Heraclea

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  1. I am currently levelling up a tanker that will never have a travel power. Ninja run plus Hurdle plus Sprint slotted for jump gets around just fine, and if I need more vertical there's always the raptor pack.
  2. Quote:
    Originally Posted by Catwhoorg View Post
    (poly)Butadiene is a type of synthetic rubber. Makes sense to me, assuming you knew that fact. Which I admit I know only due to my chemical background.
    I was vaguely aware that it figured in the manufacture of rubber or plastic; I suppose I had figured that it was a solvent of some kind.

    IIRC, there's also a Thallium Exposure. I do know that thallium is a poisonous heavy metal that makes your hair fall out. That sounds even less appetizing.
  3. Quote:
    Originally Posted by Nethergoat View Post
    And lets not forget if you want level 30's, you have to find the right contact for your origin and run some missions before they'll cough up.
    Technically, the level 30s blueside are available from the origin stores. And the stores in RWZ sell 35+ enhancements without running any mission.

    I always try to get Montague Castanella out of the way at level 10-11 before having to try to do the Lady Jane mission at a level when the CoT maps spawn ghosts that turn invisible and run. So the Midnight Club store will be available to me at that time as well.

    Now, one major disadvantage of SOs is goofy names. "Butadiene Exposure" enhances jump, does it? It sounds like your character has been been sniffing glue. Science is the worst, but the Magic and Tech SOs are almost as obscure. (The Magic/Mutant DOs are probably the worst for pure obscurity.) They do not compare well to Invention: Jump. (I still have a soft spot for the Magic/Natural DO names. Nectanebo, Li Tieh Kuai, and Crowley sound like they ought to be the patrons of the high level magic enhancements, not Hermes, Joule, or Grey.

    Blue side, technology is a favored origin, though. I level by running a fair number of task forces, and 22-32 are the levels you are likeliest to be a heavy user of SOs in a levelling build. I typically run task forces to level, and the main enemies from the task forces you will be running then (Freakshow, Council, Council, Council, Crey) favor tech and science characters.
  4. Heraclea

    Best AoE power

    Will no one put in a good word for Quills? I love it on my spines/wp scrapper. Suits my playstyle of being able to just stand there and watch everything die around me without distracting me with a need to press keys or anything.

    Because of Quills, my WP scrapper is a capable tank. I slotted it a bit oddly as well: one acc/dam Hami-O, one Multistrike acc/dam, and four Pacing of the Turtles with a bit more damage, accuracy, endurance, and the proc for Chance of Recharge Slow. I have that inexpensive proc throughout my spines build, and in Caltrops too.

    They really need to port that set to tankers.
  5. Quote:
    Originally Posted by MedicineWolf View Post
    The final mission of the story arc I'm creating contains ONLY custom-made enemies. I created an AV-, a boss-, a lieutenant-, and a minion-level enemy. I keep running into a specific problem. I would like the "regular" groups of enemies spread through the map to contain only minions. And the "patrol" groups to contain only lieutenants. Finally, I would like the AV to always be accompanied by AT LEAST one boss (even when soloed)...but on a full group, I would love to see the AV, two Bosses flanking him, 1 (or 2) lieutants, and as many minions as possible. I'm going for the "epic battle" feel.
    If you don't care about XP, it's fairly easy to create new groups with only the desired mobs to spawn as patrols. You could create another group of bosses to spawn as an ambush very early in the AV fight. And create groups of your customs with only minions.

    The only thing preventing you is the rule that says that for maximum potential XP and reward, each group must have all three tiers of mobs.
  6. I think that Foot Stomp, ED capped for recharge, will fire just over every 10 seconds. Procs in toggles like Icicles fire every ten seconds. Close to a wash there. But Icicles has an 8' range, and Foot Stomp is 15'. I'd say Foot Stomp is the way to go.
  7. Quote:
    Originally Posted by NICKisdaBeast View Post
    Well I have this dark/armor battle axe tank, got him to level 50 and said to myself, why did I do that?

    Would anyone happen to have a build around for a da/ba tank??

