Andferne

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  1. With this build it is fairly cheap, but I hardly used any IO sets. You're three primary defenses (Melee, Range, AoE) are all well over capped at 48%. Smashing and Lethal resistances are at 38.8%. I'm not the best temp builder, by far and just recently started to toy with things myself. Obviously there is a vast amount of room for improvement, but this set up should suffice for a low end build. I would think.

    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: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), EndRdx-I(3), EndRdx-I(43)
    Level 1: Jab -- Acc-I(A), Acc-I(23), Dmg-I(23), Dmg-I(34), EndRdx-I(34), RechRdx-I(36)
    Level 2: Battle Agility -- DefBuff-I(A), DefBuff-I(5), EndRdx-I(5), EndRdx-I(43)
    Level 4: Haymaker -- Acc-I(A), Acc-I(13), Dmg-I(17), Dmg-I(17), EndRdx-I(19), RechRdx-I(19)
    Level 6: True Grit -- S'fstPrt-ResDam/Def+(A), Heal-I(7), Heal-I(7), ResDam-I(9), ResDam-I(9), ResDam-I(11)
    Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Phalanx Fighting -- DefBuff-I(A), Ksmt-ToHit+(50)
    Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15), Heal-I(42)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), EndMod-I(43)
    Level 22: Knockout Blow -- Acc-I(A), Acc-I(37), Dmg-I(37), Dmg-I(37), EndRdx-I(40), EndRdx-I(42)
    Level 24: Tough -- ResDam-I(A), ResDam-I(25), ResDam-I(25)
    Level 26: Shield Charge -- Acc-I(A), Acc-I(27), Acc-I(27), Dmg-I(29), Dmg-I(29), RechRdx-I(31)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(46)
    Level 32: Combat Jumping -- DefBuff-I(A), DefBuff-I(33), EndRdx-I(33), EndRdx-I(50)
    Level 35: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36), EndRdx-I(50)
    Level 38: Foot Stomp -- Acc-I(A), Acc-I(39), Acc-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(40)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-ToHit(45), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
    Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48), EndMod-I(48)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  2. Quote:
    Originally Posted by Finduilas View Post
    Oops, forgot you wanted Manuevers for concept reasons. Personally, I'd go with RP for Cap's leadership qualities and skip Manuevers, but if you definitely still want it you can swap it in for CJ. You'll lose the BotZ bonus, unfortunately.
    Thanks for the build and tips. Like the higher resistances on your build over what mine was. The Defenses are all still capped too. I have a couple of questions though. Would I be better off slotting Stamina with Performance Shifters instead of the Efficiency Adapters? The only reason I had used them over the PS were for the bonus at 6 slotting them to recharge. So I could maintain a perma Hasten state. Without that extra 5% I fall short.

    One of the other reasons I prefer Maneuvers over Combat Jumping is that I use Ninja Run + Hurdle for traveling around. Any time I toggle on Ninja Run Combat Jumping stops and vice versa. I hate having to toggle that power on and off each time. Again though it's just a minor pet peeve type of thing. lol

    I still have some concern over End drain, and if I will be able to maintain all these toggles along with the attack chain with just Stamina fueling it. My Scrapper DM/SD also has physical perfection so I can't really compare the two. Which is why I ended up double slotting Conserve Power over Activate Defense, to help that power come around faster.
  3. New take. My biggest concern is my Endurance management.

    Edited
  4. Quote:
    Originally Posted by Rangle M. Down View Post
    Either way is viable. You'd need to decide if that small of a bonus is worth the extra time, expense, and effort to achieve. I'll work in those minor bits if it doesn't harm the overall build. Eventually those small bits can add up.
    Right now the character is only level 20. Looted an Apocalypse on him last night while with a friend who is helping me level as we go through his missions. Which I will end up selling. Also looted another Apocalypse recipe last night when I got on my 50 Scrapper. Another one I will end up selling. Which happens frequently for me. lol

    So while I don't have a huge bank account, like I've seen some people here for their builds. I'm currently sitting at 1.2bil or so on my main. Which is who will be used to help buy everything for this guy.
  5. Quote:
    Originally Posted by Andferne View Post
    Alright thanks. Which tab/section do I look at in MID's to find this sort of information? I've only recently started using it so I am still learning a lot about the program.
    Never mind this. I found it. >_> Now I feel stupid. >_<
  6. Quote:
    Originally Posted by Rangle M. Down View Post
    Rage lasts 120 seconds. According to Mids, with the build I suggested as a starting place, Rage should recharge in about 102 sec's without hasten up. So yes, you should have perma rage. Hasten will make the recharge much quicker. Some where in the high 70 to low 80 seconds.
    Alright thanks. Which tab/section do I look at in MID's to find this sort of information? I've only recently started using it so I am still learning a lot about the program.

