Heraclea

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  1. A DM/SR scrapper was going to be my Mission Architect baby, the character I got from 1 to 50 mostly on MA content. I succeeded. Eventually. But I don't really recommend the combination as anyone's first choice. I frankly have no interest in soloing AVs, though, so my opinion may be irrelevant. My impression is that a level 50 DM/SR is great fun to play, but not as much fun to level, and the set scales down worse than others.

    My Spines/Willpower scrapper, rolled after the MA baby, hit 50 well before that one did, using a mixture of MA and classic content.

    I thought that having a self-heal in DM/SR, and adding to hit debuff to defense, would make the character close to invincible. The character is, indeed, hard to kill at level 50. But the self-heal has little to do with that; even when slotted for healing, like I have slotted mine, it doesn't overcome the binary nature of a purely defensive set. When you get clobbered, you won't have the lead time needed to make effective use of a self-heal.

    And SR is the worst set I can imagine for exemping down under the current rules. I was going to revisit the content the character missed by levelling in MA. You try to run Synapse on a level 50 /SR scrapper and you'll feel like you forgot to wear anything over your underwear and didn't notice until you got to work. I hope this gets changed in i16, but until then, that character is for level 50 content only.

    Finally, because the auction house is currently broken, it will take a long time to finish your character. The set bonuses you want are restricted to any kind of defense, which curtails your choices: especially since the ones that give you the needed bonuses at less than 6 are the ones for which pricing is currently the most broken on. We need price caps, and we need them now.

    The utility, debuff, and control in Dark Melee work excellently with Willpower. That set provides layered survival with defense, resistance, and regeneration. No one component of it is impressive on paper. Put it all together, and you'll love it to death. Dark Melee gives Willpower a self heal that complements its regeneration. I've played that combo to 50 three times, as brute, tanker, and scrapper, and it's always been pleasant. And because of layering, these characters are all ideal at exemping down for merits.

    My Martial Arts/Shield scrapper is currently level 42 and will stay that way for the foreseeable future. It seems to be a lot harder and more costly to defense cap a Shield scrapper than a Reflex scrapper, and under current conditions it can't be done in a reasonable time with influence gained during normal play. Shields scrappers are making somebody money in China.

