Heraclea

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  1. Heraclea

    Quills

    Mine is slotted very motley; an Accuracy/Damage Hami-O, four mostly slow, accuracy, and endurance redux from Enfeebled Something, and the Pacing of the Turtle chance for recharge slow.

    I disagree that Quills isn't a good place for a proc like that. It may only have a chance to fire every 10 seconds, but since this is character is built for taking on full team spawns, there's probably going to be something around it can work on.

    As Spines/WP, this character has 3 recharge slows: one in Quills, one in Caltrops, and the Dark Watcher's Despair in Rise to the Challenge. One of them is bound to work.
  2. +2/8, no bosses on my spines/WP, in AE. +2/6 in missions.
  3. I'd go with Regen if you want Martial Arts. There's way too much knockback in that set for my liking, and with Invuln every mob you knock away means you're chipping away some of your defense. We have enough mobs for that; don't need to do it to yourself.

    MA is better, but still not a fan. Cashiering my level 42 MA/Shield and rerolled Electric.
  4. Quote:
    Originally Posted by Orehrepus View Post
    Yea, I should have mentioned that I would like to use SS as my 2ndary. I love knowing I have the strenght of my childhood superhero, the legendary Superman. (Sorry for the corniness)
    In that case, Inv/SS is the classic, high concept combination, and works quite well as a lead tank for a team. Invulnerability can be built to be close to Stone in toughness, without any of its aesthetic or playstyle annoyances, nor dependence on certain otherwise highly overrated powersets in your teammates. It has no problems holding aggro at all.

    If you want a punching set that makes you even tougher, Inv/Dark Melee is the way to go. Having a fast if small self-heal in your attack set is going to make you quite hard to defeat.

    For all around functionality, Shield/Electric is flavor of the month with good reason. This won't make you as tough as Invulnerability, but Shield is quite adequately tough, and has more layering than the other defense based set (Ice). And fewer aesthetic annoyances, since concept seems to be important to you. Where this shines is on teams that want to steamroll or that are being led by controller pets. You get two big, targeted AoEs to help take charge of multiple spawn aggro. And your aura is quite adequate as well. You will solo well, do more damage than most tankers, and be an asset to your team as well with this combo.

    Those are my three current favorites for team utility tanking. I am also a big fan of Willpower, which is also very concept friendly, and a lot more fun to level. But it is somewhat harder to play well, and requires a lot more pro-activity; its usefulness is contingent on not only your own play style but your teammates' as well. The chief difficulty is that its taunt aura does not last very long, so you need to be very busy with taunt, and it favors AoE based sets. If every time you play your tanker you will have the backup of a full team, you'll find Invulnerability gives you an easier time.
  5. Quote:
    Originally Posted by Soulwind View Post
    So how about it? Anything you've never done in the game, but keep meaning to?
    Never gotten a Kheldian of either type to level 20.

    Never gotten the Master of Statesman Task Force badge for any character.

    Never played all the way through the old Hollows arcs, though I've surely seen all of the missions.

    Never gotten one of the Ouroborus debuff badges.

    Never gotten the master craftsman accolade.

    Never gotten a PvP recipe drop.

    Never owned a Warburg nuke.

    Never gotten a respec recipe drop.
  6. 150) Forgotten how to get to a zone at least once.

    151) Gotten stuck at the bottom of Old Faultline

    152) Ran A respec so you could get a vertical travel power so that would never happen again

    153) Do the Mario on boxes to get to the Terra Volta Reactor

    154)Tried to stand on the blimp.

    155) Sheepishly apologised in broadcast to the lowbies that got flattened by your high-level ambush in a low-level zone

    156) Run the mission that spawns the Kronos Titan ambush.

    157) Take a detour on a task force that sends you to Kings Row, to fight one or more Clockwork Paladins.
  7. Quote:
    Originally Posted by Great_White_555 View Post
    Does anyone have a Mid's build for that that they could share? Maybe one that is slotted and such?
    This is the build I am planning on for a second, more carefully planned build for my main, the Inv/SS I rolled back in 2004. Her old build is quite adequate; this should be even better.

    This will be fairly expensive, at least if bought at the market. So you keepa you cotton pickin' hands offa my recipes!

