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Posts
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Joined
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So I was persuaded recently to roll up my first Stalker since I first tried, and hated them back in I7. And I'm having an absolute blast with it. NB/DA seems to have a respectable damage output and is quite durable, and I'm not really having endurance problems outside of endurance-draining opponents.
Mind you, I'm only level 23 now, and have much more slotting in my offense than defense.
Q1: I noticed that my current attacks (SotW, FS, AB, DA) seem to basically be up whenever necessary (without any +rech other than from the Stalker ATO set). The only gaps in my attack chain are when I'm under a recharge debuff. I still have SD and GD ahead of me. Should I still bother to get them both?
Q2: Is Placate worthwhile? I have it and it never seems to do much. In fact, I'm usually doing better waiting for Assassin's Focus to go AB and follow with the (Stalker ATO Proc-enabled) SotW. Am I missing something here?
Q3: I haven't taken Acrobatics, and was intending to just slot GD (or some other attack) with a full Overwhelming Force set for KB protection. Is this going to be sufficient, or is more than 4 points really necessary?
Thanks in advance. -
Does the absence of feedback indicate:
1. No one likes me.
2. The build is so awesome it speaks for itself.
3. The build is so terrible nothing can be done. -
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As I mentioned in my other thread, I'm looking for a new Melee character that I'll find fun like my DM/SR Scrapper and Invul/SS Tanker, but plays decidedly different. The other option besides Elec/Regen Scrapper/Brute is a combination that has interested me for a while, but even more so since I came back after a few years of absence. That is: Katana/Dark.
Having never done either of these sets, I'd like some feedback on the build and the playstyle. Due to my fluctuating subscription status, SOs, ATOs, and a few HOs are fine, but no IOs. I will be slotting a full set of Overwhelming Force, probably in Soaring Dragon (or Golden Dragonfly and flipping over the ATO set to SD) to provide some Knockdown protection.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- Acc(A), Acc(5), Dmg(5), Dmg(7), Dmg(7), EndRdx(9)
Level 1: Dark Embrace -- ResDam(A), ResDam(39), ResDam(39), EndRdx(48)
Level 2: Flashing Steel -- Acc(A), Acc(9), Dmg(11), Dmg(11), Dmg(15), EndRdx(15)
Level 4: Murky Cloud -- ResDam(A), ResDam(40), ResDam(40), EndRdx(50)
Level 6: Super Jump -- Jump(A)
Level 8: Divine Avalanche -- HO:Nucle(A), HO:Nucle(21), DefBuff(37), DefBuff(37), EndRdx(37), EndRdx(39)
Level 10: Obsidian Shield -- ResDam(A), ResDam(45), ResDam(45), EndRdx(50)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Boxing -- Acc(A)
Level 16: Dark Regeneration -- Acc(A), Acc(17), HO:Golgi(17), HO:Golgi(19), EndRdx(19), RechRdx(21)
Level 18: The Lotus Drops -- Acc(A), Acc(40), Dmg(42), Dmg(42), Dmg(42), EndRdx(43)
Level 20: Cloak of Darkness -- EndRdx(A)
Level 22: Tough -- ResDam(A), ResDam(23), ResDam(23), EndRdx(31), EndRdx(31)
Level 24: Build Up -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Soaring Dragon -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), EndRdx(31)
Level 28: Cloak of Fear -- HO:Endo(A), HO:Endo(34), HO:Endo(36), EndRdx(36), EndRdx(36)
Level 30: Combat Jumping -- DefBuff(A)
Level 32: Golden Dragonfly -- ScrappersS-Acc/Dmg(A), ScrappersS-Dmg/Rchg(33), ScrappersS-Acc/Dmg/Rchg(33), ScrappersS-Dmg/EndRdx/Rchg(33), ScrappersS-Acc/Dmg/EndRdx/Rchg(34), ScrappersS-Rchg/+Crit(34)
Level 35: Conserve Power -- RechRdx(A), RechRdx(43), RechRdx(43)
Level 38: Soul Transfer -- RechRdx(A)
Level 41: Physical Perfection -- EndMod(A), EndMod(45)
Level 44: Energy Torrent -- Acc(A), Acc(46), HO:Centri(46), HO:Centri(46), HO:Centri(48), EndRdx(48)
Level 47: Focused Accuracy -- EndRdx(A), EndRdx(50)
Level 49: Laser Beam Eyes -- Acc(A)
Level 1: Brawl -- Acc(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
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So I want to play a new Melee character that will feel very different from my lvl 50 DM/SR Scrapper and Inv/SS Tanker (both of which I liked a great deal). I tried a Kin/Will Scrapper and Fire/Fire Brute, didn't love either. So I came up with this build and a Kat/DA Scrapper, both of which look amazingly fun.
So I'd like some help, being that both these sets are new to me. Am I building right? Am I missing anything major? Should this be a Brute instead?
(One restriction: due to my fluctuating subscription status, yes to SOs and ATOs, no to IOs, and yes to a very small number of HOs.)
Specifically, I am worried the attack chain is light, even with Boxing. Any insights?
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Havoc Punch -- Acc(A), Acc(43), Dmg(43), Dmg(43), Dmg(45), RechRdx(45)
Level 1: Fast Healing -- Heal(A), Heal(3), Heal(3)
Level 2: Jacobs Ladder -- Acc(A), Acc(40), Dmg(40), Dmg(42), Dmg(42), RechRdx(42)
Level 4: Boxing -- Acc(A), Acc(5), Dmg(5), Dmg(37), Dmg(39), RechRdx(40)
Level 6: Reconstruction -- Heal(A), Heal(37), Heal(37), RechRdx(7), RechRdx(7)
Level 8: Thunder Strike -- ScrappersS-Acc/Dmg(A), ScrappersS-Dmg/Rchg(9), ScrappersS-Acc/Dmg/Rchg(9), ScrappersS-Dmg/EndRdx/Rchg(11), ScrappersS-Acc/Dmg/EndRdx/Rchg(11), ScrappersS-Rchg/+Crit(36)
Level 10: Quick Recovery -- EndMod(A), EndMod(15), EndMod(15)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Tough -- ResDam(A), ResDam(25), ResDam(25), EndRdx(48), EndRdx(50)
Level 16: Integration -- Heal(A), Heal(17), Heal(17), EndRdx(48)
Level 18: Chain Induction -- Acc(A), Acc(19), Dmg(19), Dmg(31), Dmg(31), RechRdx(33)
Level 20: Resilience -- ResDam(A), ResDam(21), ResDam(21)
Level 22: Dull Pain -- Heal(A), Heal(23), Heal(23), RechRdx(27), RechRdx(27), RechRdx(31)
Level 24: Super Jump -- Jump(A)
Level 26: Combat Jumping -- DefBuff(A)
Level 28: Instant Healing -- Heal(A), Heal(29), Heal(29), RechRdx(46), RechRdx(46), RechRdx(48)
Level 30: Build Up -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 32: Lightning Rod -- HO:Nucle(A), HO:Nucle(33), HO:Centri(33), RechRdx(34), RechRdx(34), RechRdx(34)
Level 35: Revive -- RechRdx(A)
Level 38: Moment of Glory -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Assault -- EndRdx(A)
Level 44: Tactics -- EndRdx(A)
Level 47: Super Speed -- Run(A)
Level 49: Burnout -- RechRdx(A), RechRdx(50), RechRdx(50)
Level 1: Brawl -- Acc(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(45), EndMod(46)
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1454;562;1124;HEX;| |78DA6594DB6EDA401086D7D8C4856088A1094913420A39350707D45C56AAD442D23| |62045CD0320CBD9124B165836176DD5535EA86FD6C3550FAA2A77607FBBB0AC647D| |F8F7CCBF335E0FDDD7ADDCE7F3DBC74CC93FF5EC30EC5D3981EDFB3C4877EDBEEBB| |0F1D2E9AAC67AAFCB3DCEADB6C79D51E03AB627844AF2BCC55FF141C8AD97BCCF07| |3CB047EE70C08CCBE1D0B3CEDCFECDC81DF4B393BB2B9FF3EBDCE46787DB3EE985F| |8E69A07E18DEB17DBBEEB584F3CFB2DEF75ED70C48337AB54CB0E5D3F0C8615A545| |912A3B88A9CEF228A629D81A37A44C72532C2BB494C49F0642C85F81EF5E4CF83D9| |0097F85FC55E4AAC8D16222761BDC05F790DBA65CD150A4A551CBB6C4057396BF0D| |7146E3FDF47764D8D4D99DF7E007C1EC47F09360FD56F08C123378179905E197975| |8A39845E19F5AC49E39892AC518C247338A425B9578A20B36C167C482C8510BE86D| |49629CF3877A34D1A38977598C8977B829710BB53D278F127A2CA196BB12CF29661| |9FECBD87B45E23D73969B609972CB229795F3C8216D0DDA9A26B417A4AD8B3AD2EB| |F0DC90786CCEF204FC45FD577006156875897F29A68A1EAA8F08F4B16DC53C15BC8| |F589917545B0DF5D6A07574316BE33D77A0ED4A2C52CC3EF2F6715625E221B44368| |75A205CD2A61D656186BC0BF01BFA6C40D2D997316CF79554BE6373A987E1ED1628| |D39A539A73C9C534EE794CEB4828A2FB5E45F8129A830B3944C7BF4854E5151F01C| |39DFA6359CF2D7690D5FCCF7FF5A4AC1E41D81C7E03FCB87A019| |-------------------------------------------------------------------|
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While it does seem Devices benefits more from the change than most, what worries me more is the lack of snipes in some Primaries which will lead to even more undesirable combinations. But that problem has always existed, and will probably never go away.
