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Posts
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Joined
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yeah, like the OP said, leveling up, OG is very nice. It is even useful in a plain SO build, but once you start getting IOed out, it just becomes superfluous. Minions are like flies, especially when you have the raw power of FS. I just never missed it once I started getting my IO sets into my build.
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Quote:DA doesn't use a lot of endurance when slotted for it, when you don't, it uses a crapton. Stone melee on the other hand uses a TON of endurance. Next time put some consideration for the players secondary set before telling them they are bad.Dark Armour shouldn't ever use a lot of endurance. My Dark Armour Tank runs ten toggles and never runs out of endurance.
As for the question of CoD, it isn't a bad pick. It gives you a substantial base for working towards the softcap. It doesn't interfere with aggro at all once you engage, or if you have Death Shroud on. It gives you some utility. Overall, it is a pretty sexy power.
Now, if someone argued that CoF or OG were useless powers, well, I could get behind that. I would be wrong, but much stronger arguments could be made for those two. -
looks pretty solid to me.
I disagree with the soul transfer thing tho. You should be fine with endurance, and OG is pretty much useless when you are fully IOed out, as it will only effect mobs that you will pretty much kill so fast that the disorient is moot. If you pair it with a disorient heavy secondary then yeah, its a different story. However, ST is dead sexy if you do run into end problems. I use it strategically if I bite off more than I can chew, which is almost never, but some AE missions I have run have some really silly stuff in em. In those situations, OG would have been no help at all, but ST allowed me to kind of "reset" the encounter. Popped Self Destruct, then ST, have full bars and enough time get my head out of my *** and get back in the game. -
Quote:This should just be the headline of the first ten posts in the tanker forums.We just need to sticky a thread that explains:
There is NO ONE tanker primary that is best for tanking.
If you plan on IOing out a tanker, then any tanker set will do the trick.
So far, the only tanks I have not played heavily at level 50 are elec and SD, and that is only because I have brutes with those defensive sets at 50, and wasn't particularly thrilled with them, and have a good idea of how they will act in tanker form.
Each tanker primary has it's drawbacks, and all of them can be overcome through knowing how to play the sets. Dark Armor, which gets crapped on regularly as being total garbage, is BEAST when played properly, especially when IO'd. I had a grand time during the anniversary event watching other tanks get roflstomped by LR and GW with a group behind them, while I held them solo while the masses took out the other AVs without a care in the world. With IO's, of which I am only missing a couple of LotG recharges, I am over the def softcap for s/l, @70% resistance to s/l, 74% res to psi. Not quite as high to exotics, but enough to not get worked up about it. About the only defensive hole my DA has is Def Debuff Resistance.
Point being, try em all, find what you like best. I went with DA for a project toon BECAUSE everyone said they were garbage. I loved it. I have shamed crappy stoners and crappy invulns with it. Seriously, there is nothing more rewarding than have another tanker talk crap about your toon, then watch him fold while you engage and overcome the same thing with minimal effort.
What are the easiest to turn in into indestructible walls of awesomeness? Inv is dead simple to do it with, as is WP. if you IO out a stoner correctly, they are almost impossible to kill. They all have different drawbacks tho. Psi will melt an Inv, Stone will never be able to output decent damage compared to any other tanker set. WP requires more attention to aggro.
The "softer" Tanker sets also have some incredible bonuses. Fire puts out a ton of damage, DA has the strongest heal in the game AND has incredible resistance to Psi.
There was a vid out sometime last year where a WP/WM tanker had set up a Mission with 10 of the Praetorian AVs and rounded em all up and was able to hold them all indefinitely. I attempted the same thing with my DA. I was only able to hold 8 before I ran into problems. But I could hold 8 of them without any issues, forever. If I had those last couple of recharge IOs, I could have probably moved up to the ninth and tenth, as the only thing holding me back was the recharge rate on Dark Regeneration. I am sure that what he did has been done by many others, but the point being, DA, which is a "squishy" set was able to accomplish something that is much more difficult than anything you will see in normal content. -
I just changed a few of the binds in the profile that is in the software, i have the newest version, not really a big issue.
I downloaded the software for it, disk that came with it never worked.
