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Posts
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Joined
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Ice/Ice/Ice is great. Arch/Ment is fun too.
Rad/Eng is my next blaster project. -
I would move the Miracle +recov to Health. You also have a free slot or two in Combat Jumping. There is an error with Phalanx Fighting not counting Ranged damage. No need for the Blessing of the Zephyr in CJ.
The build looks good otherwise. I went a different route for mine, but I like Breath of Fire. It really helps with farming IMO. -
Quote:
Peterbilt = fail!
I always knew I was playing this game wrong.
*jumps off bridge only to be reminded I can't be 1-shotted*
*sigh*
Shortly after I first started playing and I had Ice Ember up to level 15 in Steel Canyon, I was playing with Super Jump and had gotten to the top of the highest building. I jumped off and lost all my health and was laughing... right until an Outcast shot me... I still laugh at that though. -
Quote:Higher damage does not equate to better survivability. I will never play a fire armor scrapper because of my fire armor tank. If Burn was a power which did dependable damage instead of a mitigation through fear power, then you could call fire armor an offensive set. Shield Defense, with Shield Charge, does more damage, to sixteen, than Burn, to five. Against All Odds, with a constant damage bonus, equals out to more damage than Fiery Embrace, every 90 seconds after 3 slots. Blazing Aura, sadly, does not add much damage when the primary AoE attacks have already defeated the spawn.I guess I hadn't thought through the lack of defense/resistance all that well before picking the combination. I just trust that the Devs have factored in as much balance as possible by being able to damage faster than other sets. You don't need to defend yourself against an arrested enemy.
But brings up a good follow-on question. What do I take to maximize survivability? I'm taking the Fighting Pool for the first time on any toon, but what else?
Thank you.
I have a spines/vuln scrapper, fire/shield scrapper, shield/fire tank, shield/ice tank, fire/ice tank, and a stone/fire tank, each at lvl 50. The fire/ice tank is lowest performer by far for damage and survivability. In the same missions, my shield/ice tank was 30% faster on average in completing the mission and did it much safer. I IO'd the fire/ice to 41% S/L defense which greatly helps on the survival scale, but it is still lagging damage wise (of course because of ice melee.) The shield/fire and stone/fire are absolutely great with stone being the best (after IO's to eliminate the negatives.)
my spines/vuln is more survivable than the fire/shield with bosses. the vuln has 27% S/L defense base, and with 10 enemies is at 46% (no tough/weave). The fire/shield scrapper is capped M/R/A. The difference is when a hit gets through from a boss... it hurts. Both annihilate minions and Lts. Which is better... depends on what is being fought. I really like both and I will miss the fire/shield when I deactivate the second account.
I would not want the pain of playing fire armor again in its current state. some people play it and enjoy it, and good for them. For the greater offense makes a better defense, shield wins over fire. dark has similar resistance and better controls and healing. I dont know about elec... i wont play a pure resist set anymore.
I know I have tangents but I hope it helps. -
Quote:I might notice if I played it more. My BS/Regen is retired. I have other endeavors I am playing and IO'ng atm. I rarely soloed the toon.Ice I notice you don't use any of the Achilles Heel procs. Don't you go nuts fighting high resist enemies?
I know when I fight Freaks or Malta I feel like pulling my teeth out. And I'm running armageddon proc in headsplitter in addition to lady grey in every other melee attack (full set of touch of death in parry for the same end result). It's just not cutting it. All smashing/lethal just sucks @#$%^& by itself.
The difference between a Malta Gunslinger and a Circle Mage or Carnie Ring Mistress is massive. I can drop a carnie boss in 4 hits, but gunslingers take over 10 unless I get lucky with crits. Freak Tanks can run into the 15+ range if they heal enough. I wish I could manage to get access to my screenshots, somewhere locked away where Mac users can't see them I have a shot of my hitting a tank with headsplitter and the proc doing more damage than the power. =) Wasn't slotted at teh time, but it's still a fun shot.