And anyone claiming that the changes are uniformly disliked is mistaken. I currently have one of the weakest blaster combinations out there, and I'm not Devices, and I still think the change will help me.
That said, Devices also suffers from the lack of Build Up. While it doesn't quite add the DPS of a consistent snipe on a single target, it's quite flexible and is more versatile since it can lead to a better front-loaded AoE to remove a large group quickly. That's important.
I do think the implementation (the 22% thing) is a bit silly. I kinda wish they had just set it so if the character is affected by Aim, Build Up, or Targeting Drone, it would work regardless of the exact ToHit score (and not otherwise, regardless of stacked Tactics). This would definitely increase the utility to Blasters relative to other ATs, and would mitigate the problem of forced awkward slotting and trivial ToHit Debuffs generally knocking it out. -
Since my return after a long absence, I've been updating old characters. I'd like some help with my Energy/Ice blaster.
My limitation: I spend some time VIP, but most time Premium. Also, I'm relatively poor in-game. Thus, IOs are out, ATOs are in, and I can buy some but not all HOs.
Here is the build I'm looking at, with a mind towards I-24. Though I may be jumping the gun and getting ahead of myself, which I'm sure you'll tell me if I am.
Code:Some things to note:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1452;573;1146;HEX;| |78DA65946B6FD25018C74FA18C711F9B5C264306DBDC64AE42243AAF4B54344B245| |9869797A496069B34854067E4A5EF4C34F1AD7E093F9889976F804F79FE671BED49| |DA5FFB3FCFED3CA7A79D8FCF923F5F7C3A124AEAA9AD4F26BD277477CD71A4A30F2| |C4378234A570972EF547706665F6B3BE6783065E34D39D73D1B8D8663573B36CC5E| |4777ACD199ADBBD6D0118993E1D0D69EDBD6E0BD1B9F3F7747A6D94FCD1F3B66DF3| |22CC7CCCEDF8E9D0FD6C47A67D9963B2DB44796A1B56DD370C796A1DB14D4CB332D| |52413B741D0A396611F190A086852AD9622E65BD1510A3CC65F0F3852F83B4BB048| |5B5B082384D49C46B4699F70861E40EC3FF4012B6B7FC44EEFB84087C23A7E44D41| |97BBCCDD57E06B66FD0DF8969988F286787547631CEF0B21C69A1A3BE45C71C91CD| |B6CFB58A32009F60925D0A3A48F0F0829D499421FD2AD45E6617B0D6BAB825F0919| |F86660B3E2E395E222F3A0972A8BDAB2B05DF5314679D6D08735F4A14C5A0E5A2EC| |E5A85B402F6B400AD28A9A076F031611D35AF632FAF4A86991B3ECA75A78825E42E| |414B13CBD0CAD08E0815E4A820C6A69F5863D5C7EF345FC33ED7EE70FFB724136CB| |305DB6DE4FB86B3E2F9ECC0F6BAE423103EBBF0F94179F614F6D95B65ED869FB0AD| |83BF9242EC23CF3E6C6E4A6617790066C857437F34C41179211AD01AD8D70DF5D25| |99DD11055551ED5D9AC1E986D04946640B91D505A01E565403951CFFF1042992BB1| |95F3FFC0EC377D578A8259D4FEF7B286EFEECF652DCDDABF0B2DA42CB116F2F13F6| |595ACB0| |-------------------------------------------------------------------|
1. I've heard Power Bolt's animation/cast time was sufficiently lowered to make it useful. Is this so, or am I making a mistake? Also, I feel like I need to scrounge two more slots for another +3 EndRed and Recharge SO.
2. I am looking at running a full set of Overwhelming Force (which I have) somewhere, probably in Explosive Blast. I'm hoping it will get me a fast recharging, highly reliable AoE KD for opener and mitigation. If I'm mistaken, I'm very open to suggestions.
3. Chilling Embrace will swap a Slow for a Heal/Absorb +3 SO (Mids just doesn't support that yet).
4. Is Ice still as useless a secondary as it has been historically? Frozen Aura doesn't look any better. I used to run Ice Patch and Shiver, but they look to be pretty thoroughly outdone by the new Chilling Embrace for mitigation (and they take time/don't cooperate with Hover). And, of course, the attacks are tough to fit in and require some very direct exposure (I currently use Ice Sword rather than Power Bolt, but seeing as Power Bolt has improved and Ice Sword has not...).
Anyway, after all that, I'm certainly open to suggestions. Help me make this Blaster less... well pathetic, honestly.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Ice Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Power Blast -- HO:Nucle(A), HO:Nucle(5), HO:Centri(5), RechRdx(7), EndRdx(7), EndRdx(9)
Level 1: Chilblain -- Acc(A)
Level 2: Power Bolt -- HO:Nucle(A), HO:Nucle(50), HO:Centri(50), EndRdx(50)
Level 4: Energy Torrent -- Acc(A), Acc(46), HO:Centri(46), HO:Centri(48), HO:Centri(48), EndRdx(48)
Level 6: Power Burst -- BlastersW-Acc/Dmg(A), BlastersW-Dmg/Rchg(9), BlastersW-Acc/Dmg/Rchg(40), BlastersW-Acc/Dmg/EndRdx(40), BlastersW-Acc/Dmg/EndRdx/Rchg(43), BlastersW-Rchg/Dam%(43)
Level 8: Fly -- Flight(A)
Level 10: Chilling Embrace -- HO:Golgi(A), HO:Golgi(11), Slow(11), Slow(37), Slow(37)
Level 12: Hasten -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Sniper Blast -- HO:Nucle(A), HO:Centri(15), HO:Centri(15), RechRdx(23), EndRdx(31), EndRdx(34)
Level 16: Build Up -- RechRdx(A), RechRdx(17), RechRdx(17), ToHit(21), ToHit(21), ToHit(23)
Level 18: Aim -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Hover -- Flight(A)
Level 22: Aid Other -- Heal(A)
Level 24: Aid Self -- Heal(A), Heal(25), IntRdx(25), IntRdx(31)
Level 26: Explosive Blast -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), EndRdx(31)
Level 28: Stealth -- EndRdx(A)
Level 30: Grant Invisibility -- EndRdx(A)
Level 32: Nova -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Shocking Bolt -- HO:Endo(A), HO:Endo(36), Hold(36), RechRdx(36), EndRdx(37)
Level 38: Freezing Touch -- HO:Endo(A), HO:Endo(39), HO:Perox(39), RechRdx(39), EndRdx(40)
Level 41: Charged Armor -- ResDam(A), ResDam(42), ResDam(42), EndRdx(42), EndRdx(43)
Level 44: Surge of Power -- ResDam(A), ResDam(45), RechRdx(45), RechRdx(45), RechRdx(46)
Level 47: Invisibility -- EndRdx(A)
Level 49: Afterburner -- Flight(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
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Thanks for the insights, planet_J and John_Printemps. I think you definitely pointed out some things for me to keep in mind.
The first is that both ToF and Elude aren't helpful in PvE as you approach the softcap. Either targets can be handled by base debuffing, or they're numerous/resistant enough to warrant a Luck.
Though, since it's not as important to actually softcap due to the base debuffs, I think I'll keep the Scrapper set together. That recharge and resistance I think will help more. If that 1.25% would matter, I'll use a purple. The question is where it should go. I also doubt I'll ever afford the Nucleolus Exposures, but it's certainly worth a try.
I also was worried about the combination of Maneuvers, Tough, and Weave murdering my endurance, but maybe that won't be an issue. I will probably change the build order, tweak some things, and repost shortly.
Thanks for the help thus far.
Edit/Appendix:
So I went back to the drawing board and came up with something a bit between mine and the above. I may have to bite the bullet and scrounge for those few HOs. I also have an Overwhelming Force set (those work for Freemium, right?) that might be best used in Midnight's Grasp.
