Auroxis

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  1. I just have to say that I love MM as a secondary. It offers so many goodies for a teaming blaster. If you value the animation style and team friendliness so much, I'd try out both Dual Pistols and Archery. Both offer great AoE and very little KB along with it, while looking pretty.

    DP's strong point is Swap Rounds(Incendiary in particular) and no KB at all(Only KD), while Archery's strong point is Rain of Arrows, the best tier 9 attack in the game.

    If weapons aren't your thing, try out Rad Blast. The attacks look pretty cool, you can color them to your liking, and you get lots of AoE attacks. You can also slot very nice procs in all of your attacks due to the -Def nature of Rad.
  2. Good things to go after for Invuln are: Perma Dull Pain, Softcapped S/L/E/N(F/C to a lesser extent) with one enemy in Invinc range, Regen, and Psi Def/Res. It's also good to make sure you hit the new Tanker HP cap, which shouldn't be too difficult.
  3. Can DA run the new TF's well enough? Seems heavy on Energy damage.
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    Although in fairness, there's not much in the way of bonuses that will allow a Tanker to add +damage bonuses through IO sets.

    Still, I do see a lot of over slotting of defensive/resitance toggles, and lack of overall investment in Recharge Bonuses (one of the best ways to increase damage output) on most Tanker builds on the forums.

    Tankers, with their tremendous native Defense and Resistance bonuses are in a situation more than any other melee AT to take advantage of both getting to the softcap and heaping tonnes of recharge into their builds.
    I think you'll find that if you're slotting for positional defense, most sets will give you a damage bonus(along with a damage proc). My Elec/Fire has a 20% total damage bonus from sets, and I can fire my PBAoE's like crazy now, thanks in part to the spiritual alpha(Hasten is now on a 10 seconds cooldown with the uncommon boost).

    Also, Elec Armor rocks on the new TF's. Except that Hydra level. Yuck. Does that thing ignore defense or something?
  5. Elec Armor got a boost with those new energy damage heavy TF's. If you get Shadow Meld you should have great survivability.
  6. My Elec/Fire Tanker is currently my main. He's a beast both defensively and offensively, though I've IO'd him out pretty well. Electric's only real weakness is Toxic, and that's one of the reasons I went for positional defense over S/L defense.

    For set bonuses, I set myself a goal of 32.5% positional defense(softcapped with a purp), and a balance of +HP, Recharge, and Regen. I have lots of all the layers and I never come across anything I can't tank. If I don't have a purple handy, I have the kinetic dampener temp power which puts me at the S/L Def softcap.

    The bonus for going for positional defense is that the sets give you a nice damage bonus as well.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Janus Firestorm: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Fiery Melee

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  7. Quote:
    Originally Posted by AnElfCalledMack View Post
    Auroxis: Your build's only softcapped with unsupressed Stealth. It drops to around 42-43% to all but Psi once you attack. Probably not all that important.

    Well, I'm going to go back over my earlier work and try to figure out a way to drop Stealth. Maybe that'll let me get Hasten and/or an APP AoE.
    That's what the -ToHit in Gloom, Dark Obliteration, and RttC is for.
  8. Here is what I would do with your build(spiritual paragon considered):

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(21), Aegis-ResDam(37), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(34)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Regen/Rcvry+(48)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dam%(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(15), Zinger-Acc/Rchg(43)
    Level 6: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(46)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), Ksmt-ToHit+(33)
    Level 10: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(21), HO:Nucle(34)
    Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx/Rchg(42)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Rchg(27), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(40)
    Level 24: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(43)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 38: Frozen Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx/Rchg(46)
    Level 44: Gloom -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg(45), Dev'n-Dmg/EndRdx(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(50), Posi-Dam%(50), SipInsght-Acc/EndRdx/Rchg(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- EndMod-I(A), EndMod-I(33)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  9. While Psi damage shouldn't worry you that much, there is the -recharge factor WP has no protection against, and you need that recharge for the AoE's, especially on WP which can have difficulties keeping aggro.

    This is a very survivable build, and I would suggest having more offense on it by adding Hasten and more recharge on the AoE's. Other things you can do is get an AoE from an APP and get the Spiritual Alpha.
  10. Thanks! It would be nice if they fit it in the power descriptions.
  11. Thanks for the tweaks, the build is looking really good!

