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Posts
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Joined
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Quote:Think she very well may be blinded with all the laser sighted power analyzers getting aimed her wayI'd love to pop in and give BM some revenge smacking, though I doubt I'd be available for this. Feel free to add me to a list of "alternates who probably can't make it". If I'm not there, can someone point a power analyzer at her a few times, particularly in the second round against her? I'm very curious about her stats.
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Quote:Same, I don't recall feeling as smacked around as Pheonix is describing by Battle Maiden in the numerous runs I made on Beta. She did nail me rather hard (and fatally) several times while one on one in melee (while the team was returning from the hospital etc.) so perhaps the buff is part time. Plinking from the crossbow was nasty after I was already wounded while trying to dodge Swords and patches on top of it but generally only when I was more or less her only target as well.I'm curious to see what her to hit actually is. If it's higher than normal, it makes me think I'm on the right track trying to get 75% melee/lethal defense on my Katana/Dark. Now I worry that instead of going too far, maybe I'm not going far enough. But if the main problem is all the auto hit, about all I can do is what else I've been doing, which is also trying to make sure I have very solid resists and heal.
Likewise the last time I ran Apex on Beta the patches were considerable toned down (I've run Tin Mage live but not yet had the chance to run Apex). Not sure if our Tank popped a lot of greens (though I don't recall seeing any evidence of it) and I assume Dull Pain was up and running, but he did stay in the patch actively fighting Battle Maiden at least once and the patch only took him to roughly half health (Invulnerability tanker, don't recall primary at this point). It is auto hit damage occuring in two tics (part lethal and resistable, part 'nanite' and unresistable) showing in the logs, as I recall, as Energized Halberd attacks.
I don't recall anything that makes me think Battle Maiden's the To Hit buff is anywhere near the same over the top league as DE Quartz eminators are. Those, especially in the tip missions, are more than even well enhanced Elude can floor (+165% to hit before defense etc). Then again they are not mobile and quite destructable etc., etc.. -
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Count me in with GRETA-001 (Claws/SR/Body/Nerve)
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Wow! Loaded the page more or less immediately, been trying to post here for ... 4 hours or so.
Anyway recreated your build in v1.9 of Mids, hopefully more or less correctly. Placed two of the slots in Rest into Health and slotted as I thought you indicated but that leaves 1 slot unplaced yet.
Making my comments in another post.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
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Quote:The Characters are facing level 54 foes throughout both Apex and Tin Mage.... <snip> ...
Is it +8? I keep hearing mixed. I just know it treats you like you got exampled down.
... <snip> ...
Characters without the Alpha slot filled with one of the Alpha Boosts have it thoughtfully filled by Emperor Cole with [Emperor Cole's Incarnate Control] which applies a -4 level shift to the character as their "boost". Type the bracketed portion on live and you can peer at the debuffing alpha boost Cole gives the character.
Fyi, it is possible to start the task force with your Alpha Unlocked and a shard or two shy of being able to create and equip your Alpha slot, gain the necessary shards in the first portion or two of the task force, then create and equip your Alpha which will move Emperor Cole's boost out and yours in eliminating the -4 level shift. I wouldn't recommend doing this with more than 1 or 2 folks, without the team knowing and most likely teaming with friends, sg mates etc on a well balanced team. -
He does or did (in beta) have a power that gave him, per my Power Analyzer III, mag 30 immobilize protection. Apparently it isn't always "toggled" on and a bunch of folks spamming various immobilizes should potentially overcome it as well. I have not monitored or attempted to since i19 went live.
