ah, but with enough recharge you have a window of double stacked AD, which adds a bunch to your debuff resistance. I've found it quite valuable on my BS/Shield scrapper, and while I haven't yet faced Cimerora on my Shield/Fire tanker (still only 34) I found that with my debuff resistance maxed out my scrapper was basically unaffected by any cascade defense failure.
Quote:I agree that resist is useful here; although it is resist to exotic damage. On my scrapper I slotted the Miracle unique, Miracle Heal, Miracle Heal/End, common Heal, common resist and Steadfast unique. I think we're debating fine points here; your slotting gets more exotic resist and regen, mine gets more HP and recovery.
Quote:While adding a little more regen is a desirable thing I find that the slots are still more useful elsewhere. If I had slots available after taking care of everything else then yes, I'd probably toss another into Health... but you're not talking about all that much extra survivability from the minor increase in the regen. Health just ends up lower priority than many other powers.
Quote:I can only think of one nerf that's been applied to Taunt... the 5 target cap that went in back in what, issue 5? It's still a great attention-getter, zero endurance cost, auto-hit and grabs 5 mobs. True, I don't use it all the time, but when a situation comes up it's very nice to have. For one thing, just try range tanking an AV without it... or tanking an AV in any case... auras aren't autohit against AV's and I've had them turn away from a tanker who didn't have taunt. Don't forget that Taunt also has a pretty significant -range debuff to get mobs to come in close to you.
Quote:I see the point here, and if slots are available then this isn't a bad choice. I just seem to always find somewhere else that can use that 4th slot more.
Quote:I wouldn't say ToD is easy to find... I've been acquiring a set of it for my Shield/Fire for the last 2 weeks looking in the 30-35 range. I STILL haven't found a Damage/End recipe or IO below 40, and I've had going rate bids covering the 30-35 range. As of last night they still hadn't filled. -
-
Quote:Dark/stone is amazing, If I didn't have a Fire/Stone which has too close of the playstyle feel to me like dark armor, I'd definitely rule one.dark/stone is among the toughest tanks you can make and can out control some trollers too. Endurance though...
But I'd have to TOTALLY suggest Dark/SS here. I have one of the most amazing builds for it, with tough and physical perfection/CP, so no end problems, extra resistance from tough, and the consistent large radius knockdown from foot stomp is just perfect mitigation for something like dark armor, much better than dark melee would ever offer. On a tiny fun note, not like EM or stone would do, but jab would occasionally stack with OG on bosses.
And the big clincher, ever see what rage looks like with cloak of darkness? :P super glowy bright puffball of doom!
Likewise I like my DA/EM tank as well, stun heaven, good ST damage, and the glowy pom poms of doom when in cloak of darkness mode is just very sweet as well lol. -
Quote:Wrong, somewhat. Never more than 2 slot recharge in this power (PVE) when picking up grant cover as well. Without hasten, 2 recharge, plus the slow resist from grant cover, plus the fact, that you should be avoiding most of the -recharge attacks on you by large to begin with, you'll have more than enough cushion with the 2 recharges. With moderate recharge bonuses as well giving an even larger cushion.Well, first off you definately want Rage, and you'll want it to be perma (recharging before the buff expires).
On power order, pick up Active Defense much earlier, it's your status protection. You'll want to slot 3 recharge into it to get overlap and a cushion for slow debuffs.
You can even put a Winter's Gift in SJ to further that cushion. With all these in play in PVE you honestly probably only need the one slot but due to leveling up you'll want the 2nd at least for that, and can maybe respec it out later when you get the powers/bonuses for this. I'd still love if they made it perma with the base slot, which i think they should regarding other sets are perma out of the box as toggles, but that's another thread.
Quote:Against All Odds is good with a single endred unless you want to add 1-2 taunt duration to it. I'd move the fighting pool back in the build; my Shield/Fire tanker is picking it up at 30, 32 and 41. I'd definitely pick Hurdle over Swift on any jumper... hurdle stacks very nicely with jump for added speed and distance.
