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My DA/SS tank is due for a respec with the coming enzyme adjustments, and I'm looking to build something I'll play more often -it's very survivable as is but the damage output disappoints. I'm currently running it DA/SS/Stone with 30% global +rech, 45% s/l/e/n, and OG. The following is the planned respec, just a couple ragnaroks and a patron arc from being ready to go. Using a t4 cardiac. I'm switching to CoF to eliminate the 'wandering' effect induced by OG, and generally trying to crank up the recharge.
Any thoughts? Or improvements? Anything that will get me better recovery or recharge without falling off 45% s/l/e/n? I'm playing with the idea of changing taunt's slotting and giving up the recharge for a bit more recovery (miracle heal in health, maybe a panacea proc...)
Thanks in advance for your thoughts.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
luna expensive: 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-ResDam/Rchg(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-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 4: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(50)
Level 6: Obsidian Shield -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13)
Level 8: Dark Regeneration -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Theft-+End%(19), Nictus-Heal/HP/Regen/Rchg(34), Nictus-Heal(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-Acc/Dmg/Rchg(A), Erad-%Dam(17), Erad-Acc/Dmg/EndRdx/Rchg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Dmg/Rchg(33)
Level 18: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
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-Rchg/Hold(23), BasGaze-Acc/Rchg(31)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(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 -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt(39), Mocking-Taunt/Rchg(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(48), Mocking-Rchg(50)
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)
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/Rchg(A), Thundr-Acc/Dmg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43)
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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
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an alternative:
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Looks OK, I'd drop some slots from OG (it works fine on the base slot) and grab a kismet +6% and a few accuracy bonuses so that running Targeting Drone isn't a necessity. I like 12 pts kb protection, but that's personal taste more than necessity.
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I tinkered a bit and got pretty close (44.5% s/l, 44.1% e/n, 645% regen). Do you have 30 of those hero merits in one place? I used the (stupidly expensive) Glad Armor 3%... if not, drop all those numbers by 3
. Assumed FA as a set mule only- accuracy numbers are pretty good without it running.
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Any chance invincibility could be the culprit? I've had cloak of fear screw up my streak breaker on DA toons. Mids' says "This power is auto-hit, but has an effect that requires a ToHit roll".
edit: ah, nevermind. just re-read your OP and it says you tested other tanks with the same results. -
While I generally agree that DA is easier to build using typed defense (because you get more bonuses for fewer slots), I think TW offers an exception. Having a +def boost to melee/smashing draws some parallels to katana/BS. For examples, have a peek at what the scrapper kids (and more recently, brutes) have been doing with their builds. Building for s/l/e/n, as conventional wisdom suggests, doesn't take advantage of defensive sweep.
As to the difference between a SD or SR build, DDR is the answer. And resists. You'll have (comparitively) massive resists (and a ridiculous heal) to back up your positional defenses, making you tougher in some instances. However, with no DDR, those defenses can go away very quickly. -
Datachunk, please? I may take a peek. Just skimming, I think you could focus more on typed def (specifically, the scirocco's slottings, you might be better served by an eradication +frankenslot, but I'm not sure where your totals fell). And, since you're stuck with quick strike, you may as well slot it properly- besides, it deals bruising. At the very least you want it to hit.
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About time!
(teasing, of course). Dark/NRG is on my list for future projects... so many projects lol. Anyway, a nice synergy you may not have considered is power boost, which will buff the to-hit debuff, the heal, the hold, and the immob. And, of course, boost range for bigger cones.
Also, I'll second the notion that you may grow to love your melee attacks as well. /nrg has some heavy hitters; depending on the team, I add 'support crew bodyguard' into my list of duties. Baddie near a squishy? I'm closest. Blap! Problem solved. -
I did consider nightfall actually... but 20 degrees, 20s recharge, mediocre dmg, longish cast time, and an exhorbitant 16.4 end cost. I'm tight on end with the build in its current state. Another cone would be nice considering I skipped the kb cone but I just couldn't see that being worth it. I actually kinda like the 'cowering' animation, and it has good duration, accuracy, and some nice set bonuses. I'll likely go Soul Storm to be able to lock a boss/eb down if needed, and 4 slot it with Bas Gaze for the recharge and move a slot to either CJ or Dark Consumption (most likely the latter, a wee bit extra defense can't hurt). Thanks for the feedback, though.