The mines also have better than +12 knockback on them ... which often sent my squishies sailing into other mined areas. -
And I can add this:
Ran 2 Tin Mage task forces within 18 hours, there is no reward menu/window for the task force. I got 40 reward merits and 2 shards the first run and 20 reward merits and 2 shards the second run so it would appear the shard portion of the rewards is not effected by DR. -
Here's a very basic template for a potential Claws/SR build.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Claws_SR basic soft cap (v1.00.i19 generics): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- Empty(A), Empty(3), Empty(3), Empty(9), Empty(15), Empty(45)
Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(9), DefBuff-I(15), DefBuff-I(37), Ksmt-ToHit+(43)
Level 2: Slash -- Empty(A), Empty(5), Empty(5), Empty(11), Empty(25), Empty(45)
Level 4: Focused Senses -- EndRdx-I(A), DefBuff-I(11), DefBuff-I(37), DefBuff-I(43)
Level 6: Spin -- Empty(A), Empty(7), Empty(7), Empty(13), Empty(25)
Level 8: Follow Up -- Empty(A), Empty(13), Empty(17), Empty(31), Empty(37), Empty(45)
Level 10: Practiced Brawler -- Empty(A)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(42)
Level 14: Boxing -- Empty(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(42)
Level 18: Focus -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(21)
Level 20: Quickness -- Empty(A)
Level 22: Tough -- EndRdx-I(A), S'fstPrt-ResDam/Def+(23), ResDam-I(29), ResDam-I(34)
Level 24: Aid Other -- Empty(A)
Level 26: Eviscerate -- Empty(A), Empty(27), Empty(27), Empty(31), Empty(31)
Level 28: Aid Self -- Empty(A), Empty(29), Empty(42)
Level 30: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(34)
Level 32: Lucky -- DefBuff-I(A), DefBuff-I(33)
Level 35: Evasion -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(36)
Level 38: Shockwave -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
Level 41: Combat Jumping -- DefBuff-I(A), DefBuff-I(43)
Level 44: Conserve Power -- Empty(A)
Level 47: Physical Perfection -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Maneuvers -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50), DefBuff-I(50)
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Level 1: Brawl -- Empty(A), Empty(17), Empty(34), Empty(40), Empty(46), Empty(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(23), Empty(40), Empty(46)
Level 1: Critical Hit
Level 2: Ninja Run
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Well she is a Broadsword set ... so in addition to accuracy buffs of 1.4 and 1.5 for level scaling and rank she has 1.05 for her sword attacks I imagine. And probably far more importantly a Build Up type power. And a last hit chance of 47% definitely sounds like a To Hit buff at work vs capped SR stacked onto the Acc Mods of around 2.205. Don't recall seeing her actively using BU but then again there is a lot stuff to "watch" in the fight. Unenhanced BU for my Broadsword is +20% which with the accuracy mods is going to be up around 50% (or a bit over) last hit chance vs soft capping.
Edit: PW does not indicate the presence of a BU type power fwiw. Any idea how much you were getting defense debuffed thru ddr? -
If you haven't seen this thread it can make for some very interesting reading, in particular about MA/SR builds:
http://boards.cityofheroes.com/showthread.php?t=241570
Overall your build looks very solid. I am personally very iffy about wanting/needing Hasten in an SR ... but that's a personal thing. Had it on many previous builds for Greta, don't have it currently on live and *shrug* don't miss it. My Attacks are seemless as is there's really nothing that needs recharging faster, but I also don't have the AoE from my mastery which I'd hazard to say is the (one of?) largest benefit to your build.
I'd move all those procs and slotting from PP to Health. First in Health enhancing it vs PP provides more +regen (it's a bigger base value hence more when enhanced), second it's more exemplar friendly, but again that's mostly because I do a lot of exemplar work with Greta. Miracle, Numina and Regen Tissue uniques are all like Kismet, dependent on the power being active and not their own level, so if PP isn't active, like with most exemplar work, no bonus/buffs from them. In this Paragon Wiki article they are all called Proc120s: http://paragonwiki.com/wiki/Table_of_Special_IOs If looking in Mids, I find that the ones for which the level is important (i.e. BotZ or Karma -kb, LotG +7.5% etc.) will be listed under "Set Bonus: or Active Enhancement Sets" depending on if I'm mousing over the IO or the power bar respectively.
I generally shoot to have 95%+ 'accuracy' listed in Mids vs +4's. Without something further occurring (foes getting defense debuffed, you getting to hit buffed.) you'll be under 90% (your build is sitting around 80% give or take a couple, depending on the power). A Kismet would push that over 90% vs +4's. Against +3's you are at 95% without the Kismet. How important this is again depends on personal preference and that is likely related to what you generally fight. FWIW both Apex and Tin Mage task forces are vs nothing but level 54s.
