YoumuKonpaku

Rookie
  • Posts

    217
  • Joined

  1. Quote:
    Originally Posted by BeornAgain View Post
    Lately I have been doing a lot of iTrials with a heavily IOed and incarnated out Fire/Elec tank. Electric Briquette gets warnings ALL the time. I have been sequestered 5 times in a BAF, 2 of them stacked by the AVs. On this particular run, I didn't get anyone else stuck in my rings because I would leap to the other side of the AVs on the tennis court or I would retreat to the opposite side of the tennis netting.

    It doesn't seem to matter, I do decent damage, I have, apparently a 9,000,000,000% threat level, and when I see another person get that second warning, I taunt the AV onto myself.
    I have this problem on my DA/WM. When I get my first warning, I shut off all 3 taunt auras. Second warning, I stop attacking and back out a short distance away and out of range of teammates. Most of the time, I still get sequestered.

    On the other hand, when another tank is on their second sequester, I can snap it off them near instantly most of the time.
  2. I'm fairly sure they get their 1 attack/5 seconds, but I'm on a team constantly on my DA/WM, so I wouldn't notice anyway. I will log in and test on something for you.

    e: Sitting in AE with a bunch of minions and toggling OG on in a bunch of them, it seems like the misses didn't make them retaliate. It also made me realize OG ticks faster than I thought, like once per 2 seconds or so.
  3. Quote:
    Originally Posted by New Dawn View Post
    I didn't check your build with BU in to see the 42s with a duration of 10s. I did some maths, rough maths. BU still has the edge over PP to me but again glass half full philosophy. As you are constantly teamed, you would have over 200% acc in your lowest attack even if you had tactics I am slighly edging towards Tactics too. The choice is yours, people such as I try to help in order to try to learn.
    I've actually been on quite a few teams where nobody had tactics. Not even support characters. But yeah, it doesn't confer the protection to to-hit debuffs. That was a big draw for me.
  4. This time in green.

    Quote:
    Originally Posted by New Dawn View Post
    "Foc Acc offers you personally more tohit, res to per debuff and tohit debuff. Just a mention incase you didnt consider Tactics."

    I would like to add that the res to Per Debuff, which both Tactics and FA carry, is superfluous on DA since Cloak of Darkness has +PER and RES to -PER.


    Yeah I was just saying you would have more of it. If you PvP then you might find Stalkers get their stealth rating higher than just being with hide. Whether or not you PvP I don't know, I don't PvP so getting x amount of whatevers is not something I need to do.

    Oh, yeah, I know, that was just kind of a silly little point I threw on that didn't really add anything either way. I don't pvp either.

    You're right on the DPE front, but bear in mind that Buildup is down for 32 seconds at a whack with my levels of recharge, assuming two recharge IOs. I generally put in ToHit/Rech and Rech IOs of Adjusted Targeting, so 35s downtime if that was the choice. If I use two RR, then it's down for over 50 seconds. Heh, the 1.6hps regen is pretty wasted though, I must admit.

    I would of just stuck in 2 rechgs, rather than sets you don't need to have. Then rather than look at the recharge time as downtime, take the duration of build up away from the recharge time. 2/3rds of the time you could have a damage boost. Now cones hit 5 and AoEs hit 10 and so that build up on an attack is multiplied with all the targets it hits. This then can save you say if you were solo the use of more attacks as in to clean up, save on endurance and if you do the maths might be worth more than PP. I am inclined to say that I would most definitely prefer BU over PP. I am not sure what you meant by using 2 RR could you clarify please. Edit: Rectified Recticle you mean. I would just go with simple rechgs.

    Well, there's a lot of debate over the bonus dmg from 2 AdjTgt vs a few seconds off Build up. They're really close in either case. The numbers I was giving you were recharge - duration. The recharge is about 42-45 seconds, the duration is 10. I rarely solo on characters like this, as I've got a community of 30-40 people to team with, plus the global channels on virtue. The thing about RR was in regards to the recommendation of using it for defenses that Finduilas brought up.

    Better call the Mods the chat is getting colourful.