You have to search the profiles for Coh/CoV, but they are there. -
works like a champ, now I just need a new mouse........
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I have been using one of these in WoW for a couple months now, just came back to CoH.
There is a an out of the box profile for it, open the key profiler and search for new games.
Hopefully I can get it to work the way I want, will make farming a lot less tedious. -
Damn, it has been awhile, like 90% of what you said i would have never missed before.
like I said, just came back, literally reactivated like an hour before I posted this.
definitely gonna drop CoF. Really only took them both to run while shadowmeld was down. OG should be more than enough tho.
will muck about and see if i cant get a bit of recharge in BU, will probably keep the perception IO in it, as I will eventually PvP with this one. Altho I should probably work on a pvp specific build for it.
Didnt slot speceifically for regen, just kinda worked out that way. ToE proc was always good for me on my tank, but yeah, may not be as kind on a stalker.
Should have stated not to look too deep into when I took what power, I dont build for exemplaring, as I don't do it often enough. This was more of a final build.
Thanks for the advice, all of it was sound, will definitely get some mileage out of it, still can't believe I missed so much of that. -
Dechs, nice vid. I used to have one that was about as sexy, herding up AVs on my DA/DM.
I went through all the same naysaying with my DA, proved a ton of people wrong, but yeah, you always gotta have that one guy "but without the IOs, you suck". Without IOs, all the tanker sets have big holes, or at the very least one major drawback.
Unlike a lot of people, I usually use straight SOs til I hit 50, I'm cheap and lazy like that. I also learn the strengths and weaknesses of my toons better by doing so. Even with just SOs, DA can be VERY strong, especially if paired with DM or Stone. End usage is horrendous without IOs, but its still doable.
Gonna see if I can find my old vid with my DA/DM against a handful of AVs.
Anywho, again, good job. -
just came back to game, looking for advice on a DB/DA stalker. this is what I was considering going with, relying heavily on shadowmeld.
I like unconventional combos, just hit level 28. Coming back to it at level 27, seemed pretty strong, especially considering I still need to get back in the saddle, so to speak.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Sneaky: Level 50 Natural Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Nimble Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), T'Death-Dam%(34)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 2: Power Slice -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/Rchg(15), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), T'Death-Dam%(36)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-EndRdx/Rchg(5)
Level 6: Dark Embrace -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(13)
Level 8: Assassin's Blades -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx(17), T'Death-Dam%(29)
Level 10: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), Rec'dRet-Pcptn(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(19)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(36), Mrcl-Heal/Rchg(37), RgnTis-Regen+(37), Numna-Regen/Rcvry+(39)
Level 18: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(40)
Level 22: Dark Regeneration -- Nictus-%Dam(A), Nictus-Acc/EndRdx/Rchg(23), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/Heal(25), Nictus-Heal/HP/Regen/Rchg(25), Theft-+End%(29)
Level 24: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dam%(39), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45)
Level 26: Placate -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Cloak of Fear -- Abys-EndRdx/Fear(A), Abys-Dam%(31)
Level 30: Obsidian Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31)
Level 32: Shadow Dweller -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33)
Level 35: Oppressive Gloom -- Amaze-ToHitDeb%(A), Amaze-Stun(46)
Level 38: One Thousand Cuts -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42), Oblit-Dmg(42), Oblit-Dmg/Rchg(46), Sciroc-Dam%(46)
Level 41: Super Jump -- Zephyr-Travel(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Moonbeam -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(48), Decim-Acc/Dmg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Dmg/Rchg(50)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50), Ksmt-ToHit+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 0: Ninja Run
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Quote:Jebe_the_Pirate has an excellent guide for DA/DM. I highly suggest using it as a starting point.I havn't played a Dark/Dark ANYTHING yet-I have peeked at a couple of the guides here but thought I would ask for some general advice:
1: What's a good ancillary with this? The Fighting pool?
2: Would going with IOs ASAP be a good idea or should I wait till I'm in my 30s?
3: I usually alternate between my primary and my secondary when it comes to acquiring new abilities-should I get all my tanking abilities FIRST and then worry about attacks?
4: How useful is the stealth power if I'm a tank? Should I skip that one?
DA/DM is a very strong set, especially when you toss in IOs. It isn't the easiest in the world, but is very rewarding.
