-
Posts
29 -
Joined
-
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Hero Profile:
Level 1: Stone Skin -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Stone Fist -- Acc-I(A)
Level 2: Earth's Embrace -- RgnTis-Regen+(A), RgnTis-Heal/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/EndRdx(11)
Level 4: Heavy Mallet -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(13), Mako-Dmg/Rchg(13)
Level 6: Mud Pots -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(21), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg(27), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
Level 8: Rooted -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal/Rchg(19), Heal-I(45)
Level 10: Taunt -- RechRdx-I(A), RechRdx-I(15)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17)
Level 16: Boxing -- Empty(A)
Level 18: Teleport -- Zephyr-Travel/EndRdx(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
Level 22: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(23), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx(43)
Level 26: Fault -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(43)
Level 28: Brimstone Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam(34), ImpArm-ResPsi(34)
Level 30: Hurl Boulder -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dam%(33)
Level 32: Granite Armor -- ImpArm-ResPsi(A), S'fstPrt-ResDam/Def+(34), Aegis-ResDam(36), LkGmblr-Rchg+(36), LkGmblr-Def(36), LkGmblr-Def/Rchg(37)
Level 35: Tremor -- Sciroc-Dam%(A), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 38: Seismic Smash -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46)
Level 44: Stone Mallet -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(46), Mako-Dmg/Rchg(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 19.9% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 9.25% Defense(AoE)
- 6.75% Max End
- 12% Enhancement(Heal)
- 36% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 344.4 HP (18.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 13.8%
- MezResist(Immobilize) 9.9%
- 7.5% (0.13 End/sec) Recovery
- 108% (8.45 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 27.6% Resistance(Psionic)
- 9% RunSpeed
Code:there we go| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1405;701;1402;HEX;| |78DA9D93EB4E135110C7CF9696D21BBD51280584D2CBB6B4DDD2C40FDEA221A2890| |94D502A9FD466AD0B5DC42DD9DD28684C7C005FC18F9AF808C647F19AF82075CEFC| |0F8D09DFDCA4FFDF76F6CC9C993373BAA7DB7121DEDD125AFCF6B1E979FD9EE93CB| |7DC50D73CB407222C8428C0D2DFB60E2CC7B38C3D7FE458FD2DF7C5C8CDAB4F5DEB| |D83AFFC0EFE97BCED0722DC737CE5FE2BBA3D1B171D7F61DCBF312EACFE1D0B79DC| |30CFFEB91DFC9C8F54DDF1E394936ED58E633CBF586F649F6CE893D30B6DC816F0F| |FA5DD3F32DF72C4FB9D5E9F73D42A2D14F8C4342A7175D04AA4085112C0335C6749| |D518A0AF58CA9444247FC88A8381448BB496F2B62FA0663664F930B661E32A23DE0| |3EA34281A6E015983A22AC8BF8013064FCA4B021955FE88C779A3B055E310A2F19E| |5D7C01BC62FF20AC32B18DEE79D52D83E83ED33C8A95916B29C2A651141165AA4C1| |11668110F530864022D66253984C09980209049D45312904D56841521D4E724C8FD| |0C9925696F4B7009F0699B288A265D738700B98A22F3955710E873F8F539F4747F2| |E84F1EDD2AA03141F25A505E0B39CE439F63D4334016483336528C1A15BEA80A5F7| |C8B2F678CDF741E4BAA9D4BC86219DB2F63DF356451C4F64564588FCA86C36BA5C9| |855E6A0106D066AC6D021DC61FDA6B55E5BE8A40C5051E9DD2654EA684824A28A8A| |C4A88CAF980D73ADA5EC580543120550C888E01D131200DF2AAA881AB60C4363070| |4D8C9F4E0B6A6A41ED33E7D7FCC8687D62946941432D681CA173078CCE9091A6561| |8AA1C0399B791791BA7DE46011D34A683C664C86B53CDC86691032D07FFB9653C48| |3B172CBBC1C9B5131A5BEAC1C98D1E475293EBF5BFCF97F8F9969107F2D6F7A4EC4| |AD997F248CA63294FA498529E4A1948197F9D7827AFC8BCAE4AB926E5BA941CE527| |DECB95E118494C4A5C4A42CAAC94A4949494AC9482940F52C67F01BDD2EE08| |-------------------------------------------------------------------|
-
Draft 3 using the steadfast protection +Def (forgot about that one)
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Hero Profile:
------------
Level 1: Stone Skin ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Stone Fist Acc-I(A)
Level 2: Earth's Embrace RgnTis-Regen+(A), RgnTis-Heal/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/EndRdx(11)
Level 4: Heavy Mallet Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(13), Mako-Dmg/Rchg(13)
Level 6: Mud Pots Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(21), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg(27), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
Level 8: Rooted Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal/Rchg(19), Heal-I(45)
