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Posts
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Each one will help but it's a case of do you want the main boost badly enough or the sub boosts like Range, End Mod, Resistance, ect...
In this case it's a question of more damage per shot vs. more shots total. I think I'll end up going for Spiritual and recharge myself in the end.
On another note I think Musculature would work great for controllers and dominators you use hold and immobilize sets in their primary and don't slot for damage. -
And I would assume AE would be a big help for the most part, although if the AVs are buffed or at an unusally high level (See Apex, Tin Mage) it might not work.
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Quote:On a team I'm leading that would be still be a warning.If you're the tank, you should have gotten there before I did.
If you're a melee character, you shouldn't care that I made the distance between you and your enemy shorter.
If you're a squishy, I'm keeping you safe by keeping you in range of my leadership buffs and FFG.
If you're on my team, it's a TF and I'm the leader anyway.
Look, I don't grief people with it. I know we're all out to have fun. If you don't like the Team TP and tell me about it, I stop. Well, at the very least I'll make sure you're not around me when I do it.
Firstly, I don't care if your trying to get my Tanks in melee because A) they usually are there already and B) if I am pausing it's often to make sure everyone is ready. And I do not like being TPed when I am not ready or already engaged with something else.
Some Blasters, Controllers and Defenders might be trying to manuever around to line up cones, and also won't like popping up while setting up attacks.
Thirdly, if they have no real close range powers they would prefer to stay away from the middle of the fray.
It's a useful power, but if it does ignore prompt it can disrupt the entire team in the middle of a battle. -
My Crab is quite the AoE machine with a good bit of surviability. I took Mace Mastery for both concept reasons and a buff to single target attacks for harder targets. Combined with a total of three pet powers it can raise some havoc.
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I wouldn't say it SUCKS, but Dual Pistols can use couple minor buffs and tweaks, IMO.
Devices I rather like, it has some useful powers and offers Stealth with Cloaking Device and Smoke Grenade. Can use some improvments though.
Energy Aura should be, in my opinion, adapted to have positional rather than typed defenses.
But I haven't seen anything that I can say outright SUCKS. -
Brutes and Tank mirror each other, and yet are very different than each other.
Tanks are built to be hit with everything but the kitchen sink (Or psionics, depending on your power set) shrug it off and keep going but the damage the do isn't very impressive.
Brutes, meanwhile, are like the love child of a Tank and Scrapper. They can't take the insane damage a Tank can, but they are still very sturdy and can tank for teams when needed. The damage they do might start out comparable to a Tanks, but once they build up some fury they will out damage them all the time. Brutes can even outdamage Scrappers, given the proper conditions.
Scrappers and Stalkers are also alike but different. Both deal massive amounts of damage and can do crits, but Scrappers can survive much more than Stalkers and Stalkers have to give up an attack a Scraper could get for Hide, often dropping an AoE ability. In addition a Scrapper deals massive damage ALL the time while a Stalker hits for insane damage first, and good damage after that. The Scrapper loves a dragged out fight while the Stalker wants to end it in one blow. -
Quote:Maybe, but it would be like that old Spider-Man cartoon: Swinging ABOVE the buildings.Climbing is impossible with the game engine.
Swinging was attempted, and scrapped because it looked stupid in wide open zones with nothing to latch onto. (the devs are sticklers for that, it has to look good or they won't do it)
Hoverboard would just be an animation option for Flight.
Of the 3, Hoverboard would be the most likely to happen, but still isn't very likely.
I could see it work, a modified Super Jump that let's you, more or less, jump in mid-air. Be the travel power in a 'Grapple Line' Pool Power, the first two being a weak immobilize (Wrapped up in the line) and weak knockdown (Tripped with the line), and the 20... I dunno. A half decent hold maybe? (REALLY wrapped up in the line) -
Built a 'Batman' Build during lunch, made it up in like 20 minutes so it might need some refining. The main focus was to softcap defense first, anything else as a nice option. Hasten isn't in the build, but if you need/want it badly enough pull out exploding Shuriken or Caltrops to replace it. Also, no travel powers are included, so you would use Ninja Run to get around.
