Lord_Cyclones

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  1. Quote:
    Originally Posted by GavinRuneblade View Post
    I'm sure there must be. My class used handouts from the proff. So not sure where to point you. Did some quick searches and found a few interesting news articles but not the really good science itself. Hmm, I'll look around a bit more, see if I can't find a book and drop you a PM over the weekend.

    But on change, this is one we all see, and as marketers we should keep in mind of our audience. Most people don't change, they walk in circles around the real issues and claim that because the west side of the building looks different from the east side, that now they are in a totally different place. Key example from my own life. I had a friend who spent years judging everyone and everything by how expensive it was. One day she said to me "I can't believe how shallow I used to be two years ago thinking real value was marked by prices. What really matters is people's opinion!" She still had pride/ego as her filter. Wealth and public opinion are really not significantly different. It is still a value system based on ego and competition. She thought she'd grown, but really all she did was turn in circles and describe the new view.

    As Enalyios says though, change is possible. Logic is powerful and we can turn it inward. The subconscious does a lot, but we do have conscious control as well. You'll catch yourself making lots of little slipups because of habit, but once you start down the path of change, it becomes self-supporting by the very filtering process you are moving toward.
    A significant work in developing social perceptions comes from the work of social scientist Erving Goffman. He has many prominent works in the area, but one of his more noted works 'Frame Analysis' in 1974 lays a foundation that spurred pursuit by scholars in social psychology, pychological sociology and communication science.

    The work of Fritz Heider goes back a bit further, to the 1950s, and centers on how human's process and make meaning of their experiences. His work in Attribution Theory is largely cognitive in nature but it sparked many avenues of pursuit from classic social psychology to data-processing, memory and brain functional models. There are many viewpoints, but those would be two prominent traditions to explore as roots and go where your interests take you.

    Cheers
  2. Quote:
    Originally Posted by Call Me Awesome View Post
    Wow, tough question there. I've 5 50's that I play pretty regularly and 16 (as of two nights ago) total.

    I'll narrow things down to my favorite 50 of each AT; this would cut my decision down to:

    Tanker - CMA, Inv/Stone
    Controller - Nameless Phantom, Ill/Rad
    Blaster - Delta Farce, Fire/EM
    Scrapper - Sword of Damocleve, BS/Shield
    Defender - Dusk till Dawn, Dark/Dark

    That only cuts things down to 5 choices though... cutting it further really depends on what my buddies decide to do. Local Man's going with his Ill/Rad, another will undoubtedly pick one of his umpteen scrappers and I haven't a clue what the others will do. Realistically I'm probably looking at either CMA or Nameless Phantom with some possibility of Damocleve. Since I seem to be known for tanking that probably means CMA would be most likely.

    I am in the same situation with lots of tanks and scrappers.

    Tanker: Fire/Fire
    Scrapper: DM/Shield
    Controller: Fire/Kin
    Blaster: Fire/EM
    Defender: D3
    VEAT: Crab

    Which one of those would largely depend on what my groups of regulars chose. I would like to use my Fire/Fire but my Crab has turned out to be an absolute MONSTER and I don't have all my IOs in him yet.

    Cheers
  3. Quote:
    Originally Posted by _23X_ View Post
    My main is an inv/ss tank as well, I think either the end redux/ res or the recharge would both greatly benefit my tank. More than likely I'll go recharge. I may go damage for when soloing, but on a team I think recharge would do me more good.
    Think of what that heal boost would do for your HP when you hit dull pain. Woot! Between that and the recharge which would allow you to possibly full-time double-stack rage, I just get giddy.

    Cheers
  4. Quote:
    Originally Posted by Auroxis View Post
    You definitely want to get as much Recharge, Defense, and HP as you can from set bonuses.
    Short answer: get as much Recharge, Defense and HP into your build as possible. How you do that is up to you.

    Endurance should be the least of your worries with Power Sink and Energize, so you could sell your miracle proc (gasp!) and use the inf to get some sets that give defense and +HP.

