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Posts
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Joined
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Alright put together a build.
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First and foremost I would try and find a way to work in Phalanx Fighting. That's a good 2-3% to your Defenses that you are missing out on. Which could help free up some space.
Melee fighting with Hover can be troublesome if you are not used to it. Defiantly has a different play style to it. imo If you are not then I would look into getting Combat Jumping or Maneuvers. I would also try and find a way to slot a Kismet Unique to help your To-hit out.
Personally for me on BS or anything that has a feature like Parry. I would want to reach soft cap without worrying if that will get me there. That way I don't have to rely on that, but still have it be a nice cushion against things with a higher to-hit bonuses, or when debuffed.
BS/SD tends to be End heavy from I would prefer to have Conserve Power, just for those times End gets too scarce. You could always switch out Hover for Maneuvers, then Focused Accuracy for Tactics. This would also make you more valuable in a team. -
Howdy
I'd like to start with saying this will be my first attempt at playing a Controller of any sort. Normally I am on my DM/DC Scrapper or my SS/SD Tanker. Both of which are soft cap and pretty much unstoppable. Both of which are melee based toons. I decided that I wanted to try something completely different. So here I am. What I would like are some does and don't for this combination as well as suggest power pools and epic power pool.
I was thinking of taking the Leadership pool possible all four choices. Then taking Fly for Hover at least, and then teleport for Recall Friend. Obviously the most important choice will be Fitness to get hurdle (+ninja run), Health and Stamina. I may not grab teleport depending on how tight this build has to be. From what I've seen/read it will be tight.
I don't know much at all about the troller epic pools so can't say much of anything there. I haven't played with a MID's build yet, but most likely will tomorrow some time. I'm in no hurry to set this toon up with IO's. So crafted SO's will suffice most likely until I bank roll for this one. -
Guess I will start with saying my account is barely a year old now. So I don't have a lot of these Veteran rewards and it would be a long time before I could get many of them. But that doesn't mean I don't play this game actively during that time I have been here. My main's earned 8 million prestige for his SG in that time. Which I found to be more than a lot of Vets who have been here for years. But that is anther story and not the point.
It seems that the most complaint about Vet rewards is the Costume pieces. I had made this suggestion in another thread a few months back and figured I might post it here. Get a little more feedback. With the recent 'thing' being Booster Packs. Why not have a Veteran Costume Booster Pack. It wouldn't have anything else from the Veteran rewards system but the costume parts. They could then even add in a few pieces along with new emotes to make it enticing for Veterans as well. -
With how good yall made the optimal slotting for Siphon Life sound. I don't think I would exchange that for a little more recharge. Especially is you already have more than enough to run the best attack chain smoothly.
With you mentioning that I started to think. Maybe I should change my build up to look like this, until I get a GA recipe. I lose 5% recharge compare to the ones I posted the other day. But it's still 5% better than the current build I am running.
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1) If you want one that has excellent single target damage and better survivability against harder targets. I would go with Dark Melee. I love my DM/SD scrapper and Siphon Life is awesome.
If you want an AoE killing machine. Like recommended I would go with Electricity Melee. Shield Charge and Lightning Rod are amazing. Then IF that is not enough AoE carnage for you, then you can always pick up Fireball through Epic pool to add that much more bang.
2) Leveling up there are some weak points. But nothing popping a purple insp here or there won't solve. When you get up there and levels and can IO the toon out. Soft capping his Melee, Range, and AoE Defense. It does feel God-Modish.
3) MID's -
Quote:It's not really an issue for me, but more of a pet peeve. For me its those occasions they decide to attack one of the outskirt baddies, or one that runs away after I jump in and hit Soul Drain. They end up doing fine until the Demon goes Invincible, then things get rough for them until they get more levels under their belt. Even though I know that I have no control on who they attack. I just hate people dieing when they are with me. lolI've never had any issues with other players peeling off my aggro with just running an end red enh.
Since the effect is not that noticeable then I'm going to change back to the End reduction to save me end.
I am however debating on if I should use the 2nd build over the first. As the first build is pretty much set up how I would have it once I get the pvp recipe. Just move two slots around and change Siphon Life. However if I did the 2nd build I would have to buy a complete set that I will just end up discarding once I get it. -
Quote:I used to run a End Red in AaO instead of the Taunt. Reason I had changed it is I was hoping that it would allow for me to maintain agro better. For when I am helping some friends level and we are absent a Tank. The build I have now does not run into any End problems with Taunt being slotted. But I can see how more recharge equals faster attack chain which means more end drain. That could be a problem.The only small change to the second build I'd make is to put an end red into AAo rather than a taunt to lower your end con. I'm not sure if the duration of the buff is effected by the taunt enhancement or it is just the taunt portion being enhanced. I'm going to go out on a limb and assume that it is only the taunt portion.
Does the Taunt being slotted in AaO make any kind of worth while difference? How would I find out if it effects the duration or the 'strength?' of AaO power. -
Looking for some of yalls builds I've tried to toy with things to get more recharge. I've found a way to accomplish this. It maintains soft cap to all three defenses and gets 10% more recharge than my current build. Lose some End recovery and Health, as well as having to drop the Kismet unique. But I do run Tactics constantly so hopefully that won't effect things too bad. I'd like yalls input on if the recharge gained is worth it. These are still builds without the pvp recipe. >_<
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Quote:Yeah I've noticed the zerging as well in the zones. Freaking track stars. >_>I have to also point out that unless you're doing arena fighting you won't be using damage chains much in zone pvp. The majority of the fighting is quick in and out and they're gone.
lol -
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Quote:Cool I'll look into that. Was never sure how people managed 200%+ in recharge. lol Knowing IS half they battle.You need a total of 234.2% recharge in MG for the chain, so take whatever your global recharge is and add it to the recharge enhancement you have in MG to get the total.