    All the colors of the rainbow!
  5. I just woke up, sorry for taking so long to respond. Thanks to both of you for the input, I've made my responses in red inside of the quotes.

    Quote:
    Originally Posted by Finduilas View Post
    ClassH: I'll accept that some players may not consider an attack slotted to 87% damage enhancement to be underslotted, but I do. And I think that most players would consider Death Shroud and Whirling Mace to be underslotted for damage in the original build.

    I agree, actually. I never disagreed that damage is underslotted, just that damage is not the focal point. Not to the extreme that I'm slotting taunts in every attack, but to the point where I'm not concerned about maxing them out on ED. As a person who often plays damage-focused characters, I completely understand where you are coming from. If I was a WM/DA scrapper (I21 please hurry up), then they would definitely be slotted to the cap!

    YoumuKonpaku: whether or not you agree with my reasoning for making the suggestions, please note I was able to improve your attack slotting considerably without making any significant sacrifices.

    You are right in that you made no sacrifices to the defenses of the build. However, you say I need more accuracy, damage and end. Regarding the accuracy, the character is now 25 to 30% under the cap vs +4s in every offensive power, when buildup is down. Buildup lasts 10 seconds of the currently 60ish second recharge. Using Dark Regen for defensive slotting was extremely clever and something that never even occurred to me. However, it lost the global 9% accuracy bonus. Two other powers lost this bonus, as well. You added 18-21% accuracy to every offensive power at the cost of 27% global accuracy. However, I do realize that in lieu of the accuracy, DAM/END and RECH in some cases was picked up. I understand your point on the Damage and Endurance front, but my point here in both regards is that I'm not playing in a vacuum. New Dawn and yourself are absolutely correct on the endurance concerns from a pure numbers standpoint. However, in game play and the human factor change the necessity of End Reduc. I'll elaborate on this later in the post.

    In addition, I think Focused Accuracy is a wasted power pick because of its end cost and because you can get most of its benefits by adding a couple of specialized IOs. Why not have the FA ToHit buff all the time instead of just when running a very high-end toggle? The fact that you have a full Gaussian's set slotted when there are more efficient ways to get defense bonuses is a factor too. Even if you decide to keep Focused Accuracy, I think you should consider dropping the Gaussian's set and use some of the slots in your attacks. As I noted above, Death Shroud and Whirling Mace are currently very poorly slotted and need some attention.

    I think FA here is a difference in playstyle. I recognize the high end cost. Heck, 90% of the characters I make would never take it. I feel this is an exception, for this specific instance. If I am fighting +0 to +2s, the extra slotting for accuracy to make up for FA is wasted. If I toggle it on, the END and Acc is wasted unless I am fighting an enemy that debuffs accuracy, at least until I reach +3s/+4s. However, the slots are still working to provide other benefits that aren't wasted. I also recognize that, yes, gaussian's is an inefficient gain in defense unless you are shooting for positionals. However, I gain four other bonuses. The move speed is okay, but negligible. The HP is nice, given that DA has no self HP buffs akin to Dull Pain. The max END is nice as well, and increases my recovery in addition. While I am not building for damage, the +2.5% bonus doesn't hurt either. If Gaussian's was taken for the Defenses alone, I would agree entirely. This is a set I generally avoid using unless I see usage from a majority of the bonuses. In this case, three of them strongly benefit me and two are just kind of tacked on but still beneficial.
    Quote:
    Originally Posted by New Dawn View Post
    Okay Youmu,

    Cardiac Attack chain + Cardiac toggles = X. Your end rec must be fairly close to compensating for X or atleast you have enough to get by. If not the chance for +end in DR is good and so is the conserve energy. The second rechg slot in conserve energy might be something you can move to boost the DPE of an attack though.

    I understand completely, and agree from an offensive oriented perspective. I'm definitely going to take the second rechg in Conserve Energy out though, and slap it into WM for the time being. I'm barely using CE as it is, only in extreme cases (i.e. I've had my recovery bottomed out) Regarding the attack chain, I'll elaborate on that re: human element and actual play at the end of the post.

