Chaos_String

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  1. I got this badge on my DM/EA brute without dying or using any termp powers or inspirations. (Set to +0).

    lolEA, right? You have to know how to build one right to make it godlike, and frankly the clone makers don't. I just shredded my clones. Hahaha. "Perfected clone? GTFO." I got alarmed when nearly all of them used Energy Drain at once, since it's autohit, but it didn't wreck my toggles. I'm guessing it's because the power saps only 10 endurance "if target is player." Hahaha.

    Anyway, didn't really come here to brag, just to offer a fresh breath of air to all of you who experienced something grueling and brutal. There are toons that can wtfpwn 8 of their clones handily enough.

    I'm not even gonna try this one on my Widow, though. Yeesh.
  2. Well, as others have directed, go to Paragonwiki.com. There is a lot of source info there, not just on game mechanics but on enemy groups, contacts, task forces, enhancements, badges... lots and lots of info.

    But to start with, it sounds like you'll want to look up

    Enhancement Diversification
    Attack Mechanics
    Damage
    Status Effects
    Purple Patch
    Defense
    Resistance (Mechanics)

    And check out any of the hotlinks provided on those pages to give you further resources to help you learn to min-max.

    Once you have an understanding of basic game mechanics, then you will need to understand the powers and precisely what they do. For this, "detailed info" of each power in-game is probably the most current info, but a slightly outdated online compendium of powers exists at:

    http://coh.redtomax.com/data/powers/

    City of Data is a good resource, just bear in mind that it hasn't been updated since i14 (iirc).

    Hope these help.
  3. I originally posted an alternative solution, but realized it's probably an exploit.

    Just get the badge through the intro to Ouroboros arc.
  4. Chaos_String

    Healing Badge

    Quote:
    Originally Posted by Bohmfalk View Post
    Looking to run Arena farm, anyone available? Time negotiable.
    Well my badger on Justice could use the healing badges as well, but right now I don't have the Longbow Warden 2 gladiator yet either, so I may not be ready for such an endeavor at this point.
  5. Chaos_String

    Toxic Tarantuals

    Quite a few of them in the Mender Silos TF also, which you can start without needing a team.

    Edit: I see now someone already mentioned MSTF.
  6. Quote:
    Originally Posted by Fusion_7 View Post
    This morning I was on for a short while before I had to go to work. While in Grandville, I noticed another MM who had their three Battle Drones named Larry, Curly and Moe, the exact same as mine. This got me thinking, how many other MM out there are using these three names?

    To be honest, I kind of felt weird when I saw it then after further review, I realized that because the Battle Drones are based on a group of "3", and sometimes act like clowns, constantly bumping into each other, that the law of averages says that others most likely will come up with the same threesome. You know, like Stooges..hehe. I named them that way based on their personalities and acting like clowns. My 2 Protector Bots are named Doc Brown (Back to the Future Movie) and Dr. Roboto (From the song Mr. Roboto) with my big guy Assault Bot named T-1000 (From the Terminator Movie).

    So, just curious, what other names have you guys given your MM Bots?
    Actually, just today I saw a screenshot of demons in the beta forums where the T1 pets were called Larry, Moe and Curly. Also I had a buddy a while back with Ninjas and his T1 pets were called Larry, Moe and Curly. I think I've been in PUGs a handful of times with people whose T1 pets were named Larry, Moe and Curly.

    I think it's probably the single most common idea for naming T1 pets.

    As for good robot names, there's a million of them. My favorite (from back when MM pets used to block doorways) was an AssBot called "DoorBlocker 3000." Also I liked the guy I teamed with whose ProtBots were called "Crow" and "Tom Servo."
  7. I love all the +rech and +dam you have in your build; it's very impressive, but like you said, without some regard toward defense, +HP, +regen and resistances, you'll die a lot.