Code:I'm still coming up a bit short of where I want in slotting (I need at least 3-4 more to make Maneuvers worth it and I'd like 1 more EndRed in Tough, and unfortunately those HOs are well beyond my pricing). Exemplaring is why I'm very reluctant to pull that last recharge out of Practiced Brawler. It might work though, especially with Hasten up part-time and the global recharge on the Scrapper set. Has anyone done the math to see if 1-slot PB is up full-time when exemplared to 20?| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1467;586;1172;HEX;| |78DA6D94D96EDA40148607C63085B0393421344D49C8BEB9A0E6A217952AB574B90| |88486AAB7C80D9304058165830252B7BC4C2FFB665DDE801E7B7E53301D097DF63F| |FF3973E67886EAB092F8F1E6EE390BA55E764CC769362E6CD3B2A42D6A667F609B1| |D4623536B5F5DF73FF6ECAE5C7F6BDEDE484162DE7736ABB223A55131ED1BF55898| |CC54E4A5EC3AD2680CDCB77379D99143E9B064BDD7EB18AFDDA4EDEE55DC7B6B585| |2B6D2DEE3A9345BD276AEDB56C27FB7C8A7BFB2DA17C68B5E6BD4AC9A4E5FDAA315| |2A639B7EB65B8F37C611F6893356162CFC19FCA2A87D05BF2946EF14AB6E6CC88BE| |54C2308CEE2E003F048283A02565AC72369099F5C31156006B13522C73A1C791F06| |780C6F881851EBF008F24791EF5E8003F20AD4249E614D971A678B4F67799F83BAF| |2D52930A66A0AC5A0C575E529D2DC82CA1B5EC0DC728067E449AAF870127BD8050F| |C077E449C39386B61FF0DC9247F73A3BD674EC7713DCD2FFCF738AC9AABC2C9B551| |A276D093D5E5AC43704777DA2C71A31A7BC5A0E75EC042966BFCB9098577546F2A8| |EF914F7D961B6059A87E3688ABE8C36A60FFC7E03279D6B0A7356823D20AF8BE05A| |CB5EE93CF72C327EA7D4F2CA21F45E4DB0CD03FDBBA5077C95D7B1B730DCAB78733| |B087FDEC07F83DC9D821CED06154EDF508FC40F1066A3750F3639F27CAE3B3EC13F| |5E48825D4534A4DDD13680C790ADAE4FE8E0FA6E7C73458694E29CF294FE6949339| |E5745AC169AB6B937F031642376219BAE54A1BFF8C4F6E3CE388F93DADC595F66B5| |AC34EFFFCD3C21CDD5C09F02F6D04A291| |-------------------------------------------------------------------|
I also wish I could move Combat Jumping earlier for better in-zone mobility when exemplared, but that's a lesser concern.
I suppose the obvious choice is removing Energy Torrent. It's a shame to lose my only good AoE damage, but that late on, it's probably better to run Maneuvers if I can only do one or the other. Doing so gets me the 5th slot in Toughness for Endred, another Defense in CJ (worth about 0.5%), and three slots for Maneuvers (2 DefBuff, 2 Endred, worth about 3.3% for 0.22 EPS). However, I almost think at this point I'd do just as well to grab 2-slot Hover over 4-slot Maneuvers. Has anyone tried that? -
Quote:I noticed this. Completed the set yesterday and put it into Smite, which is probably the most used attack on my DM scrapper. Not one KD trigger in several missions, nor did it appear in the combat log.It seems to convert KB to KD just fine, but it is not adding KD to other powers (which it is supposed to do).
I slotted the proc and another piece into Guarded Spin, and ran 2 TFs and 4-5 Solo missions without a single KD. I didn't check the combat log to see if it was going off without having any effect, or if it is just not proc-ing at all.
Anyone else noticing this? -
I'm a Premium player primarily (occasionally VIP) with a DM/SR scrapper that I've come back to after many years absence. I was curious if the forum could give me any advice. My intended rebuild is listed below.
Things to note:
1. I'm a very casual player. The build can therefore only involve relatively inexpensive (a few million, max) HOs/SHOs and sets accessible to Freemium Players.
2. I know I can't hit the soft-cap like this, but I typically run around with a bunch of Good Lucks.
3. I think the Fighting Pool would help survivability, but I'm not sure if it's worth the loss of Shadow Punch to fit Boxing, and I have no idea where I'd fit Tough & Weave (or scrounge the slots, barring HOs/SHOs).
Thanks in advance!
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Nightborne Hawke: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5), EndRdx(7)
Level 1: Focused Fighting -- DefBuff(A), DefBuff(27), DefBuff(27), EndRdx(45)
Level 2: Shadow Punch -- Acc(A), Acc(7), Dmg(9), Dmg(9), Dmg(11), EndRdx(11)
Level 4: Shadow Maul -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(15), EndRdx(17)
Level 6: Super Jump -- Jump(A)
Level 8: Siphon Life -- ScrappersS-Acc/Dmg(A), ScrappersS-Dmg/Rchg(17), ScrappersS-Acc/Dmg/Rchg(19), ScrappersS-Dmg/EndRdx/Rchg(19), ScrappersS-Acc/Dmg/EndRdx/Rchg(21), ScrappersS-Rchg/+Crit(21)
Level 10: Touch of Fear -- HO:Endo(A), HO:Endo(40), ToHitDeb(40), ToHitDeb(46)
Level 12: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 14: Focused Senses -- DefBuff(A), DefBuff(29), DefBuff(29), EndRdx(46)
Level 16: Practiced Brawler -- RechRdx(A), RechRdx(39)
Level 18: Dark Consumption -- Acc(A), Acc(36), RechRdx(37), RechRdx(37), RechRdx(37)
Level 20: Quickness -- Run(A)
Level 22: Agile -- DefBuff(A), DefBuff(40), DefBuff(43)
Level 24: Dodge -- DefBuff(A), DefBuff(42), DefBuff(43)
Level 26: Soul Drain -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), RechRdx(34)
Level 28: Lucky -- DefBuff(A), DefBuff(43), DefBuff(46)
Level 30: Combat Jumping -- DefBuff(A)
Level 32: Midnight Grasp -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), EndRdx(34)
Level 35: Evasion -- DefBuff(A), DefBuff(36), DefBuff(36), EndRdx(45)
Level 38: Elude -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Physical Perfection -- EndMod(A), EndMod(45)
Level 47: Energy Torrent -- Acc(A), Acc(48), HO:Centri(48), HO:Centri(48), HO:Centri(50), EndRdx(50)
Level 49: Focused Accuracy -- EndRdx(A), EndRdx(50)
Level 1: Brawl -- Acc(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
Level 4: Swift -- Run(A)
Level 4: Health -- Heal(A)
Level 4: Hurdle -- Jump(A)
Level 4: Stamina -- EndMod(A), EndMod(25), EndMod(25)
------------ -
Hasten's worked that way at least since I-1, maybe longer.
-
Do not forget, the bind is out there for Khelds who often use their own variation, but this is my own.
/bind tab "target_next$$target_custom_next Sapper$$target_custom_next cyst"
/bind lshift+tab "team (Targetting $target!)"
This means when I tap my tab key I first see Cysts, then Sappers, then anything else, while left shift and tab makes me shout my target. I'm not afraid of cysts, but when your team doesn't see one, that's what causes issues. And it only causes more if they can't target them through the spawns. With those two I can re-establish a lock and have my team target through me. -
I have a new guide which covers the sets of both Fire Control and Storm Summoning, including some of the synergy they have together. Link follows:
A [oops not quite so] Brief Guide to Fire Control, Storm Summoning, and Synergies -
This is the link to my new guide. It's for Fire Control and Storm Summoning, but a good amount of the data on Storm Summoning is relevant to defenders, especially with some of the similarities between Fire Control and Dark Blast.
A [oops not quite so] Brief Guide to Fire Control, Storm Summoning, and Synergies -
[u]A [oops not quite so] Brief Guide to Fire Control, Storm Summoning, and Synergies[u]
Introduction
Those of you who have read my tanker guides know I am precise, complete, longwinded, and thorough. And this is exactly what I will not be in this guide for two reasons. Number one, as you will soon see, versatility is what the build is about, and I will not bog it down with irrelevant info. Two, I will foremost admit that I am not font of divine knowledge on controllers the way I was on tankers back when they were my forte.
I can however point you to the red-furred inspirational goddess of fire control,
Sakura_Kitsuki (aka Foxmaiden), whos guide helped tremendously. Enantiodromos is also a font of controller knowledge and theory.
As for the storm summoning credits, I will not give any by name. Those deserving are numerous and many, and if you read posts on the set will stand out immediately. However, because I disagree with all of them on two thirds of what they say, I feel to cite them here would be to misrepresent their opinions and analyses. Note that I am not saying they are wrong. I am simply saying that the set lends itself to such versatility and differences in style that quite literally no two experts share the exact same opinion on more than a couple of powers, especially when it comes to how to utilize them. And they are all equally right.
