Calhou

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  1. In /Poison, I'd suggest taking everything except:

    Antidote
    Elixir of Life
    Poison Trap

    In Sonic/, I'd suggest taking everything except:

    Screech
    Shockwave
    Dreadful Wail

    That said, you may well want to try these powers out, and take them if you like them.
  2. Some small sub-set of defenders get a completely useless set bonus.

    All masterminds get a functionally useless set bonus - sure, it technically does something, but what it does will never, under any circumstances, make a measurable difference.

    That said, I do hope they add a .25% damage bonus alongside the heal bonus, just to get you to stop going on about it.
  3. Very much possible - here's an abomination of a build I threw together in mids, attacks severely underslotted, but SLEN are softcapped without using Nerve:

    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: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), Heal-I(17), Heal-I(17)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
    Level 4: Fast Healing -- Mrcl-Rcvry+(A)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(9)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
    Level 12: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx(A), Numna-Heal/EndRdx(33), H'zdH-Heal/EndRdx(33)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(50)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33), BasGaze-Acc/Rchg(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 24: Rage -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25)
    Level 26: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31), GftotA-Run+(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
    Level 32: Foot Stomp -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(36)
    Level 35: Resurgence -- RechRdx-I(A)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb(48), DarkWD-ToHitdeb/Rchg/EndRdx(48)
    Level 49: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(50), Insult-Dsrnt%(50)
    Level 50: Spiritual Core Paragon
    ------------
    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(43)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  4. Quote:
    Originally Posted by Last True Spartan View Post
    Now I like the sound of that. But I'm confused as to how you got those numbers. IH has a 90 second uptime each click, so 260 seconds shouldn't be possible. Nor 130 seconds. The recharge cap is 500% right?

    IH has a 650 second recharge originally so at cap it's 130 seconds to recharge. Burnout has a 6 minute recharge at best. So if take hasten and ageless out of the equation and just assume somehow perma-max recharge we could do something like this:

    Pop IH, pop burnout, IH last 90 seconds, pop IH, second IH lasts 90 seconds, wait 40, third IH lasts 90 seconds, wait 40 seconds, chain restarts, pop IH, wait 10 seconds, pop burnout again.

    You'd lose an extra 10 seconds from burnout every cycle until you finally hit 130 seconds at which point IH would come back before burnout. Although I think the most efficient would to be to instead wait 50 seconds to pop the final IH so burnout is used for max value.

    This method has an uptime of 3 pops, or 270 seconds, and a downtime of 90 seconds for a total time of 360 seconds. Making the ratio 270 up out of 360 I believe? which is a two to three ratio when you reduce. So you *could* have IH up 2/3rds of the time, using max recharge and burnout. In other words more realistically you're looking at something like IH beings up half the time and then you'd be better off using it reactively which would make the massive amount of recharge unnecessary.

    Well that sucks. I hope my numbers are wrong. Or someone can thing of a better way to chain those.... Or both.

    I prefer Calhou's numbers.
    Mistake by me - I knew 130 seconds was something, and 40 seconds the downtime per cycle, but the rest was wrong.
  5. Maximum possible uptime, at the recharge cap: 260 seconds up, 40 seconds down, 130 seconds up, 40 seconds down, repeat.

    390/470, or roughly 83% uptime.
  6. Spines / Fire also works - you don't even have to push buttons to AoE the things, you just need to, like, be.

    And if you push buttons, you can AoE them three times over.
  7. Without doubt Invulnerability. Super Reflexes brings you to the 'softcap' (45% defences) with only Combat Jumping and SOs, meaning the awesome boost from Storm Kick is mostly wasted on the set. Invulnerability, on the other hand, really enjoys the additional defence, letting you softcap on SOs with moderate Invincibility saturation if you take some defence toggles - this in addition to the 90% S/L resistance the set just about guarantees, and the built-in heal and health increase of Dull Pain. The reliability and multi-tier mitigation of Invulnerability should be much more powerful for the vast majority of the game.
  8. Fine, fine - let me rephrase it.