    I built mine for S/L and melee defense and although your damage output is clearly better, my build has better defense, resistance, and regeneration, and I have no survival issues running at +2x8. Here's what it looks like.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ikonoklast: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(43)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(46)
    Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(40)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), AdjTgt-Rchg(7), AdjTgt-ToHit/Rchg(36)
    Level 8: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(17), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(40)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(43), Mrcl-Heal/EndRdx(48)
    Level 16: Grounded -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(37)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(31)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
    Level 24: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(45)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Dam%(34)
    Level 35: Power Sink -- RechRdx-I(A)
    Level 38: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  8. Quote:
    Originally Posted by Gaidin View Post
    As an aside, Mids is increasing Psi Res when TI is active, and increasing Res to all types when Tough is active. I turned them off when calculating values other than what they should affect. Due to Mids obviously having incongruities, I'm not sure if all numbers are accurate across the board.
    It sounds like you have PvP mode on in your Mids (which has been the default value since St0n3y took over). I get the same thing when I turn on PvP, but it isn't an incongruity, it's accurate with respect to PvP. Turning it back to PvE mode shows me the expected res values.
  9. Quote:
    Originally Posted by Crawls on Dungeon Floor View Post
    I wont drop anything in the BS set, except for Taunt.
    In a Broadsword build with near-perma-Hasten level of recharge, you won't need Slash; to wit, using Slash would lower your single-target DPS. Now, Parry lowers your DPS too, but it raises your defense, which has value. Slash is a waste of a power pick for a high-end Broadsword build because all it does is single-target damage; yet it lowers your single-target damage per second. That's bad. You don't want that.
  10. Quote:
    Originally Posted by Crim_the_Cold View Post
    The oddest one I've ever gotten was, "Needs more cowbell."
    http://www.youtube.com/watch?v=_Mie9hhQTUM
  11. Katana/WP is easily the most solid scrapper I've played on SO enhancements, and with strong IO slotting it can survive many situations (like being hit by Ghost Widow's Soul Storm, to name just one example) which would kill FM/SD. FM/SD has its corresponding advantages, like superior defense debuff resistance, but the really ubiquitous defense debuffs are lethal typed, so if you can get to 45% lethal defense on a single DA, you just use a second DA when you're facing defense debuffers and cascade failure never happens.

    But FM/SD will be offensively superior in every way (ST/AoE/dmg type) compared to Kat/WP.

    Although none of my toons are hit hard by the BotZ change, if I were sitting on a high-end FM/SD build, I'd just respec it with the change in mind; post-nerf FM/SD can still be built with an awesome combination of damage output and survivability. I mean, I'd probably still roll a new scrapper every so often ANYWAY (and Kat/WP doesn't disappoint), but I certainly wouldn't shelf my FM/SD because of the BotZ issue.
  12. Well, for better or for worse, here's my entry:

    "Bloodthirsty Bozos Besiege Brickstown Bank!"
    by @Prodigal Hart
    Arc ID #399428

    It's nice to (sort of) get involved in the community on Justice again. It has been a long time. I'm still fairly inexperienced with AE, too, so if anyone has feedback that could help me improve or refine my work, I'd be glad to hear it.

    I'm not sure it's 100% compliant with the rules of this contest, but once I clicked on the "fight a boss" objective, the rest of the story sort of came to life and wrote itself. I could tweak it a little if you think I should, B_B.

    I hope you enjoy it. Writing it was fun.
  13. I like this idea too, the Crab that spends a good deal of its time in melee range. So that's how I'm building mine. I've come up with something in Mids which I haven't built in game yet, but if you squint your eyes a little, it looks like it has:

    1) softcapped defense to all positions (ok, 44.9% melee, you're supposed to be squinting)
    2) 55% s/l resistance; 40ish% res to everything else but psi
    3) perma-Serum for about 2k max HP with accolades
    4) 20 hp/sec passive regen in addition to the 70% heal in Serum
    5) excellent mez protection, mag 8 knockback protection
    6) spiderlings all the time, arachnobots over 3/4 of the time
    7) decent AoE in the form of Venom Grenade, Suppression, Arm Lash and Frenzy
    8) okay ST damage with Longfang > Slice > Lash > Slice

    Obviously this build is about durability before damage output, but the pets should help a lot with the latter. Again, I haven't built this yet in game, but here it is to look at.

