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Posts
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I've played multiple variants of forts, I prefer the melee version. My build is in my sig. Older ranged builds are in my archives in my sig, but none that I'm aware of are up to date.
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You have defense
you have recharge
you have recovery
You don't have healing, but plenty of people consider that optional.
Use boosters on Hasten and put more endrdx into stealth.
Put a stealth proc in sprint, to stack with stealth for full invisibility.
I'm sure there's other things that could be improved, but you would have to define improvement. You took the widow tree but didn't take elude, whether that's an improvement or not depends on the player's preferences.
I prefer the Melee Fort over the widow, my build is in my sig, and is icapped rather than standard softcap. -
I love Time/DP/Power, it's an iDefense Cap Capable Tank. Adapted to Corruptor, it would still be a tank but have to work a tad harder on defense. The defender version should be easy enough to convert to a corruptor if that's your preference.
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I can iCap a Huntsman*, but I've not seen a good way to iCap a crab.
However, the solution is actually pretty easy. Vengeance, Purple Candy, and Kinetic Dampeners. The Crab has everything you could ever desire, sans the candy. For regular missions use bases, /auctionhouse, etc, to stock medium purples. Kinetic Dampener temps last 30 minutes and are easy to craft. Use each as needed and you can easily get through a trial or mission, and restock/recraft/recharge between missions/trials.
The iCapped Huntsman gives up Aid Self in order to iCap defense. I'm not currently running the iCap version, as I'm debating the value of the iCapped version vs a standard soft-capped version with aid self. The build can be found in my archives below, or as a direct link: http://dl.dropbox.com/u/15076020/Hun...0Incarnate.mxd. -
You can softcap positionals but it's expensive. With Clarion Radial T4 * PBU * FS you can increase your defense even further. I'm hitting 80 defense MRA on the Radial version of my defender build, so it should be possible for a corruptor version to hit at least near 60. The conversion to Fire Blast shouldn't hurt the build overly much. However, I don't have an i22 version for Fire, nor for a Corruptor.
Given the debuffs available, it's less critical to get the last few percent as you can debuff that instead of defend it, so long as the targets are inside your debuffs.
Search farther into the forums, there have been multiple disscussions. Also check the Defender Boards, you can adapt those builds to corruptor.
You can also browse the builds archives in my sig for further ideas. -
My build, as well as many others, are in my Sig. You should be able to adapt it to your blast set.
I run Musculature T4 99% of the time, Agility is there just so I can say I have iDefense Cap to all if I want it. With everything else in the build, that last 3% defense all is NOT needed. Soloing anything +2x8 and below is trivial. Soloing anything, except AVs, +4x8 is possible; sometimes trivial, sometimes not. You don't pack enough offense, nor -regen, nor do you have the required immobilize, in order to take down a +4 AV solo.
I have a conceptual alternate build that might just maybe be able to solo a +4x8 ITF, but given the lack of offense would likely take 4+ hours to do the last mission, and survival even with everything in this build may get problematic at that point. The standard build is much more durable, but lacks immobilize, which is required if you want to kill a +4 Track Star. +4 Avs also resist damage by half, that means It will take at least 2 cycles of Lore pets to take him down, perhaps 4 cycles, while maintaining the -regen and damage between cycles. Meanwhile I have defense, healing, and resist covered, but not nearly enough HPs for spike damage protection. That means, one lucky spike, and I have to start the entire hour over. Depending on luck, that could turn 4 hours into 10, and then it becomes not worth proving that it "can" be done.
Duoed against a pair of these builds a +4 AV wouldn't last 5 minutes. -
Trip Mine: Toe bombing. It's not worthless, but It's definitely subjective. Call it a hold over from the good old days.
Dark Embrace: I agree on the resist stacking, but I'd put that up to personal preference, I've seen plenty of people, including myself, run without resist.
Soul Transfer: I use temps and vets, but if I ever had a freebie pick, I'd love this as a freebie.
