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Posts
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I always feel bad about things like this because the fact is, as the game is right now, defense beats resistance every single time, for tankers.
My suggestion would be to make an electric scrapper, where the recharge bonus from Lightning Reflexes will be more potent. -
Thanks for the reply, Doomguide. I had no idea about the set bonuses; I thought it was a maximum of five from a given IO set, not a maximum of five for any type of bonus.
Also, about the Kismet unique: Thanks for pointing that out. I still don't really understand to-hit mechanics in this game, but I do gather that accuracy and To-Hit are somehow different.
Here's my updated plan. Thanks again!
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Synier: Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Strike- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (5) Mako's Bite - Accuracy/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (42) Mako's Bite - Chance of Damage(Lethal)
- (A) Red Fortune - Defense/Endurance
- (7) Red Fortune - Defense/Recharge
- (7) Red Fortune - Defense/Endurance/Recharge
- (9) Red Fortune - Defense
- (9) Red Fortune - Endurance
- (46) Luck of the Gambler - Recharge Speed
- (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
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (15) Red Fortune - Defense/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (17) Red Fortune - Defense
- (17) Red Fortune - Endurance
- (48) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Multi Strike - Accuracy/Damage
- (19) Multi Strike - Damage/Endurance
- (19) Multi Strike - Damage/Recharge
- (21) Multi Strike - Accuracy/Endurance
- (21) Multi Strike - Accuracy/Damage/Endurance
- (23) Multi Strike - Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (A) Harmonized Healing - Heal/Endurance
- (33) Harmonized Healing - Endurance/Recharge
- (33) Harmonized Healing - Heal/Recharge
- (33) Harmonized Healing - Heal/Endurance/Recharge
- (34) Harmonized Healing - Heal
- (48) Doctored Wounds - Endurance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (39) Numina's Convalescence - Heal
- (48) Miracle - +Recovery
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (25) Decimation - Damage/Recharge
- (25) Decimation - Accuracy/Endurance/Recharge
- (27) Decimation - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (27) Performance Shifter - EndMod
- (29) Endurance Modification IO
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Defense Buff IO
- (A) Multi Strike - Accuracy/Damage
- (29) Multi Strike - Damage/Endurance
- (31) Multi Strike - Damage/Recharge
- (31) Multi Strike - Accuracy/Endurance
- (31) Multi Strike - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Crushing Impact - Damage/Endurance/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Accuracy/Damage/Recharge
- (36) Crushing Impact - Damage/Recharge
- (36) Crushing Impact - Damage/Endurance
- (36) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Kismet - Defense/Endurance
- (37) Kismet - Defense/Recharge
- (37) Kismet - Endurance/Recharge
- (37) Kismet - Defense/Endurance/Recharge
- (39) Kismet - Accuracy +6%
- (39) Red Fortune - Defense/Endurance
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance
- (43) Reactive Armor - Endurance
- (A) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Endurance
- (45) Gift of the Ancients - Defense/Recharge
- (45) Gift of the Ancients - Run Speed +7.5%
- (46) Kismet - Defense/Endurance
- (46) Kismet - Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run -
My experience with scrappers and tankers has been that they become fun once they have stamina and an AOE attack.
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Hey folks. This is a level 41 toon of mine that I'm brushing off for GR. I'm having some issues putting a build together for him:
1) Too many slots. In what I've posted below, I think I did a pretty good job allocating them, but I feel like I might have missed a more efficient way to do it.
2) Strapped for power choices. Is there anything I can do to make myself some more room?
3) Not sure about the order in which I took his powers. It's a little bit sloppy. Any advice on when to take what would be appreciated greatly.