    On my Elec/Elec brute, it made a TON of difference going from basically zero defense up to about 30% - I focused on melee but you could do the same with S/L.

    The other major performance upgrade that made the difference was getting Hasten into the build. Hasten just helped everything with the build, including allowing Energize to be active with about 80% uptime. It's easy to view Energize as a 'heal' - it does have a decent burst heal but it also has a significant +regen capability that has a very real effect on survivability too. There are debates about whether you should have it cast on auto or use it to burst heal, but regardless, this is a power you want available and active as often as possible.

    The other choice that tends to be crazy expensive is the massive recharge build which emphasizes kill and end drain before they kill you. Its focus is perma-hasten and perma or near perma Energize and can be a rollercoaster. There have been some discussions of this in the brute forums in the last few months so check that out.

    Cheers
  5. I was originally rather cool on KM but have come around on it based on playing it and seeing it played at a pretty high level now. I would view it as a close rival to Super Strength in many ways and is fairly similar. It does very nice ST damage and has a fair amount of mixed typed mitigation elements that are valuable. It's AoE is limited although your main AoE power recharges faster than footstomp and does KD. The attacks have a secondary effect of damage reduction in hit foes, so this is a very nice secondary effect that helps quite a bit despite not being obvious to observers.

    Builds will generally benefit from recharge as your performance will rely on how much uptime you can get from your to-hit and damage booster, Power Siphon. Take this power and slot it ASAP - it has the potential to be nearly as good as AAO in Shield. It cycles faster than Rage and is actually refreshed with a crit on your Tier 9 - folks may decry the loss of damage but they are much better off with more uptime on this significant booster.

    Be sure to take Burst and Concentrated Strike as soon as they are available as they are your big hitter AoE and boss-killer ST attack respectively. Repulsing Torrent is a cone KB with medicore damage - largely considered skippable but certain playstyles can benefit from it greatly. I would be cautious about skipping too many powers as Power Siphon relies on stacking hits to reach its full potential.

    If you go into the longer haul liking from the early build process chances are you will like the finished toon at 50. It is ST focused rather than AoE so think SS not Electric for comparison and you will want to consider an Epic pool that provides an AoE if you tend to team or run on enhanced difficulty levels.

    In my opinion, it pairs very well with armors that offer additional AoE potential to help offset its limited AoE as well as ones with added recharge meaning Shield and Fire. The longer cycling damage booster would also tend to favor those with damage auras over ones with more burst using Build Up. As such, I would look at Fire, Electric and Shield so you have chosen wisely with your pairing with Shield. You are looking at potentially over 50% active uptime from Power Siphon combined with AAO alwya on and tasty scrapper Shield Charge. That sounds yummy.

    Cheers
  6. Quote:
    Originally Posted by Cyber_naut View Post
    Cyclones read my thoughts about the mu powers, he must be one of those he-seers...
    Yeah, either of those builds would be a wrecking ball and give players a very team friendly option. Probably a nice tradeoff for Crane overall. Nice aspect of MU is it lets you in a slot earlier to the big AoE and allows for a travel power pick or even more utility elsewhere.

    Cheers
  7. Following behind Iggy and for those longing for AoE and Hasten, here is one that uses MU Mastery to get the following with 172.5% recharge:

    46.3/46.3/46.4 defense
    341% regen (27.6 hp/sec)
    144.7% HP (1938)
    3.83 endrec with 1.06 enduse
    1s short of perma hasten
    Aid Self
    Ball Lightning up every 8.8s