It doesn't look like all the bonus regeneration really makes enough difference in your build. only 6.5 hp/second for all that investment? Wouldn't a bit more resist or defense work better? I like the trick of splitting 3 numinas and miracles in reconstruction. You get two full heal IOs that way. I don't think I've seen that in other builds, people are usually aiming for the 5 and 6 set bonuses.
What size groups do you usually run? I go +1/x3 and I can't imagine life without slice to help take out the groups faster. do you just single-target them down getting the occasional second target with headsplitter?
@Werner:
So regarding Fast Healing, slot the three uniques and then use the other three slots to pump healing for all it's worth to max out their effect? I probably don't want 3 separate 2-piece set bonuses, so don't want to use only the full heal IO from each of the sets. Hmm, would I lose much by doing two uniques in fast healing and getting a 5-piece bonus from one set, then putting the third into health and getting a 3-piece? Or maybe go gor 3 three-piece bonuses. Have to look at that. Thanks for the ideas! -
First... get a PC just to run Mids... slacker....
(I am kidding, so dont have macsplosion)
I agree with Werner, dont six slot Doctored Wounds of you go that route. I use Numina's and Miracles for the hit point, regen, and recovery bonuses. I also have Regenerative tissue and regular heal IO's.
I did not take health till 41, so Numina Unique is in fast healing. I also have the Regen Tissue unique there so I can have them as soon as possible if/when I exemp down.
With most sets, I was going for higher regen, hit points, and recovery. LotG+R can be used, but I dont have them. Easy to put in if acquired.
MOG, I have 3 recharges. I would not waste the space on the uniques in this power (or at all really...)
I looked at what I could change to get physical perfection... and I will stick with LBE and Stamina instead. Bonuses work out better.
I included all the extra stuff for you to look at since you dont have mids. (I normaly leave it off to save space.) This may not be the best build, but it is what works for me. It was/is expensive.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(5), LdyGrey-%Dam(45)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(7), Numna-Heal(7), RgnTis-Regen+(42), RgnTis-Heal/EndRdx(42), RgnTis-Heal/Rchg(42)
Level 2: Reconstruction -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx/Rchg(11), Mrcl-EndRdx/Rchg(11), Numna-Heal/EndRdx(13)
Level 4: Quick Recovery -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(13), Efficacy-EndMod/Acc(15), Efficacy-EndMod/EndRdx(39)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(15)
Level 8: Parry -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(23), Mako-Dmg/EndRdx(36), LkGmblr-Def(43), LkGmblr-Def/Rchg(46)
Level 10: Dull Pain -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Mrcl-Heal/EndRdx/Rchg(37), Numna-Heal/EndRdx(37), Mrcl-EndRdx/Rchg(37)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(17)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), M'Strk-Dmg/Rchg(21), LdyGrey-%Dam(40)
Level 20: Resilience -- ResDam-I(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/EndRdx/Rchg(25), Aegis-ResDam/EndRdx(34)
Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(40)
Level 28: Instant Healing -- H'zdH-Heal/Rchg(A), Mrcl-Heal/Rchg(29), Dct'dW-Heal/Rchg(29), Numna-Heal/Rchg(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Head Splitter -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), LdyGrey-%Dam(34), M'Strk-Dmg/Rchg(40)
Level 35: Hurdle -- Jump-I(A)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Health -- Heal-I(A), Heal-I(43), Heal-I(43)
Level 44: Focused Accuracy -- HO:Cyto(A), HO:Cyto(45), HO:Cyto(45)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48), LdyGrey-DefDeb(50), LdyGrey-%Dam(50)
Level 49: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 10% Enhancement(RechargeTime)
- 14% Enhancement(Accuracy)
- 296.2 HP (22.1%) HitPoints
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 110% (6.15 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 4% RunSpeed
Set Bonuses:
Crushing Impact
(Hack)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Fast Healing)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Fast Healing)- 4% RunSpeed
- 20.1 HP (1.5%) HitPoints
(Reconstruction)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Reconstruction)- 2.5% (0.04 End/sec) Recovery
- 25.1 HP (1.87%) HitPoints
(Quick Recovery)- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Parry)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Parry)- 10% (0.56 HP/sec) Regeneration
(Dull Pain)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Dull Pain)- 2.5% (0.04 End/sec) Recovery
- 25.1 HP (1.87%) HitPoints
(Combat Jumping)- 10% (0.56 HP/sec) Regeneration
(Integration)- 12% (0.67 HP/sec) Regeneration
(Whirling Sword)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
(Tough)- MezResist(Sleep) 2.2%
- 20.1 HP (1.5%) HitPoints
(Disembowel)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Head Splitter)- 1% (0.02 End/sec) Recovery
(Head Splitter)- 10% (0.56 HP/sec) Regeneration
(Laser Beam Eyes)- 12% (0.67 HP/sec) Regeneration
- 30.1 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Laser Beam Eyes)- 20.1 HP (1.5%) HitPoints
(Stamina)- 15.1 HP (1.12%) HitPoints
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Quote:Unless you are fighting Freaks, most attacks will have a S/L component to the attack. And with Freaks, the ranged and AoE attacks are energy. Fire damage is more prevalent than cold.Have not done this on a FA....yet.