    Quote:
    Originally Posted by Finduilas View Post
    Nice build, Rangle, though I have a couple of additional recommendations.

    As currently slotted, the +HP aspect of True Grit isn't being enhanced at all. So I'd drop the End/Rchg and Heal/End/Rchg from Health and put the RT and Miracle uniques there. That will free up space for 2 lv 50 common Heal IOs in TG, which will give the OP an additional 165 HP--a lot more than bonuses and accolades.

    The current build is well above the soft-cap for Ranged, so the defense bonus in Health wasn't really needed, but the OP can always put a full set of Mako's in Jab or Haymaker to make up that lost defense if desired. (I'd recommend pulling a slot from CP if necessary.)

    Also, I'd take the Taunt slot from AAC (which isn't necessary, IMO) and put a second resist IO in Deflection for a little more S/L resistance.
    Thanks for the build. I have a question regarding both of yalls builds. On Stamina you both just placed one performance enhancer then left the rest to be normal enhancements. Which puts my Recovery at 187 and Regeneration at 3.62. With the four slots there all going to the Performance enhancer I would get the same Recovery, but my Regeneration would be a slight higher with 3.63. But then I would also get the HP bonus from the set.
  7. Nice. I like the build. I have a question about Rage being slotted the way it is. Will I be able to keep Perma Rage with the recharge value I have?
  8. Thanks for the feedback. ^_^
    Would you mind posting up the data chunk so I can feed straight into MID's?
  9. First I guess that I need to explain the concept part of the build. The character idea is based off of someone who I have rpg'd as for 3+ years now. He is a mixture of Captain America and Cyclops from Marvel Comics (two if its greatest leaders). I've based the Cap version more on the Ultimate counterpart, hence why I have opted for the Super Strength power. Laser Eye beams is a must in the build, as well as the Leadership power pool. Besides that I am pretty open to ideas to help max him to the best of his abilities.

    I have a level 50 Scrapper DM/SD that I will use to help fund this guys build. Saying that however I don't have a huge budget. So PvP and most Purple recipes are out of the question. Save a few that I have accumulated over time with my Scrapper. Right now I have two builds that I am working on and not sure which is better. As well as anything I might be missing that would be 'oh this would work well, add this here and that there'. I've only recently began playing with MID's (2-3 weeks now) and am addicted to it. lol

    If there are any questions please feel free to ask. I'll post the two builds I have created so far so that people can tear them apart and tell me what needs fixings.

    Thanks =D
  10. Quote:
    Originally Posted by Shred_Monkey View Post
    Ok.. i didn't really read the OP... just going on the title alone. But, I find this video helps if you're wondering exactly what to do with your scrapper...

    http://www.youtube.com/watch?v=lC8o0VKWBAE
    Does that mean he should make a Broadsword/Invulnerability build? xD
    Plus I think He-Man has a good number of Purple recipes in his set up. lol
  11. This thread has a lot of really good advice for Shield Scrappers. I'd check it out if you have not already. Yes most are set up for Dark Melee, but you can still get some feel for what to do and not to do on Shield Defense.

    http://boards.cityofheroes.com/showthread.php?t=192252
  12. Tonight I was finally ready to respec my character into the build above. Buying the last several Obliteration pieces that I needed. I must say that my first night runs with this new build, were amazing! My old set up I was farming a Praetorian Demon mission to earn the money to change things up. I ran it by myself or with friends nightly. Solo I could normally run it as +1(x8) with only rare problems. Going higher than that slowed down things too much for it to be worth while.

    However now with this set up tonight I started at +2(x8) just to see how things went. Not only was it easier, but I was killing mobs (even with 2 bosses) a lot faster. Settings wise the +3(x8) now feels like the +1(x8) used to. I can run the +4(x8) but again the time it takes compared to +3 is not worth it. imo as it takes longer for the Bosses to drop for me.

    Overall I really love the set up. Thank you everyone for the help in building it! =^_^=

    Now to earn the money to tweak out (and later level up) my Tanker SD/SS. =D
  13. Quote:
    Originally Posted by Gaidin View Post
    I only tweaked two things. Firstly, putting slots in Boxing makes puppies cry, so I put them into LBE with a set of Decimation which actually gives slightly more global recharge. This also makes the power at least usable, which I assume would be something you'd want since it's important for concept. If you'd rather keep the slots in Boxing and you're not going to slot LBE to be useable, then I suggest trading it out for a more useful power.

    I then moved one slot from PP to Weave to get the 9% Acc bonus. I moved a second slot from PP over to CP, as you'll actually have better end management with CP being up much more quickly than with the 0.06 eps gain from the the third slot in PP.
    lmao at makes puppies cry.
    Oh I really like LBE being slotted instead of Boxing. I didn't think to look further down in the levels to see if that power has a recharge timer set.

