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Posts
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Hello everyone!
I just started a Claws/Elec not for PvP ou farms, only PvE, and would like know what you guys think about the following build:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Acc-I(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(9)
Level 2: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(13)
Level 4: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Acc-I(17)
Level 6: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-EndRdx(21)
Level 8: Spin -- Erad-Dmg(A), Erad-Acc/Rchg(23), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-%Dam(27)
Level 10: Static Shield -- EndRdx-I(A), EndRdx-I(27), S'fstPrt-ResDam/Def+(48)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(39)
Level 14: Super Jump -- Jump-I(A)
Level 16: Grounded -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-EndRdx/Rchg(50)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(42)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-EndRdx(33)
Level 26: Eviscerate -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-%Dam(36)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37), Dct'dW-Heal/EndRdx(39)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(39), EndRdx-I(40), EndRdx-I(40)
Level 32: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 35: Power Sink -- RechRdx-I(A)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Maneuvers -- DefBuff-I(A), DefBuff-I(43), LkGmblr-Rchg+(45), EndRdx-I(45), EndRdx-I(45)
Level 44: Superior Conditioning -- EndMod-I(A)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 26.75% Defense(Smashing)
- 26.75% Defense(Lethal)
- 8.63% Defense(Fire)
- 8.63% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 14.88% Defense(Melee)
- 12.38% Defense(Ranged)
- 14.25% Defense(AoE)
- 3.6% Max End
- 7% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 27.5% Enhancement(RechargeTime)
- 4% FlySpeed
- 179.9 HP (12%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 18.15%
- MezResist(Terrorized) 2.2%
- 2% (0.03 End/sec) Recovery
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 4% RunSpeed
- 4% XPDebtProtection
Code:This will do well at Endgame content and all? I'm open to sugestions.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1440;629;1258;HEX;| |78DA65945B6F12511485CF3083C8AD405BA4506E03B6DC0A85E8BB514B8D111435F| |195507A0A93209019BCF0E80FF11EAF0FFE2F2FADFE03DCB057D17626255F67CD5E| |67AFB30F4CF3F99EEFDBAD17D784E2BD39E85856FB86F964229DCD4ECFE8AA822E1| |77D420BB1DD9403292B54F6CC8AB3B2278FE4D09295FA407627A6D16D5F371F8F4C| |E16B8D46834A4376C6C6B0E75FDCEC1BBDFE84EE428BBBDBC3A786651C180363320| |D9C161F4AD3EA1BE3687D6C742BF5A1347BD376B3634DA439E5541B14658B3E077E| |816BA6891621A309C77DF001537B08C688354DBC9F972BF064E89F9C262E24C114F| |3A20E66995D3F2CE451D0C7833E1EF4F1A18F0F7D0EC9A3C2A3C2B302CF0A3C4178| |82F07C203891CD896CABC8B68A6CEBC8B68E6CD2CF47431EA7EBBB438884262EFD0| |07F32377E81C7CCD809F323B9DCDCCFE1D639430CDC8D28BC062DEEE51AC59BE467| |DB60849EF111CC843FCFDA2742007B08600F45ECA1883DD4B0875A9AD9A74542D84| |3E8A55868F157E06B66F20DF8965978C7FD3E13D6B89F582BB3A650AE30AFA78631| |FB3266BF8BD9D7307B956A23C81B41DE24F2A691378DBC69CCDCA0BC51E48D62E63| |A66AE63E63A669EC5CCB398F917726DC2BBD9501679B34DE6E5BBE03DB0C5DCBEC3| |D4286B82B3AA89736791D3CFF28832A616DFDA999AC20C72984101332860065FE7E| |05A9129B1DFEFE2DFD85CDB0A73FF106979CC2A8FBE457007353BE87F4A371D6C09| |E7534AB3E623AD82EF5405DA2E18A01E55F4AD62CD630FFDFEB08632A34BFCFE5F7| |9C45527B6AA3FFF148782F5CBE718D796EF10FA9BBB8A36A56A536A36E58A4DB96A| |53F6B5E5BB67D6B03D6D69CBB70CF2BB83CB77C8EC2FA1B9D2A1| |-------------------------------------------------------------------|
Thx everyone! -
Thx everyone for the responses.
I'll probably going to make a Claws/Elec. Willpower looks nice but i think i'm gonna try my hand with /Elec. But i'll probably make a /WP at some point.
Again, thx everyone. -
Hello people,
I've been playing this game for a long time, but mostly dominators. Right now i'm about to start a brute and i'm down to one of these:
Claws/Willpower
Claws/Electric Armor
Claws/Regeneration
Yeah, i like claws...
My question is: which one of these would be more "tough" at end game content (not farm)?
