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Posts
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Not bad, but I'd tweak a few things. You're burning a lot LotGs that you're getting no benefit from, on account of having exceed the Rule of 5. I'd adjust that, and in the process, try to get a bit more ranged defense, and a bit more energy. And, since one of the Decimation sets you had slotted was almost totally over the rule of 5, I changed one of those to a Thunderstrike.
Don't think you'll get a ton out of power boost, so I went with Mu Master over Power Mastery, as I like charged armor a bit more. I played around with your slotting on the resistance powers, too. Now both of your steadfasts are in the same power, getting ya a tiny recovery bonus.
And you'll most likely need it, too. Your end consumption looks pretty high. Of course, it didn't help that you left Stamina unslotted.
I managed while messing about to get you a bit more recharge, and fair bit more recovery, and get energy/neg and ranged def all capped. Added some s/l res, and a fair amount of energy res that you didn't have before.
It'll cost more inf, and you lost a bit of s/l def over the cap, so you're more prone to debuffing now, and farther from the incarnate cap. You also lost Power Build Up, but I added Aim back in to sorta help with that. I also got rid of tactics, as it was very underslotted anyhow, and aim will help whenever all your +Acc Globals can't. Added in a travel power, as you didn't have one. I picked SS, so you can stack that with a stealth IO in Sprint, but you can easily grab Fly or whatever you like.
So of my choices came down to taste, but I'd watch your end, and try to get more outta your slots by watching the Rule of 5 thing.
Any which way, tho, the build looks pretty solid at base, other than the end issue. That can always be fixed with an appropriate alpha slot choice, but if you do that, just be mindful that all the end issues will come back with exempting.
Edit: Oops, meant to post this...
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Caltrops -- Ragnrk-Knock%(A), Posi-Dam%(37), ImpSwft-Dam%(37)
Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/Dmg/Rchg(13), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(42)
Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
Level 6: Acid Mortar -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(7), AnWeak-Acc/Rchg(11), AnWeak-DefDeb/EndRdx/Rchg(43), AnWeak-Acc/Rchg/EndRdx(50)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(9), DefBuff-I(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), HO:Cyto(15), HO:Cyto(17)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 18: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(46), RzDz-Acc/Stun/Rchg(46)
Level 20: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(29), Posi-Dam%(31)
Level 22: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(23), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(37)
Level 24: Weave -- LkGmblr-Rchg+(A), HO:Cyto(25), LkGmblr-Def/EndRdx(25), RedFtn-Def/EndRdx(29)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-%Dam(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg(33), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(43)
Level 35: Stunning Shot -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(40), RzDz-Acc/EndRdx(45), RzDz-Stun/Rng(45), RzDz-Acc/Stun/Rchg(45)
Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), JavVoll-Acc/Dmg/End/Rech(40)
Level 41: Charged Armor -- HO:Ribo(A)
Level 44: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(48)
Level 47: Super Speed -- Winter-ResSlow(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(9)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Quote:I've got a bit more than just a passing idea of the concept of tanking. If I'd blissfully unaware of these other important factors, I'd have stated that "anybody can tank, period." But I didn't say that; I admitted that tankers well played, and well build to be a tank, were the best, but many other ATs, if built to do so can tank effectively. Built to do so means having tools that allow one to keep and manage aggro.Originally Posted by _Pine_Tanking is more than just going into the mob first and not dying. Managing aggro, being able to take hits, KEEPING aggro are all important tasks for a tank.
Now that we've clarified that, and taken that as a given, many ATs can tank, and tankers, well played and well built will be the best able to fill that role. However, I'd rather have a dark def with a build that is good for tanking, and a player that is skilled at tanking with his D3, over a tanker that is clueless, and who neglected to take his aura or taunt.