For example, in my live build, I have 147.5% global(including Hasten) and 87.71% recharge enhancement in MG for a total of 235.21%.
If you have a Mako's set in SL, you will gain a tremendous amount of survivability by slotting SL with Heal enhancement: ~40 HP/sec effective regen in combat. I would slot SL with heal enhancement regardless of how you re-work the build.
At the moment I need SL slotted with the Mako set to maintain soft cap in range defense. But once I get the gladiator recipe I will have some breathing room.
Current build which lacks hitting the 235% recharge for MG..
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Actually I've decided to scrap making a PvP build for this guy.
I do however have a question about some slotting. When I finally get my hands on a Gladiator recipe my build will change just a little. Giving me some breathing room to move slots around. Putting a Armageddon set in Shield Charge instead of Obliteration to achieve a +5% more recharge. That would put me at a 137.5% recharge.
Now originally what this would also enable me to do is switch out the Mako's Bite set that is in Siphon Life and let me slot it with the Enzyms 3 Heal/End and 3 Acc/Dam. What I was wondering is would it be better off to perhaps keep the Mako's Bite in it, but the Mako's Bite in Smite, change to Crushing Impact to get another +5% setting me at 142.5% recharge.
What's more optimal to run the Midnight Grasp, Smite, Siphon Life, Smite attack chain. Would 137.5% be sufficient? Or is the 142.5% required to run is smoothly. With my current build (which does not have the Gladiators) I have a 132.5% recharge and while Hasten is down (13 seconds it is) I find myself having to wait just a bit to hit Midnight Grasp for the chain. Granted that is a small amount, but I think it could make a huge difference in the overall dps output I could produce.
Guess the difference would be a overall +5% more recharge, or making Siphon Life have 10% more to its heal. -
Yes I post mine as I love to get feedback from others on them. Maybe someone has a trick that will help make it better.
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Think I've finally fixed the end drains I was having for this guy. Got a few more recipes to get to complete everything list above. But so far he plays a lot better. Stacking Rage way too much led End problems, and then trying to solve that with picking up OwtS and using it as a End 'recovery' was not working too well. Since the crash gave as much as it gives. imo Not to mention when that OwtS end crash happens along with the Rage crash it hurts.
Bright side is I've been stocking up on those End temp powers. lol Hopefully now though I won't need them.. -
Quote:The latest update (May 10ths I believe) keeps on messing up when I try to download it. I've tried running it as administrator and it keeps giving me the same error.You must be using the previous version of Mid's, the newest one no longer lists the official forums option for the old forums... the only "Official Forums" export is the vBulletin which is correct for our current forum software. I hadn't noticed that myself until I went looking just now.
Edit: Yay! Finally got the newest version to download. Had to completely uninstall it first and then reinstall it. But it worked.. -
Used the Zeta ones. I was using the Offical Forums one and that's what it was doing to me the last few days. o.O
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>_>
Anyone know why my MID's stat blocks are coming out weird like that? -
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(43), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(48)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), P'ngS'Fest-Acc/Dmg(42), P'ngS'Fest-Dmg/EndRdx(46)
Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
Level 4: Dull Pain -- Heal-I(A), Heal-I(5), Heal-I(5), RechRdx-I(7), RechRdx-I(7), RechRdx-I(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9)
Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(11), Mocking-Acc/Rchg(11), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(37), Mocking-Taunt(37)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
Level 16: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-ToHit(21)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(46)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), Ksmt-ToHit+(50)
Level 28: Whirling Mace -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Acc/Dmg(34), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/Rchg(46)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Crowd Control -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Rchg(40), RechRdx-I(43)
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)
Level 47: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 49: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
This build has Heca 5/6 in it mostly for extra recharge, same for the absolute amazement. But I also added in Dark Consumption for those times that End might get low and conserve power is not back up yet. It's a power I really do enjoy on my DM/SD for times of need.
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Quote:ThisRight. I might not be a Tank, but squishy I ain't. And chances are, unless that Brute really, really knows what they're doing and have spent billions, they're squishier than my Scrapper. Hell, unless that Tank knows what they're doing, they're probably squishier than my Scrapper.
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Hearing this I decided to double check my numbers for what is in game and according to MID's. The numbers didn't add up on things. My melee and range were at 46% and my AoE was at 44%. While on MID's it says 47 for melee and range, then 45 for AoE...
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Quote:From my understanding the only thing that is being looked at or messed with his Shield Charge. I haven't seen any mention about anything else being touched, but I could be wrong or missed something.Wait, Im getting more confused. Are they JUST nerfing Shield Charge? Because if thats it, Im fine. As much as I like the power, I find it disturbingly effective, and kind of cheap. But based on Mauk2's replies here (which I may have misread) it sounds like multiple aspects of the set are being weakened.
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Sure thing. This is basically the one I am running right now, with MID's showing it having a 305% Regen. That's with True Grit slotted with Numina's 6/6
Edit: Updated MID's now shows it at 296%