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mistress Tyrantula: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    Level 1: Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(37)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(40)
    Level 2: Longfang -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(34)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 8: Suppression -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/EndRdx/Rng(17), Det'tn-Acc/Dmg/EndRdx(33)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(50)
    Level 12: Venom Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(33)
    Level 14: Arm Lash -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(50)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(46)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Serum -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), H'zdH-Heal/Rchg(29)
    Level 30: Frenzy -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(37)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
    Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(36), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(40), C'Arms-+Def(Pets)(42)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42)
    Level 41: Boxing -- Empty(A)
    Level 44: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Wolf Spider Armor -- S'fstPrt-ResKB(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 2: Ninja Run
    ------------



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  14. Quote:
    Originally Posted by macskull View Post
    If the character in question had 45% defense, and suddenly loses 3% to find themselves at 42% defense, that means they are going to be hit over sixty percent more often (8% chance to be hit versus 5% chance to be hit; 5/8 = 0.625 = 62.5%).
    Actually, they'll be hit exactly sixty percent more; 5 * 1.6 = 8.

    Your math shows that a blaster with 45% defense gets hit 62.5% as often (or 37.5% less often) than one with 42% defense.

    That's just semantics, though. You're quite right in pointing out that a 3% loss in defense from the softcap represents a big increase in hits taken.

    However, I'd like to offer a ray of hope to the blasters out there: here's my Ice/Ice blaster build which still reaches softcap defense after the BotZ nerf. It's light on damage due to low global recharge, but has great control, two self-heals, hibernate and enough single-target DPS (about 175) to take down an AV. Provided the AV doesn't hammer you with targeted AoE attacks of course. All I did was ditch Ice Storm and pick up Ice Sword, an attack I'll likely never use, but the 3.75% ranged defense bonus is handy. I expect most people would prefer hover/fly over CJ/SJ for a build like this, but I like bouncy blasters better than floaty ones. Shiver, Snowstorm, Chillblain and swift/hurdle/CJ keeps me at range.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Coldnesse: Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(42)
    Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(36)
    Level 6: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(13), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(42)
    Level 10: Swift -- Run-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Bitter Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(42)
    Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(29), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(33), P'ngTtl-EndRdx/Rchg/Slow(37), P'ngTtl--Rchg%(43)
    Level 30: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
    Level 32: Blizzard -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33)
    Level 35: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal(37), Numna-Heal/EndRdx/Rchg(39)
    Level 38: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 41: Snow Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl--Rchg%(43), P'ngTtl-Acc/EndRdx(48), P'ngTtl-Dmg/Slow(48), P'ngTtl-Rng/Slow(50), P'ngTtl-EndRdx/Rchg/Slow(50)
    Level 44: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Maneuvers -- HO:Cyto(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run



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  15. Quote:
    Originally Posted by Ribic View Post
    Actually, the 1.88% Ranged, and half for en/neg IS as existing set bonus. It's "Improved Ranged Energy Negative 2" and its on quite a few things, one of the knockback sets, sting of the manticore among others... and the 1.88% AoE is in the a targetted AoE set and a heal set, as "Improved AoE Fire Cold 2"

    (<-- has already adjusted his mids)
    Hm, ok. I thought lvl 2 was a higher value, for some reason. If it's 50% of lvl 4, then I agree that's what they should have reduced it to. Leave it to our devs to always swing for the fences with that nerfbat of theirs.

    Anyway, yeah, I adjusted my mids too. And I've already begun to respec the toons that need it, but as I mentioned, I wasn't hit very hard by this.
  16. Quote:
    Originally Posted by Call Me Awesome View Post
    I think it's a bit too hard a nerf... I do understand the reasoning and for that matter agree that it was probably too high originally; I'd think a 50% reduction was probably in order, which would be 1.88% Ranged/AOE instead of the 1.25% value it's currently going to..
    The problem is that those weren't existing set bonuses. So, rather than create and code new ones, what they did was change it from "Improved Ranged Energy Negative 4" (the best one) to "Improved Ranged Energy Negative 1" (the weakest one). I agree that this was a bit harsh--they literally nerfed it as much as they could--but reducing it to the 2nd or 3rd level wouldn't have really made much impact.

    Not that any of my most powerful characters were impacted much anyway. Like Heraclea said above, I've never been one to slot non-essential enhancements just for set bonuses, except in some very gimmicky builds. My melee toons are all built for max enhancement of every combat-vital attribute and THEN set bonuses, and as a result, none of my melee toons are even fazed by this nerf. My SD/SS tanker, for instance, just canned SJ for Ninja Run, moved some slots around, and winds up having more passive regen (up to 42 hp/sec from 41), better endurance efficiency, and a couple more single-target DPS. Before the nerf I was able to solo 5 AVs concurrently on this tank, and after it I expect I shall go for 6.