Edit: Cobra Strike slotted for damage. Found out how to get suppressed values recently. Go up to Options then Configuration to the Effects & Math tab and select 'Attacked' to see suppressed values for Hide and other powers.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Unnamed Batman Toon: Level 50 Natural Stalker
Primary Power Set: Martial Arts
Secondary Power Set: Ninjitsu
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Weapon Mastery
Villain Profile:
Level 1: Storm Kick -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Dmg/EndRdx:40(11), T'Death-Dmg/Rchg:40(29), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Acc/Dmg:40(43)
Level 1: Hide -- LkGmblr-Rchg+:50(A)
Level 2: Ninja Reflexes -- RedFtn-EndRdx:50(A), RedFtn-Def:50(7), RedFtn-Def/EndRdx:50(15), RedFtn-EndRdx/Rchg:50(21), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def/Rchg:50(37)
Level 4: Danger Sense -- RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx:50(5), RedFtn-Def:50(17), RedFtn-EndRdx/Rchg:50(21), RedFtn-Def/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(37)
Level 6: Assassin's Blow -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Acc/Dmg:50(40), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(45)
Level 8: Crippling Axe Kick -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(9), T'Death-Acc/Dmg:40(46), T'Death-Dmg/Rchg:40(46), T'Death-Acc/Dmg/EndRdx:40(48), T'Death-Dmg/EndRdx:40(50)
Level 10: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(50)
Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Caltrops -- TmpRdns-Dmg/Slow:50(A), TmpRdns-EndRdx/Rchg/Slow:50(15)
Level 16: Kuji-In Rin -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Cobra Strike -- C'ngImp-Dmg/EndRdx/Rchg:30(A), C'ngImp-Acc/Dmg/EndRdx:30(19), C'ngImp-Dmg/EndRdx:30(19), C'ngImp-Dmg/Rchg:30(45), C'ngImp-Acc/Dmg/Rchg:30(46), C'ngImp-Acc/Dmg:30(50)
Level 20: Kuji-In Sha -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(23), Mrcl-EndRdx/Rchg:40(23), Mrcl-Heal/Rchg:40(36), Mrcl-Heal/EndRdx/Rchg:40(48)
Level 22: Boxing -- Empty(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 26: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(27), Aegis-ResDam/Rchg:50(27), Aegis-EndRdx/Rchg:50(31), Aegis-ResDam/EndRdx/Rchg:50(31)
Level 28: Smoke Flash -- RechRdx-I:50(A), Acc-I:50(29)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/Rchg:50(34), LkGmblr-EndRdx/Rchg:50(34), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 32: Eagles Claw -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(36)
Level 35: Blinding Powder -- Mlais-Acc/Conf/Rchg:50(A), Mlais-Acc/Rchg:50(36)
Level 38: Focus Chi -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(39), GSFC-ToHit:50(39), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40)
Level 41: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(42), EndMod-I:50(42)
Level 44: Shuriken -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45)
Level 47: Exploding Shuriken -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48)
Level 49: Kuji-In Retsu -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
Level 2: Stamina -- EndMod-I:20(A), EndMod-I:50(3), EndMod-I:50(3)
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Having read through the thread, and from my own idea, I'd say a MA/Nin/Weapons Stalker is the most accurate one you can drag out of CoH.
MA because Bats is a crazy good fighter (Just change some of the kicks to punches) and hand to hand combat is his first and most important form of attack. He might use a toolshed in the form of a belt, true, but even without any weapons he's dangerous.
Nin because one of the Bats main defenses is to not get hit at all, which he does in two ways, the first being not being seen, hiding in the shadows. The Stalker Hide ability fits this prefectly. Secondly Nin is defense based, ie not getting hit. Of course you could go MA/SR for a Stalker, but you miss out on Caltrops, Smoke Flash and Blinding Powers, more 'weapons' Batman would carry.
Weapons Mastery meanwhile has Web Grenade and or Physical perfection as tier one choices, both fit the Bat just right although I lean towards the latter than the former. Shuriken and Exploding Shuriken can be used as Batarangs and Explosive Baterangs. The Targeting Drone doesn't really fit Batman's usual MO and comes with a massive cost in edurance, so it's skippable in my mind.
