Heraclea

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  1. I have one brute built for tanking, with Taunt. All things considered, I'd rather tank on a tanker than a brute, though.

    I have several scrappers that are quite serviceable tanks, even if none of them have Provoke. My spines/willpower scrapper is a quite serviceable tank. Even if the taunt aura in Willpower is weak, it doesn't affect that character. My electric/shield scrapper is also quite capable of tanking, and has tanked master runs of the ITF successfully, and the Kahn TF (wasn't her that died).

    A scrapper or brute needs a taunt aura to tank successfully; Invulnerability, Shields, Fire, Dark, and Electric all fit the bill, although Regen and Reflexes aren't going to help, and Willpower probably belongs with them unless you combine it with an AoE oriented primary.
  2. My nomination for single mission arc is

    Eagor to Please - 169260

    by @Gno Man. Been a fan of this for some time.
  3. Quote:
    Originally Posted by Warkupo View Post
    The more details you can give the better. My overall goal is not only to examine how Touch of Fear works within the various Archetypes it can be found within, but also how it interacts in a teaming or solo situations.
    I have a fair number of dark melee characters: WP/DM and Inv/DM tankers, DM/SR scrapper, DM/WP brute.

    All have kept Touch of Fear and use it liberally, usually as a leading attack, or immediately after Taunt. All slot it the same way: five Siphon Insight.

    To me, the most valuable thing about the power is not the fear; fear is partially broken after attacks, although none of the characters I'm using it on have damaging auras. The to hit debuff is what I am after, especially since it stacks with the other sorts of to hit debuff available in Dark Melee.
  4. Quote:
    Originally Posted by Hyperstrike View Post
    No. Merely Superspeed and Whirlwind. Those are mutually exclusive to Granite. Hasten still functions and helps negate the horrible recharge penalties Granite imposes.
    Actually, unless something has very recently changed, you can use Whirlwind in Granite. This is in fact Whirlwind's best and highest use: standing around in Granite, running Whirlwind on Hellions.

    I used to have Whirlwind on my Granite tanker for pure amusement.
  5. I went DP/Ice, mostly because I've never played /Ice on a blaster. It has some good control and debuff, but it also has a bunch of melee attacks that are skippable or postponable so I could concentrate on the primary.
  6. One minor adjustment. You get very little benefit from the fourth slot in Health, because the Heal improvement does not benefit you; it benefits only pure heal powers of the kinds wielded by corruptors, defenders, and controllers, or pool powers like Aid Self.

    This gives us a free slot which I moved to Combat Jumping, in a way that allows you to make use of some beneficial IOs on a build that is going to cost this much:

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Red Voltier (Redux): Level 50 Science Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Villain Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
    Level 4: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(15), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-%Dam:50(34)
    Level 6: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(19), GSFC-Rchg/EndRdx:50(19), GSFC-ToHit/EndRdx:50(23), GSFC-Build%:50(25)
    Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(13), Oblit-Acc/Dmg/EndRdx/Rchg:50(13), Oblit-%Dam:50(31)
    Level 10: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:30(40), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
    Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(36)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(36), Numna-Regen/Rcvry+:50(39)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(23)
    Level 22: Grounded -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(31), S'fstPrt-ResKB:30(31)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
    Level 26: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(29)
    Level 28: Energize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(37), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal:50(39)
    Level 30: Taunt -- Taunt-I:50(A)
    Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
    Level 35: Power Sink -- Efficacy-EndMod:21(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc:50(46), Efficacy-EndMod/EndRdx:50(50)
    Level 38: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
    Level 41: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(46), RctvArm-ResDam:40(46)
    Level 47: Weave -- EndRdx-I:50(A), DefBuff-I:50(48), DefBuff-I:50(48), DefBuff-I:30(48)
    Level 49: Lightning Reflexes -- Run-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 0: Ninja Run



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  7. Quote:
    Originally Posted by DreamingWolf View Post
    Invulnerability seems the best choice, given it only has one weakness but it very versatile.

