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Quote:Actually considering rerolling as a scrapper, I'll post a build here in a bit unless someone has one already.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(3), ToHitDeb-I(7), EndRdx-I(13)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(3)
Level 2: Smite -- Dmg-I(A), Dmg-I(13), ToHitDeb-I(15), EndRdx-I(15)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), EndRdx-I(5), EndRdx-I(7)
Level 6: Shadow Maul -- Dmg-I(A), Dmg-I(19), ToHitDeb-I(21), EndRdx-I(23)
Level 8: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11)
Level 10: Resist Elements -- ResDam-I(A), ResDam-I(11)
Level 12: Touch of Fear -- Fear-I(A), Fear-I(23), ToHitDeb-I(25), EndRdx-I(25)
Level 14: Siphon Life -- Dmg-I(A), Dmg-I(27), EndRdx-I(27), EndRdx-I(36), Heal-I(36), Heal-I(36)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(17), EndRdx-I(17), EndRdx-I(19)
Level 18: Dark Consumption -- Dmg-I(A), Dmg-I(37), EndMod-I(37), EndMod-I(37), RechRdx-I(39), RechRdx-I(39)
Level 20: Resist Energies -- ResDam-I(A), ResDam-I(21)
Level 22: Super Jump -- Jump-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Soul Drain -- Dmg-I(A), Dmg-I(40), ToHit-I(40), ToHit-I(40), RechRdx-I(42), RechRdx-I(42)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(29), ToHit-I(29), ToHit-I(31), EndRdx-I(31), EndRdx-I(31)
Level 30: Tough -- ResDam-I(A), ResDam-I(33), EndRdx-I(33), EndRdx-I(33)
Level 32: Weave -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(34), EndRdx-I(34)
Level 35: Midnight Grasp -- Dmg-I(A), Immob-I(42), EndRdx-I(43), EndRdx-I(43), ToHitDeb-I(43), ToHitDeb-I(46)
Level 38: Tough Hide -- DefBuff-I(A), DefBuff-I(39)
Level 41: Caltrops -- RechRdx-I(A), RechRdx-I(46)
Level 44: Stealth -- DefBuff-I(A), DefBuff-I(45), EndRdx-I(45), EndRdx-I(45)
Level 47: Targeting Drone -- ToHit-I(A), ToHit-I(48), EndRdx-I(48), EndRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Even though Hibernate may become redundant as a +regen/recovery power, it will always be the goto power when you're slapped with a gajillion debuffs that could lead to your death. No other tanker set can do that...
Namely -def as Ice Armor only gets a little over 50% DDR. So when you get hit with a lot and your defense becomes red, that's a good time to hit Hibernate and wait out the debuffs.
I've never really run into that..or not that I've noticed. The only serious need I've had for hibernate is in Keyes when hit with disintegrate.
Of course you could also mitigate the above situation with barrier, which should pull anyone's defense out of the red
I honestly don't know. I'd have to play with it and see. -
I'll give you the gauntlet argument on fact, but not theory
(I own up to being confused and misinformed)
I stand on not needing to slot any more recharge in taunt then I did. Hasten drops the recharge to 6 seconds. The fastest power in the power set is 2 seconds to activate. Taunt will still be there when needed.
In addition, agro management will be easier (and provide less of a need for taunts) because of the taunt slotted in the AoE -debuff- powers. It just makes sure nothing wants to break off to go after the squishies.
Quote:I disagree and will keep doing so.Enough that your initial recommendation to remove all Acc enhancements would leave them unable to hit +level enemies.
+to hit is the more important number as Accuracy is a modifier.
PargonWiki (again) sums it up best.. read it there..
http://paragonwiki.com/wiki/Attack_Mechanics
...but as a direct quote:
"A ToHit bonus of X gives you a better increase to your chance of hitting than an Accuracy bonus of X will. This is especially true against hard-to-hit targets."
This means that ACC does even less against Mobs with a high DEF value.