For travel powers you could go Super Speed (Just say he's riding in the Batmobile) Super Jump (Line grapple), flight (Rocket Boots were added in the DCAU to the Batman Beyond suit) or don't take any and just use Ninja Run.
Other Pool Powers could inculde Preseance, Concelment (Stalkers don't REALLY need them, but it's an option), Leadership, Fighting and maybe Medicine (Gotta have a first aid kit in that belt).
Of course to make the character he either has to A) start as a villian and go to Paragon at level 20 or B) start as a Praetorian and go to Paragon at level 20. For RP reasons you can say he's 'scouting the enemy' in both cases. -
I tend to use it as an 'Oh SNAP' power or when I'm expecting a hard fight. They might not be that tough, yeah, but you summon a LOT of them and quantity has a quality all their own. In addition it's additional things for them to target that's not you, takes heat off your pet and add some damage on top of all that. And agianst a big bad with little AoE attacks they'll stick around a fair while.
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Quote:Doctor WHAT. ^_^DoctorWho:
Turn on Phalanx Fighting in your build. It is automatic and provides 5% defense to all positions without any allies nearby. You are way past the soft caps on all positions. Look at my build again. You could be slotted more efficiently to hit the soft cap (45%). My build only needs more recharge bonuses to get Hasten perma and Active Defense on a 60s cooldown to double-stack it. Once you get Active Defense double-stacked with Membranes you will be able to stay at the DDR cap and ignore defense debuffs. Going past 45% will be pointless for a good Shield Tanker build.
You can slot Gaussian's in Rage if you are convinced that Focused Accuracy is a bad power.
And I am aware it's well over the cap, but it's a case of it not being hard to get that high, assuming the right sets, that I figured 'why not'? -
Had to remake it since I didn't save it. Here it is agian, with a couple other minor changes. Melee and Ranged hit 56% and AoE just under 50% for protection agianst Defense Debuffs.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Tomorrow Girl: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection- (A) Red Fortune - Defense: Level 50
- (3) Red Fortune - Defense/Endurance: Level 50
- (9) Red Fortune - Defense/Endurance/Recharge: Level 50
- (15) Red Fortune - Defense/Recharge: Level 50
- (37) Red Fortune - Endurance: Level 50
- (43) Red Fortune - Endurance/Recharge: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (3) Touch of Death - Damage/Endurance: Level 40
- (31) Touch of Death - Damage/Recharge: Level 40
- (33) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (42) Touch of Death - Damage/Endurance/Recharge: Level 40
- (42) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Red Fortune - Defense/Endurance: Level 50
- (5) Red Fortune - Defense: Level 50
- (11) Red Fortune - Defense/Recharge: Level 50
- (33) Red Fortune - Defense/Endurance/Recharge: Level 50
- (33) Red Fortune - Endurance/Recharge: Level 50
- (37) Red Fortune - Endurance: Level 50
- (A) Touch of Death - Chance of Damage(Negative): Level 40
- (7) Touch of Death - Damage/Endurance/Recharge: Level 40
- (11) Touch of Death - Accuracy/Damage: Level 40
- (13) Touch of Death - Damage/Endurance: Level 40
- (13) Touch of Death - Damage/Recharge: Level 40
- (40) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (25) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
- (A) Taunt Duration IO: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (15) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (23) Miracle - +Recovery: Level 40
- (31) Miracle - Heal: Level 40
- (36) Numina's Convalescence - Heal/Endurance: Level 50
- (36) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Recharge: Level 50
- (17) Luck of the Gambler - Defense: Level 50
- (17) Luck of the Gambler - Recharge Speed: Level 50
- (A) Luck of the Gambler - Defense/Recharge: Level 50
- (19) Luck of the Gambler - Defense: Level 50
- (19) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (21) Mako's Bite - Damage/Endurance: Level 50
- (21) Mako's Bite - Damage/Recharge: Level 50
- (31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (37) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Recharge Reduction IO: Level 50
- (23) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (27) Scirocco's Dervish - Damage/Endurance: Level 50
- (27) Scirocco's Dervish - Damage/Recharge: Level 50
- (34) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (36) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Accuracy IO: Level 50