    Tactics costs less than Foc Acc, it is a bit middle of the road on tohit, but it offers you and team mates +tohit and you res to confuse atleast, fear is not your issue but Foc Acc offers you personally more tohit, res to per debuff and tohit debuff. Just a mention incase you didnt consider Tactics.

    You are right, and I did consider tactics first! In fact, I tried building with it and couldn't get to the numbers of accuracy I was satisfied with. I know that I'll never be fighting +4s any more since I have my level shift, but there are nasty tohit debuffs, critters with bonuses to defense, and the possibility that they'll make more of them or add 55+s. You are also correct about the Confuse hole. That did cause me some concern, but I felt it was rare enough that the trade off was worthwhile.

    I would like to add that the res to Per Debuff, which both Tactics and FA carry, is superfluous on DA since Cloak of Darkness has +PER and RES to -PER.


    10% +run or +jump speed could be added, with PS end mods, being travel power less its an option.

    Ah! This is something I didn't consider. Truth be told, I often forget about these. Every bit counts.

    I think Build up is better than Physical Perfection, I think its equal to/more than stamina. PP is less than stamina, the more DPE you do per attack, the less times you use attacks, the less end/sec you use, the less end/sec recovery you need but build up doesn't give you the extra regen of 1.6hps which doesn't sound like a lot.

    You're right on the DPE front, but bear in mind that Buildup is down for 32 seconds at a whack with my levels of recharge, assuming two recharge IOs. I generally put in ToHit/Rech and Rech IOs of Adjusted Targeting, so 35s downtime if that was the choice. If I use two RR, then it's down for over 50 seconds. Heh, the 1.6hps regen is pretty wasted though, I must admit.

    It's entirely upto you, people apply thoughts. Alot of people tend to do builds they can comfortably exemp down with and I am kind of used to seeing that.

    I generally build my characters to play focused on 50. I have a few that are designed to comfortably exemp, though. Once I finish my accolades, I will not be doing much sub-45 play on this character.
    Phew, okay! That took a fair bit, especially taking a second pass through Finduilas' build. Let me explain what I meant when I referred to the human element and actual play, though.

    Generally, when we look at numbers, attack chains, DPE, etc. we are looking at an offensive focused character. One who is constantly firing off attacks back-to-back, whether it be on a pylon, AV/GMs who last a fair chunk of time, or blowing over spawns with AOEs. We also tend to look at these in a vacuum, ignoring outside factors and the human element. We all play a little differently, after all.

    When I build this I recognized that, even with nearly 2e/s to the positive, I run the potential of emptying my blue bar. Hence the building for recovery, the multiple procs for END, and Conserve Power. From a purely numeric standpoint, those saying that END may be a problem are absolutely correct, and I am not disagreeing from a numeric standpoint. Where I am disagreeing is in actual play.

    Let's look at the total e/s. Right now it's 1.94 e/s with everything running. If I shut off FA, it's 2.3 e/s. FA is a hefty chunk of endurance, but I may not need it all of the time. It's not something I leave on in every circumstance, because not every circumstance calls for it. This is part of the human element. If don't need it, I'm not going to use it, right?

    Next let's look at my 'attack chain'. At my level of recharge, I do not have a seamless attack chain. The best I can do before hitting a gap is bash-shatter-bash-pulverize. These currently take 17.56 endurance to fire off all four. In arcanatime, these take 7.39 seconds to animate. Let's round down for sake of ease. If I'm making back 1.94 e/s, I've gained 13.58 endurance in that period of time. If I'm gaining 2.3 e/s, I've recovered 16.1. However, I also have a gap of time. After the pulverize I have a 0.624s gap until the next bash. After that Bash, I have 2.47 seconds until Pulverize is up again (prior gap+bash animation), or 1 second until Shatter returns (6.51 cooldown, minus 2 bash animations, pulverize animation and gap). This is, of course, discounting lag. These gaps in time allow further recovery.