I softcapped melee on a DA however with tremendous results.
That is the route I would recommend over trying to cap any of the damage types.
All other tanks can draw foes into melee and keep them. Fire, when using Burn, has to deal with ranged damage as well.
If a fire tank uses Burn, foes flee and attack at range before returning to melee.
A fire tank, in my opinion and practice, does better with high S/L because foes will also flee to fight at range. -
A rad without toggles is like an empath without heals. why bother? If you are going to play a rad without toggles, let me get my scraptroller with all of the pool attacks and none of the primary or secondary (except what is required.)
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before the zone level changes, Founders falls was also an option. And, vampires are not out just at night time. However, the spawns are MUCH MUCH smaller and would take longer. I used this to get the accolade on a lowbie before they changed the accolade to be permanent after it was earned.
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I soloed Bobcat on my fire/ice tank in I4... she used Unstoppable twice and I was finally able to get her down. Much has changed since then and I will not try it again. (I hate fighting bosses solo on the fire/ice tank...)
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Quote:ice patch and burn have great synergy. 5 mobs at a time. Ice patch will only affect 5, and will keep most bouncing. Higher level mobs will be able to run off of the ice patch. Burn only damages 5 at a time and will cause mobs to run away from you and your ice patch as fast as they can.I am sure this is answered SOMEWHERE on the forums, but I haven't found it. I am looking for the best way to keep baddies in my burn patch. Does the ice patch put down keep them sliding--even though that doesn't make sense that fire and ice patch would make water? Is ice patch my savior or my bane in a fire/ice tank?
Thanks for any help!
When you get to 41, Earth Mastery can help a bit. I have quicksand, but I didnt have the room for added slows in it. I really cant see much of a difference in runspeed when mobs were fleeing Burn. Take the immobilize though, and it will keep the bosses in your burn patch. -
Quote:As for the Booster itself, let me just say you made one little lemur very happy today guys. Bouncing around and flipping and whooshing has been what LL always did "in my head" and now it's right there in front of me.
For the sake of some other characters I have, I'm hoping someday you guys revisit Sprint, and make all the variants thereof customizable versions of a single Power, then re-allow the slotting of Universal Travel sets in it. That would make for some nicely efficient slotting, without being gamebreaking, and would dovetail so nicely into this new power you added today.
First... I like your gif image. too funny. OK, that is all. -
I have my fire/ice at around 41.5% S/L and it really helps with survival. It also has hitpoint boosts to around 2500. regen is at 340%.
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Quote:Just as an FYI: Ice Melee isn't really the best at mowing through anything. While it's a decent AoE set, the ST attacks are pretty lackluster. It's fun, don't get me wrong, but it might not be the best for what you're looking for.
I agree. Shield/Ice is ok because of the damage buff from AAO. Ice melee single target damage is just pitiful. Don't plan on soloing.... -
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regen is at 803% and max hitpoints are 2358.