    Cheers

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Violet Rumble: Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Storm Kick -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(9), Hectmb-Dmg(11), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13)
    Level 1: Focused Fighting -- SW-Def/EndRdx/Rchg(A), SW-Def(13), SW-Def/EndRdx(15), SW-ResDam/Re TP(36)
    Level 2: Cobra Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/EndRdx(17), Mako-Acc/Dmg(17), P'ngS'Fest-Dmg/Rchg(19), P'ngS'Fest-Dmg/EndRdx(19)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(37), LkGmblr-Def(43)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Focused Senses -- SW-Def(A), SW-Def/EndRdx(21), SW-Def/EndRdx/Rchg(21)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(50)
    Level 16: Dodge -- SW-Def/Rchg(A), SW-Def/EndRdx(42), SW-Def(46)
    Level 18: Crippling Axe Kick -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg(31), P'ngS'Fest-Dmg/Rchg(33), P'ngS'Fest-Acc/Dmg(50)
    Level 20: Tough -- GA-End/Res(A), GA-3defTpProc(23), S'fstPrt-ResDam/Def+(23), S'fstPrt-ResDam/EndRdx(34)
    Level 22: Quickness -- Run-I(A)
    Level 24: Focus Chi -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/Rchg(25), GSFC-Build%(33), GSFC-ToHit/EndRdx(40), GSFC-ToHit(40)
    Level 26: Dragon's Tail -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(27), Armgdn-Dmg(27), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(29)
    Level 28: Lucky -- GftotA-Def(A), GftotA-Def/Rchg(43), LkGmblr-Rchg+(45)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx/Rchg(37)
    Level 32: Aid Other -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(37)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Eagles Claw -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40)
    Level 41: Mu Bolts -- Apoc-Dam%(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46)
    Level 47: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal(48), Numna-Heal/EndRdx/Rchg(48)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)



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  8. Quote:
    Originally Posted by Arcanaville View Post
    Duh. Alt slotting. I was playing around with Dragon's Tail and I had two slotting configurations in it. I was looking at one but exported the other. For the record, this is the alternate slotting I was looking at: it uses a full set of Armageddons in Dragon's tail, but in doing so it sacrifices some AoE defense: AoE drops to 45.1% with almost no margin for error on debuffing. But it picks up 10% global recharge and a much faster cycling DT. At the cost of some regen I could shift a slot from Aid Self to Lucky or Evasion to pick up a little more AoE defense to compensate. Sorry about the confusion.
    Okay, I see now. Yes, I much prefer that slotting for DT. You are skirting the edge on AoE there with only .4% of a cushion. Careful =)

    Cheers
  9. Quote:
    Originally Posted by Arcanaville View Post
    Ask and ye shall receive. Note that I built this in v1.8 with Leandro's patch. It *seems* to import correctly into 1.8.1 except the inherent powers don't display. The totals seem correct, you just literally can't see the inherent fitness powers in the slotting screen (they seem to show up in the active sets display when showing active invention sets).


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    This one of yours shows DT coming back in 7.61s in the Mids version I am using, whereas the one I posted recharges in 5.14.

    Hmmmm...

    EDIT: Yours in the chunk above shows CS recharging in 4.98 for me and mine is 3.67.

    Are you using a different build than the one for that chunk? I am not sure why I am not matching on yours.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Mine too. But its about as fast as fast goes for MA/SR: its reaching the limits of the invention system's recharge buffs and also starting to asymptotically approach the recharge cap, and running into diminishing returns on recharge due to cast time. But it does illustrate what is probably the best attack chain possible with MA using just the MA attacks: SK/CAK/SK/CS. I don't think that's compressible because there's no way to reduce CAK or CS's recharge down to SK's ArcanaTime duration even at the recharge cap. Under *ideal* circumstances the build can get close to 190dps. So anything that can consistently do near that under non-deal conditions is probably doing ok on the offensive front, because there's just not that much more offense to squeeze out of MA.


    The normal methodology for attempting to min/max single target damage output has always had a nagging flaw to me, and that is that optimized attack chains are easily disrupted by a variety of factors. Some of them are so optimized that they cannot even account for switching targets without inducing sizable disruption to them. Some have ramp-up costs that are incurred on spawn switching. Some are brittle against recharge debuffing.

    Having as many single target attacks as my original build above provides a buffer to many of those effects. Rather than just in time attacking, there's usually multiple powers approaching recharge-ready in rapid succession. Gaps open under recharge but usually in a less dramatic fashion. Having EC means it can be used to boost critical on DT when DT is used a lot and its impact on single target chains when used is minimal.