Fire Control
Fire Control is an interesting powerset because it at first glance appears to resemble the standard controller template, but soon after being used it becomes obvious the set is somewhat different. The set has, to borrow Enantiodromos terminology, only passable total controls, and little in the way of real effective partial controls. The tradeoff is a remarkable versatility and significant though not impressive damage dealing capacity.
Ring of Fire
The single target immobilize that is standard to most controller sets, deals medium damage over time, and has an accuracy bonus. It also give a target 10 seconds of knockback resistance (henceforth called kb), which is very germane to this combination. However, due to its relative lack of versatility and the slow pace at which the damage is dealt, I cannot recommend this power. There are few things that Fire Cages or Air Superiority will not handle better.
Char
The single target hold that is standard to most controller sets, deals medium damage over time, and has an accuracy bonus. This power should be considered mandatory, and should be six slotted with whatever combination of accuracy, hold duration, and recharge feels comfortable to the user. I prefer 2/2/2. Due to the damage being a low base dealt over several seconds, and the more important utility, I eschew using it for damage, though it can add up.
Fire Cages
The area of effect immobilize that is standard to most controller sets, deals low damage over time, and has an accuracy penalty. In effect it resembles a multiple-target RoF, however in contrast to RoF, it is highly recommended. The reason is in part because it does what RoF does not, mainly prevent a group from fleeing or evading other AoEs and setting up mass containment, which RoF would be unable to manage. You may slot this more heavily if you wish, I usually find 2 acc and 1 endred sufficient.
Smoke
This unusual soft partial control decreases the enemies perception and aggro radius to nearly zero, and thus while it lasts means you can do anything short of a direct interaction with the enemy. It also comes with a minor ToHit debuff. This is decent for evading troublesome groups or setting up an alpha. However, I tend to find most groups move to quickly to exploit this properly. However, if solo or a team is cooperative, it does provide a luxury of time to perfectly set up any plan you have.
Hot Feet
A unique aspect of Fire Control, this PBAoE toggle slows the movement of all nearby enemies, and does a decent amount of damage to them every two seconds. It adds up considerably, and gives this set earlier quality AoE damage than every controller set, and many defender secondaries. It is however very expensive to maintain. I recommend 1 acc, 3 dmg, 2 endred as the slotting.
Flashfires
This total hard control is rather impressive. It creates an AoE disorient effect that lasts about 15 seconds. It has an accuracy penalty. I find it has provided a large percentage of damage mitigation for myself and my team. I recommend giving this power 2 acc, 2 disorient duration, 2 rchg.
Cinders
The area of effect hold that is standard to most controller sets has an accuracy penalty. It activates quickly, and is rather impressive in its effect, however its base duration scales by level from 10-15 seconds, and recharge is a base of 240 seconds. The power it provides but lack of consistent availability has caused this like most similar AoE holds to be questioned. When taken, the most common slotting is 2 accuracy, 2 hold duration, 2 recharge. I however disagree with this. If I use an AoE hold, it is often a lead off, meaning I will have no defense debuffs at work. Due to its base accuracy penalty, unless you have a self-tohit buff, I recommend 3/2/1 or 3/1/2. However if you intend to use this only with debuffs or against +0/+1s, the common configuration is superior.
Bonfire
This unusual soft partial control creates a pseudo-pet on the ground that has a PBAoE knockback. This power is interesting because it ideally provides stopping power as Cinders, and is available more often and more reliable. If an enemy is kept in its area of effect, they will be knocked down as they stand repeatedly. However, the effect being knockback more often causes enemies to be knocked clear of its effects immediately. Because kb is also kd, FC will not counter this effectively. Remarkably it works well at the +3 or higher range, where the kb becomes almost kb, and enemies are held longer. It can also pin enemies in corners, remove them from being trapped in walls, and be fired without LoS to put a boss off their feet and give you the initiative. Slot it with 3 recharges if you take it.
Fire Imps
Like most controller pets, these have innate accuracy, can be recast every four minutes (though only one casting can be active at a time), and have infinite duration. Fire imps create 3 little imps that do considerable fire damage given a bit of time. They combine with HF for the bulk of your damage. However, they are fragile, and are defeated easily. Being a controller, if you can remove the enemys ability to retaliate, this is not an issue.
Storm Summoning
The most maligned defender set, storm summoning commands incredible power and versatility. However, due to the nature of its function, and most players inescapable ability to fail to comprehend fractal geometry, they will never be able to comprehend the level of safety its knockback provides when properly utilized. By the same token, many storm summoners use the set incorrectly, further deepening this hole. The fact is storm summoning commands more positioning and effective mitigation tools than most other defender sets, and carries excellent debuffing to boot. It takes a skilled user to work these tools properly.
Gale
I have oft been mocked for calling this the hidden gem of the set. I do it anyway out of spite. Its not hidden, but it is a gem. Gale is an early positioning tool which can both provide acceptable early mitigation and set up perfect AoEs. For controllers, its mandatory, but for most primaries very helpful, since properly used it can put exterior enemies into position to be locked down. Defenders can skip it, and many do. They benefit from the positioning, but less than Controllers, and also often have kb+damage in their secondary. When I use it, I like it to work. I slot with 2 accuracy.
O2 Boost
This heal is weak in potency, and expensive in endurance. I recommend taking it, but with no urgency. It will not make you a healer. I recommend even if you do take it that when your team asks if they have a healer, you answer no. Answering yes will earn you despise when the team actually does have a need for one, and you have no excuse to fall back on. Answering no will allow you to surprise them with the little you have, and give you some praise. Its also an anti-sleep, anti-disorient, and anti-drain effect, which makes it very useful in the later game where these start cropping up more, especially the latter. I would eventually try for 3 heals, 1 rchg, 1 endred, but no rush.
Snow Storm
This is an enemy-targeted AoE toggle which grounds (-fly) the enemy and all near it, and also provides a high recharge penalty (sadly this cannot be improved) and a speed reduction. I find that you can usually get enemies slowed enough with other effects, and often 1-2 endurance reducers is all this excellent toggle needs.
Steamy Mist
This toggle provides limited stealth, rather paltry defense, and noteworthy resistances to F/C/E damage (about D-25% OR C-20%). The defense is not worth slotting, and an endurance reducer or two helps. If you have slots later on, the resistance can be boosted, and when facing these damage types you will notice a difference. The stealth helps to position yourself before the attack, and positioning is everything to a storm user.
Freezing Rain
This ground targeted AoE does mediocre damage to everything in the area. It furthermore debuffs the defense and resistance of anything it hits (estimated D-30% OR C-24%), reduces their speed, penalizes their recharge, and provides a change of knockdown as long as theyre in the area (and for the debuffs about 8 seconds after). This is an excellent power, and deserves 3 recharge enhancements. It could be slotted for additional accuracy, damage, or debuffing, however I tend to find the base debuffs sufficient, the damage unimpressive, and once the target gets hit (dozen or so checks), the debuff lands so the rest of the effect has a greater chance of landing. However additional slotting is not wasted.
Hurricane
The defining power of storm summoning also defines the good and bad practitioners. Its a PBAoE repel, knockback, -range (~75%), and ToHit (D-37.5% or C-30%). The bad leave this on all the time or use it not at all, either way reducing their teams safety. The good ones use this as needed to properly position mobs into corners to be safely manage, pack them for AoEs or tanking, or to protect vulnerable teammates using its debuffing power. ToHit debuff enhancers should be slotted here, anything else if its felt truly necessary.
Thunderclap
Without getting longwinded, scroll up and look at Flashfires, then make it a huge PBAoE, minion-only stun, half the recharge and duration, and a really cool graphic. Some like it, some dont. Its decent damage mitigation, especially with something that stacks properly. Like Flashfires, Dark Pit, or Oppressive Gloom.
Tornado
This unpredictable pseudo-pet can cause a minor disorient, knockback, and decent damage if the enemy can be stopped from getting repeatedly knocked out of range. It is very effective for a multitude of purposes, including emergencies, high defense enemies, damage supplement, etc. It also creates an aggro control nightmare. Take it or leave it. I slot mine 3 damage, 2 recharge, 1 endred.
Lightning Storm
This power is anything but one dimensional. The stationary pseudo-pet, provided you stay in range, fires a lightning bolt every 2-3 seconds with high accuracy and doing damage similar to a blasters Power Bolt. The bolts also do knockback and apply the effects to anything in a very small radius around the target. Do not expect incredible damage from this power. Expect it to apply a solid supplement to damage, and impressive damage mitigation via the chain-knockdowns. Proper use of other storm tools will enhance this effect exponentially. I slot like Tornado. It will miss against +3s or defense users more frequently, I find FR takes care of those however.
Tricks and Traps
Well, well do it backwards here. I will discuss several shortfalls and liabilities of each set that one should avoid, and then I will move on to cover their individual combinations and how they synergize so well.
