Gallifrey

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  1. Thanks again for the pointers, I'll drop Resist Elements and Build Up and get Conserve Power and Physical Perfection for those and move Taunt down to 32.

    I now regret taking Boxing this early, because I thought it would be decent attack for the early levels. But I found that using only Charged Brawl and Havoc Punch is much more endurance efficient. I chalk this up as "eh, I'll need it later anyway".
  2. Well, after one evening of flying around with the raptor pack I'm convinced that SJ at 44 is waaaaay too late, so I shuffled a few things around.

    Thanks for the replies so far, the sixth Reactive Armor set was an oversight because CallMeAwesome's guide only used two passives instead of all three and I just automatically put that set into my third passive too.

    This is how my plan for lvl 50 looks now (lvl 14 at this time). I moved one slot from Dull Pain into Lightning Rod, which gives me 6 slots for the three "big" attacks and 4 slots for the small ones.

    The sets I used in my attacks and defense powers aim for "please, be cheap at wentworths" so they are subject to change

    I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dalek: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance/Recharge
    • (50) Steadfast Protection - Resistance/+Def 3%
    Level 1: Charged Brawl
    • (A) Smashing Haymaker - Accuracy/Damage
    • (5) Smashing Haymaker - Damage/Endurance
    • (7) Smashing Haymaker - Damage/Recharge
    • (11) Smashing Haymaker - Damage/Endurance/Recharge
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal
    • (3) Doctored Wounds - Heal/Recharge
    • (9) Doctored Wounds - Heal/Endurance/Recharge
    • (13) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Heal/Endurance
    Level 4: Havoc Punch
    • (A) Smashing Haymaker - Accuracy/Damage
    • (5) Smashing Haymaker - Damage/Endurance
    • (7) Smashing Haymaker - Damage/Recharge
    • (11) Smashing Haymaker - Damage/Endurance/Recharge
    Level 6: Boxing
    • (A) Accuracy IO
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    Level 10: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    • (15) Healing IO
    • (15) Healing IO
    Level 16: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 18: Invincibility
    • (A) Gift of the Ancients - Defense/Endurance
    • (19) Gift of the Ancients - Defense/Recharge
    • (19) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Thunder Strike
    • (A) Eradication - Damage
    • (23) Eradication - Accuracy/Recharge
    • (23) Eradication - Damage/Recharge
    • (25) Eradication - Accuracy/Damage/Recharge
    • (33) Scirocco's Dervish - Accuracy/Recharge
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 24: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    • (43) Reactive Armor - Resistance
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    • (27) Defense Buff IO
    Level 28: Chain Induction
    • (A) Smashing Haymaker - Accuracy/Damage
    • (29) Smashing Haymaker - Damage/Endurance
    • (29) Smashing Haymaker - Damage/Recharge
    • (31) Smashing Haymaker - Damage/Endurance/Recharge
    • (33) Pounding Slugfest - Accuracy/Damage
    • (34) Pounding Slugfest - Damage/Recharge
    Level 30: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (40) Reactive Armor - Resistance
    Level 32: Resist Elements
    • (A) Aegis - Resistance
    • (33) Aegis - Resistance/Endurance
    • (34) Aegis - Resistance/Recharge
    • (40) Aegis - Resistance/Endurance/Recharge
    Level 35: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (36) Reactive Armor - Resistance/Recharge
    • (36) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Reactive Armor - Resistance
    Level 38: Lightning Rod
    • (A) Eradication - Damage
    • (39) Eradication - Accuracy/Recharge
    • (39) Eradication - Damage/Recharge
    • (39) Eradication - Accuracy/Damage/Recharge
    • (40) Scirocco's Dervish - Accuracy/Recharge
    • (42) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 41: Weave
    • (A) Gift of the Ancients - Defense/Endurance
    • (42) Gift of the Ancients - Defense/Recharge
    • (42) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 44: Taunt
    • (A) Perfect Zinger - Taunt
    • (45) Perfect Zinger - Taunt/Recharge
    • (45) Perfect Zinger - Accuracy/Recharge
    • (45) Perfect Zinger - Taunt/Recharge/Range
    • (46) Perfect Zinger - Taunt/Range
    • (48) Perfect Zinger - Chance for Psi Damage
    Level 47: Hasten
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: Build Up
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet
  3. Hello,

    I'm looking for some input for my invul/electric build. I have some tanker experience from the very early days (invul/stone, fire/fire) of CoH into the early thirties when level 40 was max level I quit two months after US release and recently started playing again, this time on an EU server though.

    With the advent of I16 and my lack of hero chars - I only played villain side after rerolling - I decided to give the tanker another try. I plan to jump the fotm bandwagon (if there is one) and go for invul/electric as electric is the "new" thing.

    I read the guides from CallMeAwesome about softcapping invul and the first twenty levels in general and came up with the following build.

