YoumuKonpaku

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  1. YoumuKonpaku

    Crab Post-I19

    I switched to the above spec (minus Placate, I kept CJ instead and gained 2 slots, 12.5% rech, and moved the slots into shatter/armor for more end/rech).

    Having a lot of fun, it is far less stalking and much more scrapping. Leading off with VG, then picking on a hard target with shatter armor->shatter->vray and tossing another VG in is pretty workable.

    But, I've been doing a lot of TFing and some of them I notice I can run off ahead, solo a pack (popping a purple since I'm on SOs, though), although it takes a while. I keep telling myself, 'Man, I bet that pack would've been dead a while ago if I had levi pool', as they clump up nicely for Crowd Control.

    I've got that 3rd build available now (edit: 3rd build because i want to try it with SOs and stuff without burning a respec), was originally going to turn it into a Huntsman with levi pool, but that's just a crab with more squishiness IMO. I figure if I can keep solid ST and decent AOE on the bane, he'd be a great groupmate. So, I took Wiccania's advice and threw this together in Mids:

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    YamBane: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
    Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
    Level 4: Combat Training: Defensive -- Krma-ResKB(A)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7)
    Level 8: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(40)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(34)
    Level 12: Pulverize -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17)
    Level 14: Venom Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(34), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(46), Posi-Dam%(46)
    Level 16: Poisonous Ray -- Decim-Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/EndRdx(37), Decim-Acc/Dmg/Rchg(39), Decim-Acc/Dmg(40)
    Level 18: Shatter -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), Mako-Acc/EndRdx/Rchg(33)
    Level 20: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(27)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(36)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), RedFtn-Def/EndRdx(34)
    Level 28: Surveillance -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), RedFtn-Def/EndRdx(31)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(43)
    Level 41: School of Sharks -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(42), Posi-Acc/Dmg(43)
    Level 44: Arctic Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dam%(46), Achilles-ResDeb%(48)
    Level 47: Bile Spray -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Tactical Training: Assault -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
    ------------



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    Maintains soft cap, Hasten 'almost' perma, but not quite. Thoughts?

    Also, why exactly would I want a huntsman, ignoring the fun/being different aspect (because I know that is a big draw), and focusing on the numerical aspect? Not being snarky, serious question.
  2. Ignoring the original post (for various reasons), I shall also address the topic question.

    I like them. Sort of. I like the characters, and some of the concepts and such, but I do not read nor collect western comic books. I do take care in 'some' of my characters, such as Shattered Fortune, my Ill/Rad Controller. She is a fairly powerful psychic who escaped from the Rogue Islands after being subjected to a failed experiment regarding integration of Fortunatas and machinery (not the spiders, though) and discarded. Others are blatant derivations of a certain series not licensed in the west and thus completely safe, or just concepts I find funny in my twisted mind.

    However, if you are willing to count doujinshi (in this context, fan-made manga from Japan specifically), then yes, I do love comic books! Of course, the comic books I collect are not appropriate for such venues as this one.

    ... Cough.

    edit: Playing my Ill/Rad and getting comments that my description is interesting is quite satisfying, though!
  3. YoumuKonpaku

    Crab Post-I19

    SOA is almost 50. By almost I mean '138,071 exp from 50'. Have a respec ready, pretty sure I'll be going with the second build in my prior post (the one with VG). Wouldn't mind one last look at it from another set of eyes to give some input. Don't want to end up regretting it and wasting a respec or money

    Will post the entire build for those without Mids.

    A few numbers:

    Capped positions, Psi just about within range of 1 small purple.

    1.27/s end usage, 3.66/s recovery, tough could be turned off to improve it.

    Hasten down for 3.6s

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    YamBane: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(13), HO:Nucle(13)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
    Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A)
    Level 4: Combat Training: Defensive -- Krma-ResKB(A)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7)
    Level 8: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(9), Stpfy-Acc/EndRdx(9), Stpfy-EndRdx/Stun(34), Stpfy-Acc/Rchg(40)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(34)
    Level 12: Pulverize -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17)
    Level 14: Venom Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(46), Posi-Dmg/Rchg(48), Posi-Dam%(48)
    Level 16: Poisonous Ray -- Decim-Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/EndRdx(37), Decim-Acc/Dmg/Rchg(39), Decim-Acc/Dmg(40)
    Level 18: Shatter -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31)
    Level 20: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(27)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(36)
    Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Surveillance -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Crowd Control -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(43)
    Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36), Aegis-EndRdx/Rchg(48), Aegis-Psi/Status(50)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(46)
    Level 41: Mace Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
    Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(46)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
    ------------



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  4. Quote:
    Originally Posted by Kelenar View Post
    Youmu is Yuyuko. Mind = blown.