    As a secondary, it's still a toss up between Stone, Fire and Axe, but from what I've seen Fire is great for DPS.
    Stone is tougher, but Invuln much more versatile and fun to play, and able to react to emerging situations more easily.

    My purest, meatshield tanker is Invuln/Dark Melee. Dark melee improves your survivability in two nutritious ways, and as such is an important part of this balanced breakfast.

    First, it is the only attack set that includes a self heal. This can be slotted to be fairly effective as a pure heal, and will be available much more often than Dull Pain.

    Second, almost every dark melee attack includes some component of -to hit debuff. These stack. Reducing the ability of mobs to hit you has a strong synergy with your defense.

    Given your stated goals, I'd say that Dark Melee is worth a look.
  8. Quote:
    Originally Posted by Oubliette View Post
    Can we USE the cogs? That would be amazing. If we can I never noticed them.
    Yes. Confirmed this yesterday; I used a cog as a single "hostage" used to trigger an automatic betrayal.
  9. Quote:
    Originally Posted by 3dent View Post
    Yes, I've taken all those, it's easy to find _build_ advice, much less so anything about what to do with those things. But I still don't quite see how this is supposed to work. Let's take, well, Rikti as an example. Those drones, mesmerists, comm officers, and etc. would still stay where they are, -range or no. Wouldn't it mean that I would have to re-taunt mobs often, losing my melee targetting?
    The tab key is your ally. It will automatically move you to another mob. Hit it until you find what you want.

    Also - learn to break line of sight. This can be practiced solo: you taunt mobs and duck around a corner. They will follow, because they are upset at you. Also, your taunt debuffs range attacks, forcing them to move closer. Hovering mobs like drones may take a bit longer to herd.

    Now, I routinely leave the camera at max distance, at least when I am tanking for a team.
  10. Quote:
    Originally Posted by 3dent View Post
    No, really, it isn't trolling, it's a genuine question. I rolled my Shields/Elec with TFs in mind, but now all I do on him is farming Rikti in RWZ and declining team invites, especially if there's anything about "needing a tank". I don't want to be the worst player on the team... I seriously have no idea what exactly a tank is supposed to do to "hold aggro", or rather the thing I see others doing seems to me, well, patently impossible to do.
    If the team really needs a tank, they will follow the tanker's pace and allow her to be the first character in. Tell people that they turn on travel powers in missions at their own risk. Super Speed is usually the worst culprit. No running in the halls. If they'd prefer to play differently and aggro spawns, let them deal with it.

    Now, as to what you do to hold aggro - I gather this is a first tanker? You should take Taunt, if you haven't yet, and open with it. Then aim for the spawns standing away from where you Taunted, and Shield Charge them. You should have also taken Against All Odds; this buffs your damage and gives you an aura that keeps nearby mobs taunted. Thanks to Against all Odds, your Shield Charge will do more damage after you get some mobs within its range first.

    Wheel your camera as far back as it will go. Try to watch whether there are loose mobs from a spawn, or whether a controller's pets have aggroed another spawn. Fire off a Taunt at those if it is up and you can; otherwise just try to intercept as well as you can.
  11. I am glad that when they added the Invention System, recipes, and salvage, they did not set it up so that:
    • All drops would be publicly announced to the whole team;
    • There would be a variety of mechanics ("need vs. greed", "master looter", public random roll, team leader assigned) designed to decide who received those drops.
    This more than anything else is responsible for my continued loyalty to this game.
  12. Heraclea

    Taunt. Why not?

    Quote:
    Originally Posted by Sailboat View Post
    Uh...I see a lot of Scrappers who take alphas, sometimes more than is good for them.
    My Regen scrapper doesn't take a full alpha; she can't always handle it.

    My Willpower scrapper takes full alphas; she likes it.

