Flints

Apprentice
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  1. Mind I ask what you didn't like about Ice Armour?

    Dark/Ice is a beast in itself, Ice Patch and all of Dark's PBAoEs, you pretty much won't be touched.

    I don't see there being any issues with Inv/Ice personally, the sets would compliment each other with Ice Patch and invincibility.
  2. Considering you haven't given a price range, I came up with a basic perma-hasten build, there were a lot of left over slots so I didn't really know where to place them, and I'm by no means an expert on DP/Kins, but here's the direction I'd go. Its not soft-capped, but one small purple insp would get you to S/L softcapping (Although I normally team with Kin toons when I make them, so I personally don't find it an issue on ranged damage toons)

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  3. Quote:
    Originally Posted by Acemace View Post
    Roll a Shield/SS, there wont be much need to sacrifice, either way.

    Alternately, a tricked out Stone/Stone crossover Brute, is nearly the finger of God.

    So why sacrifice when $$$$$ influence can get you both..
    I think some points have been raised so far, and there seems to be a large amount of "There's nothing I need to sacrifice" Which is a valid point, on many, if not most of my tanks, I'm not giving up any more than maybe 1 power in total from both powersets, but then some of it also comes down to slotting, and influence.

    If I don't want to take Weave, I could get the same bonus to S/L from 4-slotting two attacks. (Using a total of 6 slots) so the trade off ends up being 3 extra power choices (Which could mean a full attack chain) for the slot cost of 6 slots (against 3 used in Weave) but those 4 slots don't provide the ED cap to say Dmg/Rech, those attacks can be fine or their own, or I can add more slots to cap them out (Such as adding 2 of the mako quads) that itself is not much of a trade-off, 8 IOs provide the S/L bonus of 3 power choices, and I can still add more slots to those attacks to make them solid, but in the end the cost comes down to the influence.


    Its not really about "What must you give up for your tanker to softcap X typed or X positional" but rather the choices you'd make for personal preference, such as taking Weave so you can almost ED cap for Acc/Dmg/End/Rech in 5 slots (3 crushing impacts 2 makos bites) at a minimal slot-bonus return, or using your attacks to boost your defense with no regards to their enhancements.

    Or when will you give up the min/max metagaming for thematics, fun, or "That'd be nice to have." (Not every tanker takes Soul Mastery, when its argued that Soul provides the best benefit to tankers.)
    A decent example of that would be adding perma-hasten to a WP/ build, where the only bonus the primary powerset would gain would be if for some reason you wanted to live off a pemanent +tohit and +dmg bonus from Resurgence and letting yourself die every 90 seconds.
    Such recharge would only be benefitting your secondary powerset, which would involve slotting several of your powers for recharge bonuses. (My claws/WP brute is going in this direction, but she's more of a scrapper than anything to hold aggro.)

    i19 is giving options to builds to either get the most out of the build because you hit your limit (And thus you had to give something up in your slotting/power choices for offense/defense/both.) Or to take something you overlooked because you didn't see the purpose of it useful in your build, and you either what to take it for quality of life or to refresh your boredom in a toon. (Medicine pool, tier 4 powerpool options, etc.)

    And lastly its things such as attempting to get all 3 positonal defenses on a Dark/ tank, building an Inv/ tanker in a way thats one small insp off of soft-capping to psi.
  4. Quote:
    Originally Posted by BlueRaptor View Post
    The point was, if 99% take three powers of that pool now, even those 99% don't take all four. And from what people including yourself wrote, they don't all take the same three.
    Given the "choice" I'd take Hurdle in praet, and swift outside of preat, have you ever tried to jump the damn canals in Nova? I'll literally be caring more about making that jump than having stamina on most of my toons, but outside of praet I normally always take Swift because having to hit sprint to chase down a fleeing mob is just annoying.

    So if we were giving the choice of taking them at level 2 instead of them being inherent, I'd still probably take all 4 on every new toon I'd make.
  5. specifically, how much defense would you give up for offense and vice versa? Or how much defense/offense would you give up for team support?

    Obviously the "Perfect" tanker would be a synergy of all 3 with no conflicts/restraints, every build has personal preferences, and every powerset has its weaknesses.

    For example, my 2 Ice/ Tankers (One at 50 IO'd out one at 43 on his way to be IO'd.) they both have or will have at 50, a full power-tray of attacks (9 attacks and taunt) These builds/characters are aggressive, and aggressive to play, but I've paid an awful lot to get them to that point, and I might end up paying and giving up a whole lot more to take and achieve perma-hasten for perma-hoarfrost on both of them.

    But playing in Mids (both i18 and i19 versions depending which one I open at the time) I've noticed with my third planned Ice tanker (Ice/Dark) I've got a chance to do things like soft-cap to Psi and Fire/Cold with one medium purple, or soft-cap to Fire/Cold/AoE with one minor purple, as well as being able to completely drain targets of endurance,
    The trouble is, there only maybe 4 fast recharging attacks in /DA, which are chainable but it doesn't add much for flexibility or enjoyment.

