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Posts
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Add Hasten into your build and you can solo him.
DPA != DPS which is usually what Tanker builds are missing (DPS ... DPA means little in practice since its not in context of an attack chain).
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You're right, DPA and DPS are two different things. However, they are intimately related. DPA does not factor in the recharge time of a power, it is simply the amount of damage in can produce over its animation time.
There are only two powers in SS that provide a DPA of over 100, Haymaker and KO Blow. Unless you can create a build that seamlessly chains those two powers with no downtime, SS will not be able to generate DPS much over 100. Every time an attack like Jab, Punch or Footstomp is used, you are generating DPS that is less than the AV's regen rate.
None of that takes into account the S/L resist that Lord Recluse (and most other AV's) has either.
Granted I am no expert by any stretch of the imagination, but I just can't see SS being able to solo AV's effectively without using outside buffs. Maybe an SD/SS could do it, with fully saturated AAO.
I'd love to be proven wrong though, so hopefully someone will be able to post some pics of their solo tanker vs. AV exploits.
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Here are a few I was able to handle. No insps, no temps (but did use sands during rage crash). I've done a few more but I forgot my screenshotui was defalted to off. I need to redo them.
I took your exact thinking on KO Blow and Haymaker and used IOs to fill in the rest.
Synapse begin
Synapse middle
Synapse end
Numina start
Numina middle
Numina end
Citadel begin
Citadel end
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That's cool. I'll have to give these 3 a try. -
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What attack chain are you using?
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At the moment, Jab+Laser Beam Eyes+Hurl+K.O. Blow, Jab+Laser Beam Eyes+Hurl+Foot Stomp. This is my main build for solo and team play. I was thinking of using something similar to this for my second build, but drop taunt for another attack. The attacks don't always run smooth, and I have to wait a few seconds for one of them to come up. I could also drop in a few LoTG 7.5%, taking a few seconds off the recharge of the attacks, then drop taunt for Hasten. -
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He can probably handle the DPS side of things with Rage... maybe. I'm curious now. Hatred, could you post your build so we can take a look at it?
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Sure.
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: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx(37)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(25)
Level 4: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Tr'ge-EndRdx/Rchg(7), Tr'ge-Heal/Rchg(9)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(45)
Level 10: Swift -- Run-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(17), Heal-I(34), Heal-I(46), Heal-I(46)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), S'dpty-Def/EndRdx(19), S'dpty-Def(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(33)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(43)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(33)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]19.3% Defense(Smashing)[*]19.3% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]20.2% Defense(Energy)[*]20.2% Defense(Negative)[*]3% Defense(Psionic)[*]11.1% Defense(Melee)[*]15.8% Defense(Ranged)[*]4.56% Defense(AoE)[*]3.6% Max End[*]12.5% Enhancement(RechargeTime)[*]16% Enhancement(Accuracy)[*]9% FlySpeed[*]231.9 HP (12.4%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 11%[*]9% (0.15 End/sec) Recovery[*]94% (7.35 HP/sec) Regeneration[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]9% 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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Dark Defenders can still take out a good few AVs. Elite Bosses? Doomed.
I also prefer the Dark/Dark/Power build, but basically it's hard to go wrong with the Epics available to you.
As I so often say, D3s are the best AT in the game. =)
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I have a 50 Dark/Psi, I was curious whether he would be up to taking out AV's? -
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My stone/fire tank is about to hit 50, and since I'm making 2 or 3 new characters, I'm putting a new tank into the toon list. I know I want him/her to be Willpower primary. However, tanks are very much not my first AT (I'm a blaster at heart), so I'm wondering which secondary folks on the board here think works well with WP. I'm hoping to stay away from Fiery Melee, since I don't want to repeat that set for now. Otherwise, I'm pretty open.
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I suggest War Mace. It has near Stone Melee's mitigation (knockdowns and stuns) and better damage output overall (AOEs).
Other sets in order of how well they work with WP:
Stone
Super Strength
Battle Axe
Energy Melee
Dark Melee
Fire Melee
Dual Blade (I don't have experience with Dual Blade so it gets the bottom of the list
Will Power generally is prone to large alpha strikes since it's major form of defense is regen and thus reactive. As such you are going to tend to want to gravitate toward secondaries with physical mitigation (AOE knockdowns, stuns, etc ...) so that you can stagger an alpha strike and ensure your regen capabilities aren't overpowered. I highly suggest taking Tough/Weave with a WP Tanker.
