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Maybe a Winter's Gift in SJ? Personally, I'd probably lose spring attack for assault and move those slots to beef up Resilience.
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There are lots of ways to do this, this probably isn't the most efficient; I just shifted some stuff around but kept your build as-is. Hope this gives you some ideas. Also, I added a slot to AD, you want this double stacked as much as possible for the DDR.
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Datachunk? What are your goals for the build? At a glance, I wouldn't skip True Grit or Phalanx Fighting.
edit to add: the taunt set will work in combustion, just not sure why you'd want to... someone can correct me if I'm wrong, but gauntlet is not re-applied per DoT tick. -
This is a... strange build. I'm not gonna tear it apart bit by bit as quite a lot seems 'wrong', to me- but it could well be that my priorities are just different.
Slot your attacks as attacks.
Tenebrous tentacles deals as much dmg as your other 2 cones, Abyssal Gaze and Life Drain both deal decent dmg properly slotted, Gloom is your best ST attack, Psy Shockwave is severly underslotted (and a great attack)...
I wouldn't sweat the recovery bonuses so much (especially considering you severely underslotted stamina), as Drain Psyche provides quite a bit of recovery even on a single target (and also a nice -regen buff vs. AVs). -
Looks like you're over the s/l cap without Agility, why not go spiritual if you're after more recharge, or musculature (this would be my choice).
I'm assuming you'll run Aimed-Fistful-Blazing as a ST chain?
I'd drop the dam/rech from fistful and replace it with the proc (you're way over the ED cap for dmg, and you'll still have enough recharge to run the above chain).
I'd swap the damage/range from explosive for the proc.
The rest of my comments are more subjective based on my own playstyle.
I don't believe the pacing of the turtle procs add enough mitigation to be worth the slots, I'd rather have more recharge in Aim and Buildup.
I'd drop frozen fists as I don't find myself blapping much on my ice blaster. I'd move those slots into boxing and pick up maybe assault, or more likely hibernate as an 'uh oh' power.
I actually do use chillblain, more so than shiver or snowstorm; but mine is ice/ice so I don't need those slows so much for mitigation. Consider, though, that you could 4 slot chillblain with enfeebled operations for the same s/l bonus, put 2 dmg IO's in, and still slot your slows for acc/end with the leftover slots.
I find 4 pts kb protection pretty adequate on a non-melee oriented blaster, the stuff that still knocks me back (nemesis wands, mag 10; AV attacks, usually high mag) doesn't happen often enough to be worth building for. Here's an interesting link listing some kb magnitudes:
http://paragonwiki.com/wiki/Knockbac...ockback_Powers
Happy blasting! -
The new build looks a lot more playable, I ran out of endurance just looking at the 1st build
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Fireball doesn't need more accuracy than you're getting with the posi's set (over the cap vs. +3s with just the posi's), I think you'd be better served by either an end redux or recharge redux in that slot.
If you're not planning on running stealth all the time, I'd move the kismet to CJ.
How much kb protection are you comfortable with? You could swap acro for SS, slot a BotZ -kb there, and get full stealth as a nice side benefit. Not to mention one less toggle to run.
Burn is has a low endurance cost out of the gate, FSC not so much. I'd swap those slottings.
Consume seems overslotted (six slots is a bunch for just 5% +rech), weave and stamina underslotted.
Personally, I feel like I get more for my slots by chasing typed defense on a build like this, but if your preference is for positional I can understand that. As a comparison point, I managed 32.5% s/l/e/n on my f^3, though with far less recharge. I built it end sustainable, so I can run either Spiritual or Musculature in my alpha slot- I run the latter, and don't feel like I'm hurting for recharge, since I have an abundance of AoE attacks (and everything dies so quickly. I seldom get to use the same power twice on a spawn before it's dead). -
The best way to get an accurate DPS number is probably to run it against a Rikti Pylon.
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Martial Arts has some interesting stun synergy with oppressive gloom, if you don't mind your targets wandering a little, as well as a +def power. It's also pretty reasonable on end use.
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I'd replace the hecatomb dmg IO with the proc. Most of the enhancement value gets eaten by ED, and the proc ends ep being worth more dmg in most cases. If you have to get the power to the ED cap for dmg, you can always use enhancement boosters on the D/R. You may also want to move it into whichever attack is most frequent in your attack chain (I'm guessing havoc punch) to take maximum advantage of the proc.
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Quote:best thread evah. Dual Hammer, you should check out Arbiter Hawks kat/regen build, here: http://boards.cityofheroes.com/showthread.php?t=284306Successful troll is successful? That is all I can think of reading this thread.
I didnt look at the builds yet, but team teleport? lol no way, I dont believe it.
edit to add: yep, i actually looked at all the OP's builds. priceless. i don't mean to insult, though, and on the off chance the OP is serious, i humbly recommend learning to play on SO's or generic IO's and getting a notion of how to play your toon and what you want from it
2nd edit: hehehe. necro'd your own post? -
Here's the build I finally went with. Defenses dropped to 43.1% s/l/e/n to get better recovery, the empty slot in Haymaker is for the ATO proc. Is there a better place to have put this? I'm not running the purple one, as is it's up more often than not, sometimes double stacked, triple stacked is very rare.