    You're proving him 'wrong' by calculating the superiority of certain types of mitigation, as compared to the commonly considered 'best' types, against content specifically tailored to suit said type of mitigation.

    I'd call it similar to going on a tangent about performance against hydras (or something, does anything even use mainly toxic damage?) in response to someone claiming that Temporary Invulnerability is a better resistance power than Hoarfrost.
  9. Quote:
    Originally Posted by BunnyAnomaly View Post
    This was never in question so what was your point?
    My point is, you're saying a regeneration set benefits more from resistance increases - I claim that this is only true in corner cases of low incoming damage, when they're both effectively immortal.

    As soon as situations get actually dangerous, the resistance set benefits more - as well as being much stronger in the first place - and these are the situations that matter, at least in my book.
  10. I'd say your example there is very questionable - as soon as the 'incoming damage' value increases, the resistance set will begin running away with the show, dropping poor regeneration in the dust.

    Person A : Resistance set with low regeneration rate.

    Incoming damage = 400/second
    Mitigation = 40%
    Regeneration = 20/second
    Received damage = 220/second
    Time until defeat = 13.7 seconds


    Person B : Regeneration set with low resistances.

    Incoming damage = 400/second
    Mitigation = 10%
    Regeneration = 100/second
    Recieved damage = 260/second
    Time until defeat = 11.5 seconds



    Person A : Resistance set with low regeneration rate.

    Incoming damage = 400/second
    Mitigation = 40%+20%
    Regeneration = 20/second
    Received damage = 140/second
    Time until defeat = 21.4 seconds, up by 56%.

    Person B : Regeneration set with low resistances.

    Incoming damage = 400/second
    Mitigation = 10%+20%
    Regeneration = 100/second
    Recieved damage = 180/second
    Time until defeat = 16.7 seconds, up by 45%.


    Oh, look! Through the magic of maths, the resistance set now benefits more.
  11. I'd suggest something like this, were the set to be ported to tankers - keep the core, but add resistance and some neat tricks at the high end.

    Code:
    Fast Healing:        Upgraded to 50% resistance to -regeneration.
    A tanker, more than a scrapper or brute, really does not want their primary mitigation tool neutered.
    This makes it more resilient.
    
    
    Reconstruction:        Upgraded to add 40% toxic resistance.
    A minor change, but lets Regen easily cap toxic without needing to stack it.
    
    
    Quick Recovery:        Adds 100% resistance to fear and confuse. (Halving the duration of these effects.)
    Minor improvement, matches the power name. It's fairly boring as a Stamina clone.
    
    
    Dull Pain:        Unchanged.
    It's already awesome on a tanker.
    
    
    Integration:        Unchanged.
    The brute version with taunt, of course.
    
    
    Resilience:        Adds ~26% resistance to all types except Smashing and Lethal, which remain at ~13%.
    Massive resistances for an auto power, but there's nothing to stack it with, so it should be fine.
    The S/L 'hole' can be covered by Tough for decent values across the board.
    
    
    Instant Healing:    Adds 10000% resistance to -regeneration.
    When it's up, you're regenerating. That's that.
    
    
    Revive:            Adds 5 seconds of untouchable, instantly recharges all other Regeneration powers.
    Five seconds to either eat inspirations and toggle up, or just to use Moment of Glory.
    
    
    Moment of Glory:    Add three seconds of duration to tankers.
    (Since their higher resistance/defense values here are lost to caps.)
    Indirectly improved by the Revive change, making it available again even if it fails to save you.
  12. To offer some numbers, you can get, at most, 57.5% status resistance from these IOs, by spending six slots. This will reduce the duration of all Holds, Stuns, Immobilizes, Confuses and Fears by roughly 37%, and alongside Health, Sleeps by about 55%.