I'll, or at least try to softcap for Smash and Lethal.
Thx everyone! -
This is my build for comparison:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Sephiria Arks: Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 4: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Decim-Build%(25)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- Flight-I(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(29), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(36), HO:Endo(36), RechRdx-I(36), Posi-Dam%(37), ImpSwft-Dam%(37)
Level 28: Subdue -- Apoc-Dmg(A), Apoc-Dmg/Rchg(37), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dam%(39)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 44: Fire Shield -- ResDam-I(A), ResDam-I(48)
Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx/Rchg(A), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 1: Domination
Level 4: Ninja Run
------------
Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 2.25% Max End
- 133.8% Enhancement(RechargeTime)
- 88% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 72.49 HP (7.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 7.45%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 28% (0.47 End/sec) Recovery
- 28% (1.19 HP/sec) Regeneration
- 13.55% Resistance(Fire)
- 13.55% Resistance(Cold)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1498;711;1422;HEX;| |78DA6594594F135114C7EFB4174B5B4A29582914841690AD1DDA687C3231845D5BA| |C4270895A0698D889B56D6606238F7E054D448DCF3EFA228A1FC4E553282E8F2EF5| |74CEBF94D026CD6FEE39E77F967BEF4CF6D16CDB9B85C71785129C296A96959F2D3| |F304A9A5D365BB3DBB6661BE5925B081158D12B05C334B4C169F3BEE521CBC06160| |7EA65CB2CD7251CD15B5925D5FC51AFE69CBD2B68BB69AB3289BB1595F87964A05D| |DD44BB65A7FF0E7CA9466BE68DC2BD83EE779A5A2EB5B21E771A9F4D0B08C0DA368| |D83B41C792D1B52DDDB40A46253A573136D579C3D4F359CDB27573A73147849A1DA| |1FF426D0EE757758B8F2E21FAA5707D22F6103F132352C82FC45E293C8D585A13D2| |52B4924D619B54D685A3971A71488A131BE0163146B13A71588A45D2B8A171E75C9| |CE72AD3770D5C61B6AD329748D0024DCB1A7CD799ED37C09BCC8E5BCC4BA4F140E3| |B90DDF1D66E75D30CF3CB98EBAA4F142E3DDAD6D12F99EF35CA75E1047892F89512| |922AF782E2F15F1635FFC61C5D9333FD902B0058678AFFC943B88DCC1B76C8BEC71| |EEDE77BCEE7DCFECDB67664813822634CB3DF6CD314FCF830BE022F685345DCEA95| |465D765C5B10D66C065F00A339663C6A9DFB07390555778926BC78EB19D62BA3153| |77987559AAD5C3B6969E0B04E91643759E07A11FFE404C105F2BCECC01D246315B3| |4C1BD0F27996754700A4C3383D4433F7AE8AFF590926299F20CE00E0F1C70DCE80F| |F027F80B778436338E9A719CC1F81E883318C7194CE00C826E7E576A9A91DF9C67E| |20FF89799F80756892A69A8CE183463A893409D24EA245127B9CFF7A98334937C06| |CA64827D536027CDADC2A7C6E00343E44B614F5238973E79E45DADD24F9C6BB24C3| |459D24D96B34D96CC510B3AC8C9C3AF80509CA8AFBE239624477DF31D8F3A685814| |65953B9F5A637E6FF8DCCA13DEDDF453F019B8EB726E40BCD15335D5D4B1B7E3F07| |B53FD0F44EFEC13| |-------------------------------------------------------------------|
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My Build:
Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Sephiria Arks: Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 4: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Decim-Build%(25)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- Flight-I(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(29), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(36), HO:Endo(36), RechRdx-I(36), Posi-Dam%(37), ImpSwft-Dam%(37)
Level 28: Subdue -- Apoc-Dmg(A), Apoc-Dmg/Rchg(37), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dam%(39)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 44: Fire Shield -- ResDam-I(A), ResDam-I(48)
Level 47: Melt Armor -- Acc-I(A), Acc-I(48)
Level 49: Rain of Fire -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx/Rchg(A), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 1: Domination
Level 4: Ninja Run
------------
Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 3.44% Defense(Energy)
- 3.44% Defense(Negative)
- 3.13% Defense(Ranged)
- 2.25% Max End
- 127.5% Enhancement(RechargeTime)
- 79% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 5% FlySpeed
- 72.49 HP (7.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 7.45%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 25.5% (0.43 End/sec) Recovery
- 40% (1.7 HP/sec) Regeneration
- 11.97% Resistance(Fire)
- 11.97% Resistance(Cold)
- 5% RunSpeed
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Well, after looking at those screenshots i have to say some suggestions:
Dual blades
- They are too long. For a "dual weapon" set they should be shorter; Maybe those swords will look shorter in a "BIG guy" hands but...