Anyway, so far I'm more or less pleased with it. It'll probably stay as-is until I get more incarnate stuff for it. Currently t3 barrier, t1 void, t2 reactive, t1 warworks (just unlocked my lore yesterday). I've found I don't run assault except in teams where my recovery is being buffed. I've been running a lot of stuff 4x8 just to see where I stand (and because I have fun doing it). SSA6 went fine until I got to the EB room, where I died twice. Doing hero tips, Arachnos and Carnies can catch me sometimes. Carnie mobs with more than 1 Master Illusionist can stack holds through my mez protection. Arachnos pile -def debuffs with -rech, I have to be pretty aware and prioritize targets. Longbow are challenging, but haven't been killing me. A combination of grav and rad wardens can be rough, though. Rularuu, Nemesis, and Praetorian DE have been easier than I'd anticipated. No amount of Malta, Council, or CoT can kill me.
Teamed, my recovery is adequate. Solo, running 4x8, I have to keep an eye on it, a rage crash can still drop my toggles if I'm not paying attention. So, I'm thinking I may try the ageless destiny with ddr and see how that compares for the stuff that's killing me. The other option is to look at the build again, there are some places where I can drop a bit of defense for better recovery. And maybe a winter's gift somewhere.
Any additional thoughts/improvements welcomed!
Hero Plan by Mids' Hero Designer 1.953
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luna expensive v2: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(33), S'fstPrt-ResKB(34)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 4: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(33), Empty(50)
Level 6: Obsidian Shield -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13), GA-End/Res(48)
Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Theft-+End%(19), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-EndRdx/Rchg(36)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 12: Cloak of Darkness -- LkGmblr-Rchg+(A), GftotA-Def(15), GftotA-Def/EndRdx(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Death Shroud -- Erad-Dmg(A), Erad-%Dam(17), Erad-Acc/Dmg/EndRdx/Rchg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(29)
Level 18: Super Speed -- Zephyr-ResKB(A)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/Rchg(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 26: Weave -- LkGmblr-Rchg+(A), GftotA-Def(27), GftotA-Def/EndRdx(29)
Level 28: Rage -- RechRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def(37), GftotA-Def/EndRdx(37)
Level 32: Taunt -- Range-I(A)
Level 35: Cloak of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(37), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-ToHitDeb(45), EndRdx-I(50)
Level 38: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), FrcFbk-Rechg%(42)
Level 41: Gloom -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Apoc-Dam%(50)
Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5), Panac-Heal(39), Mrcl-Heal(48), Panac-Heal/+End(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
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Tips for making your DA experience more enjoyable:
Theft of Essence proc in Dark Regen. This is huge. Also, I try to get the end cost down to 20 or less. This power needs end redux, accuracy, and recharge, in that order. Heal enhancement should be less of a priority until later on, out of the box it takes you from 0-full on 3 targets. And, don't let your health drop too far- there's a bit of a lag between power activation and health recovery.
Miracle unique at level 20.
Numina unique at level 30.
Pshifter proc when you can manage it (available at lvl 21).
Make sure you're slotting your attacks with end redux.
For BS/DA, I'd recommend playing to 34ish on one build, then respeccing. BS gets its big hitters kind of late, taking both t1 attacks will help you build a low level attack chain that has the side benefit of not being real end-intensive.
As an advanced topic, search for Werner's kat/da builds in the scrapper and brute forums; somewhere there's a 'moderate budget' build he posted that may serve you as a guide. (BS and katana are very similar powersets, info on katana will also apply to BS). I also seem to remember Iggy Kamikaze posting a nice budget sword/da build that I liked, but it's been a while since I've researched this combo...
Hope this helps!
edit to add: you might consider making an inspcombine bind or macro to turn inspirations you use less often into blues. I did this on my DA/SS tank to smooth the levelling process a bit.
another edit to add: for a 'glowing sword' look, you might check out the vanguard swords. -
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my 2 inf:
Super Jump is a great spot for a Winter's Gift -rech resist
You'll get more regen (in terms of HP/s) by using 3 pieces of pshifter in place of the energy manipulators thanks to the +hp bonus.
I'd move the steadfast into SoW
Why the recharge IO in IW?
Maneuvers uses more base end than weave, you could move the end redux there for more effect, I'm not sure it's necessary since recovery looks pretty good even pre-accolades.
You could move those three saved slots into taunt for some mocking beratements.
The third slot in hasten may be excessive (it's worth 7s), more so if you're willing to use some enhancement boosters there. I think it'd be better spent getting more recharge into KO blow.
I'm not a fan of 6 slotted gaussian's on typed def builds, there are more efficient ways to hit your defense goals.