Level 10: Taunt RechRdx-I(A), RechRdx-I(15)
Level 12: Swift Run-I(A)
Level 14: Health Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17)
Level 16: Boxing Empty(A)
Level 18: Teleport Zephyr-Travel/EndRdx(A)
Level 20: Stamina EndMod-I(A), EndMod-I(46)
Level 22: Tough ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(23), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27)
Level 24: Weave LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx(43)
Level 26: Fault Rope-Acc/Stun/Rchg(A), Rope-Acc/Rchg(43)
Level 28: Brimstone Armor ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam(34), ImpArm-ResPsi(34)
Level 30: Hurl Boulder Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dam%(33)
Level 32: Granite Armor ImpArm-ResPsi(A), S'fstPrt-ResDam/Def+(34), Aegis-ResDam(36), LkGmblr-Rchg+(36), LkGmblr-Def(36), LkGmblr-Def/Rchg(37)
Level 35: Tremor Sciroc-Dam%(A), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 38: Seismic Smash Mako-Dmg/Rchg(A), Mako-Acc/Dmg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Build Up GSFC-Build%(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46)
Level 44: Stone Mallet Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(46), Mako-Dmg/Rchg(50)
Level 47: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Assault EndRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
All that was is still capped and psi resist is still 51.1%, psi def is up to 31.5%, regen to 530%,and HP to 118%
Plus I got a little run speed -
Thanks a bunch Rangle
I've completed my second draft
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Hero Profile:
------------
Level 1: Stone Skin ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Stone Fist Acc-I(A)
Level 2: Earth's Embrace RgnTis-Regen+(A), RgnTis-Heal/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/EndRdx(11)
Level 4: Heavy Mallet Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(13), Mako-Dmg/Rchg(13)
Level 6: Mud Pots Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(21), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg(27), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(37)
Level 8: Rooted Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-EndRdx/Rchg(45), Numna-Heal/EndRdx(46)
Level 10: Taunt RechRdx-I(A), RechRdx-I(15)
Level 12: Swift Run-I(A)
Level 14: Health Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(17)
Level 16: Boxing Empty(A)
Level 18: Teleport Zephyr-Travel/EndRdx(A), Zephyr-Travel(46)
Level 20: Stamina EndMod-I(A)
Level 22: Tough ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(23), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(27)
Level 24: Weave LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx(43)
Level 26: Fault RechRdx-I(A), Acc-I(43)
Level 28: Brimstone Armor ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam(34), ImpArm-ResPsi(34)
Level 30: Hurl Boulder Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dam%(33)
Level 32: Granite Armor ImpArm-ResPsi(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam(36), LkGmblr-Rchg+(36), LkGmblr-Def(36), LkGmblr-Def/Rchg(37)
Level 35: Tremor Sciroc-Dam%(A), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 38: Seismic Smash KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 41: Build Up RechRdx-I(A)
Level 44: Stone Mallet Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(46), Mako-Dmg/Rchg(50)
Level 47: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(48), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Assault EndRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
New Totals
Defense:
S/L-46.2%
F/C-45.6%
E/N-45.9%
Psi-28.5%
M-13.5%
R-18.5%
AE-17.9%
All the resists are over 90% except Psi which is at 51.1%
Regen is now at 520% anf HP at 116%
I'm feeling pretty good about this one -
Quote:Ok I think I'm starting to get it.If you're already starting with a bunch of typed defense it's easier to build on that instead of starting to build from the lower positional defensive numbers to the soft cap. On top of that you can typically get typed defensive set bonuses with less slots then most positional defense set bonuses. That gives you more flexibility in your build.
So anyone trying to reach the soft cap is trying to get 45% defense in EITHER typed or positional defense?
And any defense in the other is pointless?
So in other words if I get shot at with a ranged fire attack, and my fire defense is 45%, ranged 25%. The 25% is ignored basically and the 45% applied?
This really will make it easier
So anything over the 45% soft cap is pointless as well?
