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I ran a couple of tests on my Stone tank after I got Tier 3 Rebirth Partial Radial Invocation (the 90 second one). Ran them in my base. Taken from the Combat monitor. Was wearing my Tier 3 Alpha nerve radial defense and taunt booster.
Not Rooted ------------ 28.92 Hp/s 2,438.63 Hp
Rooted------------------- 48.86 Hp/s
add Embrace ---------- 70.50 Hp/s 3518.36 Hit points - pre rebirth Max
activate T3 Rebirth -- 305.06 Hp/s (8.67%/sec) this number was Green
1st drop ------------------ 158.46 Hp/s
2nd Drop ----------------- 129.14 Hp/s
Embrace ends ---------- 99.82 Hp/s
lingering Rebirth--------- 69.18 Hp/s
I staggered the activations to be sure Earth's Embrace would end while rebirth was still active.
With Spiritual 45% Alpha slotted, a similar progression occured. But, Max HP from activating Earth's Embrace rose to 3533.96 -- essentially the Hard Cap, and the top regen. to 10.42%/sec giving 368.12 Hp/s. That top regen number was in light Blue, whatever that means. So was the hard capped HP number, but I don't think I could have gotten to the regen cap, could I?
Oh! What if the Spiritual Alpha is Boosting the 1600% to 2,320% ? That plus my own rooted, etc. would do it.
Also I went back in game just now to see the Front-end heals. Earth's Embrace Healed me for 1628 points with the Spiritual on. Then activativing The Tier 3 Rebirth gave 1027 more AoE Heal. That number was constant with or without Earth's Embrace being active.
The right click numbers for the Partial Radial Invocation are 997.01 Heal, and 1330% initial regen. But they don't seem to match what is actually happening. In particular they show a level 266% regen with no steps after the first 7.5 seconds.
One last change back to Nerve Alpha. Earth's Embrace healed for 1410, and Rebirth Dropped to 780. That is pretty close to a 45% difference between NO Alpha boost and a 45% Spiritual Alpha.
Anyway I am looking forward to making this my only planned Tier 4.
A team staggering these things would be truly awesome.
Jak -
Ok, I am not going to try to recreate the lost post, it was too long anyway.
My reasearch was only about the Invulnerable Support Pets. Now that I have a Tier Two Seeker pair, I find exactly what I expected. The Pets both go up like straw in a fire vs. the content we are facing. Perhaps the Tier 3-4 pets will last long enough to be of some offensive use.
Mephe if you, or if anyone, can share some in game experience using Tier 3 damage duos on Incarnate trial teams I would be glad to see it here. Or perhaps someone will start a new thread about that side of the tree as I suggested in my OP. For me even solo vs +3 x 8 normal content the Tier Two MELT.
That is why I started this thread. I want SOMETHING to be around the whole 5 minutes.
I can't comment on the effectiveness of the 'negligble' Damage buff my Seeker is providing yet, as i have not taken the time to find weak enough opposition.
As an aside - Vanden, if you could buy a recipe that let you craft a power that for 20 endurance gave you an almost constant 15% damage buff for 5 minutes and then had a 10 minute cool down would you buy it? I DAMN sure would! Gee Whizz it comes with +5% To-Hit and some nifty little defense bonuses too, for free. It even heals you a little bit sometimes, and wow once you craft the power you get to use it - Forever -. OMG it has a baby that comes with it, too. The Invulnerable Seeker Pet duo has to be a dissappointment to you only in comparison to your actual favorite Pet duo (which obviously does not include an Invulnerable Support Pet, please share your choice) and/or vs. your expectations for this power tree. At least I hope that explains it. Lore is what it is - so lets explore how to maximize the benefit of an essential Level Shifting Slot, cause the Devs are probably not going to change much if anything.
I did find that since I use Rebirth Tier 3 heal + regen now, I could lock the pets on 'Follow Me' and keep them alive a short time that way.
Also I want to test and see if the +15% Damage Buff from the Seeker Pet buffs Incarnate power damage like Pyronic blasts or Reactive tics. It is the only Damage Buff I have noticed in the new Incarnate trees and I feel any Incarnate Buff ought to buff any Incarnate power; (excluding recharge of course, as the Devs have wisely decapitated that balance nightmare in the new stuff) but reading the Dispari guide linked below leads me to believe it does not buff all I-Damage. So Vanden is not the only disappointed person here.
Anyway long story short -- there are three and only THREE Invulnerable Support Pets. Each type has Two and only TWO powers we can look at by right clicking in the create window.
I. the Clockwork Mender a Single Target Invul. Support Pet
a) Tier 3 and Tier 4 Menders have Identical 'right click stats'
b) The heal is the EDIT: 2nd largest ST though the majority of it is HoT and it does have a pretty fast recharge, compared to other pets only.
c) The buff is +7.5% defense to six types, S-L-F-C-E-N. No psionic. A standard type of buff in this game, from a non-player source as far as my experience goes. Everything I can find indicates that it will not Stack from the same caster. Also a standard limitation for a whole bunch of powers. As someone mentioned, the Support Pets that are single target type are locked on OWNER. They don't heal or buff anything else. Finally all the ST buffers will let their buff drop most of the time so it will be almost, but not quite, permanent.
d) The difference between Tier 3 and Tier 4 Invulnerable Support Pets is the HUGE increase in the ??? value ??? of the Boss Pet that partners them at Tier 4.
e) There may be hidden differences in Tier 3 and Tier 4 Invulnerable Support Pets as there are the two Lore powers at the bottom of their powers list that we cannot open. Does anyone have in game experience to share? Does Dispari, creator of this most excellent guide http://boards.cityofheroes.com/showthread.php?t=257011, have any special insight to share?
