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Posts
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Ups, posted a Brute-Build. Here is a Tankerversion (needs some Sets less):
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1234;601;1202;HEX;| |78DA9D53C96E134110ADF112EFB11DEF8EE33531710E96B8B11C5044408A144B264| |43901D6C41A9C11D6D8CC18446E7C007F007C08E20288E5A3200C55FDDA1611375A| |F27BD3356FAA5E55B707AF0E9244AFEF9091BC3B353D6F74623ACF2C373C3027F69| |8224454416474603DB51CCFEADFB72DF762B4FFC235CBFACDC09A5ACBB87ACE1E3A| |E7966B398BFEF221359CCDA62C999C2F6C6792D4BB8563791E36479639E73759B53| |9745EDA9E7D664FEDC545EEDEDC1EF7F7DDF1C21E8F06A6B7E02A65B6D5E3DFA718| |E9E587E96780E83A0528A8E897DA852E41BEA2F86F45D9F8EAAB200D99DAD47CA0A| |8750C7AA8E83367370CE88C3A3F5CA34C4351B9056A2BFAC2BA20F251D0E74539AE| |10D6BEC2A8BD065F6B701985BDE8E5DFBE0C9E7644FB8AC0570BBEB6E16B1BBEC22| |C8AC117C554BD3CD74BE87A89E72A59D203B98AD61DD04C5166AEE82BFB4E91A1F2| |A4549E6F1C49EB8ED368AE8AC6AB68BC86C683EC200B5D280BC106E41B10E421CF9| |798B6A8C8F672B067E4DE0664537BA728C4890A481428D4495C15AF50840525DD6B| |49798C72A4A2231515F9C1AE37F5FC3755A41497B298C716265EC7FCEB388D3A06D| |FC4313431FF22676EE8CC0D942FC765E018481B47D2C1917470241D1C4985753B5A| |B7035D17BA2E745DE8BEB3D55D6D6C17567A30D683CD1E1CEDC1DF1E8CF957572DB| |4BABFA4DED1D13F9121470C1D3154A4271A74E7C732AB1BFBBFEB43725932762CFF| |A71381A1C0A9C02381C7024F044C813381B180FF71F575FA86F8BA29704BE0B6408| |1FDD11B5146E45A2704920229817581B4404620275015782FE0FF01460708BF| |-------------------------------------------------------------------|
P.S.
Quote:Really IMO you dont need to be at the softcap. If you have about 30-35% defense its going to make a huge difference in how much incoming damage you are taking and while that extra 10-15% is a large number when you start sacrificing recharge in your build which helps Healing Flames come back up quickly -
Sure, it is possible to softcap a Fire/Fire. As JumpinJack said it needs masses of Kinetic Combats and Obliterations so it's expensive and you will not have much Room for other usefull Sets with +Recharge etc. Here is an Example, only slotted some of the Powers (to reach S/L Softcap):
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Empty(A)
Level 6: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(13), Oblit-Acc/Rchg(15), Oblit-%Dam(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17)
Level 8: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 10: Swift -- Empty(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 14: Health -- Empty(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 18: Combat Jumping -- DefBuff-I(A)
Level 20: Stamina -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(27), S'fstPrt-ResDam/Def+(50)
Level 24: Weave -- DefBuff-I(A)
Level 26: Consume -- Empty(A)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(40), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42)
Level 30: Burn -- Oblit-Dmg(A), Oblit-%Dam(31), Oblit-Acc/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Fiery Embrace -- Empty(A)
Level 38: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
Level 44: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(45), Zinger-Taunt(46), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(48)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Set Bonus Totals:- 11,5% DamageBuff(Smashing)
- 11,5% DamageBuff(Lethal)
- 11,5% DamageBuff(Fire)
- 11,5% DamageBuff(Cold)
- 11,5% DamageBuff(Energy)
- 11,5% DamageBuff(Negative)
- 11,5% DamageBuff(Toxic)
- 11,5% DamageBuff(Psionic)
- 38% Defense(Smashing)
- 38% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6,75% Defense(Energy)
- 6,75% Defense(Negative)
- 3% Defense(Psionic)
- 28,9% Defense(Melee)
- 4,88% Defense(Ranged)
- 3% Defense(AoE)
- 20% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 112,4 HP (7,5%) HitPoints
- MezResist(Immobilize) 17,1%
- MezResist(Stun) 6,6%
- MezResist(Terrorized) 2,75%
- 10% (0,63 HP/sec) Regeneration
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Pinpicker
" ...but i think for pure farming softcap isn't so important as Damage... "
--->
" but i think for pure farming softcap isn't important if you use some Purples. Damage is much more important......"