And that's also why I'd advocate for any new pseudo tanky AT to have a version of gauntlet, as I recognize how much of an advantage having it is over not having it. Again, not like I expect to see any new ATs anytime soon, if ever. -
For me the best bet would probably be to use Dark Control/Fire or Dark Control/Energy,and colourize the assault set as needed, and then, as others have said, round out your spell list with the APP/PPP choice, and Incarnate powers, if you want more variety still.
But, I don't think you'll ever get the variety of mage spells covered in CoH. And if you do, or if you come close, a LOT you'll be waiting till incarnated for, which for me seems an awful long time to wait for a character concept to start to develop. I'd pick a combo based on what powers are most important, or most critical for your concept, and choose whichever AT or power combo gets as many of those before lvl 30 or 35. That way it's more fun leveling, and your character concept doesn't fall apart if you exempt. -
Other than the obvious,people I know and like, etc....
Easygoing people who love a challenge, and love surmounting a challenge, but just laugh it off if it fails. People who don't care about blame, even when (especially when) they are blameless.. So fun oriented folks.
Tying into fun nicely... Folks with fun banter. Playful banter.. Not abusive banter, but witty dialog...
Creative strategists... Who love a strategic or tactical puzzle..
Now, as to what I suspect your question was really about...
I love seeing Sonic Res players... Especially defs., but any Son Res will earn big bonus points.
And any fairly creative power coupling played well is usually nice, too.
Edit: Gotta agree with a couple of previous posters. TAers are always fun, too. -
Quote:I totally agree. I didn't mean to imply I thought it likely. In fact, on my list of things I think very unlikely, another new AT is near the top.. But, it is a fun exercise, and I think it is in theory more do-able than a lot of suggestions I've seen. But yeah, what Arc said, as is often the case, is good advice. Don't hold your breath...Actually, I believe he's asking for Support/Melee with tanker health and assuming that large health and the right support powers would make an adequate tank. Which is interesting, but unlikely to happen.
To the OP: this game is built upon a small set of archetypes with a larger set of powersets on top. Archetypes aren't something that are created very often, and in fact only twice have standard archetypes been created: at the launch of the game, and at the launch of City of Villains. The only other archetypes that have ever been created besides those demonstrate the problem with creating new archetypes: the Kheldian hero side epic archetypes, and the villain side VEATs. Typically, an archetype has lots of primary and secondary options to fill out its design. The time necessary to create a whole set of primary and secondary options simply no longer exists as a practical matter. The HEATs and VEATs are both essentially locked to a single choice of primary and secondary deemed appropriate to that one archetype - in the case of the VEATs they are branching choices, but still a single main choice each.
Speculating about all new archetypes is an interesting mental exercise, but its unlikely to ever happen in the foreseeable future.
I also don't see them doing a mixed dual weapon powerset any time soon, either, but lately, I'm a bit distrusting of my instincts. They seem to be making a lot of things happen that I thought fairly unlikely. -
Quote:As to the first part of you post, I disagree, many ATs/specific builds can tank, and nothing but a tank has a personal armor type set as a primary. As someone else posted, tanking with a Dark3 is pretty effective if you know what you're doing. Rads can tank. Time types, too. Lots of trollers can. MMs are great tanks if played as such. Brutes and Scrappers, and even Widows and Soldiers can play melee-meat shield. I've never seen it, but I wouldn't be shocked to see a stalker do it, too (depending on their secondary). So, most everyone can tank, given a host of other factors, and a large percentage of everyone isn't a tanker. So, the main reason tankers can tank, is that they build to be able to, and they play with that as their goal with some degree of skill.The reason tanks can tank is because of their primary set. What you are asking for is a armor/support set with no attacks.
Granted, tankers are usually better at it than most others, all else being equal, but that still isn't because of their primary, it's because of their different scaling, and their inherent AT power.