    My Shield scrapper doesn't take full alphas; she doesn't have to.
  13. Quote:
    Originally Posted by Doc_Wormwood View Post
    When you edit a standard enemy, is the -/+ thing supposed to change height, or is it just so you can look over what you're recoloring?
    Amusing as a three foot tall Lord Recluse would be, you cannot change enemy heights, unfortunately.
  14. Quote:
    Originally Posted by Doc_Wormwood View Post
    What's the smallest mob available, and is it smaller than minimum custom character size?

    Smallest I can think of are redcap minions.
    Interesting question. I needed an inconspicuous mob recently to serve as a dummy no-mobs "hostage", so that an actual encounter (a false rescue) would have the "victim" betray and attack immediately upon the surrounding spawn being defeated.

    In case you're curious, you
    • Set up a Hostage Rescue event, set to Single, and make that a required event for mission completion. This will automatically be judged as complete when the players enter the mission.
    • Create your Ally or Escort event, using the mob you want to make betray and fight you immediately after "rescue"; and
    • Set the Ally/Escort rescue event for the Event of Betrayal being the Hostage Rescue. Since the Hostage Rescue always auto completes, the Betrayal will always take place.

    The same technique can be used to spawn ambushes that attack the player immediately upon mission entry. That's something you may want to use with caution, but it makes a lot of narrative sense; too many bases are left unguarded.

    Can clockwork gears be added directly as mobs? They might be the least conspicuous.
  15. I built a fire/dual blades tanker under a similar philosophy. I did not turn off XP, and recently got the character to 50. But I'm not putting any IO that I am using for a set bonus in the character at a level higher than 30.

    The idea is to have most of her set bonuses still available while exemped, so that the character can farm merits from the under-30 task forces. I almost have her build completed now, although it looks like I am going to have to straight out buy some level 30 Obliterations with merits; the supply simply is not there. Running Synapse, Citadel, and Sister Psyche regularly, that should not be a serious issue.

    I chose Fiery Armor for the character because, while it isn't the toughest set, it gets good early; on a tanker everything that directly helps keep you alive is available by level 12. Defense doesn't start pulling ahead until the 40+ game IMO.
  16. Quote:
    Originally Posted by Finduilas View Post
    I think it's a bigger issue for Dark than it is for Fire; Dark's heal depends on having foes in melee range, FA's does not.
    Hey, if you're lucky, you'll get knocked into fresh mobs instead.

