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Posts
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Joined
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I was hoping I could get some help on my build. My main goals are to build upon the smash/lethal defense of my personal shield, and to up my recharge. My budget is 60 million (for recipes), so no purple sets or PVP IOs. I do plan on picking up the steadfast IO, I just havent figured out where I want to place it. I do like my power choices, but I am very flexible on slot choices. The hardest part for me was trying to locate smash/lethal defense bonuses. I actually grabbed Air Superiority at the end specifically to slot a Kinetic Combat set. I really couldnt find near as much as I wanted though. I am a bit tied to the patron set as the AOE Immobilize is really what makes my rain of fire power work well.
Anyway, here is my build. Thanks in advance for any help provided. Your time is appreciated.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mace Mastery
Villain Profile:
------------
Level 1: Fire Blast Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(17)
Level 1: Transfusion Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(25), Dct'dW-Heal:50(25), Acc-I:50(27)
Level 2: Fire Ball Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(3), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(11), Posi-Acc/Dmg/EndRdx:50(15)
Level 4: Siphon Power Acc-I:50(A)
Level 6: Hasten RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Hurdle Jump-I:50(A)
Level 10: Siphon Speed Acc-I:50(A)
Level 12: Aim GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(13), GSFC-ToHit/Rchg/EndRdx:50(13), GSFC-Build%:50(17), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(48)
Level 14: Health Heal-I:50(A)
Level 16: Rain of Fire Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(29), Posi-Dmg/Rchg:50(29), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dmg/Rng:50(31)
Level 18: Blaze Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(19), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(23), Thundr-Acc/Dmg/EndRdx:50(23), Thundr-Dmg/EndRdx/Rchg:50(27)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Speed Boost EndMod-I:50(A)
Level 24: Flares Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/Rchg:50(37), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 26: Maneuvers RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(43), RedFtn-Def:50(46), RedFtn-EndRdx:50(46)
Level 28: Inertial Reduction Jump-I:50(A)
Level 30: Tactics EndRdx-I:50(A)
Level 32: Inferno M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 35: Transference Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37)
Level 38: Fulcrum Shift RechRdx-I:50(A), RechRdx-I:50(39), Acc-I:50(39)
Level 41: Web Envelope Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Immob/Rchg:50(43), Enf'dOp-Acc/Immob:50(43)
Level 44: Scorpion Shield RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(45), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(45), RedFtn-Def:50(46), RedFtn-EndRdx:50(48)
Level 47: Vengeance DefBuff-I:50(A)
Level 49: Air Superiority KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(50), KntkC'bat-Dmg/EndRdx/Rchg:35(50), KntkC'bat-Dmg/EndRdx:35(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
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Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
10% Defense(Smashing)
10% Defense(Lethal)
2.19% Defense(Fire)
2.19% Defense(Cold)
13.8% Defense(Energy)
13.8% Defense(Negative)
10.6% Defense(Melee)
16.3% Defense(Ranged)
4.38% Defense(AoE)
4% Enhancement(Heal)
39% Enhancement(Accuracy)
36.3% Enhancement(RechargeTime)
3% Enhancement(Immobilize)
17% FlySpeed
48.2 HP (4.5%) HitPoints
17% JumpHeight
17% JumpSpeed
MezResist(Immobilize) 7.15%
MezResist(Sleep) 1.65%
MezResist(Stun) 1.65%
MezResist(Terrorized) 2.2%
15% (0.25 End/sec) Recovery
10% (0.45 HP/sec) Regeneration
7.88% Resistance(Fire)
7.88% Resistance(Cold)
1.88% Resistance(Negative)
17% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I would say take taunt in your 20s. I took it at 20, but that was because I was a willpower tanker and had a better than stamina power already picked and 3 slotted. Generally I would say you dont need the extra attention until you have SOs and can take the extra beating. That would mean 22+.
Like I said, it isnt necessary. It just helps with your quality of life. So take it where it fits into your scheme. If there is a great power you want to pick up then put it off for a few levels.