- (A) Aegis - Psionic/Status Resistance: Level 50
- (A) Impervium Armor - Resistance: Level 40
- (45) Impervium Armor - Resistance/Endurance: Level 40
- (46) Impervium Armor - Resistance/Recharge: Level 40
- (46) Impervium Armor - Resistance/Endurance/Recharge: Level 40
- (A) Obliteration - Damage: Level 50
- (39) Obliteration - Accuracy/Recharge: Level 50
- (39) Obliteration - Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (45) Thunderstrike - Damage/Endurance: Level 50
- (A) Red Fortune - Defense/Endurance: Level 50
- (48) Red Fortune - Endurance: Level 50
- (48) Red Fortune - Defense: Level 50
- (48) Red Fortune - Defense/Endurance/Recharge: Level 50
- (50) Red Fortune - Defense/Recharge: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (50) Performance Shifter - EndMod: Level 50
- (50) Performance Shifter - EndMod/Accuracy: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Regenerative Tissue - +Regeneration: Level 30
- (A) Endurance Modification IO: Level 50
- (5) Endurance Modification IO: Level 50
- (7) Endurance Modification IO: Level 50
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True Grit and Stamina are way overslotted. True Grit, I prefer, to slot with the Numia and Miracle Procs, the Heals from both and one other heal, then the Steadfast +3%. You could also slip in a plain resitance.
I would also recommend removing Manuevers or Weave, the former mainly, to reduce Endurance drain. Combat Jumping is a better replacement, lower defense, yes, but almost non existant end drain.
And Tough, if you want to use it needs better slotting... Ah hell, I just remade the thing myself. I think this build will be much better for you. Use it if you want, if not, oh well. Endurance is much better, tough is slotted, and you still have softcap with a lot of room to spare for defense debuffs.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Tomorrow Girl: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection- (A) Red Fortune - Defense: Level 50
- (3) Red Fortune - Defense/Endurance: Level 50
- (9) Red Fortune - Defense/Endurance/Recharge: Level 50
- (15) Red Fortune - Defense/Recharge: Level 50
- (33) Red Fortune - Endurance/Recharge: Level 50
- (37) Red Fortune - Endurance: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (3) Touch of Death - Damage/Endurance: Level 40
- (31) Touch of Death - Damage/Recharge: Level 40
- (33) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (42) Touch of Death - Damage/Endurance/Recharge: Level 40
- (42) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Red Fortune - Defense/Endurance: Level 50
- (5) Red Fortune - Defense: Level 50
- (11) Red Fortune - Defense/Recharge: Level 50
- (33) Red Fortune - Defense/Endurance/Recharge: Level 50
- (37) Red Fortune - Endurance: Level 50
- (43) Red Fortune - Endurance/Recharge: Level 50
- (A) Touch of Death - Damage/Endurance/Recharge: Level 35
- (7) Touch of Death - Damage/Recharge: Level 35
- (11) Touch of Death - Damage/Endurance: Level 40
- (13) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (13) Touch of Death - Chance of Damage(Negative): Level 40
- (40) Touch of Death - Accuracy/Damage: Level 40
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (25) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
- (A) Taunt Duration IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (15) Numina's Convalescence - Heal: Level 50
- (23) Miracle - +Recovery: Level 40
- (31) Miracle - Heal: Level 40
- (36) Numina's Convalescence - Heal/Endurance: Level 50
- (36) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Defense/Recharge: Level 50
- (17) Luck of the Gambler - Defense: Level 50
- (17) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Luck of the Gambler - Defense/Recharge: Level 50
- (19) Luck of the Gambler - Defense: Level 50
- (19) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (21) Mako's Bite - Damage/Endurance: Level 50
- (21) Mako's Bite - Damage/Recharge: Level 50
- (31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (37) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Recharge Reduction IO: Level 50
- (23) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (27) Scirocco's Dervish - Damage/Endurance: Level 50
- (27) Scirocco's Dervish - Damage/Recharge: Level 50
- (34) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (36) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Accuracy IO: Level 50
- (A) Aegis - Psionic/Status Resistance: Level 50
- (A) Impervium Armor - Resistance: Level 40
- (45) Impervium Armor - Resistance/Endurance: Level 40
