_Elektro_

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  1. Quote:
    Originally Posted by Hyperstrike View Post
    In Mids, that's correct. IIRC, AAO is assuming you have no foes in range.
    But in Mids, I used the slide rule to average out for 5 opponents in Melee range. If you look at my calculations, Mids does calculate the AAO damage bonus, but when I activate "rage", the AAO bonus is negated entirely.

    I'm just trying to figure out if this would happen in game, or just on mids. It's easy enough to figure out. I monitor damage in game, but I don't have Rage yet. I would just hit rage, and toggle AAO off and on to see if there's a difference. I check it out in a level.
  2. That's fair, but like I just discovered during our conversation, and I don' t know if this is a limitation of Mid's, but AAO and Rage don't seem to stack. That's pretty stinky.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    My Shield/SS is level 27 currently, and I'm planning on taking it.

    Why?

    Because Super Strength is balanced around Rage being actively used, and isn't really that great on damage without it. Against All Odds is nice, but I have my doubts about it being enough to make Super Strength deal better than mediocre damage without using rage.

    Shield Defense has enough resistance and +HP to handle taking a few hits while the defense crash is going on. Tanks are intended to be tough to kill, they are not necessarily intended to have their HP bar never move. And even WITH the defense crash, you're still going to have 25% or more defense.

    Also, like others have mentioned here, if you can get Rage to overlap for at least 10 seconds it nullifies the Rage defense crash.
    Ok, so the overlap only prevents the def crash (as per my last post... just missed your post here.)

    On the damage front, I know we kind of talked this out on the scrapper forum, but I guess shield is my favourite power, purely from an "I love it" point of view. But I am still very spoiled by the stupid amount of damage I got from my Dark Melee-Shield scrapper, so I guess I'm trying to make an even more survivable version of that character.

    Waste of time? Maybe. The truth is my scrapper is 10% less resistant to S/L, and only 5% less defense to positionals, but INSANE for damage, has a built in heal, about 500 less hit points. (I don't know why I always do this to myself.... bizarre).

    Anyway, the point I was going to make is concerning people who (don't have shields but) take Rage.

    Vs. People who have shields (AAO) and don't take rage.

    Let's use a common power for comparison: Knockout Blow.

    A person puts rage on, and for 2 minutes will kick ****, and then for 10 will be a wet paper bag. But for those 2 minutes:

    +++ My Knockout Blow, slotted, but unenhanced by AAO or Rage: 343 Damage.

    +++Rage kicks my slotted Knockout Blow to approx 647 damage! nice.

    +++No Rage, but 5 people on average standing in to activate AAO kicks my Knockout Blow to 402 damage. Not bad considering no crash. (For the record, I can reach 446 with 10 opponents in Melee maximum).

    +++Now for having the cake and eating it too: Rage activated, +5 people in Melee for AAO: Knockout Blow goes up to 647 damage???? What?

    Either Rage defeats the AAO while active (which means the only point of AAO would be dmg Debuff opponents) -OR- Mids can't calculate this. Odd.

    ================================================== ==========

    On a side note, just comparing Shield Charge here between my Scrapper and my Tanker:

    +++Scrapper Shield charge, 5 people in melee for AAO purposes: (Scrappers get 35% to tankers 27%?)
    430 damage (509! With soul drain which is pretty common.)

    +++Tanker Shield Charge with 5 people in melee for AAO purposes:
    295 damage (or 468! With Rage which may be perma, but still have 10 seconds of no damage every 120 seconds. )


    Quote:
    My only issue with Shield/SS is the combo has 2 powers I'd like to put on auto, and I only have the ability to do 1.
    2 powers? I have 3 making it just a bit more cumbersome than my scrapper:
    Active Defense
    Hasten
    Rage

    I sure wish we could put more powers on auto in some easy way.
  4. ah... ok.

    So with hasten active (I won't have it perma til 50) it will recharge every... 63 seconds and change... and lasts for 120 seconds. (without Hasten active, its about... 76 seconds, so I should still be safe.)

    Sorry if this sounds stupid, but if the Def doesn't crash on any overlap of the power, what about the -damage, and -endurance?

    Looking at my build again, even with a set of Gaussian's in it, I should be ok.

    But it does make me think it's probably a bad idea for a Shielder like myself to 'use' it until he/she can make it overlap.
  5. 20%? Gees... that is harsh. For 10 seconds? And this will happen every 120 seconds... that is definitely important to a shield tank.

    My non self-heal build had nearly 60% defense, so I'd be down to 40%. My heal build is only 55%....

    As shielders, we simply don't have the res to compensate. I wonder if those with even overlapping rage, do you use it in a team? or on task force, or going up against an AV?