Think of this.. 75% base to hit, the Mob is 2 levels higher, so basetohit goes down to %57...the Mob also has 20% defense against your damage type, so toHit now goes down to %37....this is the point where ACC gets applied. 2 ACC IO's would make the toHit roll 60%
ACC(toHit-Def)
Accuracy is only a modifier...a good one.. but given the choice..always choose +toHit
So in the long run, powers, inspirations, and et all that provide +tohit are more valuable then the ACC IO.
..and there are alot of these...
--Call to Justices
--Geas of the Kind Ones
--Ranger/Elite Ranger Day Job
--Energy Mastery: Focused Accuracy (which would be all the accuracy this build would need)
--Leadership:Tactics
--Yellow INsps.
Any of these would more then likely be enough security on its own.. of course so would slotting extra +toHit IO's in the two powers that provide it in this build. Combine that with a single ACC IO in each power..and you'd never miss at all..But..it would be wasted space..and IMHO, the extra recharge or endurance reduction will probably be more valuable.
Quote:Then there's the assumption this toon is teaming and thus can rely on yet another form of undependable buff.
If this build is mainly for solo play, then the same build as a Scrapper or Brute would be a better choice for both game speed and enjoyment. -
I run an ice/ice tank now (JUst put my build up in the build workshop if anyone wants a look.)
When I saw this threat, I tossed a quick build for ice/dm together..and well..it's some scary numbers
I think the damage is awesome..especially for a tank, and enough aoe/taunt effects to grab everything in sight and mow thm down.
I may have to make one
IMHO though, I think in this set Hibernation is a waste of a power slot. Yes it's a good 'in combat rest'.. but you have so many other heal and endurance mitigation options, that it becomes redundant to have hibernate.
Getting the global recharge to run perma-hoarfrost is easier in this build then in most. ..and watching iceicles do 90 ponts of dam a tick would be jaw dropping
The ice defense has always been a fave of mine. 70% s/l defense and max HP means never having to appologise -
Quote:It's a valid point, but also kind of overkill. In the build I submitted, Taunt has a 5 second recharge time. It would be available before you could finish activating another power/attack. I think you get more value from slotting extra taunts instead as it extends the taunt duration (which is part of the formula fo the way aggro is calculated)I disagree with this. I like having Taunt pretty much always and immediately available. This way if things get out of hand I can drop some spot control on enemies going after my squishies.
Quote:Due to Gauntlet, they're ALREADY AoE taunts.
Quote:Increasing the magnitude of the taunt isn't going to assist much unless you're deliberately trying to rip aggro off other tanks.
Quote:NO! Disagreement: VEHEMENT!!!
Even with the +ToHit buffs, that's still not enough +ToHit to keep you tagging enemies reliably. ESPECIALLY in light of -ToHit debuffs and enemies with high defense values.
ESPECIALLY in a common-IO build, you want some Accuracy augmentation. Otherwise combat quickly becomes a frustrating series of "*Miss*Miss*Miss*Miss*Streakbreaker*"
This build has more then enough healing and end recovery built into it that you could carry accuracy inspirations that will do for those times when accuracy is an issue.
Though honestly, I think with 108% accuracy base...plus any buffs from teammates (such as tactics) ..it would be fine not to slot additional. -
I want to make improvements. I'm getting ready to slot purples and PVP stuff. This is my build as it stands.
