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Shouldn't this be in Jay's Costume thread?
Be Well!
Fireheart -
My Necro/Dark is Undertaker X, who resurrects his 'clients' and uses them for fell deeds.
Zombies:
Mr. Smith, Mr. Jones, Mr. Green
Grave Knights:
Parson Brown, Deacon Black
Lich:
The Bishop
Extracted Essence:
Hutchins
Be Well!
Fireheart -
Quote:Yes, the 'problem' is that Energy Transfer doesn't just burn Endurance - there is also a noticeable Hit Point penalty (167 HPs at L50). 'Wasting' energy just makes you tired, but wasting a 'pound of flesh' is much more alarming! Granted, a full-up Tanker has enough health to barely wince at that loss - If he destroys his enemy in return.I see this a lot, and I recognize that it's frustrating, but I can't help thinking that the problem of "corpse-blasting" in general is not really worth all the electrons spilled about it.
...
I've corpse-blasted on fast-moving teams with Martial Arts attacks that animate in 0.83 seconds. It just happens when the team is crushing everything.
Also, we're not talking a power that animates in under a second, where you just retarget and drop your hammer on the next enemy. We're talking about queuing up a 'Nuke', spending the Endurance, spending the Hit Points, and spending 3 seconds, rooted and staring at your own hands - and having it all go to waste.
I HATE that!
Be Well!
Fireheart -
Heh, I've been following your posts for a while, Heraclea, so I knew your namesake was /SS rather than /EM, but it was the Invulnerability equation that I was concerned about. Your initial guide for Willpower formed a key part of my Willpower/Dual Blades Tanker and I've been well pleased with him. Thanks for revealing the Invulnerability details.
And a million thanks for your answer 'Mr. Awesome'! That fully cleared up my question.
Now, between Heraclea's answer and CMA's, along with a bit of Ironblade's observations I can be confident in building a graduated build. I think my target will be somewhere between my first and second builds, and I'll look for a bit more regeneration and hit-points, just to keep it interesting.
With that build, I can run the missions and Task Forces to earn the Merits and Influence that will allow me to create two builds, one for solo and small team Utility work, and a second one for more Extreme Tanking.
My own observations about Energy Melee is that it was a superb set, right up until the last round of 'improvements'. I could keep punching and the pom-poms would cut through most enemy resistances with the S/L + Energy combo. Yes, there were problems, but they were manageable.
With the latest animation-fix, my fast-punching set has been stuck in the slow lane. Only by using every attack available, could I fill the chain - and there are still uncomfortable pauses. Worse, the former King-Power, Energy Transfer has been turned into a "don't bother" by the long activation sequence. Solo, it still works fine, but on a team I'm often left blowing it on a corpse.
A long Recharge can be mitigated, a heavy Endurance cost can be dealt with, but a long animation time is just the Dev's way of saying 'you're out of luck now! Ha-hah!' (Un)fortunately, I still love the set and I have more Energy Melee Tankers than any other.
Be Well!
Fireheart -
While I applaud your choice of Shield/EM, rather than one of the other FOTMs, I have one and like him Lots, have you considered Shield/Dark Melee? It 'feels' awesome, looks dangerous, and performs quite well!
Build with the 'Elemental Dark' shield and you'll be carrying a 'nexus of screaming souls'... or something similar.
Be Well!
Fireheart -
Thank you both for your input.
Ironblade's point about Resistance plus Regeneration effectively trumping Defense seems like a valid point - I have no experience to draw from on that, although my Willpower Tanker certainly seems to back it up.
I'm not sure why people are so down on Leadership for Tankers - it seems natural, and I wouldn't call a global +10% To-Hit and Damage that bad!
Heraclea's build certainly racks up the Resistance and Defense, though it loses a tiny fraction (4%) of Resistance from the build it's based on - it racks up 49% Defense vs S/L and 43% vs Energies. This uses IO choices from the builds I call 'The Full Awesome', from CMA's guide.
However, it gives up 20% global recharge and 37% global accuracy, then requires stealing slots from other powers, to get the accuracy, recharge, endurance and damage of the attacks back up close to previous levels. And if you have to ask me what I want with +10% to-hit and 180% accuracy, all I can say is Rikti Drones, Paragon Protectors, L54 Bosses, and AVs.