    Back on topic, though, I still like Mace Mastery. Scorpion Shield is nice (and slightly less ugly than the ice armor, if you ask me) and takes a LotG, PFF is one of those things most of my non-perma doms find very useful for those 'a patrol just stumbled upon me and all of my AOE controls are recharging' moments and a nice LotG mule for my perma-dom, and the spider isn't horrible and takes Expedient Reinforcement for another easy 6.25% Recharge bonus.
    Hey, what can I say, I love 'em both? That aside, I use the same avatar for everything regardless of name, so... orz

    Returning to the topic at hand, I like Scorp Shield's subtlety, and the Energy resist, but one could argue that Frozen Armor takes a Def+3% IO whereas scorpion shield does not, if you didn't take something like Tough.

    As for PFF for LotGs, I can see that, although I often end up picking something like Vengeance or Stealth which also take it. CJ/Maneuvers/Vengeance/Stealth/Frozen Armor would cover it as someone with Ice Mastery. And I love stealth on characters who can take advantage of it for setup.

    Of course, as someone who doesn't believe in travel powers, I suppose I have room for all of these things...
  5. Quote:
    Originally Posted by DarkWanderer View Post
    Am I the only one who thinks the Frozen Armor looks kind of cool?
    It isn't as bad as it could be, but... It leaves something to be desired. I think the more subtle effects are why I, personally, have become fond of defensive sets like Willpower.

    You know, we can toggle limited FX in some sets, why not sets with armors like Ice?
  6. As someone who is finally getting into doms (which is an AT I've neglected for not ever enjoying Red side), I find Ice awfully tempting even if I plan on making Plant/Fire, simply because I team constantly in game and the -RES would be delicious for that. It also takes Achilles procs.

    I've been debating between Plant/Thorn/Ice and Plant/Fire/Fire for my first Dominator. Plant/Fire/Fire would be awesome burning death, but Plant/Thorn/Ice would do solid damage and provide the team with numerous -Def debuffs and potentially -RES if I dropped achilles procs in one of the AOE powers.

    That and Ice is the only way I can see getting Permadom while putting S/L in range of 1 small purple.

    Also,

    Quote:
    Originally Posted by Kelenar View Post
    Well, it came down to 'ugly ice chunks' defense shield vs. 'inexplicably pink glow' defense shield, and the latter annoyed me slightly less.
    I've been crossing my fingers for years for the ability to hide individual power appearances. I'd love to be able to toggle off the visual of the ice armor while keeping the benefit.
  7. YoumuKonpaku

    Crab Post-I19

    Okay, made some more efficiency changes. Dropped some of the SLEN defense and capped AOE (and F/C by accident). With the changes I actually had 8 unplaced slots and no idea what to do with them.. So I threw them in Boxing for 5 Stupefy (which nets me recovery, HP and recharge). Placed a proc in Poisonous Ray as well. This leaves 3 slots, thinking of adding 1 to both Maneuvers for a tiny bit more defense to the team, and a proc to Bash.

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    I also made an alternate version that dropped Combat Jumping and added Venom Grenade, it maintains positional cap and only loses a tiny bit of recharge. Not entirely sure what to do. I like the first one better, personally.

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  8. YoumuKonpaku

    Crab Post-I19

    Quote:
    Originally Posted by Wiccania View Post
    The only damage type that doesn't always have a positional tag is Psi. Energy and Negative always have a positional tag so those slots litterally do next to nothing for you with all your positionals capped.
    Hmm, coulda sworn there were. Thanks for that.

    Also, unrelated to the comment, the rumors (and by rumors I mean 'things that i was told a thousand times in the 2 weeks i've been back') that you had to be full villain to do PPPs are very untrue, as I was able to complete and access them on a rogue. I'm still being told you have to be vill/rogue to add them in the future (like if you respec), but i am doubting that as well.
  9. YoumuKonpaku

    Crab Post-I19

    Quote:
    Originally Posted by Wiccania View Post
    First the simple:

    You don't need the sets in Boxing. You are well over ranged cap and at the cost of 5 slots you are basicly getting 1.25% ranged defense and 8% regen. It is very very easy to do better with 5 slots.

    I didn't slot these for the ranged defense. I slotted them for the E/N.

    Also don't sweat end too heavily. Mid's doesn't take into account that VEATs have a higher than baseline recovery. That means not only is the default recovery higher but boosts like Stamina, Miracle and Numina actually provide more for a VEAT than other ATs. Worst case scenario you'll just need to take Cardiac Alpha which will solve your end problem.

    I don't want to 'need' Cardiac Alpha.

    Now the complicated, ignore if you please but I think it would immensely improve you:

    With the recharge you are sporting the Patron Pool Powers you took are basicly a waste. You already have an endless Single Target chain with Shatter>Bash>Pulverise>Bash>Shatter>Bash. To work in the Patron Powers you would be sacrificing a lot of DPS because the Mace Patron requires redraw even for a Bane. That is double redraw swapping between the Bane mace and Patron mace all the time.