Here it is again with those and a couple other changes:
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I tinkered a bit and got ranged to 23%, still perma-hasten with your alpha on. A caveat- I like tough and weave in my builds for the added mitigation, the resists from tough will stack with those from your epic shield. I find drain psyche to make end worries a low priority for me, especially on a high recharge build, as long as you're willing to find a target or two for it. As an aside, World of Confusion (if you can bear to drop a power, and find six slots for an admittedly mediocre-at-best power) can add 5% ranged def with Coercive Persuasions. edit to add: I'd look at bitter freeze ray as my first choice of powers to axe. I understand the appeal of being able to quickly stack holds on a boss. However, freeze ray recharges in 2.8s and animates in 1.188s. Bitter freeze ray's animation time of 2.64s kind of puts me off.
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Fiery Aura is fantastic on brutes. You give up a bit of survivability compared to some of the other brute secondaries, but with some investment it can be built to 'tank when it needs to'. However, depending on your definition of 'able to tank', you may find that chasing defense dominates the build and precludes building for very high recharge. (I use two builds on my /fa brute for this reason, one high-recharge, moderate defense, the second 43% s/l/e/n with low-ish recharge).
Electric melee, not so much, imho. Or, maybe just not my cup of tea. Lightning Rod gets hit with the 400% pet dmg cap (vs the much higher brute dmg cap). You mention possibly killing AVs in your goals- Elm has comparatively poor single target damage. -
lazy redname. try the scrapper forums.
http://boards.cityofheroes.com/showthread.php?t=260718
I think you should use Arbiter Hawk's build. -
humbly...
dig for bass's build. you can likely scale back from there...
it really is pretty good.
I'll post my dm/inv brute; it's a different animal but may give you some ideas.
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On a less flippant note, not only are you discouraged from interrupting your momentum by healing while it's active (cuz, dude, DMG! must deal DMG!), you're disabled entirely during your non-momentem looong animation time while momentum is down. You just sat thru that long animation, and really- dmg or heal? I just got mometum! I pick dmg every time... Not to say that it's a 'bad' combo, but it'll require a bit more planning ahead... personally, i'd sooner go kat/regen, or tw/wp. I've played TW only into the mid-20s, but have a bs/regen where i've been frustrated trying to get 'one more hit before i heal' only to be killed... thinking i was 'safe enuff' until the DP hit- aww crap. they killed me. (side notes: ymmv. how i play is not how you play, etc).
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With the coming changes to hami-o's, shield's ddr (defense debuff resistance) is going to suffer a bit. That said, depending on what you like to do with your toon, I think getting as much ddr as you can should be a priority.
/sd has 3 sources:
battle agility: 13.84%
active defense: 17.3% (it's not too tough to double stack this, which has some nice side benefits- more mez protection, enough to keep you safe from x8 carnies)
grant cover: 17.3%
total with double stacked AD: 65.7% ddr
single stacked AD with no grant cover: 31.1%
Lots of baddies debuff defense. Cims, arachnos, carnies, anything with a machine gun.
edit to add: cascading defense failure was/will soon be again the most frequent cause of death for my shield scrapper -
Thanks for the reply, New Dawn.
I think I'm going to take the time to collect the bits and do this as a 2nd build, for a couple of reasons:
I've been playing this toon lately, and it really is very good at gathering aggro- stone mastery epic gives me a lot of tools to propogate gauntlet.
Also, I'm worried about end consumption/recovery in the proposed build (my current build does great on end). I'm looking at net recovery of 2end/s ish; the build's ST chain uses 3.2 end/s, and that's not considering rage crashes, aoe's, or the heal at 22 end per use... This is my 'go to' tank for difficult content, and I'd like to be able to run barrier destiny as a buffer against defense debuffs (which are my achilles heel, also heavy -rech is no fun but kills me less often). And, that gives me a couple more weeks to tinker with the build to see if i can improve recovery... As a 2nd build, I'm considering letting my defense goals drop a bit to push for recovery, since I can always go back to build 1 for the hard stuff. Anyway, going to give this some more thought before I commit. Additional feeback welcome! -
Thanks for the feedback, all. My stalker is km/ice, so I'm gonna have to look at the build again and see where I can squeeze it in.
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Accuracy seems a bit low in your ST attacks, if you don't fight uplevel baddies it's probably no big deal. I'd slot dark oblit as an attack.
I'm working on an axe/electric atm, I'm not taking epic attacks because redraw drives me nuts. I'll post my planned build as wm/ela below (wm and axe are pretty similar). It's a little pricey but may give you some ideas. Tactics is a set mule.
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Quite a few of your attacks are really low for accuracy (slug is 76% to-hit vs. +3s, stun and power thrust 72%, spiderlings aren't slotted with any accuracy at all so 48%, and so on).
The gaussian's set seems like a waste of slots, you're using six slots for 1.25% s/l? The Lady Grey def debuff in burst kind of seems useless, how about a shield breaker proc? Or, for that matter, just slotting it with a dmg set? Mids' is showing me about 50% more average damage with a set of t-strikes instead of all those procs. I don't see the value of the proc in beanbag.
You might consider taking boost range to maximize the area of your cones. Recovery looks pretty decent without conserve power.