BUT! you say, 'Only a filthy Scranker would want to do damage!' or 'Real Tankers Taunt and Endure!'... to which I say "Bah!"
Anyway, as much as I appreciate your input, neither of you have really answered my Question, which is:
- - - How much Resistance and Defense is 'enough'?
I'm not asking how much I need to solo Ghost Widow, or to tank a 8++ spawn of Bosses in AE without back-up. I want enough to be Comfortable, no matter what I'm doing, in an 'average' situation. I want to be able, with some quick thinking and perhaps an Inspiration or two, to survive when the randomblaster accidentally pulls an extra spawn-group. Then high-five the def/troller who spammed lots of green numbers.
I'm not looking for enough protection to 'Not Die' regardless of the situation, I just want enough to Have Fun Playing and not ruin it for my teammates, by dying too soon.
When 'Heraclea' goes to work, how much Resistance is she carrying? When Ironblade's Tanker herds a pull, how much protection is he comfortable with?
Yes, 'The Maximum' is a fine goal - we all want to be Invulnerable - or as near as we can get. How much is 'enough'?
Be Well!
Fireheart -
Hello Tankers and Friends,
I'm looking for advice and/or reassurance here. This my first 50 and still my main character after 4 years (even if that might be hard to tell, what with the 100+ other toons). After struggling to the finish-line, I thought IO Set Bonuses might help, so I started putting together some influence - even after all this time, I am NOT rich - I guess I'm 'casual' or something.
I've read tons of guides and other advice, including Call Me Awesome's excellent bit on soft-capping Defense - plus reading the recent flurry of posts regarding Invulnerability/Energy Melee. In the end, I'm a bit frustrated and confused. This is the build I've settled on.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(9), S'fstPrt-ResDam/Def+:30(37)
Level 1: Barrage -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 2: Energy Punch -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Acc/Dmg/Rchg:40(13), C'ngImp-Acc/Dmg/EndRdx:40(21), C'ngImp-Dmg/EndRdx/Rchg:40(34)
Level 6: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(7), Numna-Heal/Rchg:40(9), Numna-Heal/EndRdx/Rchg:40(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
Level 10: Combat Jumping -- Winter-ResSlow:40(A)
Level 12: Hurdle -- Jump-I:40(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump:40(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg:40(A), Sciroc-Dmg/EndRdx:40(17), Sciroc-Dmg/Rchg:40(17), Sciroc-Acc/Rchg:40(25), Sciroc-Acc/Dmg/EndRdx:40(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(19), LkGmblr-Def:40(19), AdjTgt-ToHit:40(21), AdjTgt-ToHit/EndRdx:40(25), Taunt-I:40(43)
Level 20: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(42), Numna-Heal:40(42), Numna-Regen/Rcvry+:40(46)
Level 22: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-EndMod/Acc:40(23), P'Shift-End%:40(46)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(46)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(27), LkGmblr-Def:40(27), LkGmblr-Rchg+:40(29)
Level 28: Assault -- EndRdx-I:40(A), EndRdx-I:40(29)
Level 30: Tactics -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(31), AdjTgt-EndRdx/Rchg:40(31), AdjTgt-ToHit/EndRdx:40(31)
Level 32: Build Up -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/Rchg:40(33), AdjTgt-ToHit/EndRdx/Rchg:40(33), AdjTgt-Rchg:40(33)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(36), C'ngImp-Acc/Dmg/Rchg:40(37), C'ngImp-Acc/Dmg/EndRdx:40(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40)
Level 41: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(42)
Level 44: Physical Perfection -- P'Shift-EndMod:40(A), P'Shift-End%:40(45)
Level 47: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Which brings up the Meat of the issue - How much Resistance and Defense is Required to be a happy and popular Tanker?
This build puts out about 65% - 28% while letting me punch and move (and not miss) like the superb Boxer that Perfect Perry used to be (in his bio) before he became 'super'. On the final run to 50, I noticed that, solo, he was perfectly comfortable on Invincible, but on large Farm Teams, he could easily faceplant, almost instantly, without support from the team. (I guess 20 fireballs to the face is a bit much, even for an 'invulnerable' Tanker.)