    So the choice is between going for the standard S/L/N/E build, taking a 4-power attack chain with some long-recharge "bag of tricks" powers and possibly ending up perma-hasten due to the recharge issue, this would effectively be the "classic" way of building it, with generic weaknesses to such things as psi and fire damage, or do I go for something that has incredible survivability and moderate aggro gaining at the cost damage and finally the choice of going like my other 2 Ice/ tankers and maxing the offensive?

    I would post the 3 builds but they're still in the tweaking/concept stages at the moment.
  6. Its possible, not at all difficult, most players just take the teleport power, but its really personal preference.
  7. Flints

    Ice/DB tank

    I don't know much about /DB so I'll ignore that side for someone else, but from what I can see with the Ice/

    Chilling Embrace is overslotted, you only really need an end Redux and the chance for -rech proc.

    Your defense is too high, you only need 45% to S/L/N/E to survive most things in the game, you can go for that pre-EA or post-EA, thats personal preference, but at the moment with a full EA you're sitting at 70% S/L and 55% E/N, there are guides explaining why 45% is all thats needed if you're unsure.

    If you want to cap E/N without EA there are still ways of doing it without all the 6-slot sets.
    Try to ED cap the recharge on EA as well, its your only source of end as you haven't taken stamina, and the more its up the more it'll help you.

    You don't really need that mez resist slot bonus on LotG as well, you could drop the 3 def/recharges as theres no further benefit, capped def and end redux is fine.

    Taunt, some people slot it, some people don't, thats personal preference, but it seems like once again slot bonuses are being wasted where you can get them other places.

    With the ice/ armours, CJ, and Weave (And dropping the 3% steadfast IO in either perma-frost or Tough) You can cap the S/L/N/E 45% relatively easy, the only issue then is if you want to cap pre or post EA.

    You've also slot one of the most expensive sets into Hoarfrost, ED capping for heal and recharge is fine, and that can be done with about 4 or 5 slots max.
  8. Flints

    Tanker HP Cap

    Quote:
    Originally Posted by TBoxer View Post
    On my Ice Tanker, I cap out at 3534 hp. No idea how Flints reached 3542.
    My mistake, I was going from what I remembered seeing, not what I actually saw,
    Ingame now, I'm looking at 3533.96, and patchnotes are saying 3534.
  9. I'm no expert on SD, but from what I can see Phalanx fighting is overslotted, its an auto power, and most of those set bonuses can be gotten somewhere else, you can ED the def on that with 3 slots of LotG (I personally like to get 4 due to the acc bonus though)

    I'm assuming this is an i19 build, you'll still need to at least 2 slot stamina to get rid of that painful looking recovery:end-drain.

    I'd personally drop Assault for Combat Jumping, and free up a bit of the Positional set bonuses, that'll cap you to all positions.

    Build up as some pretty crazing slotting as well, personally I just 2-slot recharge IOs in it, it'll be up for 10 seconds and down for 10 seconds with your perma-hasten.

    Here's the improvements I'd make.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(3), S'fstPrt-ResKB:30(5), S'fstPrt-ResDam/Def+:30(5), Ksmt-ToHit+:30(15)
    Level 1: Scorch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 2: Fire Sword -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(37), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Acc/Rchg:50(37), Hectmb-Dmg/EndRdx:50(39)
    Level 4: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 6: Battle Agility -- RedFtn-Def/EndRdx/Rchg:50(A), RedFtn-Def:50(7), RedFtn-EndRdx/Rchg:50(7), RedFtn-Def/Rchg:50(9), RedFtn-Def/EndRdx:50(17), RedFtn-EndRdx:50(21)
    Level 8: Against All Odds -- HO:Cyto(A)
    Level 10: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal:50(11), Numna-Heal/EndRdx/Rchg:50(17)
    Level 12: Phalanx Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(13), LkGmblr-Rchg+:50(13)
    Level 14: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 16: Breath of Fire -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(19), Det'tn-Dmg/Rchg:50(19), Det'tn-Dmg/Rng:50(46), Det'tn-Acc/Dmg/EndRdx:50(46)
    Level 18: Kick -- FrcFbk-Rechg%:50(A)
    Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 22: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(45), TtmC'tng-EndRdx/Rchg:50(45)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(43), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
    Level 28: Fire Sword Circle -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(31), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(33)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 32: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50)
    Level 35: Incinerate -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 38: Greater Fire Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(39), Mako-Acc/EndRdx/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 41: Char -- Acc-I:50(A)
    Level 44: Fire Blast -- Acc-I:50(A)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), Ragnrk-Knock%:50(50)
    Level 49: Grant Cover -- DefBuff-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 4.875% Defense(Smashing)
    • 4.875% Defense(Lethal)
    • 3.938% Defense(Fire)
    • 3.938% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 4.875% Defense(AoE)
    • 6% Enhancement(Heal)
    • 66% Enhancement(Accuracy)
    • 63.75% Enhancement(RechargeTime)
    • 210.83 HP (11.25%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 9.9%
    • MezResist(Immobilize) 12.1%
    • MezResist(Sleep) 3.85%
    • MezResist(Stun) 4.4%
    • 12% (0.2 End/sec) Recovery
    • 52% (4.068 HP/sec) Regeneration
    • 7.875% Resistance(Fire)
    • 7.875% Resistance(Cold)
    • 1.875% Resistance(Energy)
    • 5% Resistance(Toxic)
    • 1% XPDebtProtection
  10. Quote:
    Originally Posted by LegacyX View Post
    Thanks for the tips guys.

