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Posts
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Joined
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Thanks for the comments, I'll look at some revisions.
Tough is slotted to be used without Granite. With Granite I don't even bother turning it on. With Rock/Crystal/Minerals, it more than doubles my Lethal/Smashing Res. I go into that build versus Carnies or if I want to do more damage. Outside of Granite I have a not terrible +19% boost to all damage.
I shifted Earth's Embrace to all Doctored Wounds because with Hasten it puts me in perma-Earth's Embrace outside Granite and at about 151 sec. with Granite on, which I consider near-perfect for me.
I hate Frozen Aura. Is that a hangover from the old days? I guess. It actually looks like they fixed it to have pretty decent dmg/sec. IO's up right I guess it is ok. Here's a revision with it instead of Ice Sword. With I19 I will have other options. Not sure what i will go with.
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Here is my build. I'm not completely spec'ed yet, but this is what I am working towards. Suggestions welcome. I19 will obviously allow me to go with 3 powers from an Epic, so that's another matter. Probably will go Ice for added damage and control.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Red Army Hero: Level 50 Natural Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Ice Melee
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A), HO:Enzym(3), GftotA-Run+(7)
Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(43)
Level 2: Stone Skin -- Aegis-ResDam(A), S'fstPrt-ResDam/Def+(3), Aegis-ResDam/Rchg(7)
Level 4: Earth's Embrace -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(9), RgnTis-Heal/Rchg(9), RgnTis-Heal/EndRdx/Rchg(23), RgnTis-Regen+(43), RechRdx-I(46)
Level 6: Frost -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/Rng(46), Det'tn-Acc/Dmg/EndRdx(46)
Level 8: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(13), Mrcl-Heal/EndRdx(43), Mrcl-Rcvry+(45)
Level 10: Recall Friend -- Empty(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(17), Mocking-Rchg(23)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-ResSlow(42)
Level 16: Swift -- Run-I(A), Run-I(17), Run-I(19)
Level 18: Health -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Mud Pots -- Oblit-Dmg(A), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), EndRdx-I(27), Armgdn-Dam%(27), Armgdn-Dmg/EndRdx(40)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 28: Crystal Armor -- HO:Enzym(A), GftotA-Run+(29), LkGmblr-Rchg+(29)
Level 30: Freezing Touch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), G'Wdw-Acc/Rchg(36), G'Wdw-Acc/Hold/Rchg(42)
Level 32: Granite Armor -- HO:Enzym(A), HO:Enzym(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam(33), TtmC'tng-ResDam(34), GA-3defTpProc(34)
Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 38: Minerals -- HO:Enzym(A), GftotA-Run+(39), LkGmblr-Rchg+(40)
Level 41: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(42)
Level 44: Tough -- HO:Ribo(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Weave -- HO:Enzym(A), HO:Enzym(48), EndRdx-I(48), GftotA-Run+(48)
Level 49: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(50), Mako-Acc/EndRdx/Rchg(50), Mako-Dam%(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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This is what I am thinking... Obviously with I19 I can skip three of those and add in some other powers. I mean, I'll get SJ a lot sooner this way.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Darkest Deflection: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(7), RedFtn-Def/EndRdx/Rchg(7), LkGmblr-Def/EndRdx/Rchg(13), SW-Def/EndRdx/Rchg(15), SW-Def/EndRdx(40)
Level 2: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 6: True Grit -- TtmC'tng-ResDam(A), Aegis-ResDam(27), GA-ResDam(29), Numna-Heal(43), Numna-Regen/Rcvry+(45)
Level 8: Siphon Life -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Rchg(9), Nictus-Heal(11), Numna-Heal/Rchg(11), Numna-EndRdx/Rchg(13)
Level 10: Hurdle -- Empty(A)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(46)
Level 14: Combat Jumping -- GftotA-Run+(A), GftotA-Def/EndRdx(46)
Level 16: Against All Odds -- RechRdx-I(A)
Level 18: Health -- Heal-I(A), Numna-Heal(40), Numna-Heal/EndRdx(42)
Level 20: Stamina -- P'Shift-EndMod(A), Efficacy-EndMod(23), P'Shift-End%(29), Efficacy-EndMod/Rchg(31)
Level 22: Dark Consumption -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod/Acc(46)
Level 24: Boxing -- Acc-I(A)
Level 26: Soul Drain -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(31), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Armgdn-Acc/Rchg(42)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(33), GA-End/Res(33)
Level 30: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(34), SW-Def/EndRdx(34)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), GS-Dam/Rech(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/Rchg(39)
Level 38: Super Jump -- Jump-I(A), Jump-I(40)
Level 41: Conserve Power -- EndRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45), EndMod-I(48)
Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 49: Phalanx Fighting -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
Have not decided what to go with yet, but I am looking at:
DM/SD or EM/DA.
I know, I said no to AoE this time around, but I likes AoE. Was using my 50 Spines/Fiery last night and while he is a bit squishy and nowhere near spec'd up enough (I don't even know what I need on IOs anymore.)
If I understand /SD and /DA as they now work, would the following comments be valid to their differences:
DA: Resistance, Damage Mitigation/Control (Cloak and Oppressive), Self-Heal, PBAoE Aura
SD: Defense, Damage Enhancement, slow recharding Active AoE
I'm thinking if you can manage your END use, EM/DA is really powerful potentially as an AoE. Would it hold up against EM/SD which seems more popular ATM?