    The last element of this is real world play and a continuation of the human factor. What AM I doing currently in the game? Am I fighting a regular spawn? If this is the case, I may not be standing there whacking things over and over. I may be hopping about, tagging things with my taunt auras, ST attacks, and taunting. These are periods of time when I am not attacking full bore, thus allowing extra recovery. How about if I'm fighting an AV whose fight drags on? This is where Conserve Power may come into play. My course of action in this case is to let my blue bar dwindle to about 20% and then fire off CP. The massive reduction allows it to fill itself with ease. However, with the gaps in my chain, the drop off in endurance is slow enough that it gives numerous opportunities for the procs in PP/Stamina to kick in. What about Inspirations? Granted, you may not have them at all times. I carry a column of blues for emergencies, such as having my recovery floored when Conserve is down.

    This is a team-oriented character with a design philosophy that has a bit of a bent towards solo-oriented characters. What I mean by that is he has the tools and capabilities to be entirely self-sustained, save for the damage. He does not rely on other's buffs, but if they are present they may allow him to change his game plan. What if I have two people present with tactics? What if I've got someone present with recovery buffs? What if I have none of these? These are the real world factors I took into consideration when I decided to run all of these toggles and build around cardiac.

    In short, my point is that you're absolutely right from a numbers standpoint. I appreciate the numbers, and I appreciate the advice from that aspect of things. But given the nature of this character, one needs to also consider the implications of real world play. Raw numbers are more important when we point at a pylon and say 'go, hit this for 5 minutes'. Realistic play is more important when we consider a regular mission or trial. Time between spawns, time you can't fire off powers, and so on.

    edit: I somehow forgot Clobber, because I wrote this right after I woke up! Go me! The primary point stands, though. I also forgot in my early morning numbers that recharges start upon animation completion, which skews numbers further. I will redo them when I have some free time.
  6. Quote:
    Originally Posted by New Dawn View Post
    I did have build suggestions albe them minor as all they tend to be but would prefer to see where the build is at so far.
    I would appreciate seeing your suggestions! As for where the build stands on live, here:

    Current numbers:

    DEF: 45% S/L/E/N
    RES: 67% S/L, 45% F/C, 31% E, 61% N, 75% Psi, 29% Tox
    2122 HP
    1.52 e/s net End Rec with all toggles. 1.9 w/o Focused Acc.

    So far I've got everything slotted except: Four LotG 7.5s, four LotG DEF, 2 Erad Quads, Miracle Unique. Yeah, tall order, heh. Also another Erad Damage IO, but I am going to respec to fit that in once I finish the rest.

    e2: Got my Cardiac T3 33% END/20% RES.

    Missing Atlas Medallion too, need to plow Moonfire for those defeats.

    RE: END issues, they really aren't that bad in actual play. Shutting off Focused Acc when not needed (facing +0 to +2s, having teammates running multiple tactics, etc.) helps a lot. Also, I'm not sitting there firing off attack chains back to back, except on an AV/EB. I spend a lot of time gathering targets with ST and my taunt auras, as stated prior. It is one of those things that looks bad on paper, but in practice it differs.

    The basic design philosophy for this character was to operate at peak regardless of any missing buffs on a team. Missing tactics from others? No problem, focused acc. No team def buffs? No biggie, SLEN is capped, and so on in that vein.

    e: Just slotted Numina unique.
  7. Quote:
    Originally Posted by ClassH View Post
    It depends on your play style more. You may be better off with the proc in death shroud. Your probably right either way though, go with the erad and get the extra hp.
    Well, I spend a fair amount of time hopping about tagging things with the taunt auras/single attacks and draw them to me, if they're spread out to begin with (or the peacebringer got to them!). Though CoF and OG are a little counter-intuitive in getting them clustered, to be honest. Then, once I've got them in some semblance of a group I use crowd control and whirling mace.

    In either case, getting both would benefit me! I21 can't come fast enough.
  8. Quote:
    Originally Posted by LSK View Post
    You are looking at the wrong percentage for accuracy, look at the powers between the 2 builds. Plus I never once said you needed a travel power I just said wow no travel. I did not once said you needed one with the temps that is out there.
    The percentage you are looking at is the total value of the enhancements placed in there. The percentage I am looking at is the end result after the enhancements in the power, the global accuracy, and focused acc (with the proc removed as it skews numbers).