But what was frustrating about that is that the Teams I was on seemed to Expect him to be able to take that, and More, without help. And I did see some other Tankers who could do it, too!
Only, it seemed to me that they gave up too much 'hammer' to gain that 'anvil' status.
Now, the point of this is that Perry has not run very much RWZ, has never been to the 'Wall' (wherever that is) in Cimerora, has not gone AV Hunting at Portal Corp, has only done a few Task Forces (and not the higher level ones), and never entered the Shadow Shard at all. And all of that 'missed' content has me worried that he won't be able to measure up and pull his own weight on a team - even with this 'new and improved' build.
How much Resistance and Defense do I need to have for that? If I'm not 'hard-core' will the Fire/Kins laugh and call me nooob?
I have a second build - it swaps Energy Punch for Boxing, and Assault & Tactics become Tough & Weave, while Conserve Energy gives way to Focussed Accuracy... it trades easy utility, 10% extra damage and to-hit, plus a bit of Endurance management for 90% (93%) Resistance and 36% Defense... Would that be enough?
Hero Plan by Mids' Hero Designer 1.601
Click this DataLink to open the build!
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Help me Obi-wan Kenobi, you're my only hope!
Be Well!
Fireheart -
Blinding Feint is a small Build-Up, in itself, and Empower adds more Build-Up on top.
Because a Tanker cannot skip Nimble Slash, you may as well go all the way - there are no other attacks you can skip.
Be Well!
Fireheart -
I'd love for the 'zone lock' in the hunt missions to be removed - or at least expanded to Newspaper/Radio missions in that same zone. This would make getting a pool of a given enemy still non-trivial, but doable. What would make this much more fun, is if having a 'Hunt' mission would inject that enemy group into the Newspaper/Radio randomizer.
So, you have a mission to hunt a given faction and you put that out to your nebulous cloud of contacts and snitches, who respond via paper/radio with information on where you can find that group. This ensures that the group of enemies you hunt are level appropriate - give or take your difficulty settings. No more mopping up grey-mobs because those are all you can find, or trying to find some of a given faction that aren't all purple! Even better if this worked for your whole team... So you can 'PL' a little and still complete missions for your contacts.
Be Well!
Fireheart -
Okay, those would work better. So, they just need to port those variables from the MA to general chat... and add $server!
Be Well!
Fireheart -
I'm purely a novice, when it comes to Kheldians, I have one Human-form PB that's 30 and the rest are all around 10, but reading this excellent analysis got me thinking in some weird ways...
And, while I doubt it's a completely original idea, I had these thoughts...
Nova form is 'Assault' (from Leadership) - a simple toggle Damage buff (and WSs trade TP for Fly). Even the attacks are named the same. And, of course, the shapechange has no arms, so it gives up Melee attacks.
Dwarf form is the opposite, a Resistance buff, with melee powers, instead of blasts, and trading Fly for Teleport.
So, why couldn't they be changed to behave just like that - Additive to the 'Prime' form, instead of a complete replacement? It would certainly ease the slotting issue!!
And it might be Overpowered. And it would almost certainly enrage the forms-dancers, who have mastered the art of layering the multiple instances of the various attacks.
But why couldn't it be that simple?
Be Well!
Fireheart -
Quote:Hmm, good thought, though "$sex" is probably not what we want. (Or, well, of course it's what we want, but that's not important to the question.Target Subjective (he/she/it) ... "He has it"
Target Objective (him/her/it) .... "Give it to him"
Target Possessive (his/hers/its) ---- "His tights are on backwards")
So, we'd have $sgender, $ogender, and $pgender... In current usage, $target could be substituted, but that leads to badly contrived grammar. These $variables could also be useful in creating Mission Architect content, couldn't they?
It seemed presumptuous to PM anyone about my own thread, but I'll do it now.
Be Well!
Fireheart -
Well, folks say this is a good idea, but apparently it's not good enough, since the post keeps fading out.
Others have suggested $primary and $secondary, which I can see some uses for.
However, I'd still like to see a $server variable for cross server chatting. My 100+ toons will thank you for simplifying their lives!