    Aside from the fact it doesn't cause redraw, last I checked many of the issues with redraw were fixed long ago. Also, I'd like to drop Bash from being used. More of for set bonuses than actual use.


    I suggest: Unslot Boxing (you are getting almost nothing from it).
    Drop Placate (actually lowers your DPS), Crowd Control (good power but read my next point), Mace Blast (no use to you with your attacks) and Shatter Armor (read my next point).

    Boxing: See point above.

    Placate: Everyone I've asked, from both the Stalker and Bane perspective, disagrees with this. Maybe if I was trying to do Pylons, but for shorter fights the extra chunk of damage is invaluable. Especially if something needs to die in short order.

    Mace blast: Set bonuses? The only thing I'd do instead of this is take the immob instead and slot purples for recharge.


    Now as I pointed out you already have a single target attack chain (tho I suggest you experiment with Poisonous Ray in place of Pulverize, Toxic damage isn't resisted very much, Smashing is). I suggested you drop those other powers to make your Bane into an AoE powerhouse as well. Heres the breakdown:

    First take Venom Grenade, VG has the same resistance debuff as Shatter Armor but does it in a very large AoE. I'd lead off with VG even against single targets just for the debuff.

    I agree with this, except the problem is that unless I fire it off at the start of the spawn (in which case, placate would be needed if i ever wanted to use my attack from stealth) to debuff things, the majority of it would be dead before the team could take advantage of the debuff.

    Next take the three Leviathan Patron AoEs: School of Sharks, Arctic Breath and Bile Spray. Slot them all with Positron's Blast. AoE you now have a brutal attack chain with Venom Grenade (20% all resist, 40% toxic resist debuff, Toxic dot damage) > School of Sharks (they stay in place and are damaged) > Arctic Breath (Cold damage + even more resist debuff) > Bile Spray (Toxic damage).

    I have difficulty swallowing this. You are asking for 10.1 seconds of animating (in arcana time), discounting latency. That is also not including the time investment in lining up three cones that are all 30 degree angles. Also, with the animation time on School of Sharks, by the time it fires off with things in 'ideal' position, they would most likely have moved. Not to mention it provides no -KB for the targets, and in a real world situation things are going to get kicked around. Or die before you get to set up your TAOE and 3 cones. I play in full team environments, or solo. And when I play solo, I wouldn't do x8 on my bane. This is one of those things that would be incredibly awesome in a vacuum where the conditions are perfect.

    Now you have an AoE chain that will melt all the little guys and a good Single Target chain to beat down the big targets. Your bane is mucho more powerful for it.

    This also gets you Posi's set bonuses which includes more recovery to help your end, more recharge (hasten is down for .3 seconds, heh) and more accuracy. Drop the Kismet, Kismet is great for leveling, garbage once you are IOed. Get your KB protection, there are a lot of nasties out there that can KB you with only 4 mag (I have 12 and I get KBed sometimes). You have 3 slots available to play with.

    Two of those Posi bonuses for Recovery are over the cap. Hasten is down for 2.76 seconds. Kismet was taken initially for buffering myself from -ToHit when dealing with +4s, but something I've decided to drop as I am well enough set on that given Tactics and global acc.
    [/code]
    I am looking to play to the character's strengths, which is demolishing single targets (and doing some extra AOE with crowd control, which is easy to hit everything with due to how wide the cone is). If I want to come into a situation and do massive AOE damage then I will switch to my Crab build, which I also intend on IOing out alongside the bane.

    Also, a vomiting, shark-spitting, frost breathing set does not fit in with my vision and theme.

    Anyway, setting all of that aside, made a few efficiency changes to the build in mids, freed up a number of slots while maintaining SLEN at cap as well as melee/ranged. Got some great ideas from the things I learned from CMA and Dechs while putting together some tanker builds the other day. Only issue I'm having now is that I've got five or six free slots that I'm unsure what to do with! Still figuring out the best use of them, only had an hourish to play with it this morning. Build is on my laptop so I'll edit it into the post later.
  10. I think I'm going to go with WP/DB, Inv/Stone and DA/Mace. Put together builds for all of them that I feel I'm pretty happy with (although feedback on the prior WP/DB would be appreciated). Will be revisiting the WP/DB since I've gained some insight while making the others.
  11. Quote:
    Originally Posted by Syntax42 View Post
    A ToHit debuff is exactly equivalent to the same amount of defense.

    Draining endurance doesn't work on AVs unless you get a lot of endurance drains and a -recovery debuff.

    Ice Armor's damage debuff is approximately equivalent to resistance, but 14% isn't much.

    Knockdowns are great for mitigating damage, but one every 30 seconds is not enough to tip the scales. Most knockdowns are in the Tanker secondaries instead of primaries.
    Hence why I said the value varies from situation to situation. :P

    SC might let you kill a few minions before they retaliate if coupled with another AOE immediately after. Especially with teammates present.

