Doc_Reverend

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  1. I'm pretty new to tanking, having most of my experience with scrappers and controllers. I'm used to building towards offensive power, so building something that can take it as well as it can dish it out is a bit new (my scrapper builds tend to focus on the idea that "it can't hurt me when it's defeated"). So I'm looking for suggestions on my Inv/Energy Melee tank. I keep looking at the build I made on Mids and thinking the resists and defenses look a tad low and that I'll run into serious trouble against heavy hitters that don't have the decency to use smashing or lethal damage (like Recluse or Black Scorpion). I'd like if possible to retain an acceptable damage output. While I understand that a tanker's role is foremost to take a pounding and not die, I get bored if I'm not throwing in my share of the pain. It's part of why I took Energy Melee, as I'd heard it could do some pretty respectable damage (and it fit my concept).

    I've also discovered (the hard way) that I get shredded by Carnival. While the Carnies are a royal pain in the backside for just about everyone (except Dark and Electric Armor, which makes faces at their psi and negative damage and eats their end drain for breakfast), I'd like if possible to also fit in some level of protection against psi damage. It feels very silly being a giant robot beat up by angry thoughts.

    My experience has been that invulnerability isn't exactly the easiest on the end supply, and Energy Melee chews through endurance like it's going out of fashion. So I tried to squeeze in as much recovery and extra endurance as I could spare. I hate running out during a fight, especially if I have to tank an AV and it looks like it'll be a long haul.

    So here's my build, and would appreciate your thoughts and input:

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

    Andromeda Knight: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1: Resist Physical Damage
    (A) Impervium Armor - Resistance
    (5) Impervium Armor - Resistance/Endurance
    (25) Impervium Armor - Psionic Resistance


    Level 1: Barrage
    (A) Kinetic Combat - Accuracy/Damage
    (3) Kinetic Combat - Damage/Endurance
    (13) Kinetic Combat - Damage/Recharge
    (23) Kinetic Combat - Damage/Endurance/Recharge


    Level 2: Temp Invulnerability
    (A) Impervium Armor - Resistance/Endurance
    (3) Impervium Armor - Resistance
    (7) Impervium Armor - Resistance/Endurance/Recharge
    (31) Impervium Armor - Psionic Resistance
    (34) Steadfast Protection - Resistance/Endurance
    (46) Steadfast Protection - Resistance/+Def 3%


    Level 4: Bone Smasher
    (A) Touch of Death - Accuracy/Damage
    (5) Touch of Death - Damage/Endurance
    (9) Touch of Death - Damage/Recharge
    (15) Touch of Death - Accuracy/Damage/Endurance
    (34) Touch of Death - Damage/Endurance/Recharge
    (46) Touch of Death - Chance of Damage(Negative)


    Level 6: Dull Pain
    (A) Doctored Wounds - Heal/Endurance
    (7) Doctored Wounds - Heal
    (13) Doctored Wounds - Heal/Recharge
    (27) Doctored Wounds - Heal/Endurance/Recharge
    (34) Doctored Wounds - Recharge


    Level 8: Air Superiority
    (A) Kinetic Combat - Accuracy/Damage
    (9) Kinetic Combat - Damage/Endurance
    (11) Kinetic Combat - Damage/Recharge
    (33) Kinetic Combat - Damage/Endurance/Recharge


    Level 10: Unyielding
    (A) Impervium Armor - Resistance/Endurance
    (11) Impervium Armor - Resistance
    (15) Impervium Armor - Resistance/Endurance/Recharge
    (33) Impervium Armor - Psionic Resistance
    (45) Aegis - Resistance
    (45) Aegis - Psionic/Status Resistance


    Level 12: Swift
    (A) Run Speed IO


    Level 14: Fly
    (A) Flight Speed IO


    Level 16: Health
    (A) Regenerative Tissue - +Regeneration
    (17) Numina's Convalescence - Heal
    (17) Numina's Convalescence - +Regeneration/+Recovery
    (40) Healing IO


    Level 18: Whirling Hands
    (A) Obliteration - Damage
    (19) Obliteration - Accuracy/Recharge
    (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    (23) Obliteration - Chance for Smashing Damage
    (45) Obliteration - Damage/Recharge
    (46) Obliteration - Accuracy/Damage/Recharge


    Level 20: Stamina
    (A) Performance Shifter - EndMod
    (21) Performance Shifter - Chance for +End
    (21) Endurance Modification IO
    (31) Endurance Modification IO