    To be honest, in the back of my mind I'm also thinking about flexibility when it comes to slotting Alpha. Based solely on the information from the beta test that is no longer embargoed, this build easily benefits from three of the four Alphas (focusing either on Damage/Recovery, Recharge/Regen, or to a lesser extend End/Resistance). In the traditional ironic kick to the teeth that SR often gets out of game enhancements, I think it won't be as worth it to go Accuracy/Defense.
    Oh yes, I think it makes all the sense in the world to be looking at these builds with an eye toward alpha slot and those foci would be excellent choices.

    I think we're demonstrating here that MA as a primary, when coupled with SR, just isn't going to benefit nearly as a greatly as some other primaries from very very high recharge, and therefore, it wastes resources (that SR greatly benefits from using in health/regen areas) in attempting to push toward the theoretical limits of recharge.

    Fun exercise. Thanks for playing.

    Cheers
  11. Quote:
    Originally Posted by Arcanaville View Post
    Trying to make sure I read and examine everyone's posted alternate build carefully, so its taking a bit of time to get through them.



    This one seems to be another example of trading a little bit of regen for endurance, although this one doesn't sacrifice regeneration itself but just a tiny bit of health. And it loses a little positional defense, but not too much. Its an interesting trade.

    Question: what do you think the extra recharge brings to the table? Do you have a feel for how much improvement it might make to the build overall? Also, do you think the gain in recharge and damage strength in Storm Kick compensates for the loss of the damage proc overall? Ok, that's three questions.

    DT is back up 2.5s faster in mine than yours which will allow for more mitigation from the KD and will do more AoE damage over time than the way you have it slotted.

    CS is recharging almost a second and half faster doing more damage over time at a cost of more end though.

    Storm is roughly equivalent in terms of end use and recharge, and is spammable in both builds which can be advantageous with your highest DPA attack.

    Back of the envelope math using your preferred chain in my build should be 179 DPS figuring in procs, crits and global damage. Not too shabby.

    Cheers
  12. Quote:
    Originally Posted by Arcanaville View Post
    Its one thing among many. Given that you don't see too many MA scrappers outside of AAO-saturated MA/Shield scrappers pushing far past about 190dps, I don't think generating about 169 means I flushed my offense down the toilet.

    But I suppose if I don't post my hasten build, I'm going to have to deal with the notion that I don't understand how they work. Very well: this is an updated version of the last "speed build" I was playing with to compare to the one I posted.

    Still more than 46% defense to all positions, but sacrifices heavily on health and regen (health down to 1802.5, regen down to 280% or 21.1 h/s). But it has true perma-hasten (meaning, it has enough global recharge to turn Hasten itself perma with plenty to spare) so Hasten has no downtime, and the build itself has a permanent +182.5% global recharge. With special slotting in CAK, this build can do: SK->CAK->SK->CS, and generate 186.3 dps. It also has Dragon's tail recharging in 3.68 seconds and Fireball recharging in only 9.18 seconds. And to top it off it has 25.3 second Build Up and fits Assault in there as the cherry on the top. It doesn't get much more offensive than that for MA/SR.

    Of course, it can't sustain that AoE output for any length of time, which is a problem with most AoE-heavy builds built around powersets without an efficient means of generating AoE. And you aren't really going to get the benefit from BU you might think with 25s recharge. And with the lower regeneration and no Aid Self something luckier than you is probably going to tap you on the shoulder at some point and make you run for the hills or empty your insp tray.

    But yeah, anyone who normally plays staccato spawn snuffing and doesn't mind collecting blues can probably burst themselves happily along with this build.

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    Tha build is sacrificing too much survivability and sustainability for what the player would gaining in recharge from my view. I wouldn't trade off 100% regen and over 100 HP just to have my attacks recharging faster than they can animate. Most likely, the player will not be able to fully leverage the recharge because he/she would be bleeding off end very very quickly. With Assault running and in severe situations where we would want extra mitigation, which means Tough is running, it just gets worse - only about 1.8 net endrec. That's simply not enough. On an MA character, this is not a path I would seriously pursue. Other primaries probably, and other ATs certainly but not in this test case, no.

