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Quote:yes, barrage, EP, and BS could be crammed into a buzzsaw chain and in EM's glory days you could toss in ET without any wait time. and that was the fun for me. BU>TF>ET>BS used to destroy pretty much everything and everyone because it was so much damage over a small amount of time. that's what you picked EM for - huge orange numbers in melee. you can do the same thing now just... slower.I don't know about 'distant', but I agree that Dark Melee is famously suitable for 'buzz-saw' builds, and Dual Blades is also a fast target-focussed set.
At lower levels, Energy Melee definitely fits the buzz-saw mentality and when ET and TF come in... Well... You're still a buzz-saw, with two clown-sized sledgehammers attached.
Be Well!
Fireheart
DM is the buzzsaw powerset and it gives the added benefit of a consistent heal while killing things. my DM/SR gets a 280hp (20% hp) heal every 4-5 seconds and while I also have aidself, I rarely use it as a result. -
Quote:If you want to keep the 3 steadfasts for the +hp that's okay. I was just pointing out that you don't need KB protection since you'll be able to keep Domination on 95-99% of the time (due to moments when you die/respawn and first log in - basically when you have to build up domination). Domination gives you protection against Knock effects.Yea but then I'd have a little less hp and zero kb prot
Yea I can do that no problem, won't change my def much thanks
But won't I want sleet to be up always, plus the tohit shouldn't change too much would it?
Yea I'll probably do that too.
Sleet: with your global recharge and hasten, that Rech IO is only shaving off a few seconds. The effects of sleet don't stack, so getting the recharge to just make it perma is good enough.
For the tohit buff - more never hurts anyone -
If you wanted to be a 'buzzsaw' I'd stay away from energy melee. Granted the set was slow to begin with, now it's unbearable (for me anyways) since ET got 'balanced'.
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A few suggestions that focus on helping your blue bar a little bit. Change that KB prot. IO in tough to a end/res IO or Ribosome. Change the Def IOs in Maneuvers, Weave, and FA to Def/End/Rech to help ole blue more (you lose ~2% def but still remain softcapped). Finally - not endurance related - take that recharge IO in sleet and move the slot to CJ and place a Kismet 6% tohit in it. Actually I would rearrange the build to get CJ sooner so you can get the bonus at lower levels (if you exemp).
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Quote:You're build is so expensive because you have 2 more purple sets than you can fully utilize set bonuses for. More importantly, why would you put Fort. Hypnosis in Charged Brawl rather than Static Field? Fixing the obvious flaws you can push the global recharge to almost 140% without hasten, which means domination is perma without hasten.This is a build I'm thinking of using on My Elec/Elec. Currently lvl 27, and loving this toon. This build is expensive.
That's all I have to say about that build. Moving on to the OP.
As far as your build goes, the only glaring flaws I see are the existence of knockback protection IOs in the build. You don't need these with domination running. Speaking of domination, you could probably scale your global recharge back at least 10%. You've planned for 135% which is impressive, however, with 125% domination is still perma without hasten. Dropping that 10% would be easy and free up some slots if you dropped them from conductive aura and build up.
You've got options. I haven't played an elec/ past level 5 but looking at the powers it looks like a set that encourages being in melee. So you could shuffle things around and shoot to softcap S/L defense while still being permadom. It would require you to change your epic, though. Just a thought -
Quote:You can make Hoarfrost perma (not near perma) without the use of the spiritual alpha. You can do this while softcapping defense and getting significant +hp/regen. My Ice/Ice has 82.5% global recharge AND Hasten to add to it.I stuck to Cardiac because it gives the greatest boost overall. The defense boots you are going to get is going to be very very small especially if you are already at the softcap. You might go spiritual as it could probably get you very close to Perma Hoarfrost and Enegry Absorption recharging faster. Just keep in mind faster recharge usually leads o faster end drain.
Uberness is overrated IMO. Ice Tankshave several survival tools. Use them all.. Defense is one.. Hoarfrost is another.. Hibernate is another.. and then depending on your secondary you might have some mitigation there as well. Use all the tools at your disposal. use Inspirations.. thats what they are there for... -
Quote:I might have to swap my Icer's alpha to Spiritual as I'm also using Rebirth.Rebirth is a Destiny slot power for Incarnates. You can unlock it by doing Incarnate Trials.