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Accuracy is just as important in Scorch as in any of your other attacks, imho, because it does Bruising.
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I'm playing my 1st stalker (past the teens) and having a fun time with it. I have a fairly basic question re: Placate. I see that it offers a chance for a 2nd crit, and I'm wondering how useful that is... given the cast time of placate, wouldn't I be better of dps-wise to just continue dealing dmg? Is there something else I'm missing? I guess it could be useful to keep an EB off me while I trash his minions, are there other applications I haven't thought of? Or is this power skippable? My proposed build is pretty tight for power selections.
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It looks like you've got the general idea, build looks fine, and I'm sure you'll work out the rest as you go.
Hasten is nice to bring up aim/build-up faster, and your AoEs cycle more quickly, but I'm not going to take it on my energy blaster, mostly because of the 4 power pool limit, and I know I want leaping (for CJ mostly), medicine (I mostly solo this toon and it's nice to top off health between groups), fighting and leadership. Also, the difference between bolt-blast-bolt-burst and bolt-blast-burst is pretty small.
I'm not sure how to answer the epic pool question, but I'll give it a shot. I'm not sure what you mean by 'better blaster', but a live blaster is surely better than a dead one so yes, the armors are nice. To that end, Scorpion Armor and Cold Mastery offer defense-based armors and the rest are resist based. Several sets offer mitigation via mez (some immobilize, which nrg/nrg lacks) and fire has a nice rez. I'm thinking of going force for mine for PFF, the armor, and possibly Force of Nature. I'll build for ranged defense (which doesn't 'stack' with s/l def) so a resist shield suits me better, as well.
I'll post my build at 30, but I'm not sure it'll help since I went a bit different direction (fighting pool, medecine pool). I got all the shineys by doing SSAs or hero tips with no help from my other alts. I'm not trying to say, "You should do this, instead" only that this has been working well for me so far.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Hero Profile:
Level 1: Power Bolt -- Acc(A), Dmg(3), Dmg(17), RechRdx(23)
Level 1: Power Thrust -- Acc(A), Dmg(7), Dmg(17), RechRdx(19)
Level 2: Power Blast -- Acc(A), Dmg(3), EndRdx(13), RechRdx(19), RechRdx(23)
Level 4: Energy Torrent -- Acc(A), EndRdx(5), Dmg(5), RechRdx(25)
Level 6: Build Up -- RechRdx(A)
Level 8: Power Burst -- Acc(A), EndRdx(9), Dmg(9)
Level 10: Energy Punch -- Acc(A), Dmg(11), EndRdx(11)
Level 12: Aim -- RechRdx(A)
Level 14: Bone Smasher -- Acc(A), EndRdx(15), Dmg(15)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Stimulant -- EndRdx(A)
Level 20: Aid Self -- Heal(A), EndRdx(21), Heal(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx-I(25)
Level 26: Explosive Blast -- Acc(A), EndRdx(27), Dmg(27), RechRdx(29)
Level 28: Weave -- LkGmblr-Rchg+(A)
Level 30: Super Jump -- Zephyr-ResKB(A)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 2: Swift -- Run(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(7), EndMod(13)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run
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Don't forget to check the scrapper forums, the defense set values are the same. Here's a good start:
http://boards.cityofheroes.com/showthread.php?t=216944 -
My 2 inf (you get what ya pay for
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I like hasten on my ELA toons, to get energize's recharge time down. If I had to choose, I'd probably drop darkest night to squeeze in hasten.
DN is a great power, but I find that its long-ish cast time means I don't use it except on very hard targets. You could grab a couple of slots (for hasten) from Energize and use 2 pieces of Efficacy Adaptor there for a smaller HP bonus (energize is autohit, so doesn't need accuracy, and given your recovery numbers I doubt you'll find that much recharge necessary).