Quote:Grant Cover doesn't give you any added defense, just those teammates within 15' of you. It's useful because of the debuff resistance it gives you but it can wait until later in the build. Phalanx does give you a 5% defense bonus, but that's unenhanceable. The extra def you get for teammates within 8' of you is the only part that's enhanceable... for that reason most players leave it with the default slot unless they're using it as an IO mule.
Quote:True Grit should, at minimum, have 3 common heals in it and is a great place to drop in the Steadfast Protection resistance/3% defense unique. I generally tend to leave it at that, or if slots are available add a couple of resistance IO's. You can toss the Numina or Miracle uniques in here as well, just make sure you keep ~90%+ heal enhancement.
Extra 10% hp from true grit = 10%/110% = 9.09% resistance basically, because you you can take that much more damage before faceplanting, however, thats for the first set of max hp. If we fully slot it, so 19.5%ish max hp, look what happens:
19.5/119.5 = 16.32%
So even though we added 9.5% more hp than before, we only gained a little over 7% "resistance"
So begin by assuming you'll get the accolades starting you off at 20% plus base true grit's 10%, and for this thread I always have at least about 10% max hp from bonuses, so we start with:
40/140 = 28.57% "resistance"
Adding the slots for max:
49.5/149.5 = 33.11% "resistance" So from not slotting, to slotting for it (looking at end game here, on the way up, definitely slot 3 heal SOs in it) we gain about 5% "resistance" So even if you only slot it by 70%, thats like dropping about 1% "resistance". Now its to all, so thats still nice but the point of me talking about this is when you figure, what's more important, heals, or resistances. Which is why I suggest this slotting:
Numina: heal, heal/end, heal/rech (granting depending on the level IIRC 85%ish) and with the other 3 slots 2 common level 50 resistance IOs, and the steadfast unique. Pretty much maxing both heal and resistance values. So normally I'd like to fully enhance the heal, but 85% in this circumstance is more than enough.
Quote:I'm a firm believer that Taunt is a good tool for anyone playing a tanker; it isn't something you need constantly but when the unexpected happens it's very nice to have in your toolbox. As a bonus it's a great place to slot some really cheap IO bonuses from Mocking Beratement or Perfect Zinger.
Or two change your tactics, if its TOO difficult, that's where things like herding, and better teamwork come in. I'm not going to worry about that one guy out of such a large reach of shield charge/foot stomp/general aggro that is not doing much. If its a boss, you jump over, hit them, and jump back, mob still stays together, and you get the boss, if its a minnion or lt, like usual, if they can't take care of themselves by moving on the other side of you or taking care of it themselves, something is terribly terribly wrong, and I don't feel needing to take taunt in this situation is worth it.
Quote:Hurl is a power many tankers feel is aptly named because of the lengthy animation. Most players in my experience skip it, although some enjoy having it. Personally I'd skip it and pick up something like Fire Blast or Laser Beam Eyes from the APP for a ranged attack but if you enjoy the power then by all means get it.
Quote:Health I generally leave with the default slot... I find that slots are more valuable elsewhere most of the time. Stamina I just toss 3 common endmod IO's in and call good; most of the better IO bonuses require too much slot investment for the return.
Stamina, again, if something like shields, I 4 slot it with efficacy adaptors. Maxing end mod enhance values, and granting 1.5% recovery bonus, 1.13% max hp bonus and 10% regeneration bonus, for pretty darn cheap.
Quote:Shield Charge and Foot Stomp both benefit strongly from accuracy, damage & recharge... on a tanker I slot the full Multi-Strike set, it offers good enhancement numbers and a small AOE & Melee defense bonus for very little cost. Another good option is the Scirocco's Dervish set... it's more expensive and offers considerably more AOE defense bonus but as a tanker you won't need all that much added defense to soft cap.