My numbers are good (I think). I'd just like to tweak out a little more.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(5)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Hoarfrost -- Numna-Heal(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Mrcl-Heal(11), Mrcl-EndRdx/Rchg(11), Mrcl-Heal/Rchg(13)
Level 4: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Chilling Embrace -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-Dmg/Slow(46), TmpRdns-Rng/Slow(46), TmpRdns-Acc/Slow(50)
Level 8: Wet Ice -- HO:Enzym(A), HO:Cyto(46)
Level 10: Permafrost -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 12: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(21), Mocking-Taunt(23), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25)
Level 14: Icicles -- Erad-%Dam(A), Erad-Dmg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29)
Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(31)
Level 20: Ice Patch -- HO:Micro(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx(33)
Level 26: Energy Absorption -- EnManip-Stun%(A), EnManip-EndMod(31), EnManip-EndMod/Rchg(36), GftotA-Def/Rchg(37), GftotA-Def/EndRdx(37), GftotA-Def(37)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 30: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 32: Hibernate -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx(40), RgnTis-Heal/Rchg(40), RgnTis-Heal/EndRdx/Rchg(48), RgnTis-EndRdx/Rchg(50)
Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 38: Frozen Aura -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(43), Erad-Dmg/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 50: Spiritual Radial Paragon
Level 50: Paralytic Radial Flawless Interface
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Heal-I(36), Heal-I(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(34), EndMod-I(34)
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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Here's my Hami version of the above. Not a huge change except it helps endurance dran and drops it under 1.0/s
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3), HO:Ribo(25)
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(5), RechRdx-I(5), RechRdx-I(7)
Level 2: Dull Pain -- HO:Golgi(A), HO:Golgi(9), HO:Golgi(9), RechRdx-I(11), RechRdx-I(11), RechRdx-I(13)
Level 4: Shadow Maul -- Dmg-I(A), Dmg-I(7), RechRdx-I(17), RechRdx-I(19)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Unyielding -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(25), HO:Ribo(27)
Level 12: Taunt -- Range-I(A), Taunt-I(21)
Level 14: Combat Jumping -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(29)
Level 16: Tough -- HO:Ribo(A), HO:Ribo(21), HO:Ribo(29)
Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(27), HO:Enzym(31)
Level 20: Siphon Life -- Dmg-I(A), Dmg-I(33), HO:Golgi(33), HO:Golgi(34), HO:Golgi(39)
Level 22: Resist Physical Damage -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(33), HO:Ribo(36)
Level 24: Weave -- HO:Enzym(A), HO:Enzym(31), HO:Enzym(37)
Level 26: Tough Hide -- HO:Membr(A), HO:Membr(36), HO:Membr(37)
Level 28: Maneuvers -- HO:Enzym(A), HO:Enzym(34), HO:Enzym(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
Level 32: Soul Drain -- RechRdx-I(A), RechRdx-I(37), Dmg-I(39), Dmg-I(40), Taunt-I(40)
Level 35: Resist Energies -- HO:Ribo(A), HO:Ribo(36), HO:Ribo(39), HO:Ribo(46)
Level 38: Dark Consumption -- EndMod-I(A), EndMod-I(42), RechRdx-I(42), RechRdx-I(43), Taunt-I(43), Taunt-I(43)
Level 41: Ring of Fire -- Dmg-I(A), Dmg-I(42), RechRdx-I(45), RechRdx-I(45)
Level 44: Resist Elements -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(46), HO:Ribo(46)
Level 47: Fire Blast -- RechRdx-I(A), RechRdx-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Midnight Grasp -- Dmg-I(A), Dmg-I(50), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Just some thoughts on the latest rework.
You can swap out one of the recharge reductions on Taunt for Range increase. And take some slots from there as well. Honestly, if you need Taunt more then every 5 secs its a problem (especially with Gauntlet and Invicibility)
Slot a Taunt in Dark Consumption and soul drain. This will give you two AoE taunts to use.
Yuu dont need to slot accuracy at all. When surrounded by 5 enemies, your invicibility gives you +15% to hit. Sould drain also gives you a +to hit buf as well. Slotting accuracy at all in this build just isnt needed.
