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Posts
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Joined
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Quote:
I would love to see an Electric Control. Since most of the powers for it, like dark are already in the game. Someone put together a good list of all the powers that exist in game for both of those power sets.
Here -
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It's not something I would do personally. I use that IO in a Build Up type power with entire Gaussian set 6 slotted for the defense bonus the set offers.
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Quote:This. I dropped Unstoppable on my soft-capped Inv since I never use it anymore. Your passives not only add a substantial amount of Energy/Elemental resistance, their good for slotting a set like Reactive Armor which has bonuses that add to your defense, getting you closer to the cap. Drop aid self since you already have Dull Pain and pick up the passives.I'd say nix Unstoppable and fit in RPD. If you're looking to hit the defense cap, you'll almost never need your tier 9. Also, what's up with heal other/aid self? You already HAVE a self-heal. Swap 'em for ResEn and Hasten, and IO out for recharge to get DP perma.
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Quote:So you already have your mind made up on the answer you want to hear, and you also want the obvious pointed out to you? Your not aware of Granite's obvious weaknesses? Please don't post again.So I've read some very mixed views on comparing the two defensive sets. Some have said Stone is clearly better as you can softcap defense and cap S/L resistance as well as getting your other resistances mighty close. Your only weakness is Psionics. Others have said that Granite is far too crippling to be considered better than WP. Willpower, after all, gives more endurance recovery, an auto-boost to max HP and very well-rounded defenses (including the achilles' heel of Stone, Psionics).
So what I'm asking is which set is better, and why? I don't expect to get a definite answer, as opinions will vary, but I want to know what people think.
To clarify, I'm talking end-game, all-round effectiveness. <b>So don't go saying "WP is better off in the beginning" or something similar.</b> I want <b>Granite's obvious weaknesses</b> accounted for. Also, <b>I'm not seeking "which is better in extreme situations" answers</b>. Because when it comes down to tanking a horde of monsters in Tempest Quay, Granite clearly gets the nod. -
Sat in the corner of my room and stared at the wall.
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Since Electric Melee is being ported over to scrappers, I decided I'm going to build an Elm/Inv. Since it isn't an option on Mid's yet, I messed around with an Elm/Inv brute. I was able to softcap Smash/Lethal defense with 1 foe in range, but so far my Nrg/Neg Nrg defense is only middle 30's. I'd like to be able to softcap those as well. Here's the build I have in mind so far. Any help would be appreciated.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(39)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(43)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(19)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(31)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(19)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17)
Level 18: Health -- Heal-I(A), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46)
Level 20: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx/Rchg(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(39)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
Level 49: Unstoppable -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 24.9% Defense(Smashing)
- 24.9% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 13.6% Defense(Energy)
- 13.6% Defense(Negative)
- 4.88% Defense(Psionic)
- 24.3% Defense(Melee)
- 14.9% Defense(Ranged)
- 5.5% Defense(AoE)
- 50% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 163 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 40% (2.5 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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Quote:Exaggerate much?[ QUOTE ]
32 Rad/Rad defender here, and even with accelerated metabolism and a res debuffed foe, even my aimed snipe does less damage than my claw scrapper's unbuffed shockwave.
I mean I still do helpful team functions, but I feel fundamentally useless besides that. Like even activating my secondaries is a end waste.
[/ QUOTE ]
Some quick advice.