    Just was looking into more opinions of what to do in hairy situations such as carnies or the like.
    Run.

    Aside from that, try to maintain a solid about of KD or other soft-controls on that target, as well as using EA as much as possible to drain their end and recover yours, by the time that boss is dead, your pbaoes should have killed most minons and Lts.
  11. Flints

    Tanker HP Cap

    3542 seems to be it afaik, as my main ice tanker can't seem to exceed that number.
  12. On that note of the Mod-party and CoP, I'm assuming we'll start the CoP once the mod has left Pocket D? Don't really want to miss out on what effectively can be a free booster pack ;p
  13. I realized I needed to free a few more slots than originally planned, but taking both the Entropics out of APPs gave me enough slots to soft-cap via moving Taunt around and 3 -slotting it, I don't normally slot taunt much on Ice/ but it was the only place where I could mule a low set bonus to soft-cap.

    Without those two slots I'm sitting at 44.4 to 44.8% depending on how much slots I push into CJ. (the standard def/+ global rech IO only sits me at 45% exactly with Taunt slotted.)

    I set the End/Rech IO into CJ for the 10% bonus I lost when dropping Entropic, and it sits nicely at the exact 45% mark which is always nice to look at.

    the increased regen is only about 4hp/s extra, but thats an extra hit every 10 seconds, and hits will be less likely due to the soft-capping, and finally having Hasten means the huge heal and +hp from Hoarfrost will have less downtime. (about 4-5 purple sets away from being Perma'd, which is out of my price-range at the moment.)

    using the i19 unofficial patch.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Flints: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Hoarfrost -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(3), Numna-Heal(3), Mrcl-EndRdx/Rchg(5), Mrcl-Heal/EndRdx/Rchg(5), Mrcl-Heal(7)
    Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/Rchg(17)
    Level 2: Chilling Embrace -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(7), TmpRdns-EndRdx/Rchg/Slow(9)
    Level 4: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(11), LkGmblr-Rchg+(11)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Frost -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(50)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(42)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Stealth -- LkGmblr-Rchg+(A)
    Level 18: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(21)
    Level 20: Icicles -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36)
    Level 22: Ice Patch -- RechRdx-I(A)
    Level 24: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(31), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/Rchg(33)
    Level 26: Energy Absorption -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(29), Efficacy-EndMod(29), Efficacy-Acc/Rchg(31)
    Level 28: Build Up -- RechRdx-I(A)
    Level 30: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 32: Freezing Touch -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(37)
    Level 35: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(45), Annoy-Taunt/Rchg/Rng(45)
    Level 38: Frozen Aura -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), CSndmn-Acc/Rchg(40), CSndmn-Heal%(40)
    Level 41: Chilblain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 44: Ice Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Hibernate -- Heal-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Heal/EndRdx(A), Numna-Heal(19), Numna-Regen/Rcvry+(21), Mrcl-Heal(23), Mrcl-Rcvry+(23), RgnTis-Regen+(33)
    Level 1: Stamina -- EndMod-I(A), EndMod-I(17)
    ------------
    Set Bonuses:
    Numina's Convalescence
    (Hoarfrost)
    • 12% (0.939 HP/sec) Regeneration
    • 35.14 HP (1.875%) HitPoints
    Miracle
    (Hoarfrost)
    • 2.5% (0.042 End/sec) Recovery
    • 35.14 HP (1.875%) HitPoints
    Mako's Bite
    (Frozen Fists)
    • MezResist(Immobilize) 3.3%
    • 28.11 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Pounding Slugfest
    (Frozen Fists)
    • 8% (0.626 HP/sec) Regeneration
    Luck of the Gambler
    (Frozen Armor)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Frost)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 3.125% Resistance(Toxic)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.782 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Glacial Armor)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Icicles)
    • 10% (0.782 HP/sec) Regeneration
    • 3.125% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    Mako's Bite
    (Ice Sword)
    • MezResist(Immobilize) 3.3%
    • 28.11 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Pounding Slugfest
    (Ice Sword)
    • 8% (0.626 HP/sec) Regeneration
    Luck of the Gambler
    (Energy Absorption)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Energy Absorption)
    • 21.08 HP (1.125%) HitPoints
    Steadfast Protection
    (Permafrost)
    • 3% Defense(All)
    Mako's Bite
    (Freezing Touch)
    • MezResist(Immobilize) 3.3%
    • 28.11 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Pounding Slugfest
    (Freezing Touch)
    • 8% (0.626 HP/sec) Regeneration
    Annoyance
    (Taunt)
    • 4% (0.313 HP/sec) Regeneration
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    Eradication
    (Frozen Aura)
    • 1.8% Max End
    • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    • 42.17 HP (2.25%) HitPoints
    Call of the Sandman
    (Frozen Aura)
    • 5% Enhancement(Sleep)
    Thunderstrike
    (Chilblain)
    • 2% (0.033 End/sec) Recovery
    Devastation
    (Chilblain)
    • 12% (0.939 HP/sec) Regeneration
    Thunderstrike
    (Ice Blast)
    • 2% (0.033 End/sec) Recovery
    Devastation
    (Ice Blast)
    • 12% (0.939 HP/sec) Regeneration
    Positron's Blast
    (Ice Storm)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 3.125% Resistance(Toxic)
    Numina's Convalescence
    (Health)
    • 12% (0.939 HP/sec) Regeneration
    • 35.14 HP (1.875%) HitPoints
    Miracle
    (Health)
    • 2.5% (0.042 End/sec) Recovery
  14. Currently Frozen Aura in Ice Meele has the classic footstomp animation after it was changed a good few issues ago, I'd like to see it have the hand-clap animation as well as an option, because while the stompy-stompy smoke clouds of ice are good, hand clap would feel pretty good for a "freezing anything around you" effect.
  15. Quote:
    Originally Posted by Finduilas View Post
    Honestly, I think soft-capping your defense would do far more for you than being so focused on building for high regen. I would recommend that you try to soft-cap S/L/E/NE *without* EA; that way you'll be extremely hard to kill even when EA isn't up, and having EA will give you an extra cushion against defense debuffs.
    I am aware of this, completely, in-fact my other ice tanker is soft-capped to S/L/N/E, I've just never noticed it being an issue on this one, regen seems more useful, considering (my opinion only here) that Ice/ tends to be more of an AoE tanker, the times I've done STF on this guy (all other TFs are fine to lead) I generally just round up the mobs and AoE them down and let another tanker handle LR and the 4 Patrons.