II. The Seer Seeker Support Essence a Single Target Invul. Support Pet
a) As with the Mender Tier 3 and 4 have Identical 'right click stats'
b) The heal is 141.36 and is on the shortest recharge. As this heal equals about 2-3 seconds worth of my regeneration, depending on whether I am Rooted and/or under Earth's Embrace or not, it is not very exciting, but every point matters sometimes. For a 1200-1500 point squishy, with 20 points per second or less regen, it might be a lot more meaningful.
c) The buff, as joking described above, is a Fortitude type, granting 30 seconds of +15% damage, +5% to-Hit and +5% Defense to 7 types S-L-F-C-E-N and Psi. the Pet is on a 30 sec recharge and seems to always take a second to notice the drop. Testing in my Base I found it was usually down 2-3 seconds. One time it was recast before it expired (How?) and a couple of times it was down about 4 sec. If the pet lived for any length of time in actual combat I would be very pleased. looking forward to Tier 3.
d) as above the Tier 4 difference appears to be the Boss Pet and whatever hidden bonus Tier 4 duo gets. Does anybody having a Tier 4 care to share?
e) as in Mender
III. The two Battle Orbs, identical EDIT: Single target + AoE Invul Support Pets
a) as above T3 and T4 both skins have Identical 'right click powers'
b) The heal is a EDIT: Single target 209.9 points on a 5.93s activate and 16s recharge. It also has a 5 second duration anti mez-protection buff which I hope acts like a break free. I have never seen it in action. I wonder how the AI is coded for the Orb to decide to activate that heal. Almost 6 seconds could be an awful long time in the current trials.
c) the Shield Generator, a - toggle - power. 16 targets 25' radius +5% to S-L-F-C-E-N and Psi. two 1% anti Mez protection adds. Stun and Immobilize. As some have noted and as I found in other threads I reviewed, at present, It turns the toggle off, It Turns it Off, IT TURNS IT ######## OFF, sometimes. Either it has inadequate recovery, or more probably, to balance it with the other support pets, the devs coded it so it would not provide a constant buff. Or could it perhaps be the pet control settings?? Time will tell, but I will not, cause I won't be getting one any time soon.
d) as above but you do get too chose a Warworks partner or an IDF partner
e) as above
So that's it. I picked the Tier 3 Seeker as the best all around for my Stone tank and until a lot more info is available that is all I am planning to do, as that will get me my level shift. I may craft a tier 3 invulnerable battle orb for teaming, later.
I hope this look at one small corner of Lore helps someone else find the pets they want.
Jak -
Well it seemed as if break free was removing a sequestration ring in the BAF the night before I posted above.
Last night I paid more attention and small and medium did NOT work.
Perhaps it takes a large or super Break Free and I was inattentive?
Or, more likely, I was just wrong and popped break free as the ring was about to expire anyway.
So Sorry all, Sorry mauk2. (edited original error also)
Jak -
Well, I spent 2 hours last night reasearching and writing an extensive self reply about just the Invulnerable Support pets, and my personal choice.
Then a HUGE line of thunderstorms moving 60 miles an hour rolled in. I submitted and had to immediately shut down. I guess the post did not transmit but for the comp turned off.
I'll try to recreate that post later today. After I craft my Seer Seeker. Thanks all for responding.
Jak -
Yeah, in reading more about Incarnate powers I came to the same conclusion. Nothing boosts recharge. Tier 4 Rebirth is sorta perma anyway.
When I mention the Spiritual 45% Alpha and greatly increased attack tempo, I meant just my regular powers. That was my first Tier 4 Alpha and still my main for non-Incarnate content. It helps to offset the Granite recharge penalty a LOT and provided a solid boost to Regen.
I found that I did have endurance issues on my present build when I added it. I can fire the three hefty endurance AoEs, or cycle my ST chain that includes Greater Fire Sword so much more often that I run dry. Especially if the P-Shifter proc falls below average. This only arises when farming on in AV fights. In normal teaming, the regular pauses while moving between spawns and coordinating allows adequate recovery and I have Taunt available much more often.
To address the farming issue I next made a 45% Musculature. This automatically slowed attack pace and did produce a significant boost in damage per attack. I have not done a rigorous analysis but it fixed the problem and seems to have the same spawn elimination speed. When I go to the AE to cap tickets I can do it easier with the Muscle on. Since I am picking my incoming damage type when farming and am solo, regen and taunt become non-issues. Now with Incarnate content, when teamed and getting plenty of defense buff I may drop the Nerve and try Musculature to see how it affects the nuke (supposed to work) and my Reactive damage proc and Pet damage (not supposed to affect those if I read the guide correctly) Going to test that today.
Jak -
Well based on the fact I have 54 views and no suggested changes, I am going to assume this build is pretty much perfect within the parameters stated.
I wish someone had found a way to maintain Defense and Resistances and Regen while regaining some run speed. With rebirth being my Destiny choice maybe I will pull a slot from Heath to put a 50 back in Swift.
Infini, yep pure overkill, beyond any possible reason, etc. The buffs on Incarnate Trial leagues are starting to be plenty all the time. I just think it would be fun to have just one Character that is absolutely EPIC. Who knows, once every 6 months he may do something very special.
Re:Hit Points, Regen, Damage and Recharge.
Hit points are darn good at 2480 and Hard Capped at 3534 with Earth's Embrace.
Regen is 307% minimum. That is a minimum 31 HP/s. Max is 502% and 74HP/s. This is before the rebirth incarnate boosts.
It would be exceeding difficult to improve on the 100% global recharge I already have.
Most Damage is at or just barely below red level ED. And when I don't want or need the super defense I can drop the nerve Alpha and add either:
1) 45% Musculature (already been experimenting there - going to make a 2nd cheap NO Granite build with that. Reactive+Mud Pots should approach 40 points per tick. Combined with AoE's [and here it appears that Reactive can have seperate triggers off both the Smashing and Fire damage portions of Fire Sword Circle and Fireball] it should be pretty great.)
2) Spiritual 45%. Will the Spiritual affect the recharge rate of Rebirth? I know it is blocked from affecting Judgement recharge. I will have to experiment to see whether Musculature or Spiritual actually results in better damage. More frequent attacks to generate even more triggers (endurance problems may occur with greatly increased AoE cycling). Or a more deliberate attack pace with Damage of all attacks and the resulting Reactive triggers buffed. Musculature buffed Pyronic is nice, gets the whole 45%.
New Dawn, I have played almost 18 months and I have six 50's so far and many other alts. I totally agree that grinding this one toon to his final goal with no break would be totally un-fun and a bleak drudge of a chore. I am pretty sure I spoke of spending YEARS getting this done. That assumed plenty of time playing my other alts and learning new archetypes.
The really funny thing here is that by the time I can finally put this together it will probably be obsolete. LOL.
Jak -
When I get Sequestered my Granite is supressed. Usuallly instant death.
Break free, etc. will remove 1 ring. So I carry a few now. EDIT: Apparently I was fooling myself, or using a large or super. Anyway this does not work with small or medium break free sorry.
If you have a taunt aura (me- Mud Pots) and/or use any AoE attacks it is possible for Siege and Nightstar to both decide you are IT at the same time. Most Trial Leagues pull them close together to aid in simultaneous take down. Thus you can go from 1 ring to Suquestered with no time to react. Today I plan to turn off my Mud Pots and use only my ST chain if I am on the AV's during the final fight.