Until the devs revisit Defenders:
When Going Rogue goes live switch to blue. Wave to the defenders in the museums as you pass 'Go'. -
I have an Axe/WP Brute. Here is his current build. He's sitting on 760% regen with one foe in range, with 26% S/L defense and 31% E/Neg E defense. Since your a tank, defensive powers will give you greater values. The tank version of this build, your defense would be over 30% for S/L and close to 40% for E/Neg E. The higher hit points would mean more hit points regenerated per second.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Brute
Primary Power Set: Battle Axe
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Chop -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(25)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Heal/Rchg(11), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam(39), TtmC'tng-ResDam/Rchg(40)
Level 2: Gash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), S'ngH'mkr-Acc/Dmg(7), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(34), S'ngH'mkr-Dmg/EndRdx/Rchg(36)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5), RgnTis-Regen+(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Swoop -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), S'ngH'mkr-Acc/Dmg(9), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/EndRdx/Rchg(31), S'ngH'mkr-Dmg/Rchg(34)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Mrcl-Heal/EndRdx(19), Mrcl-Heal(37)
Level 18: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(46)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(37), Efficacy-EndMod/Acc/Rchg(46)
Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Heal(23), Numna-Regen/Rcvry+(23)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25)
Level 26: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Erad-Dmg(27), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(43)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 32: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Erad-Dmg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(43)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(39)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 41: Gloom -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]13% Defense(Energy)[*]13% Defense(Negative)[*]3% Defense(Psionic)[*]12.4% Defense(Melee)[*]9.88% Defense(Ranged)[*]5.5% Defense(AoE)[*]3.6% Max End[*]25% Enhancement(Accuracy)[*]26.3% Enhancement(RechargeTime)[*]9% FlySpeed[*]337.3 HP (22.5%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]MezResist(Immobilize) 11.6%[*]MezResist(Sleep) 2.2%[*]9% (0.15 End/sec) Recovery[*]114% (7.13 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]9% RunSpeed[*]2% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -
[ QUOTE ]
What I want to know is if Rad Blast will be paired with a Rad Manipulation set.
[/ QUOTE ]
Radiation Sword Circle? Breath of Radiation? -
[ QUOTE ]
Toughest Granite Tank ?
[/ QUOTE ]
There are different types of granite. Some are the oldest known rocks on earth; others were formed during younger geologic periods. Crystallized at depth, granite masses are exposed at the earth's surface by crustal movement or by the erosion of overlying rocks. Very coarse-grained granite, called pegmatite, may contain minerals and gemstones of economic value. -
[ QUOTE ]
[ QUOTE ]
Where is this lunacy coming from because I have been seeing it alot since AE dropped.. can these all bew brand new players that just have no idea how to build an effective character ??
[/ QUOTE ]
I think so, yes. This sort of thing was very, very common when the game was new.
We didn't know nearly as much about the game as we do now, but even back then, I was part of a well-informed SG made up of folks who were in CoH's beta. They knew what the powers did about as well as anyone back then, and they made builds we'd still recognize today as largely reasonable once you corrected for the changes (particularly ED).
And even back then, we sort of looked down our noses at builds like what you guys are describing. We did try to help people, but we also got a fair bit of flack from people who were sure they knew better.
[/ QUOTE ]
That's exactly what I run into. A PL'd nooblet from AE without their core powers. Any suggestion or comment made to them and their very snappy at you. I just don't say anything anymore. If I'm on a team who has someone like this and their pulling the team down, I'll just quit. It isn't worth the constant fight to me. -
[ QUOTE ]
So I did the Kahn TF the other day on a team that had a level 50 fire/thermal. I have a 50 mind/thermal, so I know that thermal can be a great mixed buffing/debuffing set. Having a thermal and an earth/kin on the team, I thought we'd be golden.
I was left twitching, gibbering incoherently to myself for hours after the TF after watching her in action in the final mish.
Nobody looked at her power selections until we really needed her to do more than run in and faceplant (which she mastered), which was in the final mish. That was obviously an oversight on all of our parts, and the team leader confessed he never thought to look either when I sent him a tell after looking at her powers in the final mish.
She skipped Forge, Thaw, Melt Armor, and Heat Exhaustion. She apparently didn't know that Thermal buffs needed to be reapplied. She only used Cauterize for healing from Thermal, despite also having Warmth.
She skipped Fire Cages, Cinders, Hot Feet, Smoke, and Flashfires. Her attacks on Reichsman consisted almost entirely of Bonfire, Fire Imps, and occasionally her blasts from the Fire Mastery Epic Pool.
She took all of the the Medicine pool except Stimulant. Most of the time, instead of using Cauterize to heal, she would usually run up to someone and use Aid Other and then run away from the team to use Aid Self.
She had no vet badges. What was possibly more frightening, was that her toon's name and her global name weren't the same, so she probably has more than one of these running around. This was "Fiery name" and her global was "Atomic name." Yes, I left the name out intentionally, as this post isn't meant to call her out.
So what's the most disturbingly bad example of a controller that you've seen in-game?