The tier 4 radial(right side of the tree) version of Rebirth gives you a wide PBAoE Heal and +Regen, which I believe averages out at +433% Regen. Now, that Heal and Regen are both affected by Spiritual's +33% Heal component, which means that +433% Regen turns into +576% regen. That's 143% more Regen out of Rebirth's Regen component, which translates to about 20 HP per second with capped Tanker HP, and that's before taking into consideration the extra regen in Health and extra heal in Rebirth and Hoarfrost.
So to sum it up, the Spiritual Alpha gives you over 20 HP/Sec, if you have capped HP and the T4 Radial Rebirth Destiny power.
I chose cardiac originally because while my endurance is fine while fighting groups, EA wasn't keeping up enough while fighting single hard targets. My EA is slotted to balance +def and endmod.
I experimented with a T3 Nerve to boost my defense in the iTrials. My build went up to 52% def pre-EA and 60-61% with a full EA boost. However, I haven't used it since as I was able to hit 55% def without it while using EA. -
Quote:Sorry. I didn't know what to call the proc powers. Those were the 2 names that first came to mind when I wrote it up. In my head the theme remains the same. You're throwing a glob of goo at something and there's bound to be some splash. Due to the size of the glob, however, splashing everyone in a 10' or 15' radius is a bit unrealistic to me. Splashing that goes in a random direction due to what was hit and hits an addition group of foes, but not necessarily everyone, makes more sense to me.Personally I'm not too keen on the chance-to-infect idea for Weaken/Envenom. While I do think it would be a nice (and interesting) boost to the powers' performance, it jars with me a bit for the theme - it feels more like something a Disease set would have, rather than a Poison set (and in my mind the two are distinct). Admittedly my knowledge of toxicology is limited, but I never really think of poison as being something that'll spread from person to person.
It's a minor quibble, I know, s'just something that doesn't feel quite right to me. Possibly I'm alone in this.
The names can be easily changed to fit the needs of theme.
And before anyone asks, I see Noxious Gas being a toggle as you shoot a poison that evaporates in their body in such a high quantity that it begins seeping from their pores to affect everyone around them. -
Let's keep the thread going! Have to keep at it for it to ever get attention (just ask the tanker forum about changing Ice Melee).
Now, I put this together based on most of the changes that I collected (might be some new ones, too). I'll go over the reasoning behind certain changes as well. I tried to keep the base essence of the set together while also making it more unique. A lot of the ideas I put together here are based on the powers splashing after contact and either leaving some residue (Alkaloid's +regen) or splashing onto something else (proc nature of Envemon/Weaken and TAoE of Antidote).
Feel free to take this and run with it - modifying numbers and the lot.
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Alkaloid -- Kept single target and added a regen buff in hopes that you don't have to spam it constantly. The +regen acts like the Destiny power, Rebirth as you get a quick burst of higher regen that tapers off over the duration of the buff.
16.25 End - 4sec Recharge - 80' Range - 1.53sec Cast
17.6% Heal
15% Toxic Resistance for 60sec (Effect does not stack from same caster)
+100% Regen for 15sec (Ignores enhancement/buff) (Effect does not stack from same caster)
+50% Regen for 15sec (Ignores enhancement/buff) (Effect does not stack from same caster)
+25% Regen for 30sec (Ignores enhancement/buff) (Effect does not stack from same caster)
Envenom -- Making this power behave like the Contagious Confusion proc would make it very unique among debuff powers and still retains the single target emphasis of the original power. You still have to be selective of targets and watch spamming the power, but you will get an 'AoE bonus' from time to time. Made the effects partially unresistable to make set stronger against single, hard targets.
13 End - 12sec Recharge - 70' Range - 1.33sec Cast
-22.5% Def (All) for 30sec (50% effect unresistable) (Effect does not stack from same caster)
-30% Res (All) for 30sec (50% effect unresistable) (Effect does not stack from same caster)
+15% Res (Heal) for 30sec (Effect does not stack from same caster)
-50% Regen for 30sec (50% effect unresistable) (Effect does not stack from same caster)
GrantPower Contagion (Contagious Confusion) (33% Chance)
20sec variation of Envenom to Target
Weaken -- See Envenom for reasoning. The proc power has a different name because I thought that it would conflict with 'Contagion' from Envenom. Both, however, behave the same way.