Better now?
But there is one thing in your post i don't understand:
Quote:If you think softcap doesn't matter why you're trying to reach it?--->Honest question. For farming, why do you think the softcap matters at ALL?....Why would you even think softcap is relevant for a farmer in any way shape or form?
Quote:On my elec/elec, I start with only 25%-ish defense and I spend most of my time way above the softcap.
P.S.
The Build i posted was my a lvling-Build, but with some little changes it also could be used for farming. As i pointed out it need some Changes for that, skip Phalanx Fighting or something else for Hasten and move some Slots from the Def-Powers to it and BU et voilĂ .
What i do with my Inspis? I'm using a lot of Reds. -
Here you have one, Softcapped Permahasten-Build without Purples:
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Quote:Higher Recharge helps if you have breaks in your Attackchain, no doubt. And having higher Recharge won't hurt, but i don't think that it is worthwhile to spend some Billions to get the Attacks up a half second earlier. At least not for me.Slow and steady wins the race? Sure you can survive for quite a while with that build but just because high levels of recharge do not help WP does not mean that they are useless. On my build I have an attack chain of Footstomp, Elec Fences and Ball Lightning. With massive recharge you end up killing everything before it can get to you.
I can understand that Others try to maximize their DPS at all costs. Anyway i think that Damage-Maniacs will not run with /WP as Secondary. It's more a Tank than a Damagesupport-Set. -
Quote:This would be nice, maybe some days....If at some point purple defence sets come out then it may be worth considering - for now guess I will stick to saving up
Quote:with current build I have perma-rage anyway so probably wouldn't benefit me.
With the magic 65s Recharge on Rage, it is doubled all the time. 55s Doublerage-10s Downtime-55s Doublerage aso. But for this many Purples, LOTGs and +Rechargesets in most of the other Powers are needed. In my Eyes the Price for the extradamage is too high and in normal Teamplay i find it very disturbing being castrated all 55secs. So i also go only with Permarage and concentrate more on Survivabilty. -
/signed
PermaHasten and Perma-Doublerage are the only Reasons i see for Purples on a /WP-Toon. But keep in mind that if you decide to go for that it will cost you also a bit of your Survivability(+Recharge Sets instead of the Kinetic Combats, Reactive Armors etc.). You have to decide on your own if this is really worth Billions of Inf. -
You was thinking about Shield/ Tank? OK, then like Dark Wanderer submitted a Shield/Fire-Tank->
3 PBAOEs
At lvl 30 it is the strongest Combination for farming /x8. This is the Build i used at lvl32, but think for pure farming softcap isn't so important as Damage so i would change some Slots from Def to Damage and skip Phalanx Fighting for BU:
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
27 softcap: Level 31 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(3), LkGmblr-Def(3), LkGmblr-Rchg+(19)
Level 1: Scorch -- Acc-I(A)
Level 2: Battle Agility -- GftotA-Def(A), GftotA-Def/EndRdx(5), LkGmblr-Rchg+(5), LkGmblr-Def(19)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(11)
Level 6: Fire Sword -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15)
Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(17)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Boxing -- Acc-I(A)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(17)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(23)
Level 22: Weave -- LkGmblr-Def(A), GftotA-Def/EndRdx(23), LkGmblr-Rchg+(25), GftotA-Def(25)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Rchg(27), Empty(31)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Rchg(29), Empty(31)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Yesterday i got all my Accolades together and reached 3,5End/s IG. Cause i not run out of end i see that this is more than enough. So i decided to change my Build a bit. I replaced Superiour Conditioning with FA, i will run it only if needed(fighting Enemies with heavy AC-Debuff or high DEF). I moved 1 Slot from Brawl to FA for 1,88% S/L. The other 2 Slots and 2 Slots from PP i moved to my Main-Attacks. I removed the Pounding Slugfests and took some other IOs instead for better Recharge/ACC/End. At last i replaced some of the GoAs with LOTG for more Global Recharge, HP and ACC.