    My main concerns with this build are :

    * not taking an epic power pool - do I miss out on something important ?
    * taking Super Jumping rather late - is CJ + hurdle + temporary travel power any good these days ?!
    * the number of slots in my attacks - is 4-6 enough or do I need to six-slot all of them and where do I find the "extra" slots ?
    * how will I pay for the recipes and salvage items with my non-existant budget

    Atm, she is level 9 but this is what I planned for 50 :

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    [color:#B1C9F5]Click this DataLink to open the build!

    Dalek: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Recharge
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Steadfast Protection - Resistance/+Def 3%
    Level 1: Charged Brawl
    • (A) Smashing Haymaker - Accuracy/Damage
    • (5) Smashing Haymaker - Damage/Endurance
    • (7) Smashing Haymaker - Damage/Recharge
    • (13) Smashing Haymaker - Damage/Endurance/Recharge
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (11) Doctored Wounds - Heal/Endurance/Recharge
    • (46) Doctored Wounds - Heal
    • (46) Doctored Wounds - Recharge
    Level 4: Havoc Punch
    • (A) Smashing Haymaker - Accuracy/Damage
    • (5) Smashing Haymaker - Damage/Endurance
    • (9) Smashing Haymaker - Damage/Endurance/Recharge
    • (13) Smashing Haymaker - Damage/Recharge
    Level 6: Boxing
    • (A) Crushing Impact - Accuracy/Damage/Recharge
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (11) Reactive Armor - Resistance/Endurance/Recharge
    • (37) Reactive Armor - Resistance
    Level 10: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    • (15) Healing IO
    • (15) Healing IO
    Level 16: Thunder Strike
    • (A) Multi Strike - Accuracy/Damage
    • (17) Multi Strike - Damage/Endurance
    • (17) Multi Strike - Damage/Recharge
    • (19) Multi Strike - Accuracy/Endurance
    • (45) Multi Strike - Accuracy/Damage/Endurance
    • (50) Multi Strike - Damage/Endurance/Recharge
    Level 18: Invincibility
    • (A) Shield Wall - Defense/Endurance
    • (19) Shield Wall - Defense
    • (40) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Defense/Endurance
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance/Recharge
    • (23) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Reactive Armor - Resistance
    Level 24: Weave
    • (A) Defense Buff IO
    • (25) Defense Buff IO
    • (25) Endurance Reduction IO
    • (34) Endurance Reduction IO
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    • (27) Defense Buff IO
    Level 28: Chain Induction
    • (A) Smashing Haymaker - Accuracy/Damage
    • (29) Smashing Haymaker - Damage/Endurance
    • (29) Smashing Haymaker - Damage/Recharge
    • (34) Smashing Haymaker - Damage/Endurance/Recharge
    • (45) Pounding Slugfest - Accuracy/Damage
    • (46) Pounding Slugfest - Damage/Recharge
    Level 30: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Resistance
    Level 32: Resist Elements
    • (A) Reactive Armor - Endurance/Recharge
    • (33) Reactive Armor - Resistance
    • (33) Reactive Armor - Resistance/Recharge
    • (33) Reactive Armor - Resistance/Endurance
    Level 35: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (36) Reactive Armor - Resistance/Recharge
    • (36) Reactive Armor - Resistance
    • (36) Reactive Armor - Resistance/Endurance/Recharge
    Level 38: Lightning Rod
    • (A) Multi Strike - Accuracy/Damage
    • (39) Multi Strike - Damage/Endurance
    • (39) Multi Strike - Damage/Recharge
    • (39) Multi Strike - Accuracy/Endurance
    • (43) Multi Strike - Accuracy/Damage/Endurance
    Level 41: Taunt
    • (A) Perfect Zinger - Taunt
    • (42) Perfect Zinger - Taunt/Recharge
    • (42) Perfect Zinger - Taunt/Recharge/Range
    • (42) Perfect Zinger - Accuracy/Recharge
    • (43) Perfect Zinger - Taunt/Range
    • (43) Perfect Zinger - Chance for Psi Damage
    Level 44: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 47: Build Up
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet



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  4. Just for clarification : I'm perfectly happy that all the mobs can see me when I'm dragging around some guy, but I want the the aura for the defense/resist part.

    My pets can see me, every mob can see me, but the guy I have in a wristlock can't ? That's just wrong.
  5. I'm playing a robot/dark mastermind and use Shadow Fall as a defensive aura.

    When I have to escort a target to the exit, I have to turn off Shadow Fall, because when I run Shadow Fall, the escorted person stops following me after a few steps.

    This happens with most unwilling targets (hostages) as well as with some friendly targets like Wretch in the Seer Marino arc.

    I'm assuming this happens because the stealth portion of Shadow Fall hides me from the escorted person, but I consider it rather nonsensical, because escorting comes with a large -stealth debuff.

    Please let me run my stealth/defense aura