13 End - 12sec Recharge - 70' Range - 1.33sec Cast
-11.25% ToHit for 30sec (50% effect unresistable) (Effect does not stack from same caster)
-22.5% DmgBuff for 30sec (50% effect unresistable) (Effect does not stack from same caster)
-74.5% Special for 30sec (50% effect unresistable) (Effect does not stack from same caster)
GrantPower Infection (Contagious Confusion) (33% Chance)
20sec variation of Weaken to Target
Neurotoxic Breath -- Increased duration and cone a bit and added a ToHit debuff. You're essentially projectile vomitting at a spawn, so it's reasonable that some of that will get in their eyes.
13 End - 30sec Recharge - 60' Range - 2.67sec Cast - 45deg Arc
-65% Recharge, JumpHeight for 25sec (Ignores enhancement/buff) (Effect does not stack from same caster)
-65% Movement for 25sec (Effect does not stack from same caster)
-5.25 MaxRunSpeed for 25sec (Ignores enhancement/buff) (Effect does not stack from same caster)
+3.576sec Held (Mag2) (25% Chance)
+2sec Held (Mag2) (25% Chance)
-11.25% ToHit for 25sec (Effect does not stack from same caster)
Elixir of Life -- The only change that I think would be awesome would be to make this a pbAoE rez with 15' radius. Rezzing your whole team after a wipe to watch them all puke some time later (and probably wipe again) would be hilarious!
No Changes
Antidote -- Increased the endcost due to it being AoE and increased range to match Alkaloid. Removed Cold resist and added Debuff resistance (not sure what debuffs should be added aside from keeping slow). Yes you can basically get mez protection for yourself, but that's not so bad since other sets do that as well while still being able to debuff things (Traps). Since that is the case, could be better to make this pbAoE, instead.
10 End - 4sec Recharge - 80' Range - 1.53 Cast - 90sec Duration
+Res Stun, Hold, Sleep, Immob, Confuse, Fear, Slow, Debuff
Friendly Targeted AoE 15' Radius
Paralytic Poison -- Added -regen so it still has some use against hold resistant mobs.
9.75 End - 16sec Recharge - 70' Range - 2sec Cast
Mag3 Held for 10sec
-100% Regen for 10sec (Ignores enhancement/buff) (Effect does not stack from same caster)
Poison Trap (Poison Gas) -- Cross bred Poison Trap and Static field for this one. Added the -ToHit because it is a gas cloud, after all. Kept the hold procs the same as NB for those mobs resistant to sleep. Still a skippable power, but now useful, too.
15.6 End - 40sec Recharge - 60' Range - 2.03sec Cast - Location AoE - 25sec Duration
*Clone effects of Static Field - Modifying Animation to fit LAoE nature*
-7.5% ToHit for 25sec (Ignores enhancement/buff) (Effect does not stack from same caster)
+3.576sec Held (Mag2) (25% Chance)
+2sec Held (Mag2) (25% Chance)
Noxious Gas -- This was the difficult power to revamp. So many different options to ponder over. I chose a toggle debuff with an endcost like Telekinesis and a 2 minute recharge that can't be reduced like Willpower or Shield Defense's T9 powers. This version would only accept endredux and range enhancements. You can't spam it, but it should be up whenever you really need it too. Recharge could probably be increased a bit more to further balance since its effects would be partially unresistable and added a little more -regen to it.
3.12 End/sec - 120sec Recharge - 60' Range - 2.07sec Cast
Toggle Ranged Targeted AoE
Default Power's effects unchanged
*Unaffected by Recharge Rate Changes*
25% Effects unresistable
-50% Regen -
My Cold/Rad defender is close to hitting 50 and I've been playing with her build and just wanted some opinions on if it looks okay. Right now I'm running on SOs and I am not impressed by damage output but feel I still contribute a lot to teams from buffs/debuffs.
Couple things I want to specifically ask about. Slotting on Neutrino Bolt and X-Ray Beam: Would it be better to leave them as is or do a more full IO set like Decimation to get a little bit more +recharge into the build? That would be 5 Decimations and the Achillees proc. Also, I have a Kismet in hover but do I really need the extra +tohit with tactics and defense debuffs?
Any recommendations on Incarnate slots would be great. So far I'm looking at spiritual for my Alpha. Anyway, here's the build. Thanks!