As far as adding taunt enhancers to RTTC (my numbers might be off), it has a 1.25 second taunt duration, and It refreshes every second. Most auras are 10 seconds plus which is why agro is such a problem fore WP tankers thanks to knockback, etc. So when fighting white you really dont need to worry about mobs peeling off. However, when you fight +3 mobs that 1.25 seconds gets dangerously close to a second, and at +4 they WILL peel off if gauntlet hasnt gotten them. I built this dude and run him mostly in task forces as I level up so I put the extra taunts in there to ensure team safety against +3s and +4s. You are completely right though, there is no need to slot your taunt aura if you are fighting even cons all the time. I am admittedly planning for a worst case scenario. That extra slotting still doesnt help when mobs are knocked out of aura, but it does help a ton when facing a group of purples. -
I dont think taunt is necessary, and this is coming from a WP tanker (the weakest taunt aura). I also believe it is valuable and a great quality of life improver. Heres a perfect example.
I started running a Synapse TF at 17.5 ish. I couldnt take taunt at 18, because my energy defense toggle was opening up at 18, and I would desperately need to for all the clockwork I was going to face. I had a couple taunt IOs (15) in RTTC so I was going to depend on that plus my big aoe to get and hold agro. It worked pretty well, I would jump right into the middle of the group and fire the aoe and I had most of the group. I frequently had to run around and punch things to keep the full agro off my teammates, which was some hard work.
About 75% through the TF, I hit 20 and said, Woot! I finally get taunt!. The group chat was like, youve been doing just fine. You dont need it etc. But heres the thing. When a mob peeled off or an ambush came or the scrapper accidently agrod the next group, I didnt have to run around like a crazed rabbit punching everything. I simply sat where I was and fired off taunt to pull the stragglers to where I was. I didnt have to move a muscle.
My quality of life doubled, and my job tanking was that much easier. Simply because I had the ranged AOE agro getter I needed. Tanking the rest of the TF was a breeze. Much easier than the first half. -
Personally I dont like the change.
I do however understand the need and desire for the change. This is a business. Branding is very important in a business. You cant brand Sci-fi. It is a genre. You CAN brand SYFY. It is nothing. That gives you a ton of freedom and ways to connect with your audience such as syfy.com.
Branding. That is what the name change is all about. Every business wants a recognizable brand that is their own. SYFY now has that. I still dont like the move, but it will pay dividends in the future. Thats what the CEO knows, and thats why he changed the name. And that my friends is business in America where the dollar comes before anything else. That Includes alienating a few die-hard fans because the people that replace them will net you more cash than you lose. -
I play on virtue.
The first couple weeks it was hard to get a NON AE group. For a while about every other invite was for an AE group. The last couple weeks its been mostly TF and mission groups. As long as you avoid AP there is very little AE spam in broadcast. Keep in mind I dont actively form groups. I quite literally just turn on my LFG flag, make a comment in the global channel (Virtue LFG Alpha), then go about my day. This last week I am lucky to make it half way through a mission before I usually get my first /tell for a mission group.
I dont RP much at all, but in every MMO Ive played the RP server has the best people. Im awfully old so dont take that last sentence lightly. Ive been playing MMOs since the first days of Ultima Online -
Here's the data dump:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I'll drop the data chunk in tonight when i get home.
Parry - since i am soft capped to melee, i was mainly going to use parry as a "starter" for defense debuffing mobs to prevent a cascading failure. Since it will be deemed situational, i didn't figure it was worth dropping slots into. -
an you take a few minutes and look over my build?
My main goal when putting this together was to cap melee defense. From there I wanted to get some decent recharge and damage with Ranged defense, AOE defense, regen, recovery, and HP being nice bonuss. I wanted to keep the build under $100 Million, which is why you dont see any LOTG, Numina or steadfast uniques. While those will certainly be added as appropriate, I am not building around them.
Thanks in advance for any help provided.