Caltrops vs Webbie: I love caltrops for survivability. I use them as a Rain Dancer type of control and defense. That means I almost always default to caltrops first. However, I also like webbie for the runners, especially runners like Rommy. I've rebuilt entire builds just to get an immobilize worked in so I could solo track star AVs.
Flying: Yes (at least last time I tested it), you can use traps while flying, but only if you are VERY close to the ground. Pretty sure Rat was hovering while fighting the other day, so I'd assume this is still true.
Defenders Bastion Is suboptimal in an AoE, as the PPM is divided by some F(Max Targets). I've tried it in Cones, AoEs, and STs. Depending on playstyle, luck, and preference .... I come back to putting it in the longer recharging ST attacks. I'd take the Healing Arrow path.
Healing Arrow: Blazing Arrow with Defenders Bastion. After all the talk of the "Healing Arrow" power for years in the defender forum, I just wouldn't be able to resist this slotting.
I'd use some IO Boosters on the 2 slot powers.
Then I'd use some more IO Boosters to free up a couple of slots for whatever, assuming there's somewhere useful to use 2 more slots. There are, but it's a matter of preference where and how.
SBE Hold proc and Apoc in Snap Shot or a couple of slots into Tough to make it more than a Mule.
Soul Drain probably doesn't need the accuracy. It's 93% vs +3s unslotted.
You can take the extra slot back out of Snap Shot or Explosive Arrow if you want the 20 seconds back in Soul Transfer. If not for exploiting stacked hold procs, I'd rather have a damage proc in snap shot. I've live without the recharge on Soul Transfer, but then I use temps and would proably just pick an entirely different power, or epic.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
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How many spawns of +4x8 Malta do I need to herd for it to count ?
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Time/DP works well, and is lighter on the endurance than some other choices.
Time/Fire is considerably more damage, but equally more endurance consumption.
Dp starts coming into it's own after you get the mini-nuke (32). Once you combine the mini-nuke with Judgement it gets even better. Before the mini-nuke, DP is a on the low side offensively.
See my sig for build options. -
Quote:The ITF Crab build in my sig. If you aren't trying to solo the ITF you can modify the build for more offense or other adjustments easily.Linea Alba, what type of build are you using based on this post? MT
I also use the huntsman a fair bit, because it's fun, but it has more defensive limitations. Despite the limitations, it's my favorite overall build.
For a ST offense specialist crab I'd reccommend the Giant2005 ST DPS build in my archives. -
A well built crab can do "almost" anything in this game. Tweak your build to the task and it gets even better. I find myself wanting more build slots so that I can adapt more closely to more and more situations.
Remember, a well built tank will still be the better tank, just as a well built scrapper will still be the better scrapper, a well built defender is the better defender, and a well built blaster will still be the better blaster.
If you build it well and learn to play it well, you'll find yourself better at all those roles than the average random player you run across, but not better than the really good players. You're not a god, or even an angel, you're just a very skilled soldier in the best armor blood money can buy, con, and steal.
Things that can still kill me, assuming soloing +4x8:
- Arachnos, but rarely.
- Longbow, but rarely.
- Cimies, easily, if I don't react.
- Carnies, when they get lucky.
- Cheat DE if I don't watch myself.
- Anything if it gets lucky enough.
- Endurance Drain - Counter with blue or temp blue.
- Defense Debuffs - Counter with purple or kiting.
- Quartz - Counter by pulling and/or AoE Damage.
- Carnies with 4+ Bosses and 20+ Lts all casting hold at once ... sometimes, but very rarely, they get lucky and hold me and kill me more or less instantly. Call it somewhere between once a day and once a week. The RNG gets good kick backs from those Mistresses, Believe me.