- (46) Impervium Armor - Resistance/Endurance/Recharge: Level 40
- (46) Impervium Armor - Resistance/Recharge: Level 40
- (A) Obliteration - Damage: Level 50
- (39) Obliteration - Accuracy/Recharge: Level 50
- (39) Obliteration - Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Thunderstrike - Accuracy/Damage/Endurance: Level 40
- (45) Thunderstrike - Accuracy/Damage: Level 50
- (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (A) Red Fortune - Defense/Endurance: Level 50
- (48) Red Fortune - Endurance: Level 50
- (48) Red Fortune - Defense: Level 50
- (48) Red Fortune - Defense/Endurance/Recharge: Level 50
- (50) Red Fortune - Defense/Recharge: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (50) Performance Shifter - EndMod: Level 50
- (50) Performance Shifter - EndMod/Recharge: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO: Level 50
- (A) Empty
- (A) Regenerative Tissue - +Regeneration: Level 30
- (A) Endurance Modification IO: Level 50
- (5) Endurance Modification IO: Level 50
- (7) Endurance Modification IO: Level 50
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Still have to rework my KM/SR in mids before respecing her...
I have an SD/WM tanker I'm building that, once at 50 and with the right sets, according to MIDS, will be at 57% Melee, 55% Ranged and 49% AoE, assuming I can get the PvP +3% Def IO. Even without it she's well and above the softcaps, but I am worried (See: Paranoid) about the DDR and I want to take her on a States someday. And if she gets stuck as an Off Tank or, lord help me, main tank on it... I'll need the extra Defense... -
For me I use Hasten as a "Oh nuts" power. I don't need it, but I like to have it, even one slotted, for any time I get into a bind.
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Having only glanced past the thread, Nerve might help soft cap and provide help agianst defense debuffs.
My Shield Defense toon, however, is getting Cardiac Core beause A) She runs a lot of toggles and the extra end red is welcome and B) it gives a boost to resistance.
Remember, Deflection and True Grit together, unslotted, offer 15% resistance to everything not Psionic. Plus One With The Shield gives your Resistance another heavy boost.
And unlike Nerve, which in the end only 3/4 will ignore ED, Cardiac is libale to grant the full boost since your likely to have a defense set in Deflection, and if your like me, True Grit is slotted with Numia and Miricle Procs with the Heal + Steadfast +3% + Numia Heal/End for set bonus, and even if your not your liable to have it underslotted for Resistance. That's an extra boost to resistance which helps when you take the odd hit here and there. -
Quote:My thoughts exactly.That's how it worked when they moved Taunt from a level 4 power to level 10 for all Tanks.
Powers can be swapped around, but I don't see any gain to switching Handclap and Hurl. Some people might like it, some people wouldn't, and a lot of people wouldn't care.
It might help some people's builds, but my SS's will look at it, shrug and move on.
I do have Hurl on my SS toons, inherent fitness helped with that, but I usually 4 slot it at best, maybe 5. And even then it's for set bonuses.
Hurl is good for the odd thing or for pulling, but it's not in my usual attack chain. -
Quote:I doubt this. After all not too long ago Fitness was a pool power changed to an inherent power without effecting those with the original Fitness at all until they respeced. They could change the powers around and not have current SS toons effected until they respec as well.You CAN'T switch the order of those two powers. If you did it would break every single SS character in the game. The people who actually DID take Hand Clap would find themselves with a power that isn't available at the level they are at. It would essentially require there to be 2 completely separate versions of Super Strength.
For an example of this exact thing in action, look at Electric Armor's Energize. Tankers and Scrappers got it earlier than Brutes and Stalkers.....because when they ported it there were no tankers or scrappers in existence with the set, but there WERE brutes and stalkers that had it. They couldn't move it in the pre-existing characters because it would have broken things badly.
Another example is Brute SR. It gets Evasion at level 20, as opposed to scrappers getting it at 35. It makes more sense to get it earlier than 35, but they couldn't move the power because of all the characters it would break. But, when they ported it to brutes they COULD move it, because there weren't any SR brutes that would be hurt by it.