Jak -
Opinions please.
The total number of options across all Lore pet trees is cool but a bit overwhelming.
Let's narrow the field and discuss ONLY the Invulnerable Support Pets. Ignore their partners unless they provide a support synergy! I have not detected any but have never played a Pet AT.
Which Untargetable Support Pet is best at Tier 3 and/or at Tier 4 (Could be different trees). Why? What makes the pet you pick superior to other choices. Pure survival help? Mixed buff/de-buff? Anti-Mez help?
Feel free to make a choice based on the character you are thinking of supporting.
Just reading the right-click info I am leaning toward the IDF. (I'll edit this tomorrow [LOL - later Today - 5:40 AM] with my reasons. Too whipped now, and just opened Lore.)
EDIT: See post below my thoughts have changed.
Jak
PS: Someone should start a thread about the most powerful Pet Duo, for Pure offense. Set the boundries to define the field. -
In prior posts I have explored the outer limits of Defence and Recharge for a Stone Tank. Taking what I learned from those experiments, this build is intended to be a playable, best possible, all around Perma-Granite Stone-Fire-Pyre build for the content we now have. It is also intended to be able to Solo new Incarnate level content, if it ever happens.
Thus:- It has 59% defense to 6 damage types when using a Tier 4 Nerve (and both 3% uniques).
- It uses 4 purple sets to boost recharge and recovery. It has other standard large recharge boosts to achieve 100% global rchg (35% haste in Granite.)
- It has 502% regeneration when Rooted.
- Endurance appears OK.
- Damage compromises appear mild and seem acceptable to me.
- Resistances are 86%+ to S-L-F-C-E-N, 81.1 to Toxic without Earth's Embrace. Psionic defence and resistance are minimal, every Hero has to have some form of Kryptonite.
- Movement bonus suffered the biggest hit falling to 13.6 MPH in Granite not Rooted. When Rooted you TP.
Please do not repeat the litany of how team/league buffs will cure all ills. Not every group is optimal. Pretend you are alone doing the mystery Solo content or with a group of duds.
Getting the pieces of this build together will probably take a very long time (years?) and cost obscene amounts of merits and inf. That is ok as this is a one time project on my main.
So look this over and tear me a new one, my doctor wants to do surgery anyway,
Jak
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Rock V4B I-20 D59%x6 Both 3 percents: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:50(A)
Level 1: Scorch -- GS-Acc/Dmg:50(A), GS-Dam/Rech:50(3), Hectmb-Dmg:50(3)
Level 2: Earth's Embrace -- Panac-Heal/Rchg:50(A), Panac-Heal/EndRedux/Rchg:50(5), Panac-EndRdx/Rchg:50(5), Panac-Heal:50(7), Panac-Heal/EndRedux:50(7)
Level 4: Combustion -- Armgdn-Dmg:50(A), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Erad-%Dam:10(11), M'Strk-Dmg/EndRdx/Rchg:50(13)
Level 6: Recall Friend -- Winter-ResSlow:15(A)
Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), HO:Golgi(15)
Level 10: Mud Pots -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Acc/Dmg/EndRdx:50(13), Erad-%Dam:10(17), Erad-Dmg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(21)
Level 12: Kick -- Acc-I:50(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:10(15)
Level 16: Teleport -- Jnt-EndRdx/Rng:50(A)
Level 18: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Rchg:50(37), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(46)
Level 20: Stone Skin -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-Psi/Status:25(37)
Level 22: Weave -- LkGmblr-Rchg+:50(A), SW-Def/EndRdx/Rchg:50(23), SW-Def:50(34), SW-ResDam/Re TP:10(43), SW-Def/EndRdx:50(50)
Level 24: Build Up -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(25)
Level 26: Maneuvers -- SW-Def/EndRdx:50(A), SW-EndRdx/Rchg:50(31), SW-Def/EndRdx/Rchg:50(40), SW-Def:50(50)
Level 28: Fire Sword Circle -- Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Acc/Rchg:50(29), Armgdn-Dmg/EndRdx:50(29), Armgdn-Dmg/Rchg:50(31), Armgdn-Dam%:50(46)
Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A)
Level 32: Granite Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), HO:Enzym(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), HO:Ribo(34)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Greater Fire Sword -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dam%:50(43)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-Acc/Rchg:30(42)
Level 44: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Minerals -- LkGmblr-Rchg+:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Raptor Pack
Level 50: Nerve Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(17), Numna-Heal:50(37), RgnTis-Regen+:10(40), Mrcl-Heal:40(43)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(27)
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I am able to share some good experience on this.
Perma-granite Stone Fire Pyre. 4 toggles Granite-Weave-Manuevers-Mud Pots (3% over soft-capped with Spiritual Core Paragon) and Rooted as needed. I run Manuevers in normal content as a fire and forget Defense De-Buff buffer and to buff my team mates esp. my brother Melee types.
My first choice was Spiritual Core Paragon for 45% recharge 2/3rd's ignoring ED. I was pleased with the added recharge, it really smoothed attack chains and the added healing was nice. I did notice that in any long fight or during rapid farming the increased tempo of attacks meant I was no longer endurance neutral. If the one performance shifter I have hit a blank fire period, I would have to slow attacks till I built back up.
Next I made a Musculature Core Paragon 45% etc. I thought this would be better for farming as it would speed up AoE and hard single target elimination without the need for extra attack activations, thus solving the endurance problem. That plan pretty much worked for SOLO. I still used the Spiritual for Teams as I wanted the extra AoE attacks and boosted taunt availability for aggro management.
Then, this week, I-20 came. After being B-slapped all launch day I used what shards and stuff I had left to craft a tier three Nerve Partial Radial Revamp (accy and hold 33%, DEFENSE 20%, Taunt 33% 1/2 ignores ED. Level shift) This took S/L to 51.6%, F/C to 54.1%, and most important E/N to 53.5% a net of 3.6% across the board. It seems to have made a really big difference in survivability in the incarnate trials I have done since equipping it. On teams where you have good buffs it is invisible, but on others it has Really helped. I plan to go ahead and make this my third Tier 4 goal. That will only add another .7% Defense but as always with defense, as you approach the Incarnate content soft cap of 59% every little bit helps. I am working on a build to take advantage the Accy buff and also plan to add Purple sets (none at present) to recover some recharge (lost because of no Spiritual) and to also boost damage. I see the Nerve Radial Paragon becoming my main Alpha slot.