    This means for every 10 seconds you'd normally spend held, you'll spend just over six seconds instead. An improvement, perhaps, but...

    This is important:
    All characters that can slot this much status resistance, will have at least five powers that enhance resistance - which in turn means that they're stalkers, scrappers, tanks or brutes... each having toggles or clickies in their secondaries that grant protection against the more annoying status effects. All things told, this means the IOs are mostly useless.

    Also remember that even if you do manage to stack up 100% status resistance, this doesn't mean the status effect doesn't work - you only halve the duration.

    Even at 10000% resistance, you're still subject to about one percent of the original effect.
  13. Calhou

    Sr/Dm Decent?

    SR/ on a tank is probably the epitome of 'Decent'.

    You'll never reach the heights of layered survivability other sets can reach by tossing influence at the problem, but you can and will reach the softcap without even trying.

    /Ice sounds like a good companion set, since it adds some different types of mitigation - slows and the knockdown patch - to the defense of SR/.

    Other solid options include /Dark for the heal, /Axe for many knockdowns, /SS for general offence and Rage/Footstomp, and /MA if you have something against putting enhancements in your powers.

    (SR/MA can softcap without any enhancements by level 22...)
  14. Let's see. You're severely overslotting for regeneration - 10% set boosts and the excess slots in health and fast healing will be impossible to notice against the massive numbers from Rise to the Challenge.

    You completely ignored your resistances.

    Instead of overslotting said regen passives, add more slots to High Pain Tolerance.

    You also overslotted Quick Recovery and Stamina - two EndRed IOs are plenty, alternatively two plus the Performance Shifter proc.

    There's no need to pick up Kick as a mule, you have a perfectly good built-in one in Brawl.

    Build Up and Assault are both pretty questionable on a Brute, I'd put the Gaussians set in Tactics if you absolutely must have it... actually, let me offer an alternative 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: War Mace
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx(7), Numna-Heal/EndRdx(9), Numna-Heal(9), Numna-Heal/Rchg(11)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
    Level 4: Fast Healing -- Mrcl-Heal(A), Mrcl-Heal/Rchg(5), Mrcl-Heal/EndRdx(5)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 8: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(25)
    Level 16: Rise to the Challenge -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(25), DisWord-ToHitDeb/Rchg/EndRdx(27), Numna-Heal/EndRdx(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29)
    Level 18: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(33)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 26: Shatter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(37)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 30: Fly -- Winter-ResSlow(A)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(42)
    Level 41: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 44: Mu Lightning -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(48)
    Level 47: Resurgence -- RechRdx-I(A)
    Level 49: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 50: Nerve Core Paragon
    ------------
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Fury
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run



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    You'll note that defenses are better - softcapped to SLEN - and while regen is 50% lower, the actual difference, counting the higher maximum health of this build, is less than one hit point per second.

    Having 50% resistances to smashing and lethal instead of 25% should help, as should having Strength of Will (used as a global mule) available if you need it.
  15. Calhou

    Speeding Stoner.

    Just playing around in Mids, I came up with this very crude build.