This is an alternate build I came up with which has Tactics added to the mix and is even tougher in terms of +regen (roughly 29 hp/sec) and +max health (total hit points around 2030) but has neither Eviscerate or Aid Self. Should have much less trouble vs highly up level swarms of Cimerorans which can leave even the current live build see more "deflected" than I like without using quite a few yellows particularly the first time I fail to keep/get Follow Up stacked. Downside is this is when Eviscerate will be really missed ... when all those foes are packed in on top of her:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build! -
Quote:Kismet is a defense set IO. It is a type of unique which is only active when the power it is in is available and active and its own level does not matter. Therefore when slotting a Kismet +6% I am looking to use it in the earliest available power which is always active and accepts defense sets. I often do, in fact, 5 slot Focused Fighting (and 4 slot FS, Evasion, Maneuvers and Weave) to keep the +accuracy from 4-slotting LotG and still slot the Kismet in FF. But only so many slots available so as long as Mids is indicating a final hit chance over 95% (vs +4's) in my attacks the first place I was willing to grab slots for use elsewhere was the 4th LotG in my defenses.I'm new to the concept of IO and set bonuses (been gone from the game for a long long time) but can you tell me why you put in Kismet for +6% acc instead of slotting a fourth LotG to get it's +10% acc? I've seen others do this as well so there must be a reason I'm not seeing. Also in slotting Maneuvers you put in a HO that increases tohit, where this power normally can't be slotted for tohit does that give a bonus or just sloth off into nothing?
As for the Enzyme HO in Maneuvers yes the To Hit Debuff/Buff portion of the HO accomplishes nothing, I was looking to enhance both the Endred and Defense. An Enzyme does this. One could use a LotG Defense/Endred here as well but it would not provide as much enhancement value. One could also use a Cyto here for the +defense/endred but do to the way game treats buff/debuffs as essentially the same thing only changing the sign combined with the difference in the debuff being schedule A vs Cyto's buff schedule B you get more defense buff out of an Enzyme. HO's also always provide more enhancement buff than a similar IO does and/or do so in a manner IO's do not (such as Membranes buffing Defense, To Hit and Recharge in one package ... no single IO does those 3 at once). Which is why you'll sometimes see them used where the enhancement value of the aspects is of more importance to the build(er) than a similar aspected IO.
Thought I should also point out the Kismet is mislabeled, it in fact provides a +6% to hit not +accuracy bonus. The LotG, and as far as I recall, all other set bonuses are +accuracy not to hit. -
Quote:Confront slotted for ED capped range puts you at a little over 105ft and one can now boost the range further if one really wanted via a Cardiac Core Boost.True, but you can slot Confront in many ways...
(Note: I've always done the brute force "stand in his face" approach, so I've never tried it the 'sneaky' way..)
I have seen a Fire/Shield scrapper kite (and I think using confront) the bajeebus out of him, basically jousting back and forth at the rear of the map while the team took on the towers, constantly encouraging LR to a game of chase the scrapper. There were a couple of mad scrambles when LR decided, briefly, the scrapper wasn't interesting enough but he was able to keep his attention and live long enough for the team to take out the towers without undue delay or stress. -
This is the build I'm primarily using on Beta. With a Nerve Radial Boost equipped she runs about +3% higher defenses than Mids is showing.
On live I don't currently have the Glad +3%, the Panacea +heal/+end or Shield Wall +resist so the defense boost from the alpha slot I'm thinking will allow me to soft cap without the Glad +3%. The other two pvp IO's are of dubious value to the build for the Inf (for even considerable less Inf). Likely I'll slot either a +def IO generic or a Winter's Gift +slow resist in CJ and a Numina's Heal IO in PP instead.