My experience with WP is from my L50 WP/Stone Tanker. I like the Stone Melee set and it has more of a "smash" feel then virtually any other, however from a performance standpoint I wish I had taken War Mace.
Hope that helped.
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Energy Melee works better with WP than Dark Melee? Also, an argument could be made for Battle Ax being more effective with WP than SS. -
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i have played it in missions but i havent farmed with it.
i asked for help i didnt ask for someome to question me.
please go troll somewhere else.
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How does someone help you without asking questions and getting info? -
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thats good news, however i have no clue what power sets to take and where to place the slots. I havent played anything similar.
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37
i have a free respec.
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Have you played your toon at all? Level 37 and you have no clue? -
I focused on +Rech and +Acc for mine. If your looking to farm, IMO there the two most important. Faster recharge means Flashfire, Cinders, Transfusion, Transference, Fulcrum Shift, Siphon Speed, and Epic Pool attacks all recharge faster. More accuracy is obvious.
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I have a spines/wp I would like to try with if it hasn't already been attempted yet, or if the current team is still lf more.
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Actually, in this case..I'm not too sure about that. *IF* what the AE whiners are saying is true, then that must place them in the minority of players in CoX. If they can't get parties to do "real" content because everyone is in AE, then that means the majority of players wouldn't want to nerf AE.
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The 'everyone is doing it, so it must be true' fallacy aside.
If we assume that 'everyone' knows that AE farms especially exploitative farms are not allowed, its more likely that the average player especially new ones in AE are engaging in human herding/crowd behaviour and not an actual considered choice.
There are many examples of this on every level, a few angles of the ~1999-present housing bubble are interesting, and there is lots of reading on the subject otherwise, but this Ted talk is one of my favorites:
http://www.ted.com/talks/lang/eng/da...oral_code.html
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Google "social proof" for how stupidly people make decisions in any given social situation. Its absurd how irrational humans are, and what judgments they make with almost zero data. -
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a...scorch is crazy minor damage..get rid of it.
b..f.e. and b.u. are underslotted..fire is the highest damage output. these two together are crazy. make it happen
c...your slotting is all over the place.i cant tell what you were going for..
d..stamina ...3 slot it.
e..dump rise of the phoenix..aint nothing but eye candy.
f..super jump 3 slotted?..waste of 2 slots.
g..combat jump is WAY over slotted.
h...demons are fire based..your a "fire" tank....stop doing demons and do freakshow. they herd better,faster and rez for more spawns.
i...drop acro and get i.o kb protection.
j...pick up tough and weave
k...go hunt kill freaks
now about the farming and end recov..there are sooooo many recovery bonus's in i.o sets..if you plan on farming go with a set plan for your tank
i went with recov and recharge along with some acc.
almost everything has recov bonus's so look around..they will cost and if you get purples youll be all kinds of set.i did so well on mine that i was able to drop conserve power...then later on..i also dropped consume ..havent run outta end yet.
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This.
I messed around in Mid's and came up with this to give you some ideas. This would be something I might go with if I had a fire/fire tank.
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: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(33)
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(23), F'dSmite-Acc/Dmg/Rchg(37)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(23), EndRdx-I(37)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(11)
Level 6: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(17), M'Strk-Acc/Dmg/EndRdx(19)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(9), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(33)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21)
Level 22: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(33)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(40), M'Strk-Acc/Dmg/EndRdx(40)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Boxing -- Empty(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), EoCur-Acc/Hold/Rchg(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Tough -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]7.5% DamageBuff(Smashing)[*]7.5% DamageBuff(Lethal)[*]7.5% DamageBuff(Fire)[*]7.5% DamageBuff(Cold)[*]7.5% DamageBuff(Energy)[*]7.5% DamageBuff(Negative)[*]7.5% DamageBuff(Toxic)[*]7.5% DamageBuff(Psionic)[*]2.5% Defense(Smashing)[*]2.5% Defense(Lethal)[*]3.13% Defense(Fire)[*]3.13% Defense(Cold)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]3.75% Defense(Psionic)[*]1.25% Defense(Melee)[*]2.5% Defense(Ranged)[*]1.56% Defense(AoE)[*]6.3% Max End[*]46.3% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]66% Enhancement(Accuracy)[*]4% FlySpeed[*]112.4 HP (6%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 7.7%[*]MezResist(Terrorized) 2.2%[*]17% (0.28 End/sec) Recovery[*]40% (3.13 HP/sec) Regeneration[*]2.84% Resistance(Fire)[*]2.84% Resistance(Cold)[*]1.26% Resistance(Energy)[*]10.6% Resistance(Negative)[*]4% 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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That is the best advice I can give in this case.