    Edit: I realize SCing in means less damage from no AAO saturation. I'd save that for situations where you have a rather nasty spawn that the initial interrupt would be good for possibly neutralizing some of the threat.

    The damage debuff also helps your group in the case of AOEs.

    I prefer to view ToHit debuffs in sets as an extra buffer against cascading failure.

    I wouldn't even consider sapping an AV unless you have teammates to support that endeavor.
  12. Syntax42:

    I'd also take into account some of the other defensive benefits of the primaries (which applies more to general killing of spawns and not as much AVs in some cases). I wouldn't say they could be exactly quantified into a single list since the value varies from situation to situation.

    DA obviously carries the fears and stuns, as well as the -ToHit debuff in fear.

    Elec saps everything nearby, albeit rather slowly unless you power sink them.

    Ice reduces damage done, recharge and also saps but is a bit more limited than Elec in the sapping role.

    Shield reduces damage done with AAO, and you can technically say Shield Charge is defensive with KD (and, y'know, killing things).

    Stone, uh, immobilizes things and slows them.. but I wouldn't really count that.

    WP taps them all with short lived -ToHit debuffs, which I think can go to like 5%ish with enhancements.
  13. Quote:
    Originally Posted by Call Me Awesome View Post
    You're three sets over the cap for the 1.125% HP boost (Luck of the Gambler 3 slot bonus, Crushing Impact 3 slot bonus). Also, the Mako's Bite set is primarily a Ranged defense set. I'd probably rethink that some; maybe shift some slots and pick up Laser Beam Eyes for a Thunderstrike set.

    I realize that. When I started taking the other sets I valued the extra global acc/rech over missing out on the other little bonus. The 3rd LOTGs are to bring the def up to ED and add some end reduction. As for Laser Beam Eyes and TStrike, good idea, will see how I can rework things to try that out! Funny thing is, I've done that in other builds and didn't even consider it here.

    It seems to me that you're working a bit too hard on F/C defense... that's a really uncommon damage type and I'd think you may find those slots more useful elsewhere. With both of the recovery uniques are Conserve Power and Physical Perfection going to be useful? I only have the Numina on CMA, my Inv/Stone, and I haven't found a use for CP since issue 19. I have it, but I haven't used it. Of course, I also have the Cardiac Alpha come to think of it.

    The F/C capping is a bad habit a friend gave me a while back. I can probably just put it to the point where 1 small purple caps it. I didn't plan on taking Cardiac, I hadn't actually figured out what I wanted, but without cardiac I will appreciate having the option of CP and the constant presence of another END proc.

    I'm not a fan of spending slots on set mules; do you see yourself using Boxing as an attack? I leave it at the base slot personally and use those slots elsewhere. Remember that the Kin Combat set has gotten really pricey lately... most of it seems to be 100-200 million per recipe. The LOTG recharge is also pricey of course.

    To each their own. I've also been considering merits and a-merits in mitigating the costs. I do appreciate the concern though!

    Unstoppable is entirely skippable on a soft capped Invuln with the single exception of the Apex TF. Those toxic Hydra heads in the first mission will drop you like a bad habit if you try to tank them. With Unstoppable you'll gain enough toxic resistance (there's no toxic defense) to survive. Or, you can have everyone hang back and take out the pylon from beyond the Hydra's range... when the pylon dies so do the hydra.

    Thanks for the insight here!

    I've picked up the Medicine pool for Aid Self on my Invuln in my last respec; it comes in handy on the STF when I'm tanking the tower buffed LR. I'll admit I don't get a lot of use out of it any other time though so it's a tight call.

    I never really believed in the Medicine pool. But, admittedly, it is a pool I've never really given a decent try over the years (especially before inherent fitness).

    I don't know enough about KM to offer an informed opinion; I do know that a buddy of mine took a KM scrapper to 50 recently and was less than impressed with it's performance. Take that for what it's worth as I've never played the set but I did team with my buddy a fair amount of the trip to 50. To hear him talk I'm amazed he finished the character... although Monkeys had something to do with about half of his levels.

    It seems some people love it and others hate it. I haven't decided yet, although I think I'd like it more on a scrapper.
    Responses in red.

    Appreciate the help, I'll rework the build this afternoon and see what I can do. With a different secondary, as well.
  14. I put together an Inv/KM and WP/DB (I think the AOEs + taunt in DB would help compensate for WP's poor aggro aura). I have a DA/KM on my laptop, but too tired to dig it out. I can post that tomorrow if I am happy with it upon second look.

    Here are the chunks for the two builds above. WP/DB first, Inv/KM next. DA is going to either be /KM, /Stone or /Mace most likely. I don't mind redraw.

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    Happy with the SLEN, not cheap with the Kinetic Combats. My issue with /DB on a tanker is that you take LITERALLY EVERY POWER if you want to run AV/Sweep. Technically BF isn't necessary for those but... why skip it? Psi is within small purple and so are F/C. As a bonus, melee is near cap too.