I also like to have a -kb IO to keep from getting knocked on my butt when I'm jumping and repositioning (you could do this in your build via a blessing of the zephyr in super jump).
Using only 4 pieces of Kin Combats leaves you with pretty low accuracy- 82% vs. +3s. If you never fight uplevel baddies it might not be a big deal. Personally, I hate missing; I'd probably grab slots from Static Shield and be satisfied with a bit less psi resist for a bit more accuracy (and a bit less defense, but you'd remain s/l softcapped).
Otherwise, build looks good to me. Ragnaroks can be substituted for Posi's Blasts, giving up 3.75% global recharge and a bit of recharge in the power itself. Apocalypse can be substituted for Decimations, giving up 3.75% global rech and some dmg in the power. The closest lower budget option for the Armageddons are Obliterations, you give up end redux and 5% global recharge there. Whether those trade-offs are worth it depends on personal preference and available budget. -
Looking for feedback on my dark/dark/soul, toon is 47 and due for a respec soon. This is what I'm thinking at the moment, but I may switch Touch of Fear for Soul Storm. Capped HP, 32.5%+ s/l/e/n def. I wanted to get hasten closer to perma, and recovery a bit better, but this is where I'm at...
Hero Plan by Mids' Hero Designer 1.953
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: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Acc/Dmg/Rchg(21)
Level 1: Penumbral Grasp -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Acc/Dmg/EndRdx(37)
Level 2: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Dam%(15), Apoc-Acc/Rchg(34), Apoc-Dmg/EndRdx(34)
Level 4: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 6: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(9)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(40)
Level 12: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Soul Drain -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 18: Abyssal Gaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(36), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(46)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(40), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34), S'fstPrt-ResDam/EndRdx(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 26: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Nictus-Heal(31), Nictus-Acc/Heal(50)
Level 28: Dark Consumption -- Efficacy-Acc/Rchg(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Assault -- EndRdx-I(A)
Level 35: Super Speed -- Zephyr-ResKB(A)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(42), Abys-Acc/EndRdx(42), Abys-Acc/Fear/Rchg(42), Abys-Dam%(45)
Level 44: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 47: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
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
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(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+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3), EndMod-I(3)
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Here's an alternative that drops the slots from Power Surge for a kismet and a numi proc in health... but ranged defense drops to 32.3%. I like the accuracy on this one better, and recovery is a bit better- Any ideas to get my defense numbers where I want them? Also, how do I apply enhancement boosters in Mids?
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oops, data chunk. here it is:
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Wanted to get some more eyes on this build to see if i can make any improvements. I built for positional defense, 44.9% melee with one parry and 32.5%+ aoe/range. Recovery worries me a bit, I'm hoping Power Sink will cover that. No purples or PvP IOs.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
masterELA: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(45)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam/Rchg(46), Aegis-Psi/Status(48)
Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Rchg(5), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-%Dam(45)
Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(36)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Zephyr-ResKB(46), Zephyr-Travel/EndRdx(48), Zephyr-Travel(48)
Level 8: Parry -- LkGmblr-Rchg+(A), LkGmblr-Def(9), DefBuff-I(9), HO:Nucle(15), HO:Nucle(31), HO:Nucle(39)
Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A)
Level 12: Lightning Field -- Erad-Dmg(A), Sciroc-Acc/Dmg/EndRdx(13), Erad-Dmg/Rchg(13), M'Strk-Acc/Dmg/EndRdx(15), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(40)
Level 20: Energize -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Rchg(36)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(46)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A)
Level 38: Power Surge -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(40)
Level 41: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-Build%(43)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Resilient Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(37), P'Shift-End%(37)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
I think you'll run into end woes on that build- net recovery even with a t4 cardiac is 1.45 end/s. I guess there's always the +recovery destiny power, I think it'll still be tight. As a rule of thumb, I shoot for around 2 end/s net recovery- I'd be tempted to try to push it higher for TW which is an end-hungry set. And you won't have incarnate powers for lower level stuff. You might consider calculating your 'burn time', which is how long you can attack before running out of steam. As an example: A dual blades toon I recently did used 3 end/s using its ST attack chain, with a net recovery of 2 end/s I've got 110s before you run out of end attacking nonstop (lower than I'd like). I'd consider 100s the minimum to shoot for; less than that and the toon starts to feel 'unplayable' due to endurance problems.