    Permafrost is currently only a mule for that 3% Def. Which is its best role considering its the only auto-power in the ice set. Otherwise (And on my other ice/ tanker) I'd skip it competely, and move in a Winters Gift IO for the extra slow resist.

    Soft-capping without EA is useful (And again, other Ice/ has it.) but really my playstyle causes me to never not have a full 10-stack of EA, so sacrifing the slotting and powers for soft-capping cuts a bit too much into my objective.

    And yeah, having 8 attacks is quite a bit, but two of them are AoEs, which means I have 6 powers of (a rough average) 1.2sec cast time, and a rather steady attack chain.
    I mix things up however, and pick whatever power is best situational as it recharges. (Ice Blast to pull the next mob, or in the off-chance something runs away through all my slows and I don't realize, frost whenever things are bunched, or Frost+Chilblain to add DoTs onto a boss/AV while I cycle mobs.)

    Ice Sword and then Air Sup are probably my least used powers in rotations, everything else normally gets a click in every fight. I could optimise my DPS with a solid attack chain, but honestly I'm a tanker and not a scrapper, even though aggro isn't an issue for me, I still have to watch what the team(s) are doing and stay prepared.

    Freezing Touch is really more a QoL addition, and I'd prioritise my "wants" for i19 like this.
    • Hasten (2 more slots)
      Regenerative IO (1 more slot)
      Soft-capping S/L/N/E. (1 slot for 2 def IOs in CJ)
      FT.
      Perma-Hasten/Hoarfrost.

    EDIT: Regen seems more useful because there are no insps for it, a higher base regen gains more from things such as AM buffs, and at level 50 its likely there will be at least a 5% def buff in a full team, and hitting a small purple insp before a big AV fight provides a simple solution.

    EDIT 2: I'm also looking into the Fighting pool right now, mainly thats looking like my "Fall back" option if I can't sqeeze anything else out of my build, as I could easily get away with dropping a End-Redux into Weave and be fine, but it doesn't seem ideal considering what I really want is more slots for the new powers I'd like, not just a "filler" for requiring 3 new power selections.
  16. All I can see wrong is the lack of
    //
    //

    at the top of the file.

    That and the "&Pocket D" the & is for the key command such as Option "Pocket D &3" would trigger the Pocket D transporter after pressing the popmenu and key "3"
  17. Quote:
    Originally Posted by Seyshara View Post
    Never said inherent fitness was a bad thing. It's just not right for my characters. I'll pick powers I'll never use if I have to, but I'd rather not to make that choice.
    On new characters you won't even notice, you'll be too busy selecting powers to care about the fitness powers on your inherent list.

    on old characters that you don't want to change: don't respec, the change only takes effect after a respec. (Like changes/edits to existing costume pieces only change when you visit a tailor.)
  18. Before I start let me say that I am much anticipating i19, as it'll allow me to either actually enjoy playing certain toons (Such as my dark/SS tanker currently at level 16.) pre-stamina, and allow me access to 3 new powers on new toons while.

    However, my main is the only one who might have some issues with i19, as her build is far too tight to move anything around from what I can see, which is why I'm asking here.

    My first idea is that as I'm currently at 27.5% Global Recharge, and using 2 LoTgs, I could fit one more in EA where I've currently placed the global Acc IO, and using 2 of the concealment pools, hit 5 LotG rechs, and take Hasten.
    The only issue then would be finding 2 slots to max out Hasten.

    Another issue is that I would like to 6-slot Health, so I can fit in the Regenerative Tissue IO, and gain more Regen.