    The only thing I changed was slotting Scirocco's set into Icicles to make up for the 10% regen I lost from PZinger.


    Could you explain a bit why slotting Recharge in Hibernate isn't useful?
  12. I've had this guy for a while, and with Christmas and I19 coming I thought I'd give him some love and attention! His playstyle is almost the opposite to my Elec/Fire tank so that's a plus.

    My goals were to softcap S/L/E/N without EA(which will be an end recovery power+safety net), some decent Fire resistance, perma Hoarfrost, and keeping it cheap with the exception of LoTG's.

    Any comments appreciated!

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Biff Everchill: Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), GftotA-Def(40), GftotA-Def/EndRdx/Rchg(40), GftotA-Def/EndRdx(43)
    Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg(17)
    Level 2: Chilling Embrace -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/EndRdx(37), CtlSpd-Acc/Slow(46), CtlSpd-Dmg/Slow(46)
    Level 4: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-Heal(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx(31)
    Level 6: Jawbreaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg(34)
    Level 8: Wet Ice -- EndRdx-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
    Level 12: Icicles -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/Dmg(13), Sciroc-Acc/Dmg/EndRdx(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), GftotA-Def(19), GftotA-Def/EndRdx/Rchg(19), GftotA-Def/EndRdx(46)
    Level 20: Clobber -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(34), C'ngImp-Acc/Dmg(34)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23)
    Level 24: Weave -- GftotA-Run+(A), GftotA-Def(25), GftotA-Def/EndRdx/Rchg(25), GftotA-Def/EndRdx(31)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx/Rchg(27), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(45)
    Level 28: Whirling Mace -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(50)
    Level 30: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg/Rng(42), Zinger-Taunt(42), Zinger-Taunt/Rchg(42)
    Level 32: Hibernate -- RechRdx-I(A), Dct'dW-Heal/Rchg(33)
    Level 35: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
    Level 38: Crowd Control -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg/EndRdx(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(50)
    Level 41: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 47: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(48), RechRdx-I(48)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A), Empty(43), Empty(43), Empty(45), Empty(45)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run
  13. I expect this or dark manipulation to be the next Blaster secondary.

    "Natural" melee would work likely similar to Energy Manipulation, giving you hard hitting melee attacks and good KB+Stuns from the MA set as control. SR powers like Quickness would fit just fine.
  14. Quote:
    Originally Posted by Garent View Post
    I missed this question the first time around.



    Thunderstrike has a rather small area, and only a portion of its full damage is area. It also does knockback, which is a terrible thing for a melee area attack to do. I wouldn't suggest it.



    Yes, multiple sleets stack. I wouldn't suggest putting an achilles' heel proc in it though, since damage procs will be superior in most situations. Achilles' heel is best against bosses or higher ranked enemies, so attacks like neutrino bolt or acid mortar are good places to use it since those are things that hit quickly and repeatedly and you can be sure you can get the debuff on the targets that count.
    The Achilles' vs. Damage proc argument is pretty much reliant on the level of mobs you're fighting and the amount of teammates you're with. If you're teaming a lot, the -res will be more beneficial. Of course with the amount of slotting you need for Sleet(just two recharge IO's) you don't really need to choose unless your build is super tight.
  15. Don't multiple Sleets stack(Or can you only have one at a time)? That plus the Achilles -res proc and Heat Loss should provide better sustained res debuff potential than Traps.
  16. If you really like shapeshifting, the hero-side epic AT, Peacebringer and Warshade might work for you. You need to get a hero-side character to level 20 before being able to create one, though.
  17. Quote:
    Originally Posted by Veslin View Post
    Hmmm interesting. I think it's obvious by what you are saying and looking over the powers that Dark Miasma has everything I want on it in a single set- team support, a stealth, and a heal. I have never played fire before because I much preferred to support a team than nuke and fire has no secondary effect. That being said, Dark Miasma by itself has enough team support that taking fire to get through those times when I am forced to solo is interesting.
    If I reverse it and put it on a defender, what's a good secondary? I have heard Ice and Psychic are good choices because they do solid damage.
    If all you want is stealth and a heal, even a stalker can do that. And taking out bosses on the field easily is great team support IMO. I've had this team based stalker build for a while, check it out if you're intrigued enough by the idea:

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Super Reflexes

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    |49537FE25C7906D43D0A2B8928892A8929892B49284929C928F9AAA4FB173D4EF07|
    |D|
    |-------------------------------------------------------------------|
  18. The def numbers are more than decent. It's relatively hard to get softcapped def numbers on a Res based Brute without gimping your build or using that expensive gladiator IO. If you really want to S/L cap, however, I spent some time in mids for you and made a build. It probably isn't the best possible way to go at it, but hopefully you get some good ideas to improve your current build:



    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: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
  19. There are the following mitigation walls in this game, in order of importance:

    1. Defense/Enemy ToHit: Did the enemy hit? Enemies can reach 5% chance to hit in this game pretty commonly, and this is the main form of mitigation. You can reach that 5% using ToHit debuffs and Defense buffs.

    2. Resistance/HP/Enemy Damage: How hard did the enemy hit? Resistance, -Damage debuffs and Max HP determine how far down your HP bar goes when you're hit.

    3. Healing/Regen: Recovering from a hit. HP bar spiked down? Healing is the answer. HP bar went down a bit? No need to waste casting time on heals when regeneration can keep up with the damage.

    4. Resurrection: Sometimes you will go down, and the only way out will be to resurrect. Resurrection powers allow you to resurrect with full HP/End and/or other bonuses, without the disadvantages of the Awaken inspiration(self-mez, low HP, no end).

    There's also Damage, as you know dead enemies can't fight. However this really depends on the pace of your team. Some teams will have enemies around them constantly so this doesn't account for mitigation as much. This is more about downtime as mitigation.

    And since this is the controller forum, I have to say that an enemy might have a 5% chance to hit, might have his damage mitigated by 90%, but he will still do damage. Controls will make sure he has no chance to do anything.
  20. Quote:
    Originally Posted by mauk2 View Post
    Even better, the resistance-based tanker sets get a LOT of help from the Alpha slot. Electric, fire, and dark especially, since they are resist-heavy and have fast-recharging self-heals, get a HUGE boost from the SRP. (spiritual radial paragon)

    I have been bullish on elec/ as a tanker primary for some time now, and elec/fire is near the top of the heap for a high damage tanker build.
    Fast recharging PBAoE's, fast recharging and more effective Energize, yeah I'm sold on Spiritual and I have a build ready for it.
  21. One of the reasons I went with Elec/Fire is just so I don't feel completely out-classed on teams with lots of damage mitigation. Two good PBAoE's that recharge very often is nice indeed.
  22. Solid reasoning. Sometimes you have to put optimization behind and just go with the stuff that look cool.
  23. Auroxis

    Sonic/MM

    Quote:
    Originally Posted by ClawsandEffect View Post
    Go villain with it and take Soul Mastery.

    Soul Mastery has NightFall (identical to the Dark Blast cone) and Soul Tentacles (a re-skinned version of Tenebrous Tentacles)

    That would give you a total of FOUR cones, one of which is also an AoE immobilize, so you can keep them bunched up for more cone destruction.

    You also get Dark Embrace, which is a pretty good Smashing/Lethal/Negative armor, and Oppressive Gloom , which will stun any minions that make it into melee range with you.

    Oppressive Gloom will also give you more versatility, in that you can immobilize them with Soul Tentacles and hop into melee to fire Psychic Shockwave, which will stack with OGloom to stun even bosses.

    If you really want a cone-based blaster, Soul Mastery is too good to pass up.
    I'd say that really depends on how much you like the Immob and -ToHit. In my opinion Electric is just as good if not better for a cone APP complementing Sonic/Mental, due to the following reasons:

    1. Arc. Static Discharge's 45 degree arc is much better compared with the narrow 20 and 25 degree arcs of Souls cones.

    2. One power, short recharge. You only need to pick+slot one power for a full cone chain.

    3. Frontloaded damage.

    As for the other powers, Charged Armor covers the more common energy damage type, and while Oppressive Gloom is nice, you still have access to World of Confusion that deals with stray minions quite well and lets you slot the really cheap purple set.
  24. Quote:
    Originally Posted by Deacon_NA View Post
    Didn't mean to bother anybody, sorry.
    Just trying to understand the logic, is all.