Be Well!
Fireheart -
You know, I never thought of Parkour as a 'travel power'. I always saw it as maximizing your Existing travel powers, by creative usage of the 'obstacles' in your path.
I CoH, that means zipping up bridge embankments, instead of being Stopped by that wall. Or hopping from the top of a Dumpster to a ledge, running along that, then hopping to a low rooftop, and from there to the top of a warehouse, and crossing Over the building, instead of being forced to run Around it.
I vividly recall running through dangerous neigborhoods, by hopping and popping fences and walls, ducking away from those nasty purple things lurking in the alleys. And the screech of terror that runs through your mind in mid-laughter, when you duck away from those gang-bangers, only to find yourself blind-jumping into a crowd of Vahzilok.
And the same skills come into play, when you're SK'd to someone and have to cover ground the old-fashioned way, after they blithely Fly to the next mission.
Frankly, I tend to give a crash course in CoH Parkour to every newbie I hook up with, because it's So Useful!
Be Well!
Fireheart -
Agreed, all of my Dual Bladers use all of the combos. Weaken is good mitigation, Empower is an great self-buff - I wouldn't try to skip either one. Certainly Not while trying to Level!
Granted, once you get to level 50, you may be so covered in Awesome that you can afford to drop some abilities, or trade-off for something else and fill the blanks with IOs.
Be Well!
Fireheart -
Advantages of Dual Blades for Brutes:
Fast-cycling powers, Designed to chain together smoothly - Builds Rage well.
Individual attacks are Endurance light.
Your 'booster' and 'special' powers are in the Combos, so just about every Tier is an Attack.
It looks Sweet! Whirling, jumping, choppity-choppity, STAB!, sweep, kick 'em in the jewels, all fall down!
Disadvantages of Dual Blades for Brutes:
Endurance light powers cycle Fast, so the blue bar is still very much an issue.
Individual powers are also Damage light, so you have to chain them together quickly, to maintain your damage output.
Your 'booster' and 'special' powers are in the Combos, so you have to complete the Combos to get the effects. You can't just pop Rage or Build Up and go to town, you have to hit your attacks in the proper order, in the proper timing, if you want the effects - Attack Chains and Accuracy are more critical.
Combos mean that you can't just cherry-pick three attacks from the set, but almost need to take them all - makes for tight builds, with fewer 'utility' power pools.
All of your damage is S/L, so enemies with stronger defenses against S/L damage will be more difficult to take down. AVs doubly so.
Despite all of this, it's a fun set!
Be Well!
Fireheart -
Frankly, I'm less interested in Vanguard Merits - my character who has lots of them, isn't interested in the Vanguard Loot.
What I'd really love, if being able to trade Vanguard merits for Reward Merits.
Alternately, I'd like to be able to buy Enhancement Recipes with the Merits I have. Maybe some cool Vanguard-exclusive Recipes? Or just let me get whatever...
Although a lot of the existing recipes don't enhance in the 'balance' that I want... Sets that offer Accuracy, when I want Recharge, or Recharge, when I need Endurance, Damage when I need Slow, etc. Except for the set Bonuses, it seems all sets are the same, or nearly.
Anyway, I'd like to be able to Use the Vanguard Merits, but my character doesn't wear armor, or use weapons... What else are they good for?
Be Well!
Fireheart -
Well, there's nothing wrong with that... I doubt I could think of 20 of them that we 'need', so it's unsurprising that the Devs thought those were enough. Still, it's 5 years later and $server would be very convenient for those of us that commonly chat cross-server.
Be Well!
Fireheart -
Yes, I'd noticed that trying for +Defense was just sucking. You're suggesting that I just slot for End Recovery and Recharge and power straight through on Healing Flames... I think I can do that!
As for Fiery Embrace, I have it now, have had it for a dozen levels... And I almost never use it. Actually, the same is true for Rage, unless I'm in a big hurry, or the baddies are hugely over my level and I need to stop 'whiffing' on Consume and such.
I suppose that comes from my Tanker experience - Not the 'not using' Rage and FE, but simply being too focussed on working the enemy to think about triggering the boost. Frankly, I'm so busy riding the Rage and the SMASH!, that I usually don't have time to think, "Gee, I could be doing lots more damage, if I took a moment to push That button!"