    Level 22: Taunt
    (A) Mocking Beratement - Taunt/Recharge/Range
    (36) Mocking Beratement - Taunt/Recharge


    Level 24: Invincibility
    (A) Luck of the Gambler - Defense/Endurance
    (25) Rectified Reticle - To Hit Buff
    (37) Luck of the Gambler - Recharge Speed
    (43) Rectified Reticle - Increased Perception


    Level 26: Resist Energies
    (A) Impervium Armor - Resistance
    (27) Impervium Armor - Resistance/Endurance
    (33) Impervium Armor - Psionic Resistance


    Level 28: Build Up
    (A) Recharge Reduction IO
    (29) Recharge Reduction IO
    (29) Recharge Reduction IO


    Level 30: Tough Hide
    (A) Luck of the Gambler - Defense
    (31) Luck of the Gambler - Recharge Speed
    (37) Luck of the Gambler - Defense/Endurance


    Level 32: Unstoppable
    (A) Recharge Reduction IO
    (43) Recharge Reduction IO


    Level 35: Energy Transfer
    (A) Touch of Death - Accuracy/Damage
    (36) Touch of Death - Damage/Endurance/Recharge
    (36) Touch of Death - Chance of Damage(Negative)
    (37) Touch of Death - Accuracy/Damage/Endurance
    (40) Touch of Death - Damage/Recharge
    (42) Touch of Death - Damage/Endurance


    Level 38: Total Focus
    (A) Touch of Death - Accuracy/Damage
    (39) Touch of Death - Chance of Damage(Negative)
    (39) Touch of Death - Damage/Endurance/Recharge
    (39) Touch of Death - Accuracy/Damage/Endurance
    (40) Touch of Death - Damage/Recharge
    (42) Touch of Death - Damage/Endurance


    Level 41: Resist Elements
    (A) Impervium Armor - Resistance
    (42) Impervium Armor - Resistance/Endurance
    (43) Impervium Armor - Psionic Resistance


    Level 44: Conserve Power
    (A) Recharge Reduction IO


    Level 47: Physical Perfection
    (A) Miracle - Heal
    (48) Miracle - +Recovery
    (48) Performance Shifter - EndMod
    (48) Performance Shifter - Chance for +End


    Level 49: Laser Beam Eyes
    (A) Thunderstrike - Accuracy/Damage
    (50) Thunderstrike - Accuracy/Damage/Endurance
    (50) Thunderstrike - Damage/Endurance/Recharge
    (50) Thunderstrike - Accuracy/Damage/Recharge


    ------------
    Level 1: Brawl
    (A) Accuracy IO


    Level 1: Sprint
    (A) Run Speed IO


    Level 2: Rest
    (A) Recharge Reduction IO


    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    10.5% DamageBuff(Smashing)
    10.5% DamageBuff(Lethal)
    10.5% DamageBuff(Fire)
    10.5% DamageBuff(Cold)
    10.5% DamageBuff(Energy)
    10.5% DamageBuff(Negative)
    10.5% DamageBuff(Toxic)
    10.5% DamageBuff(Psionic)
    19.9% Defense(Smashing)
    19.9% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    5.5% Defense(Energy)
    5.5% Defense(Negative)
    12.4% Defense(Psionic)
    22.7% Defense(Melee)
    4.25% Defense(Ranged)
    3% Defense(AoE)
    6.3% Max End
    4% Enhancement(Heal)
    16% Enhancement(Accuracy)
    25% Enhancement(RechargeTime)
    10% FlySpeed
    161.6 HP (8.63%) HitPoints
    10% JumpHeight
    10% JumpSpeed
    MezResist(Held) 8.25%
    MezResist(Immobilize) 13.8%
    MezResist(Stun) 2.2%
    MezResist(Terrorized) 2.2%
    20% Perception
    16% (0.27 End/sec) Recovery
    32% (2.5 HP/sec) Regeneration
    1.26% Resistance(Fire)
    1.26% Resistance(Cold)
    18% Resistance(Psionic)
    15% RunSpeed



    ------------
    Set Bonuses:
    Impervium Armor
    (Resist Physical Damage)
    2.5% (0.04 End/sec) Recovery
    1.88% Defense(Psionic)
    3% Resistance(Psionic)


    Kinetic Combat
    (Barrage)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Impervium Armor
    (Temp Invulnerability)
    2.5% (0.04 End/sec) Recovery
    1.88% Defense(Psionic)
    2.25% Max End
    3% Resistance(Psionic)