Some questions on powerset powers:
What are the core SD powers? I'm guessing:
Defelction
Battle Agility
True Grit
Active Defense
Against All Odds
Shield Charge
One with the Shield
For DM:
What is the conventional wisdom on Shadow Maul at this time? The animation is a disaster
Is Siphon Life still too little healf and too little damage for too much END/too slow RECH? Looks like with 4 Touch of Nictus and 2 Hecatomb, you can get END cost down to 8.681, RECH to 5s (!), ACC to 139%, heal to a little over 15% and Damage to 180NE. Now it still has that terrible 2s cast time, but still it seems respectable.
Ah, also, what are the IO sets du jour for DA, EM, DM and SD? Are they listed somewhere? I'll post a prospective build soon.
Again, much appreciated. -
EM is AoE? Really? Didnt know that [EDIT: Would have helped if I'd noticed that 4 of its powers are AoE :/] How does it compare to Spines? I guess with /SD it really gets a power boost that Spines has a hard time competing with now. Spines I guess would depend on DA with Death Shroud/Spine Burst/Throw Spines/Ripper/Quills. I'm guessing neither one is great for AV soloing.
I suspect that against mobs, /SD is better than /INV if you have some AoE stuff, but less useful against an AV, but isn't /Inv also weaker against a single target?
Thanks, that's great info btw. Always loved DM because it looks cool, it has neat effect stuff and best of all Neg NRG is one of the least defended against, so even at lower raw numbers, it is resisted less.
Looks like the armor cost/sec on DA has dropped considerably, only .208/s unmodified compared to .26/s for Fiery, Elec, SD, etc. I mean, yeah it needs to be spec'd hard, but it looks better than ever!
Ok, well, that's great stuff to think about. Thanks again!
La Noche Blanca -
Good questions.
I have always had a fondness for AoE and I have a lvl 50 Spines. I also spent a lot of time with variations of DM/DA and even a Spines/DA "dust bunny", but it was also an END nightmare before the mid 30's. I think I want to move towards a more traditional AV-hunter though and let the blasters do the minion mulching now.
I'd like to be able to solo mishes and AVs, and I definitely like to go +level mobs. I like my heroes to feel like SUPER heroes, not "sorta great" heroes, you know what I mean?
For example, my Stone/Ice tank has always been able to tank +2-4 mobs in great numbers. I mean, he needs someone else to do the damage, but I can taunt/control/aggro manage like a beast. I wouldn't really want to have a scranker. I'm old school, I want to herd!
I want to go toe-to-toe with the big'uns.
- I'd prefer it not cost huge amounts, since I'm a casual player.
- I don't mind END management. Been playing on and off since I2. I can handle END management.
- Toggles are fine, but I play an Ill/Rad troller, so I don't mind micro-managing in the action.
Primaries:
I will say, I don't like Katana or Broadsword, but I would try Katana over Dual Blades at this point. I am intrigued by KM, Fiery, and EM if only because suddenly its like having a Blapper that doesn't die in one hit. However, I have no idea how they compare to DM or Katana or DB (I know how they compare to Spines: they don't. Spines remains unique.) Comments on that comparison would be really helpful.
Secondaries:
I don't mind Regen, but I played it I2-4 and I just can't deal with what they did to it. I prefer WP to it. DA is fun in a lot of ways, but its also pretty weak comparatively, esp for the END cost. If I want to eat that much END, I'd traditionally prefer the reliability of Inv, even though it has fewer nifty tricks at high levels. Unless something has changed with DA. I love love love the concept, just not the END cost. I again have no idea about SD, EA or FA. FA looks quite weak to me.
So I would tend towards WP, DA or Inv unless I learned something really interesting about the new secondaries. Again, some comparison of these with the new one would be great.
I don't like and never did like Claws, MA or SR and I don't see me using them any time soon. They're of no interest to me.
Thanks all!
Cheers,
La Noche Blanca -
In his defense, with Dual Blades, could he not in fact be a scraper? All the scraping I do is with a bladed object.
From my old I13 experiences, DB works better with WP because WP is more toggle-oriented like Regen was when I started in I2...
La Noche Blanca -
So I am returning to CoH not having played since 6/2009 I think, I13 or so. I see a lot of changes, and a lot of bad things are gone. Also a lot of new choices. I will be keeping my Stone/Ice Tanker, but a lot of the rest I may redo.
What I would like is an opinion on the solo-viable scrapper builds. I don't want to solo everywhere or everything, but I don't want to be PUG-dependent either. I used to play Spine/Regen in I2-I4 and I could solo really well. I also could solo well with Spine/WP in I13, though not quite as well as I would like, and DB/WP was quite awesome as well with the right combos.
So what is the build du jour for the solo-oriented scrapper today?
Thank you in advance for your assistance!
La Noche Blanca -
My quote is wonderfully banal. I want to have a bind or macro to auto-activate hasten and dull pain whenever they become available. I have perma-hasten, but I want to basically enter the game, hit a key combo, and let them cycle contstantly for my scrapper, until I log. Having a regen scrapper, i am not too worried about end, so i don't care when they go off, and I don't use dull pain for healing, since it is better for making my regen powers access a much higher base health.
Thanks for the excellent bind info, btw!