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Quote:Hmm, it sounded to me like he was getting the option for creating DS and DP, but he was crashing further on in the creation process. I think if he hadn't prepurchased he wouldn't have gotten the option to begin with.at first i'd say you haven't pre-purchased Going Rogue.
From the official site: Issue 17 gives players who have prepurchased City of Heroes Going Rogue the opportunity to play with two of the new power sets early: Demon Summoning and Dual Pistols.
Dual Pistol was released early. and not they released Demon summoning -
Agreed. I'm not denying that some people are having serious problems, but to call this the worst issue launch ever you'd have to be really new to the game or have a very short memory.
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I soloed through the first arc last night and enjoyed it very much. BTW, what happens with the Doppelgangers on teams...does everyone get one or just the mission holder?
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Nice build, Rangle, though I have a couple of additional recommendations.
As currently slotted, the +HP aspect of True Grit isn't being enhanced at all. So I'd drop the End/Rchg and Heal/End/Rchg from Health and put the RT and Miracle uniques there. That will free up space for 2 lv 50 common Heal IOs in TG, which will give the OP an additional 165 HP--a lot more than bonuses and accolades.
The current build is well above the soft-cap for Ranged, so the defense bonus in Health wasn't really needed, but the OP can always put a full set of Mako's in Jab or Haymaker to make up that lost defense if desired. (I'd recommend pulling a slot from CP if necessary.)
Also, I'd take the Taunt slot from AAC (which isn't necessary, IMO) and put a second resist IO in Deflection for a little more S/L resistance.
Here's what it would look like with the Mako's set and the other changes.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(25), ResDam-I(25), LkGmblr-Def/EndRdx(46), ResDam-I(50)
Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(37)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(27)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(21), RgnTis-Regen+(36), Mrcl-Rcvry+(50)
Level 16: True Grit -- Heal-I(A), Heal-I(17), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(21)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), P'Shift-End%(27)
Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
Level 24: Boxing -- C'ngImp-Acc/Dmg(A)
Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(31), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40), S'fstPrt-ResDam/Def+(43)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def(36), GftotA-Def/EndRdx(45)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx(40)
Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: Laser Beam Eyes -- Dev'n-Acc/Dmg(A)
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Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 8.63% Defense(Smashing)
- 8.63% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 6.75% Defense(Psionic)
- 10.5% Defense(Melee)
- 9.25% Defense(Ranged)
- 10.2% Defense(AoE)
- 6.3% Max End
- 67% Enhancement(Accuracy)
- 57.5% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 5% FlySpeed
- 182.7 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 2.2%
- 11.5% (0.19 End/sec) Recovery
- 52% (4.07 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
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Quote:I don't see how the mere fact that you can reach the HP cap without HP bonuses necessarily implies that it needs to be up all the time. IME, perma-DP is needed so rarely that it's rather low on my list of things to be slotting for on my Invul tanks. (Not to mention it's an extremely expensive strategy.) And even if I decided to do so, there are better ways to achieve that goal than stripping Heal slots from DP.Seems likely but that would mean you need DP up all the time which this build does not do. With my lead tank that has almost all accolades and some nice HP set bonuses, his HP before DP is around 2500ish. That extra 700 HP all the time is nice when you really need it.
I do agree that Hasten would be a much better choice for the OP--for many reasons--than Stealth or RF. (Though of the two, Stealth would be the first to go for me.)
BTW, my comment about Sprint was just to clarify to the OP that one doesn't *have* to slot Stealth IOs in pool travel powers. For someone not interested in gettting a travel power, (which seems to be the case here) Sprint works just as well for that purpose. -
Quote:Increasing HP is not the only effect of slotting Heal enhancements in DP; it also increases the size of the Heal (which is 100% enhanceable, unlike the HP boost.) Just removing the DW Heal enhancement reduces the size of the heal by nearly 300 HP.Will limit my comments to only a couple areas-
1. You are way over HP cap with that many slots in DP. You could fix this by the way you slot bonuses overall as well as number of slots you put into DP. Try only 3 with one being a recharge IO.
If going over the HP cap is a cause for concern--frankly, it's never been something I've worried about with my Invul tanks--then the OP can simply reduce the number of HP bonuses in the build. I think that's a better approach than underslotting DP for Heal.
Quote:4. Also if you finally decided you wanted a travel power like Super Jump you could put a stealth IO in that. I personally don't like any stealth power in my tanks.... -
Oh, it's not necessary at all; neither of my Invul tankers has it. It's an easy choice because it gives a nice little defense boost and doesn't need much in the way of slotting. But you're soft-capped without it, so don't bother if you don't want it. Another useful late build choice that doesn't need much slotting is Hasten; I try to take it on all my tanks if I can fit it in.