So, anything else that is done, the powers will have to remain exactly where they currently are.
I bet it would be a pain in the *** though. I say change Handclap to do knockdown and maybe minor damage. That would be enough for me.
And if it doesn't happen? Ah well, always a power pool choice that works well single slotted. Combat Jumping anyone? -
In the end it simply comes down to a general agument of Corruptors vs. Defenders. Both do damage and can do support in the forms of heals, debuffs and buffs (Just debuffs in the case of TA). Cors have better damage, and is a better solo, Def have better support abilities and are better on teams.
In the end I guess what matters is what style of toon are you going to play. Are you going to be mostly solo or mostly teamed? -
I'm planning on taking Flashing Arrow a bit late in my A/TA build (Lvl 12), but I think it'll be very useful.
Poison Gas also has a Sleep component to it. Fire it into a mob, put them to sleep, drag one out with an attack and isolate it. Repeat as needed. -
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I slotted Grounded like that for the Neg res. I tend to be paranoid about 'what if I face this damage type'. The build brings Neg res up to the level of everything else save Eng. Still, dropped one slot to move elsewhere.
The Achilles Heel proc I thought of after posting, and added it to slash, replacing the other defesne debuff with an Acc IO.
For electic Shackles Widow's won out for the extra Max End. Might not need it, but if I feel I need the recharge more I can always swap later.
As for Lightning Field I heard that slotting for End Mod could sap some mobs dry. If that's the case they're attacks would be far fewer. Agian if it doesn't work out I'll swap it out, probably for an Obliteration.
As for Power Sink: Didn't notice. Re adjusted for more rech already.
As for Mu Bolt and Ball Light: Rearranged some powers to get them five slotted.
Build Up: Advice taken, slot freed.
As for Charged Armor I got it slotted mostly for the Proc. Elec has no natural, built in Fear/Confuse resistance. Hence why I have the Impervous Skin Proc in Power Surge. As for Impervium Armour in the rest, the Max End was too good to turn down. Agian if I don't need it later in life I can always swap out. -
My view on the Alpha is you base your pick on one of two choices: do you want to enhance what you have, or fill up a gap?
For example, a controller who slots hold and immobilize IOs will get the most of Muscular's damage enhancments, as well as getting a boost from the immobilization enhancments. Meanwhile a scrapper with Muscular who's slotting IOs for damage won't reap as much as the controllers from the Alhpa, but still increrase their attack.
On the other hand if the Scrapper slotting Nerve and used IOs with subpar accuracy it'd make up for the IOs shortcoming.
The Going Rouge website has a list of all four Alpha trees and what else they'll boost up. -
This is something I'm planning on making. I've made the character today, and made a plan in mids for laughs.
Note: It's a concept toon. Mu Mastery is a part of said concept. I'm not trying to min/max but I am aiming to improve where I can. My aim is to focus on recharge, accuracy and damage, followed by defense (Either S/L focused or well rounded) I'm not looking to go for Tough or Weave, but might later or for a second build.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Thunder Knight Jolty: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Hack- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (3) Kinetic Combat - Damage/Endurance: Level 35
- (15) Kinetic Combat - Damage/Recharge: Level 35
- (39) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (43) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (43) Analyze Weakness - Accuracy/Recharge: Level 50
- (A) Aegis - Psionic/Status Resistance: Level 50
- (7) Aegis - Resistance: Level 50
- (17) Aegis - Resistance/Endurance: Level 50
- (37) Aegis - Resistance/Recharge: Level 50
- (39) Aegis - Resistance/Endurance/Recharge: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (5) Kinetic Combat - Damage/Endurance: Level 35
- (11) Analyze Weakness - Accuracy/Recharge: Level 50
- (13) Kinetic Combat - Damage/Recharge: Level 35
- (23) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
- (40) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Impervium Armor - Resistance: Level 40