I realize this is probably very basic stuff for the tanker forum regulars. Thank you for the help guys.
I'm thinking now after I get the defense cap for the typed (except psi) I will mainly work on psi defense, psi resist, regen and +hp.
Any recommendations which I might want to concentrate on more? -
Theron, great looking build, thanks for the reply. It's very similiar to my current build with a bit more purple.
One thing your build is reminding me is I might need to work more regen into my build.
I did sacrifice quite a bit of it for the positional defense and psi def/resistance.
Still looking for more advise/answers before I make a second draft, hopefully I'll have time to search for more knowledge this weekend. -
Quote:OK so if all your typed Defenses are jacked up above 50% are all positional defenses useless?4. I am confused by your defense goals. Why not focus on typed defense vs. Positional. This may explain why you wasted so many slots on teleport and team teleport. BOTz are positional. Also same for Touch of Death vs. Kinetic Combats, Guassins vs rectified reticle. I think if you shore this up you can move your slots to better places.
GL
Heres the complete list of totals:
Defense:
Smashing-53.5
Lethal-53.5
Fire-57.6
Cold-57.6
Energy-54.8
Negative-54.8
Psi-27.8
Melee-28.4
Ranged-30.9
AoE-36.5
Resistance
All but psi-90%
Psi-35.5
So if I am understanding correctly, one should just try to cap either typed or positional, boosting both is a waste. In which case I should pretty much lose all the positional buffs and concentrate on more psi?
My apologies for my defense ignorance, I'm looking for a guide to fix this if anyone knows a link. -
Quote:Agreed, I love my rech/runspeed build and I'm thinking I'll keep it as a second build. I've probably only tanked STF like 5 times or so as I'm usually a rad. GW is allways the issue, I guess there is no way around her except buffs or lucks eh? Oh wellFrankly you won't have any need for additional durability for the STF... in order to stand up to Lord Recluse buffed by his towers all you need is Granite slotted ED cap resist & defense, Stone Skin with a single slot and Rooted with ED cap heal. The occasional Earth's Embrace... I only needed that twice in more than 20 STF's on my Stone/Fire. Straight SO's & HO's were more than enough for most of my early runs since I didn't have an IO build at the time.
The only time you may want more defense would be against Ghost Widow to defeat her godawful hold... one small purple per minute will do for that. You could build in the 15% defense you're lacking of the soft cap with IO's but you'll probably be sacrificing recharge and mobility bonuses that you'll need more.
So, Granite with 3 resist/3 defense SO's, Stone Skin with 1 resist SO and Rooted with 3 heal SO's was all the durability I ever needed to tank the STF unassisted. That being the case when I made an IO build I went for the things I lacked... namely recharge and runspeed.
Now what about RSF? How will my rech/runspeed build hold up?
Looking forward to testing that -
Maybe not well worth it no, my priority is durability not attacking. That being said, stone fists now offer a res debuff and it would be nice to have a lot of acc/rech. I'd probably get the Amaze but find something else to pair with it.
-
Hmm, I hope this takes care of 1 and 2 sorry, haven't used the boards in a long time.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Concealment
Hero Profile:
Level 1: Stone Skin -- ImpArm-ResDam(A), ImpArm-ResPsi(3), ImpArm-ResDam/EndRdx(3), ImpSkn-Status(11)
Level 1: Stone Fist -- Amaze-Acc/Rchg(A), Hectmb-Acc/Rchg(15)
Level 2: Earth's Embrace -- ImpArm-ResPsi(A), Mrcl-Heal/Rchg(11), Panac-Heal/Rchg(13), Dct'dW-Heal/Rchg(13), Numna-Heal/Rchg(15)
Level 4: Heavy Mallet -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(37)
Level 6: Mud Pots -- Sciroc-Dam%(A), Sciroc-Acc/Rchg(9), Sciroc-Dmg/Rchg(9), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg(37), Sciroc-Acc/Dmg/EndRdx(40)
Level 8: Swift -- Run-I(A)
Level 10: Taunt -- RechRdx-I(A), RechRdx-I(19)
Level 12: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(19), Heal-I(36)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
Level 16: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 18: Boxing -- Empty(A)
Level 20: Fault -- RzDz-Immob%(A), RzDz-EndRdx/Stun(21), RzDz-Acc/Rchg(21), RzDz-Acc/EndRdx(31), RzDz-Stun/Rng(34), RzDz-Acc/Stun/Rchg(36)
Level 22: Tough -- ResDam-I(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam(23), ImpArm-ResPsi(25)
Level 24: Weave -- DefBuff-I(A), LkGmblr-Def(25), LkGmblr-Rchg+(27), GftotA-Run+(27)
Level 26: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 28: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/Rchg(48), GSFC-ToHit(50)
Level 30: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 32: Granite Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResPsi(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34), DefBuff-I(34)
Level 35: Tremor -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg(46)
Level 38: Seismic Smash -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/Rchg(42), T'Death-Dmg/EndRdx(43), T'Death-Acc/Dmg(43)
Level 41: Stone Mallet -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(42), Mako-Acc/Dmg(42)
Level 44: Stealth -- GftotA-Run+(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), DefBuff-I(45)
Level 47: Team Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Teleport Foe -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
As to stealth, I'm not worried about keeping aggro, they will know I'm there. I did not realize the Defense dropped though. I actually did have maneuvers first but stealth looked like better defense.