Don't run poorly designed content and don't validate the developers crapping on Tankers.
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It was rhetorical. Obviously you don't give positive good advise just based on the fact that at the end you had to jam in the tanker damage thing... again.
Moving on. As others have said. Defense seems to be the new resistance so stock up on defense sets, maybe get yourself a bubbler, and some CM love and have at it. Try some different team makeup's and I'm sure there are quite a few options that will work.
I'm sure they aren't going to integrate a TF that isn't possible to defeat (regardless of what J_B says) with the current balance, however I must say I'm glad if they really are ratcheting the difficulty curve up... particularly before GR for the villains used to more difficulty.
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Yay! Another TF requiring a cookie cutter makeup.
[/ QUOTE ]
What do you mean, 'another'? There aren't any TFs (pre I15) that had a required setup. I think most would agree that the STF is (one of) the hardest available to heroes, yet it's been done on some very sub-optimal teams (all Tanker / all Scrapper).
I'd agree that a balanced team makes it easier, but there is no single team makeup required for any hero TF. Even with similar ATs layouts, powersets can vary significantly and still be successful.
Group need more survivability? Bring a Tank, or Emp, or FF, or Cold, or ...
Need more damage? Bring another Blaster, or Scrapper, or debuffer, or ...
Having trouble killing an AV? Bring more -res, or -regen, or Shivans, or nukes, or ...
Need a stealther (for speed)? Grab a stalker, or someone with Stealth (+ss or stealth IO), or Shadow Fall (+ss or stealth IO), or Steamy Mist (+ss or stealth IO), or ...
Have IOs? Great, you just made satisfying all of the above easier for even more flexibility!
So, even optimized teams have plenty of different flavors. Even if the Reichsman TF (or whatever the abbreviation becomes) has some absolutely required makeup, it would be a first of a kind in this game.
Note: No, I still haven't done the new TF. Regardless, the 'another' comment really doesn't hold any water.
[/ QUOTE ]
My apologies. Let me restate. Yay! Another TF that players will think needs a cookie cutter makeup. I can't wait to hear more "Need a Stone Tank" and "Need a Rad" broadcasts. -
I was bored and thought it would be a fun experiment. So I set up a simple mish with Lord Recluse in it, starting with Rugged, then Unyielding, then Invincible. All 3 times I carried a full tray of blue insp's. I have decent recovery, but his energy based attack(s) were draining my end pretty bad. I don't have a whole lot of recharge either so Conserve Power isn't something I can always rely on.
Rugged - Recluse spawned as a lvl 51 EB. I defeated him in about 7 minutes. Used 6 blue insp's. I used Dull Pain once at the end when he spawned his Bane's.
Unyielding - Recluse spawned again as a lvl 51 EB. Defeated him in around 10 minutes. Used 9 blue insp's. He got a couple lucky hits in at the beginning of the fight and I had to use Dull Pain.
Invincible - Recluse spawned as a lvl 50 AV. I did about 500 points damage in 10 minutes. Used up my entire inspiration tray. Conserve power twice. Dull Pain once.
I'm curious whether or not it's just Recluse specifically I can't take down, and if there are other AV's I possible could defeat. I look forward to testing it. I'll post my results. -
[ QUOTE ]
[ QUOTE ]
That is the best advice I can give in this case.
Don't run poorly designed content and don't validate the developers crapping on Tankers.