S/L def 38.1%
E/N def 34.6%
F/C def 26.4% -
This is my fire/wp scrapper build. I would build a tank similar.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(37)
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(39), RgnTis-Regen+(40), ResDam-I(40)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(9), P'ngS'Fest-Dmg/Rchg(36)
Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Mrcl-Heal(37), Mrcl-Rcvry+(39), Mrcl-Heal/EndRdx(39)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(7), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(50)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/EndRdx(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
Level 18: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Dmg(21), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(23)
Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/EndRdx(43), Efficacy-EndMod/Acc(48)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(48)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(36)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(46)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/Rchg(34)
Level 35: Build Up -- RechRdx-I(A), RechRdx-I(36), Rec'dRet-ToHit/Rchg(43), Rec'dRet-Pcptn(43)
Level 38: Hurdle -- Jump-I(A)
Level 41: Health -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(42)
Level 44: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(45)
Level 47: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48)
Level 49: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(50), Dev'n-Dmg/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 26.1% Defense(Smashing)
- 26.1% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 14.6% Defense(Melee)
- 7.06% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 18% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 361.4 HP (27%) HitPoints
- MezResist(Immobilize) 16%
- 20% Perception
- 5.5% (0.09 End/sec) Recovery
- 142% (7.94 HP/sec) Regeneration
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Quote:tweaks...this is true, plus with the shield def aura manouvres is kinda like the annoying little brother really.
ill tweak it a little and see what i get =)
thanx
[EDIT]
here's the revised build, not sure what power to put in the final slot, probally something to aid the team, but not sure what
Click this DataLink to open the build!
^^^
most things are minor... but I would move the Miracle +recov to health and change one of the Numinas to a Miracle Heal. (the bonus from four Numinas is worthless to you.)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-EndRdx(15), RedFtn-Def(17)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(50)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(27), RedFtn-EndRdx(37)
Level 4: True Grit -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), ResDam-I(9), Numna-Heal(11), Numna-Heal/EndRdx(11), Heal-I(13)
Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Dam%(46)
Level 8: Active Defense -- RechRdx-I(A)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Super Speed -- Zephyr-Travel(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Heal(21), RgnTis-Regen+(21), Mrcl-Rcvry+(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(42)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37), Lock-EndRdx/Rchg/Hold(40)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Grant Cover -- LkGmblr-Rchg+(A)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(36), Mocking-Taunt/Rchg(46), Mocking-Rchg(50), Mocking-Acc/Rchg(50)
Level 35: Hurl -- Apoc-Dmg(A), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(46), Apoc-Acc/Dmg/Rchg(48)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Super Jump -- Winter-ResSlow(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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Actually... I am transported back to college and Lubbock, TX and thinking to myself "omg... I actually went out to a public club with him when he danced like that..." (love ya, Ping) ~Rhea
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Very nice Ping. Rhea said she would give you a dollar.
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Quote:Make a SD/Ice. It is superior to my fire/ice solo or in teams. (SD/Fire is just sick for AoE damage)Ice melee is easily superior to energy melee currently, at least for team tanking. Ice Patch, Frozen Aura, and Freezing Touch are easily superior to Stun or Whirling Hands, although they come later in your build.
I made my dark armor tanker Dark/Ice; while that tanker is not the toughest by any stretch of the imagination; she is a pure melee controller. If the team helps to keep her standing, she can keep any team safe. I wouldn't even bother trying to solo that combination though.
If I could re-roll my Fire/EM tanker into a Fire/Ice tanker, I would do so in a heartbeat. Ice actually helps Fire. EM does not. -
Quote:dont forget... Burn only affects 5 at a time. Shield Charge will hit 16.One thing that nobody has really entered so far is that the Fire/Fire/Pyre is going to have more trouble surviving than the Shield/Fire/Pyre on any content that isn't specifically minion/lt farming. Having had both IOed out to a fair degree, nothing can approach the survivability of my softcapped Shield/Fire. The other benefit I have found to SD over FA is that immob>Burn takes too much time to line up and do the damage compared to one large-radius smash from SC.
Now, Shield/SS/Pyre compares more closely to Shield/Fire/Pyre, however I dislike the Rage crash. It just breaks the flow too much. YMMV.