GI Justice

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  1. All I see, anymore, are people talking about Ice Armor. In my experience as a Tanker, I've played Shield Defense, Willpower, Invulnerability, Electric, and Fire. I've stayed a Ron Jeremy-length away from Stone Armor, because it seemed cliche, and I'm not partial to one power dictating both my appearance and performance.. Ice Armor, I have no experience with, either. In Mids, it doesn't seem incredible. I mean, yes, decent on paper, but what exactly is so great about it?
  2. I really wish they would make diamagnetic's -regen irresistible. As it stands, the -regen component is pretty much irrelevant, even stacked to the cap. I can't remember the last time -regen significantly helped me on any sub-EB mob, either; and ironically, anything EB and up has that super awesome resistance to debuff. Ironic.
  3. Everyone, stop replying to Johnny. It'll never be enough. Regardless of what you say, facts presented, of quoted developer intent, OR your personal opinions, you will never convince him of anything other than what has been decreed as law within his own, delicate sensibilities.

    I actually know of another guy over twenty, IRL, who acts in this fashion. What's his name, you ask? Johnny. Irony.
  4. To the OP: You can definitely make your character work with SO's. You can still complete the Trials with SO's; but try to be well rounded with your power and enhancement options. A 50++ SO is -almost- as good as a standard 50 IO.
  5. Quote:
    Originally Posted by Electric-Knight View Post
    It's funny you ask/post this, as I just recently started a discussion on my SG's website about my SD/SS Tanker's build.

    I've never actually taken the enhancements into role-playing, but I've just always stuck to Standard IOs and not gone any farther with the invention system.

    I have, however, felt that my SD/SS Tank (Amazing Ape) was a bit more squishy than I'd like.
    He has no Tough nor Weave and no Res Enhancements in Deflection. And only uses level 50 standard IOs.
    I'm not entirely sure yet, how gimped that makes him. I've had some times where I simply can't tank an AV for the team and that made me feel like I should look into giving a greater build a looksee.

    But... as a Blaster at heart, it may be a bit of my own playstyle adjustment and lack of familiarity. I'm still not positive (I don't play my Tank enough to really know).

    So... this post probably doesn't help one lick... but... You're not alone in wondering!!

    In case it helps, here is the thread on the Paragon Universe forums.
    If you aren't building your Tanker for maximum survivibility, you're doing the team that recruited you a massive disservice. Not saying you have to outfit in IO's, and not saying damage shouldn't be a priority, but having a total of 15-17% S/L resistance by design is very inefficient. Even if you were going completely with the Science concept, as mentioned by the OP, you should still at least try to play to all of your strengths.
  6. Quote:
    Originally Posted by lionsbane_EU View Post
    Absolutely. Can I ask what you were driving at with that question?
    Ah. I had noticed that after a respec, I tended to not put all of my toggles in their proper place, leading them to not be activated. On an Invuln, that 8% or so that you're missing in S/L could easily be your slotted Unyielding not activated.
  7. Quote:
    Originally Posted by Neogumbercules View Post
    Now imagine that with Fiery Embrace...


    Uh..good thing it wouldn't happen. Against All Odds(AAO) is reserved for Shield Defense.
  8. This may sound stupid..but.. Do you have all of your powers activated? Unyielding, included?
  9. Quote:
    Originally Posted by je_saist View Post
    Um. You do know that the Cottage rule is not about this?

    There is nothing in the Cottage rule that says the devs cannot repair broken powers.



    So... the rules don't matter?



    Yep. There have been several times when developers have outright stated that a power is working as intended.



    Woah. Hold Up.

    You need to explain here why the Cottage Rule is passing the buck.

    Were you not around when the developers tried changing out powers... you know... "crappy, sucky powers that nobody liked" type of thing with wholesale deletion?

    Are you aware that their attempts to delete and replace powers are why all the Patron / Ancillary powerpools are now FIVE choices instead of four choices?

    Fact is, the player-base revolted.



    Um. Okay?

    What does a law of nature have to do with a video game?

    I mean, City of Heroes isn't exactly an Orange sitting on a tree?



    Woah Woah Woah Woah Whoah Woah.