Trap: Manage Your Aggro
Both defender and controller sets generate ungainly aggro for a body that cannot take the resultant punishement. Your tools, being debuffs and mez effects, are an order of magnitude greater in aggro generation than any blasters AoE damage. As a result, the rule applies, dont generate aggro if you are incapable of controlling or surviving it. The first fall is usually misuse of FC. Fire Cages does little damage and early on does comparatively little save pull a lot of aggro your way. Use it with caution. Snowstorm by availability is next, and while less dangerous than Radiation Infection for instance due to its slow, can cause problems. The fact it additionally mitigates aggro it makes helps, but if your enemy runs (or more likely crawls) into other packs, you have a dangerous situation very quickly. Next is Hurricane. Now Hurricane is an even more potent debuffer than aggro-generator. However, the problem is that Hurricane generates aggro in a much bigger radius than what you hit. So if you turn it on, make sure that you debuff everyone with it, or youll be taking more damage than you expected.
Trap: Manage Your Knockback
Gale, Hurricane, and Tornado are the most notorious ones here, though Lightning Storm and Bonfire also qualify. Basically, knockback hurts your team twofold. It makes it difficult for the high-damage melee attacks to be brought into play, and it makes it difficult to manage aggro which is now put beyond range of the one with the most tools for it, the tanker. Storm users and tankers synergize well or not at all. Figure out how to do the former by knocking your enemies towards the tanker.
Trap: Manage Your Scatter
This goes with the last part, but the effect is even more profound, and often less predictable. Disorient effects and duration status-effect (FR and Snow Storm, for instance) cause enemies to scatter. This can make aggro control tougher, but more importantly it kills the AoE effects your team and you can bring to bear. AoE debuffs and mez effects are the best mitigation available, and AoE damage will always total more on 4+ targets then the comparable single-target attacks. Learn to use your knockback effects to recluster scattered enemies, or other abilities to restrict them.
Trick: Light Them Up, Burn Them Down
Use Fire Cages to quickly establish a lock on the enemy, and then Containment + Hot Feet will dispose of them very fast. If you position perfectly, the enemy might only be able to hit with ranged attacks (a moment of Hurricane gets this room and some debuff time). Any AoE debuff goes well here, especially Freezing Rain. Unfortunately, the FC stops them from falling down for 10 seconds, but after that you get 10-20 seconds of enemies falling in place while being debuffed, singed, and slowed. The ranged attacks can pile up. Good counters include Flashfires (I usually lead with this actually), Thunderclap, and Snowstorm. Make sure to mez any boss, high-damage ranged lieutenant, or mez-user on their side.
Trick: Flash-Bang
Most packs you face solo or on small teams will be comprised largely of minions, or the occasional lieutenant, which your normal controls can readily handle. However, on large teams or on special occasions you may see multiple bosses to a spawn. You need to hit a boss with MAG-4 at least to land a mez. Because that Flashfires is a ranged AoE and Thunderclap is a huge PBAoE, it is possible to hit a whole spawn with both without having to move, and this totals to MAG-5. This gives you a minimum of 10 seconds to set up a better handle, and this move comes back pretty quick. Usually the ranged-alpha isnt a threat, but if youre worried, you can always have your backup contribute to disperse it.
Trick: Storm-Chaser
A play on a common tactic used by tankers, you can herd rooms and hallways to corners for easy control fairly easily with this tactic. Use Steamy Mist or the like to position properly at one side of all the marks. Flip Hurricane on, run past them (best if you have it slotted for tohit debuffs). Also have Hot Feet on. The combination will make it almost impossible to reach melee with you, even if you cut it close. As you run by each pack, the hurricane will debuff them to a very low hit chance, and they should be aggroed decently. On the second to last or the last pack, cue Snow Storm on them and duck behind the corner. This will continue the aggro, and bunch them up as they go. You can now either emerge open the attack, or wait until they all emerge around the corner. Between Hot Feet and Snow Storm, there is no fleeing.
Trick: Popcorn
Bonfire has earned this name on its own, but its decidedly unimpressive at locking near-level enemies down for an extended duration unless you can corner them, then drop Bonfire to keep them bouncing in the corner. Hurricane lets you do this quite easily. You can then leave them popping and take care of other more pressing matters, like adding salt or butter. (Lightning Storm can also do the same trick and replace Bonfire, but only if you get them really tight and stop their mobility: see below.)
Trick: Brushfire
With so many tricks involving clusters, knockback, and luring, you can sometimes face a major problem by an enemy whos been accidentally immobilized (often with kb) or refuses to cooperate and is chasing another target or fleeing. Never fear though, even if you use Fire Cages before the perfect cluster is made, Hurricane having a repel can still push them into place.
Trick: Eye of the Storm
A common trick with Hurricane is to run around an enemy group, usually clustering them after one or two revolutions. This can create a packed group ripe for AoEs without involving any herding tactics at all. However, proper execution can also add in any mix of Hot Feet, Fire Cages, Freezing Rain, or Snow Storm to hinder their mobility.
Trick: Dropping the House
Tornados biggest liability by most accounts is the knockback. While its a nice mitigator and can handle enemies nicely, it tends to mean the tornado switches targets a great deal and spends more time chasing then dealing damage which if totaled could be quite impressive. With Fire Cages though, the enemy cannot be knocked back, and thus the tornados selected target and anything nearby begin to take unavoidable and large amounts of damage, and are often disoriented too. You will need to keep reapplying Fire Cages 2-3 times. The base recharge is 8 seconds, and regardless of duration the kb only lasts 10 which leaves a narrow window, but the results are good if properly executed. Combine with Freezing Rain for maximum effect.
Concluding Thoughts
Of all my characters I have ever made and played (and Ive made a lot), I cannot remember having more fun with any of them than my Fire/Storm controller. My tanker may have been more powerful back in I-1 to I-4, but there just wasnt the same showiness that is inherent in the powers and no fault of your own. This combination, unlike many controllers or defenders, is no one/two-trick pony. The sets afford themselves to any number of combinations, and thusly no two builds or opinions will be exactly alike.
If youre looking for raw power, let me not mislead you, youre probably in the wrong spot. If you still feel damage is king, start looking at Fire/Rad, or the like. If its all PvP to you, youre in the wrong spot. And if youre really set on waiting for damage cap, go play Fire/Kin like everyone else (just dont complain when you find it personally underwhelming for a long time). But Ive been on teams with all sorts with this controller. Youll hear, nice heals, nice fulcrum, and thanks for the buffs, to the other defenders and controllers a lot. But youve got more versatility than any three sets combined. Youre flashier than anything else this game has to offer. Fire/Storm will see more woah! and how did you do that!? than just about anything else Ive seen. Power and praise sounds like a damn good reason to play a mix, if you ask me.
Build
Before you ask, this is not commandment. You can and should change this to fit your liking. Heaven knows I did. There are just so many powers that are great and so few slots and levels to go around. Thats why some things like Bonfire left, and some things like Hurricane were slotted late. It had to do with frequency of use. That said, make sure you have Char, Flashfires, Fire Imps, Freezing Rain, and Hurricane. The rest is really up to you (except Gale).
And if you want to do a defender with comparable capacities, look at Storm/Dark. I know a few, and they get their own AoE immobilize, disorient, and damage. Make no mistake, they will play different, but each effective in their own way. I understand there was a guide posted on it recently I liked Im sure youll find it.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Flamewind Seer
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Storm Summoning
---------------------------------------------
01) --> Char==> Acc(1)Acc(5)Hold(7)Hold(7)Rechg(25)Rechg(25)
01) --> Gale==> Acc(1)Acc(34)
02) --> Fire Cages==> Acc(2)Acc(3)EndRdx(3)
04) --> Snow Storm==> EndRdx(4)EndRdx(5)
06) --> Swift==> Run(6)
08) --> Hot Feet==> Acc(8)Dmg(9)Dmg(9)Dmg(11)EndRdx(11)EndRdx(19)
10) --> Hover==> Fly(10)
12) --> Flashfire==> Acc(12)Acc(13)DisDur(13)DisDur(15)Rechg(15)Rechg(19)
14) --> Fly==> Fly(14)Fly(21)Fly(21)
16) --> Freezing Rain==> Rechg(16)Rechg(17)Rechg(17)
18) --> Health==> Heal(18)
20) --> Hurricane==> TH_DeBuf(20)TH_DeBuf(46)TH_DeBuf(46)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> O2 Boost==> Heal(24)Heal(42)Heal(43)Rechg(43)EndRdx(43)
26) --> Cinders==> Acc(26)Acc(27)Acc(27)Hold(34)Rechg(37)Rechg(40)
28) --> Thunder Clap==> Acc(28)Acc(29)DisDur(29)DisDur(31)DisDur(31)Rechg(31)
30) --> Steamy Mist==> EndRdx(30)EndRdx(50)
32) --> Fire Imps==> Acc(32)Acc(33)Dmg(33)Dmg(33)Dmg(34)
35) --> Tornado==> Dmg(35)Dmg(36)Dmg(36)Rechg(36)Rechg(37)EndRdx(37)
38) --> Lightning Storm==> Dmg(38)Dmg(39)Dmg(39)Rechg(39)Rechg(40)EndRdx(40)
41) --> Indomitable Will==> Rechg(41)Rechg(42)Rechg(42)
44) --> Mind Over Body==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)EndRdx(46)
47) --> Psionic Tornado==> Acc(47)Acc(48)Dmg(48)Dmg(48)Dmg(50)Rechg(50)
49) --> Bonfire==> Rechg(49)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Rechg(2)
--------------------------------------------- -
I tend to agree with the OP a lot. My problems doing this were with my Mastermind, for reasons mentioned, and my lowbie Stalker. The MM had troubles with the initial ambush, and if you get jailed with an MM solo, it's over (until the later pets). My stalker had not-yet-solid defenses, and because the hero makes a beline for you hid or not... well that's pretty understandable.