On the other hand, the current build has enough recharge to double-stack Rage... Meaning I can avoid the crash. And if I work towards tacking on a bit more...
As a Scrapper or Tanker, I can plan to use Build Up (or whatever) Before I attack... As a Brute, I have to remember to use it after I've been fighting for a while... although, if I can 'perma' Rage, that would solve the problem.
That said, where would you have me put Fiery Embrace or Hasten, if I were to choose these powers?
Where/how (other than Hasten) would I pick up more Recharge and Recovery?
I surely do appreciate your feedback, but it has been a bit general and not addressed my build, specifically. For instance, If I slotted something different in my Resistance powers, what could/should it be?
Be Well!
Fireheart -
My newest Peacebringers are Quantum Cat and Binary Ascension.
Be Well!
Fireheart -
ParagonWiki shows only a few $variables.
- $name: your character's name
- $origin: your character's origin
- $archetype: your character's archetype
- $level: your character's level
- $battlecry: your character's battlecry
- $target: your target
Be Well!
Fireheart -
Hello everyone. I've recently had the good fortune to reach level 50 and I'm looking to respec into a build that will keep me in the SMASH. Problem is - even with all of my shields, plus Tough and Weave, I'm still feeling dangerously squishy.
This build is an attempt to get a bit more resilience, without giving up on the ability to destroy my enemies quickly. I'm not sure I did it right and I worry that I won't be able to Afford even this much. Can you advise me?
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
HG Smith: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(37)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(15)
Level 2: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(37)
Level 4: Blazing Aura -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(5), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 6: Boxing -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(37)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 10: Healing Flames -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(15), Numna-Heal/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(31)
Level 12: Combat Jumping -- Krma-ResKB:30(A)
Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(A), Winter-ResSlow:40(50)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(46)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc/Rchg:50(21), Efficacy-Acc/Rchg:50(23), Efficacy-EndMod/Acc:50(34)
Level 22: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(34), Numna-Heal:50(36), Numna-Regen/Rcvry+:50(50)
Level 24: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(25), P'Shift-EndMod/Acc:50(25), P'Shift-End%:50(50)
Level 26: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(27), AdjTgt-ToHit/EndRdx/Rchg:50(27), AdjTgt-Rchg:50(43)
Level 28: Burn -- Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(36)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 35: Assault -- EndRdx-I:50(A), EndRdx-I:50(36)
Level 38: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(39)
Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(45), Enf'dOp-Acc/Immob:50(45)
Level 47: Ball Lightning -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(48), Posi-Acc/Dmg:50(48), Posi-Acc/Dmg/EndRdx:50(48)
Level 49: Temperature Protection -- Aegis-Psi/Status:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
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Fireheart -
Hmm, thanks for the input. Yes, I'm already feeling the Endurance pinch a bit, but I don't have everything fully slotted yet - and actually, I spent my last game-session SSK'd down to level 7, so no Stamina. At this point, my tactics are not fully formed, so I wanted either Snow Storm, or Freezing Rain to pack a lot of slow.
Mostly, the slow in FR is there to keep the enemy pinned, so they can enjoy the full 'coolness' of the power. I've only double-stacked the Snow and the Rain on Bosses - Another character I play is a duo of **/Storm Corruptors and the 'Double-Snow' is a thing of beauty.
I did get one chance to launch the 'Tornado in a Corner' effect and it was awesome. I have to work on tactics and placement. This guy is my highest Storm character, so he's sure to pave the way for my understanding of the set... Well, unless I really go nuts on one of the others - and I might, since I'm a terrible alt-o-holic.
I'll just have to see how it rides
Be Well!
Fireheart -
Well, since the character is only level 27 right now, I'm not planning to mess with Set IOs. I did fiddle with Mids and found that some judicious franken-slotting would yield improved performance with some powers. I may try the Market to see if any of those Set Enhancements can be had for a reasonable price, but I'm not holding my breath!
And I'll take another look at the situation in 5 levels.
Thanks for the feedback Dr. English.
Be Well!
Fireheart