Once you do decide to start IO slotting, figure out what you really want from your build. I went with softcapped defense, a fair bit of recharge, and end management. Solid build, and very strong. -
with SOs, stam is skippable. Energize and PS, when slotted for recharge are up often enough to more than handle things
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Not to muddle things up, but Heraclea had a point about Inv/Fire. Even in SOs, it is a really strong combo for what you are looking for. If I don't make a Elec Armor tank I like more, I am probably going to start IOing the crap out of mine.
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Quote:Well, without ACC in your DR, if you are one on one on an AV, your chance to miss is gonna be a major pita. Yeah, DR is a fat heal, and mine heals for over 1100. Regen comes into play in those situations, like being one on one with an AV and it misses. Same thing for the LotGs. Far from useless on a DA.I never slot acc in any toons I am IOing out, and with the acc set bonuses I usually don't miss it, even against AVs/GMs I still have little problem hitting. Exceptions being defense based AVs like Capn Mako, though I think it's safe to say most people have trouble hitting him without acc debuffs on him. As for fault I generally don't care much about bosses and lieuts not getting stunned, as long as the minions are out of the fight that's enough mitigation for me. I focus more on damage output, face planting baddies is the best form of mitigation out there last I checked and OG gives you the luxury of wiping out the bosses and lieuts first them mopping up the rest. LotG is all well and good on other toons, but it does nothing to help a dark armor character. Regen is plenty sexy but a waste on a toon with the fattest heal in the game, bar none. My scrapper hits 800 or so per baddie it lands on, a scrapper. With 2 or more he'd go from 1 hp to full, and the tanker version is even more insane. Did your numbers in mids also include the second performance shifter proc in Physical Perfection as well? As I said it would be slotted the same as stamina. Even if it does, a 1.45 end/sec gain with all toggles running is quite respectable considering it doesn't take any accolades/day job mods into account either. You could also take the second slot out of OG and put it in health for a numina proc which would probably make a bigger difference.
Oh and just an FYI your numbers for physical perfection are wrong too. It's 20% regen and 12.5% recov last time I checked, though I won't be upset if they've adjusted it to 15% either. Your data in your build shows 15% recov. It has been about a week since I was last on test so it's possible.
For multiple bosses, OG+Fault is going to get a lot of mileage, as damage may be the best form of mitigation, but on a tank, well, it isn't the fastest. This is even more of an issue when you are not softcapped on defense. Keeping as many mobs as possible, especially bosses and Lt.s goes a long way.
And FYI, my numbers for PP are not wrong. The 15% you saw was from the miracle proc.
Your build is not bad, never said it was. You, however, acted like we were giving bad advice with the builds we posted, and that we completely ignored the endurance issues with DA, yet posted a build that was in line with ours at best, and heavier than ours by far at worst. -
Quote:7. Pea brain (toggle)- dinosaurs have small brains. Their thinking capacity was just enough for them to survive. Their minimal mental footprint has left them with a nice defense and resistance to psionic attacks. they also have an inherint increased perceptionQuote:most of the powers actually already exist in the game.. all the devs would have to do is change the animation skin.
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Quote:Was wondering when you were gonna pop in! I would seriously check out Jebe's DA guide, liberal abuse of that guide made my DA a monster(I tried to do the Powerforge 10 AV roundup thing out of curiousity, I always faceplant when I grab that 9th and 10th one, mostly cus my attention span starts to go soft). I have 2 more IOs to get, then am gonna start work on a mitigation build on my DA/DM, with ToF and CoF back in the build. I don't miss them much, but there are times when I do, like the def debuff instance.Would have replied sooner but I'm on a break.
My DA/Stone has OG+Fault and is soft capped (Force Feedback proc ftw). My DA/DM has CoF+ToF and is also soft capped. I use them as an added form of mitigation, like when you're under defense debuffs. However, they're far from necessary unless you're going up against def debuffers 100% of the time. If that's the case, stop proving the stereotype of Darks being masochists true and get on your Stone or Invuln. Also, taking SM makes it easy to slot in S/L defense. I recommend that over Melee for DA.