Also note. Since my Rock, Crystal, and Minerals are all just mules for LotG and GotA 7.5's they get the full 20%! With the Nerve I am at 45% out of Granite to S-L-E-N. Highly useful in the Shard (Minerals-psionic 52%) or other places where I need to fly, or if fighting where Granite not needed.
Hope that helps you with your decision.
Jak
PS: Let me be a little more emphatic. Knowing what I now know, I sure wish I had a Tier 4 Nerve and no Musculature and was instead working on a Tier 4 Cardiac. I still really like the Tier 4 Spiritual for nornal content. If I could only have One Tier 4 at this point I would go Nerve. -
Just kicked from Lambda Sector trial on what I guess is an emergency server shutdown. Anybody else ever seen this before?
You usually get a half hour and then a ten minute before the 5 min. don't you?
Wonder what's up?
Jak -
Thank you to all who have replied so far.
Let me try to clarify what the original post was intended to be about, while in no way attempting to dictate what those responding wish to discuss. I apologise to you all for failing to effectivly state my intent.
Reading the original post should have communicated the fact that the builds I put up were TECHNOLOGY DEMONSTRATIONS only, and in NO WAY intended as suggested builds for ACTUAL PLAY. However, I would also observe that supposedly we are going to be getting at least some solo Incarnate content and Defense Debuff is always with us, and sometimes your inspiration tray just runs dry, etc.
I tried to build the three builds so they could be played, but the builds are no more practical for general use than trying to put a top fuel dragster on an Interstate Hwy. I did intend that the defenses produced exceed the 'new Soft Cap', that is why I asked about it in a prior post, but only as a spark for thought. I did include Manuevers and Stealth on the builds as possible back-up powers to deal with Defense DeBuff and Incarnate content. Not as recommendations, but mearly as possible tools for your tanker build tool kit. The fact that one build can almost tank tower buffed Lord Recluse with no inspirations or outside buffs (he requires 75% def I seem to recall) is just a big grin.
On a personal note.
My current build on Rock runs in the 20+ mph range with rooted off, and I personally loathe teleport and use it only when I have to, but I am getting better at it. The idea of having to use it all the time is revolting but face planting and causing a team wipe is INFINTELY more repugnant.
Thanks, Jak
PS: Here is a demonstration of recharge techniques, producing perma Earth's Embrace in Granite without Hasten. Why? Because the mountain is there! Trying to climb it is in our genes. But as C. J. Cherryh said via Pyanfar Chanur "It is one thing to climb a mountain. It is quite another thing to build a house there." (hope I got that right, the memory is going.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1505;746;1492;HEX;| |78DA65945B4F135110C7CFD2D6D20BD08542CBA5B020D742971610A3A2868824223| |55509F1C5344B39D2A5DBDD66BB44F0C96FE107F1F64954BCC7F82CFAEEA5CECE1C| |70A59B34BFB3FF9D33F39F73697E7F25CAD8E3AB4C8A5E33B47ABDB8A199156EB7E| |6F71CCDD12D73F18E55AA28F3CB857B4A61CFAE197C5BA96AFB8ACD4B65CDDEE1CA| |2677940D6EF09A653B0ADFAF715BAF72D30932C6FA285571853FE0669DAB771DCBE| |4C565BB6AD949F1290F33B9BAAA73FB80C6F20DB3CC6D48A01E0FE48265196A5E33| |F5DA9E8196DA5059D577CA8E6EEE74E2DBB1050CE840699D6BDBDCAE97F59A7CBDA| |697D4C281CD8B79ADEE40B124D89B86DFFB10134F83B16E89B11C93C327520B5B02| |F8196B39C58F304D92302620A57CEE34FF206108716680A020D26EA91CEB82CC3EC| |AECF7FD6C71A5D65F88F06FC21F44B481E883350C507820504629AED3975D408A0D| |5610A3068A1355C467B016246BFE20B968254FEDAEC3146B1FC6B71859FB04E1210| |AF7851EA2CDE82344671511371012988908EF9135AC14BB85E8BC89185D27177984| |0FC2DBC4BAB6CD61DD0F50A9832AB18E84E44A715810597428BB1DC6590F7598DC2| |554A8DFFF3AEC86595DC24AD75374977E89C83C43E49E135E20FC41DA59773FBB69| |8B7BCED3360EC7F0F50B384B08B3098A988049BD42EA8D62D90494ED1765FB2FA03| |47091700931B844B88CE809BB1D528614EDFF57A833244ECD10D551E2046148B922| |8C9D6212928D88DA23E398FFEC04619230459B9046F442F898081F2B61EDF16D022| |76CD1B2698843D89F490AF74D1EE2999A7A43784D788578EBA34BE3A69D9EC14A33| |19824A984564B2887710AE8A70750EA5D979C202E11C22B7889061C9B3E27C64697| |506FC9EDBD9875ED7BD5206A502489290245AE929378A723542B1936BD428C0C234| |847EDF33D63CE32DCF3812C13A384E7B2B37E061D92625D7A4CC7B951034DACE169| |A82BE854FFE4E9884CAF77F8A246DE265C9AC49EEB93F6A8AFDE1559EE02DBA0DF7| |23277AF80BDC73F759| |-------------------------------------------------------------------|
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Thanks muchly to all who responded to the recent thread I started re: 'new Soft Cap'.
I was working on the series of builds presented here before I got the answers in that thread, and now feel that these builds are not quite as bizarre as I feared. Basically all three are experiments in seeing just how much defense I could possibly cram on to a tank. Since the only archetype I am really up on is Granite, my only tank, that is what I used. I tried to include every trick for boosting defense and survivability I have ever seen on this forum and the Scrapper forum. Working on these builds has been a lot of fun and, I believe, a useful learning exercise. I think they offer some real utility in sparking slotting ideas for more reasonable builds.
All three builds share these characteristics:
1) Paragon Nerve Radial for 20% def boost with 2/3 ignoring ED and 33% 2/3 ignore bonus to all Taunt abilities.
2) The 4 major Accolades giving +HP and +Endurance.
*** Note the new MIDS may not have these defaulted on. Be sure to turn them on if you care to verify the numbers I cite. ***
3) The normal things addressed on a Granite tank were ruthlessly ignored. Damage boosts, global recharge, and movement boosts like GotA were removed or replaced as needed for the goal of MORE Defense. Some recharge boosts remain as LotG is such a good set. Shield Walls replace LotG in some powers for the extra Hit Points it provides because ---
4) All builds seek to maximize regeneration with capped or almost capped Hit Points at peak (ie: with Earth's Embrace active.) the target turned out to be 80 HP per second.
