Doctor_Xaxan

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  1. Thanks for the reply.

    Quote:
    Originally Posted by Ryltaar View Post
    Hi there,

    I'm at work, so no Mid's to check some numbers. But I have a lvl50 SD/SS tanker so maybe I have some input for you.
    What's your Epic set, out of curiousity?

    Quote:
    I have no use of hasten. It might be a personnal preference, but with 6 +recharge LotG scattered around my build, everything comes up pretty fast, double Rage fot 20 seconds, double Active defense, I don't need more than that. I've recently done an AE mish with speedboost+hyper metabolism, my attacks were quite fast and impressive, but crashes from rage were way too often... I'm sure I killed things faster, but I found it really annoying.
    Yeah, I'm torn about that one myself. The more double rage I get, the more I have to stand around and go herpa derp while my rage crashes. It's a tough decision, because having tons of recharge /is/ really fun.

    Quote:
    On the endurance side, I had to wait for the Miracle IO, the Numina regen/recovery, the +10% chance end from performance shifter AND both accolades (+5% max end x2) to not worry about my endurance anymore. So hasten on top of that might be difficult to run (at least solo), but I can't be sure without trying.

    The 2 accolades add A LOT to your endurance. Since everything is calculated in %, the more endurance you have, the more you recover. My advise would be to get them ASAP (Born in Battle is quite easy to get, especially for a tanker). If possible, try to run the Talos Island mayhem mission for the temp power +5% END. It lasts 3 game days, very usefull.
    I have all of those IOs (they're not shown because I have my theoretical Health/Stam slots tucked away in Rest. I'll see about getting those accolades, now that I know they make a huge difference. I'm such a slacker.

    Quote:
    On the slotting :
    - Deflection needs 6 slots. 4 DEF (LotG works great) + 2 RES.
    - Battle agility is overslotted. 4 LotG for any combination of Def/ is good
    - Active Defense : I find 2 slots for recharge is good. It counters any -rech debuff and when you do some low level TF's, it's up 100% of the time.
    - True grit has resistance in it so 3 slots of heal and 3 of resistance. (or 4 miracle for the bonus + 2 Res)
    - Tough is overslotted, 3/4 slots is enough
    - weave also, 4 slots of LotG

    Now for the sets, you often made the peculiar choice of not taking the 6th enhancement in mosts sets. Why is that ?
    Look at the 6 enhancement bonuses and you'll find the most interesting ones for a SD tanker : +DEF
    - Oblits = +3.75% melee DEF
    - Mako's = +3.75% ranged DEF
    - Eradication = +3.13% AoE DEF
    and so on and so forth...
    The reason I don't usually go for the six slot bonuses on the AOE sets is that those damage procs are extremely "meh", and the 5 other pieces leave the set starved for either recharge reduction, endurance reduction, or both.

    And for things like Shield charge and Foot Stomp, I like them to come up as fast as possible. Not to mention they're huge endurance hogs and 25% endredux (or whatever it is) just doesn't cut it on a power with base 18.5 endurance cost.

    That's why you see some other powers overslotted to grab bonuses. Reactive Armor is one of my all time favorites for rounding off defenses.

    As far as DamRes in Deflection: That's probably a worthy goal. It does come out to around 8% resistance, now that I'm looking at it more carefully.

    Thanks again for your input, Ryltaar. And I invite further discussion on this stuff. He is my main afterall!
  2. Quote:
    Originally Posted by StoneJaguar View Post
    Just a note before i critique your build: i have a lv50 shield/Elec tank that I IO'd out and is around 40-45% defense. So it is possible. Just not how yours is built. You over slotted several powers... nothing a respec cant fix though. I also have experience with super strength. lv50 WP/SS tank. Also IO'd out.

    first you need LOTG x4 in deflection and battle agility
    for a set that is positional defense, you need to use sets to complement that. Get rid of crushing impact and put touch of death and/or mako's bite in your melee attacks. for scirroco's i only go with 5 of those. the 6th is a wasted slot imo. For true grit, complete your set of steadfast and nothing else in it. perfect zinger is good for taunt but 5 slotted mocking beratement would work too if you needed an extra slot. for health, just 1 slot it. add anohter slot to true grit and put the regen tissue in it instead. maybe if you have the cash, put numina and miracle in health. with inherent fitness in a month or so, i wouldnt waste a slot in health. I do NOT like being forced to use CJ just to add sets to it. but I am fortunate that i am a vet enough to skip it if i want. 6 slot stamina with perf shifter. A shield tank DOES NOT NEED TOUGH OR WEAVE!!! And you overslotted physical perfection. I can post my build if you wanna look at it. yes, it is elec melee but i think you could use it as a guide.