Quote:The Touch of Death set will cost 50-60 million for the complete set and be fairly hard to find below it's level cap of 40. A set of Mako's Bite should be obtainable for 30 million or so and Crushing Impact should be under 10 million for the full set. -
Quote:I agree with everything said here. Unless It's a farm build I never bother with purples, or PVP IOs Unless going for recharge for things like perma-hasten there is really not much reason to use them (or with certain rare things like pets or ranged damage for the regen). My builds I would generally guess are about 200mil, and never have much of any problems. I made a build for my friends Shield/SS, but I'm at work so can't access it now but can show you later. Capping defense (which can be done without weave on a tank, but i'm assuming you're doing so for more recharge) is the first priority. Personally regeneration and then max HP for something like shields would be the second.My first reaction is that you're spending an INCREDIBLE amount of inf and ending up with a substandard build... your defenses aren't soft capped, your attacks generally aren't very well slotted, you aren't slotting True Grit for heals which directly increases your HP and you haven't even taken Rage.
I'd hate to even guess just how many Billions of inf that would cost but the Gladiator Armor 3% def unique sells off market for over 2 billion all by itself... you're buying that and not getting the FAR less expensive Steadfast 3% def unique.
For a tiny fraction of what you're spending on that build you could have something MUCH more effective.
Looking deeper into the build it just gets worse, you're slotting NO accuracy at all in Foot Stomp; you're slotting a Kinetic Combat proc all by itself in Boxing, you're slotting for knockback protection of all things on a tanker that already has all the KB protection you'll need in the primary, if you every exemp down below 19 you won't have status protection and your slotting in general is all over the place without any real theme.
If this is a serious build then please rethink things here; it wouldn't surprise me for that build to cost you over 6 billion inf... you could have a far more effective build for less than 150 million.
Not to mention, you don't even have resistance enhancements in your deflection.
Also look at AAO, IIRC its base end cost is only .16end/sec, which is a very low cost toggle. The base slot as an end reduction is all it will ever need, certainly not 3.
Conserve power: 4 recharge reductions? Not with ED. With *proper* slotting and bonuses, with the addition of physical perfection you should definitely not be needing the power at all for the most part, certainly not needing to slot it. Only because SS gets rage (which yes get asap) would I suggest getting CP instead of FA on a shielder (otherwise FA is used to house Gaussians, while of course helping with acc and to hit debuffs in the process).
So yes, sorry, but so many things wrong, I'll post the build for you when I get home later tonight. -
Its not all about damage, In general I can't stand hotfeet, its end cost is way too high and it puts you in far too much danger usually when they're not under a control. Not to mention with a non-melee oriented secondary like thermal, it just doesn't fit.
And the thermal rez, is like ROTP, its terrific, and doesn't cost any slots, I wouldnt skip it. -
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
AR Dev Munitions: Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Slug -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(27), RechRdx-I(37)
Level 6: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(27), RechRdx-I(37)
Level 8: Caltrops -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(15)