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Radiation Blast
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Infrigidate -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(13), UndDef-DefDeb/Rchg/EndRdx(15), UndDef-Rchg/EndRdx(37)
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), LdyGrey-%Dam(37), ShldBrk-%Dam(45), Achilles-ResDeb%(50)
Level 2: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), LdyGrey-%Dam(37), ShldBrk-%Dam(45), Achilles-ResDeb%(50)
Level 4: Irradiate -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg(34), Oblit-Dmg/Rchg(42), Achilles-ResDeb%(46)
Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(40)
Level 8: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(40)
Level 10: Electron Haze -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(34), Posi-Dam%(42), FrcFbk-Rechg%(46)
Level 12: Arctic Fog -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(13), LkGmblr-Rchg+(15), LkGmblr-Def/EndRdx(40)
Level 14: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(17), Ksmt-ToHit+(39)
Level 16: Recall Friend -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(17)
Level 18: Benumb -- Acc-I(A), Acc-I(19), RechRdx-I(19), RechRdx-I(31), RechRdx-I(43)
Level 20: Teleport -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(21)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(50)
Level 24: Tactics -- HO:Cyto(A), HO:Cyto(25)
Level 26: Sleet -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(27), UndDef-Rchg/EndRdx(27)
Level 28: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(34), Decim-Dmg/EndRdx(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Heat Loss -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), TmpRdns-EndRdx/Rchg/Slow(33), P'ngTtl-EndRdx/Rchg/Slow(43), Efficacy-EndMod/Acc/Rchg(45)
Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/EndRdx(36), Posi-Dam%(42), Achilles-ResDeb%(46)
Level 38: Frostwork -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(39), Numna-Heal(39)
Level 41: Oppressive Gloom -- Amaze-ToHitDeb%(A)
Level 44: Soul Transfer -- RechRdx-I(A)
Level 47: Soul Drain -- GSFC-Rchg/EndRdx(A), Sciroc-Acc/Rchg(48), Oblit-Acc/Rchg(48), AdjTgt-EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Radial Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)
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Cold Domination is a lot of fun so it gets my vote. Fire Blast would be a good blast set. Archery could be fun as it also has a decent balance of single target and aoe attacks. and it has a stun, which you could stack with your GF's stun (if she takes it). Dropping with all of the -res being thrown around RoA looks yummy for big groups during TFs however the lethal damage could be a hinderance
And since you're starting a new duo, I vote you both go cold domination (she can keep sonic blast.). you could potentially softcap each others defenses. then just take some medicine powers (namely, aid other and stim) and you'd be set. -
Quote:Fixed for the powers I knew that would apply to off the top of my head.Infini,
I like your list of consolidated suggestions, but there's one missing part. Sometimes people have suggested no changes to a particular power, because they view it as fine as is. I would include that within the list of options when it's been suggested. That way, the consolidated list really points to what people view as priorities: Some have argued that Antidote needs no changes, for example, but no one's argued to leave Poison Trap alone. -
Quote:Yea. This is just a listing of suggestions from everyone (well most, at least) who has posted in this thread so far. A lot of suggestions were repeated several times (like clone /traps poison trap). Otherwise the list would be huge. I just tried to include all the suggestions I could to be fair to everyone who has made suggestions.Looks good, but one quibble - adding even a tiny bit of damage tends to make the devs do crazy things to a power, based on their balance formulas I guess... See how horrible the Ice Control sleep is compared to the Plant & Mind versions. Much longer recharge, less range, aggro inducing, etc. All for negligible damage.
If anymore unique suggestions are given, we can add it to the list. Otherwise, we can take this list and further refine it with numbers for, at the very least, the more desirable changes we would like to see. We can also compare pros and cons for each suggestion or a combination of suggestions that would most benefit the set. -
I think I got the gist of everything for each power. Did not include numbers, just general changes and suggestions.
Poison Revamp - consolidated list of suggestions.