5) Obviously to get regeneration like that Rooted is assumed to be on all the time and any build like these would require an expert use of teleport.
6) Since I do not have the veteran ability to take teleport without the prerequisite power, all builds use Recall Friend to mule the 20% Winters Gift unique.
The first build is the last build created. It acceptes the Psionic hole and has the other 6 Typed defenses at 72.5% (72.47.) Psionic is at 22.3% representing 16.334% from Weave, Maneuvers, and Stealth and the two 3% uniques. Melee, Ranged and AoE are at 30.1%.
Resists: S/L resistance is capped without tough (Stoneskin), and F-C-E-N are all at 80.1 %. Toxic is also 80.1 but capped when Earth's embrace is active.
Regeneration is 550% for 80.88 HP per second at 3523.7 Hit Points, and 57.74 HP per second with 2515.9 Hit Points when Earth's Embrace is not active.
Recovery is 3.66/s for a net of 2/s before taking into account the 2 Performance Shifter procs. With 117.25 Max End they should each be worth about .234/s for a total of .468/s . I find two Procs much more reliable and smoother than one. I have 2 on my scrapper.
I think, if built (LOL), this build would be the most survivable. The AoE effects retain reasonable slotting and the Nerve radial would at least insure the gimped ST attacks would land. You could even turn on Focused Accuracy. It does provide To-Hit debuff resistance.
so: Rock V5XPPD70
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Rock 5XPPD70 (Stealth) Max D Psionic partly patched experiment: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:50(A)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Earth's Embrace -- Numna-Heal/Rchg:50(A), Aegis-ResDam/Rchg:50(5), Aegis-EndRdx/Rchg:50(5), Aegis-ResDam/EndRdx/Rchg:50(7), Numna-Heal:50(25), Numna-EndRdx/Rchg:50(43)
Level 4: Combustion -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Erad-%Dam:10(11), C'ngBlow-Dmg/Rchg:50(11), C'ngBlow-Dmg/EndRdx:50(13), C'ngBlow-Acc/Dmg:50(40)
Level 6: Recall Friend -- Winter-ResSlow:50(A)
Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/EndRdx/Rchg:50(15), HO:Golgi(17)
Level 10: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-%Dam:10(15), C'ngBlow-Dmg/EndRdx:50(19), C'ngBlow-Dmg/Rchg:50(21), C'ngBlow-Acc/Dmg:50(21)
Level 12: Kick -- Acc-I:50(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:10(25), Aegis-ResDam/EndRdx/Rchg:50(37), Aegis-ResDam/EndRdx:50(40), Aegis-ResDam:50(42)
Level 16: Teleport -- Jnt-EndRdx/Rng:50(A)
Level 18: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(48), Mocking-Rchg:50(50)
Level 20: Stone Skin -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:50(23), Aegis-Psi/Status:25(37)
Level 22: Weave -- SW-Def/EndRdx:50(A), SW-Def/EndRdx/Rchg:50(23), SW-ResDam/Re TP:50(34), HO:Enzym(43)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(43)
Level 26: Minerals -- LkGmblr-Rchg+:50(A)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-%Dam:10(29), C'ngBlow-Dmg/EndRdx:50(31), C'ngBlow-Dmg/Rchg:50(31), C'ngBlow-Acc/Dmg:50(46)
Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A)
Level 32: Granite Armor -- SW-Def:50(A), SW-Def/EndRdx:50(33), HO:Enzym(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/Rchg:50(34)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
Level 41: Focused Accuracy -- Rec'dRet-Pcptn:10(A), Rec'dRet-ToHit:20(46)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Dmg/Rchg:50(46)
Level 47: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(48), P'Shift-End%:21(50)
Level 49: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Raptor Pack
Level 50: Nerve Radial Paragon
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Mrcl-Heal:40(17), Numna-Heal:50(37), Numna-Heal/Rchg:50(42), Numna-Regen/Rcvry+:30(42), RgnTis-Regen+:10(48)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(27)
Code:The other two builds both give 45%+ soft cap Psionic using various optimal sets (primarily Impervium Armor and Scirocco's Dervish) and the Weave, Maneuvers, and Stealth base of defense all. The Mace Mastery Patron Pool build even soft caps Psionic without Stealth. Other Defenses approach or exceed the 60% 'new Soft Cap'.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1514;790;1580;HEX;| |78DA65535B4F1351103EDB6D2DBD01A58596725BAE6DC12E2D97E093C4589A1469B| |25034BE18B294235DD96E9BED6AE0CDDFA00F3E1813F0D1BFE42DEAABA0FFA0CECE| |1C701336D97C67BF333BDFCC77E6D44ECB51C65E6F3229FAD0D4BBDD837DDD3AE17| |65FEDA5A33B46DBDADC6B374E94F5A79A56DE282AB9BAC375D369E6959A7EAA9415| |AD0B214643E9E8B6639E29804EA3C98F147EDAE1B6D1E29613648C6528E741993FE| |75697AB75A76DF1830776AB6DA7C5568D9B9CAB1583DB67B48E57AD26B721817ABD| |18D2DA6D53DD87CD4EDBA6E26248558CE3A66358C703F8B5C3F5236E779B46278ED| |F55EB95D1350E0DD370CE125B1DA3A16E59DC3E0619BDEB805C1A0A5C82F7738889| |A7C7D8B0C45889C5C33794CC348019E6DB25D843B85347F80ABF4A12C605A43AFEE| |A2F11AC20DC5945483F4658DC4348407699B207E4DF3EC62658DF2542F80A20C4C2| |1673E3A22D84AC89300F860644998131D9A5BE837C90E4E52049F4ED22F4EF230CD| |E833D3F63DF203024EA0C91549484FB497188A492249C24451F284684622483940C| |548C287F2C25B919D22BB29B618E3ACD1611F26BF405E10322C340D487B9A1F9B86| |83EDE446AC840987C81903D415836114A2D842FD040821AF025DCDC5936424A73EB| |0069E60FD2D9B9560C57D09D912AC2F42384C50DD70A99C521304581528A4EFB7AE| |B27888C8A6A47692B05D58E896AC7C8B171F26F9C8C9B24E326C9B80219F723E446| |50A2094AF40BA829710253DB589142652A1B74460A59364D6D4DD318A5C3EE98515| |B333488B33488B33488B33488A310372FE2E6296E81E216286E81E2CE4132477152| |EE037650780F90601732DD06F76497CEB18DBB17041F09543C894201E1134C812A0| |E44A5D15BA6D12BBD8380248B81CF45E173913C282511C6FD9EFB4663B5E3A50A48| |69404982929690CABB5194B2171ABCB90D3D2DEC8AD0FA9967AD7BD6879E7524823| |AB8BE0CDFDC602691F29597CA21F527ECB9E7DB92EBD76015A7708E7ACFD3E5CF3F| |C12BB17C5F729DFDFBFF2F9F44AE64DEA07B99B708456FDB3D78D8E22DA6748B59B| |BC5AC7A9910A4EE67950408887EFF015FD1F4E6| |-------------------------------------------------------------------|