    I'm now working on an Inv/DM tanker. That also seems like a fine combination to play. A DM/Inv scrapper might be good too, especially since any /Inv scrapper is going to need a lot of endurance help.
  2. This is the build I've been using on my WP/DM. This will be relatively easy to make. I did what I could trying to max out the use of the exotic sets that DM will take, and since defense bonus rather than hit points and regen seems to be the path of the lemmings, these sets will not be quite as overpriced as others. Still, I'd build mostly with merits and with helper characters like defenders.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Melaena: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Heal-I:30(A), Heal-I:30(3), Heal-I:30(3), S'fstPrt-ResDam/EndRdx:30(34), S'fstPrt-ResDam/Def+:30(43), S'fstPrt-ResKB:30(46)
    Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(39)
    Level 2: Fast Healing -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(5), RgnTis-Regen+:30(7), Heal-I:50(50)
    Level 4: Shadow Maul -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(7), Erad-Acc/Rchg:30(9), Erad-Dmg/Rchg:30(25), DarkWD-Rchg/EndRdx:50(42), DarkWD-ToHitdeb/Rchg/EndRdx:50(42)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(34)
    Level 8: Rise to the Challenge -- EndRdx-I:40(A), Numna-Heal/EndRdx:40(11), Numna-Heal:40(11), Numna-Heal/EndRdx/Rchg:50(13), Taunt-I:50(17), Taunt-I:50(17)
    Level 10: Air Superiority -- Acc-I:50(A), T'Death-Acc/Dmg:40(13), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dmg/EndRdx:40(46)
    Level 12: Quick Recovery -- EndMod-I:50(A), Efficacy-EndMod/Rchg:50(15), Efficacy-EndMod:50(15)
    Level 14: Fly -- Srng-Fly:50(A), Srng-EndRdx:50(45), Winter-ResSlow:50(45)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), Numna-Regen/Rcvry+:50(19)
    Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
    Level 22: Mind Over Body -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx/Rchg:40(23), TtmC'tng-ResDam:40(23), Aegis-ResDam/EndRdx:40(34)
    Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25)
    Level 26: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Rchg:50(27), Nictus-Acc/EndRdx/Heal/HP/Regen:40(27), RechRdx-I:40(31), Acc-I:50(33)
    Level 28: Soul Drain -- GSFC-Build%:50(A), GSFC-ToHit/Rchg:50(29), RechRdx-I:50(29), RechRdx-I:50(33), Acc-I:50(48)
    Level 30: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(31), LkGmblr-EndRdx/Rchg:40(31), LkGmblr-Rchg+:40(37)
    Level 32: Strength of Will -- ResDam-I:40(A)
    Level 35: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(36), Abys-Acc/EndRdx:50(36), Abys-Fear/Rng:50(36), Abys-Acc/Fear/Rchg:50(37)
    Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), Acc-I:50(40)
    Level 41: Salt Crystals -- CSndmn-Acc/Rchg:30(A), CSndmn-Acc/EndRdx:30(42), CSndmn-Acc/Sleep/Rchg:30(43), CSndmn-Heal%:50(45), CSndmn-Sleep/Rng:50(46)
    Level 44: Boxing -- Acc-I:40(A)
    Level 47: Tough -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/EndRdx/Rchg:50(48), ResDam-I:50(48)
    Level 49: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/EndRdx/Rchg:40(50), S'dpty-EndRdx:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 3% Defense(Melee)
    • 4.56% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.85% Max End
    • 37.5% Enhancement(RechargeTime)
    • 41% Enhancement(Accuracy)
    • 2.75% Enhancement(Terrorized)
    • 5% Enhancement(Sleep)
    • 10% FlySpeed
    • 477.9 HP (25.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 7.15%
    • MezResist(Sleep) 4.4%
    • 2.5% (0.04 End/sec) Recovery
    • 48% (3.76 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 14% RunSpeed
  3. I am building a new Invulnerability tanker (Inv/DM) based at least partially on this guide.

    I do have the Kinetic Combat already. They were all bought with merits, either earned by the character or by some other --- what's a Defender going to do with set bonuses, anyways? I refuse to pay the prices the market seems to be asking for .... well, pretty near anything.

    Dark Melee is good for this. It allows you to pick up debuff sets that are out of reach for more conventional melee sets.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Omphale: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(40)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Acc-I:50(36), Acc-I:50(43)
    Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(3), Dct'dW-Heal:50(7), Mrcl-Heal/Rchg:40(9), Mrcl-Heal/EndRdx/Rchg:40(43)
    Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(5), M'Strk-Dmg/Rchg:50(5), M'Strk-Acc/EndRdx:50(13), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46)
    Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), Acc-I:50(36)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-EndRdx:40(33)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Taunt -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(37), Annoy-Taunt/Rchg/Rng:20(50)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Heal/EndRdx:40(17), Mrcl-Heal:40(17), Mrcl-Rcvry+:40(50)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-EndRdx/Rchg:50(25), GSFC-Build%:50(31)
    Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(46)
    Level 22: Siphon Life -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(23), Nictus-Acc/Heal:50(23), Nictus-Acc/EndRdx/Heal/HP/Regen:50(34), Nictus-Acc/EndRdx/Rchg:50(37)
    Level 24: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg:50(A), SipInsght-Acc/ToHitDeb:50(34), SipInsght-Acc/Rchg:50(34), SipInsght-ToHitDeb/EndRdx/Rchg:50(37), SipInsght-ToHitDeb:50(42)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(27)
    Level 28: Soul Drain -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(31), M'Strk-Acc/EndRdx:50(48)
    Level 30: Resist Physical Damage -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(36)
    Level 32: Resist Energies -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Boxing -- Acc-I:50(A)
    Level 38: Midnight Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(39), Enf'dOp-Acc/Immob/Rchg:50(39), Enf'dOp-Acc/Immob:50(39), Dmg-I:50(40), Dmg-I:50(40)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(46), RctvArm-EndRdx:40(48)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45), GftotA-EndRdx/Rchg:40(45)
    Level 47: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
    Level 49: Resist Elements -- Aegis-Psi/Status:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  4. Quote:
    Originally Posted by Rao View Post
    In short, can anyone of you forum alumni shed some light on the Dark melee / fire aura combo?
    You have chosen well. You get two, relatively fast, self-heals and a lot of utility. And since you get Midnight Grasp, you may find a use for Burn as something other than an aggro dump.