[/ QUOTE ]
It was rhetorical. Obviously you don't give positive good advise just based on the fact that at the end you had to jam in the tanker damage thing... again.
Moving on. As others have said. Defense seems to be the new resistance so stock up on defense sets, maybe get yourself a bubbler, and some CM love and have at it. Try some different team makeup's and I'm sure there are quite a few options that will work.
I'm sure they aren't going to integrate a TF that isn't possible to defeat (regardless of what J_B says) with the current balance, however I must say I'm glad if they really are ratcheting the difficulty curve up... particularly before GR for the villains used to more difficulty.
[/ QUOTE ]
Yay! Another TF requiring a cookie cutter makeup. -
[ QUOTE ]
Bottom line is that Spines might be weaker in taking down hard targets, but it excells in taking down multiple targets.
[/ QUOTE ]
O rly? -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
LMAO @ "malicious buffer"
[/ QUOTE ]
Me too. You know you have a problem when you decide that someone, somewhere, pressing a button to keep your character from dying is somehow malicious. Honestly, TwilightPhoenix, take one step backward and look at how stupid that sounds. Someone is maliciously improving your character's combat attributes? That only works if you don't know what malicious means.
[/ QUOTE ]
You ask for player X not to give you buff Y. You have very specific reasons for this. Be it health issues caused by the buff, control issues, or graphics issues. The person then deliberately keeps buffing you out of malicious intent. They are now impacting your ability to enjoy the game just because they think everyone 'must' accept and love buff Y.
Just because it improves a combat attribute, that doesn't mean it can't be done maliciously.
[/ QUOTE ]
That's too bad. As a support character, I'll put buffs out on everyone at all times whether they like it or not. If they don't, kick me.
So if I'm playing my fire blaster and a teammate says I shouldn't use certain attacks because he doesn't like fire, does that mean I should stop because I'm impacting his ability to enjoy the game? Stop being ridiculous. -
I didn't know broadsword was available to stalkers.
-
Force Bubble should be able to take Knockback IO's and set IO's in general.
-
[ 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 ]
Defenders might be my favorite AT next to tanks. I have 2 lvl 50 defenders and am thinking about rolling a 3rd. Rad/Rad is what I'm considering.
Here's the build I'm thinking of using. Looks pretty potent in the damage department to me....
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Radiation Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(40)
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(9), Dmg-I(13), ShldBrk-%Dam(34)
Level 2: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc(40)
Level 4: Radiation Infection -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb/Rchg/EndRdx(5), DampS-Rchg/EndRdx(11), DampS-ToHitDeb/EndRdx(11), DampS-Rchg(40)
Level 6: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 8: Enervating Field -- EndRdx-I(A), EndRdx-I(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(17), TmpRdns-Acc/EndRdx(17), TmpRdns-EndRdx/Rchg/Slow(19), TmpRdns-Rng/Slow(37), TmpRdns-Acc/Dmg/Slow(45)
Level 18: Health -- Heal-I(A), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(43), EndRdx-I(43), EoCur-Acc/Hold/Rchg(45)
Level 24: Proton Volley -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(25), Mantic-Acc/ActRdx/Rng(25), Mantic-Dmg/ActRdx/Rchg(46), Mantic-Dmg/EndRdx/Rchg(46)
Level 26: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(50)
Level 28: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(33), AdjTgt-Rchg(33)
Level 30: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(31), Dev'n-Dmg/Rchg(31), Dev'n-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33)
Level 32: Assault -- EndRdx-I(A)
Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Mutation -- EndRdx-I(A)
Level 41: Power Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42), AdjTgt-Rchg(43)
Level 44: Temp Invulnerability -- EndRdx-I(A), S'fstPrt-ResKB(45)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(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">[*]20.5% DamageBuff(Smashing)[*]20.5% DamageBuff(Lethal)[*]20.5% DamageBuff(Fire)[*]20.5% DamageBuff(Cold)[*]20.5% DamageBuff(Energy)[*]20.5% DamageBuff(Negative)[*]20.5% DamageBuff(Toxic)[*]20.5% DamageBuff(Psionic)[*]4.38% Defense(Energy)[*]4.38% Defense(Negative)[*]5% Defense(Ranged)[*]2.7% Max End[*]1.5% Enhancement(JumpHeight)[*]1.5% Enhancement(JumpSpeed)[*]1.5% Enhancement(FlySpeed)[*]4% Enhancement(Heal)[*]56.3% Enhancement(RechargeTime)[*]45% Enhancement(Accuracy)[*]1.5% Enhancement(RunSpeed)[*]49.6 HP (4.88%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 3.3%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]10% (0.17 End/sec) Recovery[*]46% (1.95 HP/sec) Regeneration[*]4.41% Resistance(Fire)[*]4.41% Resistance(Cold)[*]2.52% Resistance(Energy)[*]5.02% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]1.26% Resistance(Psionic)[/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 /> -
Dark/Psi, had a lot of fun lvling him to 50. My FF/Ice is also a lot of fun. Single target devastation.