I used lvl35 IOs in this Build:
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (42) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Crushing Impact - Accuracy/Damage/Recharge
- (A) Numina's Convalescence - Heal
- (3) Numina's Convalescence - Heal/Endurance
- (3) Numina's Convalescence - Heal/Recharge
- (7) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (46) Crushing Impact - Accuracy/Damage/Recharge
- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Endurance
- (5) Numina's Convalescence - Heal/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Crushing Impact - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (15) Mako's Bite - Accuracy/Endurance/Recharge
- (23) Crushing Impact - Accuracy/Damage/Recharge
- (A) Endurance Reduction IO
- (A) Run Speed IO
- (A) Numina's Convalescence - Heal
- (15) Numina's Convalescence - +Regeneration/+Recovery
- (A) Numina's Convalescence - Heal
- (17) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Heal/Recharge
- (37) Miracle - Heal/Endurance
- (37) Miracle - Heal
- (42) Miracle - +Recovery
- (A) Rectified Reticle - To Hit Buff/Recharge
- (19) Rectified Reticle - To Hit Buff
- (19) Adjusted Targeting - Recharge
- (34) Adjusted Targeting - To Hit Buff/Recharge
- (A) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Accuracy
- (21) Efficacy Adaptor - EndMod/Endurance
- (23) Efficacy Adaptor - EndMod/Recharge
- (A) Performance Shifter - EndMod
- (45) Performance Shifter - EndMod/Accuracy
- (45) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod/Recharge
- (A) Reactive Armor - Resistance
- (25) Reactive Armor - Resistance/Endurance
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Resistance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Perfect Zinger - Accuracy/Recharge
- (36) Perfect Zinger - Taunt/Recharge/Range
- (48) Perfect Zinger - Taunt/Recharge
- (50) Perfect Zinger - Taunt
- (50) Perfect Zinger - Taunt/Range
- (50) Perfect Zinger - Chance for Psi Damage
- (A) Luck of the Gambler - Defense/Endurance
- (39) Gift of the Ancients - Defense
- (39) Gift of the Ancients - Defense/Endurance
- (39) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (A) Jumping IO
- (A) Rectified Reticle - To Hit Buff
- (48) Rectified Reticle - To Hit Buff/Recharge
- (A) Regenerative Tissue - +Regeneration
Level 1: Brawl- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 6: Ninja Run
------------
Set Bonus Totals:- 7,5% DamageBuff(Smashing)
- 7,5% DamageBuff(Lethal)
- 7,5% DamageBuff(Fire)
- 7,5% DamageBuff(Cold)
- 7,5% DamageBuff(Energy)
- 7,5% DamageBuff(Negative)
- 7,5% DamageBuff(Toxic)
- 7,5% DamageBuff(Psionic)
- 33% Defense(Smashing)
- 33% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5,5% Defense(Energy)
- 5,5% Defense(Negative)
- 3% Defense(Psionic)
- 20,8% Defense(Melee)
- 4,25% Defense(Ranged)
- 3% Defense(AoE)
- 32,5% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 286,7 HP (19,1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 16%
- MezResist(Stun) 2,2%
- MezResist(Terrorized) 2,75%
- 8,5% (0,14 End/sec) Recovery
- 98% (6,13 HP/sec) Regeneration
- 5% RunSpeed
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-If you wanna be able to tank then you should take Taunt, especially as /WP and look for more HP, HP/s, Resists and maybe S/L-Def.
-If you want a high Recharge you should take Hasten.
-I would skip the Leadership-Pool. The Benefit you get out of it isn't so great. This will free the 2 Slots for Hasten+Taunt and it will decrase your End-consumption.
-I find that slotting KO-Blow for Hold isn't worth it. It's your heavy Hitter and should be slotted for Damage and it doesn't aply it's +Global Recharge , cause you already fitted 5 other Purples. Put some Crushing Impacts or so in it.
-For what you use 5 LOTGs in Heightened Senses? Can't see any Benefit out of this. I would remove the End/Recharge and see if i can get more HP/s or Resists. Or use the 2 free Slots for Hasten or one of your Attackpowers.
-Aegis in Mind over Body gives no really worthwhile Boni, i would use a different Set .
-If you want a high Recharge i would use the Force Feedback +Recharge Proc in Footstomp instead of the Oblit Proc.
-In Rage i wouldn't use the Full Set of Gaussian's. With a Mix of other Sets you will get a better Recharge, for Example 2 Rectified Reticle+4 Adjusted Targeting will bring Rage down to ~83sec and will give 1,88% S/L, 2% Dambuff and 9% ACC.
With Crushing Impact in KO-Blow, Hasten, the +Recharge Proc and some Changes in Rage your Hasten will be Perma and you will have Perma-Doublerage. Here is a fast, but not perfected example Build. Good Endurance, 10HP/s more, higher Damage, much more Recharge. Footstomp, KO-Blow, Ball Lightning up very quickly:
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I know that more Recharge would do a lot for my Damage and my Survivabilty. I have a SD/Stone Tanker and loves him for his Damage-Mitigation SC...Fault...Tremor...nothing hits you, cause nothing stands on the Feets.