    He is a good tank. The end bar..... is low. The damage, is VERY decent.
    I suppose the critical question here would be, are you going to be running Cloak of Fear or Oppressive Gloom? I don't see much point or synergy for either of those if your attack set is Battle Axe. I'd just stick with Death Shroud and be done with it.
  8. Quote:
    Originally Posted by Deacon_NA View Post
    I'm not a guy that peruses every thread, so I don't know what this is. Would you elaborate a bit?
    More information is in this thread. Basically, the Numina was not only providing its stated bonus, but also enhancing the bonus from other enhancements in the power.
  9. Quote:
    Originally Posted by UberGuy View Post
    There's zero doubt in my mind that this is possible. The main things to bring are +def shielders (cold, FF and - for villains, VEATs), the favored AV debuffs (DR and Regen), and it would be nice to bring a Kin of some kind to help keep people in endurance.
    My rad/archery defender has MoSTF, and he is almost entirely a frankenslot/generic IO build and mostly innocent of set bonuses. For the tanker - when the towers are up no set bonus is going to make a difference versus Recluse, and for the rest of the events of the TF none are necessary.
  10. This represents somewhat more radical surgeroy on your build, getting rid of the Presence pool and freeing up a number of slots for elsewhere. The powers shown don't really require slots in large numbers, so I put them to work elsewhere. You will worsen your endurance problems if you rely on recycling Rage for a to-hit bonus, especially since the Smashing Haymaker set you have several instances of is weak on accuracy.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ziggy: 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: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(50)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Acc-I:50(45)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResDam/Def+:30(42)
    Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), Acc-I:50(45)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(15)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(9), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(17)
    Level 10: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), Acc-I:50(43)
    Level 12: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(13), Zinger-Taunt:50(36), Zinger-Taunt/Rng:50(36), Zinger-Taunt/Rchg:50(37), Zinger-Dam%:50(39)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(19), GftotA-Def/Rchg:40(21)
    Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), EndRdx-I:50(34), Acc-I:50(42)
    Level 22: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(23), Mrcl-Rcvry+:40(23)
    Level 24: Stamina -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
    Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27)
    Level 28: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(46)
    Level 30: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(31), S'ngH'mkr-Dmg/Rchg:35(31), S'ngH'mkr-Dmg/EndRdx/Rchg:35(43)
    Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-EndRdx:40(40)
    Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(36), GftotA-Def:40(37), GftotA-EndRdx/Rchg:40(37)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), EndRdx-I:50(40), Dmg-I:50(46)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- P'Shift-End%:50(A)
    Level 47: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-EndRdx/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 49: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-Psi/Status:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  11. Quote:
    Originally Posted by Capa_Devans View Post
    I'm looking at tweaking my tank and wondered if there's any suggestions anyone here would care to make.
    The shortest way for you to help your endurance issue IMO is to add the three uniques I'm showing in my revision of your build to Health. This also improves your regen. It will not work quite as well in game if a pending nerf goes live, but it should make a large difference.

    I also threw some GotA into your defensive powers; that should help a bit there.

    Why in the name of the Styx are you mucking around with the Presence pool? I swapped out one of the first two powers for Taunt, which lets you keep the same sets. If this is part of your concept and you enjoy it, by all means keep it. Unlike Challenge or Provoke, Taunt is guaranteed to work on archvillains --- those two weak substitutes have a to-hit check --- and if you are working towards a defense capped build I gather you intend to fight the worst of them.

    If you dump the Presence pool, you can:
    • get Tough and Weave earlier,
    • free up a bunch of slots for elsewhere, and
    • get the Energy Mastery epic pool at 41,
    which will do you a world of good.

    This is a light revision of your build, adding some IOs and sets that I thought would help:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ziggy: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Presence
    Power Pool: Fighting

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(50)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResDam/Def+:30(42)
    Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(15)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(9), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(17)
    Level 10: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(43)
    Level 12: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(13), Zinger-Taunt:50(36), Zinger-Taunt/Rng:50(36), Zinger-Taunt/Rchg:50(37), Zinger-Dam%:50(39)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Invincibility -- EndRdx-I:50(A), EndRdx-I:50(19), DefBuff-I:50(19), DefBuff-I:50(21)
    Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), EndRdx-I:50(34)
    Level 22: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(23), Mrcl-Rcvry+:40(23)
    Level 24: Stamina -- EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
    Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27)
    Level 28: Provoke -- Mocking-Acc/Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(29)
    Level 30: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 32: Intimidate -- Abys-Acc/Rchg:50(A), Abys-Acc/EndRdx:50(33), Abys-Acc/Fear/Rchg:50(33), Abys-Dam%:50(40), Abys-EndRdx/Fear:50(45)
    Level 35: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), EndRdx-I:50(40), Dmg-I:50(46)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(46), GftotA-EndRdx/Rchg:40(46)
    Level 47: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-EndRdx/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 49: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-Psi/Status:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  12. Heraclea

    Generic Rant

    A nicely formatted but pointless list of bullet points that contains:
    • a first item;
    • a second, and
    • a fifth.
    • Three, sir! Three!
    • Wait a minute, doesn't that last one make four?
    • And we already used five! Where does that leave us?
    • Numbers above three are witchcraft.
    Conclusion accusing everyone else of being bad at math.