    Did you seriously, without joking, just say that the developers should have put an attack:
    • with a really long interrupt time
    • with a really long recharge time
    • does mediocre to no damage outside of /hide
    • has to be used from /hide for maximum damage
    Did you really just say that attack should have been the FIRST attack Stalkers should have gotten?

    I'm sorry, you just completely ruined what-ever credibility you thought you had. I can't take you seriously after that statement.

    The simple fact is this: By placing the Assassin's Attack at level 6 all stalkers are forced to accept at least one... ONE attack outside of the Assassin's attack. Why is that such a big deal?

    Tell me you don't remember the days of seeing builds like ... this one... running around.







    Now imagine if I was a new player who did that with Assassin's Attack as my primary power choice.



    Um.

    Masterminds get pets at level 1.



    Wow.

    Just. Wow.

    *edit*

    Before I get a "oh but it used to be like that" type of response... I went over to Paragonwiki and checked the history on the Mastermind page, specifically the 2005 post by Man with the Plan: http://paragonwiki.com/w/index.php?t...nd&oldid=82746



    So even back when the game first launched... 00:24, 3 November 2005 ... Mastermind's were able to select their first pet power at level 1.

    *edit*

    Second edit. The thought occurred to me that maybe the poster I just spent this post ripping apart was somehow trying to compare the obtention of Mastermind's pet to the obtention of a Stalker's Assassin's Attack. If that was the poster's intent... well. I don't think it changes anything else typed here.



    http://dictionary.reference.com/browse/asinine

    1. See foolish.

    Okay. You got this badly backwards.

    I'm sorry, but, you don't know what you are talking about here, and I'm going to be blunt.

    Maybe I can put this terms you can understand.

    U B3 T3H asinine 1 H3R3 M473.



    Um. No. These haven't been fixed because these are not BROKEN.

    For starters, you clearly do not know what you are talking about with Masterminds. You didn't even BOTHER to log into the game and check to see if what you were typing was even accurate.

    Given that one of your primary examples was based on... I have no idea what... it does not leave me convinced that I can explain to you why stalkers can get 3 other damaging attacks before the Assassin's Attack.

    *edit*

    Okay, accepting for a second that your original intent was to say that Stalkers should have gotten their signature attack at the same time Mastermind's get their signature pet ... this is... well. Just as senseless.

    Maybe I can try and break this down very simply.

    The developers intended design is that all players will have at least one single quick recharging attack in their power-sets... no matter how the player designs their archtype.

    This ensures that on some level a player will be able to participate in combat.

    If the developers did what you wanted, it would be possible to create a stalker that would have nothing but the assassin's attack... and would be completely useless except when hidden and using that attack.

    Mastermind's get a semi-pass on this with their pets. It is possible to take a Mastermind to level 50 without taking any of the three native attacks. However, this is why the first tier of Mastermind pets are combat pets. The minion pets still fill the combat role of giving the Mastermind something to attack with.

    On some level both the developers and the players have to accept that Mastermind's are a bit more complex than other archtypes, and thus have different requirements to play. This design acceptence is one of the reasons Mastermind's are being placed behind a pay-wall for CoH: Freedom.
    Oh, man; where to begin, here. Not saying I disagree with your point, but dude, this was extremely painful to read. Was it really necessary to interject with a counter argument inbetween every sentence? I had to reply though, after seeing the build for that Stalker. Someone should've gave that player a hug, and a full set of Gladiator's Armor, on general principle.

    Lulz aside, to the poster that said Stalkers should get Assassin's Strike at level 1: Maybe that would be necessary if the automatic critical hit from assassination didn't function with nearly every power in the Stalker primary; fortunately, that's not the case. The way Masterminds don't start out with six Pets, the way the Tanker doesn't reach the pinnacle of aggro management before Taunt--these are closely related.
  10. For Willpower, I'd recommend Stone Melee. It has great damage mitigation, which synergizes well with the healing factor of Willpower. If you've utilized Fiery Melee and Super Strength as primaries for Scrapper and Brute, respectively, you may want to check out Dark Melee. It doesn't have the Area of Effect potential that Stone Melee has, nor does it synergize as well, in my personal opinion; but for a Tanker, it has incredibly high damage potential.
  11. GI Justice