So: Rock 5XV3 Patron Pool build
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Rock 5XV3 Max D Psionic Hole patched experimental : Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:50(A)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Earth's Embrace -- Numna-Heal/Rchg:50(A), ImpArm-ResDam/Rchg:40(5), ImpArm-EndRdx/Rchg:40(5), ImpArm-ResDam/EndRdx/Rchg:40(7), Numna-Heal/EndRdx/Rchg:50(25)
Level 4: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(9), Sciroc-Dmg/Rchg:50(11), Sciroc-Acc/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(13), Sciroc-Dam%:20(40)
Level 6: Recall Friend -- Winter-ResSlow:50(A)
Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Numna-Heal/Rchg:50(15), HO:Golgi(17)
Level 10: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(13), Sciroc-Acc/Dmg/EndRdx:50(15), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Rchg:50(21), Sciroc-Dam%:20(21)
Level 12: Boxing -- Acc-I:50(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:10(25), ImpArm-ResPsi:15(37), ImpArm-ResDam:40(40), ImpArm-ResDam/EndRdx:40(42)
Level 16: Teleport -- Jnt-EndRdx/Rng:50(A)
Level 18: Taunt -- Zinger-Taunt/Rng:50(A), Zinger-Taunt/Rchg:50(19), Zinger-Taunt/Rchg/Rng:50(31), Zinger-Acc/Rchg:50(40)
Level 20: Stone Skin -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResPsi:15(37)
Level 22: Weave -- SW-Def/EndRdx:50(A), SW-Def/EndRdx/Rchg:50(23), SW-ResDam/Re TP:50(34), HO:Enzym(43)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(46)
Level 26: Minerals -- LkGmblr-Rchg+:50(A)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:20(43)
Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A)
Level 32: Granite Armor -- SW-Def:50(A), SW-Def/EndRdx:50(33), SW-Def/Rchg:50(33), ImpArm-ResDam:40(33), ImpArm-ResDam/EndRdx:40(34), ImpArm-ResDam/Rchg:40(34)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
Level 41: Mace Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Acc/Rchg:50(45), Apoc-Dmg/EndRdx:50(45), Apoc-Dam%:50(45)
Level 44: Focused Accuracy -- Rec'dRet-Pcptn:10(A)
Level 47: Summon Blaster -- S'bndAl-Dmg:50(A), S'bndAl-Dmg/Rchg:50(48), S'bndAl-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(48), S'bndAl-Dmg/EndRdx:50(50), S'bndAl-Build%:50(50)
Level 49: Stealth -- LkGmblr-Rchg+:50(A), HO:Enzym(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Raptor Pack
Level 50: Nerve Radial Paragon
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:30(37), Numna-Heal:50(43), Numna-Heal/Rchg:50(46), RgnTis-Regen+:10(46)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(27)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1505;774;1548;HEX;| |78DA6553D952135110BD9385900D080112C2362C592143025AFA04B2180D92AAB04| |85965696A085732459889930183BEF80DFAE0935FA662A9CF2E7F107ABAAF30554C| |5572EE9CDBD3A7FBDCBE95CE6688B1F7AB4C0A6D34D576BBB6AFEA27DCECAD9C59A| |AA519FAD2AE513F91EF3E3B58962B6A47DE94AB6D60B5BAFCD86872B9A55AF5063F| |9279A7C54DED94EB96DA947D8CB104A5A96DF2575C6F7365CF32745E5B334F0D332| |EB62ABCC9B952D2B87941EB48596F70137228FF178355C3682AFBB0D9324CAA278C| |54493B6E589A7EDC8F6FDB5C3DE266BBA1B522F85ED6CFB5B676A83535EB22F6B0A| |5D59575F3CCE2B58A5AB7FFDA1648C6A1C879F87DF133F174191B96182BB248E09A| |72B32AC00C73ED10EC22F4EC217C834F2509E33CD21E7EEA4902A4992785D093468| |8EFE35E14D2BA29ADD77DCE6CAAF70D42A0437081107A8B907E0710654970D32BEA| |F38EB9ED9DEFA0EB235DB7EF29E6EEDD41E8A32A06EEC39E87B14B08F453A0D74F8| |A2152EC238D41121E22E1215294403128148309DC71031526CA138E41C609165F82| |5AFC6C2E0B6F7D2C9DC14EB373086908EF1719FA432ECC0DCD4784A71113A941036| |1B285907E8DF0154A8E52C9AE28251DA1A442C9E3A363B2130D97D08F9132C2F413| |84DC3DBB79378B40608C02A5181D6C5E6CFD04915151DF286DC5A0BE3171386364D| |53859354E1E4D924793645C8EACFAE1B7ADA0441394E8175053C2F3A92DAC48A632| |E54704D4D53475354D03130FD803455DCDD0C8CDD2C8CDD2C8CDD2C88D425C52C42| |5292E4571298A4B51DC7390CA8876320BE86C364FA0202C2C1214088A089721BA13| |763BF39F5DF6F9BE84448A48A4AC60D4E22AC103823584E23AC1064218BC2F08EF0| |BE44B51783FEE71DC379AAE6D279547AA0A942428691EA9AC1D4539BBFE81EB4BD1| |AD066C155ABF70AC55C7FAD0B10E065107D7BF03D7379849A4FCC7496590FA7B437| |9A52DC93EF88132CDE401DE851C5DC23CDDBEFC8A643BF7EFE62B97F4096C196289| |0FE84EE22342C1D976171E96BBC5146F31776E31CB4EC6EFB22F49290A02A2DF2B7| |BE0EB51| |-------------------------------------------------------------------|
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Rock 5X2 Max D Psionic Hole patched experimental : Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:50(A)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Earth's Embrace -- Numna-Heal/Rchg:50(A), ImpArm-ResDam/Rchg:40(5), ImpArm-ResDam/EndRdx/Rchg:40(5), ImpArm-EndRdx/Rchg:40(7), Numna-Heal/EndRdx/Rchg:50(50)
Level 4: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(9), Sciroc-Dmg/Rchg:50(11), Sciroc-Acc/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(13), Sciroc-Dam%:20(40)
Level 6: Recall Friend -- Winter-ResSlow:10(A)
Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), HO:Golgi(15), Numna-Heal/Rchg:50(17)
Level 10: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(13), Sciroc-Acc/Dmg/EndRdx:50(15), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Rchg:50(21), Sciroc-Dam%:20(21)
Level 12: Kick -- Acc-I:50(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:10(25), ImpArm-ResDam/EndRdx:40(25), ImpArm-ResDam/EndRdx/Rchg:40(37), ImpArm-ResPsi:40(40)
Level 16: Teleport -- Jnt-EndRdx/Rng:50(A)
Level 18: Taunt -- Zinger-Taunt/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(19), Zinger-Acc/Rchg:50(31), Zinger-Taunt/Rng:50(40)
Level 20: Stone Skin -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(23), ImpArm-ResPsi:15(37)
Level 22: Weave -- SW-Def/EndRdx:50(A), SW-Def/EndRdx/Rchg:50(23), SW-ResDam/Re TP:50(34), HO:Enzym(43)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 26: Minerals -- LkGmblr-Rchg+:50(A)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:20(46)