Most of my other Chars have Hasten, but I pointed out why i don't want Hasten on this Char in my Post above. -
Quote:Might be, i only pointed out, that you have +ACC slotted in your Powers, +ACC Set-Boni, +Tohit from Leadership and +Tohit from TT:Leadership. So i don't think that CT:O is needed or makes any difference.Combat Training: Offense will (with all global accuracy set bonuses active) actually go from 10% to 25.3% instead of 18.83%. That's not shabby.
Quote:My main (Redlynne) is an MA/SR scrapper who is softcapped to all positions, and who has Aid Self. I have experience with what Aid Self can do to a highly Defensive build.
P.S.
You're right, I'm more a "jump in and fire all the time and pay as less Attention as possible to my Greenbar and Bluebar"-Player, so it doesn't fit my Playstyle to stand back most of the Time, give passive Buffs and heal my Pets, but it's your Build. It has to be viable for you and if it does then it's OK. Different PPL, different Playstyles. I only asked some Questions and told you some of my Thoughts. -
Right CLick RTTC to lock the Power in MIDs. In the RTTC-Description, you see a Slider. With this Slider you can set now the Number of Targets affected. Set it to 10, this simulates that you are surrounded by a bunch of Enemies.
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Nice Idea. Have some Tankers from lvl 20-50 on Union. If i have time i will join.
-
@Redlynne, maybe you wanna take a look on my alternate Build, a Petbuild. It hasn't the Medicine Pool, but the other Powers are nearly the same. Goal was a Build with Perma-Spiderlings, enough Teamsupport through TT-Leaderships/Maneuvers/Assault+Debuffs and a high enough survivability to solo +2/x8 (best XP/h Ratio). The Build is Softcapped to all Positions, 25 HP/s Reg, 1950 HP with Serum and ~40-50% Resis(except Psi):
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Mage Spyder : Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Villain Profile:
Level 1: Channelgun -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(3), ShldBrk-Acc/Rchg(5), ShldBrk-DefDeb/EndRdx/Rchg(7), ShldBrk-Acc/EndRdx/Rchg(9), ShldBrk-%Dam(19)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 2: Longfang -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(3), ExVuln-DefDeb/Rchg/EndRdx(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Hold%(9), Dev'n-Dmg/EndRdx(45)
Level 4: Combat Training: Defensive -- GftotA-Def(A), GftotA-Run+(43)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), GftotA-Def(29), GftotA-Def/EndRdx(34)
Level 8: Hurdle -- Jump-I(A)
Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(17), GftotA-Run+(17)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 14: Suppression -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23), Achilles-ResDeb%(42), Posi-Acc/Dmg/EndRdx(43)
Level 16: Health -- Numna-Heal(A), RgnTis-Regen+(21), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(48), Numna-Heal/EndRdx(48)
Level 18: Boxing -- Empty(A)
Level 20: Stamina -- P'Shift-End%(A), Efficacy-EndMod(23), Efficacy-EndMod/Acc(25), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/EndRdx(27)
Level 22: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg(36), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(39)
Level 24: Fortification -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(45), Aegis-ResDam/Rchg(48)
Level 26: Wide Area Web Grenade -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(33), Enf'dOp-EndRdx/Immob(33), Enf'dOp-Acc/Rchg(33), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Immob/Rng(34)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(46), Aegis-EndRdx/Rchg(50)
Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(42), GftotA-Def/EndRdx(46)
Level 32: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-EndRdx/Rchg(45)
Level 35: Summon Spiderlings -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-Acc/Rchg(37), C'Arms-Acc/Dmg(37), ExRmnt-Acc/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(39), C'Arms-Acc/Dmg/Rchg(39), C'Arms-Dmg/EndRdx(40), ExRmnt-Acc/Rchg(42), ExRmnt-Acc/Dmg/Rchg(43)
Level 41: Mental Training -- Run-I(A)
Level 44: Tactical Training: Assault -- EndRdx-I(A)
Level 47: Serum -- H'zdH-Heal(A), H'zdH-Heal/Rchg(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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I don't think that CT:Off is a wortwhile Power. The Bonus is only half an SO. With slotted Powers + Double Leadership you will have more than enough ACC. Adding an Attack for more ST_Damage would be better in my Eyes.
Do you really need Aid self? It will not boost your Survivability in the same amount Softcapped Range will do. But if you like it....
End/s is very low on this Build. For me 2,5 End/s is the magic Number. You will have to use Blues in each Fight.