    Hero Plan by Mids' Hero Designer 1.601
    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 -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(15)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Knock%:35(37), Acc-I:50(43)
    Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(3), RechRdx-I:50(34), Heal-I:50(34), Heal-I:50(34), Heal-I:50(36)
    Level 4: Haymaker -- Mako-Acc/Dmg:35(A), Mako-Acc/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:35(5), P'ngFist-Acc/Dmg:25(13), P'ngFist-Acc/Dmg/Rchg:25(36), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(43)
    Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Stun%:30(48)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(33)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(37), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(46)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48)
    Level 16: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17), Numna-Regen/Rcvry+:50(40)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(45), Taunt-I:50(45), GSFC-Build%:50(50)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(45)
    Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Acc/Dmg:30(25), P'ngS'Fest-Dmg/EndRdx:30(33)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), Rec'dRet-Pcptn:20(46)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(33)
    Level 32: Resist Physical Damage -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(50)
    Level 35: Resist Energies -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(50)
    Level 38: Foot Stomp -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(42), GftotA-Def:40(42)
    Level 44: Resist Elements -- S'fstPrt-ResDam/Def+:30(A)
    Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 49: Physical Perfection -- P'Shift-End%:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 17.7% Defense(Smashing)
    • 17.7% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 9.56% Defense(Energy)
    • 9.56% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.8% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 5.4% Max End
    • 5% FlySpeed
    • 98.4 HP (5.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.8%
    • MezResist(Sleep) 3.85%
    • MezResist(Stun) 1.65%
    • 20% Perception
    • 9% (0.15 End/sec) Recovery
    • 16% (1.25 HP/sec) Regeneration
    • 5.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 6% Resistance(Psionic)
    • 5% RunSpeed
  8. Quote:
    Originally Posted by MrBones View Post
    1) How is DB for tanks?
    2) How does the empower combo work? Does it add more +acc and +dam than blinding feint alone?
    3) Does DB feel powerful against mobs at high levels considering the high resists to lethal and tanks low damage modifier?

    Any advice would be great, thanks.
    The main things about DB that I've noticed are that
    • It is a relatively low endurance cost secondary; but
    • The combo system is quite demanding in powers you need to take.
    I like DB best on undemanding tanker primaries like Dark Armor, Fire, and Stone, that are full of optional powers. For primaries like Willpower or Ice, in which only one or two powers are skippable, it makes for a very tight build.
  9. Heraclea

    Statesman TF

    My tanker of choice for STF is Invuln/Dark Melee. Never run it on my Stone tanker; got that one to 50 and lost interest.
  10. Quote:
    Originally Posted by NuclearMedicine View Post
    I have a Dark/Ice/Enrg that I leveled to 50.
    Mine is also Dark/Ice, and I have played the set to 45 --- though this tanker got no love over 2XP weekend, and I'll admit that she only exists because I am a completist on tanker primaries.

    I took, and later respecced out of, the fear aura and the stun aura. I wouldn't recommend that everyone skip them, but I think that the usefulness of those two auras is strongly contingent on getting help from your secondary to make them work. Dark/Ice does not supply what's needed. I thought I might pick them up later in the build, but now that we have a second half-Health and Stamina available, I think the character will get more out of Conserve Power and Physical Perfection. If the character gets that far; I'm out of slots on Victory.
  11. My Inv/DM and WP/DM simply use Touch of Fear on them. That will keep them busy until they are attacked again; more importantly, I always slot it for -tohit.

    Shield/Electric just charges the group with Build Up - Shield Charge - Lightning Rod. There will not be many minions left standing, and Sappers are minions.

    Shield/Mace uses Clobber.
  12. Quote:
    Originally Posted by SpittingTrashcan View Post
    1) Even assuming a build for defense, which is a bit of an odd idea on a DA even if it is the fashion of the age, what does that have to do with travel power choice? And if you are assuming a build for defense, isn't it odd not to take, for instance, CJ?
    That was what I meant. If you can get close to above 30% defense without spending hundreds of millions chasing defense set bonuses, you probably do want CJ to make your life easier.

    The knockdown in Air Superiority is in some sense the functional equivalent of defense; it makes sure that at least one mob won't hit you for a few seconds. Solo and on small teams, it's better than the small defense bonus from CJ. The more mobs you face routinely, the larger the advantage in CJ. But CJ does no damage; it just eats a little bit of your endurance. And DA does not need another toggle.