Per the post title, it's a budget build. The more expensive stuff (LotGs) isn't absolutely necessary for it to be viable, but I had extra slots and figured I'd give myself room to grow in the future. Other things, such as the Decimations and Reactive Armors, I already have floating around on other toons.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Synier: Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Medicine
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Strike- (A) Crushing Impact - Damage/Endurance/Recharge
- (3) Crushing Impact - Accuracy/Damage/Endurance
- (3) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Damage/Recharge
- (5) Crushing Impact - Damage/Endurance
- (42) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (7) Red Fortune - Defense/Recharge
- (7) Red Fortune - Defense/Endurance/Recharge
- (9) Red Fortune - Defense
- (9) Red Fortune - Endurance
- (46) Luck of the Gambler - Recharge Speed
- (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
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (15) Red Fortune - Defense/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (17) Red Fortune - Defense
- (17) Red Fortune - Endurance
- (48) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Multi Strike - Accuracy/Damage
- (19) Multi Strike - Damage/Endurance
- (19) Multi Strike - Damage/Recharge
- (21) Multi Strike - Accuracy/Endurance
- (21) Multi Strike - Accuracy/Damage/Endurance
- (23) Multi Strike - Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (A) Harmonized Healing - Heal/Endurance
- (33) Harmonized Healing - Endurance/Recharge
- (33) Harmonized Healing - Heal/Recharge
- (33) Harmonized Healing - Heal/Endurance/Recharge
- (34) Harmonized Healing - Heal
- (48) Doctored Wounds - Endurance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (39) Numina's Convalescence - Heal
- (48) Healing IO
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (25) Decimation - Damage/Recharge
- (25) Decimation - Accuracy/Endurance/Recharge
- (27) Decimation - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (27) Performance Shifter - EndMod
- (29) Endurance Modification IO
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Recharge
- (A) Defense Buff IO
- (A) Multi Strike - Accuracy/Damage
- (29) Multi Strike - Damage/Endurance
- (31) Multi Strike - Damage/Recharge
- (31) Multi Strike - Accuracy/Endurance
- (31) Multi Strike - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Recharge
- (A) Run Speed IO
- (A) Crushing Impact - Damage/Endurance/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Accuracy/Damage/Recharge
- (36) Crushing Impact - Damage/Recharge
- (36) Crushing Impact - Damage/Endurance
- (36) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (37) Red Fortune - Defense/Recharge
- (37) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (39) Red Fortune - Endurance/Recharge
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Reactive Armor - Resistance/Endurance
- (42) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance
- (43) Reactive Armor - Endurance
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (46) Red Fortune - Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Recharge
- (A) Jumping IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run -
If you build a tanker who can take lots of damage but not dish any out (because you skipped high-damage attacks in favor of redundant mitigation), you are DOING IT WRONG.
If you build a tanker who forgoes important defense powers in favor of more damage, YOU ARE DOING IT WRONG.
If you roll a tanker but don't have the balls to direct your imaginary character into a room full of imaginary monsters before your imaginary friends go first, YOU ARE DOING IT WRONG.
Anyway...
There is a certain kind of gamer who make good tanks. We like to go first and enjoy the rush of almost dying. /Actually/ dying makes us go RAWR and want to go back for more.
Other people shuffle back and forth at the entrance to the room and go "But what if I die?" -
Short answer: Nearly all competitive builds for all tanker powerset combos include Tough and Weave.
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Quote:I realize this is an old post, but seriously. Stop jumping down peoples' throats and go get some fresh air or something. Your opinion about the universe and "the way things are" doesn't become more factual the more bold lettering you use to articulate it.Yep.
Read here: http://boards.cityofheroes.com/showt...ge#post2837784
There was a leak a few weeks ago describing some of the in-testing changes for shield charge. From the leak we know that Castle is examining a higher recharge time, probably 2x or more, in order to keep the initial impact damage the same. We still don't know what the final numbers on the modified Shield Charge will be.
What we do know is that it will no longer outpace Blasters for DPS and will be significantly reigned back into scrapper values.
Wrong word.
Nerf is what happens when a balanced power is adjusted downwards with no compensating changes, or for no justified reasoning. Let me make this clear: City of Heroes has not experienced a genuine nerf to any power-set.
If you want to know what a true nerf is, go talk to Ultima Players, Everquest Players, former Planetside players, WarHammer players, WoW players, or just about any other MMO. A true nerf is when a developer just drops the values on an attack, item, or something else because they felt like it. I've been in games, such as Planetside, where weapon behavior would literally change overnight because it a developer felt it was wrong (Lasher, Lancer, Magrider, Thresher, Sunderer, Skeeter, Reaver... actually. Pick a Vanu gun, Vanu Vehicle, or pool vehicle and at some point some developer decided to just change it's attack values or attributes because they felt like it. No database, no datamining, just, change, see what happens.).
As of right now Shield Charge is massively overpowered. It is out of balance. As such, Shield Charge is being Re-Balanced.
Re-balancing is when a power, item, or in-game event, is brought into line with similar powers, items, or in-game events.
If you play Shield just for Shield Charge... well... honestly I feel sorry for you. Really, I do. Shields an excellent all-rounder set, and even without the baster class nuke without the end-drain it's still going to be a good all-rounder.
Anyway.