    And the two sets just look good together. Where there's fire there's smoke.
  5. As an American, I thank you. And I hope to see you back when your tour is complete.
  6. Quote:
    Originally Posted by Shannon_EU View Post
    Sleep potential ambushers on a steam roll maybe.
    Most of my Willpower tanks get Salt Crystals, and Quicksand if they can. Again, Salt Crystals is also a defense debuff. The Sleep sets are one of the few reasonably priced any more. Call of the Sandman has attractive bonuses.

    The point of Salt Crystals is not the sleep; it's a HUGE 30' AoE that debuffs defense, and carries with it a full taunt payload versus everything it hits. This is very nice in case an unexpected spawn gets aggroed. It stops some, and all who are stopped are also taunted to you even if attacked by somebody else.
  7. Quote:
    Originally Posted by McBoo View Post
    Unyielding used to root your tanker to the spot where it was activated and Perma-Unstoppable tankers were all the rage.
    This was the case for around the first week or so that I was in the game; Heraclea's in-game birthday is Dec. 24, 2004. Also, you could not run Unyielding Stance and Temporary Invulnerability at the same time; having one meant turning the other off.

    What I miss about those days mostly was the freedom to make concept characters. I skipped Dull Pain because I erroneously believed it had a hit points crash when it wore off. Unstoppable was out of the question. (Still is; one of the few key things about my concept I've kept). I actually liked the incompatibility of TI and UnS; turning Unyielding on meant that you were standing still and concentrating on deflecting attacks, something I could easily imagine my character doing.
  8. I nominate:

    Eagor to Please - 169260

    by @Gno Man
  9. I would be happy to see Invulnerability get a viable non-toggle option selectable at level 1. Not sure that fronting Tough Hide would feed the weasel, though.

    RPD gives a base resistance 10% to physical damage. If you three-slot it before level 12 you can get that to just under 12%.

    TH gives base defense of 5%, general coverage except Psionics. Three slotted, you get under 6% at TO levels.

    The only advantage you'd get from Tough Hide at level 1 is that the bit of defense it would give you would be valid against all but Psionics. Other than that, the two powers look about equally weak - especially given that non-physical damage is not all that common at those levels. Defense rather than resistance would mean that low level Invuln tankers would have health that yo-yos a lot more, which would be a problem given that Invuln was never intended to rely to a great extent on its slooow self heal for survivability.

    If we want to make life easier for lowbie Invuln tankers, swapping Unyielding and Resist Energies would make a lot more sense.
  10. Quote:
    Originally Posted by Bringer_of_Pain View Post
    What type of Tank can deal out alot of damage and hold his own against EB's? Not to mention one that isn't an inspiration poping nightmare.
    All of them are quite capable of holding their own against elite bosses. Willpower is IMO the most inviting / fun primary to play for tankers (as well as brutes; for scrappers it competes with Regen).

    If you are considering a scrapper, I'd go with spines / willpower. My spines/wp scrapper is a reasonable substitute for a tanker. A tanker should not only be able to survive and defeat elite bosses, but also hold their attention and defend a team from them. Spines/WP works that way also.
  11. Fire/fire is the healthiest of the Fire combinations: the Fire primary has a power that benefits Fire damage specifically, and benefits other secondaries not enough to bother with.
  12. Note the difference between $name and $target.

    $name will insert a player name the mob is "aware" of, usually the team leader.