Priorities:
Know your Self: Monitor your MRA Defense and LE Resist as a minimum
Know your targets
Defense Debuffs
Psy Damage
Buffers
Other Debuffers
PS: yeah, KB. Get either 4, 12, or 12+ KB Protection, never 8. I'm happy with 4, but there are rare days I wish I had 12+. -
General Notes:
Melee > Ranged > AoE
FC > E > EN > FC
You'll either want 4 KB Protection, or 12+, never 8. I'm personally happy with 4.
I almost always prefer Rebirth + Regen over Barrier, but I probably have higher defense numbers and/or other tools, but less recharge.
Some of the new alphas may be worth a look.
Click this DataLink to open the build!
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The Mini-nuke makes the set. The Mini-Nuke with Fulcrum or The Mini-Nuke with Judgement is even better.
DP without the mini-nuke is a bottom tier set. DP with the mini-nuke is a moderate to moderate high tier set depending your ammo choices, but never top tier. Just as you don't play AR without Burn (aka ignite), you don't play DP without the Mini-nuke (aka Hail of bullets).
Surprised, no. Happy, meh. Content Yes. From a design standpoint I really don't like sets where one power makes or breaks the set. -
I've been using Beast Run on my crab forever. It's totally worth it, even if it does give you the heebie jeebies.
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I would have said WP first, Invulnerable Second.
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When I did spread sheets in beta (which means it may have changed) Fire had the advantage is EPS and ST, while Kat had the advantage in AoE if you could maximize both FS and TLD. I honestly feel Fire's AoE is more easily maximized, and I have difficulty getting optimal results from Kat. This is my failing, more than the set. However, once you worked in resistances there as little advantage to Kat other than DA. Resistance to Lethal is everywhere, and it's granny.
I have one of both on live, and the jury is still out. I love DA, and I simply love Kat, but until I get them both fully IO'd out and incarnated, I honestly can't put one over the other for end-game. For Leveling, definitely Kat, and that's entirely due to DA. For Style, Definitely Kat, and that's entirely due to my bias.
PS: redraw has never bothered me. I'd probably even play DP/TA. YMMV greatly. -
Carnies are mostly just annoying - unless you run +4x8 solo, and then you get the rare spawn of 4 to 6 Master Illusionists that than Spawn 4 Illusionists, that then all 100 attack you simultaneously with psy blasts and holds enough of which land to actually break your status protection. But honestly, that doesn't happen THAT often. But it is a bit entertaining to need to carry that one "just in case" break free on a scrapper of all things. 8-/
Arachnos Bite - assuming +4x8 solo, without DDR they can really chew you up. Depending on the character and how much they are backed up by HP, Resists, Regen, Healing and what not, It can take anything from 1 to 4 purples. On my toughest(Crab) with the best resists, hp, and healing, 1 purple does the trick. On my worst(Defender), it varies from 2 purples to 4 depending on how deep in the pile I get. My scrappers all fall somewhere in-between.
Potential Solutions: Run +2x8 or +3x8 instead on those factions, Carry Purples, use your /auctionhouse and /Lootmail for more purples, build with Vengeance or Shadowmeld, Build with a T9, Get the Psy Accolades. I have not tried the following, but maybe Wedding Band or Arachnos Power Shield if those do Psy. Also, I haven't tried it, but the Psy Resist Base Empowerment is another option. I always forget about base empowerments until after I'm dead.
DE Give me trouble on some builds, but not others. Malta on the rare occaision give me a bit of trouble due to the stacked holds on some builds. The PSY hole is a PITA, but pretty much everyone has that hole. It just means I kill the psy spiders first, the forts second, then everyone else. Or I recruit myself a nice FF, Time, Cold, Traps, Dark, Rad pet. DDR in a pocket.
On /Fire Armor, I eat small purples like candy. If it drops, I eat it. If it doesn't drop, I combine it and eat it. If I get a break, a hospital trip, a blink of fresh air, I restock from (base, ww, lootmail) , then I eat it. -
Hasten, Probably.