1. Alkaloid
-Reduce endurance cost or increase healing %
-Give it an AoE splash with or without dimished effect at larger radius ranges
-Add in a regeneration buff to allow some leeway when healing multiple targets midfight
-Add in a HoT effect such as that of the heal utilized by CWK Menders
2. Envenom
-Give it an AoE splash with or without dimished effect at larger radius ranges
-Increase debuff % / make debuffs fully or partially unresistable
-Add in a chaining behavior
-Add in a procedural behavior such as the one found in Coercive Persuasion: Contagious Confusion
-Reduce endurance cost
3. Weaken
-Give it an AoE splash with or without dimished effect at larger radius ranges
-Increase debuff % / make debuffs fully or partially unresistable
-Add in a chaining behavior
-Add in a procedural behavior such as the one found in Coercive Persuasion: Contagious Confusion
-Reduce recharge to match Envenom
-Reduce endurance cost
4. Neurotoxic Breath
-Balance duration/recharge
-Add additional, unenhanceable effects (-tohit, -def, -res, etc...)
-Increase cone size
-Add minor toxic damage
-No change
5. Elixir of Life
-Remove puke after-effect
-Make it a pbAoE with or without diminished effect at larger radius ranges
-No change
6. Antidote
-Give it an AoE splash with or without dimished effect at larger radius ranges
-Turn into self anti mezz toggle
-Add debuff resistance
-Increase duration/reduce endurance cost
-No change
7. Paralytic Poison
-Reduce recharge
-Add minor to moderate damage
-No change
8. Poison Trap
-Make it a clone of Poison Trap from the Traps powerset
-Make it LAoE: pulsing sleep cloud with heavy -recovery and moderate -endurance debuffs
-Make it a clone of Fearsome Stare with altered cast animation
9. Noxious Gas
-Make it a procedural effect from pet attacks
-Make it a summonable/untargettable pet
-Allow use on any/all Friendly targets
-Make it into a toggle with or without procedural behaviors based on radial ranges
-Increase duration/reduce recharge
-Allow effects to be enhanceable
-Grant buffs to target to increase survivability
-Make it a tAoE
-Make it a pbAoE buff to all pets (see procedural effect?)
-Remove scaling effect -
Quote:Ah! I meant that in regards to the Incarnate Trials (say while taking out crates/canisters in Lambda, which I have done solo). Without any level shifts I can still manage to take out minions and lts solo, but bosses are pretty difficult due to the level difference. Solo I get a lot of use out of proctrops, bonfire, and tripmine.This is caused by an insufficiency of Trip Mines. Enough Trip Mines will take care of any normal Boss. And solo, you won't have anyone complaining about setup time.
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For reference:
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(45)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(23), HO:Cyto(37)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(45)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(23), HO:Cyto(37)
Level 6: Boxing -- Acc-I(A)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx(11), Numna-Heal/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(13), LkGmblr-Def(21), Ksmt-ToHit+(43), Winter-ResSlow(50)
Level 14: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(31), S'dpty-Def/Rchg(40)
Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(31), S'dpty-Def/Rchg(40)
Level 18: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-EndMod/Acc/Rchg(19), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(43), P'Shift-End%(46)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(37), TtmC'tng-ResDam/EndRdx(46)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), HO:Cyto(29)
Level 26: Soul Drain -- C'ngBlow-Acc/Rchg(A), M'Strk-Acc/EndRdx(27), AdjTgt-EndRdx/Rchg(27), GSFC-Rchg/EndRdx(29)
Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(31), S'dpty-Def/Rchg(40)
Level 30: Aid Other -- Heal-I(A)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(34), GravAnch-Hold%(45)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36), HO:Cyto(36)