    SJ
    I think you're dead wrong about just about everything you said in here.

    No slots for heal IOs in True Grit? No Fighting pool? Are you jacked up on cocaine?
  3. Here's something I just cooked up.

    It comes in slightly lower on recovery and regen than the build you posted, but the attacks are slotted for more end reduction and your end drain from toggles is significantly lower.

    I also used some Red Fortunes and Stupify to get you a TON more recharge, to lower the downtime you'll have on Hasten.

    Added some Force Feedback procs rather than damage procs. I'm not sure how people feel about that in general, but that 5 second burst of 100% recharge has a chance to proc on every enemy struck by Footstomp.

    I also added Haymaker (crucial for taking out Lts and bosses), so you don't have a travel power in this build. If you don't have Ninja Run (or don't want to use it), you could drop Grant Cover, although you'd be missing a lot of Defense Debuff resistance in that case.

    I left two recharge IOs in Active Defense in case you end up Exemplaring down and losing some of your recharge bonuses. Not having 100% uptime on that really blows.

    Anyway, here it is. I used what you already had in your build, plus some other cheap sets. Nothing you can't get with a few more million inf than you currently have.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Red Fortune - Defense/Endurance
    • (15) Red Fortune - Defense/Recharge
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (43) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    • (43) Resist Damage IO
    Level 1: Jab
    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (11) Mako's Bite - Damage/Recharge
    • (13) Mako's Bite - Accuracy/Endurance/Recharge
    • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (15) Crushing Impact - Damage/Endurance/Recharge
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Luck of the Gambler - Defense
    • (3) Luck of the Gambler - Defense/Endurance
    • (5) Luck of the Gambler - Defense/Endurance/Recharge
    Level 4: Haymaker
    • (A) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Damage/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    • (9) Crushing Impact - Damage/Endurance/Recharge
    • (9) Force Feedback - Chance for +Recharge
    Level 6: Active Defense
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 8: Combat Jumping
    • (A) Defense Buff IO
    Level 10: Against All Odds
    • (A) Endurance Reduction IO
    Level 12: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Swift
    • (A) Run Speed IO
    Level 16: Health
    • (A) Healing IO
    • (17) Healing IO
    • (17) Healing IO
    Level 18: True Grit
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (19) Regenerative Tissue - +Regeneration
    • (19) Healing IO
    • (21) Healing IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (40) Endurance Modification IO
    Level 22: Knockout Blow
    • (A) Crushing Impact - Damage/Endurance
    • (23) Crushing Impact - Damage/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Recharge
    • (25) Crushing Impact - Accuracy/Damage/Endurance
    • (25) Crushing Impact - Damage/Endurance/Recharge
    • (37) Kinetic Crash - Recharge/Endurance
    Level 24: Taunt
    • (A) Mocking Beratement - Recharge
    • (45) Mocking Beratement - Taunt/Recharge
    • (46) Mocking Beratement - Taunt/Recharge/Range
    • (46) Mocking Beratement - Accuracy/Recharge
    Level 26: Shield Charge
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Endurance Reduction IO
    Level 28: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Boxing
    • (A) Stupefy - Accuracy/Recharge
    • (48) Stupefy - Endurance/Stun
    • (48) Stupefy - Accuracy/Endurance
    • (48) Stupefy - Stun/Range
    • (50) Stupefy - Accuracy/Stun/Recharge
    Level 32: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (33) Reactive Armor - Resistance/Recharge
    • (33) Reactive Armor - Resistance/Endurance/Recharge
    • (33) Reactive Armor - Resistance
    • (34) Reactive Armor - Endurance
    Level 35: Weave
    • (A) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Defense/Endurance/Recharge
    • (36) Red Fortune - Defense
    • (37) Red Fortune - Endurance
    • (46) Red Fortune - Endurance/Recharge
    Level 38: Foot Stomp
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (39) Scirocco's Dervish - Damage/Recharge
    • (39) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (40) Force Feedback - Chance for +Recharge
    Level 41: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Conserve Power
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 47: Physical Perfection
    • (A) Endurance Modification IO
    • (50) Healing IO
    Level 49: Grant Cover
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
  4. Quote:
    Originally Posted by Jade_Dragon View Post
    I can agree with the original sentiment here. The issue is not "I have characters whose concept calls for them to be overweight and unfit" (although they certainly could be, if we had models that matched that) but "I have characters that ARE physically fit, and devote time and effort to it". It concerns me to have a character whose concept revolves around him being at the peak of human physical condition, and have him be able to run, jump, heal and recover his "second wind" no faster than my "ordinary" characters.