    Ironically it's my marginal builds that were most hurt by this nerf, ones that weren't vastly overpowered to begin with. But that's par for the course.
  17. Quote:
    Originally Posted by Quantumizer View Post
    First problem - hold resistance... basically, should I take Acrobatics, or should I just carry a bunch of "break free" insps with me? Or is there another way of getting this resistance I should look at (IO's?).
    I wouldn't take Acrobatics. It's an end-heavy toggle and you'll already have lots of end-heavy toggles. I played a dark/dp on Test at level 50 with an SO build, and I took Acrobatics. It was manageable, but stuns are more ubiquitous than holds anyway, so you'll need to pack breakfrees in any case. Slot a -KB IO or two and don't take Acrobatics.


    Quote:
    Empty Clips does crummy damage in a cone. Switch Ammo is not an attack, and Bullet Rain is ok, but its end cost is too high.
    Okay, let me stop you here for a moment. Empty Clips, Bullet Rain and Hail of Bullets will be your best friends once your debuffs are strong enough to let you crank up the spawn sizes to x6 or more. I soloed at +2x6 with an SO build and did pretty well on test. A decent IO build should be able to manage higher difficulties. My DP/Dark corruptor on live is level 30, got there soloing normal content, and has already turned up to +1x3. AoE damage is good. Don't discount Empty Clips and Bullet Rain because they deal less damage than single-target attacks. When you're hitting 5 or 10 targets, they're doing far more damage than any single-target shot.


    Quote:
    1. Hasten... allows me to fire off my two mediocre attacks more frequently, giving me close to a continuous attack chain. This also has the side effect of more quickly recharging other powers that are key to my build, like Tar Patch and Howling Twilight.
    Yes. Do take Hasten.

    Quote:
    3. Incendiary ammo - this ammo type is supposed to add some extra DoT, and it removes the sometimes problematic knockback effect of my pistol shots (which can knock mobs out of the Patch). I just don't know how much extra damage we're talking about here... does anyone know?
    It's a little less than what you'd get if you were running Assault. OTOH, it costs no endurance.

    But also note that the knockback in standard ammo is only problematic some of the time. Other times, it's great. If a boss is giving you a hard time and is about to escape your Tar Patch, turn off Incendiary and knock him back into the patch with Standard Ammo.

    Remember that Swap Ammo's redeeming quality is that it allows you to use secondary effects tactically. Default to extra damage when stuff is in your Tar Patch, and keep Incendiary on unless you have reason to turn it off. But there will be times when you'll benefit more from the knockback in Standard Ammo; learn to recognize these occasions and be ready to toggle Incendiary off for the knockback effects. (Remember that turning off a toggle uses no animation time. And turning on the Swap Ammo toggles is very fast. You don't want to do it between every attack, but don't be afraid to use different ammo in reaction to emerging situations. It's basically the only advantage that DP offers. Use it.)

    When I was running at +2x6 on an SO build, I often needed every ounce of mitigation I could get, right down to the -dam debuffs from Chemical Ammo. I was fighting in close quarters to leverage Hail of Bullets, had everything debuffed all to hell but I was still taking a lot of damage. So I'd use Chemical Ammo, and together with Darkest Night, it managed to keep most of the bad guys down around -60% or more damage. Come to think of it, I used Chemical about as often as I used Incendiary. However, on a decent IO build I imagine that the added -dam debuff would be less valuable than the damage boost from Incendiary.

    Just remember, though, that questions like, "What type of ammo do you like best?" Or "Which ammo type do you usually use?" are wrong-headed to begin with. Your favorite type of ammo is the type that best keeps foes inside your tar patch taking as much damage as possible while dealing you as little as possible. That ammo type will change, often in the middle of a fight.

    Quote:
    4. Punch, Kick, or Jump Kick (not AS because I won't be a flyer) - I could trade Empty Clips for one of these power pool melee attacks. That would give me some extra single-target damage, which is what I really need for knocking down a couple bad guys before Fearsome Stare or Howling Twilight wears off.
    If you're dead-set on fighting standard single-hero spawn sizes, I suppose this might not be a bad idea. But Empty Clips would help you fight spawns much larger.

    Quote:
    5. Temp powers - I have Sands of Mu, and I'm wondering if temp powers like "revolver" or "gabriel's hammer" will help me out to any significant degree? Unfortunately, none of these can be enhanced with Accuracy, so they miss a bunch.
    Don't bother with these temps. The redraw alone will negate any advantage they might give you.