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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Not entirely sure on KM for the Inv build, but I do like the set. Will prob look into toying with other sets tomorrow.
  15. YoumuKonpaku

    Crab Post-I19

    I can't find a place (or the slots) to fit those in. The only optional spot I see is Assault pool power. I can gain 2 slots by removing 2 shield breakers from Surveillance (which wouldn't affect me negatively, pretty much).

    Edit: I scavenged 2 slots from the bane/wolf armor and moved TT:A to 47. I put in 5 decimations and gained more global rechg.
  16. I think the only solution here is to... Buy more slots and make everything.

    Joking aside, would you folks mind if I dumped a few of the builds I put together in Mids? It'd be asking for a fair bit of critique, but perhaps they'll turn out to be decent (albeit not cheap, I don't factor in purps/pvp but I do use Kinetic Combats and such from time to time) for other people to reference.

    p.s. I love numbers and math when used in fun and impractical applications like video games.

    Edit: By the way, curious about KM, for attacks I take the first 3 + burst & CS (obv power siphon and taunt as well). Are all of them necessary or can one be dropped in practice? I don't have a high level KM of any type, so don't have the answer myself.
  17. Would you post the Stone build? I am curious to see your template. What sort of movement speed are we talking?

    Regarding WP/: I stick Taunt in any Tanker build I put together in mids, aside from the fact I think it is good to have for what it does, it holds some nice sets.

    I'm probably going to throw together a few different builds (DA, ElM, SD and WP most likely, maybe fiery too). I actually already tossed together DA/Kin while I was sitting around. I think I'll drop Inv/ and, begrudgingly, Ice/ from my considerations. I love Ice thematically, but unless it gained some DDR or RES, I think it just isn't worth it.

    Am willing to give fiery, stone and SD another look, though.
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    Glad to see my posts have the intended effect. Dark Armor is not that IO hungry. I spent most of my leveling time in DA on SOs. The IOs I did have, and I will admit to being "hungry" for are the Theft of Essence +endurance proc and some KB protection. Once you have those, DA is capable of amazing things.

    Cloak of Darkness is a non issue. It doesn't lower your threat, and even though the stealth does not suppress, once the mob is notified of your presence, it's as if you don't have stealth at all. Gauntlet, AoEs, and even getting close enough all make that stealth effect disappear. Just to enforce the point even further: Cloak of Darkness has not once hindered my ability to gain and maintain aggro.

    The control auras (my favorite being Oppressive Gloom) really shine when they allow you to deal with pesky debuffing enemy types much more easily than other tanker sets.

    Just remember: If it can't kill you in 15 seconds, it can't kill you. Even if it can, if it doesn't kill you again before Soul Transfer recharges, it doesn't count and you've never lost your aggro.
    What can I say? You're convincing enough to make me try (and be excited for) a Warshade again, something I also neglected for the past few years. That's saying something! :P

    Silliness aside, thank you for the information on CoD. 5% base the entire time is quite an impressive amount of defense as well.

    I was considering: DA/DB, DA/Stone and DA/Mace. The latter two for stacking disorients with OG. From what I've read, DM is redundant with DA.

    Edit: Bah, too slow, you edited in secondary comments while I was typing this.

    Edit 2: Actually, I REALLY like the idea of a stealth now, jumping into a spawn unseen and having OG/COF tap a few thing with controls and stifling part of the alpha.
  19. First, I'd like to preface with saying that I am not asking for a build. I'm rather independent when it comes to working on builds, aside from asking for input after I've put it together. Also, I know there are probably more posts like mine, but different people want different things.

    I've played this game for years (ignore the join date, 3rd account) and tankers are one of the few things I never really got into. I made Inv/ way, way back in the day, but deleted it after early frustration. I brought Stone and Ice to 30 and deleted both of them. I'd like to give it another go since things have changed over the years. Some of the power sets are right out for me, I know I don't want to play them. The hard part is figuring out what I DO want to play. I could make one of each kind, but I'm looking to get focus.

    I'm looking for a tank that can handle the majority of situations well. Cost isn't a massive concern, because costs are simply a matter of time. With that said, I don't generally take purples or PVP IOs into account when it comes to building. I will say I am a junkie for making characters cap an important type or position, though, and I have a bit of preference for RES sets.

    Stone - This is out, I find it too slow unless I rely on Teleport or a Kin. It just isn't fun for me. I do recognize it is a great tank, but I want to enjoy my character.

    Fire - Out, I like it for offense, feel it is squishy (but that's from me trying it on scrappers and brutes, possibly). I heard Toxic is nasty in the new TFs which I have not tried, having just returned from hiatus. I do not remember if Healing Flames Toxic RES stacked, but if it did that would technically be in favor.