    And finally the last issue is that even with 10 EA procs, I'm only at 43.2% E/N and 40 S/L def. I could like to bring it up to the wonderful 45%, however with my high regen I don't notice it too much.

    My new slot ideas were to either drop one of the IOs in Hibernate, which is currently giving me a 1.3% Health increase, as Hoarfrost currently takes me to the new tanker HP cap, but I'm concerned that without this bonus, I'll be lacking that magic number.
    And the two slots of Acc/Dmg, Dmg/Rech in my 3 single target attacks (FF, IS, and Air Sup). Each give me 8% which would easily be recovered in using the regenerative global.

    I really want to slot Freezing Touch back into my build, but that would take at least another 3 slots, and I'm concerned if I took all the 8% regens out of my S.T attacks, that the global IO wouldn't make up for the loss (And thus have no real benefit visually for my regen numbers) and that the lack of enhancements now present in those powers would negate the added DPS/DPA that Freezing Touch would bring to my build.

    I could also swap the flight pool for leaping, taking CJ could cap me for S/L/N/E and free up 5 slots. I would then end up slotting FT the same as Air Sup, and thus my DPS/DPA would only have a slight improvement for the benefit of overall build survivability, I'd still need 2 more slots for Hasten, and would only have one of the concealment pool for a global rech IO (but one will also fit into CJ).

    Ultimately, hasten will most definitely be the most important improvement to the build, giving me Hoarfrost more often, meaning 40hp/s more often, having a higher DPS, chance of heal proc in Frozen Aura taking more rolls (due to faster recharge), and faster EA recovering the higher end costs. Perma-Hasten would be perfect, but obviously I'm already asking to get far too much out of this toon.

    The build normally farms and plows into AVs during TFs, I do not wish to go redside at all with this toon, and so PPPs are off-limits.

    This will be my Incarnate toon, and most likely the first toon I'll be going to "incarnate 10" with when that's been launched.