    Quote:
    6. Assault - this enhances damage, but only by about +20%. Darkest Night gives me enough endurance trouble as it is... I'm not sure if +20% damage warrants another end-hogging toggle.
    Probably not. However, if you take something like Dark Consumption from the Dark Mastery epic, you might find it allows you to run Assault without worrying about the endurance cost. If you find this to be the case, then by all means use Assault.

    Quote:
    Any other ideas?
    If you're concerned with late-game performance versus large spawns, Soul Drain from Dark Mastery is awesome (given enough recharge, you could get it near perma, and it sets up Hail of Bullets perfectly), but you're still a defender soloing. You're going to have a great surplus of survival tools, and attacks that are relatively weak in the overall spectrum of the archetypes. Just embrace it. Crank up the spawn sizes as much as you can, debuff the crap out of everything, get a big damage buff with Soul Drain, and attack with Hail of Bullets, Bullet Rain and Empty Clips.

    That's pretty much the best way to leverage Dark/DP.
  18. Quote:
    Originally Posted by Celidya View Post
    I think Throw Spines would do well even in a ST attack chain. Same animation as Lunge but slightly more damage, though the end cost could be problematic. What about Ripper > Throw Spines > Impale ?
    Yes, that would be the best attack chain if you could manage the recharge and endurance costs.
  19. Quote:
    Originally Posted by Call Me Awesome View Post
    Much as I love my Shield scrapper and have been enjoying my Shield/Fire tanker leveling up I have to agree... in the low levels it's very weak in mitigation and once it comes into it's own in the 30's and beyond it's competent in a wide variety of content but it's biggest bonus, the AAO damage buff and shield charge, generally aren't what teams look for when they want a tank for a task force.

    I've also run one STF with a friend tanking with his Shield tanker... he's a competent tanker and a good player but LR just took him apart three times in a row before we got it handled. He had his def up above 75% for the towers but LR still two or three shotted him with depressing regularity. High defense alone wasn't cutting it, and he didn't have the resistance or heals to fall back on when it failed. He's since respec'd to boost his resistance and overall survivability and that did make a difference; still both he and I decided that Invuln was a better choice. Both of us also have soft capped Invulns we've used in that TF.

    I'd say that Shield certainly is capable of handling any TF in the game; there's just no TF I can think of where it's the optimal choice. On the other hand, once it's into the late 20's or beyond assuming a competent build I wouldn't say it's necessarily a bad choice... there's just others that would be better for a specific purpose. Call Shield a "generalist" tanker... good for a lot of things that more specialized builds might have trouble with but overshadowed by those specialists in their strong points.
    While I agree with this (I have strong builds for both SD/SS and Invuln/EM) in principle, not every Task Force features a tower-buffed Lord Recluse. And in the absence of tower-buffed Lord Recluses and Reichsmen and such, true max survivability isn't needed. Most competently built and played tankers can handle lesser foes.

    And wherever absolute maximum durability isn't really necessary, the big damage boost and AoE attack that Shield Defense brings to the table will help a tanker contribute much more meaningfully to team damage output, which can speed TFs along nicely. For ITFs, for instance, I much prefer my SD/SS tank to my Invuln/EM, just because once I've jumped in with Shield Charge and Foot Stomp (powered by stacked Rage and saturated AAO), there really isn't much left for the rest of the team to do--except help finish off mauled lieuts and sick bosses. Also, my SD/SS has better defense debuff resistance than my Invuln/EM, which helps on that TF, and if incoming lethal damage becomes an issue, hitting One with the Shield puts me at 80% smash/lethal resistance, which is up there in the ballpark of S/L resistance that Invuln's famous for.