Quote:Wow. You guys are recommending Reactive Armor and Aegis on a dark armor? I thought we were also trying to fix his end hog issues... you aren't going to do it very well with those. As someone with a level 50 spines/dark I can tell you that your main problem will be endurance, especially with an end heavy set like stone melee. The build I've made is designed accordingly, it may not have the resists/defense you were looking for but all the resists and defense in the world won't help when all your toggles drop because you have no blue bar.
With that said I have tried to keep defense levels in mind with this build so they should be fairly decent. Regarding the procs in the attacks over putting in more damage IOs, the math from many people on the forums has suggested that each damage proc is actually worth 1.5 SOs of damage which is why I've opted for them.
Also, with the slotting I was using, with the LotG's, and the pounding slugfests, I was attempting to bump the regen and a bit. Regen is just dead sexy. A small amount of damage boost is not nearly as helpful as a decent boost in regen. Also, your slotting of Dark Regen will get you into trouble. I learned the hardway that not having any accuracy in it is bad, very very bad. Missing on an AV is not fun.
And if you are going to take OG, you should take fault as well. -
Quote:Wasn't so much a debate as it was someone making a statement, and me being too lazy to go double check the numbers. Which is kinda sad, as I have 2 50s with SS. I just never pay attention to the secondary effects of some sets unless they are just awesome(ice melee/WM) or they annoy the crap out of me (anything with knockback). I even have mu mastery on a SS/*, but to be honest I kill so fast on that toon, I just don't notice it.EDIT: Just to clear up the Electrifying Fences vs Footstomp debate here, Footstomp does knockdown natively (0.67 mag). Slotting it with KB would change that to knockback, which is both counterproductive and a waste of acc/dam slotting. Using Electrifying Fences will prevent that KD from happening, which could be a problem if you rely on that KD for mitigation, but under most circumstances it's not a big deal.
Quote:I have both hasten & the FF proc on my SS/WP, I think I also have more global Rech than the OPs build.
Personally I wouldn't drop hasten, I don't find the FF proc to be enough. IMO, one of the great benefits of going /WP with SS is that you can handle all the crashes. -
but it can do damage with a proc in it !
I like taunt as it helps with fury by making things beat on you, plus the range attack debuff it puts on the mobs is nice too. Many people don't take it, and many think it is indispensible. I take it on some, on others I don't. All depends on the sets, and how strong the taunt aura that is built in is. WP I always take it with. Not that I NEED it, I just hate chasing things. -
Well, there ya go. not like it's a real big deal, as you appear to be going for a defensive build.
I squeezed a bit more out of it. @8% more def, more regen, more max hp. If you are gonna take an immobilize, especially if you are slotting for def, 6 slot the sucker and get the full benefit. 6 slotted enfeebled op is almost like having an extra Weave.
personally, i would drop hasten and ss, slot a FF recharge proc in FS, and get maneuvers (lotg recharge and 2 HOs) and assault(1 or 2 endredux). with cj+hurdle, you have a mini travel power, so you aren't missing much in that regard. really wouldn't miss hasten, as that proc goes off regularly, and no end crash.
but, you aren't me, so I left your power picks alone.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Evil Ash Thunder: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), P'ngS'Fest-Dmg/Rchg:30(46), P'ngS'Fest-Acc/Dmg:30(46)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+:30(A), Numna-Heal/EndRdx:50(5), Numna-Heal:50(7), Numna-Heal/Rchg:50(7)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 4: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13)
Level 6: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(15), Numna-Heal/Rchg:50(15), Heal-I:50(40)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 10: Indomitable Will -- LkGmblr-Def:50(A)
Level 12: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(23), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Dmg/Rchg:30(43)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(25), Heal-I:50(27)
Level 18: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/EndRdx:50(31), GSFC-Build%:50(31)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Acc:50(42)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(33), Numna-Heal:50(40)
Level 26: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), EndMod-I:50(43)
Level 28: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 30: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33)
Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(34), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Dmg:50(37)
Level 35: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 38: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/Immob/Rchg:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Acc/Immob:50(45), Enf'dOp-EndRdx/Immob:50(46), Enf'dOp-Immob/Rng:50(50)
Level 47: Ball Lightning -- Posi-Dam%:50(A), Posi-Acc/Dmg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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psst, elec fences is great for ss/wp, as your FS wont knock the mobs out of your RttC range. I am not sure if it will still knock them down, just know it won't knock em back.
but really, it's a preference thing, some people like it, some don't -
/WP is straight up sexy once you start getting IOs in it. seriously, it is just insane.