    $target is more useful in "Boss Kills Player" text and the like. Like the same speeches in non-AE content, it fires when the boss kills imps, pets, and such. It will announce the specific name of the mob or player the boss has targeted.
  13. Again, this sounds awesome. Not much more to add. It also looks like you're searching for a solution to a problem I've come to notice more and more recently.

    I enjoy melee characters, tankers and scrappers, best; and I've recently been exploring those sets to move beyond my favorites (like Willpower) into new ones (like Super Reflexes). And it's become quite obvious that the defensive sets do not scale down well. The layered ones (Willpower, Invulnerability, to some extent Shields) and the regeneration ones (WP, Regen) do better. Defensive sets use defense as their chief, sometimes only, sort of mitigation; and need to keep the base figures high against multiple damage types or positions for the performance they've come to expect. Layered sets have more fallbacks: defense, resistance, regeneration, click heals.

    I don't think I've ever run the Positron TF on my Dark/Reflexes level 50 scrapper - and I don't want to, either. Every defensive power you lose access to means a hole in your defenses, and so anything below Numina is going to be a problem - especially since your defenses are secondary and come in at higher levels.

    The current setup strongly favors certain survival power sets over others for the "milk runs" for merits and cash. This comes between players and the sets they want to explore or the concepts they want to create. That ain't right.

    Edit: Two redname posts in a row. Does that mean I get a second first?
  14. That build looks fairly good. The only thing that stuck out at me obviously was that the Numina Regen/Recovery belongs in Health rather than in Dull Pain, IMO. I gather you took Hover rather than AirSup as a set mule. If you're doing that, put Winter's Gift slow resistance in CJ; it will be available soon enough. You could also get a bit more mileage out of your Reactive Armors by moving some slots around - I moved them out of Taunt, which I never six slot.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The American Saint Inv/SS: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(15), S'fstPrt-ResDam/Def+:30(48)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), P'ngS'Fest-Acc/Dmg:30(9), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), P'ngS'Fest-Dmg/Rchg:30(21), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37)
    Level 2: Dull Pain -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(7), RechRdx-I:50(11), RechRdx-I:50(23)
    Level 4: Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(33), P'ngS'Fest-Dmg/Rchg:30(36)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(46)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Rchg:50(25)
    Level 12: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
    Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), Numna-Heal/EndRdx:50(27)
    Level 18: Invincibility -- EndRdx-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), DefBuff-I:50(31)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(27)
    Level 22: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), P'ngS'Fest-Acc/Dmg:30(31), S'ngH'mkr-Dmg/EndRdx:35(37), S'ngH'mkr-Dmg/Rchg:35(39), S'ngH'mkr-Dmg/EndRdx/Rchg:35(39), P'ngS'Fest-Dmg/Rchg:30(39)
    Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(29), DefBuff-I:50(29)
    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
    Level 30: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(36), P'ngS'Fest-Dmg/Rchg:30(36)
    Level 32: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(42), RctvArm-EndRdx/Rchg:40(48)
    Level 35: Boxing -- Acc-I:50(A)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(42), Sciroc-Dmg/Rchg:50(43), Sciroc-Acc/Rchg:50(45), Sciroc-Acc/Dmg/EndRdx:50(46), Sciroc-Dam%:50(48)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:30(43), RctvArm-EndRdx:40(43)
    Level 44: Weave -- DefBuff-I:50(A), DefBuff-I:50(50), EndRdx-I:50(50)
    Level 47: Resist Elements -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(50)
    Level 49: Combat Jumping -- Winter-ResSlow:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
  15. If Hand Clap did knockdown rather than knockback, at least for even con foes and higher, it probably would be worth a look. After all, nobody who takes Stone Melee should skip Fault.

    It may be of some use for DA/SS tankers who will benefit from stackable stuns. For WP/SS tankers, Hand Clap is pure poison. For other tanker primaries, it is simply useless.
  16. Do you have Stealth yet? Stimulant? Jump Kick? Group Fly? Whirlwind? Is there a travel power pool you aren't in yet? Whichever of Swift or Hurdle you didn't take?