[/ QUOTE ]
In b4 "power selection isn't your business" guy comes along. -
[ QUOTE ]
As most of you know I play a fire/regeneration scrapper that I love to death and recently I sent a PM to Castle outlining some solutions to regeneration lack of debuff resistance. Here is a copy of it and please let me know what you think of it and if there can be any ideas that can be improved with in reason.
Hello Castle,
I am an avid regeneration scrapper player and was thinking about a small buff to regeneration in the form of recharge debuff resistance and regeneration debuff resistance.
As you know regeneration is click intensive power set that relies on its click heals in order to mitigate incoming damage. This is where the recharge debuff resistance comes in handy, it would allow a player to keep their click heals recharging at a more constant rate. In end game there are quite a few enemies that are psychic and the secondary effect of psychic is -recharge, Carnival, Rikti, Arachnos, Clockwork are most of the enemies that are encountered late game that all have the ability to debuff a regenerators ability to have their click heals recharged. I would recommend to add this to Resilience in order to make it a more viable power to players, I'd also recommend granting the player around a 20 to 40% debuff resistance just like super reflexes' Quickness.
Another aspect to Regeneration is its passive regeneration ability. This is a very important ability as it allows the character to regenerate damage. Thus leading to regeneration debuff resistance, I find that in end game there are quite a few enemies that have huge regenerate debuff i.e. Rikti, Carnival of Shadow, and Praetorian Arch Villians just to name a few. Just as Super Reflexes uses defense as its primary damage mitigation, it has a large defense debuff resistance, upwards of 60%. I would recommend a magnitude of 60% regeneration debuff resistance granted to the player through the use of Dull Pain. It would work just like how Reconstruction grants Toxic resistance each click, except it would grant regeneration debuff resistance for the duration of Dull Pain.
In conclusion end game brings a lot of recharge and regeneration debuffs which players rely on both for damage mitigation so the solution is to grant regeneration recharge and regeneration debuff resistance. Regeneration is by no means a terrible power set, but a great one that needs a bit more polishing, I hope that you take into consideration my proposal and apply it to a future update.
Thank you
Santorican
[/ QUOTE ]
Dear Castle,
Please give every single armor set every form of mitigation because there can't be any type of weakness.
Sincerely,
Noobz McGee
Seriously, the set if fine the way it is. Your going to face enemies that counteract the effectiveness of your armors. That's life. -
I've had this Shield/SS/Pyre build saved for a while. May not be exactly what your looking for, but it can give you a start. It's soft capped to Melee/Range/AoE, almost 400% regen, awesome recovery, and near perma Hasten. It's up there in price, which you said your looking for.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def/Rchg(5), LkGmblr-Def/EndRdx/Rchg(11)
Level 1: Jab -- Amaze-Stun(A), Amaze-Stun/Rchg(11), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def(5), LkGmblr-Def/EndRdx/Rchg(25)
Level 4: True Grit -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(7), Mrcl-Rcvry+(7), Numna-Heal(39), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(46)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Phalanx Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), RgnTis-Regen+(19), Heal-I(34), Heal-I(37), Heal-I(37)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(39)
Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(34)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(37)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(46)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(43)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40)
Level 41: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]11.1% Defense(Smashing)[*]11.1% Defense(Lethal)[*]4.88% Defense(Fire)[*]4.88% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]11.8% Defense(Melee)[*]9.25% Defense(Ranged)[*]6.75% Defense(AoE)[*]102% Enhancement(Accuracy)[*]85% Enhancement(RechargeTime)[*]5% FlySpeed[*]260 HP (13.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Immobilize) 3.85%[*]MezResist(Stun) 2.2%[*]26.5% (0.44 End/sec) Recovery[*]90% (7.04 HP/sec) Regeneration[*]12.6% Resistance(Fire)[*]12.6% Resistance(Cold)[*]5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
He knocked you back on an Invuln??? That's very interesting... I can't think of ANY time my Invuln has been knocked back by anything as long as Unyielding was running. I haven't ever faced States, but I've tanked Tyrant on many occasions... and never been KB'd. To the best of my recollection my Invuln hasn't ever been KB'd without something dropping Unyielding first.