    Steadfast Protection
    (Temp Invulnerability)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)


    Touch of Death
    (Bone Smasher)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Doctored Wounds
    (Dull Pain)
    MezResist(Terrorized) 2.2%
    1.26% Resistance(Fire,Cold)
    4% Enhancement(Heal)
    5% Enhancement(RechargeTime)


    Kinetic Combat
    (Air Superiority)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Impervium Armor
    (Unyielding)
    2.5% (0.04 End/sec) Recovery
    1.88% Defense(Psionic)
    2.25% Max End
    3% Resistance(Psionic)


    Aegis
    (Unyielding)
    5% RunSpeed
    3% Resistance(Psionic)


    Numina's Convalescence
    (Health)
    12% (0.94 HP/sec) Regeneration


    Obliteration
    (Whirling Hands)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Performance Shifter
    (Stamina)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


    Mocking Beratement
    (Taunt)
    1.8% Max End


    Luck of the Gambler
    (Invincibility)
    10% (0.78 HP/sec) Regeneration
    7.5% Enhancement(RechargeTime)


    Rectified Reticle
    (Invincibility)
    1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    20% Perception


    Impervium Armor
    (Resist Energies)
    2.5% (0.04 End/sec) Recovery
    1.88% Defense(Psionic)
    3% Resistance(Psionic)


    Luck of the Gambler
    (Tough Hide)
    10% (0.78 HP/sec) Regeneration
    21.1 HP (1.13%) HitPoints
    7.5% Enhancement(RechargeTime)


    Touch of Death
    (Energy Transfer)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Touch of Death
    (Total Focus)
    MezResist(Immobilize) 2.75%
    28.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Impervium Armor
    (Resist Elements)
    2.5% (0.04 End/sec) Recovery
    1.88% Defense(Psionic)
    3% Resistance(Psionic)


    Miracle
    (Physical Perfection)
    2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)


    Performance Shifter
    (Physical Perfection)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


    Thunderstrike
    (Laser Beam Eyes)
    2% (0.03 End/sec) Recovery
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    7% Enhancement(Accuracy)






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  2. Now I'm a bit of a n00b to Stone tankers and tankers in general, with my Stone/SS tank currently at 34. I'm also not a big believer in there being only one "right" way of doing things in CoH.

    So I took Super Jump for my Stone's travel power. And filled the prerequisite with Jump Kick, because I was curious as to what Granite Armor looked like when you jump kicked. Cue cries of me "doing it wrong."

    But I've really enjoyed it. Granite Armor's recharge penalty is mitigated in part by Jump Kick's fast recharge, helping to really fill out my attack chain. This is especially true when Hasten is down. While there are times I need to detoggle Stone Armor in order to go vertical, it recharges quickly enough that it's not a huge issue.

    I'm not going to win any races, but with a bit of practice I've learned how to manage charging in and quickly toggling Granite Armor before the enemy can get their attacks off. If I actually need to hit Rooted, then it's a rough fight and I'm not going to be moving around much.

    So, no, I don't see Teleport as absolutely mandatory for Stone Armor to work. If it doesn't fit your concept, don't do it.

    (oh, and for the curious: Jump Kick with Granite Armor looks really, really weird. The only thing stranger I've seen was when I saw a Stone/Dual Blades tank. The rapiers were like toothpicks on that thing)
  3. Thanks from the Gods of the Golden Age and Young Gods of the Golden Age to everyone who came out and made it a great time. Really guys, had a great time and it was a lot of fun for us to put on! You certainly didn't make it easy on us judges.

    Big thanks to the Cape Radio and Sultry Siren.
  4. This is tonight, folks! Be there! It'll be fun! Go old school!

    Quote:
    Originally Posted by Power_Play View Post
    This year, let's see if we can beat our "best prize" so far.

    We had two players whose characters met at the Festival one year. They both joined our SG and became RP partners (characters became a romantic couple, IC). Well, it turns out they became more than RP partners, as their romance has gone RL and they're threatening to happily ever after together.

    Sure beats a few inf, dunnit?
    They're getting married soon (IRL), too. I still think it's one of the sweetest "how we met" stories I've heard, at least how they tell it.
  5. Getting a clipping bug in the left shoulder with the Valkyrie 3 (I think) shoulder and Cyborg arms.