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
------------
Level 1: Hack Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg:50(11), Mako-Dam%:50(13)
Level 1: Deflection S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(15), ImpArm-ResDam:40(17), ImpArm-ResDam/EndRdx:40(37), S'dpty-Def/Rchg:40(39), ImpArm-ResDam/Rchg:40(45)
Level 2: Slice Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(3), Oblit-Dmg/Rchg:50(3), Oblit-Acc/Dmg/Rchg:50(9), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-%Dam:50(13)
Level 4: Battle Agility S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(15), S'dpty-Def/EndRdx/Rchg:40(17), S'dpty-Def:40(37), S'dpty-EndRdx:40(46)
Level 6: Hasten RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Parry Acc(A)
Level 10: Active Defense RechRdx(A), RechRdx(43)
Level 12: Hurdle Jump(A)
Level 14: Health Heal(A), Heal(43)
Level 16: Against All Odds EndRdx(A), EndRdx(25)
Level 18: Whirling Sword Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(23), Oblit-Acc/Dmg/EndRdx/Rchg:50(23), Oblit-%Dam:50(34)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-Acc/Rchg:50(45), P'Shift-EndMod/Acc:50(45), P'Shift-End%:50(46)
Level 22: Phalanx Fighting LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 24: Super Speed Run(A)
Level 26: Disembowel C'ngImp-Dmg/EndRdx:40(A), C'ngImp-Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/EndRdx:40(29), C'ngImp-Dmg/EndRdx/Rchg:40(29), RechRdx-I:40(31)
Level 28: True Grit RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(39), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam/Rchg:40(40), Heal-I:50(42), Heal-I:50(43)
Level 30: Build Up GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(46)
Level 32: Head Splitter Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(40)
Level 38: One with the Shield ResDam-I:40(A)
Level 41: Conserve Power RechRdx-I:50(A)
Level 44: Boxing Acc(A)
Level 47: Tough RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam/Rchg:40(48)
Level 49: Weave S'dpty-Def:40(A), S'dpty-EndRdx:40(50), S'dpty-Def/EndRdx:40(50), S'dpty-Def/EndRdx/Rchg:40(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
20% DamageBuff(Smashing)
20% DamageBuff(Lethal)
20% DamageBuff(Fire)
20% DamageBuff(Cold)
20% DamageBuff(Energy)
20% DamageBuff(Negative)
20% DamageBuff(Toxic)
20% DamageBuff(Psionic)
11.3% Defense(Smashing)
11.3% Defense(Lethal)
3.44% Defense(Fire)
3.44% Defense(Cold)
5.63% Defense(Energy)
5.63% Defense(Negative)
1.88% Defense(Psionic)
18.8% Defense(Melee)
7.5% Defense(Ranged)
6.88% Defense(AoE)
25% Enhancement(RechargeTime)
49% Enhancement(Accuracy)
10% FlySpeed
130.5 HP (9.75%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Held) 3.3%
MezResist(Immobilize) 7.7%
MezResist(Stun) 8.8%
7.5% (0.13 End/sec) Recovery
22% (1.23 HP/sec) Regeneration
10% RunSpeed -
My first is due September 17th. I can't wait.
Congratulations! -
I might as well add my opinion (just an opinion). Ive leveled a FF to 35, and Ive leveled a cold to 50. Ive played with both sets quite a bit and through respecs have used every power in each set.
Cold blows FF away. Theres a reason one never made it past 35, and the other breezed right through and became my first 50. It wasnt play style. It wasnt because it was the new shiny. It was because it was just that much better. With cold shields I could support a team just as well as my FF. While the defense numbers may have been a little less they were more than enough when layered with their own mitigation. Also that +30 % damage to nearly every person on the team (a well placed sleet) made a heck of a lot more difference than the additional defense would have. Plus most of those mobs in sleet are flopping around on the ground and not doing damage. FF is overkill I think in a lot of cases. Most of those cases coming in the 30+ game when characters become more well rounded. Which is likely why my FF stopped at 35.