My goals are simply to be as tough as possible for RSF and STF, and I fully admit I don't have a good grip on how defense, typed and positional interact.
Basically all the resists but psi are over the cap, some well over.
TY for the reply -
Hiya All, I made a first attempt at reworking my stoner. My current IO build is pretty much all run speed and recharge oriented. I am really just now learning of the benefits of defensive IO set builds, and I want to make him pretty much specifically to tank RSF, STF and Reichman too I suppose.
In this first pass I concentrated on psi/mele/rang/and AOE defense as well as psi resist. I did try to keep some of the run speed and recharge but I'm willing to sacrifice that if I need to.
I really don't have a good understanding of how defense works, mainly the difference between the power specific defense and the melee/rang/aoe and how they interact. I've heard the soft cap is 45%, does that mean i want the mele/rang/aoe up to 45?
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Concealment
Hero Profile:
Level 1: Stone Skin- (A) Impervium Armor - Resistance
- (3) Impervium Armor - Psionic Resistance
- (3) Impervium Armor - Resistance/Endurance
- (11) Impervious Skin - Status Resistance
- (A) Absolute Amazement - Accuracy/Recharge
- (15) Hecatomb - Accuracy/Recharge
- (A) Impervium Armor - Psionic Resistance
- (11) Miracle - Heal/Recharge
- (13) Panacea - Hea/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (15) Numina's Convalescence - Heal/Recharge
- (A) Touch of Death - Accuracy/Damage
- (5) Touch of Death - Damage/Endurance
- (5) Touch of Death - Damage/Recharge
- (7) Touch of Death - Accuracy/Damage/Endurance
- (7) Touch of Death - Damage/Endurance/Recharge
- (37) Touch of Death - Chance of Damage(Negative)
- (A) Scirocco's Dervish - Chance of Damage(Lethal)
- (9) Scirocco's Dervish - Accuracy/Recharge
- (9) Scirocco's Dervish - Damage/Recharge
- (37) Scirocco's Dervish - Damage/Endurance
- (37) Scirocco's Dervish - Accuracy/Damage
- (40) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (36) Healing IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Numina's Convalescence - Heal
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (17) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Empty
- (A) Razzle Dazzle - Chance of Immobilize
- (21) Razzle Dazzle - Endurance/Stun
- (21) Razzle Dazzle - Accuracy/Recharge
- (31) Razzle Dazzle - Accuracy/Endurance
- (34) Razzle Dazzle - Stun/Range
- (36) Razzle Dazzle - Accuracy/Stun/Recharge
- (A) Resist Damage IO
- (23) Impervium Armor - Resistance/Endurance
- (23) Impervium Armor - Resistance
- (25) Impervium Armor - Psionic Resistance
- (A) Defense Buff IO
- (25) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (27) Gift of the Ancients - Run Speed +7.5%
- (A) Endurance Modification IO
- (29) Endurance Modification IO
- (29) Endurance Modification IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (31) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Impervium Armor - Resistance
- (33) Impervium Armor - Resistance/Endurance
- (33) Impervium Armor - Psionic Resistance
- (33) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense
- (34) Defense Buff IO
- (A) Scirocco's Dervish - Chance of Damage(Lethal)
- (36) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Scirocco's Dervish - Damage/Recharge
- (40) Scirocco's Dervish - Accuracy/Recharge
- (40) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage
- (A) Touch of Death - Chance of Damage(Negative)
- (39) Touch of Death - Damage/Endurance/Recharge
- (39) Touch of Death - Accuracy/Damage/Endurance
- (42) Touch of Death - Damage/Recharge
- (43) Touch of Death - Damage/Endurance
- (43) Touch of Death - Accuracy/Damage
- (A) Hecatomb - Accuracy/Damage/Recharge
- (42) Hecatomb - Damage/Recharge
- (42) Mako's Bite - Accuracy/Damage
- (A) Gift of the Ancients - Run Speed +7.5%
- (45) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Defense Buff IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
That puts all the power type Def at 53-57% except Psionic
Psi defense-27.8%
Melee-28.4%
Ranged-30.9%
AoE-36.5%
Psi resistance-35.5%
So, do I need more Psi and less M/R/Aoe? or the opposite?