It would be more accurate to say "If in mids it recharges in 135s, I find it acceptable in-game. But much longer and it starts getting painful in-game." It's also a purely subjective measurement. My acceptable could be another's molasses. I expect the subjective feel is at least partially due to "The less it recharges itself, the longer it takes to recharge" causing an exponential increase in the recharge gap.
The last (cheapest) build is really creeping toward molasses.
Enzymes and Synthetic Enzymes vary from 350m to 500m. Prices have flucuated higher since Freebs can use them, but not use IOs. Synthetics come from STF/LRSF, while Straight Hami's only come from the ever rarer Hami Raids.
The High End build is is probably 7+ billion, the Mid range 3.5+ Billion, the Low End 1+ Billion. Assuming you use merits for many of the more expensive pieces. Without Merits Add another 1 to 1.5 billion. If you have 5 level 20+ characters, and run the SSAs .. that's 15 A-merits, and takes care of all the expensive pieces. Run the SSA's again next week, The week after, and the week after, that's another 15 A-merits that you can convert and sell for 1.2 billion. It'll take a total investment of about 3 to 5 hours a week for 4 weeks, or 10 to 20 hours.
I have enough small number of merits spread around that I can easily generate the LotGs, Numina, and Miracle on demand. It's the 35 merits all on the same character needed for a PvP that's hard to come by. I tend to save up Enzymes and the like as I get them, and usually have 2 or 3 on hand, so I spend less than normal purchasing them. This makes my Ideas of "affordable" vastly different than someone who hasn't played for years.
Shadow Meld is optional. I'd call Shadow Meld the Solo option. I tend to use a build with Vengeance instead on teams. On teams someone else always volunteers to die first so I can have vengeance and go crazy, I love having nice people like that on my teams. Without SM or Vengeance, you may (or may not) want to ease up to the edge of the spawn and open with DA, or (DA something DA). With SM, you can just dive in with your damage chain and let the DAs flow as they will. A Vengeance Build will also give you 1 or 2 more free slots to use elsewhere.
A EndMod Proc in Stamina. I really should have done that. Probably some other things I should have done differently too. Not sure how I'd spend the extra slots if you go Vengeance, but I'm sure there are some good spots for them as tight as the build is. -
I don't know if this will fit what you want, but here is my version from back in the fall. This version has the PvP defense IO and melee with 1 DA. You can remove the PvP and use 2 DA instead, and swap some of the bonuses to maintain essentially the same defensive levels. Using SM for Alpha to cover the time it takes to get the 2 DA coverage you'll likely never know the difference other than in the lower cost to the wallet.
Hasten isn't perma, but it's 135s, which is what I typically shoot for. 10 or 15 seconds of downtime doesn't completely destroy you. However, much more starts getting painful.
Expensive Version from my archives, lower cost versions to follow later.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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Moderate Cost Version:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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Tactics and Suck it Up. It's the most free slots for the price ... then ... for the even cheaper build we get ...
And I've not build a Kat on the cheap in so long, I can't remember the best slotting for DA in a cheap Kat ...
You can probably improve the DA Slotting with a little research.
Lower Cost Version
Hero Plan by Mids' Hero Designer 1.952
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Rad/Sonic is the classic GM killer.
Traps/Sonic is another GM Killer, and can be a mini-tank.
Time/Sonic would be a third choice, even more tank, a bit less offense. -
Despite the redraw, I'm loving Time/DP. Totally broken defensively, while the offense is moderate and respectable. Like traps, I took Time/ defender for the better modifier numbers. It's just one of the few sets that the better numbers bias toward defender. With Clarion Radial T4 + PBU + FS + GI, I'm granting Two team members 70+ defense, the entire team 60+, Allies 55+ and myself 60+ to all vectors. Add in -damage, more -damage, SL Resist, then more Resist with Force of Nature, and you have something that makes many tanks look squishy.