    The huge Def drop, as a shield tank, has me thinking maybe I should skip it. Shield has Against All Odds which is a nice little damage buff.
  6. Ah, that's great info about the temp powers.

    I only have Sands of Mu, and the Blackwand (mutant),... but I think I'm a 52 month vet right now, so no Staff.

    I imagine you do have to take the end crash into account for your build?

    Now the description mentions a defense crash, how bad is it?

    Also it says your attacks are weakened, so... how does that work exactly?:

    You rage, crash, low def + low damage kicks in... then Rage starts up again, and 'negates' the damage crash? Does anyone know the numbers on that? If you overlap is it mitigating the crash on damage?

    My build is about 56-57% on positional defense.... so I'm hoping the def crash isn't too bad. (I imagine this is less of a concern for non-shield or def builds.)
  7. So my Shield-SS tanker is in the 30's.....

    I am considering taking Rage again, but it's something I can't remember that well from my old school tankers..... how bad is it? The description seems almost unplayable from the crash.... but a lot of people seem to take it. What's the best way to deal with the crash?
  8. Quote:
    Originally Posted by Finduilas View Post
    I agree with Psiphon on this; why send the OP to the scrapper forum for a tank build when there are plenty of people here ready and able to help? Sure, the builds are similar, but a tank is going to have slightly different priorities because the soft-cap is so much easier to reach on a tank.

    The OP has gotten nine replies to his question, most of them within a few hours of posting, which hardly suggests that posters here are slow to post or unwilling to help. As a matter of fact, I was going to post a lengthy build critique but decided not to since most of my points were addressed by previous posters.

    The quick answer? I had posted up a SD-SS tank and got very little input, and found my scrapper experience was very helpful in the end. Secondly, at the time I posted, he had 3 responses, with zero builds posted.
  9. Quote:
    Originally Posted by Psiphon View Post
    I don't agree with this, you might be able to get some usefull info on the powers themselves but the IO build will be completely different.

    A scrapper will be going primarily for capped defense, the tank can cap defense with one set of Gaussian - after that the aim would mainly be recharge.

    Here's my SD/SS build, it will give you an idea of how to put it togother. It shouldn't be too hard to swap SS for DM
    Well you may not agree with it, but it is a truth. In fact, forgive my bluntness, but it's far more usefull than posting a SD-SS build with irrelevant powers from medicine. He won't need that... not at all. In fact, if he follows the ideals of a good DM-SD scrapper build, he'll find he needs to make Siphon life a VITAL part of his attack chain.

    I have a 50+1 DM-shield scrapper, and I wouldn't really slot him -that- much differently, plus I personally believe as a tank you WILL want to be at least slightly above the cap on defensive positionals...

    I have made several SD builds, but the tank versions don't include DM because I kind of feel DM-Shield (scrapper) is probably the strongest build I've ever made.

    The damage out put is phenomenal. You will see the same objectives in your tank... combining AAO, + Soul Drain + attack chain. There is no difference between how you should address those attributes in your build be it a tank or scrapper.

    I would post my Shield Def/Super Strength build, but as I hinted at, I honestly don't think it would help you much.

    There is a really good, long thread in the first 2 pages of the scrapper forum, and it gives you some diverse builds, with even some brute builds in there. (the bid difference being what you choose post 41).
  10. For a quick response, honestly I'd advise you go to the scrapper forum.

    We have a few threads there with my build, and a few others that may inspire you.

    Personally, I would want more resistance out of the set (my build for tank is quite a bit higher), and I personally have aimed for 59/57/59 percent positional defense with my tank. The spike in accuracy in some cases make it all the worth while.

    You get great damage mitigation out of the heal, and you really should look at Active Defense.... it NEEDS to be up, if not overlapping because if you get debuffed you're on your face.

    Just cruise through the zillion scrapper threads on this set up and you'll see some very usable advice there.
  11. The Bronze 10-14 have been a disaster for me.

    I did over a 150 rolls with a friend. I got one +3 def Steadfast, 3 KB's. That's it. Junk.

    Ironically when we were power rolling for a while, I forgot to select Bronze 10-14 and got two Reticle To hit Buffs worth about 10 mil each. I have no idea what I rolled to get them, but those were the best two rolls I had.. .and they were by accident.

    I'm done with Bronze 10-14. That was a crap load of tickets down the toilet.
  12. I need to think about some of this, but the easiest things I can answer is that:

    - Hasten. I just wanted to make a build for once that didn't have it. I don't have it at 28, and I'm not I/O'd out yet and quite honestly I already have the important holds up very frequently, the heals constantly, and everything else I can tweak with LoTG's.