    electric melee

    Quote:
    Originally Posted by Hatred666 View Post
    Do you not like doing damage?
    You aren't considering the fact that Build Up increases damage by 80% for ten seconds, with a recharge that makes that tremendous damage relatively scarce. Add in the animation time, and you're reduced to nearly 9 seconds worth of extra damage. When weighed against other options, that 80% for ten seconds really gets outshined. I essentially took Build Up to set mule Gaussians; and the usefulness of 2.5 defense, when I'm already softcapped, is irrevelant when I'm not doing a Trial. You have to be toting some enormous recharge to get the full benefit of Build Up.
  12. @ Auroxis/Grey Pilgrim
    Too origin specific IMO.

    The great thing about our costume options combined with our powersets is that you can easily make a tech looking hero whose powers are derived from technology. Could be Invulnerability, Willpower, even Fiery Aura.

    I think it probably works out better than having such a specific powerset.

    -I can understand that. As another poster mentioned though, Granite Armor could be viewed in the exact same fashion. I don't feel the necessity to post all of my ideas about the armor(Maybe it's a magical gift from the Well?), but there are plenty of possibilities.

    @ Airhammer
    you lost me @ click mez protections.

    -Shield Defense actually has a click Mez protection. The bonus damage tied in would actually make it overpowered as a toggle, in my opinion. And if it were, the Endurance cost would need to be very high, and this is an already Endurance-draining concept. I also didn't want it to be possible to double stack, hence the long recharge--not sure on exact numbers, though.

    @ Davonyx
    I think it's an interesting idea. I dunno if I'd actually enjoy running it, but I'd definitely give it a shot. Some comments:

    1. I feel like the added Toxic res is kinda wasteful, since there doesn't seem to be much Toxic damage coming in after the lowbie levels.

    2. Is Magnetic Overlay a single bonus, or is it influenced by the number of enemies around you? With an end cost as high as it is, I sure hope so. At the same time, I wonder if the res bonuses are too generous. Say it has a max 10 targets. That's +50% S/L res, +100% E/N res, and +50% typed defense. That sounds broken. (Of course, this is all just speculation since the OP doesn't really mention how it works. I just wonder.)

    3. Hydraulic Aid's damage bonus seems a bit much, especially for 2 minutes. Of course, the end cost/rech make up for that... I feel like it could work well on its own just as a mez protection power...

    4. Like MO, are the bonuses given by Impervium Reinforcement based on the number of allies within AoE range, or are they set? I realize that some are mentioned to be unenhanceable, but what about those that aren't?

    5. I don't understand why Chassis Blast has such a high end cost, especially due to the -dam/-res to self.

    6. You totally stole the tier 9 power's name from YuGiOh. I have never been a fan of these types of powers from any powerset, so I can't really say much about this power.

    All-in-all, it seems overpowered in some respects while underpowered in others. From my understanding, it doesn't sound like it would be that great, but who's to say based off of rough numbers lol. I definitely like the idea, though.

    -Thank you for the compliments. I kept the Endurance costs relatively high to simulate the "Power Core" using its energy. The reason for the Toxic resistance is because I feel like more Toxic will be emerging soon, if the Apex TF is any indication of the future. The high Toxic res would definitely set it apart from a lot of other sets. I didn't really consider the stacking effect of Magnetic Overlay. To be honest, I completely forgot about the stacking bonuses from taunt auras; but I didn't plan on it stacking--at least not for that power. Hydraulic Aid's damage boost may seem like a lot, but with it being unenhancable, it is still less than a saturated AAO from SD. It's also tied in with the Mez protection. Chassis Blast is a very damaging single target power, using energy. I kept the endurance cost high because it is essentially a blast straight from a Power Core. The fact that the damage is enhancable, as well as the recharge, and endurance cost, made me want to add a considerable drawback. The tier 9 was taken from Yugioh and Armored Core, actually; and it seemed fitting.

    @ ClawsandEffect
    So, if the power set is Powered Armor, would running the toggles dictate what your character looks like, similar to Granite and Kheldian forms?