Overall, mayhem missions for me seem to be more successful in the 2-3 person range, and 6+ it seems to drop off considerably. Not because we have trouble getting in there, or with the ambushes. It's because that we kill the hero but never get a completion. I think that's because on a team that big there's always one MOB from the final ambush who somehow runs off and escapes, and once he's out of range it's tough to track him down. -
Actually, if a PB can get up to almost light speed, they could theoretically travel tremendous differences if they obey relativity. Even though a photon may take 4.2 years to get from Alpha Centuri to Sol, the photon is the exact same age it left. The same rule could apply to an energy entity as well.
-
Yep, I guess I was getting premonitions of the future again. Better lay off the drugs... lol
-
My tanker is lvl50, and I didn't regret it, but he scored levels very early in the game's history, and they were hard-earned. Exemplaring it doesn't hurt too much either to not have DP, that I can tell you firsthand. Your S/L resistances and offense are MUCH more important to living through the early game.
I accept your expertise with Khelds, but tanking, especially invulnerability, is my specialty.
efenses, Tanking, and the Invulnerability Primary
As far as jumping... well I agree. Swift was a personal choice, but Hurdle may in fact be superior. I, for one, am not going to respec it over that. However, Hurdle + CJ compliments VERY well. -
*clap clap clap* Wonderful guide.
-
I meant that the base number on Weave is 0.05. However you are correct. Weave offers it's bonus to all typed damages, and none of them offer toxic protection. I will be editing that now if I can.
The slots in CJ are actually significant after a certain threshold. However, as I said, they are the last priority.
Edited: Past max time, but yes, note that the Toxic listings on defense powers were an oversight (impulse when I'm typing all non-psi). -
Introduction
This guide is written for the Invulnerability Tanker. While there will be knowledge applicable to other situations, I only vouch perfect validity with respect to Invulnerability Tankers, and absolve myself of responsibility if this guide is used by anyone else. Furthermore, I apologize in advance, but I will at times be very harsh sounding, egotistical, and belligerent, especially to certain archetypes or game play styles. These come from firsthand experience and can be expected almost as a rule. However, everyone should get there fair chance. Ive seen exception to every non-programmed detail herein. Take that how you will.
My former main is a SL50 Tanker named Dheurromar on the Virtue server. He has the powersets of Invulnerability and Super Strength, as well as three pools and an ancillary set. He has seen every issue and patch from I1 on. I am not a herder, a soloist, a meatshield, or any such things, though I am capable of fulfilling these roles. The archetype tanker can be applied to many, but I am tanker in job and name, and confidently a tier one tanker at that. Herding is a talent. Tanking is an art, and career.
Note that this is the 3rd Edition of my Tanker Guide. Any older versions are at this point utterly uselss, as are most guides to anything produced prior to October 2005.
Invulnerability Powerset
Invulnerability is the most straightforward of tanker primary powersets in that it is designed purely to survive damage, with almost no extraneous abilities. Invulnerability now and always has been reliant on both defenses and resistances. Other than the variability with DP and Ivc, you can flatly calculate damage mitigation, whereas Fire and Ice rely on enemy effectors to supplement it. Earth is likewise defense-oriented.
Invulnerability has a dual reliance on damage resistance and defense, which reduce or avoid incoming damage respectively. The balance has now shifted a dozen or so times, now being in favor of defense supported only by S/L resistances. It also lacks largely in terms of activated powers, most being toggles or passives.
I will also assume the use of single-origin enhancements equating to flat +20% or +33% based on their schedual for all direct mathematical calculations, for sake of simplicity and relevance. I will not be slotting more than three of a kind, so this estimate is usually reasonable. Resistances will be referred to by first letter (Smashing/Lethal/Fire/Cold/Energy/Negative/Toxic/Psionic).
1- Resist Physical Damage (RPD):
This passive gives a base resistance of 7.5%, which may be enhanced to 12% versus S/L. On its own, it is respectable. In tandem with the other powers of this set it becomes more impressive. I recommend taking it as early as possible, but it isnt necessary.
1- Temporary Invulnerability (TI):
This toggle gives a base resistance of 30%, which may be enhanced to 48% versus S/L. It costs about 0.4 end/sec to maintain. On its own, it is impressive and borderline mandatory. The impact is very noticeable instantly, and you will face a majority of resistible damage the whole game.
2- Dull Pain (DP):
This click gives a base heal and +MaxHP of 40%, which may be enhanced to 80% and 60% respectively. It may be activated every six minutes with duration of two. Early on its a stopgap measure, but later on well enhanced it can protect against attacks which slice through DEF and to which you have no resistance (pretty much anything non-S/L). Even then, it stacks nicely with S/L to stop you from getting overwhelmed, and if timed right the heal is impressive. Its less of a priority than RPD, but Id still grab it when I can.
6- Resist Elements (REl):
This passive gives a base resistance of 7.5%, which may be enhanced to 12% versus F/C. This power was once a mainstay in my repertoire, but since has declined in importance. The reason is simple: nowadays it has about than 1/4 its former capacity, and its facing a type of damage that is too infrequent. Some like it, I dont. Id consider this a skipable power, but if you have a spare slot, you can take it.
8- Unyielding (UnY):
This toggle gives a base resistance of 5% versus S/L and 10% versus F/C/E/N/T, which may be enhanced to 8% and 16% respectively. It costs about 0.4 end/sec to maintain, and comes with a scaling MAG -6 to -12, mez-resistance, and a -0.05 defense buff. Well get to the math later, the point is that this power is mandatory for the mez-protection. However, its otherwise not a helpful power. Youll see later on that even fully enhanced you net taking more S/L than you ordinarily would have, though you net a bit ahead against the less common types (its a defense debuff so you get hit substantially more for slightly less damage). However, other than UnS, it is our only reliable mez-protection, so take it.
12- Resist Energies (REn):
This passive gives a base resistance of 7.5%, which may be enhanced to 12% versus E/N. This power was once a mainstay in my repertoire, but since has declined in importance. The reason is simple: nowadays it has about than 1/4 its former capacity, and its facing a type of damage that is too infrequent. Some like it, I dont. Id consider this a skipable power, but if you have a spare slot, you can take it.
18 -Invincibility (Ivc):
This toggle gives a base defense buff of 0.05 versus melee attacks +0.015 per opponent in melee to a maximum of 10 enemies, which may be enhanced to 0.08 and +0.024 respectively versus S/L/F/C/E/N/T. Half of this buff applies ranged attacks. It additionally applies a similar strength ToHit buff. It costs about 0.2 end/sec to maintain, and comes with a PBAoE taunt aura. This power does not activate until enemies are in melee range. This power isnt mandatory, but I dont see a reason not to take it. It helps to tank by maintaining aggro, and it drastically improves survivability. I get it at 18. Its king of the hill again, even if its a much smaller hill.
26- Tough Hide (TH):
This passive gives a base defense buff of 0.05, which may be enhanced to 0.08 versus S/L/F/C/E/N/T. This power outshines the other passives in the set, and considering my recommendation to RPD, apply that to this. It can be done without, but it helps substantially.
32- Unstoppable (UnS):
This click gives a base resistance of 70% which may be enhanced to 112% versus S/L/F/C/E/N/T. It may be activated every fifteen minutes with duration of three, and comes with a MAG -17, mez-resistance, and a endurance recovery buff. At its conclusion, you are reduced to 10% HP and 0% END. This gives you a short burst of true godliness (except verus psionics), where in addition to your already formidable defenses, your resistances reach near caps. With UnY, youre so close you dont really need more resistance buffs, but any passives or toggles will reach that cap. The power is good enough that Id slot it for recharge though. It can really help in a pinch against anyone who threatens to detoggle you or who can deal through your defenses overwhelming amounts of damage to which you have low resistance. That being said, we lose a lot of Tankers because they forget they have set an expiration date. Youve been warned.