    All of those would be more useful than Hand Clap.
  17. Heraclea

    DM/WP build help

    Quote:
    Originally Posted by TerraScorcher View Post
    Thanks for the build Heraclea,
    question
    Would you take air sup if you had your city traveller badge?
    It's awesome mitigation in the lower levels (higher levels too for that matter).
    but in an IO build if you had the chice would you keep it or use the slots elsewhere?
    If I were going on a purely defensive-oriented build, I would not take it. Combat Jumping is also attractive, especially on larger teams. On small teams and solo, AirSup > CJ; on 8 person teams, CJ > AirSup.

    On the other hand, all of my willpower builds are happy to exemp down to run anything from Posi forward for merits. The defense oriented sets (SR, Shield) do not scale down well. Losing secondary powers means opening holes. Willpower works better across the whole game. And if I am going to be doing that, I indeed want Air Superiority.

    Being able to go directly to a travel power at 6 may well make the tier 2 powers look more attractive. But mine is a few months away.
  18. Heraclea

    DM/WP build help

    This is what mine is building towards .... although in Today's Economy I'd rather grind out the merits to buy the enhancements than grind out the inf to get them at the AH. It should also be pretty effective without relying on perma-Hasten or purple sets.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Bertha Butress: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(40), C'ngImp-Acc/Dmg:50(40), F'dSmite-Acc/Dmg:40(46)
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(15), S'fstPrt-ResDam/Def+:30(43), ResDam-I:50(50), ResDam-I:50(50)
    Level 2: Shadow Maul -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(5), SipInsght-Acc/Rchg:50(5), SipInsght-Acc/EndRdx/Rchg:50(15), Dmg-I:50(39), Dmg-I:50(39)
    Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Rchg:50(9), Nictus-Acc/EndRdx/Heal/HP/Regen:50(9), Mako-Acc/Dmg:50(13), Mako-Acc/EndRdx/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(39)
    Level 10: Indomitable Will -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(11), DefBuff-I:50(50)
    Level 12: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(46), C'ngImp-Acc/Dmg:50(46)
    Level 14: Fly -- Flight-I:50(A)
    Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Taunt-I:50(27), DarkWD-Slow%:50(48)
    Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
    Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
    Level 24: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(43)
    Level 26: Touch of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(27), SipInsght-Acc/Rchg:50(36), SipInsght-ToHitDeb/EndRdx/Rchg:50(37), SipInsght-Acc/EndRdx/Rchg:50(37)
    Level 28: Soul Drain -- Oblit-Acc/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Rec'dRet-ToHit/Rchg:20(31), Rec'dRet-Pcptn:20(36)
    Level 30: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(31), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(36)
    Level 32: Midnight Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(33), Enf'dOp-Acc/Immob/Rchg:50(33), Enf'dOp-Acc/Immob:50(33), Dmg-I:50(34), Dmg-I:50(34)
    Level 35: Boxing -- Acc-I:50(A)
    Level 38: Strength of Will -- ResDam-I:50(A)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(45), GftotA-EndRdx/Rchg:40(45), GftotA-Def:40(45)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(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:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 21.1% Defense(Smashing)
    • 21.1% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.1% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 3.6% Max End
    • 3% Enhancement(Immobilize)
    • 27% Enhancement(Accuracy)
    • 8% FlySpeed
    • 85.3 HP (6.37%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 6% (0.1 End/sec) Recovery
    • 6.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 8% RunSpeed
    • 4% XPDebtProtection
  19. You should generally attempt to have three attacks available by level 10, since it's likely that those three attacks are going to be the ones that are going to carry you to level 20 and possibly further.

    My usual choice is Air Superiority and the tier 1 and 3 attacks of your secondary. For Mace, this would mean skipping Pulverize in favor of AirSup. AirSup opens a travel power at 14. If you choose to postpone a travel power your build may be freer in other respects.
  20. Yeah. You already know that I'm going to tell you that Mind over Body and Heightened Senses can be postponed. WP/SS is a special case, because KO Blow opens up at 20. So that combo is an exception to my usual "get Stamina at level 20 like everybody else" advice. On my most recent WP/SS, I took MoB at 22 as usual, but no Stamina until 26. (24 was Taunt, BTW). Heightened Senses I took at 30, as usual.