    WP - I love WP, this is a contender for me. I usually play it on scrappers/brutes, for ease and enjoyment, but I am under the impression it has weak aggro. That can, of course, be made up with a good secondary, but I appreciate a solid taunt aura. If I am wrong on this, please correct me. I love the regen, the decent S/L/Psi resist, etc. I can bring my scrappers to cap S/L/M def on /WP, so as a tank with better weave numbers it should be easier and possible to maybe cap some of the other types as well with careful slotting.

    Inv - Didn't like it back in the day, seriously considering it now. I put together an Inv/Kin build which is at home, had great numbers and was fairly happy with it. I'm not sure how the set performs at 50 compared to others, but the outlook appears good. No clue on how the aggro tools are, though.

    SD - Mostly out for reasons similar to Fire. Not as squishy, IMO, but I prefer it in an offensive position. Love it on a scrapper, not interested for tanking purposes. I can appreciate the tools it brings and ease of positional capping, but I'm not sure it is what I'm looking for. I would be open to suggestions on it, though.

    Ice - I know I said I prefer RES sets, but I have a place in my heart for Ice. Ice/Ice to be specific, especially since I read that Ice melee got a damage buff. My main concern is the absolute lack of RES aside from Tough, maxed Cold, and a smidgen of Fire and Toxic. Love the ease of capping SLEN and the threat tools, though. I hear bad things about this set at high level play in regards to it being smooshed without having backup from, say, Therm and/or Son.

    Elec - I am completely clueless on this set. On paper it doesn't seem bad. It just appears to be one of those sets I don't hear much about in either direction. I do think sapping is cool, though.

    Dark Armor - I used to have no interest in this set for any character... Until I started reading Dechs Kaison's posts. That man is a convincing person, to be honest. The numbers seem decent, although the set appears to be one that is IO hungry. Which, again, given my pursuit isn't an issue. I like the control tools, they're neat. Cloak of Darkness concerns me from a tank perspective. Dark Regen looks neat, and I like the idea of having Soul Transfer.

    For reference, the secondaries I am considering are DM (mostly for the heal), KM (-Dmg, KD in burst), Ice (ice patch, decent aoe), Stone (KD and stun to stack w/ some set), Mace (see stone).

    Edit: I also considered DB, the multiple KDs in the set look AWESOME, but the main thing stopping me from DB is being forced into Nimble Slash.

    Thanks for having a look, and I appreciate any insight. Once I have a handle on what I want I'll probably take a run through Mids and put something together.
  20. Quote:
    Originally Posted by Neogumbercules View Post
    I notice that Cloaking Device, when toggled on, is giving something on the magnitude of 12% defense the way I have it slotted. According to Mid's it is providing me 5.7% defense. I'm guessing that it's around 12% when not suppressed and 5.7%(slotted) when it is. Is this correct?
    If you click the 'Effects' button with it selected you will see the unsuppressed value. Unfortunately, I haven't been able to find a way to make it display the suppressed value in the Totals vs. unsuppressed. I find it is best to just leave it disabled and mentally add the suppressed value to your totals.

    BU procs slotted in toggles also have the problem of skewing your numbers and showing inordinate amounts of accuracy, for example.
  21. YoumuKonpaku

    Crab Post-I19

    I'm going to just use my own thread for this next build, even though it isn't a crab, to reduce forum clutter.

    I've been soloing a lot and not enjoying Crab for it, so I said to myself, 'well, I heard banes do nice damage when small groups are involved!'. So I set my second spec to Bane, put in a bunch of SOs and away I went. I fell in love instantly, and might just keep it as my main spec (but keeping crab arms, they fit the character even if they don't make much sense for a bane). The character is akin to if Stalkers could be Mace/SR with a ton of group buffs. Besides, CRUNCH! > FREEM!

    I threw this together in Mids last night, was pretty tired so probably made a few mistakes. If you open it, do note that I left Cloaking Device and Tactics turned off in my chunk because Cloak adds the unsuppressed value to Totals and Gaussian's skews all of the Acc values (they're around 90-91% to +4s without tactics turned on).

    For defenses, the character is softcapped to everything except Psi. Psi is within range of a small purple, sitting at 35.7%. He also provides 21.1% defense to the entire group near him. If you open up the build in Mids, keep in mind that suppressed cloak is +5.78 to defenses.

    I am concerned about END usage, the character uses 1.6/s in toggles with 3.54/s recovery. This is including accolades. Cardiac could cover this, although I'd like to be able to run Spiritual. Cardiac would have, for the most part, none of the regular enhancement wasted since most of the powers are under ED for End Reduction. Also, I don't 'NEED' to run Tough, but the extra S/L resist doesn't hurt.

    Hasten is down for 5.76 seconds. I imagine Spiritual would put that to maybe 4s downtime.

    I don't feel a travel power is necessary, run speed is 65.1 mph with NR+sprint and Raptor Packs are suitable for scaling higher barriers.

    CT: Defensive doesn't need any slotting, it was more of a 'no other choice' power. Ranged is still capped without it, although one could argue this provides a bit of a buffer.