A lot of the TF and late game content is EBs and AVs. Cold is miles better than FF when dealing with hard targets. Lets be honest. That is usually the ONLY time a team of 50s is in danger usually. Cold debuffs typically make those AV fights a lot less dangerous.
Honestly, the biggest advantage FF has isnt even the minor additional defense. Its the AOE mez protection. That is pretty sexy. I would argue that the stealth of Arctic fog counters that somewhat but not completely. So when we are talking the defense powers, FF is ahead. Once you get past the shields and the main toggle, Cold has a ton of debuffs with some nice Buffs, FF has knockback basically. Im sorry but I wouldnt trade all the rest of FFs powers for Sleet. No Cold ever would. Thats why it isnt even a fair comparison in my book. Sleet is just that good, and that excludes all the other great powers in the cold set.
Knockback is not awesome. It never will be. It can control a chaotic situation. It can make a controlled situation chaotic. While good in the hands of a skilled user, it is absolutely horrible in the hands of an unskilled user. That isnt a play style choice. Thats a well known fact. If I feel the need to control a mob, will lay down a sleet and let them flop around like fishes. It doesnt require skill, it doesnt require coordination with the team, it doesnt require a wall or object, and the fishes die 30% faster. It controls just as well and is a ton easier to execute and it works in all terrains.
Did I mention I love sleet? -
I love this power. It allows me to drop a (blaster damage) nuke in blizzard, pop a CAB, the then hit heat loss. At that point I have a full blue bar and many dead enemies, and an excellent recovery bug for a good long while. Did I mention it makes AVs cry?
The ONLY thing I dont care for in this power is its recharge time. The only reason I whine about that is because I love the power so much I want it up all the time. Sadly, I know I am just being greedy at that point, but it doesnt stop me from trying to cram more recharge into my build.
P.S. for even more awesomness pop Sleet and (blaster damage) Ice storm before the Blizzard-cab-heat loss combo If you dont have a need for blizzard (no ambush or anything) Ill use it to get the blaster who just nuked up and running again. Im cool like that. -
Id create a new character and act like a noob.
Ask questions like what does the green arrow next to my health bar mean? or How do I get missions? in broadcast. A couple people will respond with a sentence. Someone will respond with a paragraph, send you like 10 tips to help get you started, gift you a million, and might even SK you for a few missions to give you a feel for the game.
Thats the person I would give the prize too. Kindness, time, and the gift of knowledge are often under rated skills of the best superheroes. Doing something to cultivate it in game would be a boon to the overall community. -
I took your advice and moved the recharge slot out of Havoc Punch and moved it into stamina.
Thanks everyone for all your help! -
I did some retooling. I went with 4 Reactive Armors instead of 5 Aegiss. That freed up 4 slots and a ton of cash. Switched Boxing to Makos since I had all the 5% recharges by 6 slotting efficacy adapters in power sink. Move performance shifters over to stamina. Moved SS up in the build. Went with multistrikes in lightning field. Mu lightning went to decimations.
I feel a lot better about the build now. I really like the 15% melee defense and 37.5% recharge. Thanks for the help.
Anything else you can think of?