14- Tough [Fighting]:
This toggle gives a base resistance of 15%, which may be enhanced to 21% versus S/L. It costs about 0.3 end/sec to maintain. While kind of unimpressive next to the numbers put out by TI, it does help almost cap S/L. This effectively reduces the most common damage types by 2/3, a very noteworthy improvement once slotted. I advise it. Mind the endurance though.
20- Weave [Fighting]:
This toggle gives a base defense buff of 0.05, which may be enhanced to 0.08. It costs about 0.3 end/sec to maintain. Its essentially TH with a cost to it. On the other hand, TH is good enough that it may be worth it. For me it was. Once more, mind the endurance, but the improvement is noteworthy.
14- Health [Fitness]:
This passive gives a regeneration buff of 40%, which may be enhanced to 80%. Since you are probably going for Stamina anyway, it just makes sense to take this power. Slotting is optional, but it is a notable improvement.
20- Stamina [Fitness]:
This passive gives an endurance recovery buff of 25%, which may be enhanced to 50%. Unless if you are trying to run multiple endurance reducers in toggles and attacks, it just does not make sense to skip this power. For your own sake, get it as soon as possible.
6- Hover [Flight]:
This toggle gives a defense buff of 0.025, which may be enhanced to 0.04. It costs about 0.1 end/sec to maintain, and comes with a low fly speed. Air Superiority contest this as a Fly perquisite, and is a decent DPS attack with reliable knockdown (damage mitigation on its own). Hover 3-slotted is respectable but not impressive air speed, and you will often want to be grounded to tank. However this will be a bit of a help to your defenses, and is dirt cheap. Slot it last though, your other defenses are far better.
6- Combat Jumping [Leaping]:
This toggle gives a defense buff of 0.025, which may be enhanced to 0.04. It costs about 0.05 end/sec to maintain, and comes with a small jump height and jump speed buff. Jump Kick is poor, but this will be a bit of a help to your defenses, and is dirt cheap, while helping your mobility. Slot it last though, your other defenses are far better.
20- Aid Self [Medicine]:
This click gives a self-heal of 20%, which may be enhanced to 40%. It has a recharge time of 20 seconds and an interrupt time of three. You may find this power increases your long-term survival, since with one recharge reducer you are unlikely to be interrupted especially if your defense (not resistance) is high. I dont use it, since it would take powers and slots I otherwise need (I went fighting), and I feel anything you wont get interrupted by isnt likely to kill you anyway. DP is enough for me, but this is a fair choice.
6- Hasten [Speed]:
This click gives a base recharge buff of 0.7. It may be activated every eight minutes with duration of two. It is a great improvement to DPS and can help the recovery time of your click powers significantly. However it often prompts one to outrun their already taxed recovery rate. Flurry however is a poor contestant. Some people take it stand alone. Id skip it if not using Super Speed.
Understanding Survivability
Note: This is the real nitty-gritty of the way defense and resistance work. You can skip this section if you please and not lose much, however if you want to really know how it all works enough to tinker with the system and have reasonable certainty rather than trial and error, I recommend you read it. Also seek out Starsmans and Arcanavilles guides.
The key thing to building a solid Invulnerability Tanker is understanding how the various mechanisms work to improve your survivability. At your disposal you have the largest base and possible max hit point totals in the game. You also have a set that allows you to exploit those hit points by slowing their rate of depletion. To that end, you have two tools: defense and resistance.
Defense is the most familiar method of survivability and is found in abundance. Heres the formula for their chance to strike you:
Net ToHit Chance = (EnhAcc) * (AttackAcc) * (LvlAcc) * (RankAcc) * (0.5 + ToHitBuffs TargetDefBuffs).
Most AttackAcc = 1 and can be tossed out (many Scrapper sets are 1.05, single holds 1.2, AoEs 0.8, etc ). LvlAcc = 1 for even level, and +0.1 for each level above you up to +5s. RankAcc = 1 for minions, 1.15 for lts, 1.3 for bosses, 1.5 for AVs.
Long story short, your chance to be hit starts out at 50%. Every 0.01 defense buff makes that 1% less. You can reduce their hit chance in theory down to 5% this way. After that, whatever the chance is gets multiplied by a bunch of factors you cant do anything about, which can raise that floor. They will never have more than a 95% chance though.
The perks of defense are that its universal (mostly), and provides protection from effects that would piggyback on the damage. The tradeoff is that against debuffers once defense falters it dissipates very quickly, and an opponent with a solid ToHit buff can breach it with ease. Defense also possesses a cap that can be adjusted for every enemy fought. Fighting a +2 Marauder, your cap is 9.5% before even accounting for any accuracy enhancements the AV may have.
Resistances were once the core of the Invulnerability powerset. The hit will land just fine, however you will take a certain percentage less than would ordinarily have been dealt. This formula is unaffected by level, its purely based on damage dealt and percentages. It makes those hit points matter, dragging them out, and making you sustain gradual damage. The cap is that there is never more than 90% resist (for Tankers). Invulnerability doesnt really sport respectable resistances anymore, save versus S/L. However those comprise most attacks anyway.
Also, resistance has the perk that it resists debuffs, and the damage comes gradually. Moreover, resistances always scale, but defense buffs scale only through +5s, after that diminishing rapidly.
On paper they seem fairly similar, both letting you survive more attacks. However the way they function makes a huge difference in effectiveness in circumstance. The one thing thats universal is that it pays more to work towards a cap than halfway to it, even if halfway would take a minimum effort. For our example well use resistance. Say you were working on your surviving S/L damage. The difference the first 50% makes is that you can survive double what you originally could. Another 25% (only ½ the effort) doubles it again. Another 12.5% (only ½ the effort) doubles it again. So basically even with decreased investment, you get more and more effect out of it. A person with 90% resistance doesnt survive twice the one with 45% resistance. They survive over five times the damage. So it pays to work towards the cap. (This is the opposite of attacks, where each enhancement adds a lower proportion).
On a base level, the defense cap pays off better for most sets. There are numerous power pools with defense bonuses, and while they tend to be a bit smaller, a total of 45% caps versus even con opponents. The basic luck inspiration is a temporary +12.5%, and a mere two caps against a basic even con enemy. In contrast, it is outright impossible for most sets to come close to capping their resistance scores, with only Tough from the Fighting pool to supplement, and needing to amass 90%. Moreover, on average a character fighting even con or +1 minion takes only 5% of normal damage as opposed to 10% of resistance, so they have the advantage in more common fights. Any excess helps in difficult fights.
Its the combination that makes Invulnerability so powerful. Universal defenses in tandem with solid S/L resistances allows you to survive slugging matches with enemies no one else could, while still being almost indestructible versus weaker foes. The Ice Tanker will outclass you on the near levels with better defense and slows. The Fire Tanker will destroy enemies rapidly, and be slightly better against more esoteric damage sources. The Earth Tanker can trade nearly the entirety of their offense to match your defense in terms of power. But it is the Invulnerability Tanker who can lead a team against the legions of a vastly superior Infernal, and not only live to tell the tale, but to tell a tale of victory.
Application of Survivability
So now that we see that resistances allow us to excel and do what no one else can, how do we make it work? Well, the answer is quite simply to build yourself as close to the caps as you feasibly can, taking into account what youre fighting and your endurance consumption. You want to try to cap everything, but its realistically not possible. Its up to you to find that golden mean. Here however Ill give you the nice toolbox to do it with: base percentages and contributions per SO. Note these are approximations through SO #3. When I list powers, I list in terms of priority. These I follow by a total so far. For example: when I do S/L resistance, that is assuming you have UnY up first (no mez-protection is usually a death indicator), then TI. After that, most people who choose to go further THEN get and slot RPD, and finally Tough. I then list how much is sustained when compared to the prior level (in essence the net improvement):
S/L Resistance:
UnY: 5% (+1% per SO)
TI: 30% (+6% per SO)
RPD: 7.5% (+1.5% per SO)
Tough: 15% (+3% per SO)
TOTAL UnY = 8% (sustains 92%)
TOTAL +TI= 56% (sustains 48% of prior)
TOTAL +RPD = 68% (sustains 73% of prior)
TOTAL +Tough = 92% (sustains 31% of prior due to cap)
A quick analysis will show that every power or slot to resist S/L produces significant improvement, and being that it is a common damage type, it should be emphasized.
F/C/E/N Resistance:
UnY: 10% (+2.0% per SO)
RE*: 7.5% (+1.5% per SO)
TOTAL UnY = 16% (sustains 84%)
TOTAL +RE = 28% (sustains 86% of prior)
A quick analysis will show that effective non-S/L resistance increases very slowly and has a very low maximum capacity. Additionally, the fact it requires two powers and the damage type is less common makes this focus of mitigating damage less appealing than others like improving defense, S/L resists, or offense to more quickly defeat the enemy.