    Quote:
    Originally Posted by ClassH View Post
    ... and will only turn it on when he's debuffed or fighting high defense foes (this is a guess but what I do).

    The build looks really solid. The one thing I would change is take a slot out of conserve power and put it in whirling mace. Slap a damage/recharge IO in it.
    First point: Yes, that is exactly what I do. There's no need to run it if I don't need to use it at the moment.

    Second: Ah, good catch! That is something I had not considered. It is about a minute difference in reuse time, but as things stand now I am having long lulls between needing to fire it off. However, what do you think about me putting a straight Damage Erad in it for the extra 2.25% hp? Don't gain the recharge, but it puts the damage enhancement to 87%.

    e: I could also still go ahead with the prior plan to slot the erad proc in Death Shroud once they get the bonus slots working, gaining about 85 HP more in total and getting the best of both worlds for boosting damage.
  9. I am generally thankful, but when I saw the advice given it came off to me as though the post was skimmed, you opened mids and looked at the enhancement percentages and that was it.

    You say I need more accuracy. I said in the OP I was capped or nearly capped to +4s. This means I don't need more accuracy. Then if you say I need more accuracy despite that, it gives off the feeling that you took a cursory glance at it and that was that.



    (the 41% on there is due to weapon set inherent bonuses, it's set to 39% base)

    I'm not trying to be a ********, it's just that this is what I stated above more than once. One thing I should have stated, though, is that even though I have not finished all of my IO slotting, and I only have my T2 Cardiac, I am running with End Reduc numbers extremely similar (within 3-4%) of those listed in the build and I am doing very well on end. However, I shut off Focused Acc if I'm not fighting things +2 and higher, as I am capped through those on accuracy.

    Also, this isn't early 2009. Not taking a travel power is a fine choice and works for the vast majority of the game except for things like MOSTF. In that situation, I'd be doing them with friends and get recalled in the worst case scenario.

    As for Finduilas' advice, it did put me to thinking I could stick a damage in Whirling Mace once we get the three bonus enhancement slots in the future, rather than adding a damage proc to Death Shroud. I'd have to see which results in a greater benefit.
  10. Accuracy concerns: Please set your mids to 39% base acc. Now go to the Gaussian's proc in Focused Acc and remove it. Now look at all of the attack powers. The lowest is 92.5%, most of them are 95% or over. This is the cap for +4s, and depending on level shift I will be fighting +3s to +1s. Kismet also does not confer resistance to tohit debuffs.

    Travel power concern: Ninja Run, Swift, Sprint, Raptor Pack. Personal choice, been doing this since we got Ninja Run.

    The entire Gaussian's set is also taken for the HP and Recovery

    END problems in attacks: My attacks are currently slotted up almost identically to these now in terms of Endurance, and I am having very minimal endurance problems with simple intelligent play. Did you make sure to turn on the accolades and incarnate like I said? The lowest amount of end reduc in the attacks is 60%, if so. As for overslotting end reduc in toggles, that's part of the nature of taking four reactives? If I swapped the straight END for Res/Rchg they'd all gain around 1% or so.

    Skipped fourth Reactive: Because I chose Gaussian's for the additional effects of the HP and End Recovery, it capped me to S/L and E/N in the process, thus making the fourth reactive redundant.

    Please, please, please keep in mind this is built around Cardiac at the very heart of the build.
  11. This is an expensive build intended as a straight up tank who can do anything and everything, with little focus on damage. Make sure to turn on incarnate slot and accolades as they are required for accurate numbers. I am currently working toward this on live and have most of the sets, but I'm looking for a final pass from the community. I'm mostly satisfied, but I've stared at this long enough that it could really use another pair of eyes.