    With Cloak of Darkness, CJ, and Weave reasonably slotted, you can get to around 20% defense natively on a DA tanker; but the rest is going to have to come from bonuses, and you'll need a great deal.

    And, I dislike Cloak of Darkness, for the same reason I'm not a big fan of Stone, Ice, and Fire: it's concept unfriendly and aesthetically annoying. Not sure if the most recent patch has the promised update that lets you run it without turning your character into a dust bunny.
  13. Quote:
    Originally Posted by munecaroon View Post
    Just looking for any feedback from experienced tankers, those who played them and kept or deleted them.
    Pro's, Con's, possible build and slotting suggestions. Also what's your prefered Travel power(s) for this?
    Ahhh... my least favorite primary and my least favorite secondary. (Not a fan of Stone or Ice, either, but at least they can keep you alive.) You can count on me to give you "objective" advice here.

    I would say that, exactly because of the stuns, Dark Armor is probably the only tanker primary that has any synergy with Energy Melee currently. Energy Melee, despite its general poor performance, remains fairly good at its niche of taking down a single, high priority target fast. Since you get a fairly decent damage aura and a good but very costly self heal in Dark Armor, you can just stand around and wait for things to tick down while you wait for Build Up-Energy Transfer-Total Focus to recharge; the rest of your attacks will just drain you while you thrash around ineffectively with them.

    The stackable stuns should be good enough to keep even bosses stunned fairly reliably. My main concern would be debuffs, especially slows; these are always a problem on a resistance based set, and worse on resistance based sets that rely on a self-heal.

    Travel power? You're looking at major moolah to get a lot of defense on this character, so I'd just go with Flight and Air Superiority, which will be a better filler attack for you than what your secondary gives you.
  14. Quote:
    Originally Posted by Bill Z Bubba View Post
    Why not run in so that both LR and SC are buffed by AAO? I realize that it doesn't look nearly as cool, but if you're going for max damage it would seem to be the thing to do.
    This is what I do solo. I herd first, then hit the BU-LR-SC combo. That usually wipes almost all of the minions quite handily.

    Teamed, I'm usually not as worried about my damage outpit, so I use them consecutively when I need to get two close by spawns under control.
  15. Quote:
    Originally Posted by Rangle M. Down View Post
    You can buy lvl 30-40 SO's from contacts in both Brickstown and Founders Falls. Which zone depends on your origin. If I recall the Magic and Science stores are in Bricks and the others are in Founders.
    Those stores will require you to run a mission for the contact before you can use them. In the Rikti War Zone, there is a store that sells and buys enhancements from 35 through 50 that is open to all, without prerequisite. Entrances to the War Zone are in the Vanguard compounds in Atlas Park, Founders Falls, and Peregrine Island.

    There are similar stores in the Midnighter Club and Cimerora. To get access to these, you must first run a story arc that awards several badges, that you get from Montague Castellanetta (sp?) in the University in Steel Canyon. Doing his story opens the club, Cimerora, and the Imperious Task Force for your character, so this is even more worthwhile than running the origin store missions.
  16. Heraclea

    Manticore

    Yes, they were back last time I ran the TF. On a team that's strong on control and debuff, they're big bouncy sacks of inf and XP; without that, they can be a problem.

    A greater concern is the fact that the timed security chief mission seems to send you very frequently to the AE building basement. Happened the last two tries I ran the TF. The first time, a GM completed the mission; on the second, the team disbanded after waiting 45 minutes or so.
  17. KO Blow is supposed to be a guaranteed mag 3 hold if it hits. The trick is simply to identify the sapper and land this on him before the sapper can get a shot away. I just target the sapper from a distance, turn on sprint, queue up the attack and go follow, so the attack fires immediately when you get in range. This is normally enough.

    A ranged hold like Char is available immediately without deep investment in an ancillary pool as well; this is even better. So is Teleport Foe; the sapper is pretty harmless if it's just you and him. They're really only an issue on teams that think they can steamroll Malta.
  18. Quote:
    Originally Posted by Calash View Post
    My Double XP weekend project was getting my fledgling WP/Elec up to Level 20. Did it solo with a combo of sewer runs and Radio missions. Jacobs Ladder helped alot for the lower levels.
    Electric Melee seems to be a fairly endurance light secondary. This may be a function of the endurance return; on my Shield/Electric, I slotted no attack for endurance modification, but over time it adds up. The multi target splash attacks would help Willpower a lot, though.