    I thought about throwing more stuff in the sets for Luck of Gambler to get the accuracy. But I was thinking with the Kismet unique to help to hit along with Tactics (if I keep it active) then I really would not need that extra accuracy.

    Was unsure about slotting Conserve Power more than the default one. As I don't know how my End will be with this set up. I'm thinking with the extra toggles that I'll be running it might come in handy. Right now with the build I have (the crappy one) I don't have any End problems, but of course I don't have Tough or Weave on that one. I hear that Weave can be an End drainer.
  14. Quote:
    Originally Posted by Santorican View Post
    Made a few small corrections to your build in the name of endurance reduction and recovery. You'd be better off slotting Performance Shifter in Physical Perfection with the proc, on average it gives more endurance than regular enhancements.
    See you learn something new every day. Thanks for the heads up. ^_^
  15. Quote:
    Originally Posted by pyrite View Post
    lose conserve power and laser beam eyes, then you could add Focused accuracy with Guasians set for big time defense help, also look at physical perfection.
    I want to keep Laser Eye Beams as it falls into the character concept of what I want. I tossed around the idea of having Focused Accuracy instead of Conserve Power. But from what I have heard it drains a lot more endurance than say Tactics. Which will be slotted with the Gaussian's set.

    Maybe I am mistaken, but I thought both of those two set ups I posted as caped defenses for Melee, Range, and AoE. So not sure why I would still need help in defense?

    What do you mean by look at Physical Perfection? One of them has it fully slotted and the other one just three times. I'm not sure what you mean by the statement. Do you think I would be slotted it with something different?
  16. I'm currently leveling up a Tanker and would like some feedback on the temp planned out for him. The character concept is based around a mixture of Captain America and Cyclops. So the Leadership pool (Debating on fitting in Tactics somewhere) and Laser Eye Beams are a must.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Swift -- Run-I(A)
    Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Mrcl-Heal/EndRdx(17), Mrcl-Heal/Rchg(17), Mrcl-Heal/EndRdx/Rchg(19)
    Level 16: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
    Level 18: Against All Odds -- EndRdx-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40), P'Shift-EndMod/Acc(43), P'Shift-End%(45)
    Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
    Level 24: Boxing -- T'Death-Acc/Dmg(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(33), Aegis-Psi/Status(33)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(46)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(48)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Tactics -- 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: Conserve Power -- RechRdx-I(A)
    Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Hold%(50)
    Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(50), P'Shift-EndMod(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
  17. Dersk and Werner thanks for the info. As well as the links Werner.

    I've reworked things once again (I think I'm addicted to Mids now >_< lol).
  18. Quote:
    Originally Posted by Werner View Post
    are you really going to skip Shadow Maul? You'll want it for either regular play or set bonuses.
    Reading through some of the older threads and similar things. I got a concern about Shadow Maul, because of its long animation sequence. With the current build I have right now (which is crappy in the defense department) IF shadow maul ends up missing by some chance it can hurt when I get swamped by attacks. 3-4 lts and 2 bosses hitting me at once during that animation sucks. Though rare that is.

    Now I imagine with a higher defense that occurrence would happen even less. So I guess it really should not be a worry once things are fixed. I'll have to give a look over things again to see what to switch out to include shadow maul once more. Good thing is at least I have learned my lesson about buying things early. I'm not worried about buying anything until I know for sure what I want. lol

    I do have a question about Caped Defense. I know yall have said it caps at 45% so here are my questions if you don't mind.
    1) Do all classes cap at 45%? Scrappers, Tankers, Defenders, etc
    2) How far over is too far? 48% Defenses too much? what about 58-60 (if possible)?
    3) I know it means that you get hit less with higher defense. Is everything after 45% like a diminishing return. Meaning you don't get as much for the points after that mark?
  19. So with this type of a build would I be able to solo AV's or take on the Pylons? Or would more adjustments have to be done?
  20. Appreciate the builds. ^_^

    The more I've been thinking about it the more I am starting to think I should stop being 'picky' and go ahead and pick up SD and MG. If they do make the power set that much better than it is well worth it. I can always level up my Tanker SS/SD if I want a character to stay more true to his concept.

    One of the other selling points is that I've noticed dps wise I can't get stuff done that other DM/SD are doing. Suck as damaging a Pylon enough to overtake its regeneration. lol >_> Same thing being said with certain Avs with just using the chain combo that I have currently. Which as yall have pointed out lacks in the dps department, or at least what this build is capable of performing as.

    At the moment I run through a Praetorian Demon mission at a +1 level (x8 people) and don't have too much of a problem. Save a few rare occasions. But I've come to realize how much more effective I could be (as well as how much faster the mobs would go down) if I did have some of the higher end attacks from the DM line.