Level 38: Aid Self -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/EndRdx/Rchg(50)
Level 41: Water Spout -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(42), LdyGrey-DefDeb/Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42)
Level 44: Hibernate -- Heal-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), RgnTis-Regen+(46), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(15)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1440;698;1396;HEX;| |78DA7D93CB52134114867B3213634208C17009D77015086420A5EE2C5D8856A9090| |402EE2C1C424306A6426A2620EC7C06AF6B573E874BF5157C052F1B570AF1CC7F3A| |215628A792FACE9C3E97BF7B4EE74F96A342BCB82BB4D83DC7F2BCAD62C9B5AA55E| |98656ACDA916B39222484186878B7F2D291D25CB6DC033653CD9565B92B2B9E348B| |47FEDBBADC75E489F4BA1F56CAD295959AD9303A0B87878EF9C0DE2BD7ECCA5E146| |F396955E98597F272C72ED91519C15BB12AE5CEE8FDAA5D328B35CB39A0DA39796C| |5BB5B255D9CA5B5E4DBAA7499298A6BFEB6BC5530F8A5D425604F600A30CC46D607| |C1F583800F27E96862C5DF492911457E29ABFD2D7034CDDA23543175E48C55179ED| |7700E5FF00C619103F07C6EBC082D07DAC5096AECAEBFF2BAF516090CB8BE020A41| |D912BA43A866E73D8D5068BC88EAC31368098445E8192C2DC5384E7E1EA235707BB| |8C0E9611D549674CF4B08CF419AD85457648F7B14AE19D1C1EE80C90312346CF858| |F993AB046015D2AA0EBB280E714D08DF3AA07BB5FE244AEBD62BC067ADE00E9B740| |E61DB04E5909A53C9181729D5CBDAA536F3F192362AA0FC8A4A1DCA0807E75C2FDB| |CB5249F7092B736AC4EF884020758923E7088E2831EE33DBA0F7F008A1437A43A0E| |5DB6B79190DF9E558E4CA1C229B952EA53A59EC1355662EC30B679F62C9EBD4D74D| |AA0AC09257D82A54FB2F449963EA9A4A728709ACB1BD3392C5DCF3356198F81EC0A| |F0953EE22C87EBB31FA95542CC7D42C7B9CF8C2FC02FBAFCF36A23F3BC9109EA64A| |ACD9B3C3B8BFFE098029638475BDA4799ACC3C76734EF1FFDE81129A379B7EAE9B6| |D5A5364FB6CD73A3CD73B3CD936BF3148CE655151A3CE1B8F0EF23947C8BD0AA1A3| |28D87ECC7854BD79EF085D8043277306B8B8F3007DF5B536791FAF3C215D0788AA3| |3CEFB131BE8D110843EBA72DB6D5626FB7D885849FC5F65FF079EB9F| |-------------------------------------------------------------------|
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After reading some of the exploits other players have had with Bot/Traps (like GM soloing) I decided I wanted to eventually raise one of my own since I've been looking for a new MM to replace my thug/poison and merc/pain.
The only thing I'm unsure of is Detonator. Not familiar with how it works or what I could change it to while keeping the base slot. Otherwise I like how the build looks. I made it a couple weeks ago so I think all the level 25 IOs are an attempt to keep that defense while exemp'd.
Anyway, if there's anything obvious or something better I could do (maybe use assault instead of tactics?), I'm open to suggestions.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Presence
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Chill Mastery
Villain Profile:
Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(7), BldM'dt-Acc(19), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Dmg(48)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/Immob(43)
Level 2: Caltrops -- Posi-Dam%(A), ImpSwft-Dam%(5), RechRdx-I(40)
Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(23), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(37)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Provoke -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(9), Mocking-Taunt/Rng(9), Mocking-Taunt/Rchg(11), Zinger-Acc/Rchg(15), Zinger-Taunt/Rng(39)
Level 10: Acid Mortar -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(11), AnWeak-Acc/Rchg(17), LdyGrey-Rchg/EndRdx(39), LdyGrey-DefDeb/Rchg/EndRdx(43), Posi-Dam%(48)
Level 12: Protector Bots -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), SvgnRt-Acc/Dmg(13), SvgnRt-Acc/Dmg/EndRdx(19), HO:Cyto(33), DefBuff-I(40)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(46)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(48)
Level 18: Boxing -- Acc-I(A)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(46)
Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), SvgnRt-Acc/Dmg(27), SvgnRt-Dmg/EndRdx(29), EdctM'r-PetDef(33)