    If so, instant deal-breaker right there.

    If it's just toggles, and you're wearing jeans and a T shirt, it it breaks the set's theme of being powered armor. If it changes your character to a different model while you run the toggles it kills costume customization. If it limits your costume choices to only the pieces that look like armor, it'd be even worse.

    I don't play Stone Armor for the precise reason that the best power in the set makes my costume completely irrelevant. I wouldn't play any set that replaces my costume with powered armor, especially if I can't decide what that armor looks like.

    Honestly, I can't remember what my ideas were regarding the costumes, when I originally thought this up. I didn't want a pre-formatted suit to dictate character themes--that I do know. Either I was thinking that the costumes would remain in their standard format(like everything but Dwarf forms/Granite), or there would be certain templates like Crab/Wolf Spider. Regardless, I didn't want to nullify a player's personal touch to the armors.
  13. My suggestion: Powered Armor

    Tier 1: Toggle. Armored Exoskeleton. +25% resistance to Lethal/Smashing, .24 endurance per second.

    Tier 2: Auto. Insulated Underlay. +15% resistance to Toxic, 10% resistance to Fire/Cold/Energy/Negative.

    Tier 3: Toggle/Taunt aura. Magnetic Overlay. +300% taunt(same as WP), + 5% resistance to Lethal/Smashing. 10% resistance to Energy/Negative. +5% defense to Lethal/Smashing/Fire/Cold/Energy/Negative/Psionic. .52 endurance per second.

    Tier 4: Click/Mez protection. Hydraulic Aid. +40% strength(damage) to Lethal/Smashing, +20% strength(damage) to Fire/Cold/Energy/Negative/Toxic for 120 seconds. 10000% Resistance to Knockup, knockback, repel. -12.975 to stun, held, sleep, immobilize for 120 seconds. 20 endurance per cast, recharge time 240 seconds.

    Tier 5: Toggle. Filtration System. +25% resistance to Toxic, +10% resistance to Energy, +15% resistance to runspeed, -endurance, recharge, recovery, and regeneration debuff. +20% strength to regeneration. .26 endurance per second.

    Tier 6: Auto. Impervium Reinforcement. +5% resistance to Fire/Cold/Energy/Negative/Toxic(Unenhanceable). +10% resistance to Psionic(Unenhanceable). +5% defense to Smashing/Lethal/Fire/Cold/Energy/Negative. +10% Defense to Psionic. +Max HP. +20% resistance to defense debuff(Unenhanceable).

    Tier 7: Ranged attack. Chassis Blast. 100-115 damage(energy) to target. 50% chance for mag. 2 stun. -10% defense to target for 10 seconds. -15% to all damage/resistance for 10 seconds, after cast(to self). 20 endurance per cast, recharge time 60 seconds.


    Tier 8: Auto. Endoskeletal Augmentation. +20% to Flight Speed, Run Speed, Jumping Speed. +15% resistance to recharge, runspeed, -endurance, recovery, and regeneration debuff. +20% resistance to defense debuff(Unenhanceable).

    Tier 9: Click. Limiter Removal. +30% defense to Lethal/Smashing/Fire/Cold/Energy/Negative/Psionic for 120 seconds. +100% to Regeneration(Unenhanceable) for 120 seconds. +40% to Recovery(Unenhanceable) for 120 seconds. +40% strength to all damage for 120 seconds. -21.625 to stun/sleep/hold/immobilize for 120 seconds. +80% resistance to -Endurance for 120 seconds. +50% strength to recharge for 120 seconds. +1000% resistance to knockup, knockback, and repel. After 120 second duration, -100 endurance, and special damage to self, leaving 100 Hit Points. -40% to all damage for 20 seconds, after 120 second duration.
  14. That looks amazing. Much better than the current "Dark Knight" suit, where Batman's head is bigger than his torso. Batman doesn't kill though, so I don't know how I feel about the longsword.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    The only objection I would have would be to travel power customisation in a booster pack when, by right, they should be free first and THEN new versions added as themed boosters.