Not knocking /SR, you just said you hadn't made a decision yet. Figured I would make it harder. Cus really, all three with claws will just be nuts. In fact, everything with claws just looks sexy buildwise. -
Mr. Eian, you should post with a link or data chunk so people can look at it more easily. Some of us can see the Matrix, some of us - like me - cannot. I like pretty colors and graphs and shiny stuff. Looks to me like you are going for some extreme recharge. I could be wrong, but that's how it looks before my eyes start crossing. Also, you blew the set bonus cap for 5% recharge.
Anywho, I can't believe I didn't double check that I actually pasted in the mid's export in my previous post. Bloody brilliant on my part. Good thing i saved it.
Here is the way I would go.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Avalon: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(19)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), T'Death-Dam%:30(48)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(17)
Level 8: Swift -- Flight-I:50(A)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(21), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23)
Level 12: Dark Regeneration -- Theft-+End%:30(A), Nictus-Heal/HP/Regen/Rchg:30(25), Nictus-Acc/Heal:30(25), Nictus-%Dam:30(27), Nictus-Acc/EndRdx/Rchg:50(27), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29)
Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(42)
Level 16: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(37), Zinger-Taunt/Rchg/Rng:50(40), Zinger-Acc/Rchg:50(42), Zinger-Taunt/Rng:50(42), Zinger-Dam%:50(43)
Level 18: Health -- Numna-Heal:50(A), Mrcl-Heal:40(19), Numna-Regen/Rcvry+:50(31), Mrcl-Rcvry+:40(31)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-End%:50(21), P'Shift-EndMod:50(31)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(36)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def:40(29), LkGmblr-Rchg+:50(33)
Level 26: Death Shroud -- Erad-Dmg:30(A), EndRdx-I:50(33), EndRdx-I:50(36), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Rchg:30(46)
Level 28: Rage -- HO:Membr(A), HO:Membr(37)
Level 30: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(50)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-%Dam:50(40), FrcFbk-Rechg%:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Adrenalin Boost -- RgnTis-Regen+:30(A), P'Shift-End%:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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I would consider dropping OG and one of the lower level ST attacks to free up some room for the energy master APP.
SS uses a ton of end, and from the looks of things, your end won't be terrible, but it won't be friendly either. PP will open up boost your regen a healthy amount, as well as shoring up your end recovery.
I personally go with 5 touch of the nictus and the theft of essence proc on my DA. The extra max end and HP I find to be bit more useful than the boost to the heal you get from ToE set.
This is how I would set it up with your current pool picks, except I added the energy mastery APP for a bit more end efficiency. CP is really not particularly necessary, but can save your bacon in a pinch. -
Quote:Like I said, it should be a progression, not late or early blooming. There are a lot of throwaway powers in this game. Yeah, every power has some utility, but a lot of powers leave a lot to be desired.See, I like the fact I get my "uber" powers earlier than later. Getting Seismic Smash at 18 rocks, getting Tremor at 18 wouldn't have. There's a lot to be said for playing Early Blooming sets compared to late blooming ones. My Illusion/Storm controller was a lot more fun to play in her 20s than my Grav/TA. Playing Grav/TA showed me how painful having 2 late blooming sets can be.
The opposite happens with my Stone/Fire Brute, getting things like the Heavy Mallets, Fault and Seismic so early made him very enjoyable, especially the amount of Spike Damage my chain could throw out (well once I also got to 20 and got my End sorted). And my Fiery Aura was basically complete as a set at 28. If you reshuffled the Stone powers according to how powerful they are you'd probably only get Fault at 26 and Seismic at 32. That'd be a far less enjoyable set for me to level.
That said if the powers are truely woeful it can destroy interest in the alt completely. That's what happened to my Dark/Kin corrupter. Stuck at level 25 and absolutely nothing to look forward to for 10 levels. He got shelved. But for me Tremor didn't quite fall into the same pit of apathy as that (especially since I'd also got Burn to look forward to to combine with it)