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I agree with Heraclea's comments; the attacks slotted with Kinetic Combat need more slots, FA is a waste, (if you feel you have to have additional ToHit, a Kismet +Acc is a better choice) Tough should be better slotted for resistance.
In addition:
You should consider 5-slotting DP with Doctored Wounds. It'll give you slightly more Heal enhancement and free up a slot to use elsewhere. (skip the Heal/End/Rchg)
I'd add a LotG Heal/End/Rchg to both Invinc and Weave. (Drop the Taunt in Invinc and the End Red in Weave.) If you're going to spend the slots on them, you might as well slot them fully.
If you can find another couple of slots for Taunt, 5 slotting Mocking Beratement will give you useful S/L and F/C defense bonuses.
The Psi resist IOs in Tough are a waste of infamy, IMO, since you're not going to get a useful amount of resistance from them. I'd recommend 3 slotting Toughwith Aegis (Res, Res/End, Res/End/Rchg) for the F/C defense bonus.
Oblits are a poor choice for typed defense, and in this case, you're not even getting the defense! A much better choice for Foot Stomp would be 3 or 4 Eradication (avoid the quad if you want to save influence) with 2 Scirocco's Dervish (Dam/End, Acc/Dam/End) to finish out the slotting and for the regen bonus.
I agree with Heraclea that Combat Jumping would be a good choice for that last slot, and as a matter of fact, you could delay the resist passives and fit it in much sooner. Since you're soft-capped to S/L, you probably won't need Unstop much, so you might want to consider dropping it in favor of SJ.
See below for your build with the changes I suggested. Note that you're well above the soft-cap for S/L defense, so you could save yourself a lot of influence and replace some of the Kinetic Combat sets with Smashing Haymaker. (Half the defense bonus, a fraction of the cost.)
EDIT: Meant to take the Aegis Psi/Status resist IO out of Tough. The build reflects that now.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
StarrBursts: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(31)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(43), Dct'dW-Rchg(45)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(34)
Level 10: Swift -- Run-I(A)
Level 12: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15)
Level 16: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(36)
Level 18: Invincibility -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Rchg+(23), LkGmblr-Def(23), LkGmblr-Def/EndRdx(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Acc/Rchg(50)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(45)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(40)
Level 30: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(43)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(50)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(42)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(43)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), RgnTis-Regen+(48), Mrcl-Rcvry+(48)
Level 49: Hasten -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 21.8% Defense(Smashing)
- 21.8% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 4.88% Defense(Psionic)
- 12.4% Defense(Melee)
- 7.06% Defense(Ranged)
- 6.13% Defense(AoE)
- 5.85% Max End
- 27% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 32.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 260 HP (13.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 16%
- MezResist(Terrorized) 2.2%
- 9% (0.15 End/sec) Recovery
- 52% (4.07 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 15% RunSpeed
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Quote:Nope, it's a global, so it makes absolutely no difference where you put it. I usually put it in Unstoppable on my Invul tanks that have Unstop.Oh, yeah, my own WP/SS build is fairly mature now; I honestly mostly use SoW as an Endurance management bridge between instances of Conserve Power. I was just under the impression that the Steadfast only worked when it was in a power that was toggled on; if that's not the case, then I definitely want to move mine (from HPT).
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Arrgh, I even looked it up to make sure RotP was available to Controllers, but I didn't check to see if one of the Controller primaries/secondaries had a similar power.
My mistake! -
Quote:I'm pretty sure that the OP is referring to Rise of the Phoenix, which is the same as the Fiery Aura power of the same name. So it's a self-rez, not an ally rez.Heh. It's a Revive power.
You need to be on a team, and one of your teammates needs to die. Then you can rez them with a mini-nuke.
To the OP: RotP is a self-rez, in other words, you can use it to resurrect yourself when you are defeated. The reason it can be slotted for damage is because it damages and stuns nearby foes when you use it. It also provides 90 seconds of invulnerability, hopefully to get you out of the situation that got you dead in the first place. -
Quote:It gives you an unenhanceable 5% defense to all (Tank value) plus provides some defense (3% I believe) when you have teammates within 8 feet. Adding defense enhancements increases the defense you get for your teammates, but not the original 5%.From the description of this power, it would seem it does nothing if you are solo. Do I have this correct? Do NPC allies in missions count?