    If I have determined in the future that Conserve Power is not needed, I will drop it for Hasten OR a Travel power w/ Slow RES IO. If PP is also not required, I will take both prior choices. When the three bonus slots are implemented I will add 1 to Death Shroud for Erad to gain 2.25% hp, and 2 to Taunt to gain 7.5% RECH. The extra F/C won't hurt either, bringing my F/C DEF to over 30%.

    Some numbers:

    DEF: 45% S/L/E/N
    RES: 75% S/L, 50% F/C, 33% E, 66% N, 83% Psi, 33% Tox
    2572 HP
    1.94 e/s net End Rec with all toggles.
    Nearly all Acc capped vs +4s (a few are at 92.5%)

    Desired Incarnate slots:

    Barrier Radial w/ Rez
    Paralytic 75% -DAM or Reactive 75% damage proc
    Void Radial w/ -DAM
    No idea on lore, need input.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pettanko: Level 50 Natural Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(5), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx(9), RctvArm-EndRdx(9)
    Level 1: Bash -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Acc/Dmg(37)
    Level 2: Pulverize -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(7), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 4: Murky Cloud -- S'fstPrt-ResKB(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-EndRdx(19)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
    Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(21), Theft-Acc/EndRdx/Heal(21), Nictus-Acc/EndRdx/Rchg(23), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal/HP/Regen/Rchg(27)
    Level 10: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rchg(36)
    Level 12: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(17), Krma-ResKB(39)
    Level 16: Boxing -- Empty(A)
    Level 18: Cloak of Fear -- Abys-Acc/EndRdx(A), N'mare-Acc/EndRdx(46), U'spkT-Acc/EndRdx(48)
    Level 20: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 22: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Dmg(36), EndRdx-I(43)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(27)
    Level 26: Oppressive Gloom -- HO:Endo(A)
    Level 28: Whirling Mace -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-Acc/Dmg/Rchg(50), Erad-Dmg/Rchg(50)
    Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-Acc/Dmg/Rchg(48), Erad-Dmg/Rchg(50)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Focused Accuracy -- GSFC-Build%(A), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(46), GSFC-ToHit/EndRdx(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), EndMod-I(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    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), EndMod-I(3), EndMod-I(3)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1429;704;1408;HEX;|
    |78DA65935B4F134114C767BB5B4A4B0B2DA5176EA505B91559685462BC8418C1040|
    |3A6A8D12743161CE94ADD92ED6AE4CD6FE1A33E78FF02DEF533F8E4931FC008EAA3|
    |6FF5ECF90F50D24DB7BFB367FE73CE9933332B0F17A2423C9A175AF462D5AAD7D7A|
    |E5BCE967443572CEFBE6B55DBCBD2F3C8530B09217A31B6B620EF48A72ECD05CBDD|
    |5ABBE0DEABB92935B222AB529A372DB2AC0D9958722AD2958E67EE1BD172AD56359|
    |7A5B56D3B9B31FEB8646F563CFAEADA1FBA2DDD7AC5DE4EF0F792F3C0AEDBEB76D5|
    |F676928BDBF686B9E848777387E2D73DE9EE64A9AC22BDEFC2F4A7D12B1A86C8923|
    |1288C0CA36D98302EDA73C008E35444A8A7A18B55C2B0387615B806941973111595|
    |741A746D189984BC08F97B4AAFABF43AD247903782BCDD0500E93F903C08B91E846|
    |0008201CC2A40F79174212EA0110C75EB7ED89E041067A433849248A7197D3D8CD3|
    |547458151DAE067C57A102DC658CD88C4F24EA505574A434DF15ED01E28C789291A|
    |6BD8FA9C5C5A0EB84AEF3886EEC9FF06BD248DE85F4A2AB418FF84C8912081048FC|
    |60EDF477C6CC37EED519AA38A92A4EA2BFE3ABCD6D9E449BDF52A094AA38B517F0A|
    |78EEC023F19C582F0C3EA544246E932E86F16FDCDA2BF7DE8EF178AD70B9DE89D23|
    |18BA384BB5F4A396403F828F21D5D82F8641C10755F041B4238776E4D08E1CDA912|
    |0DD90D20D4197872E0F5D1EBA73117F69D00D23D338565342FA12F29E27DDA8D28D|
    |1ED1CD1CD13DA14330019D3631C5FD28024F69640A1505A75EF31938FE1278013C6|
    |74C3F035E31DEC48430314B331FB36B26CFF1BE52FB66D54ECF22C5807170B1E8E7|
    |6FFE72B327CCD3CBC6C1AD121A8B268D83EBDB2847FC4CB06F35D95693BDDE6487E|
    |374F710ADB1E7DF57B5A1DA3457F4BBD935C1AE3F872E4DBBC19B605CE603F1F770|
    |24A061AD01AC5561B6657DC5164FA9C573B2C573A2C5334F17A0A496F41F6F5EE83|
    |4|
    |-------------------------------------------------------------------|
    Random side note: I am thinking of also doing a DA/MA w/ positionals and seeing about DA/Ice. I love DA.
  12. Quote:
    Originally Posted by Auroxis View Post
    I can already imagine DA/MA builds softcapped to all positions.
    I wanted to come in and say this is a FANTASTIC idea and thanks for it! I've got a SLEN capped DA/WM right now I'm IOing, but maybe I'll try DA/MA and positional cap it as an alternative in the future. Hell, even right now she'd be over cap on M/R with MA, and about 7% under on AOE. Which is easily fixed, and it might be cheaper than what I'm doing now.