    Obviously needs adjustment for, well, not using axe, and not being a terrible mishmash, but it reaches close to regular run speed (13.9 mph instead of 14.3) with granite and rooted on.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stomstompstompstomp: Level 50 Magic Brute
    Primary Power Set: Battle Axe
    Secondary Power Set: Stone Armor
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Chop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 1: Rock Armor -- GftotA-Run+(A)
    Level 2: Stone Skin -- Aegis-ResDam(A), Aegis-Psi/Status(3), GA-3defTpProc(3), S'fstPrt-ResDam/Def+(5)
    Level 4: Earth's Embrace -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(5)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 8: Maneuvers -- GftotA-Run+(A), HO:Enzym(48), HO:Enzym(48)
    Level 10: Mud Pots -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Rchg(13), Erad-Dmg(15), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(37)
    Level 12: Swoop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15)
    Level 16: Rooted -- Dct'dW-Heal/EndRdx(A), Numna-Heal/EndRdx(17), Mrcl-Heal/EndRdx(17)
    Level 18: Weave -- GftotA-Run+(A), HO:Enzym(19), HO:Enzym(19)
    Level 20: Brimstone Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21)
    Level 22: Whirling Axe -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(25), FrcFbk-Rchg/EndRdx(25), FrcFbk-Rechg%(31)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(36)
    Level 26: Cleave -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29), Erad-Acc/Dmg/EndRdx/Rchg(29), RechRdx-I(31)
    Level 28: Crystal Armor -- GftotA-Run+(A)
    Level 30: Teleport -- Empty(A)
    Level 32: Pendulum -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), FrcFbk-Rchg/EndRdx(34), FrcFbk-Rechg%(34)
    Level 35: Minerals -- GftotA-Run+(A), HO:Enzym(46), HO:Enzym(50)
    Level 38: Granite Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), HO:Enzym(39), HO:Enzym(40)
    Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Laser Beam Eyes -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Run-I(A), Run-I(7), Run-I(9)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), Numna-Heal(45)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  16. Calhou

    Happy Ice Time

    I'm looking to put together an Ice/ tank - so far, the best synergy seems to be with /Kinetic, for stacking large amounts of -damage on targets to offset the poor resistances of Ice/.

    (With Soul Mastery, I'm looking at -49% damage in a semi-PBAoE, with Burst + Darkest Night + Chilling Embrace, and something approaching -70% to a single target stacking a couple of single target attacks on top.)

    Here's what I have so far - softcapped SLEN defenses with a two enemies in Energy Absorption (which I'll be using constantly to keep endurance manageable), perma-hasten, cold resistance cap, no purples or PvP IOs.

    The Widow is mostly a set-mule for a 6.25%, but she also comes along to stack some -recharge on her targets.

    I'm looking at suggestions on stuff I've missed, blatant errors, and suggestions for improvements (that hopefully won't break the bank).

    Build:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Icedude McKinetic: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), DefBuff-I(3)
    Level 1: Quick Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(11), Mako-Acc/EndRdx/Rchg(11)
    Level 2: Hoarfrost -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(13), Mrcl-Heal/Rchg(13)
    Level 4: Smashing Blow -- C'ngImp-Dmg/EndRdx(A), Mako-Acc/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(21)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Chilling Embrace -- P'ngTtl-Acc/EndRdx(A), TmpRdns-Acc/EndRdx(23)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(23)
    Level 12: Icicles -- Sciroc-Acc/Dmg(A), M'Strk-Acc/EndRdx(15), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34)
    Level 14: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(25), Mocking-Rchg(33), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(46)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), DefBuff-I(19), DefBuff-I(19)
    Level 20: Power Siphon -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(34), RechRdx-I(36)
    Level 22: Repulsing Torrent -- KBDist-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc(29), LkGmblr-Def(29), Efficacy-EndMod/Acc/Rchg(31)
    Level 28: Burst -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Dmg/EndRdx(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Rchg(39)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), DefBuff-I(31)
    Level 32: Hibernate -- EndMod-I(A)
    Level 35: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(43), Entrpc-Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(46), Entrpc-Heal%(50), Thundr-Acc/Dmg/Rchg(50)
    Level 38: Concentrated Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), SipInsght-Acc/EndRdx/Rchg(50)
    Level 44: Darkest Night -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
    Level 47: Summon Widow -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
    Level 49: Super Speed -- Clrty-Stlth(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(5), P'Shift-End%(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  17. I'd probably go for Cardiac, simply because it's the only way to significantly boost your resistances, at this point - the endurance fix is a bonus.

    (It would also let you drop Energy Mastery for either Pyre for damage, or, going red-side for a bit, Soul for damage *and* Darkest Night.)

    Spiritual... well, it'll enhance your heals and maximum health, which is nice, but the recharge bonus is wasted on Willpower.
  18. The main advantage of /Fiery Assault is simple, and easily summed up into a single word: "Blaze".