Level 10: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(34)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(43), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45), LkGmblr-Rchg+(50)
Level 26: Smoke Grenade -- ToHitDeb-I(A)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Time Bomb -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Gun Drone -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Body Armor -- S'fstPrt-ResKB(A), ResDam-I(45)
Level 44: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(45)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 61.3% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 131 HP (10.9%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Stun) 4.4%
- 21.5% (0.36 End/sec) Recovery
- 78% (3.92 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1413;688;1376;HEX;| |78DAA5944B4F135114C7EF9496D2176D29B4E55D289402ED40E3C647A2415143421| |32CCA4A6D063AD6499A69C30C4456129F1B347E011548D44497BE625C9AB8367E13| |D73EC6F3B8AD121363E224FDFD67CE9C73EFFF9E9C69F1DA7C5088ED1342099DAA6| |996553E09B4F5754F51AB1A6B91B9526A5EDF4C15374CC336EAA6E515420CC89472| |4933AB7A459DB32C6DA366974BC6959A9E68BE5CDE6834EAEBB67A56AB5475DB8A2| |E9857F575DDB4D5E64D70A95EAFA98BBAD630CC2A3F9C316C53B72C3F3D2C3774BD| |12A5DB0573D3B08C55A366D85BF1D30D634D6D192A1769BBAD24189B84DFB8685E8| |E473C012908D753928E6724C15D92C81EC9C43EC9F55F5542F451280354E442CA3F| |2F34016C93556D2F29E47EC5F29AC4FF86A4EF2DC9D8344916E891551EAE6AE7AAF| |6BF546D03BD5CA5789F2B18EA7C417203623E32EFB87D8F5CF4E631C9E42ECB1ECB| |3E491C560970BA08F4D00A09088564434259B602A1B0CC0A73087D44A5EF28FBEE6| |2DF5DEC3BC9BE93EC7B847D7B61A19874175BA1EDBA2FB09C23991AA3BCFC71781A| |141D90DEC3E96D3D3B6CF81ECB7D92A10724B7202321F312115E284692EB2629F0D| |16E4246AF3C5AEF21DAE936B09F43EEFEAFB4DAC03796EF24E91F24630EC9A8177D| |51BA6B90CF347440F2C061D99761EE4B8AFB92E2BEA4B82F2307FA7207382A5D8CB| |28B34BB48B38B3CBBC8B38BBBAD69773CE33CA0191ED00C0F688607748207748A07| |F4034C6796BBA46493D4E05C8EDE7C81FF8169394ED39F688BDC67928F50A3CA9D5| |43ECE0C1F67868F33C3C729F0710A7C9C34746956CECB6C9E4203EEDF3E33072EB1| |F84764C9DDFAEE8442911177F35374FEEB7A176CEEE52BF981E7114B8815C445C42| |5C46584865845AC219CF7ADEAF0613474047114710CB18349DE002080082242884E| |44181141C41071441FE221C2F909F02E100C| |-------------------------------------------------------------------|
-
AVs, it'll have its uses with heat exhaustion, but its not an "av killer" build by any means.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Thermal: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Para-Acc/Rchg(A), Para-Acc/Hold/Rchg(5), G'Wdw-Acc/Rchg(9), G'Wdw-EndRdx/Hold(19), G'Wdw-Hold/Rng(34), G'Wdw-Acc/Hold/Rchg(34)
Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(27)
Level 2: Thermal Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(7)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(27)
Level 6: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(17), TotHntr-Acc/EndRdx(19), TotHntr-Immob/Acc(40)
Level 8: Combat Jumping -- Ksmt-ToHit+(A)
Level 10: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), ResDam-I(11)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(45)
Level 22: Power of the Phoenix -- RechRdx-I(A)
Level 24: Thaw -- EndRdx-I(A)
Level 26: Bonfire -- RechRdx-I(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46)
Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(37), AdjTgt-Rchg(37)
Level 30: Cinders -- Para-Acc/Rchg(A), Para-Acc/Hold/Rchg(31), G'Wdw-Acc/Rchg(31), G'Wdw-EndRdx/Hold(31), G'Wdw-Hold/Rng(34), G'Wdw-Acc/Hold/Rchg(37)
Level 32: Fire Imps -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BriL'shp-Acc/Dmg(46)
Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), RechRdx-I(40)