  13. You know the one thing I hate about being a Chiller?

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  14. Quote:
    Originally Posted by Rodion View Post
    other people saying that Wentworth's doesn't have enough common salvage and we should add additional AE ticket purchase options to allow people to buy common salvage directly instead of rolls.
    This is more a function of annoyance at the randomness of random rolls for common salvage than a belief that not enough common salvage is available. It is vexatious to burn through a bunch of random rolls and fill up your salvage bag and still not come away with the item that you need.
  15. Quote:
    Originally Posted by cohRock View Post
    Wentworths ("WW", hero side) is experiencing a heavy market glut on many kinds of invention salvage. It is not uncommon to see 5,000 to 10,000 of the same piece of salvage for sale. It happens villain side too, but not at anywhere near the number of items seen at WW.
    I recommend more aggressive marketing. You need to stand around in Atlas or Cap, constantly broadcasting messages like:Hopefully, by these stratagems, you can drum up some demand for goods that aren't moving well.
  16. Quote:
    Originally Posted by Fire_Minded View Post
    Well, I have been wanting to make a Energy Melee Tanker fro a while now.I just dont know what Armor Set to give it.

    Every Armor set looks as if it'll compliment Energy Melee in one way or another.I just dont know what one to choose.

    As always I aviod taking the same set twice.So the following Armor Sets are out of the question for this build.

    Invln/
    FA/
    Rock/
    Elec/
    SD/
    Ice/

    A few Views would be helpful.
    /EM does not play well with Willpower at all if you want to become a team tanker. For a recharge intensive solo build it might work. Willpower needs more multi target attacks to help hold aggro than you get in EM.

    That leaves Dark Armor. How well it plays will depend on whether the chance for stacking stuns outweighs the fact that /EM is going to put your self heal out of reach for long seconds at a time.
  17. Quote:
    Originally Posted by GATTACA View Post
    I went with WP/Elec, I'll tell you how it goes.
    Was going to suggest Invuln, if only because the endurance return from the first couple attacks is noticeable in long run, but so it goes....
  18. Quote:
    Originally Posted by Ben_Arizona View Post
    Given that bronze rolls are relatively cheap, rolling bronze in the 30-35 range isn't all that bad a way to get the three that show up on bronze rolls if you've got a nice heap of tickets. Of course, that also probably makes them the cheapest to get at WW's.
    At least historically, the Dam/Rech has historically been less expensive and in larger supply than the Acc/Dam, despite the fact that Acc/Dam is theoretically commonest. But the Dam/Rech has an equal chance to drop for anyone on mission completion, rather than being split among teammates, and that may account for its relative availability.

    The knockdown proc is historically cheapest. I usually settle for it, especially on a tanker: having one of these in all of your single target attacks is a fair amount of mitigation and control. The set itself is not particularly well balanced anyways, and is going to need to be supplemented with more accuracy, endurance reduction, and recharge. Slotting KC means losing some effectiveness as a tradeoff for the defense bonus. On a tanker, that's probably a better deal than for a brute or scrapper.
  19. Quote:
    Originally Posted by Biospark View Post
    What is the trick to getting Kinetic Combats to drop ?
    I generally resort to jerk hacking and duping rares and gold, myself.

    If you don't know how, I'm afraid that there's not a whole lot of help I can give you. Running in the required levels may get you them; so will rolling merits or gold ticket rolls (for the dam/end/rech) or tickets (the dam/rech is a Silver, the acc/dam is only Bronze, the rest are Silver/Bronze) in the right levels.

    Trying to roll tickets or merits until you get lucky is definitely drawing to an inside straight. But if you can bring yourself to sell the good recipes that drop for you, you might make enough inf to be able to afford the ones you need at the AH straight up. And if you'd rather craft and use than sell the good recipes, then you've got a bunch of good IOs.
  20. Heraclea

    Willpower?

    I find that Willpower has so much going for it that buffing just about any aspect, whether it be hit points, defense, or regeneration, seems to be potentially fruitful.