- (9) Impervium Armor - Resistance/Endurance/Recharge: Level 40
- (29) Impervium Armor - Endurance/Recharge: Level 40
- (36) Impervium Armor - Resistance/Recharge: Level 40
- (48) Impervium Armor - Resistance/Endurance: Level 40
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (7) Obliteration - Damage: Level 50
- (31) Obliteration - Accuracy/Recharge: Level 50
- (46) Obliteration - Damage/Recharge: Level 50
- (46) Obliteration - Accuracy/Damage/Recharge: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (9) Kinetic Combat - Damage/Endurance: Level 35
- (31) Kinetic Combat - Damage/Recharge: Level 35
- (50) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (50) Defense Buff IO: Level 50
- (A) Impervium Armor - Resistance: Level 40
- (11) Impervium Armor - Resistance/Endurance: Level 40
- (23) Impervium Armor - Resistance/Recharge: Level 40
- (34) Impervium Armor - Endurance/Recharge: Level 40
- (37) Impervium Armor - Resistance/Endurance/Recharge: Level 40
- (A) Efficacy Adaptor - EndMod/Endurance: Level 50
- (13) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (15) Efficacy Adaptor - EndMod: Level 50
- (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (33) Endurance Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 30
- (A) Resist Damage IO: Level 50
- (17) Resist Damage IO: Level 50
- (39) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (19) Scirocco's Dervish - Damage/Recharge: Level 50
- (19) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (29) Scirocco's Dervish - Damage/Endurance: Level 50
- (37) Scirocco's Dervish - Accuracy/Damage: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (21) Numina's Convalescence - Heal/Endurance: Level 50
- (21) Numina's Convalescence - Endurance/Recharge: Level 50
- (40) Numina's Convalescence - Heal/Recharge: Level 50
- (40) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (25) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (25) Adjusted Targeting - Endurance/Recharge: Level 50
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (27) Mako's Bite - Accuracy/Damage: Level 50
- (27) Mako's Bite - Damage/Endurance: Level 50
- (46) Mako's Bite - Damage/Recharge: Level 50
- (50) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (A) Run Speed IO: Level 50
- (A) Mocking Beratement - Taunt/Range: Level 50
- (43) Mocking Beratement - Taunt/Recharge/Range: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (33) Scirocco's Dervish - Accuracy/Damage: Level 50
- (33) Scirocco's Dervish - Damage/Endurance: Level 50
- (34) Scirocco's Dervish - Damage/Recharge: Level 50
- (34) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (A) Performance Shifter - EndMod/Accuracy: Level 50
- (36) Performance Shifter - EndMod/Recharge: Level 50
- (36) Performance Shifter - Accuracy/Recharge: Level 50
- (A) Impervious Skin - Status Resistance: Level 30
- (A) Decimation - Accuracy/Damage: Level 40
- (42) Decimation - Damage/Endurance: Level 40
- (42) Decimation - Damage/Recharge: Level 40
- (42) Decimation - Accuracy/Endurance/Recharge: Level 40
- (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50
- (45) Ghost Widow's Embrace - Endurance/Hold: Level 50
- (45) Ghost Widow's Embrace - Accuracy/Endurance: Level 50
- (45) Ghost Widow's Embrace - Accuracy/Recharge: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (48) Positron's Blast - Damage/Endurance: Level 50
- (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Healing IO: Level 50
- (3) Healing IO: Level 50
- (A) Endurance Modification IO: Level 50
- (5) Endurance Modification IO: Level 50
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 14.25% Defense(Smashing)
- 14.25% Defense(Lethal)
- 10.81% Defense(Fire)
- 10.81% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 6.75% Defense(Psionic)
- 8.625% Defense(Melee)
- 3% Defense(Ranged)
- 13.94% Defense(AoE)
- 10.8% Max End
- 12.5% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 185.73 HP (13.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 7.5%
- MezResist(Held) 19.6%
- MezResist(Immobilize) 21.8%
- MezResist(Sleep) 7.5%
- MezResist(Stun) 9.7%
- MezResist(Terrorized) 7.5%
- 9% (0.15 End/sec) Recovery
- 62% (3.466 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 1.26% Resistance(Energy)
- 7.51% Resistance(Negative)
- 3% Resistance(Psionic)
- 15% RunSpeed
- 2.5% XPDebtProtection