    The 2 slots in Bane Spider Armor are a leftover from me putting 3 in for a Psi def. increase last night. I kept those 2 for the Recovery and moved 1 to Maneuvers to add an EndReduc.

    I've never played a Bane before last night, so there are most likely some glaring improvements I am missing.

    This is also not set up efficiently for playing at lower levels, I figure I'll worry about that after I'm happy with it otherwise.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    YamBane: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13)
    Level 1: Bane Spider Armor Upgrade -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48)
    Level 2: Wolf Spider Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(48)
    Level 4: Combat Training: Defensive -- Ksmt-ToHit+(A)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(34)
    Level 12: Pulverize -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), T'Death-Dam%(36)
    Level 14: Boxing -- P'ngFist-Acc/Dmg/Rchg(A), P'ngFist-Acc/Dmg(39), P'ngFist-Acc/Dmg/EndRdx/Rchg(40), P'ngS'Fest-Dmg/Rchg(40), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Acc/Dmg(43)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Shatter -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg(19), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(31), T'Death-Dam%(34)
    Level 20: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(27)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Placate -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Surveillance -- Achilles-ResDeb%(A), ShldBrk-Acc/DefDeb(29), ShldBrk-Acc/Rchg(37), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), EndRdx-I(50)
    Level 32: Crowd Control -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34)
    Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Mace Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43)
    Level 44: Shatter Armor -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(46), T'Death-Dam%(46)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
    ------------



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  22. Quote:
    Originally Posted by Psylenz View Post
    The one pet that needs to be slotted better is Dark Servant. Dark miasma is heavy on -tohit, and fluffy is the heaviest. Personally, I go six slotted dampened spirits or dark watcher's despair.
    Personally, I disagree with this, Dark Servant needs the accuracy iirc and Siphon Insight 5 set is a very heavy chunk of S/L defense, and decent melee. Also AoE defense if one desired a 6th slot.
  23. YoumuKonpaku

    Kin/EA build.

    Honestly, I just grabbed the build that was posted in the other thread and simply reworked it for Kin/ and mostly left it be otherwise. Responses in red.

    Quote:
    Originally Posted by _Pine_ View Post
    Few things I noticed...

    - You will want to slot Stamina some. Relying completely on an un-endurance modified Energy Drain won't be fun.

    I think I'd have to try it both ways and see how it is in practice.


    - 3 recharge IOs in Placate bring it to 19 seconds, 2 brings it to 20 seconds. I would pull one slot out, to slot some where else.

    Good catch! This slot could go in stamina if needed or maybe be dropped in Maneuvers for a slight defense bump.

    - You are just barely at the soft cap for Smashing/Lethal. There is a LOT of Lethal -defense attacks out there. I would suggest keeping a Kinetic Dampener Temp, or bump your defense up some more.

    Good suggestion, I could trade a little Acc and Rechg in Concentrated Strike and put a ToD or Smashing Haymaker in there. Acc for everything would still remain above 95% vs +4s, but with less buffer. If you can spot another place to gain some, please let me know.


    - I cannot stress how helpful Aid Self has been for my EA brute, and while you won't be tanking AVs, I would definitely suggest it.

    I would have to lose two powers in order to gain that. Recall Friend would be the first to go, not sure on another.

    - The BotZ bonuses are more geared for Positional (though less than they used to ) I would not suggest taking the slots for it.

    I understand this, and actually dropping the set doesn't uncap FCEN at all! I was concerned with shoring up defenses that I didn't know where I could drop a little.

    - Do you really want recall friend, or is it just a throw away power because you couldn't think of anything else to get?

    I like it on characters where I have a stealth power because I can move the team around if needed.

    If you look at these notes, and don't think it helps your build, then you can ignore them. =)
    With the changes made I have gained 3 slots. I put one into Maneuvers and added Karma +6% Unique, and two into Stamina to add PerfShift EndMod and a regular EndMod IO. If, in practice, the stamina slotting turned out to be unnecessary they could be moved elsewhere if another set proved valuable.

    Thank you for your input, it is appreciated!
  24. YoumuKonpaku

    Kin/EA build.

    Let me start by saying I don't play Stalkers, but I'd like to.

    I knew I wanted to play Kin/, as it is shiny and new, but wasn't sure about the armor set. I had settled on either /Nin or /EA, but after reading Novella's post in another thread (here: http://boards.cityofheroes.com/showp...1&postcount=10) I was pulled towards EA since it isn't as oft played. I enjoy effective yet underused sets. To be honest, I haven't seen anyone over 10 with EA in quite a while, both before I quit and more recently since coming back.

    I wasn't sure how to go about building the character for those properly capped defenses, but Reiraku in another thread (here: http://boards.cityofheroes.com/showp...10&postcount=2) posted a wonderful Nin/EA build that was nearly capped S/L/F/C/E/N without DA. It wasn't hard to finish capping with a little personal choice, and I felt it wouldn't be overly difficult to convert to Kin/EA with the same defenses.