    I'm just sick of the furry pom poms. I really COULD replace the invis/self invis with Hasten/SuperSpeed but I really do not find it essential right now.

    On not taking Forge... I'm a controller first most. I prioritized by going Control 1, shields 2, heals 3. If a team needs more than that out of me.... I just did not want to be a button mashing buff bot. So far this has worked very well. A defender can do it better anyway.... but I more than make up for it... on thin teams I am constantly healing as it is, whipping out controls between constant heals. It is working out so I'm probably going to keep that going.

    Your cages thing... I only just added it to the build. To be honest it's weak... it's really weak. It reminds me of some of early ice immobs. But it does draw aggro. After a while how many different holds are you flipping between? To be frank out of everything Elec offers, I find cages is just very ordinary. Maybe if I had a more..... 'selfish' secondary I would use it, but Thermal keeps me VERY busy. I'm sure you've found that too.

    I actually find I really like this combo of elec/thermal. Like I said, 5 toons were created to get to this. And I admit it may not be 100% what you'd play... but what the heck.

    I may try to get some things in sooner, but invis for instance.... with vet team teleport, it is so nice. Stalkers love the extra invis. It's all about being flexible. I like the flexibility this build has given me so far.... I am just kind of stumped at the end.

    Thanks for the thoughts, I'll revisit this for sure.
  13. So I've gone back and forth creating various controllers/defenders based on a conceptual build. (I discovered I tend to stick with characters longer if I actually enjoy them as a character- believe it or not.)

    Let me cut to the chase. After creating 5 characters last week of various combinations, I decided I liked the subtlety and appearance of Electric control, while being a 'team' player with Thermal. Which is nice because I'm busy during a tough mission... but not insane button mashing busy.

    I'm stuck on the build. The bottom line? I'm trying to get utility and not use hasten. I'm trying to get near ranged soft cap def.....

    -My first question is (this always confuses me) will my use of Steadfasts in the two shields work like I think they do?

    -Secondly, I'm stuck at the end of the build as you will see by the blank slots.

    -Thirdly, I wasn't sure what to do with conductive aura. In reality I'm always hovering with this character, usually over the heat of the battle, but I think the field causes aggro... it's such a cool power, a defining element of the build, look and feel of the character, but yet I've done literally nothing with the power, but I"m not convinced it needs to be tweaked... thoughts?

    Here's the build. I hope someone can help me answer some questions. I worked hard to get to 26.... and finally found I really seem to like this toon. Thanks for the help. (and advice previous to this as well!)

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Intergalactic: Level 50 Mutation Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Flight
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(31)
    Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Rchg(9), Dct'dW-Heal(13)
    Level 2: Thermal Shield -- S'fstPrt-ResDam/Def+(A)
    Level 4: Cauterize -- Heal-I(A)
    Level 6: Jolting Chain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(21)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Conductive Aura -- RgnTis-Regen+(A)
    Level 12: Plasma Shield -- S'fstPrt-ResKB(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(17), CSndmn-Acc/Sleep/Rchg(17), CSndmn-Sleep/Rng(23), CSndmn-Heal%(25), ImpSwft-Dam%(40)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(23), G'Wdw-Dam%(25)
    Level 20: Power of the Phoenix -- RechRdx-I(A)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Acc/EndRdx(27), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(36), Mlais-Dam%(36)
    Level 28: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 30: Chain Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(31), TotHntr-Acc/EndRdx(31), TotHntr-Immob/Acc(37), TotHntr-Acc/Immob/Rchg(37), TotHntr-Dam%(37)
    Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 38: Melt Armor -- LdyGrey-%Dam(A), LdyGrey-DefDeb/Rchg(39), LdyGrey-Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-DefDeb/EndRdx(40)
    Level 41: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
    Level 44: Mind Over Body -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45)
    Level 47: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Psionic Tornado -- Empty(A), Empty(50), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Regen/Rcvry+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15)



    Code:
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  14. I just chose an Empath as my new defender. I really don't want to think of him as a pure healer.

    I'd like to think I can help the team out of tight situations. I'd like to think I can still do moderate damage, while giving my team an edge in hitting, and causing damage. I think that's what an Empath can do and to label any single AT in a pigeon hole is just wrong.

    A tank CAN and does absorb damage right? But they can damage back, they can also show signs of soft control.

    This is an example of why these kinds of threads turn people off of an AT..... you GOTTA play what you LOVE. Then if you MUST, classify the bejesus out of it. But at the end of the day... who gives a rats hairy **** what you're classified as? Have fun. Kill stuff. Heal stuff. Get XP... repeat.
  15. ack... ok I guess I'm stuck.