    Here's the build, based off of Tundra's build guide, http://boards.cityofheroes.com/showthread.php?t=119258
    50 only content.Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Flints: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Flight
    Power Pool: Fitness
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Hoarfrost
    • (A) Numina's Convalescence - Heal/Endurance: Level 50
    • (3) Numina's Convalescence - Heal/Recharge: Level 50
    • (3) Numina's Convalescence - Heal: Level 50
    • (5) Miracle - Endurance/Recharge: Level 40
    • (5) Miracle - Heal/Endurance/Recharge: Level 40
    • (7) Miracle - Heal: Level 40
    Level 1: Frozen Fists
    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (13) Mako's Bite - Damage/Recharge: Level 50
    • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (15) Mako's Bite - Chance of Damage(Lethal): Level 50
    • (15) Pounding Slugfest - Accuracy/Damage: Level 30
    • (17) Pounding Slugfest - Damage/Recharge: Level 30
    Level 2: Chilling Embrace
    • (A) Pacing of the Turtle - Chance of -Recharge: Level 50
    • (7) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    • (9) Tempered Readiness - Endurance/Recharge/Slow: Level 50
    Level 4: Frozen Armor
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (9) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (11) Luck of the Gambler - Defense: Level 50
    • (11) Luck of the Gambler - Recharge Speed: Level 50
    Level 6: Wet Ice
    • (A) Endurance Reduction IO: Level 50
    Level 8: Frost
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (37) Positron's Blast - Damage/Endurance: Level 50
    • (40) Positron's Blast - Damage/Recharge: Level 50
    • (43) Positron's Blast - Damage/Range: Level 50
    • (46) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (50) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 10: Air Superiority
    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (34) Mako's Bite - Damage/Recharge: Level 50
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (34) Mako's Bite - Chance of Damage(Lethal): Level 50
    • (37) Pounding Slugfest - Accuracy/Damage: Level 30
    • (37) Pounding Slugfest - Damage/Recharge: Level 30
    Level 12: Swift
    • (A) Run Speed IO: Level 50
    Level 14: Fly
    • (A) Flight Speed IO: Level 50
    Level 16: Health
    • (A) Numina's Convalescence - Heal/Endurance: Level 50
    • (17) Numina's Convalescence - Heal: Level 50
    • (23) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (23) Miracle - Heal: Level 40
    • (33) Miracle - +Recovery: Level 40
    Level 18: Glacial Armor
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (19) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (19) Luck of the Gambler - Defense: Level 50
    • (21) Luck of the Gambler - Recharge Speed: Level 50
    Level 20: Stamina
    • (A) Endurance Modification IO: Level 50
    • (21) Endurance Modification IO: Level 50
    Level 22: Ice Patch
    • (A) Recharge Reduction IO: Level 50
    Level 24: Ice Sword
    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (25) Mako's Bite - Damage/Recharge: Level 50
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (31) Mako's Bite - Chance of Damage(Lethal): Level 50
    • (31) Pounding Slugfest - Accuracy/Damage: Level 30
    • (33) Pounding Slugfest - Damage/Recharge: Level 30
    Level 26: Energy Absorption
    • (A) Luck of the Gambler - Defense/Recharge: Level 50
    • (27) Luck of the Gambler - Endurance/Recharge: Level 50
    • (27) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (29) Kismet - Defense/Recharge: Level 30
    • (29) Kismet - Accuracy +6%: Level 30
    • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    Level 28: Build Up
    • (A) Recharge Reduction IO: Level 50
    Level 30: Permafrost
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 32: Hibernate
    • (A) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (33) Efficacy Adaptor - Accuracy/Recharge: Level 50
    Level 35: Icicles
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (36) Scirocco's Dervish - Damage/Endurance: Level 50
    • (36) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (36) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
    Level 38: Frozen Aura
    • (A) Eradication - Damage: Level 30
    • (39) Eradication - Accuracy/Recharge: Level 30
    • (39) Eradication - Damage/Recharge: Level 30
    • (39) Eradication - Accuracy/Damage/Recharge: Level 30
    • (40) Call of the Sandman - Accuracy/Recharge: Level 50
    • (40) Call of the Sandman - Chance of Heal Self: Level 50
    Level 41: Chilblain
    • (A) Entropic Chaos - Accuracy/Damage: Level 35
    • (42) Entropic Chaos - Chance of Heal Self: Level 35
    • (42) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (42) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (43) Devastation - Accuracy/Damage: Level 50
    • (43) Devastation - Chance of Hold: Level 50
    Level 44: Ice Blast
    • (A) Entropic Chaos - Accuracy/Damage: Level 35
    • (45) Entropic Chaos - Chance of Heal Self: Level 35
    • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (45) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (46) Devastation - Accuracy/Damage: Level 50
    • (46) Devastation - Chance of Hold: Level 50
    Level 47: Ice Storm
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (48) Positron's Blast - Damage/Endurance: Level 50
    • (48) Positron's Blast - Damage/Recharge: Level 50
    • (48) Positron's Blast - Damage/Range: Level 50
    • (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (50) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 49: Taunt
    • (A) Range IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.125% Defense(Energy)
    • 6.125% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.563% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 5% Enhancement(Sleep)
    • 45% Enhancement(Accuracy)
    • 27.5% Enhancement(RechargeTime)
    • 316.25 HP (16.88%) HitPoints
    • MezResist(Immobilize) 9.9%
    • 15.5% (0.259 End/sec) Recovery
    • 122% (9.545 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 6.25% Resistance(Toxic)
    ------------
    Set Bonuses:
    Numina's Convalescence
    (Hoarfrost)
    • * 12% (0.939 HP/sec) Regeneration
    • * 35.14 HP (1.875%) HitPoints
    Miracle
    (Hoarfrost)
    • * 2.5% (0.042 End/sec) Recovery
    • * 35.14 HP (1.875%) HitPoints
    Mako's Bite
    (Frozen Fists)
    • * MezResist(Immobilize) 3.3%
    • * 28.11 HP (1.5%) HitPoints
    • * 3% DamageBuff(All)
    Pounding Slugfest
    (Frozen Fists)
    • * 8% (0.626 HP/sec) Regeneration
    Luck of the Gambler
    (Frozen Armor)
    • * 10% (0.782 HP/sec) Regeneration
    • * 21.08 HP (1.125%) HitPoints
    • * 9% Enhancement(Accuracy)
    • * 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Frost)
    • * 2.5% (0.042 End/sec) Recovery
    • * 1.575% Resistance(Fire,Cold)
    • * 9% Enhancement(Accuracy)
    • * 6.25% Enhancement(RechargeTime)
    • * 3.125% Resistance(Toxic)
    Mako's Bite
    (Air Superiority)
    • * MezResist(Immobilize) 3.3%
    • * 28.11 HP (1.5%) HitPoints
    • * 3% DamageBuff(All)
    Pounding Slugfest
    (Air Superiority)
    • * 8% (0.626 HP/sec) Regeneration
    Numina's Convalescence
    (Health)
    • * 12% (0.939 HP/sec) Regeneration
    • * 35.14 HP (1.875%) HitPoints
    Miracle
    (Health)
    • * 2.5% (0.042 End/sec) Recovery
    Luck of the Gambler
    (Glacial Armor)
    • * 10% (0.782 HP/sec) Regeneration
    • * 21.08 HP (1.125%) HitPoints
    • * 9% Enhancement(Accuracy)
    • * 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Ice Sword)
    • * MezResist(Immobilize) 3.3%
    • * 28.11 HP (1.5%) HitPoints
    • * 3% DamageBuff(All)
    Pounding Slugfest
    (Ice Sword)
    • * 8% (0.626 HP/sec) Regeneration
    Luck of the Gambler
    (Energy Absorption)
    • * 10% (0.782 HP/sec) Regeneration
    • * 21.08 HP (1.125%) HitPoints
    Kismet
    (Energy Absorption)
    • * 1.5% (0.025 End/sec) Recovery
    Steadfast Protection
    (Permafrost)
    • * 3% Defense(All)
    Efficacy Adaptor
    (Hibernate)
    • * 21.08 HP (1.125%) HitPoints
    Scirocco's Dervish
    (Icicles)
    • * 10% (0.782 HP/sec) Regeneration
    • * 3.125% Resistance(Negative)
    • * 9% Enhancement(Accuracy)
    Eradication
    (Frozen Aura)
    • * 1.8% Max End
    • * 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    • * 42.17 HP (2.25%) HitPoints
    Call of the Sandman
    (Frozen Aura)
    • * 5% Enhancement(Sleep)
    Entropic Chaos
    (Chilblain)
    • * 10% (0.782 HP/sec) Regeneration
    Thunderstrike
    (Chilblain)
    • * 2% (0.033 End/sec) Recovery
    Devastation
    (Chilblain)
    • * 12% (0.939 HP/sec) Regeneration
    Entropic Chaos
    (Ice Blast)
    • * 10% (0.782 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    Thunderstrike
    (Ice Blast)
    • * 2% (0.033 End/sec) Recovery
    Devastation
    (Ice Blast)
    • * 12% (0.939 HP/sec) Regeneration
    Positron's Blast
    (Ice Storm)
    • * 2.5% (0.042 End/sec) Recovery
    • * 1.575% Resistance(Fire,Cold)
    • * 9% Enhancement(Accuracy)
    • * 6.25% Enhancement(RechargeTime)
    • * 3.125% Resistance(Toxic)
  19. I managed to get around the macro issue by making black macros and copy and pasting the information in while editting, as even just making a macro with those command only shows the first command.