Level 28: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(29), RzDz-Acc/Stun/Rchg(37), RzDz-EndRdx/Stun(40), RzDz-Immob%(50), DampS-Rchg/EndRdx(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(37)
Level 38: Detonator -- KinCrsh-Rechg/EndRdx(A)
Level 41: Flash Freeze -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/Rchg(42), FtnHyp-Sleep/EndRdx(42), FtnHyp-Plct%(43)
Level 44: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Rchg(45), Dct'dW-Heal(45), Dct'dW-Heal/EndRdx(46)
Level 47: Tactics -- GSFC-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;707;1414;HEX;| |78DA6D934B4F135114C7EFF401521E6D690BA5BC1128021D68D4B589A889B113415| |410176484818E9669EDB4115414BF819AF8055C18F76E8C3146B6BAD005EA6710E4| |615CFAA8A7FF73B5C53A69F3BBF77FFFE79E73EEDCD1964FD409B1764C28BEB1946| |EDBB39A6EE78CEC9269CDBB357DD19C13D5428848499D9DCC2F2DA52DF55CFA4A3A| |67CED9A1B2A5E3F98505F57C56CFD8FED356D2C81A564EFD33F08FA7D32955D32D3| |3934FE939336D79A1240C7DDEC8DA4933538FF92973319933AD450F669319C3986F| |3C9931E7D4B1A4994AC9F256C254548CFE2FDC423E05B7D8248485630BA8FA0234E| |E005DDBC0C82EB0E2FA1BE514F715443D04FA1F00838F809BE453D8E7509E13E2C2| |F5848476111DC2EC16199C70145CCE84028306349D05C2E340EF19E02555CB05178| |4BB1B3B44E878AB6503D5D71CC5AC07AE325280C7041AAE3B8AF6FE2C709BF2D6C8| |A89A759202C2F30E2BBEF7EC7B0B0CBE0146B8F65794BB96AB75D76E42AADB62EC0| |18DDF80AEA304CA10EDC0D44FF5D57398B33E84836908A29F6E1F10F303AB14E295| |3E2FFB7CFB7C23EC53683FBF3C057F0429EEB88A2D706860030D073F388A071DFC0| |8347D82E8A4D0900C0D35E34DB8486A96599B396BF87FD5BDA6E65B38D4D5C2CD47| |B8F90837DFF6959BFF4C888ABB5451AB3CE1561BDBB6E581DE1B403407C49719CF7| |0D03D544C3B17E368E72BD2B10FEB5445A76CA0936FC01A65EA9185F5FCC036077F| |310A8C9F40EF77E01ED9FBE40E7DAB90123E2106E40E03D3900E5D624C3166F8365| |C0634B20F49FB105FDA61BEB4C37C5B87F9EEC6F8D206A827957B52D4A7D821FE18| |08D2CAA82C65948FBEADF465D18F1E3158A18C5628F10AE5708572A4424954285A4| |9298C97BE5DA160B586FA76CAD56D0FAD2A723586F7B05B9214E5225AEFB800EC94| |9B0760DE2B377741AA624C78500FB24C958DA7CBC63365E37F9E894071135EFA0D8| |ACF008B| |-------------------------------------------------------------------|
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Sweetness. He's sitting at level 5 - need to start leveling him again. Too many alts, blech. I'll post the build in another thread in a minute. Already feel like I'm thread-jacking lol.
BTW Dechs, was cool to team with you this past weekend on a CoP redside. I was on my dom, Tsukiyomi. -
I've got a robot/traps build I made that's capped to all 3 positions after adding in a Protector bot's shield. Do they shield you regularly to have consistent defense?
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Quote:Another perspective for you. I started running the trials with my Ice/Ice/Soul tank. regular softcap that gets boosted to around 54% with energy absorption on 10 foes. stacked EA with another 10 foes for over 60% defense and I still can get creamed without warning. I don't run DN during the trials, either, except on AVs to stack with other toggle debuffs from other players.That might work for Blaster or a Scrapper with no taunt aura, but my Brutes are designed to take the lead on teams.
My choice is to either build for the new softcap, build for 45% softcap + darkest night, or abandon the character/playstyle completely.
Some people will preach about 'needing' 59% def to be successful at these trials. My point is if your toon is successful now and you enjoy playing him/her, then keep doing that. The trials are rough on everyone at first - even granite tankers. Once you get used to them and get level shifts, they become cake walks.
On the other hand, your influence/infamy/information. Spend it however you see fit. -
I've focused on adds before on my icer and gotten rares/very rares. whatever the participation system is, I don't see why it just can't be a random table for everyone per run. I've yet to see any door sitters on trials and if I did while holding the big star I'd just kick them and be done with it.