    On the other hand, it is no big leap for me to turn this from, "I take this power for my physically fit characters" to "I three slot this power for my physically fit characters". My fit characters are the ones that MAKE USE of Fitness, the others just stick with the default slot and put the slots in something else.

    And I have to admit that when I take Fitness, I DO use it. I never take Stamina without intending to at least two slot it. I have a character that has three slotted Hurdle. (As well as Health and Stamina. That to me is the "peak of human condition", 3 slots in each) So it's no real stretch to me to say my characters that don't have Stamina will just have 1 slotted Stamina. They are superheroes, after all, their "fitness" can come from their powers if not from training.

    I suppose what I'm saying is that I'm fine with this if I can still slot it. There's still enough differentiation in the number of slots I put in a power, and I can choose NOT to slot it, although I doubt I ever will. (I find it hard not to slot Brawl, even when I don't use it. I suppose I can do like I usually do with Brawl, and drop a level 5 or 10 IO in it and forget about it...)
    I've always thought that a better solution to the endurance pre-20 problem would be to increase base recovery rate for all characters, and possibly lower the bonus granted by Stamina (or keep it the same, if it would remain in balance).
  5. Quote:
    Originally Posted by dave_p View Post
    cuz this will never, ever fly w/the devs, except in a roflcopter,
    +1 internets.
  6. Quote:
    Originally Posted by BunnyAnomaly View Post
    Is there room for another in the roflcopter before it takes off?
    *reaches out dramatically from the door of the roflcopter* YOU CAN MAKE IT. JUMP.
  7. Also...

    Quote:
    Originally Posted by Seyshara View Post
    3 bonus powers I avoided mainly because they didn't fit my character concept. I don't like the idea of having to pick powers just to fill slots in my build. My Corruptor's taking Leaping and Fighting pool powers because there aren't enough secondary powers that fit her concept, and I had the think carefully about those.

    I'll just have to take JusticeValkyrie's advice and never even put the 'bonus' powers in my tray.

    I never said that making Fitness inherent was a nerf, or a drawback. It just creates annoying build problems for my low-level characters and any future builds I come up with.
    *takes off in his roflcopter*
  8. It blows my mind that anyone even has a problem with this.

    People will kvetch and moan about anything, I guess.
  9. If you haven't rolled already, I highly recommend super strength rather than energy melee. It's all-around a better set, and you'll find Foot Stomp to be generally similar to Dragon's Tail.
  10. So, I've posted a message like this for my main character two or three times in the past, and I've always gotten tremendously helpful feedback from you guys as he's gone from a SO scrub to a crappy IO scrub to a serviceable killing machine.

    Here are some notes/goals:

    1) I use this character for pretty much everything, so he needs to be survivable and as wrecking-ball-esque as possible.

    2) This new build revolves around adding in Hasten and getting it as close to 100% uptime as possible.

    -- Is this even possible from an endurance standpoint?

    -- He doesn't currently have any of the endurance/recovery accolades. How much of a difference do they make?

    -- With hasten added, should I think about dropping Pyre mastery for Energy?

    3) I added super speed because I was out of other ideas, figured the poor guy doesn't need any more toggles, and because I thought it'd be cool to have him jumping and running and top speed through the city. I'm not absolutely married to it, though.