-
[ QUOTE ]
Hi All
Thought i'd post my SD/SSPyro Tanker.
Total Cost 4billion Influnce.
Note: the empty spot in Deflection is where i put my Glad Armor Unique.
WT
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
------------
Level 1: Deflection
(A) Luck of the Gambler - Recharge Speed: Level 50
(3) Steadfast Protection - Resistance/+Def 3%: Level 30
(3) Empty
(7) Luck of the Gambler - Defense: Level 50
(9) Luck of the Gambler - Defense/Endurance: Level 50
Level 1: Jab
(A) Absolute Amazement - Chance for ToHit Debuff: Level 50
(50) Absolute Amazement - Endurance/Stun: Level 50
Level 2: True Grit
(A) Numina's Convalescence - Heal: Level 50
(5) Numina's Convalescence - Heal/Endurance: Level 40
(11) Numina's Convalescence - Heal/Endurance/Recharge: Level 40
(15) Miracle - Heal: Level 40
(34) Miracle - Heal/Endurance: Level 40
(43) Miracle - Heal/Endurance/Recharge: Level 40
Level 4: Haymaker
(A) Touch of Death - Accuracy/Damage: Level 40
(5) Touch of Death - Damage/Endurance: Level 40
(7) Touch of Death - Damage/Recharge: Level 40
(9) Touch of Death - Accuracy/Damage/Endurance: Level 40
(11) Touch of Death - Damage/Endurance/Recharge: Level 40
(46) Touch of Death - Chance of Damage(Negative): Level 40
Level 6: Active Defense
(A) HamiO:Membrane Exposure
(43) HamiO:Membrane Exposure
Level 8: Hurdle
(A) HamiO:Microfilament Exposure
Level 10: Hasten
(A) Recharge Reduction IO: Level 50
(13) Recharge Reduction IO: Level 50
Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(13) Luck of the Gambler - Defense: Level 50
Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
(46) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Battle Agility
(A) Luck of the Gambler - Recharge Speed: Level 50
(17) Luck of the Gambler - Defense: Level 50
(17) Luck of the Gambler - Defense/Endurance: Level 50
(33) Luck of the Gambler - Defense/Recharge: Level 50
Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(19) Numina's Convalescence - Heal: Level 50
(19) Miracle - +Recovery: Level 40
(33) Miracle - Heal: Level 40
(34) Regenerative Tissue - +Regeneration: Level 30
Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(21) Performance Shifter - EndMod/Accuracy: Level 50
(21) Performance Shifter - EndMod: Level 50
(31) Performance Shifter - EndMod/Recharge: Level 50
(36) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
Level 22: Knockout Blow
(A) Hecatomb - Damage: Level 50
(23) Hecatomb - Damage/Recharge: Level 50
(23) Hecatomb - Accuracy/Damage/Recharge: Level 50
(25) Hecatomb - Accuracy/Recharge: Level 50
(25) Hecatomb - Damage/Endurance: Level 50
Level 24: Against All Odds
(A) Endurance Reduction IO: Level 50
(36) Taunt Duration IO: Level 50
Level 26: Shield Charge
(A) Obliteration - Damage: Level 50
(27) Obliteration - Accuracy/Recharge: Level 50
(27) Obliteration - Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
Level 28: Rage
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(33) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(37) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 30: Boxing
(A) Accuracy IO: Level 50
Level 32: Tough
(A) Impervium Armor - Resistance: Level 40
(34) Impervium Armor - Resistance/Endurance: Level 40
(40) Impervium Armor - Resistance/Recharge: Level 40
(40) Impervium Armor - Resistance/Endurance/Recharge: Level 40
Level 35: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(36) Luck of the Gambler - Defense: Level 50
(37) Luck of the Gambler - Defense/Endurance: Level 50
(37) Luck of the Gambler - Defense/Recharge: Level 50
Level 38: Foot Stomp
(A) Armageddon - Damage: Level 50
(39) Armageddon - Damage/Recharge: Level 50