    the Team Select 5$$Popmenu Macros seems to be a good idea, its just a case of being able to quickly select a teammate and taunt their target without having to click the mouse.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    This is a bad idea.
    I'm very much aware of this, but at the time I couldn't at the think of any PBAoE click power to give an example of.

    To clarify, chance for end in a -end power also effects the target.
  21. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Fury has been modified since that reason was given and would actually be just fine when working with a massive amount of slows. The modified Fury is a perfect reason to look at Ice for Brutes again, and this has been mentioned time and time again in the Brute forum.
    Off topic to the this thread, but aside from my own personal view of "But I don't want Brutes to have my ice armour ):" I think currently the main issue with giving Brutes Ice Armour (Now that the slow isn't an issue) is simply the amount of aggro it gains, at low levels as an Ice Tank you're gaining more aggro than you know how to handle, and giving that to Brutes, with their lower def scaling, you'll be feeling weak, and with both red & blue ATs playing both sides content, anything other than Ice tankers and Inv tankers and maybe dark (the top-tier aggro auras) are going to be complaining that the brute is stealing the aggro, which they may or may not need.

    While there was no real "DOOM" when side-switching hit, and tankers are still tankers, giving brutes Ice Armour may bring some problems.
  22. Quote:
    Originally Posted by Aett_Thorn View Post
    Wouldn't that be kind of counter productive, though? You're only taunting things in range of the repel, which is constantly forcing things away from the aura?

    I can't see many Tankers liking a power that forces them to chase every mob they want to fight, constantly, for every attack.
    Change it a chance to knock up/down. mag 0.57 (standard KD mag)
    Maybe 50%, or less, 20%.

    Give it a huge end cost. Something like 0.5/s (or the 0.78/s that stalkers repel has).

    Add in a -end ticking at 5 - 10 end every 10 seconds, 5 being standard, 10 being with full end mod ED. or -recover (But there doesn't seem to be any -recover powers already existing, so that may be an issue).

    But this in the place of Energy Cloak, thus solving the problem of "too much Def with tanker scaling" and it'll be selectable at level 12, meaning its between SD and Inv where the taunt aura becomes open.
  23. little issue with one of the popmenus I came up with tonight.

    While trying to use the popmenu to create macros (so I can just load the popmenu whenever I wish to impliment a new macro to a toon) only the first command before the $$ actually saves as the macro, and the string itself triggers regardless.

    I'm also getting "chat_send" coming up as an error when I try to send to my own channel. Even though its listed on the paragonwiki site (So I can notify myself of taunts, binds etc without having to /t $name and having two things pop up, also I can keep it in a new window)

    and finally team_select 1 (and other numbers to 8) brings up the number as an error message.

    here's the current code.
    Code:
    //
    //
    {
    Menu "Macros"
    Title "Macros"
    Option 1 "Burst-AutoEA" "macro Burst-EA powexec_name Burst$$inspexec_name Catch a Breath$$powexec_auto Energy Absorption"
    Option 2 "KD-Taunt" "macro KD-Taunt target_enemy_near$$powexec_name Repulsing Torrent$$powexec_auto Taunt"
    Option 3 "Gloom-Taunt" "macro Gloom-Taunt target_enemy_next$$powexec_name Gloom$$powexec_auto Taunt"
    Option 4 "DN-Gloom" "macro DN-Gloom powexec_name Darkest Night$$target_enemy_next$$powexec_auto Gloom"
    Option 5 "TargetsMenu" "macro Targets popmenu Target$$Bind ctrl+g popmenu Target$$chat_send Flints Target menu bound to Control + g"
    Option 6 "TeamMenu" "macro Assist popmenu Assist$$Bind lshift+g popmenu Assist$$chat_send Flints Assist menu bound to left shift + g"
    }
    {
    Menu "Target"
    Title "Targets"
    Option 1 "Nearest" "target_enemy_near$$chat_send Flints Nearest Target$$chat_set Team"
    Option 2 "Next" "target_enemy_next$$chat_send Flints Next Target$$chat_set Team"
    Option 3 "Previous" "target_enemy_prev$$chat_send Flints Previous Target$$chat_set Team"
    }
    {
    Menu "Assist"
    Title "Team Assist"
    Option 1 "Assist 1" "team_select 1$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 1 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 2 "Assist 2" "team_select 2$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 2 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 3 "Assist 3" "team_select 3$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 3 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 4 "Assist 4" "team_select 4$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 4 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 5 "Assist 5" "team_select 5$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 5 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 6 "Assist 6" "team_select 6$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 6 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 7 "Assist 7" "team_select 7$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 7 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    Option 8 "Assist 8" "team_select 8$$chat_send Team Assisting $target$$chat_send Flints Assisting Teammate 8 $target$$assist$$powexec_name Taunt$$face$$powexec_auto Quick Strike"
    }
    }
  24. Numina, Miracle, and Regenerative Tissue, all stay on constantly in auto-powers.