    Of course you know this, but it is fun to look at an extreme recharge build that still meets the fundamental requirements. Would I trade off this amount of regen and +hp for that level of offense. Of course, I am someone who happily trades of 5 seconds on build up recharge to get a tasty defense and regen bonus so I may be all wet.

    From my view, given your primary and secondary choices, I think you would be better off for the majority of game situations with my build, Sant's build or Iggy's build (if he could find a way to get a little more net endrec out of it).

    Cheers
  13. Makes no assumptions about any attack-chain specific build requirements, and I did take Aid Self on my Claws/SR build.

    This one gives up 3% damage bonus to get the following:

    +62.5% rech - 82.5% total

    Defense
    M: 47.6%
    R: 47.4%
    A: 47.1%

    3.69 recovery
    1.03 end use
    142.5% HP - 1907hp
    388% regen
    55% accuracy


    Cheers


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Violet Rumble: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Focused Fighting -- SW-Def/EndRdx(A), SW-Def/Rchg(11), SW-Def/EndRdx/Rchg(19), SW-Def(21), SW-ResDam/Re TP(21)
    Level 2: Focused Senses -- SW-Def/EndRdx(A), SW-Def/Rchg(11), SW-Def/EndRdx/Rchg(25), SW-Def(25)
    Level 4: Cobra Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Dam%(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(9)
    Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(33)
    Level 8: Focus Chi -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-ToHit(27), GSFC-ToHit/EndRdx(33), GSFC-Build%(48)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(19)
    Level 14: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(37), LkGmblr-Rchg+(39)
    Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dam%(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(40)
    Level 20: Super Jump -- Jump-I(A)
    Level 22: Quickness -- Run-I(A)
    Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(42)
    Level 26: Dragon's Tail -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(31)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(31)
    Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dmg/Rchg(34), Mako-Dam%(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/EndRdx(37)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), GA-End/Res(42), GA-3defTpProc(48)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(50)
    Level 47: Focused Accuracy -- EndRdx-I(A)
    Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/Rchg(46), Mrcl-Heal(46), Mrcl-Rcvry+(46), RgnTis-Regen+(48)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(43)



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  14. Awesome, thanks. I was not aware of that. Appreciate the information.

    Cheers
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    For what it's worth, I'm no longer opposed to removing the "teamgate" to TFs.

    Here's my proposition: Change the minimum team size into a "minimum spawn size." Much like Bill's view, it doesn't prevent soloing, but it sure as hell discourages it.
    I have read the thread to this point and honestly think a decent middle ground would be offering them as unlocks at level 50 in Oroborous with minimum spawn sizes. Having it in Oroborous would mitigate some of the potential reduction in teaming and Oro is a place where soloists are likely familiar and comfortable. I would also like the DEVs to set the minimim spawn sizes and get an idea for what they envision as the minimum intended team size for each Task Force.

    Now I realize that this will create issues with the idiots ranting that they cannot complete the Oro STF on their FF defender because the 'mobs keeping showing up hugeee'. Also, there may be some reduction of people looking to team in a way that the DEVs pretty clearly see as the kind of teaming they intend adn would like to promote. That potential alone may prevent it happening, but this seems like a decent compromise.

    Cheers
  16. I think you are going to have a lot of fun with that build. Lots of extra recovery and a little extra soft-cap room for fighting +1s and +2s with tons of recharge. Tell us how you enjoy it once it is fully realized.

    Wifey has a Shield/SS that is level 30 and I bookmarked this thread for her/us in the future.

    Cheers
  17. [QUOTE=

    You know he's already soft capped, right? These changes wouldn't help.


    [/QUOTE]

    Yes, obviously. I have found having a little padding at the cap for when I'm facing higher than even con is very helpful. Shield doesn't have complete DDR immunity like SR does either so in my experience, if you can get a few points over cap using a few wasted slots like those in CP or Physical Perfection it can be an option that helps.