(39) Armageddon - Accuracy/Damage/Recharge: Level 50
(39) Armageddon - Accuracy/Recharge: Level 50
(40) Armageddon - Damage/Endurance: Level 50
Level 41: Char
(A) Unbreakable Constraint - Hold: Level 50
(42) Unbreakable Constraint - Hold/Recharge: Level 50
(42) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(42) Unbreakable Constraint - Accuracy/Recharge: Level 50
(43) Unbreakable Constraint - Chance for Smashing Damage: Level 50
Level 44: Fire Blast
(A) Apocalypse - Damage: Level 50
(45) Apocalypse - Damage/Recharge: Level 50
(45) Apocalypse - Accuracy/Damage/Recharge: Level 50
(45) Apocalypse - Accuracy/Recharge: Level 50
(46) Apocalypse - Damage/Endurance: Level 50
Level 47: Fire Ball
(A) Ragnarok - Damage: Level 50
(48) Ragnarok - Damage/Recharge: Level 50
(48) Ragnarok - Accuracy/Damage/Recharge: Level 50
(48) Ragnarok - Accuracy/Recharge: Level 50
(50) Ragnarok - Damage/Endurance: Level 50
Level 49: Phalanx Fighting
(A) Luck of the Gambler - Recharge Speed: Level 50
(50) Luck of the Gambler - Defense: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Run Speed IO: Level 50
Level 2: Rest
(A) Empty
Level 1: Gauntlet
------------
Set Bonus Totals:
14.5% DamageBuff(Smashing)
14.5% DamageBuff(Lethal)
14.5% DamageBuff(Fire)
14.5% DamageBuff(Cold)
14.5% DamageBuff(Energy)
14.5% DamageBuff(Negative)
14.5% DamageBuff(Toxic)
14.5% DamageBuff(Psionic)
4.88% Defense(Smashing)
4.88% Defense(Lethal)
4.56% Defense(Fire)
4.56% Defense(Cold)
4.56% Defense(Energy)
4.56% Defense(Negative)
4.88% Defense(Psionic)
6.75% Defense(Melee)
6.13% Defense(Ranged)
6.13% Defense(AoE)
2.25% Max End
87% Enhancement(Accuracy)
92.5% Enhancement(RechargeTime)
10% FlySpeed
288.1 HP (15.4%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 2.75%
MezResist(Immobilize) 2.75%
MezResist(Stun) 2.2%
32.5% (0.54 End/sec) Recovery
90% (7.04 HP/sec) Regeneration
10.1% Resistance(Fire)
10.1% Resistance(Cold)
10% RunSpeed
------------
Set Bonuses:
Luck of the Gambler
(Deflection)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
Steadfast Protection
(Deflection)
3% Defense(All)
Absolute Amazement
(Jab)
4% (0.07 End/sec) Recovery
Numina's Convalescence
(True Grit)
12% (0.94 HP/sec) Regeneration
35.1 HP (1.88%) HitPoints
Miracle
(True Grit)
2.5% (0.04 End/sec) Recovery
35.1 HP (1.88%) HitPoints
Touch of Death
(Haymaker)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Combat Jumping)
10% (0.78 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Luck of the Gambler
(Battle Agility)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
12% (0.94 HP/sec) Regeneration
Miracle
(Health)
2.5% (0.04 End/sec) Recovery
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
Hecatomb
(Knockout Blow)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Obliteration
(Shield Charge)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Rage)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
Impervium Armor
(Tough)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
Armageddon
(Foot Stomp)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Unbreakable Constraint
(Char)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Apocalypse
(Fire Blast)
16% (1.25 HP/sec) Regeneration
56.2 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Ragnarok
(Fire Ball)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Luck of the Gambler
(Phalanx Fighting)
10% (0.78 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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[/ QUOTE ]
I literally laughed out loud when I looked at this. -
[ QUOTE ]
I've played Axe/WP to 50 so I'll share my thoughts on the Axe part.