Level 50 Science Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Havoc Punch RechRdx-I:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(34)
Level 1: Charged Armor RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(25)
Level 2: Jacobs Ladder Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(3), Oblit-Acc/Dmg/Rchg:50(5), Oblit-Acc/Rchg:50(13), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-%Dam:50(40)
Level 4: Conductive Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-EndRdx/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 6: Boxing Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(45)
Level 8: Hasten RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Thunder Strike Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-%Dam:50(37)
Level 12: Hurdle Jump-I:50(A)
Level 14: Health Heal-I:50(A), Heal-I:50(39)
Level 16: Static Shield RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(43)
Level 18: Super Speed Run-I:50(A)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(36), P'Shift-EndMod/Acc/Rchg:50(40)
Level 22: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(43)
Level 24: Lightning Reflexes Run-I:50(A)
Level 26: Build Up AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(45)
Level 28: Grounded ResDam-I:50(A)
Level 30: Lightning Field M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(45)
Level 32: Lightning Rod Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Power Sink Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(37), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(46)
Level 38: Power Surge RechRdx-I:50(A), RechRdx-I:50(39)
Level 41: Mu Lightning Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Acc/Dmg/Rchg:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(46)
Level 44: Ball Lightning Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(48)
Level 47: Stimulant RechRdx-I:50(A)
Level 49: Aid Self Mrcl-Heal/Rchg:40(A), Mrcl-Heal:40(50), Mrcl-Heal/EndRdx:40(50), Mrcl-Heal/EndRdx/Rchg:40(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
19% DamageBuff(Smashing)
19% DamageBuff(Lethal)
19% DamageBuff(Fire)
19% DamageBuff(Cold)
19% DamageBuff(Energy)
19% DamageBuff(Negative)
19% DamageBuff(Toxic)
19% DamageBuff(Psionic)
11.6% Defense(Smashing)
11.6% Defense(Lethal)
0.94% Defense(Fire)
0.94% Defense(Cold)
6.88% Defense(Energy)
6.88% Defense(Negative)
15.6% Defense(Melee)
6.25% Defense(Ranged)
1.88% Defense(AoE)
2.25% Max End
5% Enhancement(Heal)
43% Enhancement(Accuracy)
37.5% Enhancement(RechargeTime)
5% FlySpeed
129.3 HP (8.63%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Held) 3.3%
MezResist(Immobilize) 12.7%
MezResist(Sleep) 1.65%
MezResist(Stun) 8.25%
9% (0.15 End/sec) Recovery
10% (0.63 HP/sec) Regeneration
2.52% Resistance(Fire)
2.52% Resistance(Cold)
5% RunSpeed -
For those of you who provided all the information on how to bipass the file verification. Thank You! Thank You! Thank You! Thank You! Thank You! Thank You!
For some reason the only time i disconnect is on TF completion. By the time i get back in the TF has disbanded, and i look like a greedy tool. Not any more! -
Cold/Ice.
It's everything i wanted my ice blaster to be and more. It's everything i wanted my FF defender to be and more. All in once nice (but tight) little package. Plus it makes AV's cry. -
I havent actually run with aid self yet. I leveled with Tough though. I wont give that up
. There are times when I really wished I had aid self. Mostly when running with high damage low support teams obviously. That may go eventually, but I want to at least try it in the build before I decide it isnt needed.
Im a vet so Ive got a few respecs to burn, and Im not investing a lot of cash or slots in it. This is not my current configuration, but what I would like now that I am 50 and have no leveling concerns (only soloing on rare occasions, etc). -
I was hoping I could get some help on my build. Im pretty set on the powers themselves. I definitely want both Aid self and Tough. I can probably be talked into switching out Jacobs ladder for Chain induction, but that is about it for powers.
However, I am very flexible on slotting and IO sets. Recharge was the only real build plan I actually had when putting this together. Id like to keep the build down to about 40 million total for recipe purchases, so no LOTG + recharge recipes and such. Im already well over my budget with this build so any cost saving in recipe purchasing would be appreciated as well.
Thanks in advance for any help offered. Your time is appreciated.