    I like...controlling best. Debuffing... just not my schtick.

    I guess I might not know enough about the other sets. Maybe controlling is not schtick? But I love the holding part of it... rendering a large mob helpless is fun.
  16. Why is it I see so few Ice/Rad threads? I had to search a lot to find very few recent threads on it.

    I am thinking of pulling out my Ice/Rad controller that I built way back in '05. He's stuck at level 32 I think. On a server that isn't that busy (I'm thinking of moving him to freedom with the rest of my toons).

    What I'm wondering is if it is possible to make a great team ice/rad without button mashing/ toggle craziness?

    Most builds I have seen are full of toggles, debuffing. I'm not sure I want to be a huge debuffer.

    elec/rad.... is it similar? I ask people who play elec/* controllers..... in the 40's and they seem to really... dislike it.
  17. Ah okay then, musculature is out... and out for my blaster for good too... if that's how it works.

    If it's after modiefiers, like multipliers from stuff like AAO, then it's pretty meaningless.

    Santorican,

    The Dark Side doesn't do school work! It kills school work! Shield charge that homework and check out my build.

    Seriously though.... without using Glads, or Shield Wall, it is over cap, and a beast. BUT sometimes end use, like I said, is a little excessive.

    Otherwise, I have spent a ton on this guy. Blew another 200 Mil last night (even though I had most of the build done, just tweaked differently).

    I can't finish it yet, but because recharge is looking good, I am seriously thinking of a different ALPHA.... even like I suggested 'Cardiac'.

    I think cardiac would remove all my end issues... plus give me some much needed resist help when the ol' shield fails and something karate chops me in the thorax.

    (Unfortunately the 'resist' element of Cardiac is rather lethargic when you don't have much for resists in the first place, however, 5% is 5%... some people pay Billions for 5%.)
  18. Alright so this is my build of the week....

    I respec'd into this last night:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Srixxon Complete V4.0: Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Rchg(9), Hectmb-Dam%(19)
    Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(50)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-%Dam(17), Oblit-Dmg/Rchg(21)
    Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), Numna-Regen/Rcvry+(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Siphon Life -- HO:Golgi(A), HO:Golgi(11), HO:Nucle(21), HO:Nucle(34), HO:Nucle(34)
    Level 10: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), LkGmblr-Rchg+(17)
    Level 12: Active Defense -- HO:Membr(A), HO:Membr(15)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam/Rchg(39)
    Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/EndRdx(40), RedFtn-EndRdx/Rchg(43)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(48)
    Level 30: Super Jump -- Zephyr-Travel(A)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(46)
    Level 35: Shield Charge -- Oblit-Acc/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-%Dam(37)
    Level 38: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(45), P'Shift-EndMod(46), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(48)
    Level 44: Physical Perfection -- P'Shift-EndMod(A)
    Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(40), P'Shift-End%(40)



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    It's a beast, but it is a pretty good end pig.

    One thing that came to me is I'm running Spiritual Alpha right now and I don't even have all the LotG +7 slotted yet that you see in this build, and even with the uncommon Spiritual, I am getting my powers back up really decent.

    So considering my END HOG issues, plus my recharge seems better than I expected... Last night I started to monitor my damage, and of course Soul Drain is awesome, and Against All Odds is equally impressive....

    What I noticed is I was getting some SICK multipliers on damage, and I thought what if I took musculature alpha?

    I mean imagine getting an extra... 30% (approx?) beyond ED THEN multiplied by 160%! or 200%.

    It could make my character a bigger wrecking ball than he already is.... and the secondary benefit of END MOD in Musculature would also help end recovery... not much, but it helps.

    Anyway, just food for thought. The build is pretty tight, but a bit of a pig. I Notice against some +4's I was getting hit a lot more in the RWZ... it kind of ticked me off... seeing at 65% def to positional I was still getting hit. (with an insp!) So I'm even thinking Cardiac... Core... blah. Boring. !!!!!
  19. I would say that there are times with shield when you have to mitigate the fact you're going to get hit hard once in a while. And if you get debuffed, it can be MUCH worse.

    At higher levels you will find stuff, I'm sure you know, that isn't positional. And this will also hurt.

    I would probably pair up the primary that I best felt had some form of (soft) crowd control. Shield Charge is great, but even with the Spritual Alpha slotted, I'm looking at about 25-30 seconds. So it's great to have anything else you can to help for damage mitigation.
  20. Quote:
    Originally Posted by Santorican View Post
    The question is do you like chocolate or vanilla? Because either way they're both very good

    Might I suggest.... Strawberry? DM/Shield!