You might find an inspcombine macro useful to make blues, if you're not familiar with how to do this you can find a guide here: http://boards.cityofheroes.com/showthread.php?t=125603 -
Another one. Further from perma hasten, but closer to perma soul drain. Made an effort to get accuracy in my attacks up since sometimes i'm holding off on soul drain until I get to the next group to better saturate it. More HP, and softcaps s/l/e/n/f/c. Will go spiritual alpha, not sure about the rest. Shadow Maul is just a set mule. I also grabbed gloom and dark oblit, for more aoe from the latter and to ease up on recharge requirements for my ST chain for the former. Decent recovery numbers (I hope).
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Tar Fist: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11)
Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam/EndRdx(13)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(15), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), Nictus-Heal(13), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Nictus-Acc/EndRdx/Heal/HP/Regen(25)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(27)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(29), LkGmblr-Def(50)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx/Rchg(31)
Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
Level 18: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(25), Erad-Dmg/Rchg(33)
Level 20: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(34)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 24: Shadow Maul -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Rchg(39)
Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Rchg(37)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(50)
Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg(48), Thundr-Dmg/Rchg(50)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 49: Unstoppable -- GA-3defTpProc(A)
Level 50: Spiritual Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Mrcl-Heal(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(33)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Nemu,
I tinkered with your build a bit and took it in a different direction- namely positional rather than typed defense. You get a head start on this with defensive sweep. The following build caps positional defenses with a single swing of Defensive Sweep; you can double stack it for tougher stuff or to combat defense debuffs a bit. I used tactics to get the accuracy up in your attacks to be capped vs. +3s, allowing you to choose Cardiac rather than Vigor. Cardiac has the side benefit of boosting your resists, which i think would benefit you more than boosting the heal in Dark Regen. (To see the accuracy values in Mids', remove the proc from the Gaussian's set). I used -kb IOs for knockback protection (12 pts) and dropped Acrobatics. I also put a Pshifter proc in Physical Perfection (the proc is worth .2-.22 end/s). I lost a bit of global recharge, but not much. End use/Recovery looks to be pretty decent with Cardiac. Most other stuff I left as is, but was curious as to the reason for using lvl 31 enhancements.
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Don't take this the wrong way, but are you sure you wouldn't rather have a rad/sonic defender (or dark/sonic, traps/sonic, therm sonic... etc)?
Defenders get better numbers from the leadership pool, and more debuff from the blast set. The -Res in sonic blast cannot be enhanced. As /mm, you *have* to get into melee to use your -regen debuff; not to mention it's the best power in the set (for the +regen/+recovery buff). The other combos I mention above can apply -regen at range. Finally, defenders tend to attract a bit less aggro (all other things being equal) allowing you to live longer; some have a heal which will aid both you and your teammates and, again, don't necessitate a foray into melee range. -
By 'soft-cap', I assume you mean s/l? In which case most blasters can achieve that by taking scorpion armor from mace mastery or cold armor (along with cj/hover, weave, and a light sprinkling of set bonuses).
I haven't played it, but rad/nrg sounds fun; good blaps and stacking stuns for mitigation. It'll especially shine in a small group setting.
Rad is a good blast set, especially if you like to get up close and personal. Other good pairings include darkness mastery (good blaps and zomg soul drain) and mental (another pbaoe, a cone if you want it, and drain psyche. A good choice if you like to fight larger groups, DP can provide upwards of 100 hp/s regen; combined with capped s/l makes for a pretty sturdy blaster- I'm a bit biased here, a rad/mm is one of my personal faves). -
Not slotting MG for dmg makes me sad. It's an attack, slot it for dmg.
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I got it closer, but still not quite there.
Some notes:
Stamina was underslotted, even with conserve power, imho.