Level 50 Science Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Havoc Punch RechRdx-I:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Dmg/EndRdx/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(34)
Level 1: Charged Armor Aegis-ResDam/EndRdx:50(A), Aegis-Psi/Status:50(15), Aegis-ResDam/EndRdx/Rchg:50(19), Aegis-ResDam/Rchg:50(25), Aegis-ResDam:50(40)
Level 2: Jacobs Ladder Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(3), Oblit-Acc/Dmg/Rchg:50(5), Oblit-Acc/Rchg:50(13), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-%Dam:50(40)
Level 4: Conductive Shield Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(15), Aegis-ResDam/EndRdx/Rchg:50(25), Aegis-ResDam/Rchg:50(29), Aegis-EndRdx/Rchg:50(46)
Level 6: Boxing C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(45)
Level 8: Hasten RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Thunder Strike Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-%Dam:50(37)
Level 12: Hurdle Jump-I:50(A)
Level 14: Health Heal-I:50(A), Heal-I:50(39)
Level 16: Static Shield Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(29), Aegis-EndRdx/Rchg:50(39), Aegis-ResDam/EndRdx/Rchg:50(43), Aegis-ResDam:50(46)
Level 18: Build Up RechRdx-I:50(A), AdjTgt-Rchg:50(19)
Level 20: Stamina Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/Acc/Rchg:50(36)
Level 22: Tough Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(23), Aegis-EndRdx/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(43), Aegis-ResDam:50(45)
Level 24: Lightning Reflexes Run-I:50(A)
Level 26: Super Speed Run-I:50(A)
Level 28: Grounded ResDam-I:50(A)
Level 30: Lightning Field Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(43), Sciroc-Dam%:50(45)
Level 32: Lightning Rod Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Power Sink P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37), P'Shift-End%:50(37)
Level 38: Power Surge RechRdx-I:50(A), RechRdx-I:50(39)
Level 41: Mu Lightning Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/Rchg:50(42), Dev'n-Acc/Dmg/Rchg:50(42), Dev'n-Acc/Dmg/EndRdx/Rchg:50(42)
Level 44: Ball Lightning Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rng:50(48)
Level 47: Stimulant RechRdx-I:50(A)
Level 49: Aid Self Mrcl-Heal/Rchg:40(A), Mrcl-Heal:40(50), Mrcl-Heal/EndRdx:40(50), Mrcl-Heal/EndRdx/Rchg:40(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
14.5% DamageBuff(Smashing)
14.5% DamageBuff(Lethal)
14.5% DamageBuff(Fire)
14.5% DamageBuff(Cold)
14.5% DamageBuff(Energy)
14.5% DamageBuff(Negative)
14.5% DamageBuff(Toxic)
14.5% DamageBuff(Psionic)
5.63% Defense(Smashing)
5.63% Defense(Lethal)
20.3% Defense(Fire)
20.3% Defense(Cold)
3.13% Defense(Psionic)
11.3% Defense(Melee)
21.9% Defense(AoE)
5% Enhancement(Heal)
31.3% Enhancement(RechargeTime)
59% Enhancement(Accuracy)
5% FlySpeed
140.6 HP (9.38%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Immobilize) 4.4%
MezResist(Stun) 6.6%
9% (0.15 End/sec) Recovery
32% (2 HP/sec) Regeneration
1.58% Resistance(Fire)
1.58% Resistance(Cold)
3.13% Resistance(Negative)
2.25% Resistance(Psionic)
25% RunSpeed
10% XPDebtProtection -
Ive got to be driving you guys crazy, lol. Im pretty sure I dont make much sense to the average person. Ive played invuln, and stone in the past and I am currently playing a shield scrapper. Willpower is the set that honestly interests me the most as I have never played it, followed by Dark.
I opened up mids hero planner last night to see if I could get a good feel for the Willpower weakness. I took a close look at the set and the tanker auras. I figured out what the difference is.
Most auras have a taunt effect that lasts for 11.25 seconds.
Willpowers taunt aura lasts for 1.25 seconds.
I think it is an oversight and will be fixed, so I am going to play one and build around the issue at current.
Since it taunts like every second that gives me very little overlap and really messes stuff up if I miss or purple patch kicks in. So I am going to slot it with 2 acc, 2 taunt, and 2 heal early. That should make sure I hit all but one or two, and have enough duration to keep a +3 or maybe even +4 interested in me for a full cycle. Does that sound about right to you?
On top of that, I will cycle in taunt as often as possible to keep everybody loving me. Its autohit right? So on the big +5 AV I should be able to keep his attention.