I was also wondering about stealth, Mids is letting me keep it on with Granite. Is this the way it is? It has nice defense.
I put in the in the Impervious skin status res IO, with bad memories of GW tossing my butt in the air. This is probably close to useless eh? Basically 7.5 on top of my 350% that she breaks through anyways. Maybe the new defense will stop her?
Any help on how I should tweak my numbers is welcome, as well as power choice advice. I could lose all the TP powers except TP itself, I could also lose Stealth and even Stone Mallet and Build up if I had too.
Alternate Builds welcome -
Thanks Rose!
I'm honored to be on your must play list.
I'm making some additions to the arc right now based on citizen's and your review. There are a lot of custom descriptions I want to make.
Stay tuned for a more epic parralel story from the Vanguards point of view! -
Thank you very much for the review Citizen. I appreciate your helpful commentary. Also thanks for helping me fully understand the editing bug in anachrodragon's thread. I will be making changes this weekend based on your thoughts.
That's pretty funny that Edison died in the lava, I haven't experienced that one.
[ QUOTE ]
It seems as if the primary point of this story was for the architect to beat up on a lot of robots and get his toons to Lv33.
[/ QUOTE ]
You got me pegged. I'm the first one to admit I'm not a writer. I'm a player, I come up with what I think are fun missions/baddies, and then try to make a story that allows these things to happen.
I did originally want the arc to be set for level 25-35 but ended up needing it set to 33. Long story.
Thanks again Citizen. A very helpful review.
-Feiz -
Thank you both very much for your thoughts on the arc. I'm planning on making changes this evening based on your comments. (I swear I fixed all the spelling errors but I guess I either missed some or it didn't take). I will defenitely be changing the boss objectives, removing a couple of the glowies from M3, and adding clues. I'm thinking Aeon needs a little more dialog too, he is usually quite chatty.
Hopefully I'll get these changes in before Citizen Razor reviews it. After his review and another tweaking session I will likely create a thread for it.
Thanks again for your very helpful comments.
-Feiz -
[ QUOTE ]
Unfortunately he's sick, and I'm starting to get sick.
[/ QUOTE ]
Uh oh! Troll flu?
Take your time and feel better. -
I couldn't find a thread for Manifesto so I assume it's ok to do a brief review here.
The Liquefactionist Manifesto
Arc ID: 191029
Levels: 1-20
Length: 5 missions, 45 minutes
My reviews are allways more gameplay oriented but I do enjoy a fun story and good writing, and this arc has both. I loved it! Very funny! I found myself clicking on glowies I didn't need just to see what it would say.
My villain is an idiot for listening to this freak, but she's just a level 5 sonic/dark corruptor so what does she know?
As for gameplay, also great! Balanced perfect for lowbies, I will defenitely play this again with friends some day to level our lowbies.
I'm afraid I can't offer much criticism, I really enjoyed it!
Totally gross and totally hilarious. I normally dislike excessive glowy use in missions but all of yours made me at least smile if not lol.
If anything I would have liked a little more! 3 of the maps are extremely small and even the cave was pretty small. It kind of felt wrong to me that the only map of any real size was in the first mission. I would have defenitely preferred a larger map for the final mission to more fully relish my revenge.
Overall great job! Really nice variety in missions and critters including a very fun custom group.
Five stars! Highly recommended for lowbie villains with a strong stomach -
I would like to put my arc in the queue please.
The arc is 5 missions but you should have no problem running it in well under an hour with a small team.