Level 38: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(39), UndDef-Rchg/EndRdx(39), UndDef-Rchg(39), ShldBrk-Acc/DefDeb(40), ShldBrk-Acc/EndRdx/Rchg(46)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(50)
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), RechRdx-I(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 0.63% Defense(Melee)
- 4.38% Defense(Ranged)
- 6.3% Max End
- 8% Enhancement(Heal)
- 33.8% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 41% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 9% FlySpeed
- 110.6 HP (10.9%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 1.1%
- MezResist(Terrorized) 4.4%
- 16.5% (0.28 End/sec) Recovery
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 2.52% Resistance(Toxic)
- 2.52% Resistance(Psionic)
- 29% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;674;1348;HEX;| |78DAA5934B6F125118860F03145A860262EF050A52A1D252485C785998586D62042| |54DA30B2FCD88533A3A1D2A60A20B63D568A276A5A6EAA2376B572EBDC5B854E3BF| |A8FA430C7E97434B63E2C609BC0FE7E5BBCD9933F91BC75421E68F089B7FCCD4AAD| |5A9B1B255AB944D53AF38F35AC928AAE346451F989CD12BB39AE9124244B6231AC1| |698C692CA24DFF1FBD3E3D9D96B95313DA6543AB19652B70C2024BB76AE9C60FB55| |0862A395D9B33AC122FC68D9AA557AB3B161E5E984669A616383E6714B9715EABD6| |F4CACD6E186E08BEF76D425E75A7380B8B90709C23B8670059B1CB2044AF324C82D| |19C75922C254768C9133A4F11BA4F137A0B842BA09C58576C19CEDACF59C302813D| |ECB2AC9DCB3AB8ACFB1F651F803A39CBEE5C24CBFF9C677F4148BCE46478202EEA5| |F17AEDF02EF11EFA6554ED4CA13B5F1446D3CD1435878E4449EDBF48F3ACFB84368| |BFCBB8C77D6F11BAA09397B3843749855AC0F2C9E63EB65C6005A4158893E5062BC| |8963DF844416BF753C633C2F0226116623A64838E14A55A607549AB2B4AD663B07A| |E4DDF570D4BEF784910F843204F47180A36F192AC744FF0A6395105F63AC131ED1B| |9E0CD08F15909F35909F35909EF382B713E2B0BA011D924B2A960F8C00FC64FC62F| |C2C8268424C49C0D5B7178AC97C6DC23916A4682710DC207E54C835F14ACB0F72BE| |31BE33B21A1D8A98993B00E9A9459C9252A34B4CC5861ACF276AD315E1136202B25| |9F4E2A6CC3B2C3114694908D115E435C5A564FBFA5D4D1770CDEFE51DEFEEC4706D| |FC91B383119F900336CF53BB65E33F8C025727F3905C7D64B256CE484B663FEEBFA| |A436EAB44EB4814EA21450CEA09C47B98072114543B9845244A97FDECAF61DC0810| |EA21C42398CB280412E7CB53C282A8A17A51DC587E24709A274A2F4A22CA1D4FF00| |581E0684| |-------------------------------------------------------------------|
-
Like most controllers outside of plant, your secodaries in the lower levels are usually more reliable and powerful. Since the controller nerfs way back when the stats in addition to the accuracy penalty makes the early controller powers fairly limited. With a fire/thermal/fire, you definitely want to focus on the first 4 main thermal powers. Pick up thermal shield and plasma shield, warmth and cauterize and slot up ASAP. They do so much for a team more than your controls will ever do till you get to SOs.
Hotfeet, honestly outside of farming, which I wouldnt suggest with thermal, I don't find hotfeets uses enough to warrant the power pick and end cost. I'd skip it on this build. I have a build for you when I get home probably tomorrow, but am at work now. Its a great themed build, and honestly what i've been wanting since playing my fire/rad in issue 1 was a themed secondary. -
EASILY hibernate. For one, Phase shift takes 3 power picks, where being illusion/storm with group invis, superior invisibility and steamy mist, the first 3 power choices for the stealth pool are for the most part COMPLETELY useless. Hibernate is a quick hide power, that regains your health which is handy for a storm, and your endurance. There is REALLY no contest. I can't think of a single toon in the game outside of maybe PVP which I don't even care to think about for now where phase shift is a good idea for the power picks it takes to get to that point.