Midnight Grasp instead of fireball..really..please
Other then that, it's a solid build.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
Level 1: Shadow Punch -- Dmg-I(A), Dmg-I(5), RechRdx-I(5), RechRdx-I(7)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
Level 4: Shadow Maul -- Dmg-I(A), Dmg-I(7), RechRdx-I(17), RechRdx-I(19)
Level 6: Super Speed -- Run-I(A)
Level 8: Boxing -- Acc-I(A)
Level 10: Unyielding -- ResDam-I(A), ResDam-I(23), ResDam-I(25), EndRdx-I(25)
Level 12: Taunt -- Range-I(A), Taunt-I(21)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(27)
Level 16: Tough -- ResDam-I(A), ResDam-I(21), EndRdx-I(29), EndRdx-I(29)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(31), ToHit-I(33), ToHit-I(46)
Level 20: Siphon Life -- Dmg-I(A), Dmg-I(33), Heal-I(33), Heal-I(34)
Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(23), ResDam-I(36)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(37), EndRdx-I(39)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34), EndRdx-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
Level 32: Soul Drain -- RechRdx-I(A), Dmg-I(37), RechRdx-I(39), Dmg-I(40), Taunt-I(40)
Level 35: Resist Energies -- ResDam-I(A), ResDam-I(39), ResDam-I(46)
Level 38: Dark Consumption -- EndMod-I(A), EndMod-I(42), RechRdx-I(42), RechRdx-I(43), Taunt-I(43), Taunt-I(43)
Level 41: Ring of Fire -- Dmg-I(A), Dmg-I(42), RechRdx-I(45), RechRdx-I(45)
Level 44: Resist Elements -- ResDam-I(A), ResDam-I(45), ResDam-I(46)
Level 47: Fire Blast -- RechRdx-I(A), RechRdx-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Midnight Grasp -- Dmg-I(A), Dmg-I(50), RechRdx-I(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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I like that tankers are not damage kings...in truth, that is simply not thier role. All my tankers can take boatloads of damage, but rely on others to do most of the killing. To me, this is how it should be.
Brutes IMHO, should be exactly between Scrappers and Tankers. Able to do both jobs, damage or tanking...but with more work, focus and conentration then one of the 'pure' forms has to put in.
For example...my claws/inv brute has some great base numbers
s/l defense is over 50% and s/l resistance is 70%. When rage is maxed...he's a killing machine. His weakness is keeping tabs on threat and making sure he hits so the mobs dont go wandering off. Or if he's in a role for damage, that he is not stealing threat and he's working the damage angle harder.
I like things as they standLeave 'em
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I just hit 50 with this build yesterday and I have to say it was so much fun to play that I decided to share it. I guess you can call this a 'guide' of sorts..though I am sure some people will disagree with many of my choices.
Overview: The concept behind my choice in powersets was a character who could jump into the middle of a huge pack, and just hack away until nothing was left. I also wanted a Brute tank/off tank. This combination hit that expectation perfectly. The claws/invuln brute lacks any sort of finess at all. Picture the obvious mustard-color suited villian with a bad fur collar, and you get the idea
Obstacles: Things I noticed early on that had to be corrected in the build to get it to do what I wanted, were problems with endurance, fury generation, and the speed of attacks. While claws base damage is not horrible, it is not over the top either. I wanted over the top.
The Build:
I use slotting priority in order to give people a choice on how to build things. Less cookie cutter that way and it allows people to tailor to thier own playstyles. Also, the priority system is how I make slotting choices while leveling. It just makes sense to me.
Powerset Choices: Claws
Swipe - Nice, clean basic attack. It is quick, which is its attraction.
Slotting Priority: Recharge Reduction, Endurance Reduction, Damage
Strike - As with Swipe, and a bit more damage.
Slotting Priority: Recharge Reduction, Endurance Reduction, Damage
Slash - Two attacks with one button push. Also shreds defense by 7.5%. Each slash increases fury. What's not to like?
Slotting Priority: Recharge Reduction, Endurance Reduction, Damage
Spin or Eviscerate - The AoE. I say choose one or the other depending on how you like to play. The endurance cost and damage from each are close enough to make it an either/or choice. I chose spin becaus I prefer to be in the middle of the pack (because that's me, and because of the bonuses in Invul for multiple attackers.) I also hate cone attacks
Slotting Priority: Recharge Reduction, Endurance Reduction, Damage
Follow-Up: This power was not chosen for pure damage. Instead it is for the To-Hit buff and the small damage buff. With To-Hit capped at 95%, one attack from this gets you close. It also stacks, so two hits from it make the rest of your attacks -almost- autohits. 30% dam buff, while small, isn't too bad..its just a little short of a single Dam IO.
Slotting Priority: Recharge Reduction, Endurance Reduction, To-Hit Debuff
Taunt - Originally was not going to take this, due to the jump in the middle playstyle, until I discovered it is AoE with a radius of 15. It has two uses..one to call a pack over, and another to hold aggro. When tanking for a group, I use it when I pull to get a taunt duration on all mobs in the pack. This helps a great deal especially when folks just pick thier own targets
Slotting Priority: Taunt Duration
Focus and Shockwave were not taken because I detest knockback in melee characters that can take punishment, and because I really did not see the need for a ranged power. Focus -could- be used to handle the odd runner here and there, or other uses..but it is really situational.