Level 30: Crystal Armor -- LkGmblr-Rchg+:50(A)
Level 32: Granite Armor -- DefBuff-I:50(A), HO:Enzym(33), HO:Enzym(33), ImpArm-ResDam:40(33), ImpArm-ResDam/EndRdx:40(34), ImpArm-ResDam/Rchg:40(34)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx/Rchg:30(43)
Level 44: Fire Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dam%:50(46), Apoc-Dmg/EndRdx:50(46)
Level 47: Ring of Fire -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(48), Dev'n-Dmg/Rchg:50(48), Dev'n-Acc/Dmg/Rchg:50(48), Dev'n-Acc/Dmg/EndRdx/Rchg:50(50), Dev'n-Hold%:50(50)
Level 49: Stealth -- LkGmblr-Rchg+:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Raptor Pack
Level 50: Nerve Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(17), Numna-Heal:50(37), Numna-Heal/Rchg:50(43)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(27)
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Jak -
Well, Jets, I 'thought' I had 'tested' Sparky in game when I wrote that the defiance boost was for the full 60 sec. duration, but I must have been tired. Thank You! for correcting my stupid error.
I changed how I play Voltiac Sentinel, and it still makes a nice baby build up while you wait for Aim and real BU to recycle.
So looking forward to respecing Sable Lightning to an E3 or Scorpion Shield real endurance drain build.
Jak -
I have seen off hand references to the 'new Soft Cap' defense needed for some of the new content, where some or all opponents have significant to-hit buffs, but a search failed to locate any meaningful discussion.
So what are the relavent 'new Soft Cap' numbers vs which opponents?
Now the duh stuff.
With the 'new Soft Cap' in mind, I have only a Granite tank and stay in Granite almost all the time. Two defense powers that will stack with Granite are Manuevers, which I already use, and Stealth.
In the great thread In your personal opinion... which I am trying to fully understand, one poster mentioned that some regard a Tanker using Manuevers as a 'failed build'. Why? It seems great to me and also buffs my team mates.
I have never used Stealth itself on any toon, just Steamy Mist on my Storm Def., but I have been invisible on my Granite tank from Group Invisibility several times and it did not seem to affect my aggro holding abilities. It just made the initial grab a little more difficult.
1) Do Stealth effects actually lower your Threat rating and/or aggro maintenance. I don't see any mention in MIDS or Red Tomax. Did I miss it?
2) If the only effect of Stealth is to slow aggro aquisition somewhat, would Stealth, as a defense boost vs extreme foes, be so very bad? If running solo, would Stealth be viable then?
Thanks,
Jak -
Thanks for a good new guide to this archetype.
I notice you give Voltaic Sentenal an unconditional NO.
I find the +20% defiance stackable damage bonus lasting a full 60 sec. that Sparky provides more than enough reason to take and perma/maintain this power. +20% Damage. Lasts the full 60 sec. Slot 4 expedient reinforcements for +recharge and -endurance so he is as cheap as possible and always available, enjoy your 6.25% global recharge bonus.
The random ST damage from Sparky is a nice bonus. The unintentional aggro of extra spawns and the early aggro of your next planned spawn are the only drawbacks and you can learn to position yourself to manage those.
So overall I consider Voltaic Sentenial an always take.
Also - MIDS shows Voltaic Sentenal as getting a pass through damage boost from Aim and Build Up. It does not.
An alternate view, with respect,
Jak -
Yep I have crashed twice from the sound bug in like 6-7 tries. Older computer.
My work around -- when your hear the hard pulsing loop crash sound starting RUN AWAY. Go quickly to a quiet area as far from the action as you can and it will fade/stop. Then return. Have not crashed on 3 runs since I started doing this.
Hope it works for some others.
Jak -
I first saw this advice in a scrapper thread many months ago. Sorry I can't give credit to the poster who put it up.
So after the obvoius Miracle and Numina's ---
1) Get Atlas as above, and also Portal Jockey for and additional 5%. The poster I am paraphrasing demonstrated that Max endurance boosts are almost always more efficient than simple recovery bonuses. Total end bar now 110.
2)There are several sets that give max endurance boosts and recovery bonuses too. My Storm/Elect will be using 2 x Impervium Armor at 4 slots for 2.5% recovery and 2.25% max end each. they go in Tough and an Epic Resist Armor so that's an additional 4.5% max endurance ttl.
Sets providing max end only but other goodies include Decimation providing 2.25% max endurance at 4 slots and 6.25% recharge at 5 slots. My electric slots 2 x Decimation at 5 slots each for another 4.5% max end and 12.5% global recharge.
Others include 2 slot Eradication or 2 slot Mocking Beratement for 1.8% max end. I am using 3 x Undermined Defense in Freezing Rain for 1.8%. The set bonus finder in Mids can help you to see what might be squeezed into your build.
It is not too difficult to get around a 120 point total endurance bar.
3) That leverages ALL your regular Recovery bonuses and does this too ---
It gives your Performance Shifter proc in Stamina a bigger working range thus smoothing it out, and lets it fire for about 12 points of endurance (10% of total bar!!)
That makes the proc approximate a +24% recovery bonus and makes it much more reliable.
I find these three strategies taken together solve almost any endurance problem.
PS: When Stamina is an issue you may want 3 (pretty much always a Perf Shift proc + end mod and a common 50 end IO) or 4 slots in Stamina if your build can afford the slots. Depending on your total end bar size that 4th slot may or may not be best as a 4th Performance Shifter. The 4th Perf Shift gives a 2.5% recovery bonus and 'may' be better than a common 50 IO due to ED.