For the moment I'd have to go with the "fluke" idea... is it possible Unyelding might have gotten detoggled? Maybe a Rage crash dropped the toggle at the critical moment?
Oh, just for the record, Hamidon can NOT knock back an Invuln with Unyielding... I tanked him a couple of hundred times on Guardian back in the issue 4-8 era.
[/ QUOTE ]
Hamidon has knocked me back on my Invuln tank. A few times. Until Statesman, that was my only KB experience on him. My end was fine. Nothing ever detoggled. -
-
I was fighting Statesman in AE today with my Inv/SS tank. He was an EB. To my surprise, he knocked me back 4 times with one of his Epic Electric Melee attacks. From doing the RSF, I knew that attack had some wicked knockback.
Status protection is a bit higher on tanks than brutes, so I was very surprised I was knocked back. Especially him only being an EB. Is this just a freak thing, or does that attack really have that kind of magnitude? I was under the assumption only Hamidon could overcome a tanks knockback protection. -
[ QUOTE ]
Rage does not a brute make.
[/ QUOTE ]
Huh? -
[ QUOTE ]
I'd have posted this in the feedback forum, but for some reason I am unable to... so I'll post here since it's my defender that I first noticed it on. The issue is: Pet attack rate
No pets - NONE are affected by any kind of recharge now. Where before, one could make a voltaic sentinel worthwhile or lightning cloud more powerful by increasing it's attack rate, recharge will not affect it any more (attack rate, anyway). The same thing happend with my Dark Servant on my various /dark(s). I would have no problem with this (read: I wouldn't like it, but I'd accept it) if the devs had just been forthright about this in the first place and put it in the patch notes, but I read nowhere that pet attack rates were normalized. Was this in some previous patch that I failed to see, or did they simply think that it wouldn't be noticed? If it's the former, then okay - "My bad". If it's the latter, then I look forward to seeing if Champions will be a bit more forthright in their nerfs (despite the presence of Mr. Emmert.)
[/ QUOTE ]
Lol @ people threatening to go to Champions. And yes, they were upfront about it. -
[ QUOTE ]
[ QUOTE ]
I would have to say Electric is the least played here but the other 3 are not fair behind in rarity.
[/ QUOTE ]
Electric support is probably the least played simply because it doesn't exist.
[/ QUOTE ]
I didn't realize Defenders have an Electric support primary. -
[ QUOTE ]
As far as I recall, FF doesn't give psi defense at all. Granted, many psi powers are also ranged, melee, or aoe flagged so that's less of an issue. But back to the topic of not wanting buffs, there are legitimate reasons. RP can be one, and people aren't required to give a reason when they ask not to be buffed.
I know my WS once got an empath to go "WTF?!" when I asked not to be healed unless critical. They understood part way into the mission, but they still didn't understand me NOT wanting healing.
[/ QUOTE ]
Dispersion Bubble provides psi defense, but Deflection Shield and Insulation Shield don't. -
FF/Ice was my first defender. I had loads of fun leveling him up. This is my current build atm. I respec'd into this a while back for soft-capped range defense, just so you know this isn't the actual build I leveled with.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(15)
Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Personal Force Field -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(37), RedFtn-EndRdx(40)
Level 6: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 10: Swift -- Flight-I(A)
Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-Acc/EndRdx/Rchg/Hold(19)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21)
Level 22: Force Bolt -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(23), KinCrsh-Rchg/KB(23), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(46)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(40)
Level 26: Assault -- EndRdx-I(A)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 32: Maneuvers -- EndRdx-I(A)
Level 35: Bitter Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Power Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(45), AdjTgt-Rchg(46)
Level 47: Repulsion Bomb -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50)
Level 49: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(50), S'fstPrt-ResDam/Def+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]21.1% Defense(Energy)[*]21.1% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]24.3% Defense(Ranged)[*]5.5% Defense(AoE)[*]60% Enhancement(RechargeTime)[*]3% Enhancement(Stun)[*]32% Enhancement(Accuracy)[*]13% FlySpeed[*]72.5 HP (7.13%) HitPoints[*]13% JumpHeight[*]13% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Immobilize) 8.8%[*]19.5% (0.33 End/sec) Recovery[*]18% (0.76 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]6.62% Resistance(Fire)[*]6.62% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]16% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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