-
Quote:I'm at work so can't go over it too much but you need to rework this ASAP to include buckshot. Especially since they fixed it its definitely one of your best powers especially early on. It recharges in 8 seconds, and has a IIRC .83 second animation now, meaning for AR which only has 2 ST attacks for the most part its actually very important for including in your ST attack chain as well as your aoe chain especially early on. Its a fantastic power that should not be skipped.Funny you ask that. I just happen to have my projected build right here. Crisis is only level 4 so far, but I plan ahead. I hate using respecs to correct mistakes I could have planned my way around.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Crisis Overkill: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
------------
Level 1: Burst Acc(A), RechRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(7)
Level 1: Web Grenade Acc(A), Immob(46)
Level 2: Slug Acc(A), RechRdx(7), RechRdx(9), Dmg(9), Dmg(11), Dmg(11)
Level 4: Caltrops Slow(A)
Level 6: Swift Run(A)
Level 8: Combat Jumping DefBuff(A)
Level 10: M30 Grenade Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(31)
Level 12: Sniper Rifle Acc(A), IntRdx(13), IntRdx(13), Dmg(15), Dmg(15), Dmg(25)
Level 14: Super Jump Jump(A)
Level 16: Health Heal(A), Heal(17), Heal(17)
Level 18: Flamethrower Acc(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Dmg(23)
Level 20: Stamina EndMod(A), EndMod(23), EndMod(25)
Level 22: Cloaking Device EndRdx(A), EndRdx(31), EndRdx(31), DefBuff(34), DefBuff(36), DefBuff(36)
Level 24: Targeting Drone EndRdx(A), EndRdx(43), EndRdx(45), ToHit(45), ToHit(45), ToHit(46)
Level 26: Ignite Acc(A), RechRdx(36), RechRdx(37), Dmg(37), Dmg(37), Dmg(43)
Level 28: Trip Mine Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 30: Acrobatics KBDist(A)
Level 32: Full Auto Acc(A), RechRdx(33), EndRdx(33), Dmg(33), Dmg(34), Dmg(34)
Level 35: Smoke Grenade Acc(A), ToHitDeb(46)
Level 38: Gun Drone Acc(A), RechRdx(40), RechRdx(42), Dmg(42), Dmg(42), Dmg(43)
Level 41: Body Armor ResDam(A)
Level 44: Surveillance DefDeb(A)
Level 47: LRM Rocket Acc(A), IntRdx(48), IntRdx(48), Dmg(48), Dmg(50), Dmg(50)
Level 49: Sleep Grenade Acc(A), Sleep(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Now, it could be a totally faulty build and isn't worth the paper it's printed on. But it looks solid and I like it. I'm not expecting to be able to hit x8's or survive a fight with an AV. But I do expect I'll have fun.
The knockback also helps when fighting tough lts/bosses when they are slowly trying to go across your caltrops so you can push them on to the other side of the caltrops to keep them continuously at range. Do NOT skip buckshot! Not to mention its a terrific place to pop in the positrons blast set.
Also smoke grenade, you don't need to slot accuracy, that's only for pvp, in pve its autohit, so only to hit debuffs. With a stealth IO, its unnecessary, but if you plan to use it for the debuff, then make sure to 4 slot it with Dark Watchers Despair for the bonuses.
Ignite, I really don't give any valor to it since the nerf, it recharges too slowly for trying to keep enemies in it, which leads to bosses, which personally with some recharge slotted and some bonuses burst, slug and buckshot is your ST attack chain which works better with the knockback rather than trying to continuously double stack web grenade to keep the boss in its place, which additionally gives it the opportunity to attack you anyways.
Surveillance, double slot it with, um at works so can't remember the name of the IO but its the one that goes up to level 50, has an acc/rech, and i think acc/end/rech enhancments and grants 10% regen for the first bonus.
I'd personally ditch acrobatics, the hold resist is only mag 2 which most every hold in the game is mag 3 against you, and its kb protection, a simple steadfast in body armor, karma in CJ etc will take care of most of your problems and not drain your endurance. ACRO on blasters is more for the blappers/pvpers, not the ranged blaster that the AR/Dev is.
Are you going for defense bonuses? If not only 5 slot targetting drone with adjusted targetting, otherwise 6 slots would be gaussians.
You really don't need to slot web grenade. Like mentioned before, buckshot should be taken asap. Caltrops I usually 2 slot with tempered readiness, slow/range and end/rech/slow, grants 1.5% recovery bonus, the little bit of range helps, lets you cast just outside of the range of a sorcerer's hurricane, and of course the little bit of rech helps and the slow for sure. I'd personally prefer a little more recharge, but with recharge bonuses it's up enough for most things (perma of course but the more its available the more it lets you position it)
Stamina I always 4 slot with efficacy adaptor to get some good bonuses and max its end enhanced values. Health I usually 4 slot, numinas unique, numina heal, numina heal/end, and a heal IO. If I want more regen then a 5th slot for the regen tissue unique as well. On a blaster that has tools to sustain a fight, duck and cover tactics, ranged tactics, regeneration is DEFINITELY your friend.