PPS: Obviously I have only addressed the Recovery side of the equation. You do have to slot decent endurance reduction in all your powers. In high recharge builds this becomes even more important. I shoot for a final net (Recovery-Drain) of 2.5 end per sec or greater. -
So, I am still considering my Storm/Electric Defender's respec and my friends are after me to bring something to redside. Since Scarlet is supposed to be the wild and crazy one I looked at Patron Pools and came up with this, which looks rather good to me.
What are the defects and how should I fix them.
Thanks,
Jak
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Scarlet V9BP I-19 Patron Pool build Super capped D small purple to cap ranged also: Level 50 Mutation Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: O2 Boost -- Dct'dW-Heal/EndRdx:50(A)
Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(21)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(23), Thundr-Acc/Dmg/Rchg:50(40)
Level 4: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(7), Ragnrk-Acc/Dmg/Rchg:50(37), Ragnrk-Acc/Rchg:50(37), Ragnrk-Dmg/EndRdx:50(39), EndRdx-I:50(48)
Level 6: Steamy Mist -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(9), HO:Enzym(9), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/EndRdx/Rchg:50(15), Aegis-ResDam:50(17)
Level 8: Freezing Rain -- UndDef-Rchg/EndRdx:50(A), UndDef-DefDeb/Rchg:50(11), UndDef-DefDeb/Rchg/EndRdx:50(11), LdyGrey-Rchg/EndRdx:50(13), LdyGrey-DefDeb/Rchg/EndRdx:50(15)
Level 10: Hover -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:10(17)
Level 12: Kick -- Acc-I:50(A)
Level 14: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(43), LkGmblr-Def/EndRdx:50(46)
Level 16: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(33), RechRdx-I:50(40)
Level 18: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(19), ImpArm-ResDam/EndRdx/Rchg:40(19), ImpArm-EndRdx/Rchg:40(23), S'fstPrt-ResDam/Def+:30(37)
Level 20: Assault -- EndRdx-I:50(A), EndRdx-I:50(46)
Level 22: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitDeb/Rchg:50(31), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-Rchg/EndRdx:50(42)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(29)
Level 26: Tornado -- ExRmnt-Dmg/EndRdx:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(27), ExRmnt-Acc/Dmg/Rchg:50(27), ExRmnt-Acc/Dmg:50(29)
Level 28: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(33), BasGaze-Acc/Rchg:30(34), BasGaze-Acc/Hold:30(34)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 32: Lightning Storm -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(36), Apoc-Dmg/EndRdx:50(36), Apoc-Dam%:50(43), Thundr-Dmg/EndRdx:50(45)
Level 35: Voltaic Sentinel -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-Acc/Rchg:50(40), ExRmnt-Dmg/EndRdx:50(50)
Level 38: Fly -- Zephyr-ResKB:10(A)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:50(43)
Level 44: Web Cocoon -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(45), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(46)
Level 47: Summon Disruptor -- ExRmnt-Acc/Dmg/Rchg:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(48), ExRmnt-Acc/Rchg:50(48), ExRmnt-Dmg/EndRdx:50(50)
Level 49: Snow Storm -- EndRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Raptor Pack
Level 50: Spiritual Total Radial Revamp
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(34)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc:50(50)
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-
re purples:
Apparently you two are the Purple drop versions of the protagonists in 'Unbreakable'. Scary. -
I have had him be completely unfindable several times. I mean clear every single mob in the base and can't find him. Last time he was at the very end of a short dead end tunnel I had looked in twice, but until I finally went to the actual dead end of the tunnel he was silent and you sure couldn't see him down there, lol. Even then he was still silent, and I only realized I had finally found him from the second little green arrowhead that showed up on the mission map, following me out of the dead end. Got to spend 30 min. practicing my tunnel navigating skills.
I think from now on I am going to up my group size to 2 or 3 for that mish, IF I run it at all, as then he seems to spawn with some Malta helpers around to help you know where he is at.
Jak -
Thanks all for so much good info. Thanks Donna for asking questions I wish I had thought of.
If anyone wants to post their optimal, anything goes, 6 slot for Lightning Storm on a Defense and Recharge oriented Stormie I would appreciate ideas.
At present I am thinking 5 x Apocalypse with one being the proc. as the only purple set, and the 6th being a Thunderstrike Damage/Endurance. Spiritual Radial Paragon takes care of recharge (23.22 sec.)
Jak -
Yep leaping is a dead end on a Stone tank.
You will probably want 1 extra slot in swift with a total of two run speed IO as that is efficient.
I found making a thumb button activate TP in the key binds section of the options so I could just thumb then left-click was a huge help using TP during combat. There are many other bind choices I have seen that use some chord key + left click also.
Run speed boosting set bonuses will be your friend later. 20 MPH in granite (no rooted) is common.
As far as a replacement for the defense bonus from combat jumping I found the Leadership pool Manuevers was the way to go. Requires end reduction but works all the time and is a larger bonus.
I skipped any travel power except Teleport on my stoner. Outside granite, with his run speed boosts, his Ninja Run + Sprint is right at 70 MPH, and TP is even faster. TP has a brief Hover effect that prevents falling but that effect does not work when you are rooted or in granite (bummer.) Distance teleporting when rooted or in granite or both is a pain as you start falling the moment you rematerialize. It becomes an exercise in trigonometry as you have to TP well above terrain so you will still have line of sight to your next TP waypoint as you fall.
To avoid that problem I put a stealth proc in a prestiege sprint so i can move about in dangerous zones outside granite.
Hope these some of these ideas are of use to you,
Jak -
If I place an Apocalypse - Chance of Damage(Negative) in Lightning Storm will each and every blast from the cloud get the Chance to proc for the 107.09 Negative damage?
Thanks,
Jak -
All I know is this. My main scrapper is SR and I think a full set of Gaussian's in FA is an outstanding use of slots to assist in soft capping ALL positional defenses (7.5% total - it is 3 set bonuses in one set.) For that one AT in particular it allows you to recover/use fewer slots in your defensive toggles.
It runs full time for me with no problem as the same Epic gives you Physical Perfection. It gives hit point and recovery buffs, The To-Hit bonus does things +Acc can't do, it does give +Acc also, and every 10 sec you might get a cookie (+100% Damage buff proc.)
So I plan to keep it on that toon, but if it is not integral to your overall defensive strategy having a 6 slot FA is probably a mistake.
Jak