I'll start with the positives. Axe comes with a bunch of AoEs: Pendulum, Cleave, Whirling Axe. Just about everything you do causes knockdown or knockup. Combined with the AoEs, and you have a lot of protection. Juggling enemies is very easy. The raw numbers of the set are also high. Finally, the set, to me, just feels brutish; you're smashing your enemies with a big axe. It's brutal.
The set does have some big drawbacks: lethal only, recharge and endurance cost. Large raw damage numbers on the attacks sounds good until you realize everything is resistant to lethal damage. Axe has some of the most (if not THE most) endurance-heavy attacks. Even with Quick Recovery and Stamina, I can eat through my blue bar. Lengthy recharges also hampers the set, though since a lot of the attacks are quite good, you'll usually have something available to swing. Finally, there's the redraw, which never really bothers me.
I've found Axe to be quite good for a brute who has to function as a tank. Teaming gives you some buffs to help out with the set's shortcomings and all the AoEs and knockdowns will keep hold aggro and keep you alive. But solo, without IOs, can get kinda painful, depending on one's patience to let your Endurance and attacks recharge.
Also, War Mace might do more damage than Axe since its Smashing damage is less resisted than Axe's Lethal, I think.
[/ QUOTE ]
I know what your talking about. My first and only 50 redside is an Ax/WP. A very tankerish feel. With a decent amount of fury your swings do same serious damage. My only complaint is that the set is kinda endurance heavy. I have QR and Stamina and sometimes my blue bar will dip a bit. -
[ QUOTE ]
Just so you know this is something I already tried to put together and I just couldnt do it without gimping the build by having so many extra powers you will never use or powers that dont get full enhancement. I will be impressed if you can pull this off and get +800% regeneration and still be functional without using instant healing. Maybe the others can offer some suggestions.
[/ QUOTE ]
This is the build I run on my fire/regen. I'm sitting on 811% regen with 35% melee defense. It's pretty survivable for the fire/ primary. A different primary would add much more mitigation. Maybe this will give the OP some ideas...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(39)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(13), RgnTis-Regen+(13), Heal-I(31), Heal-I(39), Heal-I(43)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc(5), Efficacy-EndMod/Acc/Rchg(31)
Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(23), Dct'dW-Rchg(40)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 10: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15), Tr'ge-EndRdx/Rchg(46), Tr'ge-Heal/Rchg(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17), Tr'ge-Heal/EndRdx(21), Tr'ge-Heal/Rchg(37)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(50)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(42)
Level 28: Instant Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), RechRdx-I(42)
Level 30: Stamina -- EndMod-I(A)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(48)
Level 35: Boxing -- P'ngS'Fest-Acc/Dmg(A)
Level 38: Maneuvers -- LkGmblr-Def(A), HO:Cyto(42), LkGmblr-Rchg+(43)
Level 41: Tough -- TtmC'tng-ResDam/EndRdx(A)
Level 44: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 47: Weave -- HO:Enzym(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Moment of Glory -- LkGmblr-EndRdx/Rchg(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: Critical Hit
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[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)[*]16.1% Defense(Smashing)[*]16.1% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]3% Defense(Psionic)[*]25.5% Defense(Melee)[*]5.5% Defense(Ranged)[*]7.06% Defense(AoE)[*]1.8% Max End[*]9% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]40% Enhancement(RechargeTime)[*]5% FlySpeed[*]220.9 HP (16.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 13.8%[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]4% (0.07 End/sec) Recovery[*]108% (6.04 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% 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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I did the RSF last night for the first time with my brute. I didn't know until the end that The Freedom Phalanx spawns at lvl 53. I was told they always do. I was curious why they don't spawn at lvl 54 like Recluse and his Inner Circle in the STF?
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Is your build that tight that you have to exchange one for the other? Any way you could post your build?