EJI

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  1. EJI

    BS/SD Brute

    Defense bonuses carry tags as well, to specify what styles of attack they work against. Each Defense bonus applies only versus attacks whose tags match one or more of its own. There is one additional type of Defense bonus called Base Defense, or DEF(Defense), which applies against all attacks regardless of tagging.
    Every time an attack is made against a target, the game checks the target's total Defense bonus against each of the attack's tags separately. Once the game has those separate totals, it uses only the best one in its calculations that determine whether the attack hits. The important result of this rule is that, for any given attack, Defense buffs only stack when they all have one of that attack's tags in common.
    Example: Deflection Shield gives a Defense bonus against Melee Attacks, Smashing Attacks, and Lethal Attacks. Glacial Armor gives a Defense bonus against Energy Attacks and Negative Energy Attacks. A Tanker with both these buffs is ambushed by a nasty Council Vampyri who tries to hit her with Siphon Life. That power is tagged as a Negative Energy Attack and a Melee Attack. Our Tanker will only be protected by one of her two Defense buffs. Lucky for her, it will be whichever is larger.

    source: http://wiki.cohtitan.com/wiki/Defense
  2. EJI

    /DA or /SD

    I'd stick with the one you find more fun to play.
  3. Quote:
    Originally Posted by Fiery-Enforcer View Post
    ... and another -kb IO (It's either 1 or 3, no in between).
    I generally agree with this statement. However, as a corner case, exploding ACPs (I think) in iTrials were knocking my blaster on its butt quite a bit; this seems to have stopped with the addition of a 2nd -kb io.
  4. dark/darkness/soul blapper, focus on s/l def.

    Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Darkness Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Dark Blast -- HO:Nucle(A), HO:Nucle(5), Thundr-Dmg/Rchg:50(7)
    Level 1: Penumbral Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(37), Enf'dOp-Acc/Immob/Rchg:50(37), Enf'dOp-Acc/Immob:50(37)
    Level 2: Gloom -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(34), Thundr-Acc/Dmg/Rchg:50(34)
    Level 4: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 6: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(9)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    Level 10: Death Shroud -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(11), M'Strk-Dmg/Rchg:50(11), M'Strk-Acc/EndRdx:50(23), M'Strk-Acc/Dmg/EndRdx:50(23), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 12: Tenebrous Tentacles -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/Immob/Rchg:50(13), Enf'dOp-EndRdx/Immob:50(13), Enf'dOp-Immob/Rng:50(21)
    Level 14: Shadow Maul -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(15), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(36)
    Level 16: Soul Drain -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(17), AdjTgt-Rchg:50(17), AdjTgt-ToHit/Rchg:50(19)
    Level 18: Abyssal Gaze -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), UbrkCons-Hold/Rchg:50(46)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(50), KntkC'bat-Knock%:35(50)
    Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(36)
    Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(25), HO:Enzym(25)
    Level 26: Life Drain -- HO:Nucle(A), Apoc-Dmg/Rchg:50(27), Apoc-Acc/Dmg/Rchg:50(27), Heal-I:50(29), HO:Golgi(31)
    Level 28: Dark Consumption -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc:50(33)
    Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), HO:Enzym(31)
    Level 32: Assault -- EndRdx-I:50(A)
    Level 35: Dark Pit -- Amaze-Acc/Rchg:50(A), Amaze-EndRdx/Stun:50(36)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 41: Soul Tentacles -- Enf'dOp-Immob/Rng:50(A), Enf'dOp-Acc/Immob:50(42), Enf'dOp-Acc/Rchg:50(42), Enf'dOp-Acc/Immob/Rchg:50(42)
    Level 44: Night Fall -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Dam%:50(46)
    Level 47: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 49: Oppressive Gloom -- HO:Endo(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Knock%:35(40)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(3), EndMod-I:50(3)

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  5. Some thoughts on the OP's build:

    Why all the cytos? Given their cost/benefit, I'd replace these with lotg def/end pieces for the set bonuses, or just run enzymes. More likely the former

    With that much melee def, why not change the ToD set to, say, 5 crushing impacts plus a proc? Unless you are trying to build some buffer for defense debuffs...

    Which brings me to Active Defense. I'm running 3 membranes in my shielder, which gives me around 92-93% DDR. You want this double stacked as much as possible, and perma double stacking is not unreasonable. If you decide on muscular rather than spiritual, I'd make a 3rd slot here a priority.

    I'd drop the second slot from grant cover. You can use this for AD, or a 3rd numi in True Grit.
  6. It's me again! hehe.

    Using soul mastery doesn't preclude building for s/l defense, it's just harder to get to the cap than it is with scorpion armor. I swapped the hold for the cone immob in this one. This example caps s/l defense.