    Also, I sometimes get on the female Retro Jacket chest small holes on the left side (just below the left shoulder, slightly above the left breast) where the underlayer shows through when they raise their arms.
  6. My question regards Nemesis. As we all know, Nemesis declared himself Emperor of the United States in 1945 on the day after VE Day during his failed coup. This would make him the second Emperor of the United States, the first being His Imperial Majesty Emperor Norton I (aka Joshua Abraham Norton of San Fransisco). Is there any connection between the two?
  7. Quote:
    Originally Posted by BigFish View Post
    Praetorians:

    They'll make your life an earthly paradise if you do as they say

    They'll kill you if you don't

    sounds like that would balance out to "neutral"
    In Praetoria, everyone is happy. Happiness is mandatory. Failure to comply is treason. Traitors are summarily executed.

    Are you happy, citizen?
  8. Totally off-topic from the DOOOOM! cries of here, but are we getting new mission maps with GR? Some of the older ones are getting kind of long in the tooth.
  9. Quote:
    Originally Posted by Lord Mayhem View Post
    I think our Devs here do us proud.
    No kidding. They work their tails off and do us good, despite our whining. Seriously, good work guys.

    Quote:
    Rob Liefield works for Paragon Studios now?
    Heh, no kidding. At least BaB's said in the other thread on this he and (Sexy)Jay are looking into this deformation and stuff, which is another thing I like about this team.
  10. Not sure if this is an animation bug or a costume bug, but getting some major clipping and warping, especially with jackets. Though I've had a clipping bug in that armpit spot there for ages.



    That white spot near her arm is her scarf, which is behind her torso.



    Did I just get peppered by something? All these holes in me...



    One of the most extreme things. The underlayer is clipping right through the jacket.

  11. They rolled the patch back because of an instability something non-walk related introduced.
  12. I'm still getting the bug where my scrapper (Crow Call) is walking super slow (1.43mph) instead of 3.09mph or whatever. I've still got Pacing of the Turtle 4 slotted in Caltrops, which is probably causing it. I also bug reported this.
  13. Doc_Reverend

    No "More"

    Giant radioactive atomic ants. That's all I ask. I want giant radioactive atomic ants, and I want to beat them up. That's all I ask.
  14. Yay!

    So what happens when you're walking and get hit with Speed Boost? Super-Walking? "I think I'll take a casual stroll down to the store... at Mach 3!"
  15. Rikti Question for you, Manticore and Friends:

    In the mission clue from Serpent Drummer's fourth mission, it is mentioned that the last big war the Rikti had was against an alien invasion by a group called the Battalion about a century ago (so late 19th, early 20th centuries). When you speak to Dark Watcher in Levantera's second arc, the classified briefing he gives you states that the Rikti are heavily modified humans and speculates that this artificial augmentation may have been in response to contact with an advanced alien species.

    So my questions are thus:
    1) who are the Battalion and will we ever learn more about them or see them in game?
    2) are the Battalion responsible for the Rikti being, well, Rikti and their highly advanced technology?

    Also, on a purely speculative (and most likely wrong) note, does anyone else find the timing of the Battalion invasion interesting in terms of science fiction stuff? Around 1900 would've been about the time of H.G. Wells' War of the Worlds and the Martian invasion in that book. Because fighting giant tripods would be awesome.
  16. Doc_Reverend

    End Boss Escape

    It's not an uncommon trope in comics for have a villain on the ropes throw up a fist and go "Next time, Gadget, NEEXT TIIIIME!" and make a dramatic escape. I'm trying to figure out how to do this in MA. I know there's a setting for bosses to run for the door when a certain trigger is hit, but the problem I hit there is against a decent sized medium-to-high level team that knows what it's doing on a medium/large map... I don't think they'll make it.

    This is my situation. My goal, as a creator, is to make sure the bad guy escapes. That's part of the plot. In fact, I want to guarantee it. Since I can't do stuff like have those nifty teleport-upon-defeat animations some NPCs have, that means a dash for the door. It is quite likely that the team will tear the boss apart long before it gets there if I just set it to run away at 50% or 75% or something (if it even runs. The trigger doesn't always work, or the boss just aggros right through it and keeps fighting). At the same time, I want it to feel like an actual fight. The baddie was confronted, there was a struggle, and they got away.

    Suggestions on how to do this? Like a way to get the boss to be replaced with an NPC at a certain point, or make the boss vanish or something? Or set it to Betray to Allied at 50%? I dunno. Any input would be great.