If you're using combat jumping, i'd suggest hurdle because of the combat mobility it offers especially for positioning your cones that swift simply does not offer speedwise.
Cloaking device, honestly, 4 LOTG, 4 serendipity till you can afford them, and itll cap your defense enhanced value, with enough end reduction. No need to 6 slot it, those two slots saved can go elsewhere.
Sleep grenade I'd honestly not bother with it, I don't have mids here so maybe there is really nothing else better to choose, but there usually is. I'll have to see what I come up with when I'm home tomorrow and I'll post you a revised build. To do so what kind of budget are you working with?
Unless it's a farm build I don't use purples outside of confuse/sleep, which doesn't come into play in this build. I use positrons blasts, devastations, thunderstrikes, scirocco's dervish, and for some obliterations. The finalized build for something like this is usually about 200mil on a quick estimate, now that's finalized, there are obviously the cheaper sets that you fill up during the trek up, and will make/earn recipes on the venture. So not sure on your budget, but even if you're just starting out I wouldn't get discouraged especially if you don't mind mid-level IOs. -
Agreed with the fire/ice, but the only one suggested by the OP was rad/mm really, seeing as they have a fire/fire, energy/energy, and elec/elec, i'm assuming you'll want to avoid re-do'ing primaries for now. I still like my sonic/mental a lot, with shockwave its safer at range, can sleep and take them out, do -resist which is always good, and have a full attack chain of howl, psy scream and static discharge :P.
Rad/dev also has its perks, will never have acc problems is pretty safe and can stack stuns on bosses permanently guaranteed with cosmic burst and taser. And thankfully radiation has enough damage with a full ST attack chain and lots of aoe's still too.
I enjoy my AR/Ice a lot as well, one of my mains on freedom and always fun to play.
I like my others like energy/fire, fire/dev etc but was trying to avoid you the repeating primaries issue. -
What would happen is that the proc would have a chance to fire off when you cast the bonfire, but that's the only time, definitely not worth putting the proc in that power.
-
Quote:Actually I go by experience, upon which I'll 100% admit my wrongful doing in this matter. Based on experience, you don't hold off RoA, with the far too many chances that you will be held, stunned, slept, knocked back etc if you're granting the mobs notice before trying to cast your RoA in the build up duration. Not to mention having them being notified and moving around outside of RoA's radius prematurely.BU lasts 10 seconds. RoA takes 4 seconds to cast and the pseudo pet is summoned 1.8 seconds into the animation. You can easily get off 2 attacks before losing BU functionality for RoA. Seriously, do you just say things without ever checking the information to make sure what you're saying sync with the known values? You're proving absolutely everything I've been saying about you this entire time.
I do follow numbers when called for, why i love messing around with defense/resistance/regeneration builds for scrappers and the like, but I'll fullheartedly admit to going off experience first. In the case of the proc. Much like the debate between computers and the human brain. The brain can take in much more information and comprehend and analyze it faster than the best computer we could ever imagine. Sure the computer could analzye it, but we all know before it tries whether the ball is coming near us to catch it or not, get the drift? There is always way more to factor in that just the numbers. -
Quote:Actually, they use RoA first because it only gets the buff towards the end of the animation. Meaning if you wait to cast it, if the buff wears off before the arrows land, its not going to get the buff. And that Most INTELLIGENT people otherwise, who wish to maximize their damage output, will figure what powers can recharge in the biuld up time, which usually leaves your big heavy hitters with long animations to be towards the end of the build up duration to maximize the buff. In addition to using them first, with their long animation when they don't recharge within the build up duration means that its taking up time you can fit other powers that can recharge in that time with small enough animations increasing the damage you can do during the build up duration.