It's meant for villains level 22-32 and its difficulty is meant to be on par with regular storyarcs that level. So set your difficulty as you would outside AE.
I was able to solo it without any problem on my 18 MM. I also experimented and put together an 8 man team that was half PuG half SG. Some of the bosses were rough but we didd'nt wipe till the last room, where some members weren't on board with the pulling concept
I understand you may not get to me for a bit.
I will likely start a thread for it before long but want to get a couple of reviews to tweak it first.
I have reviewed a couple now in the critiques thread and I'm enjoying MA a lot lately. I will likely check out one of your arcs tomorrow, and try to find the appropriate place to let you know how it went.
Thanks guys
-Feiz -
Oh lol well if you really wanted to you could make patrols with dialog but I was mostly joking
-
I would love feedback on my newest creation (see my sig)
It's a villain arc meant for level 22-32, no not a lowbie arc but mid-range fun
I did solo it on my 18 mastermind on level 1 difficulty without much trouble. -
I got ya covered Rial
I played Lord Imperial's Origin
First some spelling errors I caught:
M1 Stranger: hideing = hiding
M1 return dialog: thoughs = those
soon after that(not sure where): exsplore = explore
M5 the doctor: giveing=giving
Oh and in the opening I would go ahead and spell out four instead of the numeral, would just look better imho.
that's all I saw but I wasn't looking out for sp errors
I played with a level 50 Ill/Rad on level 3 diff so I was doing EBs
Playability:
Mission 1: I enjoyed the Flying Dutchmen, at first I was annoyed by rezing minions but then figured ok, more rewards kinda like Freaks, and they went down fairly easy. I think you're missing an opportunity there tho to make some pirate talk. Who doesn't like piratespeak?The Stranger was pretty cool looking but I think could be cooler with some color changes imho. The Eb was fun but if it was set for an AV I would consider it a bit much for an opening mission. (The arc in general is suffering from too many AVs. As I played it it was fun, I honestly would make at least some naturally EBs)
Mission 2: to me this felt like a repeat of M1 but inside.
Mission 3:I don't think you should bother explaining why the arc is neutral, I knew what I was getting into when I signed up. The Legacy and CoT seem like natural enemys, good change of pace. I actually don't mind circle maps but I really don't like portal rooms. I think you have too many ally groups on the map. Circle seemed to be dominating the fights too, I didn't really feel like they needed help. In my run I ran into Imperial before Shark mage so mage's dialog diddn't make sense. Not sure how you could remedy that on a map like that.
Mission 4:I had fun with it but again I think AVs are a mistake, and might feel a bit tedius on teams. Granted you do get help (except mallard wouldnt stop trying to destroy the meteor). I believe when you have so many Ally AV types and enemy the mission feels a little too much like you aren't really needed so much. As EBs I had fun with it.
Mission 5: Same as M4 but indoors. Suffers even more from overpowered allys. Again, with EB allys none of the enemy groups were remotely challenging except the other EBs
Story: I'm honestly not much of a story critic. I tried to follow but got lost and was wishing I could go back and re-check who was who in which timeline. I found the arc confusing and generally not my kinda story so I gave up trying but perhaps someone else could comment on the story. I liked the custom group and I liked the stranger. The allies I thought were just ok. Good use of standard villains.
I gave you 4 stars in game. If I had run it on a team with AVs I probably would have found it a little tedius and given you a 3.
I hope my comments and opinions are helpful Rial
If anyone could I would love comments on my arc. I really think It shines but would love feedback as I know there is still polishing to do (especially writing). It really shouldn't be too hard so go ahead and get xp on it while you review. Level 33 and under for xp. It really shines on teams but I realize most reviewers solo.
I'm out, write on writers! -
[ QUOTE ]
Villain:
[/ QUOTE ]
I would love a review of my latest villain arc.
Arc #: 246604
Title: Mecha Mutiny: Quatrexin's Quandary
Recommended Level: 22-32
It's difficulty is meant to be on par with regular arcs at those levels.
I honestly think this is my best shot at having an arc of noteriety. I am very pleased when I play it. I really want to polish this one to maximum shine and would appreciate any and all help. -
Well I'll review it since I wanna be reviewed
Arc 245042 - The Next War on Drugs - Heroic, crime, investigative
I ran it on setting 4 on my Ill/Rad troller.