4 Performance Shifter in Stamina and 3 Miracle plus 3 Regenerative Tissue into Health. (slots allocated to Brawl and Rest respectively)
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 MedicineFighting (v2.00.i19 Incarnate): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(15), Ksmt-ToHit+(37)
Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(25), Achilles-ResDeb%(45)
Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(37)
Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25)
Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(31), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 14: Boxing -- T'Death-Dam%(A)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(36)
Level 26: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31)
Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40)
Level 41: Combat Jumping -- SW-ResDam/Re TP(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), Numna-Regen/Rcvry+(48), Panac-Heal/+End(50)
Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A), Empty(17), Empty(34), Empty(40), Empty(46), Empty(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(23), Empty(40), Empty(46)
Level 1: Critical Hit
Level 2: Ninja Run
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And perhaps the other thing getting lost in the translation here is why, I believe, he (Umbral) mentions Doctored Wounds and Panaceas ... in addition to buffing your intrinsic heal powers as UberGuy has mentioned, both those sets also boost global recharge via their set bonuses.
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Quote:This is true of single aspect enhancements, but not necessarily true of multi-aspect enhancements. This is what the Paragon Wiki article quoted above is addressing:Exemping below level 32 will see a drastic scaling down in your enhancement bonuses.Quote:
1. The Minor Bonus Threshold. The game doesn't scale down bonuses that are small to begin with. Any individual benefits of 20% or less are unaffected by Exemplaring down as far as level 21. Enhancement benefits of 10% or less are unaffected by Exemplaring to levels 11-20. Benefits of 5% or less are never reduced by Exemplaring. Ignore Steps 2 and 3 for each separate bonus you have that's at or below these minimums.
Edit: Worth noting, however, that a */SR character at level 25 will NOT have the same potent ddr of 95% as they enjoy at level 50 even when soft capped. At best with all 3 passives taken a /SR will be sitting just under 75% ddr. -
Quote:This QFT,I've been on RSFs were the tanking brute was /SR and he did a very nice job of survivng and handling aggro. Addmitedly, we had a /Cold corr with Frostwork to help things, but still the brute did quite well overall. I've also been on successful MoRSFs with /Shield brute for tank. Not sure how they can handle STF though. The blue tower(I think) gives Recluse a huge chunk of +ToHit (30% I think) which means with 45% defence he actually has a 40% chance to hit you. An Emp with Power Build Up -> Fortitude (or Power Boost -> Fort if it's a 'troller) would clear that gap back up so your defences are up to 70-75% though.
I've been on successful MoSTFs with Ice Tanks, which are also purely defence based (/SR has the sacling resists too, even though that's not gonna help much against Recluse). So I'd venture a guess and say /SR brutes *should* be able to do it as well. Just keep a good Emp around with Fort (as mentioned above), Adrenalin Boost (to counter his End drain to avoid toggle dropping) and the occasional heal if Recluse manages to hit.
I'd heavily recommend having either a Cold with Forstwork for the extra HP (I've seen Black Scorpion one shot Ice Tanks before) and/or a Thermal or Sonic for the Resist buffs to help smooth things out.
But, to answer your question in a short:
I'm pretty sure an /SR brute should be able to tank RSF and STF (even Master Of ones) with a softcapped build if the team wasn't full of retards.
I've seen well built Stone and Inv tanks turned to paste, and a Fire/Shield scrapper successfully "tank"/kite (keep LR busy) on a STF with no tank and no other alternate way to keep him off the team (PA, caging etc.). It has as much to do (if not more to do) with the player(s) at the keyboard(s) as it does the sets of the tank involved.
Cap your defenses, cap your ddr, then build for +max health and passive regen. From there smart teammates and play will do the rest. -
Quote:QFTThey are not slower compared to others. Lets compared with Broad Sword ... <snip> ...
Indeed, used the auto level to 50 on Beta and slow is the last thing I'd call it after having played both Claws and Broadsword to 50. At least with the build and attacks I find myself using its much closer to the Claws end of things, speed wise, than Broadsword. Power Siphon>QS>BB>QS>SB>FB>Fiery Embrace>Burn and turn stuff to ash. No idea if that's anywhere near the best chain but stuff sure dies. -
All this also assumes more or less the same time, interest and inf invested in either choice.