It's very easy to softcap you're Build without changing any Powers. All you have to do is moving 2 Slots and put a full set of Numinas in either Aid Other, Aid Self or Health. For the rest DEF change some LOTG to GOTAs. This will double your Survivabilty vs. Ranged Attacks and gives also a bit more End/s. Here is an Example:
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@Deathbefortaxes
1181% is with full RTTC.
@HelinCarnate
I will not take Hasten on this Toon, maybe in the future, if we can change the Hasten-Aura... and if i can manage it to get it perma and... if i succeed in creating a bind that it fires automatically(my attempts with forward+Hasten failed). Untill this time, Hasten? Nono.
I will not take PPPs-Attacks. I'm a bit of a Roleplayer, and i will only take SMASHBASHBOOM-Attacks on this Char.
Slotting Brawl, yes i think you're right, 3 Slots hurt. I have to test, how much Def i need to make a Picknick inside a full Bunch of +2 or +3 Mobs. I will see how it works without Softcap. If it's OK for me it will free 3 Slots that i can use to up my Damageoutput and maybe change 1 or 2 of the other Sets to Crushing Impacts to get a higher Recharge.
My other Chars(mainly SD and SR) don't have the high Regen of WP, so reaching the Softcap with them is essential. This might be different with WP. My Meleetoons have to be as sturdy as possible, only this gives me the Superhero-Feeling i need to have real fun. And Yes, if Footstomp would be available to Tanks before lvl38, i would have made a WP/SS-Tank :-))))
P.S.
Here is a changed Build without slotted Brawl. Skipped Taunt for Maneuvers. Still softcapped, similar HP/s. Less End/s, but i think still enough.
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/Rchg(40)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(37)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/EndRdx(23)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15)
Level 16: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Heal(37), Mrcl-Heal/EndRdx(37), Mrcl-Rcvry+(42)
Level 18: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-ToHit/Rchg(34)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Rchg(23)
Level 22: Stamina -- EndMod-I(A), EndMod-I(48)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(29), S'fstPrt-ResDam/Def+(48)
Level 26: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Dmg/Rchg(42), P'ngS'Fest-Acc/Dmg(46)
Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45), RgnTis-Regen+(48)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 49: Super Jump -- Jump-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run
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Ah thx, didn't realized this. I'm a bit unfamiliar with the new System.
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Hi, it's time to make a plan for my SS/WP-Brute, cause he reaches the lvl where i will use my first Respec and switch from Frankenslotting to full IO-Sets. I try to reach SL-Softcap, but have to use many, many Kinetic Combats for this. Please be so kind and take a look on the Build if there is an easier Way to reach the Softcap.
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), S'fstPrt-ResDam/Def+(7)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(37)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), P'ngS'Fest-Dmg/Rchg(15), P'ngS'Fest-Dmg/EndRdx(23)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15)
Level 16: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Heal(37), Mrcl-Heal/EndRdx(37), Mrcl-Rcvry+(42)
Level 18: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(19), AdjTgt-Rchg(19), AdjTgt-ToHit/Rchg(34)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Rchg(23)
Level 22: Stamina -- EndMod-I(A), EndMod-I(48)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(29)
Level 26: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(27), Zinger-Dam%(27), Zinger-Taunt/Rchg(29), Zinger-Taunt(40), Zinger-Taunt/Rng(43)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(46), GftotA-Def/EndRdx(46)
Level 30: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(46)
Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), GftotA-Def(39), GftotA-Def/EndRdx(39)
Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45), RgnTis-Regen+(48)
Level 47: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Super Jump -- Jump-I(A)
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Level 1: Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(42), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(48)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run
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Quote:<-ThisI agree with this suggestion. VEATs are very flexible and can be built however you like. Another huge benefit is that you get two toons at the (XP-) price of one! With the alternate build you could have both a range/control Fortunata plus a high damage nightwidow. Or a AoE-crab + stalkerish Bane.
+great team abilities.
Awesomeness.
They have all OP asked for. Ranged+Melee, AOE, Damage, Control and Survivability. -
Quote:Mmmmm, really don't know if this is a worthwhile change. With all the ACC and +Tohit and Defdebuffs you already have you don't really miss, but with the Defdebuff-Set in Arctic you will loose nearly half of it's Damage.Thanks Atago, I will check it out. May move some slots around -- I've seen people slot Arctic with the full debuff set for bonuses, for example. gimme a few days to play with it.
P.S. With Softcap and all the Debuffs you're able to solo +2/x8 and +3/x8. So forget about doing 0/x8 Mishs:-)