Powerset Choices: Invulnerability
Resist Physical Damage: Some folks dont take this because they turn up thier nose at the small resistance it offers. I say every little bit helps.
Slotting Priority: Resist Damage
Temp Invulnerability: A must have resistance power
Slotting Priority: Resist Damage
Resist Elements: Same as resist physical
Slotting Priority: Resist Damage
Unyielding: Whats not to like about res all but psi?
Slotting Priority: Resist Damage
Resist Energies: Same as resist physical
Slotting Priority: Resist Damage
Invincibility: Grand daddy of the +Def powers. You get a bonus to your DEF for each attacker you engage at once up to 10.
Slotting Priority: Defense Buff
Tough Hide: Defense Auto Power. Not much to say about it.
Slotting Priority: Defense Buff
Unstoppable: Take it or leave it, your choice. It is a good panic button and good when running into things that drain your endurance. I like it better then Dull Pain, so I chose it.
Slotting Priority: Recharge Reduction
Pool Powers:
This is always your choice, and some folks choose what fits thier concept. I am no exception.
In this case, I took the following:
Boxing: A small attack to use here and there. Most times I don't.
Tough: Damage Resistance
Weave: Defense
Combat Jumping: Defense
SuperJump: *Boing*
Hasten: Slotted with two recharge reduction, you can hit this often. As one of the needs of this build is a rapid recharge, this is actually useful. It can however get to the point where you cannot click the buttons fast enoughIt also helps in recharging Unstoppable so it can be used more often.
Epic Pool: Energy
Superior Conditioning: Slotted with 2 end mod, it gives an extra 10% endurance.
Physical Perfection: Required for offsetting the endurance problem.
FocusedAccuracy (Not really needed, but useful from time to time.)
Spring Attack
Strategy:
As you can see above, I am big on slotting claws to lower the recharge as much as possible. Not only does this raise fury faster, which gives you more damage, but also more attacks equals more damage For example, on the build below, the recharge for my Swipe power is 0.97 sec. Normally, this power is a 2.4 sec recharge. Getting recharge down to 50% or less is a major part of all my claws attack powers.
Attack Priority: I use a priority system for attacks, rather then a defined chain. Follow the priority and just push whatever is not on recharge.
1: Follow Up. It stacks and you can apply 2 to 3 stacks before the first one wears off. I keep this on auto attack so I dont have to think about it.
2: Slash: -Def buff and double fury buildup. Also, there seems to be extra threat generated when an attack with a debuff occurs.
3:Strike
4:Swipe
5:Spin (Only if two or more opponants)
My Build is below. I am actually playing this right now, and really enjoy it. The damage is awesome, and he takes ome serious punishment. If he does get hit or damaged, regeneration is fast enough to barely notice.
I welcome feedback on tweaking the build to work better or generate better numbers. Enjoy and have fun.
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SG Name: Out of Rehab
SG Leaders: @Rock Delaware
SG Peak Hours: 6:00pm EST to Midnight, and weekends.
Other Info: Looking to grow a SG out of what started as a base just for myself. Looking for people who are interested in starting something up. My idea of a SG is a group to run trials,team, run scheduled SG events and generally work through the content as a group. Contact in game if interested. -
Name: Bio-Safe Development
Concept: Grown-Ups having fun. We're all gamers and its all about fun.
RP: Does quoting Monty Python count?
PvP: Some do, some don't
Activity: Most are active on blue side, but a few of us dedicated fools are pure reds. Thats why Im posting. Want more true villians. The big base gets lonely and all
Requirements to Join: You must be warm, breathing, have a sense of humor and not be a jerk. The first two can be waved, the last one cannot.
Leadership: While not the 'Big Cheese', you can contact @Rock Delaware
Other: Base is huge and luxurious and comes complete with a fully stocked kitchen, Male, Femal and 'Other' bathrooms, and an olypic sized pool. Check with the concierge for more details.