    I think you want Hasten to improve the general feel of the set, which is rather slow, although it is possible to get a reasonably fluid attack chain up without pool power attacks.

    Because for 10K inf, every character now has access to the jump pack vendors in the Shard at any level, Super Speed is no longer quite as hard to work in tight builds as it used to be.
  19. I finally broke down and submitted the Satyrs from "Ecloga Prima: Excursio in lingua Latina" (309162) for best villain group. I've been more or less avoiding the creative side of MA since i16 went live, and this was the only group I had enough good screen shots for.

    I will probably be disqualified since I added the same mob over and over again with different powers and costume variations but the same names, and they don't show up as separate critter files, so there's no way I could attach them all properly.
  20. Quote:
    Originally Posted by Bunker View Post
    oh and where was the cape store lol I have 48 costume changes and my "wrestling" attire needs an upgrade
    Also, if you've never run the cape mission, you need to do that to unlock regular capes. Contact the City Representative in the Atlas Park city hall to begin that.
  21. Yansan, shield/electric tanker, 45 > 50
    William Shakespeare, rad/arch defender, 41 > 49
    Ranavalona, claws/wp brute, 0 > 11
    Giulia Tofana, katana/wp stalker, 9 > 17
    Laird of Kinfyre, fire/kin controller, 29 > 35
  22. For Fire/Fire, I would definitely concentrate on your secondary. There have been some positive developments after the Burn nerf, mostly involving the invention system. One improvement has been to Healing Flames, which had its recharge reduced.

    The other improvement involves the invention system. By various single IOs --- Steadfast Protection for resistance, which would be easiest for you to slot; also Karma (defense) and Blessing of the Zephyr (travel); and also various set bonuses, including Kinetic Crash (knockback) -- you can have knockback protection without the need to run Acrobatics, which frankly is a toggle you don't need. The single IOs can be costly on the markets, but can also be bought with the reward merits you get from story arcs and task forces.

    The top three powers of your primary are very optional, as is Temperature Protection. If you choose to keep Burn, I'd recommend that you first get some knockback protection in set bonuses or IOs, then switch to Flight for Air Superiority, which knocks down a single target. Using Burn requires some control to prevent mobs from fleeing. Or you could omit Burn altogether, or use it like Caltrops as a defensive power.

    Unfortunately, while defense has improved mechanically and is easier to supplement with the invention system, resistance now lags behind it. If you want to make an aggressive tanker, I'd consider Shields before Fire now.
  23. Quote:
    Originally Posted by Fantomas View Post
    I'm only at lvl 9 with mine and I'm loving it so far!

    I've noticed all of the high lvl builds skip Havok Punch...just curious as to why? Is it just the long animation time or?
    Mostly, it's the fact that tight builds require some secondary attack to be skipped. Given a choice between Havoc Punch and Jacobs Ladder, I'd still pick Jacob's Ladder despite the long animation. It is pure energy damage; and it occasionally can get a second or third mob in its cone, and given regular tanker play, those are worthwhile things to do.
  24. Quote:
    Originally Posted by DreadedByMoon View Post
    I've been dying to have electric melee on a tanker just for entertainment purposes but when you get down to the numbers I'm just wondering how well it actually does. If anyone has any comments on it and how well it does when you are next to broke when it comes to influence. I'd really like to hear about it. This has kinda been the thing I wanted to bring me back into this game.
    Mine just hit 45. The character has been a joy to play and has levelled up quite satisfactorily. Since I put primary and secondary before pool powers, I don't have Weave yet, but I saved up for the right sets and have just under 44% melee defense; soft capping this out should not be a problem.

    You will not want to skip Build Up on this.

    T intersections in caves (like the familiar one in the first mission of the ITF) will pose no problem for you: you will know exactly what to do when you see them, and will not need to worry about where your teammates are.
  25. Quote:
    Originally Posted by Golden Girl View Post
    I don't think men have anything that's quite light breasts - they really are like a magic power we have
    Quote:
    Originally Posted by BigFish View Post
    Do you get 'light breasts" through cosmic surgery GG? Just curious...
    They're "light breasts" because that's where the lasers are.