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If you have serious questions, turn on your combat attributes monitor. Personnally, mine is always on with the following. You can turn these on by hand, or with the /monitorattribute command. (At least I think that's the command without looking it up again)
PVE Stealth
Last Chance to Hit
Melee Defense
Ranged Defense
AoE Defense
Smashing Resist
Energy Resist
and a few other stats depending on character.
There are a few powers that don't seem to update the "last chance to hit", just as there are still a few powers that dont' always display correctly in real numbers. However, in general a quick glance at the monitor will tell you if you're missing too much. Mine almost never leaves 95%. -
You're a bit short of soft-cap for Melee/AoE. AoE isn't that important, but Melee is.
You also have no source of HP replacement in the build, which means Rebirth +Regen would be an optimal pick.
You could fill that defense gap with Barrier, but then you'd be giving up Rebirth as a source of hp replacement (healing and regen).
You might also fill that gap with Diamagnetic, allowing you to take Rebirth +Regen, but that would be sacrificing significant offense.
I see no reason for a generic healing in health when Stamina is underslotted. I'm sure I could find better uses for both of those slots. Regeneration is great, but if you run out of blue it's all over.
Impervium Armor may not be the best set for Fortification.
Oblits are great for recharge and defense bonus, but horrible for endurance unless you plan on going Cardiac (Agility or Vigor).
No Miracle Unique ?
LOTG D/DE/GR is good for defense, but terrible for endurance, unless you plan on Cardiac (Agility, or Vigor).
You'd be better served by Rebirth +Regen than Rebirth +Max HP.
I don't see anyway around Cardiac, unless you take one of the newer options like Agility or Vigor.
Agility looks to be an almost custom fit for a Crab that's a bit short on defense, the recharge will help too, where you don't have hasten. However, I don't think Agility will completly close the gap, but it may be close, at least half.
Vigor would boost Rebirth if you take that route, and help on endurance, but leave both Resist and Defense unaffected. But with Agility still likely leaving a defense gap, albeit a smaller defense gap, Vigor becomes a viable option.
Cardiac is more for the crab that has defense covered and then wants to add resist. Given that you have a defense gap, this would likely be my third choice.
Void -damage will likely serve you better than Vorpal. The Vorpal +defense is very short lived, while the Void -damage lingers for 30 seconds making it a viable longer term mitigation power.
Interface, whatever floats your boat. Reactive is the highest damage, but That Energy and Negative aren't that far behind from what I've been told and Toxic and Psy are 80% of the strength of the other three offensive procs, but can bypass select T9s, (this may or may not be correct). I would seldom choose the non-damage proc, I consider dead enemies to be the best mitigation, but then I have to live long enough to put them down too so defensive procs do sometimes have a use.
Lore, again, whatever floats your boat. Cimmies are the most ST damage, I feel like WW are the best overall mix of melee and ranged. CW stay at range and may be the best ranged only choice, but then I'm happy enough with Bots but they are definitely not top-tier. Carnies have an immobilize. Arachnos are good enough and fit the theme, I use them most of the time on my crab, unless I'm doing something stupid like soling the ITF, When I need every advantage I can scrape together, I use Cimmies. For BAF I tend to use the bots since they both have a cone. If I was going after a GM, I'd use the Cataphract for the massive -regen. If you're going after MoLam, Seers Psy damage may be the best choice, even though their damage is half that of the other choices, the Psy bypasses the T9. I'd also look at either the Psy Proc or Toxic Proc for the same reason for that task. -
My defenders can do that. Impress me, do it with +4x8 Arachnos and Cimmies. ;-)
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Quote:Try http://dl.dropbox.com/u/15076020/Cha...s%20i21%29.xls.I just read an entire thread with a lot of people saying Dual Pistols is "not that bad", and not a single post detailing numerically where this set stands against other sets (not just Fire Blast) to actually prove that....
But understand, it was built for a specific build and specific playstyle and is not universally applicable, nor are instructions included, nor is any assertion of accuracy nor precision made.