So you'd get the 5% when you are solo. I'm not sure about NPC allies in missions; the City of Data descriptions says "teammates".
EDIT for lack of clarity. -
Quote:Dechs, I think you mean Eradication for E/NE defense bonuses. Obliteration gives a S/L defense bonus for 6 slots.I've sent you a PM with the build, but I got a lot of it from Obliterations in the two fire AoEs, Death Shroud, and Soul Transfer.
Quote:I think DA/WM would be a nice combo with good synergy. I don't run OG because I don't have anything to stack with it, but I'm sure it'd be tremendous with the WM. Chasing dazed enemies is not something you should worry about. They've been taunted, and they will come back. )
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Consonants, you need read up on Enhancement Diversification and redo your planned slotting. Here's the long story:
http://paragonwiki.com/wiki/Enhancement_Diversification
but the short story is that there is no point to slotting more than 3 SOs of the same type in a power.
Also the tier 9 Ice power, Frozen Aura, has been buffed and is now definitely worth taking. Most experienced Ice melee players will recommend it over GIS. -
Quote:Well, given that the OPs proposed build has several LotG +recharge and every Regen/Recovery unique available, cost doesn't seem to be a big issue for him/her.How fortuitous that you should use the word "poor". IO'ing for regen, instead of defense, is CHEAP! Back in the day, I got my first tank (invuln) 300% regen for chump change and it made a huge difference in his survivability. I never went back and IO'ed for defense since I didn't see any point. He's tanked Lord Recluse in the STF so why does he need to be any tougher?
Having said that, I agree that defense is better than regen - if you can afford it and fit it in the build.
And I'm sure that C_M_A or I could come up with a relatively inexpensive defense build if one were requested, after all, none of the super-expensive IOs are in any way required for a decent Invul soft-cap build.
Would it cost more than an inexpensive regen-focused build? Probably, though I haven't done a direct comparison at current WW prices. But I'd argue that for a patient, organized buyer a soft-cap Invul build should not be at all out of reach for most players. -
You need to post either the data link or the data chunk if you want people to take a good look at it.
But from a quick look, I can see that the power order needs work; Fast Healing at 30 and Rage at 35 is not a good sign. -
Don't have much experience with Cloak of Fear, but Op Gloom will definitely stack from two different players and stun bosses. (Normally, it will only affect minions, not lts.)
And if you've got a mag 3 disorient attack like Clobber or Total Focus you could probably stun EBs too. -
I agree with Rangle about Rage; you really need to make sure that it overlaps at least a bit to avoid the defense/end crash. Besides, you really want Rage up as often as possible.
I also think you're hurting yourself by insisting on slotting level 30 IOs. Sometimes you can get a away with it, and I'm all for it in that case. But you could free up some slots for those attacks if you'd be willing to bump the IOs in FH other powers to 50, and improve your enhancement levels in general. Again, unless you're planning to spend the majority of your time exemplaring, I think it's hurting you more than it's helping to restrict your enhancement levels like that. -
Quote:Actually, I did read that part of the ParagonWiki page and understood it, but I wanted to make sure I understood how scaling works for IOs that do get scaled.You have missed something important.
As Aggelakis pointed out, sometimes, depending on the size of the enhancement's benefit, there is no scaling done despite the level of teh toon and the level that it mals down to.
And, since an enhancement's level affects the size of its benefit, the level of the enhancement does indeed have an effect.
This is why frankenslotting can be a good bet for a high level toon who plays lower level content--the benefits of triples and quads are in smaller increments and thus they aren't as likely to hit the scaling threshold as a full IO or SO. -
Quote:Ah, but I see that the set bonuses work like globals in that you lose the benefit of the bonuses if you exemplar more than three levels below the level of the enhancement. So there is some advantage to slotting lower level set IOs because you're more likely to retain the set bonuses when exemplaring.For common IOs, this is correct. But for set IOs, the advantage would lie with the set bonuses, which will give an advantage to your character that would outweigh the bonus that the enhancements give, because they're not affected by scaling.
Didn't read down far enough on the page--thanks for pointing that out! -
By that I mean the way enhancement values decrease when you exemplar. According to this page on ParagonWiki:
http://paragonwiki.com/wiki/Exemplar...n_Enhancements
the way you determine the actual scaling is by using 1) the level you are exemplaring to, and 2) your actual level. This is counter-intuitive to me because it implies that the level of the enhancement itself does not matter, just the level of the player. (This is for regular set and common IO enhancements, BTW, I know that globals and procs work differently.)