    I will admit that I have more experience with Fire than with Dark.
  17. This is Heraclea's tanking build, which I had tried to send you privately earlier.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Heraclea build 2: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (9) Reactive Armor - Resistance/Recharge: Level 40
    • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (13) Reactive Armor - Resistance: Level 40
    • (15) Reactive Armor - Endurance: Level 40
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (3) Kinetic Combat - Damage/Endurance: Level 35
    • (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    • (37) Kinetic Combat - Knockdown Bonus: Level 35
    • (43) Accuracy IO: Level 50
    Level 2: Dull Pain
    • (A) Recharge Reduction IO: Level 50
    • (3) Recharge Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    • (34) Healing IO: Level 50
    • (34) Healing IO: Level 50
    • (36) Healing IO: Level 50
    Level 4: Haymaker
    • (A) Mako's Bite - Accuracy/Damage: Level 35
    • (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
    • (13) Pulverizing Fisticuffs - Accuracy/Damage: Level 25
    • (36) Pulverizing Fisticuffs - Accuracy/Damage/Recharge: Level 25
    • (43) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge: Level 25
    Level 6: Air Superiority
    • (A) Smashing Haymaker - Accuracy/Damage: Level 35
    • (7) Smashing Haymaker - Damage/Endurance: Level 35
    • (36) Smashing Haymaker - Damage/Recharge: Level 35
    • (37) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
    • (43) Pounding Slugfest - Accuracy/Damage: Level 30
    • (48) Pounding Slugfest - Disorient Bonus: Level 30
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (9) Reactive Armor - Resistance/Recharge: Level 40
    • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (15) Reactive Armor - Resistance: Level 40
    • (33) Reactive Armor - Endurance: Level 40
    Level 10: Swift
    • (A) Run Speed IO: Level 50
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt: Level 50
    • (37) Mocking Beratement - Taunt/Recharge: Level 50
    • (46) Mocking Beratement - Taunt/Range: Level 50
    • (46) Mocking Beratement - Recharge: Level 50
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 16: Health
    • (A) Miracle - Heal: Level 40
    • (17) Miracle - +Recovery: Level 40
    • (17) Numina's Convalescence - Heal: Level 50
    • (40) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 18: Invincibility
    • (A) Gift of the Ancients - Defense/Endurance: Level 40
    • (19) Gift of the Ancients - Defense/Recharge: Level 40
    • (19) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
    • (45) Gift of the Ancients - Defense: Level 40
    • (45) Taunt Duration IO: Level 50
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    Level 20: Stamina
    • (A) Endurance Modification IO: Level 50
    • (21) Endurance Modification IO: Level 50
    • (21) Performance Shifter - EndMod: Level 50
    • (45) Performance Shifter - Chance for +End: Level 50
    Level 22: Knockout Blow
    • (A) Smashing Haymaker - Accuracy/Damage: Level 35
    • (23) Smashing Haymaker - Damage/Endurance: Level 35
    • (23) Smashing Haymaker - Damage/Recharge: Level 35
    • (25) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
    • (25) Pounding Slugfest - Accuracy/Damage: Level 30
    • (33) Pounding Slugfest - Damage/Endurance: Level 30
    Level 24: Boxing
    • (A) Accuracy IO: Level 50
    Level 26: Tough Hide
    • (A) Defense Buff IO: Level 50
    • (27) Defense Buff IO: Level 50
    • (27) Kismet - Accuracy +6%: Level 30
    Level 28: Rage
    • (A) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    • (46) Rectified Reticle - Increased Perception: Level 20
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (31) Reactive Armor - Resistance/Recharge: Level 40
    • (31) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (31) Reactive Armor - Resistance: Level 40
    • (33) Reactive Armor - Endurance: Level 40
    Level 32: Resist Physical Damage
    • (A) Impervium Armor - Resistance: Level 40
    • (50) Impervium Armor - Psionic Resistance: Level 40
    Level 35: Resist Energies
    • (A) Impervium Armor - Resistance: Level 40
    • (50) Impervium Armor - Psionic Resistance: Level 40
    Level 38: Foot Stomp
    • (A) Obliteration - Damage: Level 50
    • (39) Obliteration - Accuracy/Recharge: Level 50
    • (39) Obliteration - Damage/Recharge: Level 50
    • (39) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (40) Obliteration - Chance for Smashing Damage: Level 50
    Level 41: Weave
    • (A) Gift of the Ancients - Defense/Endurance: Level 40
    • (42) Gift of the Ancients - Endurance/Recharge: Level 40
    • (42) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
    • (42) Gift of the Ancients - Defense: Level 40
    Level 44: Resist Elements
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 47: Conserve Power
    • (A) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    Level 49: Physical Perfection
    • (A) Performance Shifter - Chance for +End: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 0: Ninja Run



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  18. Quote:
    Originally Posted by dragonslay View Post
    I am respecting my DA/DB out of acrobatics and getting knockback prot from sets. How much do i need?
    Mag 8, two Steadfast's worth, is what I have in my dark and fire tankers, but frankly, mag 4 is probably enough for all but the most extreme situations. Mag 12 will put you on a par with the sets that have it natively.