    It remains the case that MoB's endurance drain does more damage than the pre-SO resistance it offers saves you from. If you take it, don't leave it on. HPT, Health, and RttC will see you through anyways, and they are indifferent to damage type and position. So why take a toggle you aren't running?
  21. You slot Red Fortune when you are looking to slot a defense power efficiently without investing slots, and don't care about the bonuses. Using it allows you to take care of the basics and maybe free up a slot. You can get a good deal out of it by cherrypicking the "good" enhancements (defense, endurance) while minimizing the undersirable "enhancement" (recharge) in the set.

    You slot LotG because you want the valuable hit point and regeneration bonuses, and you covet the +recharge enhancement. Overrated, IMO, especially for something like Shields that contains no self-heal and a tier 9 that's unenhanceable for recharge.
  22. If you're taking Super Jump, do take Combat Jumping rather than Jump Kick. More defense is good. I always plan on Flight and Air Superiority, but mostly because Air Superiority has an excellent chance to incapacitate a mob briefly, which is much the same as more defense, but with added damage. A lot depends on your solo/team ratio. The more you solo, the better AirSup is; the more you team, CJ is the way to go.

    All of the builds I posted are quite workable with regular SOs or IOs as well as the sets shown; I only posted the sets version because those were the ones I saved. I do not believe in slotting up stuff you wouldn't slot otherwise to grab set bonuses; all those builds are playable with just SOs. My DM/WP Brute guide does contain a few words about how to use some of the sets that are in less demand to get good set bonuses without spending a great deal for them.
  23. I just started a Katana/WP stalker (well, technically, Ninja Blade; is there something about stalkers that makes the Katana name somehow wrong?) that I intend to tune for PvE, and level up mostly on SF's when I get within those range.

    I plan to make my character team friendly by taking TP Friend, and maybe, eventually, Teleport as a travel power; though I am having difficulty figuring out how I am going to be working in a travel power at all. I may just slot up Hurdle.
  24. Quote:
    Originally Posted by Teehka View Post
    My questions are (don't laugh), how do I slot taunt? Do I even need to slot it? Are there different ways to slot it? I had only the original enhancement slot with range in it so far.
    Generally, it isn't necessary to slot Taunt. I usually devote two slots to it and put in two Mocking Beratement (the cheap level 50 set) to buy a small endurance bonus. Taunt, Recharge, and Range are good; you don't need Accuracy.

    Quote:
    On Rise to the Challenge, should I slot for -to hit? And if so, how many?
    Don't slot RttC for -to hit, at least not directly. I have a standard recipe for RttC, which is the only power in your primary that really needs six slots.

    Two Heal/Endurance frankenslotted from the cheaper heal sets, of which there aren't really any, but we're not milking bonuses here either. One full Heal, either to complement your frankenslot (if you are lucky) or generic.

    Two generic Taunts; that's all it's supposed to take. Unfortunately, you can't slot taunt sets in taunt aura powers.

    One Dark Watcher Despair Chance for Recharge Slow. This is from a to hit debuff set. This gives a 20% chance to apply a 25% -recharge effect on every critter being affected by your aura.

    If you want to at least get your feet wet with inventions, these are the ones to choose first.

    Quote:
    And, are tough and weave really necessary for a willpower tanker? I took the medicine pool for the occasional Aid Self, would switching out be worth it?
    I wouldn't say they're necessary but they are very helpful - especially Tough. This is one reason why I dislike the WP/DB combination; it is a very tight build because of the combo system, so working in full Fitness, full Fighting, and a travel power requires sacrifice.
  25. Numbers over twelve are witchcraft. Nobody I know has that many fingers.

    But I agree, this ought to be a guide. The thing about defense is that, at least before the soft cap, adding even a little adds a large benefit. 3% defense is worth pursuing. 3% resistance is a joke.