    That is all.
    By what right? The developers are keeping the content pouring in. Granted, it may not be what everyone wants, but that'd be like me saying, "I think GI Justice should have a special Shield, unobtainable by anyone else, because I pay my subscription fee! It's my right!"

    It'd be cool if there were some alternate animations for travel powers. I'm not sold on the modifications to existing powers through a paid-for booster pack, though.
  16. Gloom isin't available for Scrappers in Soul or Darkness Mastery as an Epic or Ancillary power pick. Dark Blast is available, though, and it hits fairly hard. You might want to try Chain Induction/Dark Blast/Chain Induction/Jacob's Ladder.

    You're going to need some hefty recharge for that though, but Shield Defense allows for it.
  17. GI Justice

    Shield/?

    Early on, you may run into endurance problems, but Stone Melee is one of those sets that does fairly well with anything. Personally, I feel like Stone Melee has better synergy with resistance sets, because mitigation is essentially pseudo-defense.
  18. Not that expensive, at all. It's very easy to slot defensive toggles with Red Fortune, or even standard SO/IO's. If you're on Virtue, send me an email; @GI Justice, and I can provide you with some influence, or bring you on a farm. At bare minimum, I can provide enough to get to IO'd with standards.
  19. It's definitely not a must to reach the soft cap for standard content(45 defense), but without weave, you have no prayer of achieving soft cap on Incarnate Trials. Well..maybe you could, but I'd hate to imagine the sacrifices.

    A quick suggestion, though, and I don't expect you to adhere to my style of play: Consider the Fighting pool, in lieu of the Leadership pool. If you could take both, great, but if its forcing you into this sort of decision, the fighting pool wins, hands down; unless you are going for a particular concept. Shield Defense is very toggle heavy, by itself. If you spec into the Leadership pool, you are going to become even more toggle heavy(as you would with Fighting), but the value of the buffs of Leadership, per endurance point, are dwarfed immensely by the Fighting pool.

    Lets think about the functional reasons to take Leadership on a Tanker. Off the top of my head, I know Maneuvers gives around 2.27 defense, unenhanced, and Assault gives a 10.9ish boost to damage. First off, that 2.27 defense vs. the 5 defense from Weave speaks for itself. The utility of Assault, however, has always been under scrutiny. If you're fully enhanced, and alotting for reasonable damage, that benefit is even further diminished. Tactics gives +to hit and +perception; and both have questionable degrees of usefulness, for different reasons. The +to hit function of Tactics can easily be substituted with +accuracy set bonuses. The perception aspect matters most in PvP. Then you have Vengeance, which while awesome, requires someone to die; and it doesn't stack, so multiple characters on a team with it is generally a waste.

    Now, these benefits are cool to bring for a team, and I'm sure they'll be happy to have the aid; but chances are, there are already multiple teammates with the Leadership pool. If no one has it, the buffs provided by Corruptors, Masterminds, Defenders, et all, certainly suffice. If you're geared toward more solo-oriented action, the value of the Leadership essentially flatlines in comparison to fighting. With fighting, you can pick up more defense, not to mention some much needed Resistance to smashing and lethal.
  20. Quote:
    Originally Posted by slainsteel View Post

    Hell, even a well built blaster is more useful than a tank - I know of some blasters who survive better than some tanks and of course, do crazy damage. The ONLY time I'd take a tank on a team is if we want a very laid back and easy run where no one really has to think too much; or, if I am leading an average'ish team.


    Bull, plain and simple. Then again, if you're talking in the instances in which killing mobs makes you more survivable, maybe; but if you don't kill -everything- there is a pretty good chance a Blaster is planting. Not only is a Blaster being "more survivable" than a Tanker completely subjective, you'd also have to be blatantly ignoring hard data to even attempt to supplement that statement.

    If your statement has even a spark of truth, the Tankers in question were doing something horrendously wrong, or the Blaster was playing completely to his strengths, whereas the Tanker was in a conflict in which he was weak. The job of a Tanker is simple--take, mitigate, or avoid damage while holding aggro, providing supplementary damage, and making sure you stay alive long enough to do your job.