Does anyone else hope they nerf the damage rather than the cooldown of Shield Charge? It's the playstyle of Shield Defense that I like the most. I don't need all that damage. -
I don't know much about FA, but I have a question:
How did you resist taking Tremor? Mmm, AOE. -
Are you planning on using IO sets or just slotting these powers with standard IOs and SOs?
I ask because it's hard to comment on a build until you give folks an idea of what you're planning to do. For instance, with the powers you just posted, my first thought is that you're going to run into a shortage of slots for all of those powers. -
I knocked this out in a few minutes and threw some enhancements in it. It's just a dirty budget build, but it's always best to plan for sets and whatnot, if you are indeed going to plan ahead.
Things to note:
1) You need either knockback protection IOs (shown here) or the Acrobatics power from jumping.
2) Stupify is a great set to put in Opressive Gloom. Dirt cheap and great bonuses.
3) I left out the Fear powers. The silly floating ghost heads bother me.
4) Don't take this build as gospel. I'm just throwing it up here to give you some ideas.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(17), TtmC'tng-ResDam/EndRdx/Rchg(19), TtmC'tng-ResDam(19), TtmC'tng-EndRdx(21)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7)
Level 2: Murky Cloud -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(3), EndRdx-I(3)
Level 4: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Obsidian Shield -- S'fstPrt-ResKB(A), EndRdx-I(21)
Level 8: Dark Regeneration -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(11)
Level 10: Swift -- Run-I(A)
Level 12: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 14: Health -- Heal-I(A)
Level 16: Siphon Life -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 18: Tough -- S'fstPrt-ResKB(A), ResDam-I(23), ResDam-I(23), EndRdx-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
Level 22: Cloak of Darkness -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(50), EndRdx-I(50)
Level 24: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(29)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(48)
Level 28: Soul Drain -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 30: Combat Jumping -- DefBuff-I(A)
Level 32: Super Jump -- Jump-I(A)
Level 35: Dark Consumption -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(50)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42), EndRdx-I(42)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run -
I'm actually curious about this powerset pairing. DA is a set I've always wanted to make work well, and SS is my favorite powerset in the game.
Is this baby you posted endurance efficient with rage stacking? -
This is just from firing up Mids and looking at the base numbers:
Irradiate: 62.6 PBAOE
Electron Haze: 84.5 30 degree cone
Neutron Bomb: 56.3 TAOE
Fire Ball: 78.8 TAOE
Rain of Fire: 125.1 LAOE
Fire Breath: 109.8 30 degree cone
The big drawback to fire, depending on how you look at it, is the terror effect associated with Rain of Fire. -
It makes me sad that one epic powerset is so much better than the others. :/
And that this one betterest powerset makes you look like a lego man. -
Thank you for the reply, Lillika.
*scratches chin*
I like what you did there with Build Up and Aim. I am definitely going to incorporate some of this.
One thing I'm torn on is whether to strive for position defense or damage type defense. I will inform you all shortly of my findings. -
I'll crank out a "What I would do if I were you" build. What epic powerset were you looking at?
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I had a traumatic flashback to the World of Warcraft forums for a moment.
/shudder
The guy wants to be viable and not go for the cookie cutter epic powerset that makes you look like a retarded block man. Lots of people, including many normal gamers, want their character to look how they want them to look. -
A couple suggestions:
1) Don't put your Performance Shifter proc IO in Resurgence. You want it in a power that's passive (always 'on'), so that it's constantly proccing and giving you endurance.
2) Your defense power slotting is a little bit wonky. 6-slot Red Fortune into Weave, and put those Gamblers into Combat Jumping. You'll get more mileage out of your sets. Always look at the base % of something when deciding how to slot. Combat jumping is a really minor amount of defense with barely noticeable endurance drain, and most people leave it at 1 slot (defense) for that reason. -
So, I'm pretty new to blasters. I have a level 32 radiation/energy blaster who's more or less shelved, and that's all. I generally make characters based on concept, and after much agonizing, I've decided on these three powersets.
I have an "in theory" build, which I'll paste in here at the end. Goes without saying that it is noobish and probably inefficient, but I figured I'd do some of my own brainstorming first of all.
My goals are the following:
1) Soloability
2) Ability to blap in teams without getting hosed by AOE.
3) Reasonably high survivability.
4) No purple enhancement sets. I can make decent cash on my tanker, but I just don't have the time to pour tons of money into one character.
Any tips are hugely appreciated. Feel free to point me toward helpful guides.
- Thanks!