Actually, in most builds that intelligent people use that know how BU works, they let fly with their most powerful attack first because the primary advantage of BU is the ability to frontload that damage and take out hard targets incredibly quickly. You don't see Arch Blasters using Fistful of Arrows, Explosive Arrow and then Rain of Arrows after they use BU and Aim. It's pretty much the reverse order of that because you want to use your biggest, angriest attack first in order to get that burst damage in.
But again, what do I know, I'm just a petulant, ignorant, demanding, and self righteous child right? -
And as mentioned by werner, in the higher DPS builds. Lets say the build up proc is on a controller like an ice controller. Build up proc lasting 5.25 seconds when you have chilblain, block of ice and frostbite, not really winning anyone over there. Or as in multitudes i've said, AND EXPERIENCE YES UMBRAL, with its timing, YES AS IN TOGGLES, the inability to response for its random firing never allows you to utilize it and far more often than not, not have a worthwhile, or even necessary attack to use when it does fire off.
In a build up power, what build up is already doing is what you rely on. With note that in most builds after BU is fired off, unless you have very high recharge to get your strongest attacks recharged within that time limit of build up, you save them for last of the duration that you've calculated due to them usually having the longest animations and the buff portion working on the power from the start of the animation. Meaning the actual build up proc part of the buff, is being used on the lower scale attacks because the proc duration wears out before the build up duration does.
But what do I know, i'm just a petulant child right? -
nono, you're absolutely right. Because YOU don't seem to have a problem with it, I must be wrong. What was I thinking. Because the devs decided on those stats, it must be right.
Cause everything they do is just fine. Oh no, people didn't have a problem with ED. Everyone who said they did must have just been crazy. (not flaming ED, overall I'm glad for it, don't tangent that example). Seriously think though, if it lasted for 10 seconds, instead of 5.25 would that overpower the proc. Would people be doing something SO game breaking with that that they would need to nerf the proc. No. Would it cause you physical and mental anguish if it lasted 4.75 more seconds? Sounds like it might. -
Quote:Yes that's why when each chance to hit is separate they invented streakbreaker. And what you also seem to miss, is the way it works as a build up. With build up, you don't just, or i sure hope not, just randomly fire off build up with no cause for when you're using it. So lets say it does go off in combat, most attacks you just used, yay, you get to use a tier 1 and maybe tier 2 attack, so very hardly worth it. You seem to be expecting that because you're in combat already if it goes off, its going to mean much of a lick of anything. I'd much rather the proc be a constant small damage/to hit buff rather than the way it works now.What do you honestly believe is the likelihood that you aren't attacking for any reasonably long period of time? If you aren't engaged in combat, it doesn't matter. If it does go off when you're in combat, you're already attacking. Do you not seem to grasp this concept? Each chance of occurrence is discrete and unaffected by other chances to occur. Procing out of combat has no effect on whether it will proc in combat. Just because you don't notice it doesn't make it untrue.
-
Quote:that's the worst "logic" i've possibly ever heard thus far. You can't ASSUME anything, that's where the problem i've been bringing up is all stemming from, its 100% random when it goes off. I could agree with werner that even if it kept the 5% chance to go off, having a 10 second duration would at least let you utilize it more.
The devs can pretty safely assume that the proc is going to go off in combat or right before it.
After reading your entire post, I still see no basis for your claim. You're NOT going to be attacking in less than a second when it goes off. You "might" be, but more likely than not if it does there is a main chance that it would if timed that way make you want to jump in prematurely and quite possibly get you or the team killed by doing so. At least with damage procs, you're attacking anyways, so it doesn't change anything there, or mess up any timing.
Another possibility, would be to have the buff be "sticky" When it does go off, keep its same duration/chance, but let the buff stay there, and not have the 5.25 second duraiton start until you actually start attacking. And to avoid overpowering by continuously "waiting for the battle" just to have the proc go off, have the "sticky" period last for only 30 seconds or so.
Quote:The only way the devs could do anything to do what you're asking it to do is to have a game message flash on your screen saying "Gaussian's proc went off!" every time it went off so you would know it's active. Personally, I have no problem noticing that little icon on my list of powers, so it's not like it would help me much.