My Main, a claws/SR scrapper, has far more health, passive regen and survivability than either of my main /SR brutes. She's also been around since i4 and had billions more influence and thousands of hours more playtime than any of them (probably than all of them combined). -
I'd move one slot out of Aid Self (probably dropping the Interrupt IO) and into Combat Jumping. A single defense IO in CJ will put you just over 45%. I'd also likely go with Numina's Heal, Heal/Rech, and Heal/Endred dropping the Golgi for a bit more +max health. With any luck plus inspires at the cap you shouldn't need to ED cap (or worry over much about) Endred, Recharge or worry about Interrupt times in Aid Self.
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Quote:LOL, yes not using Vengeance is ideal (maybeUmm, not wanting to use Vengeance was kinda the point of this thread LOL.
Other then the accolades (of which I have none) what else can I do to increase my max health? I've never looked at doing that at all.
To everyone: Thanks for all the suggestions, I was hoping I19 was going to go live today so I can start my respecs but oh well.). Then again stuff happens, doubly so if you are pushing the limits.
Set bonuses for +max health. Many sets including Decimation, Luck of the Gambler, Devastation, Stupefy, Razzle Dazzle, Miracle, Numinas, Renerative Tissue, Guassian's add +max health for 3 of the set.
I've put together several builds with Hit Points in the 1500 to 1550 range between sets and accolades. Stack that on top of capped defenses, S/L resistance around 65%, etc., and you have an excessively survivable Empath for small teams. -
Solo build therefore drop Resurrection, move Hasten to 6th, grab Fortitude at 12th and single slot a LotG +7.5%.
The largest drawback to high ranged defense hovering line of thought (a very good one) is particularly with Dark Mastery is the number of powers (your Nuke, SD, DC, OG) that want you ideally in the middle of the foes. I'd want more than base speed for Hover to make moving in and out of the foes easier. That said high ranged defense + Hover is a very, very good way to survive particularly while your Auras are recharging.
I'd look to add full stealth to the build. Doubly so if you stay ground bound and/or to make best use of SD --> stealth in, hit SD, hover up and away start blasting.
I'd want at least 4pts kb protection, again especially if you go Dark Mastery. Not good to move in start casting SD and then get knocked across the map and hit air. Ditto for Dark Consumption, Psy Wail etc., etc.. Most likely current spot would be a BotZ in Fly. Or if going with Super Speed a slot somewhere for -kb as SS I'd slot the Stealth IO. -
Quote:Agreed, I'd be surprised if he needs any resists to survive against Council for example. The roughly 100 hp/sec regen is going to way out do what most of typical scanner mission foes can manage against his soft capped trio, particularly if he launched Rain of Arrows from under/around cover etc.. Or stealths in and OG's the spawn as the Imps hit etc etc..I don't think you need Tough on your Trio.
The APP shields will be fine.
At worst he gets to use Vengeance.
Edit: Just meaning the next thing I'd work on if I wanted to add survivability would be +max health. The regen he has plus 2 Fortitudes is already a huge amount of survivability, the rest is pretty much icing on the cake. -
More is always "better", but the main threat running radios while at the regen cap while soft capped, I suspect even vs +4's, is going to be that very heavy hit landing and all but one shotting you with either DoT or another lucky hit stacked on it. In other words you'll play much like a low max health /Regen scrapper buffed heavily for defense. You're either going to be very healthy or dead so fast you'll barely have it register before looking to pop Vengeance. The larger and higher relative level (edit: the spawn) is to you the more true this will be.
And that's why I would be looking to add +max health and resistance after you get to the soft cap. Larger cushion vs that sudden massive damage spike overwhelming you. -
Of the ones I know ... and with builds planned already (vs planned with Incarnate boost in mind to start):
Rianna-Emp/Sonic/Elec-Spiritual Radial boost (Heal/Rech)
Reyna-Emp/Rad/Dark-Cardiac Radial boost (Endred/Dam Resist)
Grissom-Cold/Ice/Power-Musculature Radial boost (Damage/Defdebuff)
GRETA-001-Claws/SR/Body-Nerve Radial boost (Acc/Defense)
Serene Wisp-Earth/Storm/Stone-Cardiac Core boost (Endred/Range)