    So, numbers:

    45.9% S/L
    55.7% E
    45.6% N
    46.2% F/C

    Hasten far from Perma, but the downtime isn't bad.

    All attacks range from 100-134 accuracy vs +4s, which allows for some error vs. enemies with their own DEF.

    1.34/s end drain, 2.85/s rec (3.12 with accolades), END should be more than fine with this, Energy Drain and the three Perf Shift procs.

    Thanks again to both of you for the inspiration and the base to work from, hope you don't mind my blatant borrowing. Cough.

    This could probably be more efficient, advice would greatly be appreciated because, again, I am not a stalker player.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    KinEA: Level 50 Magic Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Body Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Endurance/Recharge
    • (5) Kinetic Combat - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (7) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Hide
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    Level 2: Kinetic Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    • (21) Luck of the Gambler - Defense/Endurance/Recharge
    Level 4: Smashing Blow
    • (A) Pounding Slugfest - Accuracy/Damage
    • (7) Pounding Slugfest - Damage/Endurance
    • (9) Pounding Slugfest - Damage/Recharge
    • (9) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (11) Mako's Bite - Accuracy/Endurance/Recharge
    Level 6: Assassin's Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (17) Mako's Bite - Accuracy/Endurance/Recharge
    Level 8: Build Up
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 10: Entropy Shield
    • (A) Endurance Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Luck of the Gambler - Defense
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Power Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Defense/Endurance
    Level 18: Maneuvers
    • (A) HamiO:Cytoskeleton Exposure
    Level 20: Placate
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 24: Energy Protection
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) Aegis - Resistance
    • (45) Aegis - Resistance/Endurance
    • (46) Aegis - Psionic/Status Resistance
    Level 26: Burst
    • (A) Cleaving Blow - Accuracy/Damage
    • (27) Cleaving Blow - Damage/Recharge
    • (29) Cleaving Blow - Damage/Endurance
    • (29) Eradication - Accuracy/Damage/Recharge
    • (31) Eradication - Accuracy/Recharge
    • (31) Eradication - Accuracy/Damage/Endurance/Recharge
    Level 28: Energy Drain
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (37) Numina's Convalescence - Heal
    • (43) Numina's Convalescence - Heal/Endurance
    • (43) Numina's Convalescence - Endurance/Recharge
    • (45) Numina's Convalescence - Heal/Recharge
    • (45) Numina's Convalescence - Heal/Endurance/Recharge
    Level 30: Recall Friend
    • (A) Endurance Reduction IO
    Level 32: Concentrated Strike
    • (A) Crushing Impact - Accuracy/Damage
    • (33) Crushing Impact - Accuracy/Damage/Endurance
    • (33) Crushing Impact - Damage/Recharge
    • (33) Crushing Impact - Accuracy/Damage/Recharge
    • (34) Crushing Impact - Damage/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Endurance/Recharge
    Level 35: Focused Burst
    • (A) Thunderstrike - Accuracy/Damage
    • (36) Thunderstrike - Accuracy/Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Maelstrom's Fury - Accuracy/Damage
    • (40) Maelstrom's Fury - Damage/Endurance
    • (46) Maelstrom's Fury - Damage/Endurance/Recharge
    Level 38: Overload
    • (A) Luck of the Gambler - Recharge Speed
    Level 41: Focused Accuracy
    • (A) Adjusted Targeting - To Hit Buff/Endurance
    • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (42) Adjusted Targeting - Endurance/Recharge
    • (43) Adjusted Targeting - To Hit Buff
    Level 44: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    Level 47: Laser Beam Eyes
    • (A) Maelstrom's Fury - Accuracy/Damage
    • (48) Maelstrom's Fury - Damage/Endurance/Recharge
    • (48) Maelstrom's Fury - Damage/Endurance
    • (48) Thunderstrike - Accuracy/Damage
    • (50) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Accuracy/Damage/Recharge
    Level 49: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (50) Regenerative Tissue - +Regeneration
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Assassination
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End



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    |-------------------------------------------------------------------|
  25. YoumuKonpaku

    Nin/energy

    Quote:
    Originally Posted by Reiraku View Post
    Here's what I came up with on the fly. It caps S/L/E defense pretty easily and comes close with N/F/C without the use of Weave. With a build like this, Divine Avalanche is kind of pointless, so I subbed in Sting of the Wasp for a bit more damage. GC is your go-to proc machine.
    Was toying with this build to adapt it for Kin/ if possible and noticed you have six LotG Recharges slotted.

    If one didn't mind parting with, say, GI (bit specialized in my mind, but I understand), they could pick up Maneuvers and add a Cyto to finish capping N/F/C.

    Now, off I go to attempt to adapt it for Kin/!

    Edit: Yes I realize Maneuvers on a Stalker is terribly, terribly inefficient.