    So I guess what I'm trying to say is that although there are clearly sturdier sets than Shield Defense in an absolute sense, often the survivability of Shield Defense is adequate to the task at hand (i.e. you don't die or shed aggro because you're afraid you'll die), and then, having extra damage is better than having superfluous survivability.
  20. Chaos_String

    Rad/MM Build

    Here's a look at my PBAoE blapper build. It can't solo everything at +2x8 or above, but it can do a lot of stuff at that difficulty. Can do Council Empire at +4x8. Solo farms like a champ. And on teams it's usually the top damage-dealer. The object of my build is to get into melee range with WoC running, hit Drain Psyche for a big buff, and then go to town spamming Irradiate, PSW and Neutron Bomb. If I hit enough foes with Drain Psyche, I can nuke with Atomic Blast, immediately retoggle (often, only one or two of the toggles will actually crash), and then just keep on fighting. I have a few single-target attacks also since they're occasionally useful.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pan Atlantica: Level 50 Mutation Blaster
    Primary Power Set: Radiation Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15)
    Level 1: Subdual -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(46), Enf'dOp-Acc/EndRdx(46)
    Level 2: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-%Dam(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(40)
    Level 6: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 8: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9), AdjTgt-Rchg(9), AdjTgt-ToHit/Rchg(43)
    Level 10: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), AdjTgt-Rchg(17), AdjTgt-ToHit/Rchg(43)
    Level 18: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(23), Nictus-Heal/HP/Regen/Rchg(23), Efficacy-EndMod/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc/Rchg(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Neutron Bomb -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(27), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(36)
    Level 28: Super Speed -- Clrty-Stlth(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(37)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(36), Oblit-Acc/Dmg/EndRdx/Rchg(36)
    Level 35: World of Confusion -- CoPers-Conf%(A), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50), CoPers-Conf(50), CoPers-Conf/EndRdx(50)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep/Rchg(42), LgcRps-Acc/Sleep(42), LgcRps-EndRdx/Sleep(42)
    Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Hoarfrost -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run



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  21. I don't intend any disrespect or offense, but I honestly hope this guide doesn't become a staple of the playerbase. It's very cool and scientific to write a guide for players who have multiple tanks and aren't sure which one to bring to specific task forces, and that's clearly your intention here. But what wouldn't be cool is if the playerbase, in its infinite lack of wisdom, decided to cleave to the precepts in this guide so unquetioningly that we began to see things like "Posi TF lf tank, Dark or Fire tank only plz" in the same way that we already see "STF lf Stone tank."

    I mean, from my perspective, I only have two tanks: Invuln and Shield; each of them has successfully tanked practically every TF and trial, and I'd hate to see players told that "Invuln can't tank Positron" or some similar nonsense. With some sets, a player may need to use inspirations situationally to perform well, but that certainly doesn't mean that they can't perform well. While I see that your guide isn't meant to say, "Invuln can't tank Positron" or anything like that, be assured that a lot of inexperienced or undiscriminating players will read it that way.
  22. Chaos_String

    Shield/Strength

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    And you're only getting 135 dps off of that?
    The I might have made a mistake of making one
    It may have been more like 140. I can't find where I recorded the actual time, and I don't remember if it was just under or just over an hour.

    I'd estimated the damage output to be more like 160dps. But when I went to solo the pylon, it seemed like if Rage wasn't crashing, then Active Defense was autofiring, or I was having to refresh Hasten or Rage. Damage output was good when I was in fact putting out damage, but there was an awful lot of downtime.

    I'm certain I could get a better pylon time by timing my clicks better, but it was such a long and tedious exercise that I hesitate to repeat it. I'm a little susceptible to carpal tunnel numbness which puts a bit of a damper on my AV/pylon soloing efforts.

    All this talk of single-target dps, though, really ignores what this build does best, which is AoE dps, and this build is a monster at that. It's hella survivable, too.

    But I had high hopes of this being a ST damage beast (for a tank), and I've been somewhat disappointed. Again, I might try sometime to go for a better pylon time, as I'm sure I could manage something better, but I still doubt whether my build will really put out more than 150dps.
  23. Quote:
    Originally Posted by BrokenPrey View Post
    I pick Super Jump most of the time for Combat jumping. The 3%ish defenes it has helps a lot on /Sr and /SD builds. It is also a good place to slot the Karma Knockback Protection on my /FA and /DA toons.

    If I don't pick SJ I pick SS mostly for Hasten.
    That just about sums it up. If I need CJ but not Hasten, then I wind up with SJ. If I need Hasten but not CJ, then I'll have SS. If I take both CJ and Hasten then I'll usually pick SJ, unless I'm going for SS+Stealth IO invisibility.
  24. Chaos_String

    Shield/Strength

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Curious as to what chain are you using on the build?
    KO Blow > Haymaker > Boxing > Jab > Haymaker > Boxing