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it's there, but you don't have to build for it. I've taken my arch/dev blaster on both trials multiple times with 43% range defense and no level shifts at all and have done fine with him. extra level shifts will make things easier, though. mainly because you won't get hit as hard and do more damage to mobs.
so yes, there's is technically a new softcap in the trials, but i don't believe it should alter how you build defense toons. if anything, get the 45% and slot up more +hp/regen/rech (which is my personal standard for slotting defense based toons) -
I'm tempted to reroll my em/ea brute as wm/ea now after reading this thread and playing with mids.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(34), LkGmblr-Def/EndRdx/Rchg(43)
Level 2: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/EndRdx(37)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(34), LkGmblr-Def/EndRdx/Rchg(43)
Level 6: Boxing -- Acc-I(A)
Level 8: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(37)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13), Flight-I(48)
Level 14: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(21)
Level 18: Whirling Mace -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg(19), Erad-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(46)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(40)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(46)
Level 26: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dmg/Rchg(31), Sciroc-Dmg/EndRdx(36)
Level 28: Energy Drain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Efficacy-EndMod/EndRdx(31), P'Shift-EndMod/Rchg(36), P'Shift-EndMod(40)
Level 30: Dampening Field -- Aegis-ResDam(A), Aegis-Psi/Status(50), Aegis-ResDam/EndRdx(50)
Level 32: Crowd Control -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(33), Oblit-Acc/Dmg/EndRdx/Rchg(36), FrcFbk-Rechg%(48)
Level 35: Energy Protection -- S'fstPrt-ResDam/Def+(A)
Level 38: Overload -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(39), RechRdx-I(39)
Level 41: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(45), GSFC-ToHit/EndRdx(45)
Level 47: Physical Perfection -- RgnTis-Regen+(A), EndMod-I(48)
Level 49: Superior Conditioning -- EndMod-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1412;675;1350;HEX;| |78DA7D935B6F124114C76796C5964B5B2A60A1572EBD42D982D6578DDA36317113B| |06A8D2FB8A123C510DA00D5D6275FFC00EA0750EB8B0FDEE397325AF50B183C7BFE| |D39686C40DCC6FE6CC99FF397B668FBDB71214E2E9652103D7EA4EAB55BEDADC6D2| |BAFED546B15D1278488B0A16CABBA52D686D32CDB4E45C5615C510F54A3A5ACD586| |6A56F7CB57769BCEF0F5C6966AAA46DB3A9A0C14B7B7EBD65AADBAD5AE35AA01ACE| |AEED2CFF3F51DA536E164ABCD5AA5D650F1D59D5AE548D5765A6DD5DC476231CA28| |43FFAC14FAE998A2484809A3C4306F3242EB8CD987848278EF7AF2918E474469121| |36742D2DD494618993063516A379295F7F9A85161989B8C41C59876181F69F46859| |CF7F642515D20B59E11DE5A3166DF4E9487D88D48F48FD88143C15E9138D3E4412B| |E249B7C743C00931140F0E05F5A4D88A5343BE4C836A0430CBC32DC9DC1B78CC5D7| |8CDC1B46E1809122BD21AD37946585101001F2B439ACF5867FF299B387C07746F20| |763BA63B8EE5FC831AC8B13467E11146712C5C9A1381E8A1BD57ED149E92A9C4B02| |29C65C9A6192DF88F61B815E0C7AB1537A051AE33ACDF823CE7C741F78C298DC63A| |41F33BED238C697DEF18EADB3C2F82DE036B27DCEAF937EC9987BC1F8E0165A176B| |6299F32B5C04F28CF3344E210BEF14EA9240CD12A85902354BA3584BCF189FDD8F5| |65F736A8485BED1620642C60CF29BB5015C4B8616F3FA7DE7D10A0B688505B4C202| |5A218356F0D31566B55EF680A3F2E74078C7089283851CA4758973584AE08BA39DB| |CCE2E0FD3B879DC87F4A347647A2CF91E4BA1C772A1C7B2DC6359338F9BB873A367| |B7681EB7AE906CF185A83B61E91CFA6957A72ED11EBF4F4C86BCC315F5E3C6E74A8| |C5FDD67E6F9CC9F139394A8801F28F939150EB6D135BFDB35BFD7352F85DD5398FF| |031FC0DF91| |-------------------------------------------------------------------|
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I would say #2 is the better of the 2. That said, I would play neither. Needs to be rebuilt with slotting for typed damage instead of positional and that's the just first thing that needs looked at.
I'm pretty sure there's a guide floating around on softcapping invuln with almost any secondary. find that. read. ???. profit.