    4) Any other pointers are welcome. I'm not a fantastic character builder, so I'm sure there's room for improvement.

    5) I want to avoid purple sets and things like the PVP +3% defense IO.

    6) Everything shown on the build below is stuff he already has.


    Doing a long form export for you folks at work:


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Day Shatter: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Red Fortune - Defense/Endurance
    • (19) Red Fortune - Defense/Recharge
    • (19) Red Fortune - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Endurance/Recharge
    Level 1: Jab
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (11) Crushing Impact - Accuracy/Damage/Endurance
    • (11) Crushing Impact - Accuracy/Damage/Recharge
    • (13) Crushing Impact - Damage/Recharge
    • (13) Crushing Impact - Damage/Endurance
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    Level 2: Battle Agility
    • (A) Gift of the Ancients - Defense/Endurance
    • (3) Gift of the Ancients - Defense/Recharge
    • (3) Gift of the Ancients - Run Speed +7.5%
    • (9) Gift of the Ancients - Defense/Endurance/Recharge
    • (9) Luck of the Gambler - Endurance/Recharge
    • (50) Luck of the Gambler - Recharge Speed
    Level 4: Haymaker
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Damage/Recharge
    • (7) Crushing Impact - Damage/Endurance
    • (42) Mako's Bite - Accuracy/Endurance/Recharge
    Level 6: Active Defense
    • (A) HamiO:Membrane Exposure
    Level 8: Against All Odds
    • (A) Endurance Reduction IO
    Level 10: Taunt
    • (A) Recharge Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 16: True Grit
    • (A) Miracle - +Recovery
    • (17) Miracle - Heal
    • (17) Healing IO
    Level 18: Boxing
    • (A) Empty
    Level 20: Super Speed
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 22: Knockout Blow
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (23) Crushing Impact - Accuracy/Damage/Recharge
    • (34) Crushing Impact - Damage/Recharge
    • (34) Crushing Impact - Damage/Endurance
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Steadfast Protection - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (33) Reactive Armor - Resistance
    • (34) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Endurance
    Level 26: Shield Charge
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Kinetic Crash - Recharge/Endurance
    Level 28: Weave
    • (A) Red Fortune - Defense/Endurance
    • (29) Red Fortune - Defense/Recharge
    • (29) Red Fortune - Defense/Endurance/Recharge
    • (31) Red Fortune - Defense
    • (31) Red Fortune - Endurance
    Level 30: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Super Jump
    • (A) Endurance Reduction IO
    Level 35: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 38: Foot Stomp
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (39) Scirocco's Dervish - Damage/Recharge
    • (39) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (40) Force Feedback - Chance for +Recharge
    Level 41: Char
    • (A) Lockdown - Accuracy/Endurance/Recharge/Hold
    Level 44: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (45) Decimation - Damage/Endurance
    • (45) Decimation - Damage/Recharge
    • (45) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage/Endurance
    Level 49: Grant Cover
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    • (15) Empty
    • (15) Empty
    • (21) Empty
    • (21) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
  11. I just found that thread as well. Thanks!
  12. I noticed today that the neck of female characters has a tear in it between polygons. I'm sure I would have noticed this in the past, so it's gotta be a fairly new development, and it seems to be on all female characters I see in my client. Males don't have it.

    http://i2.photobucket.com/albums/y20...0-16-15-24.jpg

    There's a picture of it. Has it always been like that? Am I crazy? did they goof something up in a recent patch?
  13. I think I'd probably put that Force Feedback proc in Haymaker instead of footstomp. On my Shield/SS I'm usually using it on cooldown, and it comes up faster than twice as often as Footstomp.
  14. Quote:
    Originally Posted by DrMike2000 View Post
    Now you mention it, a single target Mag 3 melee stun probably isn't too much at all. Devices get a ranged one with Taser at level 4. Yeah, Cobra Strike as Tier 1 would work, wouldn't it?

    And my vote would go for a single manipulation set with alternate animations, let the player choose per attack if they want kicky Martial Arts of mystic Tai Chi.
    The problem with doing that is the animation times are different for Burst and Dragon's Tail (for instance). Which means the powers would be more or less powerful based on animation choice, rather than it just being an aesthetic choice.