- Since its a weapon set, i think they should have a sheath. This is something i wanted for the others swords sets in scrappers and stalkers but, no luck so far... I mean its weird to see a long swords like that coming from "nowhere" and vanishing to "nowhere"... Well if its a "magic" toon then at least, showing a "mini black hole" or a "rupture in the dimension" would be good to explain where the weapon goes... hehe :P
- We didn't saw any animation yet but, please change the way the toon walk or run or jump when using a sword... specially the female toon... Based on what we have until now with katana or broadsword i have to say: none of them looks "cool" or "sexy" when walking or running or jumping around with the weapon in hands...
As for willpower i have to say only 1 thing: base on those screenshots we have until now, i think its just looks like a invul+energy aura effects with other colors... I know its hard to programming those things to the game but... -
Just to say, i dont think this can be called a "Buff"...
Why? Its a coincidence this so called "buff" is coming with ED?
I dont think so...
While they give us "minor resistance" with our passives they are taking away a little more of our defenses with ED...
To me, this is more like a exchange... if we stay like we are right now, with the same defense and they give us resistance, then i could call this a buff, but thats not the case...
Its a fact, our defense will be reduced with ED, right?
So we will get hit more, but to "balance" that they will give us this so called "buff"... Sad...
But this is what i think, everyone else is free to think whatever want... -
Ok the theory is good and nice, but "minor resistance" will be like what? I bet will start between 2 and 5% resistance, after that 10% and then between 15% or 20%... like dmg resistance inspirations... of course i can be wrong.
If we got back the defense amount we had in I4, i think it will be much better than this...
The current amount of defense we can get from toogles now is 27.5% (Evasion is cool we can get 49.5%) if we 6 slot them with ALL defense buff. Then with ED coming this going to drop to what? Passives gives 11% (Lucky we can get 16.5%)
With passives and toogles we get 38.5% Defense against a even con foe(These are for meele and ranged defense).
A Boss have 65% of base to hit. If you go against a +1 this goes between 71.5% and 72.5% almost a AV or a giant monster base to hit (75%). If you go against a +2 this go further, a +3 even more...
I believe you can see how bad this is... For a SR scrapper a +1 boss is almost like a giant monster or a AV fight, only the boss dont make the same amount of dmg of a AV but still great dmg.
This is only 1 example...
Resistance in sr set will help? Of course yes but, "minor resistance" its only a way to make people feel a little better...
Its like the dmg resistance insp. You hit a small one, and then get hit. You know you are resisting 5% because its said in insp descripition, but you really could tell that if you didnt know this insp was for dmg resistance?
The numbers i used here i got from this nice post :
http://boards.cityofheroes.com/showf...part=1#3799267
And this place : http://www.users.on.net/~frost/defense.html
Its a a nice and updated post about defense if anyone wants to read. From the same post:
"Be forewarned: this stuff has been debated to death. Also, while I strongly encourage people to post their ideas, observations, comments, and suggestions on defense-related issues, bear in mind that if you post a message stating, essentially "I have the answer to everything" one of two things is extremely likely to happen: the message will be ignored, or the suggestion in the message will be heavily critiqued. Be prepared for both. "
And for anyone who wants to read or have the time, especially for the DEVS i quote some interesting parts of this post:
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"DEFENSE, ACCURACY, AND VILLAINS
Some villains possess tohit buffs (either inherent ones, like those attributed to rank and level, or power-based ones, like Behemoths that use invincibility), and some behave like their attacks are slotted with accuracy enhancements. Rularuu Watchers appear to have significantly higher than normal base tohit (the precise value is unknown to me). Malta gunslingers have an accuracy buff instead of a tohit buff on their pistol's cone attack. Its been approximately measured as about +65% - comparable to two accuracy SOs of accuracy boost.
Also interesting: Paragon Protectors that use MoG have *massively* higher defense than the ones that (apparently) use Elude. Its unclear precisely why the large difference exists. "
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"Quartz eminators, quicksand patches
Quicksand patches are autohitting slow and defense debuff patches. These were highly lethal to defense sets, because their defense debuffs couldn't be defended against or otherwise avoided, and once hit, the slow made it difficult to escape (Super Reflexes has a resistance to slow, but it didn't fully mitigate the -fly -jump which could trap a scrapper between villains and friends alike, and it didn't necessarily allow for quick escapes from the patch). Quicksand was also spammed by Earth thorn casters - a CoT minion - in CoT missions from levels 35 to 39. Although this was supposedly fixed (by lessening the frequency of earth thorn casters as well as reducing their propensity to cast quicksand) its still an example of a highly powerful defense-unfriendly power that has few analogs for resistance or regeneration.