Defense:
UnY: -0.05
Ivc: 0.125 (+0.025 per SO) [assume 5 foes in melee, none at range]
TH: 0.05 (+0.01 per SO)
Weave: 0.05 (+0.01 per SO)
CJ: 0.025 (+0.005 per SO)
TOTAL UnY = -0.05 (sustains 110%)
TOTAL +Ivc= 0.12 (sustains 69% of prior)
TOTAL +TH = 0.20 (sustains 79% of prior)
TOTAL +Weave = 0.28 (sustains 73% of prior)
TOTAL +CJ = 0.31 (sustains 86% of prior)
A quick analysis will show that defense increases in its effects at a decent rate (not as quick as S/L resistance but far quicker than others), and its effective mitigation applies across the board. The countermeasures to defense counterbalance this somewhat, but it still pays. Assuming Ivc is maxed at 10 foes, the effective mitigation is almost doubled, which means that even fighting more foes the tanker takes no additional damage!
Build Order
So how does this all translate into a coherent build order? The key is understanding you what nets more benefit when. Eventually you will want those powers slotted out (eventually coming at certain levels as discussed above in the powers section). However, most of what youll find is that attacks dealing more damage have a bigger difference than those first few percentage points. For this reason, I actually tended to slot defenses later for the most part. But by the time you reach SOs you receive full benefit, and there is little reason to tarry longer.
Here is a sample, based off my build order.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Inv-SS-Pyre
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> DefBuf(1)DmgRes(15)DmgRes(15)EndRdx(33)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(9)EndRdx(9)
02) --> Resist Physical Damage==> DmgRes(2)DmgRes(17)DmgRes(23)
04) --> Haymaker==> Acc(4)Dmg(5)Dmg(5)Dmg(13)EndRdx(13)Rechg(17)
06) --> Boxing==> Acc(6)Dmg(7)DmgRes(7)Dmg(11)EndRdx(11)
08) --> Unyielding==> Acc(8)DmgRes(23)DmgRes(31)EndRdx(34)
10) --> Swift==> Run(10)Run(46)Run(46)
12) --> Combat Jumping==> DefBuf(12)DefBuf(43)DefBuf(43)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)Heal(43)Heal(46)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Knockout Blow==> Acc(22)Dmg(37)Dmg(40)Dmg(40)EndRdx(42)Rechg(42)
24) --> Tough==> DmgRes(24)DmgRes(25)DmgRes(25)EndRdx(34)
26) --> Tough Hide==> DefBuf(26)DefBuf(27)DefBuf(27)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)
30) --> Weave==> DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(34)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Dull Pain==> Rechg(35)Rechg(36)Rechg(36)Heal(36)Heal(37)Heal(37)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Taunt(42)
41) --> Char==> Acc(41)Hold(50)Rechg(50)Rechg(50)
44) --> Fire Blast==> Acc(44)Dmg(45)Dmg(45)Dmg(45)
47) --> Fire Ball==> Acc(47)Dmg(48)Dmg(48)Dmg(48)
49) --> Hand Clap==> Acc(49)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
How to Tank
This will be a brief section for those who have never tanked before that is to hold aggro for a team. Tanking is one of the quickest skills in the game to learn, but a tough one to master. And when done wrong it causes team wipes.
Foremost, you are not tanking solo. Tanking is holding aggro for other players to do their jobs under less pressure. If its only you trying to kill the enemy before he kills you, thats scrapping. And while tankers can scrap, scrappers can better. Tanking becomes essential in about the mid-teens when the difference in ATs capacities begins to become more apparent. Thankfully, this is also when your defenses will really start coming into their own, especially S/L and mez protection.
Basic rules to follow:
1. The tanker leads. He doesnt have to bark orders, but where he goes, everyone else should follow. If youre being lead by anyone who is not another tanker [or rarely a Kheldian Dwarf or Scrapper], you are doing something wrong.
2. You are the first one in. You are the last one out. Ask your team to give you about a 5 second leeway on each of these. It gives you time to make the bad guys mad, and also time for the good guys to get clear of a disaster. Empaths sometimes balk at leaving a Tanker in danger though. For those, tell them to Fortitude and run or the like.
3. Get up close and personal. Youre going to survive melee combat much better, and once in melee Invincibility and Guantlet should mostly keep the enemy locked on.
4. Engage. Get surrounded. Dont get overwhelmed. Monitor your bars, and pace yourself, once out of endurance you cannot use Guantlet effectively.
5. Monitor your teammates. You as tanker should have a more relaxed pace, but that doesnt mean you should get careless. Rather this means that you should also be the first person to respond to a new threat, be it an accidental aggro, a patrol, or something else entirely.
6. Use terrain. Its tougher for the enemy to get past you (at least without being drawn in by Ivc) if you fight in a narrow doorway. You can also use terrain to herd and plant traps, but thats for another day.
7. Communicate. This is the key. If the team knows what youre doing, you all are much likely to avoid debt and maximize rate of progress. Especially important is for those situations of extreme danger, such as facing AoEs or enemies who can 1-2 shot less protected ATs. For these a target through me macro or the like can save so much aggravation.
Some useful things to note are as follows:
1. Aggro seems to be unreliable at the moment, due to a recent AI change that forces an automatic disengage and random target aquire. Essentially, every so often the enemies will automatically lose aggro and, if they have an attack ready, fire it at a random new target. The disturbing tendancy is for them all to simultaneously attack the same one in the same moment. There is nothing you can do about this. Period.
2. With Ivc and Guantlet, you do not need Taunt. It will however help with ranged aggro-draw. However, if you have AoE like Fireball, will work as well if not better.
3. Stamina at 20 is a key boon, as running 2-6 toggles can soak up endurance pretty fast. Un-enchanced TI and UnY consume roughly 25% of your base recovery each. There is almost no way to run an Invulnerability Tanker without Stamina.
4. It is a grind to 20. But after that it becomes so much easier. I heavily recommend teaming throughout your career, especially early on, and focus on thug type enemies who do mostly S/L (Hellions, Skulls, Troll except for bosses). With Invincibility, I recommend Talos due to the fact its almost all S/L attacks.
5. S/L resistance helps the whole way. Once you hit the teens, elemental and energy damage starts showing more, especially with the CoT and Outcasts who more than make up for the rest. The 20s see that lower again, but in the 30s it comes back. 40s see lots of energy damage and the increase in psionic. To compensate for these foes:
- Get in melee. Once there, the total damage will increase, but a much larger percentage will be S/L.
- Boost your defenses, it helps against everything. A purple or two will exponentially lower incoming damage, especially if you already boast formidable defenses.
- To increase those defenses, fight in teams. As mentioned, Invincibility almost cancels the odds of fighting numerically superior foes. If theyre no more risk, but you now have a teammate who can reduce their offense or kill them faster, youre going to be safer. -
Yeah, anyone can tell you the Sherksilver's build, however helpful, is buggy. So you have a spare slot... maybe. Enjoy.
-
Wasted isn't the word I'd use. Underutilized sounds better. I'll put up a build through 30 or so at some point. Odds are if you took the two DefBuffs out of CJ, you wouldn't notice a difference. However if you added TH you would, Weave more so, and once you get further along, because of mathematical oddities, you would THEN start to notice the extra slots in CJ. I too three slotted it, but not until I had TH and Weave each with 3.
Another reason I'm posting is to correct myself, the Invincibility buff is actually 2%. This means that each enhancement is worth 0.4%, or 4% if maxed with 10 enemies, and there is a base of around 5%.
This means that a slot in Invincibility will ONLY be better than a slot in Rage if you have 9 or more foes in melee. Rage is just more reliable in this respect. However if you team more or for another reason don't usually run Rage, Invincibility can start to make more sense. Overall even then though, Rage is still more reliable. -
Hope you don't mind me stepping in here. It overall looks ok. I agree, another attack might do well, but you already realized that.
1. You have 4x DamRes slotted in your two toggles. The difference in TI is about 1% S/L resist, and far less in UnY. Those fourth slots would see more out of endred or other placement.
2. Rage is actually your best ToHitBuff. 3 slot it for recharge (so you can run it perma when you want). It's base buff will cap your ToHit against even cons even without accuracy or Invincibility. Adding accuracy more ToHits to either just increases your buffer zone, but you'll see more out of Rage (each ToHit in Rage is 4%, versus 0.3% per invinc, which will cap at 3% with 10 enemies).
3. I see CJ slotted with 3 DefBuffs. They only provide 0.5% DEF each. If you want to take advantage of a high DEF, you should look at getting and slotting TH, and maybe Weave (Tough while you're at it will cap your S/L). Either of these performs better than CJ, but performs best STACKED with CJ. Of course, if you're not really interested in the DEF aspect, I advise you place those 2 slots elsewhere, they're not helping substantially where they are.