    Cheers
  18. I could be wrong about the DDR for tanks, but in some fairly recent discussions in the scrapper forums it was noted that Membranes increased DDR for scraps but not tanks and that it was a bug for scrappers that the DEVs will likely ignore for the time being.

    Being over the cap being needed at all (or by how much) is a matter of opinion. I like to build to be over such that I can take a that RNG fluke roll and not start a cascade failure - this means getting 7.5% extra or so. I also like to go over to maintain the softcap when going above even con because mostly I seem to bed facing +1s and +2s or occasionally higher. The purple patch increased the base to-hit rates slightly each each level above even con so it's easier to be hit by +1s and +2s and so on. It's also a little extra help against lieutenants who have a hgher chance than minions to hit you (62.5% versus 50% if memory serves).

    I'm sure you will get varying opinions on it, but that's some of my rationale.

    Cheers
  19. You have gotten some sound advice from Ryltaar, so consider it thoughtfully. Although I would add that a sixth LotG is going to be wasted on any build as it violates the 'Rule of Five' and would be a lot of inf wasted.

    Get all your accolades ASAP. The +END helps a ton no doubt and the +HP is also very useful on a Shielder.

    I like to have some room over the cap on my shield tank as we do not get complete def debuff resist immunity like SR does. EDIT: Also have full-time double Active Defense with this build also and Membrane do not enhance DDR on tanks like they do scraps unless there was a change I am unaware of.

    I would also swap SJ to Level20, drop Superspeed and put OwtS at 32. It's one of the best tank Tier9s and there will be times under severe DDR conditions that you can use it for that "Oh Carp!" situation like on big team alphas on ITF or other S/L enemies hammering on you. It can be a good place to mule your steadfast Res/Def also if you want a couple more points of resist from True Grit.

    I would slot health with the dual Miracle unique and Numina unique and call it good. And I would 4 slot Char with Basilisk Gaze for extra Ranged def and recovery. This bumps your HP higher and bumps your recharge to 152.5%. Should allow you to 4slot with Performance Shifter in stamina including the PROC for extra +end.

    I understand your concern about the end on Shield Charge but it's a non-issue on something that fires every 30s. You make notice it on Footstomp if you are spamming it, but you won't on Shield Charge. You may opt to throw in an EndRed IO in that sixth slot in Footstomp and give up that 3.75% melee defense but I wouldn't.

    Trying to keep the powers mostly intact besides OwtS, I would do something like what is below with your build. It increases your recharge while upping your defense to the following:

    Defense:
    Melee: 52.8% - allows you to take a hit from most S/L debuffing foes and stay at cap
    Ranged: 52.9% - ditto
    AoE: 50.2%

    Resist:
    S/L: 45.6%
    E/NE: 18.9%
    F/C: 24%/22%

    I am sure there are places to makes tweaks but maybe this will give you some ideas.

    Cheers


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Day Shatter: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Rchg+(37), ResDam-I(40), ResDam-I(50)
    Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(17)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(9)
    Level 4: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(7)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(9)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Taunt -- Mocking-Taunt/Rng(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 16: True Grit -- Heal-I(A), Heal-I(17), S'fstPrt-ResDam/EndRdx(46), S'fstPrt-ResDam/Def+(46)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Super Jump -- Winter-ResSlow(A)
    Level 22: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx(34)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(36)
    Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 32: One with the Shield -- ResDam-I(A)
    Level 35: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(50)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(15), Empty(15), Empty(21), Empty(21)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  20. Quote:
    Originally Posted by Doctor_Xaxan View Post
    I think you're dead wrong about just about everything you said in here.

    No slots for heal IOs in True Grit? No Fighting pool? Are you jacked up on cocaine?
    Have to agree. I wouldn't follow that advice on the whole and the OP would be taking a big step backwards with his build if he did follow it. I assume it was snarky or trolling because it's pure and utter poppycock.