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  7. Fiddled with this a bit. Left your powers, moved some slots and sets around. Capped ranged, gave up a bit of HP and recharge. Don't think I 'gimped' it anywhere, but I'm having the same problem with mids. It's also showing me capped hp- down from 1840. That can't be right.

    I avoided the kb proc in stupefy- perhaps dark pit can be frankenslotted to free up a couple of slots? Aim, hasten, weave, maneuvers, tough, and dark embrace could all use another slot...

    Prob'ly raised the price on it by an order of magnitude with those enzymes. Not sure what your budget is like, one could skimp with def/end pieces.

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  8. I'm only showing 43.1% s/l, are you looking at it with stealth suppressed? Anyway, should be plenty . I believe power sink is auto-hit, and doesn't need to be enhanced for accuracy.
  9. Here's another example with no kin combats, etc. The health uniques will be pricey, hero merits can defray that a bit. I used cloak of fear, you could give up a bit of s/l def and use OG- this would gain you a few slots to spread around. CoF doesn't cause the stunned wandering effect, though, and looks awesome . Also took all the DB powers, I think I had to in order to get the sweep & AV combos. Dropped fly and hover. Dark Regeneration maybe could use less heal enhancement and more recharge.

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  10. Quote:
    Originally Posted by magicj View Post
    Haven't tried it but if I remember correctly, AVs resist -ToHit debuffs.
    According to my in-game description, the radial side of the Void tree 'significantly reduces the damage of affected targets for a short time'. I'm not sure if it's enough to make a significant difference in an AV fight. I don't believe -dam is resisted by AVs.
  11. First off, gratz on your kills and nice vids. The 3rd one was the most fun to watch, some hairy moments.

    Small nit to pick: Call to Justice is a temp power. At least, it's in my temp powers tray in-game; I'm not sure if there's some other definition for 'temp power'. Nor do I think the use of that power made all that much difference, like I said: small nit.

    Have you tried this with envenomed dagger? How much faster does it go, and will one temp power last thru an AV fight? What about an even-con (not -1) AV? Tried any bigger game? I didn't watch long enough to look at your build, how well do you fare against non-s/l AVs?

    Will the taunt stop Dominatrix from running?

    While it may not match the dmg of pyronic, void might be useful to cut incoming dmg. Any thoughts/experience with this?
  12. I messed around with the OP's build a bit, got it softcapped to s/l & ranged- but it ain't real pretty. Aim, BU, hasten, and the nuke are all underslotted, imo. I think I'd build to ranged cap, and shoot for 32.5% s/l to get those powers slotted a bit better.

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  13. I tinkered just a little. Missed melee softcap by .2%- one could switch the scirocco's to whirling sword and swap oblits into slice and be over the melee softcap. I probably wouldn't notice .2%. Kept your power choices, etc. I prefer true grit slotted for heal rather than resist. Might give you some ideas, anyway.

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    edit to add: i'd consider moving the third slot in hasten (or some slot) to a single heal in OwtS, which would get you to within 2hp of the scrapper hp cap while it's active.

    another edit to also add: your build looked nice, especially for a first ever IO build. Kudos!

    one last additional edit to add: the gaussian's set is fine in build-up, imho. It recharges the power in the same amount of time as an oblit slotted shield charge, it's like they were made for each other. Moving it to FA to take advantage of the proc is of pretty minimal benefit, and you'd have to find slots for build up. On other builds it's not bad advice, as a faster build-up means more dps. I like the combo on my f/sd, when my build up recharges, I know my shield charge is about to be up; build-up while positioning for max aao, KaBoom! Pretty orange numbers.
  14. If you're not stuck on a defender, Illusion/Storm is all kinds of fun. Comparable hard control to your storm/dark, maximum available messiness. Lots of pets, and phantasm is not the smartest fellow. 'Controlled chaos' is the best way to describe its playstyle. Some skippable powers mean you can dip into the power pools a bit. Heavy on the end use, but very powerful with some extra recharge.

    I think there may be a fire/storm troller in my future. I also have a fire/storm corruptor, which is a nice choice for dealing aoe dmg with some chaos on the side

    Good luck with your decision!
  15. Quote:
    The other term I use that truly scares the dickens out of teammates is when my stormies say "Oops!". That's code for: TEAM WIPE IMMINENT ASSUME MAXIMUM DEFENSIVE POSITION!
    This made me LOL.
  16. Looks pricey.