    Neither Dark nor Fire tankers lose the aggro they had instantly upon being moved, and knockback only takes you out of the action for a couple seconds, so my opinion is that it isn't that big a deal.
  19. Quote:
    Originally Posted by mintmiki View Post
    I've been thinking about making a toon to play/farm exclusively at lvl30. What would be the best AT to go with? My thought is maybe a fire/shield scrapper.
    I'd try a spines/WP, spines/fire, or spines/regen scrapper, myself. A lot depends on what level 30 content you want to farm. Banished Pantheon for magic salvage, or the lowbie task forces.

    Spines is pretty good before 30, and has many advantages for farming farming attack sets. Willpower makes a good farmer; you can just keep going indefinitely. Resistance based sets like Fire get good early: everything that actually helps keep you alive is available by level 16. Regen does not fall behind until the late game, either.
  20. Heraclea

    Redside Heroics

    Amir al-Muminin, my ninja/poison MM, is a man of faith. His mission is to do the will of his god on earth, and to spread the true law of the prophet among the decadent infidels of the Rogue Isles. If blood must be spilt, it is for a holy cause.
  21. Quote:
    Originally Posted by Clave_Dark_5 View Post
    "Warrior spirit" isn't a language I speak fluently, sad to say, partly because I can't resist making light of most situations as I write. The closest I came was probably in my WickerWork Khan arc but even that has it's light moments and setting. Heck, thinking about it, that one might still fly under that flag. You could take a look at it maybe, but it's only 3 missions long; I gather you want a real five mish epic. But anyways, my one idea I mentioned up above is seriously goofball (no bunnies though) in nature, so that's probably a no-go.
    That's sort of my thinking here as well. I'm more of a satirist and a fanserver; but I do have one challenge oriented mission that does feature warriors of a sort. I may have a look at reworking that one to fit the competition. It's a single mission story; if that isn't what's wanted let me know.
  22. Heraclea

    Dark Armor/?

    Quote:
    Originally Posted by Jharber View Post
    I am playing with the idea of a DA tanker, but I am having trouble with what to pick with it. I made a Dark Melee and as much as I love the concept, I don't know if I can overcome the lack of AoE in the set. Will my AoE need be controlled when I get Dark Consumption and Midnight grasp or do those do pitiful damage? I was thinking Electric might be alright since it has a chance to give me end to help with DA end problems. Let me know what has worked for you. TYVM!
    Midnight Grasp does a fair amount of damage. Dark Consumption is useful for endurance, but not up enough to really play a part in an attack chain.

    Dark/Mace has more AoEs, and stuns that may offer some synergy; so do Dark/Stone and Dark/Super Strength. Dark/EM is very consistent, but you want more AoE, and that will give you even less.

    Dark/Dual Blades works if you are going to take only the bare minimum from your primary and concentrate on your secondary, but seems more promising as a scrapper. I have a Fire/DB tanker nearing completion, built on the same principle.
  23. Quote:
    Originally Posted by Walking_Disaster View Post
    Does this SD/Ele build look like it is a cheap and effective build for PvE? i soft-capped Melee, Ranged, and AoE defense without combat jumping, but if CJ on then it is almost at 50%.
    That will surely be effective; I suspect you may have overslotted Physical Perfection a bit, although more endurance is always a good thing. If you are skipping Taunt you may want to add a taunt button to AAO.

    A full set of Obliteration will not be cheap, though, and neither will the Miracles.
  24. The recipe dropped for me while I started levelling an electric blaster, so I crafted and slotted it.

    I wouldn't pay for the privilege, though. Entirely underwhelming. And Short Circuit is so much more effective than the proc, I probably would not notice if it went off.
  25. Quote:
    Originally Posted by SoilentGreen View Post
    Is there more value in trying to sell these recipes at a premium price or do you believe there will be more value in holding on to them?
    I'd hold them. Over time, the value of inf has tended to fall compared to the value of actual recipes and enhancements. If you sell them, you'll pay more if you want them back. The only sure things you can get with inf are what it buys at the in game stores.

    Also, over the next several months it looks like more low level characters will be played compared to level 50s. Fewer purples will be brought to market in the short term.