    Honestly, I think animation times should be standardized. Has there ever been any talk of doing that?
  15. Here's sort of a general question about this, from a non-blaster-main to you more blaster-oriented people.

    What would be better received, MA married with Kinetics as above or:

    Ninjitsu + Martial Arts (for one set, and)
    Kinetic Manipulation (for another)?

    The reason I initially thought MA + Kinetics would be cool is that it gives Martial Arts a bit of HADOUKEN.
  16. Quote:
    Originally Posted by DrMike2000 View Post
    Oh, and Inertial Compulsion is a terrible name.
    THE POWER OF INERTIA COMPELS YOU.

    Isn't that sort of an oxymoron? I mean, to be inert is the opposite of to be compelled.

    Anyway, Dr. Mike--

    The reason I suggested a stun for tier 1 is really just variety. Most of the other sets have an immobilize for their tier one, and I didn't see a stun. Is there precedent in other powersets for raising or lowering the duration of a stun, hold, etc, to bring the power into balance with others within an AT?

    Also, despite being totally absurd and obnoxious, je saist did make a decent point about the tier 9 power; it doesn't necessarily need to be a big whopping melee attack. I guess I'm just partial to Energy Manipulation. It is sort of the go-to blapper set, right?

    I'll post a revised list sometime tonight or tomorrow.
  17. Quote:
    Originally Posted by je_saist View Post
    SCREEEEEEEEEEEEEEE. HATE HATE HATE HATE it's been a thousand generations since the last time I saw sunlight!!!!!!!!!
    @_o
  18. Quote:
    Originally Posted by The Original Clutch View Post
    How are you planning for the siphon speed PBAoE power to work, Small recharge and movement buff per enemy hit? A full siphon speed per enemy would be insane lol
    Yeah, I was imagining it being broken up into chunks per enemy hit, like the original siphon speed, invulnerability's Invincibility power, etc.
  19. I was reading another thread in here about Martial Arts themed secondaries for blasters, and decided to put my razor-sharp intellect to use developing a pretend powerset.

    1. Cobra Strike (ST soft control)
    for ST soft control, probably in the form it used to be in before they gave Martial Arts some love.

    2. Body Blow (ST moderate damage)
    I'm willing to be shouted down on this one in favor of an attack straight from the martial arts set, but I think realistically things having more to do with the Kinetics craze are more likely to be implemented.

    3. Power Siphon (Damage boost)
    Another option for this would be Focus Chi, which would be martial artsy, but I think Power Siphon is more interesting, and the -Damage to enemies gives it some added utility.

    4. Crane Kick (ST High Damage)
    Boom. High damage with guaranteed knockback.

    5. Burst (PBAOE Damage)
    I would also love Dragon's Tail here, but I'm A) trying to alternate between kinetic powers and martial arts powers, and B) Burst seems more blastery. I'm not married to it, though.

    6. Siphon Speed (utility)
    This would beas speed siphon from the kinetics set, but function as a PBAOE, much like how Power Siphon is just Siphon Power (from kinetics) reimagined as a PBAOE. I'm not really sure about this one; it's setting of a "might be overpowered" alarm in the back of my head.


    7. Energy Drain (utility)
    Per the Energy aura power of the same name. It's possible I've gone a little PBAOE crazy here, but this is meant as an in-your-face-suckah powerset.

    8. ?
    Help me out here.


    9. Eagle's Claw
    KAPOW. /EM blasters aren't the only ones who can beat you upside the head! I pity the foo'. Concentrated Strike could also work here. I guess.



    I'm not totally invested in any one specific point in the list above, so feel free to have at it. I figure it's an interesting conversation to have among us players. And hey, if we like it enough and keep asking, they'd eventually implement it, right?







    Right?
  20. I'd play a blaster if they got a blade and/or a martial arts kapow secondary.

    So would everyone else who doesn't currently play blasters, I'm pretty sure.