    I swapped hurl for a mallet (it's a much better attack), swapped out the gaussians for RectReticles, slotted the armor. Brought it up to softcap for s/l. Lost a little recharge, but it's still perma-hasten. I dropped some of the 1 slot stuff I thought added little to the build. I still think you could use less mez resistance, as domination provides both mez and kb protection. As you have fissure slotted, it might be worth dropping for vengeance. The lockdown proc (in a ST hold) is of questionable value, I'd replace with a dmg io or proc. I'm not sure how the health procs would work in conductive aura (can the benefit be granted to a foe targetted by the power?) so I moved (most of) those to health. I 3 slot stamina almost out of momentum these days, I'm not sure how this will hold up end-wise between fresh dom bars.

    My own experience with electric/stone was that it was kind of short on aoe, so I'm working towards fire mastery (RoF and fireball), 32.5% s/l, and permadom.

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  17. I actually run this tank, so this build is tested and functional. I wanted to see how cheaply I could build a decent tank, and sd/dm seemed like the best candidate. One could probably skip the health uniques and the p.shifter procs, but they made levelling up to dark consumption less painful. I've solo'd Chimera and Shadowhunter with this build, took down a rikti pylon (don't ask how long it took- a Long Time), and can tank/solo most factions (at 4x8). Arachnose and carnie dark mistresses are still rough. Malta sappers must die NAO, and I recommend a bind for those and DE crystals. I got the Gaussian's set for cheap and at random low levels, ditto the steadfast 3%. The Crushing Impact was a recipe drop my character got. The switch from SOs to standard IO's felt like a big increase in performance.

    For a set IO build, I'd probably switch to pyre for fireball- also, the utility of char is nice. Losing the set of gaussian's, I'd pick up Mako's in an ST attack, Oblit's in SC, maybe 6 slot pshifters in stam? Then build for rech, more rech, HP, and recovery. A bit more recharge would really wake this build up, hero tips are a good way to earn lotg +7.5s.

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  18. To echo a couple of things Finduilas pointed out, Grant Cover includes some defense debuff resistance, don't skip this if you can help it. Active Defense contains the rest, and membranes can be used (at least for now) to enhance the DDR in that power. Double stacked AD, or as close as you can get, adds benefits: the ddr in the power will stack with itself, and doubled mez protection is really nice when fighting carnies.

    Non-positional psi dmg will be the most dangerous thing to a shield tank- this occurs fairly rarely in game. Malaise, Vanessa DeVore, maybe a couple of carnie attacks? It's not worth building for, imo. Enemies with +to hit buffs can be dangerous as well (venged Nemesis, praetorian DE).

    A shield tank will cap defenses by slotting the powers in your primary and adding a steadfast 3% defense unique and six-slotting a set of Guassian's (in build up, usually, though focused accuracy or tactics will also take the set). After you reach the softcap, you can decide whether to build for trial cap (59%) or pursue other set bonuses, such as +hp, regen, recovery, recharge.

    edit to add: you also need to take combat jumping and weave for the above to get you softcapped.
  19. EJI

    BS/SD build help

    Or not.

    Build for positional defense. This means mako's or t'death sets in your ST attacks. T-Strikes in your ranged attack, you can lose a slot from fireball for this. You can skimp a bit on melee since you have parry. Kin combats are a poor choice for positional defense.

    Use the steadfast 3% io.

    build up 6 slotted with gaussian's matches the recharge time of shield charge 6 slotted with oblits. just sayin.

    my .02 inf
  20. I'd start over with a new build...

    I prefer to build for typed (s/l/e/n) defense over positional for dark armor. Look at kinetic combats, rectified reticles, reactive armor. Use the steadfast 3% unique.

    Most folks, I believe, choose one mez aura or the other; few run both. The fear aura causes the mobs to wander less, but requires more slots to work well. Figure 5-6 slots for CoF, OG works fine on 1-2 slots.

    Use the theft of essence proc in dark regen.

    I'd shoot for 12 pts kb protection, as there are a number of powers that deal mag 10 kb.

    That should get ya started, hope it's useful.
  21. I'll echo most of the above, also the end redux in oblits is relatively lousy and expensive to run in the damage aura and FSC. On mine, I built for a mix (35% s/l, 32.5% e/n) and coupled it with destiny +def. It works well for me.

    Anyway, took a crack at your build.
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    edit to add: if you want a farmer from fire/fire, make a brute. the taunt in the aura and burn will up your kill speed considerably not to mention higher resist caps, and so on.
  22. You'd have to give up hasten and SS for maneuvers with this build, but it caps ranged def. You should still be sneaky enough with cloaking device and a stealth io.

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  23. Guide to Storm:

    http://boards.cityofheroes.com/showthread.php?t=225992

    edit to add: this is the same guide linked by Midnight Tempest a few posts up, I didn't read the thread carefully enough. Sorry for the redundancy.