    Sure, you can take content that has been done to death and make a team optimized for damage, debuff, et al., but I guarantee you weren't doing it when the BAF and Lambda first surfaced.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Basically, you want all the powers in Shield Defense, with the possible exception of Grant Cover and One with the Shield.

    You want most of the powers in Electric Melee (skip Lightning Clap, and maybe Havoc Punch, depending on how much room you have.)

    Take the Fighting and Leaping pools. Try to fit in Hasten from the Speed pool. Make sure you slot Stamina in your Inherent Fitness pool with 3 End Mod enhancements.

    You want to add 5 mores slots to Build Up and put the Gaussian's Synchronized FIre Control set to it. (you can find it at the Wentworths building for sale, it shouldn't be too crazy expensive)

    That should softcap your defenses. The Softcap is 45%, which is the point where more defense doesn't do any good. Most enemies in the game have a base to-hit of 50%, and the game will not allow their chance to hit you to go below 5%, so 45% will get their chance to hit you as low as it will ever go.

    If you plan on doing any teaming at all, you will probably want Taunt. There is much debate on whether Taunt is necessary, my advice is if you've never used it before, try it out and decide for yourself if you think you need it.

    I'd go into more detail on the slotting, but that would just confuse you at this point. For now, in your attack powers slot: at least one accuracy (2 if you find yourself missing a lot) 3 damage, a recharge, and an end reduction (you can swap one or the other of these for a second accuracy if you find you need it)

    Slot True Grit with 3 Heal enhancements, and if you getone, slot the Steadfast Protection Resistance/Defense in it as well.

    Slot your defense powers with 1-2 End reductions, and 3 defense buff enhancements.

    Once you have a better idea what you're doing, you can always come back for more specific advice on slotting.
    You said not to take One With the Shield and Grant Cover; without those, you are basically hampering the fullest potential of his build. With Grant Cover, he gains valuable defense debuff resistance, which will help when he/she eventually runs task forces, and will help monumentally on some farming missions, especially if he/she decides to crank the difficulty up.

    You have to be aware of the fact that Shield Defense isin't going to have much resistance against anything--and when that random number generator decides to fail you, you're going to need some sort of cover. Typically, that cover would be, making spawns die before you die, but Electric Melee, while having a lot of AoE potential, still doesn't do the most damage. Without a very high resistance to defense debuff, cascade failure is undoubtedly possible; and with low resistance, you can faceplant, fairly easily. Consider taking both One With the Shield and Grant Cover.

    One With the Shield can get you to 90% resistance to Smashing and Lethal, as well as fairly decent resistance to the other forms, with the exception of Psionic. The only real downside to One With the Shield is the -50 endurance at the end of its duration; and that is really, no sweat. If you have room, take One With the Shield and Grant Cover, and consider speccing into the Medicine pool for Aid Self.(You'll need a prerequsite power)
  22. Here's an opinion from a neutral party in this argument:

    I'm on a limited schedule of how much I play, in regards to City of Heroes; and with that said, I'm further limited by when I can play. The fact that the LFG option exists, is evidence of the Devs desire to appeal to the casual player. You would be essentially oblivious, if you didn't recognize the fact that there are spikes in gameplay times, and it just so happens that when I get to play the most, fewer people are online. I play on Virtue, these days; one of the most populated servers, and it as well, is subject to prime times. I used to play on Victory, but due to non-communication, lack of teams forming, etc., I migrated to Virtue.

    My point is this: If I wait in the queue for fourty-five minutes to an hour(despite the < One Minute average time to start trial), just to be put on a BAF on which I'm promptly kicked(because I'm a stranger, or I'm the 19th on a team of 18, and the leader doesn't like odd numbers), I'm going to be angry. If it happened enough times, I'd go elsewhere for my super-hero gaming needs. With so many people using private channels, teaming with only people on friends lists, etc., it makes it much harder for someone casual or even new to immerse themselves in the game, and serves to further isolate people. In a massively multiplayer online setting, isolation is detrimental to expansion.

    Maybe it'd be different if it didn't take a certain number to even initiate a trial--but thinking that there will always be interest or players enough for multiple groups of said event is naieve. As it stands, there is no contact for an Incarnate trial. With that said, there's no way to know if there's even any interest in attempting a trial, aside from going to a specific zone, channel, or looking at the laughably ridiculous, estimated times on the queue. If that's true on Virtue, I'd hate to imagine trying to gather players for a BAF on Victory.