Overall I really liked it. I'm putting it on my list of good lowbie arcs (wishing I could have a favorites function). I'm a fan of all natural arcs and gangs and stuff and the arc had a nice mix of natural gang types using standard critters.
Mission 1: Good mission, good that you dont need to lead the guy out and good you aren't required to stop the crimes (options are good). With trolls, great start for lowbie teams to level up.
Mission 2: another good one, pretty straightforward with a slight twist. Security guards providing another nice lowbie friendly fight.
Mission 3:Your pop-up says it all. Isn't that the PPD's job? I didn't like having a mission with nothing to fight. It was certainly different to see only friendly faces in a mission but I'm not playing the game to go glowie hunting. That being said it is a fairly quick and painless endeavor. Especially with a team.
Mission 4: Things are getting a little more challenging (as they should) with the Tsoo. Who make a good gang. With 2 bosses this is good difficulty progression. Nice small map.
Mission 5: Fun map, fight the family (naturally). Good mission, good challenge level for lowbies.
The Story: The overall layout was very well done good use of text color changes.
The story was pretty fun! Like I say I dig gang/natural arcs. There was a whole lot to read that's for sure, a bit too much for my personal tastes. And in the end I was left feeling like this was a "Part 1" or something. Perhaps you have another in the works?
I got the impression you filled in absolutely every text field as well as pop-ups. While a lot if it is very funny(I marked comedy as one of the attributes), it seemed a bit much to me. Options are good as I say but not so you can take all of them
I will probably be running this with lowbie buds, seemed like it'd be great for teams level 1-20!
Play my arc!! #246604
Mecha Mutiny: Quatrexin's Quandary
Fight all your favorite CoH robots and more!
No harder than a regular storyarc.
Recommended for levels 22-33 to have fun and level up!
All critiques are welcome! I really think if I ever get a shot at Dev's choice it's this one. So I'm looking for all types of feedback. As far as playability I am very pleased with it atm. Writing I probably could use some work but it's a fun story.
I know reviewers generally solo arcs and mine is great solo but really shines on teams. It's robot madness!
My arc is set at level 33 so bring anything under that to get xp while you review. -
[ QUOTE ]
Succubus aren't exactly easy, nor are spectral demons, nerva spectral demons, vahzalok, yet they all fall off the radar at some point before 50. They're certainly harder than some of the laughable pretorean factions. The Crazed are basically glorified hellions.
[/ QUOTE ]
Good point, I believe the 45-50 neuron robots have the exact same powers as the 1-18 electric clocks.
[ QUOTE ]
i set a mission to lv45,50 and use Bat'zul's they where all at lv21 insted of being lvup to 45/50.
[/ QUOTE ]
That sucks but they did tell us ahead of time that lower level critters wouldn't sk up. Maybe tweak the tf to be geared to level 21's?
Anyways my arc is done! Check my sig!
The main group in it consists of close to every robot in CoH.
I ended up setting the arc for level 33. I originally wanted a range of 25-35 but really had to set it to one level so that critters wouldn't be dropped if players were all lower. No biggie thanks to player auto sidekick.
The group actually split fairly evenly into critters in range and critters above 33. I made the above range robots the main group in missions and had the in-range robots come in the form of patrols. Through some testing the missions all have a pretty even split. I did notice that for every patrol I put in a regular spawn seemed to be removed (this new?).
My Vanguard group from the original post I just dumped spiders for banes, and set to 33 put Vanguard over.
Although I wish it worked as I originally thought it would, forcing me to get creative actually improved my arc in some ways. I couldn't be more pleased with it! My one big outdoor mission has npc patrol skirmishes now, as well as battles!
So play my arc!!
Fighting robots is fun!!
It's really meant to be no more difficult than any regular arc, and a great way to level up and have fun!! -
[ QUOTE ]
You want it to work this way when you have the real enemy groups selected and they have 10 different versions of the same critter at 5 level intervals.
[/ QUOTE ]
Curse you and your valid point!!
I want my robot army!!
I do have a sort of workaround planned by splitting it into 2 groups, one with all the in range and one with all the above range. One half will just allways be on patrol or ambushing or something. It won't be quite the same but heck I allready wrote the arc. -
Yea setting individual levels isn't the solution. The solution would be simply to have ALL the enemy's picked exemp down. This is actually how I interpreted it was going to be, and I still hold hope that it may be how the devs intend it to be.