    My typical method is to try to get enough smashing and lethal defense to bring that aspect into rough parity with my other defense types; trying to softcap might be more costly than it's worth --- and then go for HP and regeneration bonuses. This is the build I am using on my Spines/WP scrapper:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Betsy Ross (goal): Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Acc-I:50(37), P'ngTtl--Rchg%:50(46)
    Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(7), TtmC'tng-ResDam:50(43), TtmC'tng-ResDam/Rchg:50(43), TtmC'tng-ResDam/EndRdx:50(50)
    Level 2: Spine Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(5), Sciroc-Acc/Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(15), Sciroc-Dmg/EndRdx:50(19), P'ngTtl--Rchg%:50(40)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(9)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(46), Acc-I:50(50)
    Level 8: Impale -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(13), Dev'n-Acc/Dmg/EndRdx/Rchg:50(13), Dev'n-Dmg/Rchg:50(40), Entrpc-Acc/Dmg:35(40), Entrpc-Heal%:35(46)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(15)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(17), Numna-Heal/Rchg:50(17), DarkWD-Rchg/EndRdx:50(42), DarkWD-Slow%:50(43), Taunt-I:50(50)
    Level 18: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Regen+:30(19)
    Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(21)
    Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc:50(23)
    Level 24: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(25), TtmC'tng-ResDam:50(25), Aegis-ResDam/EndRdx:50(42)
    Level 26: Ripper -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(27), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(37)
    Level 28: Quills -- M'Strk-Dmg/EndRdx:50(A), HO:Nucle(29), P'ngTtl-Acc/EndRdx:50(29), P'ngTtl-Dmg/Slow:50(37), P'ngTtl-Acc/Slow:50(39), P'ngTtl--Rchg%:50(39)
    Level 30: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(39)
    Level 32: Throw Spines -- Posi-Dam%:50(A), Posi-Dmg/Rng:50(33), Posi-Dmg/EndRdx:50(33), Posi-Acc/Dmg:50(33), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34)
    Level 35: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(36), AdjTgt-EndRdx/Rchg:50(36), RechRdx-I:50(36)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    Level 41: Boxing -- Acc-I:50(A)
    Level 44: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-EndRdx/Rchg:50(45), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam:40(45)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(48)
    Level 49: Caltrops -- P'ngTtl--Rchg%:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 4.56% Defense(Fire)
    • 4.56% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 3% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 1.8% Max End
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(RunSpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 45% Enhancement(Accuracy)
    • 26.3% Enhancement(RechargeTime)
    • 2.5% Enhancement(FlySpeed)
    • 5% FlySpeed
    • 261 HP (19.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 9.35%
    • MezResist(Stun) 2.2%
    • 8.5% (0.14 End/sec) Recovery
    • 88% (4.92 HP/sec) Regeneration
    • 4.08% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 4.39% Resistance(Negative)
    • 3.13% Resistance(Toxic)
    • 9% RunSpeed



    Code:
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  21. Heraclea

    Generic Rant

    Quote:
    Originally Posted by Starsman View Post
    Unnecessary political comment attempting to relate developer actions to political party opposite of poster's party of choice.
    Reply to political comment ignoring moderator's edit, blaming James K. Polk for selling out to the Rikti and John Tyler for plotting with Nemesis. Suggestion that we wouldn't be in this pickle if only Henry Clay did not have the election stolen from him.
  22. Yes, thanks so much for starting these.

    I will definitely leave mine up. As a result of this contest, I can say with some pride that I have Mission Architect arcs that deal with the most important themes of the game:
    • Jerk Hackers who have gone to the Americans;
    • Lesbian Hellions;
    • and now Kill Skuls.
    My next arc, currently nearing completion, will be Deth Kick Champions!. With that, I will have completed the fourth instalment of my trilogy.
  23. Quote:
    Originally Posted by Organica View Post
    I always skip the proc.
    On tankers and scrappers, I actually like the proc, especially if the set is otherwise lacking in soft control. The fact that it is so often skipped is another point in its favour.
  24. Quote:
    Originally Posted by Sharker_Quint View Post
    fixt? i hope.....
    No. My recollection of the pre-i9 game is that a character alone was constantly struggling to keep SOs out of the red until well into the 40-something levels. Since base storage for enhancements preceded i9, the usual method was to dump surplus level SOs into a bin to be sold by levelling characters.
  25. Heraclea

    Generic Rant

    Quote:
    Originally Posted by Aggelakis View Post
    Partially quoting self because the request for clarification still hasn't been answered. Still does not reference points needing clarification.
    Latin quotation, pompously but pointlessly displaying useless learning for the sake of one-upmanship. Risque macaronic pun, unintelligible to anyone who does not read Latin. Exhortation to kill Skuls, couched in a yet more obscure ancient language.