    Cheers
  21. Honestly, I would tell you not to respec until I19 hits and we get inherent fitness. Looks like you have a number of slots not doing much for you in this current build that you will be able to use to improve your character in I19.

    From what I can tell you are going for some regen and recharge in addition to soft-cap. That's a postive since you want SC up often and Shield has not active heal. However, there is not enough offense early in the build for my taste, since I exemp quite a bit to do TFs. In I19 and the extra powers we will be able to have, I would urge you to fit Haymaker into the build and slot it with some slots from Physical Perfection.

    Boxing I would clear out to the base slot, unless you are using it for an attack which I would then suggest you find a way to take it earlier.

    A few other minor things I would personally do in this build too:

    Move a couple of slots out of Conserve Power and finish the Aegis set in tough.
    Move a slot to SJ and get a third piece of BotZ in there.
    Slot end red in Grant Cover over defense if I'm single slotting.
    Put a recharge IO in the sixth slot in Footstomp to get 15% more uptime out of it. It is so good you wanto be spamming it.
    Move a slot out of AAO and put it to work elsewhere, like in Haymaker.

    I would also recommend that you get your +HP accolades as they are very helpful to all tanks and Shield particularly.

    That's this guy's view from the cheap seats. Good luck.

    Cheers
  22. I think FS is the overall better power than Tremor and then Rage just pushes it over the edge. Now, if we take a step back and consider the possibilities of what you can do with Fault as well, it may make you pause a moment.

    I have been fooling around with a build on my Stoner that uses the Explosive Volley +Smash PROC and Zinger +Psi PROC. With both in there, it's a rare thing for all foes to escape damage from that and occasinally you see a bunch of orange numbers pop, with a lot of mixed results with 3-4 foes hit by one of them. It's not a ton of damage, but I think it makes a difference in some longer fights where I am getting 3-4 applications of Fault off.

    It also makes me just so gleeful on those rare occasions where almost all foes are hit with one of them - I can't tell with certainty that both PROC can hit a foe but it seems like that does happen once in a while. When that happens you will cry happy man tears too on a power that isn't supposed to do damage.

    Doing that followed by Tremor and the wonderful thing that is Seismic Smash (under Build up) makes me love Stone even if it is slightly worse overall as a set. With my team of regulars, most everything is dead by that time and have been bouncing around on their backsides the as it happens to them. Stone doesn't feel worse than SS overall IMO but the numbers show that it is over time.

    Cheers
  23. Yes, Please do this BABs. We can adapt, we can adapt. If it were overlays I would be overjoyed. Thanks for looking into this.

    Cheers
  24. It's all win getting Fitness as inherent. At the very least, folks can now pick up three picks for a LoTG +7.5 mule from the Concealment pool for an easy 22.5% free recharge bonus.

    For those wanting extra slots, I can see why they are concerned but I think this is where the Incarnate slots will come in as many have noted. If the DEVs are feeling extra generous and the pleadings of those wanting more slots are loud enough, I could see them saying you get three slots for your "Slot Levels" in the SECOND half of the game. Thus, since the second half starts with the Level26 power pick, the slots at 27 and 29 would get three rather than two, for an increase of two slots. That is the MOST I would ever consider.

    Any point at which to start the three slots is arbitrary, and the splitting of the career of a toon into halves seems to have a symmetry I find attractive as the first half and second half of a power progression of a superhero. Thematically and conceptually I like it, but I won't delude myself into expecting it to happen.

    Cheers
  25. As a relative newbie, I just got a little lucky I think. I got an Apoc as a drop maybe six months ago (?) and had been sitting on it torn as to what to do with it. Not too long later the market merge announcement came. As I started making inf after reading FF's journal in late June I placed relatively low bids on the set as I could stand the risk. I ended up hitting on four of them prior to the merge, another triple and two other pieces non-procs. I saw that triple price hovering around 600-650 mill this past weekend and couldn't resist.

    Anyway, I'm back to my regular crafting and consider that somehwhat of a lightning strike.

    Cheers