    As far as "fixing" the queue, so you can lock other players out.. I think of it this way: Would it be beneficial, especially when you can already "lock" other players out by simply filling the league? Chances are, people who use the queue already have their patience pushed--but being kicked from the league would be the final straw, for a lot of players. As a leader, what does that accomplish for you? That guy or girl--they aren't looking to ruin your gaming experience. They queued because, like you, they wanted to experience the content, earn their rewards, or both. One person isin't going to make or break league moral; if it does..maybe Hyperstrike isin't the one who needs to chill.
  23. GI Justice

    WP/Kin critique

    I don't have Mids available because I'm at work, but I'd recommend leaving Focused Accuracy with the default slot, unless you planned on running it, constantly. You're probably not going to need the +to hit against the majority of the mobs you'll be fighting, and in the instances you will need it, it is easily toggled. It's such an endurance hog that I, personally, would never consider leaving it toggled, permanently. I'd shift that additional slot to stamina, to give it three.

    The Dark Watcher's Despair in RttC isin't doing you a monumental heap of good because, as New Dawn said, the value of the -to hit component is somewhat diminished. Personally, I'd shuffle at least one of those slots into an attack(probably Quick Strike), and save up for a Hecatomb chance for Negative proc.

    If nothing else changes about your build, exchange the placement of Mind over Body and Fast Healing. Mind over Body is one of the only forms of pure damage resistance you're going to have; and that is critical at low levels.

    Also noticed that you sprang for Panacea. I don't know what kind of resources you're working with, but if you can get that, along with the Reactive Armor/Kinetic Combat sets, you might as well go for a Gladiator's Armor 3% defense.

    Edit-With a WP Tank, I wouldn't suggest taking Conserve Power, at all, unless you're also taking Strength of Will. If you're dead set on focused accuracy, and/or want nothing to do with Strength of Will, I'd opt out of Conserve Power. You could pick something else, sling one of it's now defunct slots into maneuvers, and make it a bit more economical. Quick Recovery gives more of a plus to endurance than Stamina does, so consider putting the performance shifters in Stamina, for better overall endurance. Technically, since you're a WP Tank, you could probably get better overall performance out of another ancillary than Energy Mastery, but again, this is all just my opinion.

    Your attacks, for the most part, are moderately-well slotted for damage. With that said, I'm not sure how much good a Musculature Alpha is going to do for you; and the later stages of Cardiac Alpha reduce those endurance worries previously mentioned, and boost your damage resistance.

    One last question. I saw Super Jump as your level 14 power, but no Combat Jumping until level 30? Is that due to a veteran reward?
  24. Ok, in this game, the point is to post what Archetype(with corresponding powers, if they are an Incarnate or not, etc.) a certain hero would be, along with their origin. After you post your selection and their powers, include a short reason why. For example:

    Name-Thor
    Incarnate-Yes
    Origin-Magic
    Archetype-Tanker(Electric Armor, War Mace)
    Power Pools-Flight, Speed, Fighting, Teleportation
    Ancillary or Epic-Energy or Mu Mastery

    He'd be Electric Armor/WM due to Thor being the God of Thunder, and always using Mjolnir, his hammer. The God of Thunder bit would be why I've included Whirlwind, and since he's an excellent hand to hand combatant, the Fighting pool. Not sold completely on Mu Mastery, until it's color tintable. Considering again that he's technically a God, he would undoubtedly be an Incarnate. I specced into Teleport because he typically teleports from place to place.

    The point of this game is to have fun; the goal is not to build the most efficient, earth shattering character--so feel free to spec into more than one travel pool, at your leisure. This is all to be as close to the character and their lore as possible.
  25. Quote:
    Originally Posted by LSK View Post
    No end issue before lvl 26? I have a ele/ele tank and i am constantly running out of end who is lvl 23 atm.
    Post is the future tense, meaning after level 26. At that point, you gain Power Sink, effectively nullifing worries of endurance.