Quartz eminators - the eminators dropped by DE LTs - is even more exceptional. Quartz eminators emit a tohit buff to all DE within its buff radius. The tohit buff eminated from quartz eminators is extremely large - by some estimates several hundred percent. To put Quartz eminators into perspective, I3 SR scrappers running perma-elude and the toggles combines were running with more than 150% defense - and still being easily hit by Quartz-eminator buffed DE minions. Once again, there is no analog to the quartz eminator for any other form of damage mitigation, such as resistance and regeneration. "
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"Team scalers and difficulty sliders
Important to note for defense sets: the difficulty slider (also known as the reputation slider) increases the level of villains within your missions, and therefore increases the base tohit of those villains (it doesn't generally increase the ranks of villains, except for the fact that heroic suppresses bosses). The team scaler increases the difficulty of missions based on the number of heroes on the team, and it increases rank and level and numbers of villains. With much lower defenses in I5 than earlier issues of CoH, high level missions can be less than friendly to defense-oriented sets, moreso than other damage mitigation sets."
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"What Defense is most vulnerable to, is plentiful in the CoH environment.
The most common secondary effect in CoH besides DoT (damage over time) is defense debuff. Defense debuffs are more common than resistance debuffs and regeneration debuffs combined. And Defense debuffs are undoubtably more dangerous to Defense sets than resistance debuffs and regeneration debuffs are to resistance and regeneration sets, respectively (regeneration debuffs would be significantly more dangerous to regeneration sets if they prevented things such as reconstruction and dull pain from functioning). Defense is also vulnerable to tohit buffs, and every single villain of higher rank than minion, and every single villain higher in level than even con, has an effective tohit buff.
To say that Defense is inferior to Resistance, given the large environmental disadvantages that Defense faces in CoH, would be comparable to changing all the damage dealth by villains to toxic and psi, and then claiming that Resistance was inferior to Defense. "
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"What's up with tohit buffs?
Good question. Very high tohit buffs are, at least, uncommon in PvE. They are very common in PvP, because high order tohit buffs are extremely common in player power sets.
The two most common tohit buffs are build up and Aim, and both are high order tohit buff (Build Up is a 60% tohit buff, and Aim is a 100% tohit buff). Virtually all blasters, most defenders, almost all scrappers, and most tankers have access to either Build Up or Aim, and many blasters have access to both. Only controllers as a class lack BU or Aim (and pets have a tohit bonus).
If you are relying on defense in the arena, here's the score. If you have SR or Ice, and a couple stacked bubbles, someone who elected to 6-slot Aim with tohit buff enhancements to kill defense sets will hit you no matter what defense level you think you have. Realistically, that one power, and 5 extra enhancement slots, can effectively nullify an entire team's worth of defense buffs (7 stacked bubbles will beat Aim, of course, but all reasonable levels of defense and most unreasonable ones are going to be beat by 6-slot Aim). Without significant buffs, anyone with either build up or Aim will hit you.
It is unclear why Defense was lowered as part of the Global Defense reductions in I5, but tohit buffs were (apparently) not. If they were, this fact was not reported, nor has it shown up yet in anyone's testing. "
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"THE CANONICAL LIST OF DEFENSE-RELATED COMPLAINTS REGULARLY DISCUSSED ON THE FORUMS
In no particular order (and without commenting on validity):
* SR underperforms other scrapper sets
* SR is a "one trick pony" that has only defense
* Ice tanks uderperform other tanker sets
* Ice tanks performance is too similar to SR scrappers for a tanker
* High defense is too frustrating in the arena
* Low defense is too frustrating in the arena
* There are too many defense debuffs in the game
* Defense debuffs are too strong
* Tohit buffs in the arena are too strong
* Defense requires you to be lucky
* Defense is inferior to Resistance in all respects
* The SR set is too reliant on power pool defenses
* The Force Fields set is insufficiently strong as a buff set
* Resistance buffs are more appreciated than Defense buffs
* The SR (and to a lesser degree Ice) set can be too easily simulated with a few luck inspirations
* Lucky and Evasion are in the wrong order in the SR set
* Invincibility is too powerful a defense power for Invulnerability given that it can outperform the supposedly "defense-oriented sets"
* The -DEF in Unyielding should be removed given the overall reductions to the invuln set
* SR passive defenses are too inefficient to slot
* There are too many autohitting attacks
* There shouldn't exist autohitting defense debuffs
* Quartz eminators
* Defense stacking is too complicated, unfair to some sets, and creates problems in improperly selecting and slotting certain defense powers "
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