In other words, for exemplaring there is no advantage to slotting regular lower level enhancements instead of level 50s, since the scaling is based on your actual level, not on the enhancement level. Actually, level 50s would be a better choice because the scaling is applied to the enhancement value, and level 50s have higher values than lower level enhancements.
Is this correct, or have I missed something important? All along, I've thought that if you had say, level 25 enhancements in a power and you exempted down to level 25 you would get full value from those enhancements, but that seems not to be the case.
Could someone please clarify this for me? -
The main issues I see are:
All your regen powers are underslotted for Heal. Unless you're planning to spend a heck of a lot of time exemping, I think you'd be better off fully slotting QR and RttC so you get as much regen as possible--that's WP's strength, after all.
Punch, Haymaker, and KoB are underslotted for accuracy and damage; those attacks need at least one more slot, and I'd try to find two for KoB.
Your main defense powers are very underslotted. Again, unless this is going to be primarily an exemping build, you need to try to get HS and Weave close to 56% defense enhancement. I'm not a fan of Maneuvers for tanks, but if you're willing to take it, at least get full benefit out of it and fully slot it.
The Aegis Psi/Status resist is a wasted slot, IMO. You don't need the extra status resistance and an additional 3% Psi resist is just not worth slotting for.
Foot Stomp is *very* poorly slotted; the FF proc won't make up for the fact that it's severely underslotted for end reduction and damage.
You can get the ToHit bonus that FA provides for ZERO endurance by just adding a Kismet +ToHit to one of your defense powers, so why would you want to pay FA's ridiculous endurance cost? Besides, IMO a Gaussian's set is a questionable value for a typed defense set since it costs a lot of slots for relatively little return. But if you want to keep it, put it in Rage instead and kick FA to the curb. -
Quote:Not really. I have a Invul/EM that's soft-capped to S/L and nearly so for E/NE with one in range of Invinc and it looks very different from that. For one thing, I would never recommend that an Invul tank use full sets of ToD, Mako's, and Scirocco's since they are primarily positional sets and the defense bonuses they give are pretty small for the number of slots that are required. In every case there are better choices for typed defense bonuses.I believe this is a bit more of what you're looking for Finduilas. Its easy to do, but like I said I like the more rounded build much better. 39% defense with 1 enemy, capped with 5. Also meant to for the first build too, but energy punch is better than bone smasher, higher DPA and DPS.
But in one sense, you're right; I think a Invul build that concentrates on defense as a one of its primary goals is the way to go, and that that most Invul players would benefit more from that than from focusing on regen and recharge. IMO, as long as attacks are well-slotted and there's a modest amount of regen, recovery and recharge bonuses, for Invul a defense-oriented build is more 'well-rounded' than the high recharge and regen build you prefer. -
Quote:I know about the F/C bonus for a fifth slot of RA, but I honestly couldn't believe you'd waste a slot to get a .63% bonus; especially given if you had moved just one of those slots to RPD and added another Aegis you would have gotten a 3.13% F/C def bonus.And PLEASE check the bonuses before you just assume i'm being stupid and slotting more end than needed. I KNOW that, I did it for the extra defense bonuses. I know its a small boost for fire/cold for that 5th slot, but the extra end reduction is also there. You're looking for one thing to happen too big, its all the small things that combine to make a build come together.
Let's see, 3.13% F/C defense bonus and a slot to spare, vs a 1.26% F/C defense bonus...which is the better use of slots? (Not to mention with the third Aegis you get more S/L resists out of RPD because it's more fully enhanced.) -
Quote:13% resist to a very rare damage type is just not worth slotting for, IMO. Even if soft-capping isn't the goal, I think the OP would be far, far better off making a reasonable effort to increase S/L/E/NE defense than waste influence on small amounts of psi defense/resist.Also notice, for things like I mentioned, you could go for capped defense is one route, but this route gives you 13% psy resistance, 175% regeneration bonus (with PP) meaning you'll regenerate a tic every 3.5 seconds. Its nice to have the to hit debuff resistance with FA, and I like the gaussians better in FA than in build up. Besides it would have a lower recharge on BU by doing so as well. So it still fits, but not as usefully as in something like a dark armor tank but still nice to have. You'll randomly get the build up proc this way as well.
I also disagree about FA; to get the ToHit debuff resistance from it you'd have to *run* it, and given that you can get a similiar amount of additional ToHit by slotting the Kismet +Acc, the end cost of FA is simply not worth it.
In addition, the RA Endurance IOs in TI and UY are wasted slots; the additional end reduction you'll get from overslotting end red in moderate end-cost toggles is tiny.