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Run Speed IO
- (A) Thunderstrike - Accuracy/Damage
- (15) Thunderstrike - Damage/Endurance
- (15) Thunderstrike - Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Accuracy/Damage/Endurance
- (19) Thunderstrike - Damage/Endurance/Recharge
- (A) Defense Buff IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Healing IO
- (23) Healing IO
- (43) Healing IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Endurance Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (25) Doctored Wounds - Endurance/Recharge
- (25) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (27) Doctored Wounds - Heal
- (29) Doctored Wounds - Recharge
- (A) Positron's Blast - Accuracy/Damage
- (29) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (33) Positron's Blast - Chance of Damage(Energy)
- (A) Mako's Bite - Accuracy/Damage
- (33) Mako's Bite - Damage/Endurance
- (33) Mako's Bite - Damage/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Stupefy - Accuracy/Recharge
- (43) Stupefy - Endurance/Stun
- (43) Stupefy - Accuracy/Endurance
- (46) Stupefy - Stun/Range
- (50) Stupefy - Accuracy/Stun/Recharge
- (A) Titanium Coating - Resistance/Endurance
- (37) Titanium Coating - Resistance/Recharge
- (40) Titanium Coating - Endurance/Recharge
- (42) Titanium Coating - Resistance/Endurance/Recharge
- (42) Titanium Coating - Resistance
- (42) Titanium Coating - Endurance
- (A) Red Fortune - Defense/Endurance
- (36) Red Fortune - Defense/Recharge
- (36) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (45) Stupefy - Endurance/Stun
- (45) Stupefy - Accuracy/Endurance
- (45) Stupefy - Stun/Range
- (46) Stupefy - Accuracy/Stun/Recharge
- (46) Stupefy - Chance of Knockback
- (A) Titanium Coating - Resistance/Endurance
- (48) Titanium Coating - Resistance/Recharge
- (48) Titanium Coating - Endurance/Recharge
- (48) Titanium Coating - Resistance/Endurance/Recharge
- (50) Titanium Coating - Resistance
- (50) Titanium Coating - Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run -
Quote:And generally speaking, you're right. Energy Mastery is a good choice, for sure, but if you have the money to spend, why not allow yourself to throw fireballs around? Unless your character concept just doesn't allow it, in which case, go with whatever is cool.My plan with this build was to try farming for once. Foot stomp comes up every 6 seconds and I thought I could just use Foot Stomp and Shield Charge to go through large groups. Because of the endurance costs of Foot Stomp I thought I would need all the endurance I could get.
But I am working on a SD/SS tanker right now, and just respecced from Energy to Pyre. I thought it would be nightmarish, but some set bonuses and unique IOs made all the difference. -
At a glance, your build looks pretty good. Although, if you have the money to spend on Gambler, Numina's, etc, I'd just go for Pyre Mastery. You've already put Gaussian's in Rage, and with the right IO sets/bonuses, you won't need Physical Perfection.
As for its viability and fun factor, yes and yes. My main (SD/SS/Pyre) doesn't have nearly as much cash spent on him as what you have planned, and he can easily solo any enemy group at +2/x8. He can do +3/x8 if I don't mind occasionally popping some inspirations.
It's a hell of a lot of fun.
EDIT: Also, Mids is showing me Footstop with rage beating Dragon's Tail by a few points of damage. Even if it didn't, the much larger AOE with footstomp makes it pretty much no contest. I'm assuming MA scrappers do more single target DPS than SS tankers, but I don't have numbers to back that up. -
This is really silly.
I think you be trollin', mon. -
My scrappers and tankers always have tough and weave. They very often either use tough to mule Steadfast Protection +3% defense, or only toggle it on when they're in deep doodoo.
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I don't have my build saved in Mids, but I just wanted to pipe up and say that my main is Shield/SS/Pyre and he's incredibly fun to play.
The big issue with Pyre instead of Energy is endurance drain. Most of the money I've spent on him has been for recovery. However, I've tuned his build with Rikti in mind. It's clear sailing and mostly full endurance for most other enemy groups.
My biggest purchase has been Numina's recovery/regen. Everything else has been relatively cheap sets. 200 mil should have you well on your way to making the build run smoothly. -
Quote:I've made comments to this effect in-game, but everyone tells me I'm imagining things.Damage over time attacks do seem to cause mobs to occassionally flip out. With /fire you will see things pull away from you and snap back due to your tank inherent/aggro aura.
The effect is more pronounced in conjunction with slows and -recharge but does occur with plain old fire attacks as well.
I don't have any hard evidence or numbers to support my statements--just a lot of time paying attention to mob AI in game.