    It stands head and shoulders above any other blast available to the Dominator in just about all categories - damage per animation, damage per second, damage per endurance, all of them.

    Only Seismic Smash even comes close to as being as good a single target Dominator attack, with Bitter Ice Blast a distant third.

    Adding to this, you have another awesome blast in Fire Blast, and - and here comes the important part - Embrace of Fire, the absolutely strongest Build Up version. The fact that it only works fully for fire damage would be a pity, except the set itself guarantees the vast majority of your damage will be fire.

    The rest of the set is nothing special, though you have a pair of decent but hard-to-use AoE attacks, a chain-filler extraordinaire, an endurance emergency button, and a suprisingly awesome melee attack in Incinerate.

    The problem, as usual, is zero mitigation.

    Mind offers total mitigation.


    Have fun out there!
  19. Let's see...

    Something that lacks melee attacks, but wants them,
    absolutely wants hasten,
    and doesn't really want the flying pool.

    A Cold/Kin/Mace Controller might get use out of Flurry.
  20. It's far from pretty, and you'll be gasping for endurance, but softcap to melee and range is at least possible well before 25.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 24 Natural Brute
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting

    Villain Profile:
    Level 1: Gambler's Cut -- Dmg(A), Acc(9), EndRdx(9)
    Level 1: Focused Fighting -- DefBuff(A), DefBuff(3), DefBuff(3)
    Level 2: Focused Senses -- DefBuff(A), DefBuff(5), DefBuff(5)
    Level 4: Agile -- DefBuff(A), DefBuff(7), DefBuff(7)
    Level 6: Flashing Steel -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Rchg(13)
    Level 8: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-KB%(11), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17)
    Level 10: Practiced Brawler -- RechRdx(A)
    Level 12: Divine Avalanche -- Dmg(A), Acc(13), EndRdx(19)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Dragon's Roar -- Range(A)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Dmg/Rchg(25)
    Level 20: Weave -- DefBuff(A), DefBuff(21), DefBuff(21)
    Level 22: Evasion -- DefBuff(A), DefBuff(23), DefBuff(23)

    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(25)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)



  21. Kheldian.

    More seriously, I think Dominator or Fortunata are your best bets - you can have a 'Control' form plus an 'Assault' form for Dominator, unless you go with the Domination thing, or you can have a 'Psi Ranged Blaster'/'Claws Melee Scrapper' Fortunata.
  22. I'd say skipping Venomous Gas is akin to skipping foot stomp in Super Strength, or skipping Rise to the Challenge in willpower. It isn't just the best power in /Poison, I'd go so far as to call it among the best debuffs in the game.

    You have close to the effect of both much-loved /Rad toggles at once, at a third of the base endurance cost, and with none of the anchor hassles. The fact that you have even more -resistance/damage/tohit/defense to stack it with is icing on the proverbial cake.

    The only problem is that you have to be somewhat close to the foe - but 15ft is plenty long for safety, the only real issue is lining up your cones.
  23. Wait... a taunt aura that takes a 2-billion proc? Are you planning on slapping the Panacea proc in Rise to the Challenge? (Damage auras do give their procs a chance to go off once every 10 seconds, but that's unrelated to the tauntitude or lack thereof.)
  24. A much more solid build - well done.

    Comments at first glance, the damage procs in assassin's strike are a fairly bad idea - you want those in attacks you spam most often, not the ones you drop once in a while when you get the chance.
  25. SS is indeed very much your friend - solid single-target damage, awesome AoE - I'd pick it.

    For your secondary, I'd actually recommend /NRG - SS/WP is a tried-and-true awesome combination, able to handle just about anything, but NRG is fun, comes with a god-mode emergency switch truly worthy of the name, and can fuel your blue-bar addiction without resorting to Cardiac - meaning Spiritual and more foot-stomping!