Finally I will take fire as my secondary. Combustion is a power available at level 4 it has twice the radius of RTTC (15 feet) and has a normal taunt duration of 11.5 seconds. With only one or two recharge DOs I should be able to get that to overlap ensuring I keep everybody interested in me.
Im going to have to work harder at holding Agro, but as a tank I am cool with that. Its well rounded with defense/resistance and regen. The only real hole I see is fighting AVs once the minions are down as you have no fodder to feed RTTC. How big of an issue will that be? -
What makes me nervous about Ice and Invuln are the holes in their defense. Specifically toxic. Ive seen a number of Posi TFs fall apart because the first few missions have Vahz in them and the INV tanks just cant take the alpha from an 8 man spawn. Since I plan to solely level via TFs I dont want a gaping hole to any one TF. Am I making way to big a deal out of the hole? If so, please let me know.
I feel a little better about shield. With its positional defense shields you have a good base to everything except for a few specific attacks (mainly psychic I believe). It also seems to be easier soft cap with IO out with the positional attacks (from experience on other non tank characters). Does shield have decent taunt capability or does it suffer from the same problem as willpower?
I tried a stone in the past. I just couldnt get it to a workable state. I currently have a fire/ice but it just isnt very playable with the changes, and Im looking to replace it. I like the idea of a Ice/Fire as the ying/yang concept of my fire/ice tanker could easily be ported over but again the toxic whole scares me.
I want to be great at everything, master of none. I dont care what the best is for an ITF run or a MOSTF. I only care that I can tank all TFs effectively and the character doesnt have a major handicap. -
Im looking at building a Tank and leveling him mostly by leading TFs. Im looking for something that will be solidly built against ALL types of enemies for this reason, and something with strong agro capability to hold the mobs attention. The tank must also be self sufficient, meaning he doesnt need anybody to keep him moving or alive. I imagine the toughest point will be Posi and Synapse since his protections wont be fully fleshed out at that point
Are there any specific builds I should avoid? I assume Stone is out, since I dont want to be relying on a /kin. I have heard willpowers aoe taunt toggle isnt quite as good as the others. Is this true? -
My basic question is how do all of these things play together?
My basic understanding of positional versus typed is the larger of the two.
Say we have a character with a 20% melee defense bonus, a 15% smashing defense bonus, and a 10% ranged defense bonus.
With the above if I get hit with a melee smashing attack I would get a defense bonus of 20%. If I got hit with a ranged smashing attack I would get a 15% defense bonus correct?
Now assuming I have that right, how does global defense from IOs, weave, maneuvers etc work into that? Lets say I am getting a 4% bonus from weave, a 5% bonus from maneuvers, and a 3% global defense IO. With the above situations do you simply add them all together? So for the melee attack I would get a 32% (20+4+5+3) defense bonus, and the ranged attack I would get 28% (15+4+5+3) bonus? -
Thats what I was afraid of. I was hoping to slot it and boost the 3.75% up to 6%. Now Ill have to put those slots to other uses. Thankfully those slots were coming later (only 28 right now) so I dont have to burn a respec on the mistake.
I do have 172 merits built up. I could run a TF this weekend and get a LOTG so the default slot is useful
Quick question do you get 3.75% for each ally near you as well? Or is it a lesser amount? Is there a cap on # of allies? -
I just respecced my BS/SHD last night and picked up this power. I dropped a defense IO in it. The values didnt seem to change .
Does this mean:
1. The power is not enhanceable for defense?
2. The additional defense boost from IOs only applies to the portion of the buff from close allies?
3. The ingame details are borked, and it is helping.
4. Some other possibility I am not aware of?
If it is #1 the only thing I can to do is drop some sort of unique in the slot. If it is #2, Im going to have to figure out how much I group to determine if it is worth slotting
If anyone could help clarify what is going on with this power, it would be greatly appreciated. Also, if you happen to have it, how did you slot it and why?