    Here's the thing, though-- aside from the fact that it'd just be a SWEET IDEA and make a lot more character concepts viable, does it seem like something they'd do? Making the smashy hitty stompy powers that scrappers/tankers/brutes/stalkers enjoy available to blasters, and probably do more damage as well?

    I play tankers, mind you, and I still think it'd be great. But I can already hear the whining.
  21. Doctor_Xaxan

    tank

    It's like submitting a resume with no cover letter.
  22. If it were me, and one of my goals was to make an electric armor tanker:

    I'd pair electric armor with something that offers a lot of active mitigation, like super strength or stone melee. I'd use Lightning Reflexes as a spring board to get as much uptime on Hasten as possible and take super speed for my travel power.

    Super strength would be especially fun, because you could stack a lot of rage at that point.
  23. That's a good point. Assault would be better in terms of straight damage, unless you're already at the damage cap. Which most tankers never hit on their own (or in teams for that matter).
  24. So I'm looking to take my main character to the next level, and trying to rethink things. Going through possible powers, I did a double-take at Melt Armor, which I'd always ignored in the past.

    But now with Bruising, I'd be (in theory) putting -30% worth of resistance debuffs on bosses.

    Has anyone tried this? What are your thoughts?

    Also, the current build I'm considering is below. I'm willing to go for anything short of purples and PVP sets. Any and all comments are welcome! He's currently sitting on his freespec with a decent amount of cash on hand.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Day Shatter: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Defense/Recharge
    • (19) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Recharge Speed
    • (42) Titanium Coating - Resistance
    Level 1: Jab
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (11) Crushing Impact - Accuracy/Damage/Endurance
    • (11) Crushing Impact - Accuracy/Damage/Recharge
    • (13) Crushing Impact - Damage/Recharge
    • (13) Crushing Impact - Damage/Endurance
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    Level 2: Battle Agility
    • (A) Gift of the Ancients - Defense/Endurance
    • (3) Gift of the Ancients - Defense/Recharge
    • (3) Gift of the Ancients - Run Speed +7.5%
    • (9) Gift of the Ancients - Defense
    • (9) Kismet - Accuracy +6%
    • (50) Kismet - Endurance/Recharge
    Level 4: Haymaker
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Damage/Recharge
    • (7) Crushing Impact - Damage/Endurance
    • (42) Mako's Bite - Accuracy/Endurance/Recharge
    Level 6: Active Defense
    • (A) HamiO:Membrane Exposure
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Against All Odds
    • (A) Endurance Reduction IO
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Numina's Convalescence - Heal
    • (15) Healing IO
    Level 16: True Grit
    • (A) Miracle - +Recovery
    • (17) Miracle - Heal
    • (17) Healing IO
    • (42) Titanium Coating - Resistance
    Level 18: Boxing
    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Efficacy Adaptor - EndMod
    Level 22: Knockout Blow
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (23) Crushing Impact - Accuracy/Damage/Recharge
    • (34) Crushing Impact - Damage/Recharge
    • (34) Crushing Impact - Damage/Endurance
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Steadfast Protection - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (33) Reactive Armor - Resistance
    • (34) Reactive Armor - Resistance/Endurance
    • (46) Reactive Armor - Endurance
    Level 26: Shield Charge
    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Kinetic Crash - Recharge/Endurance
    Level 28: Weave
    • (A) Red Fortune - Defense/Endurance
    • (29) Red Fortune - Defense/Recharge
    • (29) Red Fortune - Defense/Endurance/Recharge
    • (31) Red Fortune - Defense
    • (31) Red Fortune - Endurance
    Level 30: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Super Jump
    • (A) Jumping IO
    Level 35: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 38: Foot Stomp
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (39) Scirocco's Dervish - Damage/Recharge
    • (39) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (40) Kinetic Crash - Recharge/Endurance
    Level 41: Char
    • (A) Lockdown - Accuracy/Endurance/Recharge/Hold
    Level 44: Fire Blast
    • (A) Decimation - Accuracy/Damage
    • (45) Decimation - Damage/Endurance
    • (45) Decimation - Damage/Recharge
    • (45) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Detonation - Accuracy/Damage/Endurance
    Level 49: Grant Cover
    • (A) HamiO:Enzyme Exposure
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run