    they've been rewritten to stay constant in auto powers, drop(stop) instantly in toggles, and remain for 120 seconds in click powers.
    For example, in Hoarfrost (+hp and self-heal) all 3 powers would have an effect for 120 seconds.

    The reason they persist in toggles/auto powers, is that its checking for them every 10 seconds irrc, and thus the effect is persistant.

    the +end IO also checks (and rolls) at the same rate, so every 10 seconds, you'll have a 20% chance to restore 10 endurance.

    However if it was put into say Energy Absorption (+end for the user) it would do the 20% check on every target hit.
  25. Flints

    DP/Traps, regen.

    The main goal in this build was to get high enough regen to be able to fully recover my HP bar in dire situations where I can aoe-immob, Caltrops and run around a corner long enough to regain my bar and trap up.

    I S/L capped quite easily, but my main concern is the lack of perma-hasten, and aside from that what seems to be the high end-cost of DP/Traps.

    My other def values seem a little sporadic, as at first I was seeing if I could get all positional.

    I'm wondering about dropping Hover and taking Air Sup instead, because I could 4-slot Kinetics for roughly the same bonus. However Hover seems handy to get out the way.

    There are about 4 slots I could free up in the build, because I'm not sure if/how those procs will work. (empty clips and bullet rain)

    This is my first Corr toon and I have no real budget for the IOs.
    I'd like to eventually be able to solo some TFs for fun once this toon is completed.

    When i19 comes round I'm likely to take 2 of the concealment pool, or take 3 and drop Hover for Air Sup.


    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Dual Wield -- Dev'n-Acc/Dmg/Rchg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(42), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43)
    Level 1: Web Grenade -- EndRdx-I:50(A)
    Level 2: Empty Clips -- P'ngTtl--Rchg%:50(A), FrcFbk-Rechg%:50(3), Posi-Acc/Dmg:50(3), Posi-Acc/Dmg/EndRdx:50(5)
    Level 4: Triage Beacon -- RechRdx-I:50(A), RechRdx-I:50(5), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(7), Numna-Heal:50(9)
    Level 6: Swap Ammo
    Level 8: Hover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(9), LkGmblr-Rchg+:50(40)
    Level 10: Acid Mortar -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(11), Dev'n-Acc/Dmg/Rchg:50(11), Entrpc-Heal%:35(17), Apoc-Dmg:50(45), Apoc-Acc/Rchg:50(46)
    Level 12: Bullet Rain -- P'ngTtl--Rchg%:50(A), FrcFbk-Rechg%:50(13), Det'tn-Acc/Dmg/EndRdx:50(13), Det'tn-Dmg/EndRdx/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(15), Posi-Dmg/EndRdx:50(17)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(19), RgnTis-Regen+:30(19), Mrcl-Heal:40(21), Mrcl-Rcvry+:40(21)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
    Level 22: Force Field Generator -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(43)
    Level 24: Poison Trap -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(25), Lock-Rchg/Hold:50(25), Lock-EndRdx/Rchg/Hold:50(39), Lock-Acc/EndRdx/Rchg/Hold:50(40), Lock-%Hold:50(40)
    Level 26: Piercing Rounds -- P'ngTtl--Rchg%:50(A), Posi-Acc/Dmg:50(27), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(46), Posi-Acc/Dmg/EndRdx:50(46)
    Level 28: Seeker Drones -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
    Level 30: Executioner's Shot -- Dev'n-Dmg/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(31), Apoc-Dmg/Rchg:50(31), Apoc-Acc/Dmg/Rchg:50(31), Entrpc-Acc/Dmg:35(33), Entrpc-Heal%:35(33)
    Level 32: Hail of Bullets -- Oblit-Dmg:50(A), Oblit-%Dam:50(33), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 35: Trip Mine -- Oblit-Dmg:50(A), Oblit-%Dam:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 38: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(48)
    Level 44: Web Envelope -- TotHntr-Acc/Rchg:50(A), TotHntr-Immob/Acc:50(45), TotHntr-Dam%:50(45)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
    Level 49: Caltrops -- P'ngTtl--Rchg%:50(A), Posi-Dmg/Rchg:50(50), Det'tn-Dmg/Rchg:50(50), AirB'st-Dmg/Rchg:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Chemical Ammunition



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