    Oh, if only I could see the new sets in Mids now.
  13. Quote:
    Originally Posted by Mr_Grumpums View Post
    The answer to any question regarding selection of Defender secondaries is almost always going to be, "Just pick Sonic," for me.
    I can pretty much agree with this, though I'd also add Ice to that. I'm rather fond of */Ice/Psi on defenders as I have three holds to throw out.

    On the other end of the spectrum, I will never take Rad. Ever. You couldn't pay me to play Rad on a Defender. Blaster, maybe, Defender, never.
  14. Quote:
    Originally Posted by Infini View Post
    Only if you plan on doing level 50 content for the rest of your career... at the least I would have 2 slots in health and stamina.
    Seeing as he has all of the IO sets at their max level, I was going off of the idea that this was built for level 50 focused play. Even then, you'll be fine surviving on just DP unless you exemplar below 15. One target with DP not slotted for any END mod brings you to over 4 end/s. He'll still have a good chunk of his recharge left, too.

    I just don't see a purpose in slotting up Stam/Health on /psi/. You have DP. Use it and enjoy infinite endurance.
  15. YoumuKonpaku

    Acrobatics...

    SBeaudway: The intent for the original comment was in regards to level 50 play, without exemplaring in mind.

    Quote:
    Originally Posted by Supermax View Post
    I just slot 2 KB IO's on any toon that needs it, and I'm practically immune to KB, with no extra toggle to run.
    The rule is one -KB IO or three. Not two. Two covers the same as one, which is the majority of the game. You need the third to stop the rest.
  16. If you decide to take ageless, you can remove all of the slots from stamina/health and put them elsewhere.
  17. SS/Fire Brute was the single fastest leveling character I've ever had in this game. Get up to 16, self-PL the rest of the way. +0/x8 no bosses until footstomp, then add bosses and cruise to 50. Takes like 3 days of interrupted play. And that was with PLing other friends along the way.

    edit: If you are having END problems, you need to 1. slot up end reducs and 2. eat more delicious candy.
  18. YoumuKonpaku

    Acrobatics...

    Quote:
    Originally Posted by BiohazardMan View Post
    First off, I take this power on almost all of my characters. I like the hold and knockback protection. Second, I have never really got into IO Set slotting (I play very casually - but am starting to play more again).

    I recently looked at a build for Rad/Rad Defender that was recommended in a guide and the build did not include Acrobatics.

    That got me thinking, do most of you take this power? Or do you rely on status resistance from set bonuses?

    Am I correct that status protection keeps the status effect from happening, while resistance reduces the time of the effect? If you do not have hold protection on a Rad/Rad, wont a hold being applied to you drop all of your toggles?
    I haven't taken this power since we got the -KB IOs added to the game. You can use IOs and still be a casual player. I'm not sure where this line of thinking comes from, nor why so much of the player base is scared of the invention system.