    Sorry, I couldn't resist. But seriously, I'd think with the incarnate system in place, REGEN has new life.
  21. Quote:
    Originally Posted by Grey Pilgrim View Post
    Elektro... you do know damage can stack, right? I mean, maybe I'm having a Friday night brain glitch, but I'm confused as to how slotting a damage alpha (which increases damage in slotted powers) is not going to stack with Leadership toggles and Defiance.

    I know damage can stack from all those sources... why would you say it's not a good thing to stack even more damage on all that?

    I keep saying this is on a per case basis (so the faster nuke blaster sets might prefer using Spiritual, which my Archery Blaster and eventually DP Blaster do/will), so don't make out that I'm saying it's Musculature or bust. I am saying Musculature can be pretty nice if you want to leverage it: especially for a Blaster or other higher damage mod ATs.
    Mr.Pilgrim, this thread is specifically about DP.... So I've always been speaking strictly in that context.

    Of course I realize damage stacks, but all I was trying to do is get people to test it and really see if it's worth it to them. All I am suggesting by all of this is that yes, damage is great, it always is, and the more, the merrier, but after a few stacked attacks, and perhaps assault running, or even some other goodies, that additional little bit just seemed... microscopic, or even lost in the other bonuses we get.

    If you guys are set on Musculature, that's fine. I was just hoping that people were actually monitoring their damage numbers and seeing what we are already capable of without stacking a little more on top.

    I may try Musculature again one day. Right now I"m trying to finish of my rares... actually with too many characters! lol
  22. Well Mr.Claws, I have to hand it to you, you came up with a build that is definitely more survivable than mine!

    And aside from the Glad 3+, it isn't impossible to do, just some great choices for slotting. I do however like Shockwave as an attack, but I guess you can't have it all.

    Mine is slightly higher in resits, and you have me by about 6% on S/L defense, which is a lot. (Taking the Glad out of the mix since I'm pretty certain I'll never own one. )

    Thanks for posting that. I'm not sure if I'll make the move. I confess I shelved the poor bugger for now... but I may have to pull him off the shelf now! Thanks again.
  23. Quote:
    Originally Posted by Santorican View Post
    I'd say you're spoiled rotten
    Thank you for your heartfelt honesty.

    I think we all know your preference.... lol

    But you're probably right.
  24. Quote:
    Originally Posted by rina_ View Post
    You can search the boards for Kat/WP or BS/WP (they are more or less the same) and I am sure you'll find lots of stories of how strong they can be. ITF solo, pylon with double RWZ challenge and stuff like that.

    You can get a BS/WP soft capped to l/e/n/c/f and melee with only ranged/ae smashing and psi holes left. This all while you have 50%+ s/l resist, 2300 hp and 700+ regen against one enemy (way over 1k against a whole group). Doing this is only possible through the use of Parry which supplements the base defense that WP already brings with it (that's what I call synergy here).
    Okay, I see what you mean. I will see if I can make that build you're speaking of. I hate to say it but I think I'm giving up on my claws/WP experiment....after 42 levels.

    I'm just a little bored of my DM/Shield and the concept of Broadsword appealed to me, and about a year ago I just remember being very 'satisfied' with my lvl 50 Dual Blades/Willpower.

    I am just winging the build right now, but if I can hit these numbers you mention:
    Quote:
    BS/WP soft capped to l/e/n/c/f and melee with only ranged/ae smashing and psi holes left. This all while you have 50%+ s/l resist, 2300 hp and 700+ regen against one enemy (way over 1k against a whole group)
    Then I think it might work.... as long as the damage is still there.
  25. Quote:
    Originally Posted by Hejtmane View Post
    The only advantage I see for BS/SD is on a stf because if they are soft capped they can tank Lord recluse easier because parry can be stacked to keep you soft capped or 1 parry and a small purple

    The other advantage of parry (if you are already soft capped) is if the debuffs get real bad it can fill in a gap to help

    It also makes leveling a little easier until you get soft capped but overall I take dm/sd over bs/sd
    Well the other advantage I would point out that I did actually mention above (and one of my main attractions to the combo) is that if you combine the hard hitting nature of Broadsword, and add the lovely damage bonus of Against All Odds, it could be (I'm guessing) VERY hard hitting.

    I don't know if it can damage as much as DM/Shield though because DM has Soul Drain. I monitor my damage numbers as I play, and the DM/Shield will hit some ridiculous high numbers in there.

    My DM/Shield is about 5% above softcap on positional defense. So I wouldn't really make a decision based on that aspect of Broadsword. In fact, I kind of understand why one person pointed out it would slow your DPS quite a bit if you did lean on Parry that much.