I lost the recharge IO from RoA. You'll have to play it and see, perhaps you could lose a slot from stamina and get it back, but without diving into your attack chains it's hard to tell. And that sounds like work, hehe, better you than me.
Boost Range is perma on a single Recharge IO.
Conventional wisdom suggests that 8pts kb protection is not much more useful than 4pts, most would recommend either building to 12pts or sticking at 4. For a list of kb magnitudes, look here: http://paragonwiki.com/wiki/Knockbac...ockback_Powers
My changes to your build get you to 44.6% ranged- you could get to the cap by slotting Stunning Shot with T-strikes, but I'd personally rather have that slotted for stun. You could also pick up another tenth or two by playing with enzymes in your slotting (stealth, weave) but here again I didn't feel like the cost was worth the benefit.
Code:edit to add: Another thought, if you can swing an enzyme: replace the def/end and def in scorp shield with the enzyme, move the extra slot to hover and put in a LotG Defense IO. That will push the above build past the ranged cap. (45.1%)| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;670;1340;HEX;| |78DA6594C972125114866F779A10202424840C2484664888C1B449E95ACB215A569| |92A0CD16DAA252DB46237368D8695467D07578EE5B871E3B4F04DD4573089C34A17| |78E0FC84457701DFBDE7DCE1FFCFE5F6DAF699C177E7764E08297CBAAAD7EB9BA7E| |8D7359CE08651AA5876D52E37053DC1A2EEE86AC1AC198E9FBAE318B5B9AE5B6563| |4B3BE9942A86D3CC74C3C546AD663BAEB66A194EB9B9B9A65B66AD51D55DD3B644B| |060DB55AD58338CAD914EF3BC75CBAC9B57CCAAE936C39DC859B35C714DAB1CE25E| |B5DD9D5AAD9925ADBBC19A5E32E8A7DD6E4E92A039FACE88EED3F28967841545C8C| |FC1C74CE511F884D9FF9479A3375716DBB21051450CDE66469ACC59CA4A3C4691DE| |F3BCA10FCCC847E6F82766E633D326F44153DF6BB9131B7CC58CBF64A65E3057DE8| |26F98499AE5C35C1FFCF4C3CF00F40F407F10BE82F099A153F2F35CC9FF9DD7CB7D| |63A62911402E90C778304508C163081EB3F09885C72C3CCEC3A34A0863BD30D6190| |26F1286392786114B1046E06B04BE46A17B143EC6E0730C3EC7E1334CDAA312EF15| |8D49AC39C2942917C35E319C611FC526307EA2DD482862F238751521328429E898B| |AC76B1CDA01EF8277988B0FC0FB4C85D69DE675E569E8981903A1274063121893C0| |98DC579C31CE224BD924EA9D44BD55D45B45BD55D43B857ABB84347CA651D37F11B| |A03D86B0E7BCD43CF3CF43428BB00BF0B5779DE6299B954611E31C16BE075E6173A| |B03CE6E6F758FBE17DF027F88BB9F41BFCC3FC4BDA34E8D5E2F87F506D96115B86D| |E1F41BA5FEC41482D7AC45E2FE2932E532347B7F0128F9EBD08AE333345547883B9| |EB596DBF17912595754C82F187AC754639780FD0A73D2BA574AF7DABB5E8C92E7B2| |22B9EC8514FE4982772A1B70B5D4ED652500EDE377010881CBC4D5AFF017C5AEAC4| |-------------------------------------------------------------------|
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Maybe something more like this? This build gets quite a bit more defense, a bit more recharge, a bit less regen. I changed some power choices, and dropped eviscerate not so much because it's a bad power as I wanted the slots elsewhere. Revive is pretty crummy though, you're better off just glee-mailing (lol) yourself a couple of wakies in case you don't have one when you need it. Shadow Meld is kind of a mini MoG, and quick cycling.
Not the greatest build, but tried to keep the original build's flavor. I'd be tempted to grab maneuvers, but couldn't decide what to drop for it. Grabbed SS assuming you wanted stealth, you could maybe drop one of the redundant travel powers for it, and grab slots from resilience... anyway, here it is. Hope you get something useful from it.
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