    Status resistance from set bonuses reduces the time that effects last, it doesn't offer protection. Protection prevents them from actually affecting you.

    Yes, the hold will drop (or just suppress) some of your toggles. That's why we build for defense, or as Rad you apply a very large -to-hit debuff that will help with stopping them from landing in the first place. I've had multiple Rad characters and never felt it was an issue. If I'm fighting an AV, where the debuffs matter the most, I'm not likely to get hit by a mez standing in the back. If fighting standard spawns, well, these days they melt so fast at high levels that it isn't an issue. At lower levels it could be a concern, and perhaps valuable then, but it isn't a power I'd ever want in my arsenal at 50.

    Slightly OT: I might get flogged for this, but in the current metagame at 50 I could see dropping RI. It's not that useful on AVs (-5% def and -5% to-hit, roughly, after purple patch if slotted to max) and spawns die in a few seconds.

    edit: also, clarion.
  19. Seconding traps, but with a recommendation of /Mace for the AOE immob and scorp shield. The hold has no -kb, but that's not a big deal. What it will do is let you keep ignite down and multiple caltrops under targets to melt them. I started one of these with the idea of melting AVs in the trials with stacked ignites/caltrops and toebomb spam, although it hasn't gotten to that point yet. From what sub-50 AVs I've fought, they don't seem to run from Ignite/caltrops if there is a tank holding them.
  20. SS/Fire is great for more than just farming. I've got one myself, and although it pales in comparison to my friend's multi-billion inf build (which it should), it's great fun. If you can make friends with a sonic or cold defender, you'll be even happier. Ageless and Reactive are your best friends if you decide to go with ss/fire. Reactive does gobs of damage currently and Ageless gives you infinite END, allowing you to unslot stam/health and use them elsewhere.

    The only issue I have with ss/fire is that you can feel very squishy until you build up defense. Mine goes splat unless I'm careful, whereas my friend can simply charge the containers in Lambda and clear them solo in short order.
  21. Quote:
    Originally Posted by Pyro_Master_NA View Post
    No, damage resistance debuffs are resisted by damage resistance. Things that debuff damage, such as kinetic melee and fulcrum shift, cannot be resisted in game currently.
    Resistance will resist damage debuffs, but only to the type(s) the resistance covers.
  22. Quote:
    Originally Posted by Pyro_Master_NA View Post
    -dam because it can't be resisted
    -DMG is resisted by damage resistance from what I understand.

    edit:

    1. Destiny, I get to unslot stamina and health on every character that I use ageless on, and drop +recovery powers.
    2. Alpha, shift everywhere, enough said.
    3. Interface because I tend to play AOE heavy characters.
    4. Judgment, most handy on the few ST characters I play.
    5. Lore. Eh, I think it'll tear apart bosses on my son/son, but it ranks as 'okay' for me.

    With that said, I appreciate all of them and they're pretty close in importance for me.
  23. Quote:
    Originally Posted by Microcosm View Post
    Possibly part of a bug, as I noticed on my scrapper last night that Ninja Run did not work on the BAF but did on the Lambda...
    Temp powers are currently bugged and flickering in and out of usability during trials. When doing the towers in Lambda, my NR/Raptor pack go gray and back to normal repeatedly. When I'm back on the ground or inside, they're fine.
  24. The Alpha slot is, essentially, an enhancement. Dom takes no enhancements, and thus it does not apply. It is like adding another SO to a power, rather than adding global recharge.

    Ageless provides a global recharge buff. Thus, it will affect Dom (from what I have heard from friends).
  25. I'm not really worried about taking a godmode. I was just curious about how it interacted with Hibernate, and if it worked positively it might (and i say that tentatively) be worth taking.

    Really, between the decent defense/res above, hp cap and hibernate, I should be a-okay. Started leveling my kat/inv yesterday, still curious about how the above should pan out in trials with the damage types that are present.