As to the second part, well, unless the OP clarifies, we won't know specifically what he was looking for, but I got the impression that he wanted something melee oriented, with a support set instead of Armour, that could fill the role of a tank. I'd imagine that a Traps/Elec Melee, or a Time/Fire Melee, or Dark Miasma/Titan Weapons, etc, could all play the role of a tanker. Would they be better at it than a tank? Probably not, all else being equal. But a scrapper can't play the role of a tank as well as a tank, either, all else being equal, but I'd imagine many of us forumites have tanked with scrappers, so....
But, if you gave this hypothetical AT the defender damage scale, but melee attacks, and omitted the defender damage bonus, and gave it some version of Gauntlet as it's inherent, and gave it better than defender base numbers, and you might have a fairly serviceable yet not OP tank alternative. Granted, the new AT would require a few tweaks to the powersets ported to it, but it would be doable.
And I'm not lobbying hard for it, but I'd be game for it if the devs decided they liked the idea. I'm just saying that it's an intriguing idea, that does seem doable without breaking the game. -
Key thing, Perma AM and you should be off to a great start end-wise... Do slot the debuff toggles for end reduction, too, slot attacks for end reduction, as well, and you should be fine....
Edit: Free bonus suggestion, Enzyme Hami-Os are dirt cheap right now, cheaper than I've seen them in a LONG time. And they are pure win in Radiation Infection. -
I've gotta say, I don't find that 2Gun really needs fixing, except perhaps to allow a choice of a different animation style like they did a while back for several other powers. Otherwise, it seems pretty well balanced. Is the best set ever, no. Is it really underperforming in some way, not really, that I can see. So then, I'd suggest the only thing it needs is the aesthetics tweaked, to allow for it to appeal to people who like the idea of handguns, but aren't gun-fu fans.
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Maybe I'm wrong, but I think the key point, and I'd endorse as well, is a defender, without ranged attacks, but with a melee focus instead. Hit points levels aside, I think a support/melee or melee/support would be a lot of fun.
That said, VEATS do sorta fit that bill, but claws or mace isn't for everyone, so a new AT that can select form the current def/corr choices, and existing melee powersets sounds like a lot of fun, to me.
And, I think it would be possible to get the numbers right so as it wouldn't be OP or UP. -
Any Blaster secondary:
I'm probably done with blasters as a set.. But I've thought that before.
Peacebringers and Warshades:
Probably not gonna get made again as long as the ones I have sit dusty and un-logged in in over 200 days.
And won't likely use again, since I won't likely ever use it a first time
Street Justice: Pretty meh looking to me. Then again, if the change the animations I may give it a try.
Titan Weapons: Looks way too silly for me, as is. If perhaps they changed the animations, and the posture/stance, and added in a weapon choice like a Zweihänder or Claymore with realistic proportions, then there is an outside chance I might play it, but those changes aren't likely in the near future.
Pain Domination:
Really didn't feel this set. Trying hard to get my one Pain Corr to 50, but if/when that ever happens, I think I'm retired from this set, too.
Edit: Gotta say, I also agree with Errant, Dual Blades is really unlikely, too. The failure rate of the secondary effect just means the set always feels like it's underperforming, even if that isn't the case. -
I think a poison def would be a lot of fun, but I'd rather see the devs address Julius' legitimate points before porting it again.
It doesn't need much to be made competitive, but it really does need something, if only a tweak or 2.
But in truth, thematically, if there was anything Poison should be great at, it's -regen. Or let the small ST heal be self targetable.. Or some other tweak that might improve survivability, especially earlier.
I think a neat quirk like a Grant Power (-regen) that's stackable so that the negative regen values are actually having a non-reisistable DoT effect might be a nice solution. It'd take some tweaking to find all the right values, etc, but it would be a nice option. -
Quote:With any luck, fixes to the somewhat borked LFG tool are soon on their way.IMHO, the fact that to get into an ITrial you generally need to go to the zone where the leader is forming up pretty much negates the whole purpose of the LFG system. I didn't expect this with my first experience with the queue and the league system, so I didn't bother going to the zone where the leader was either and nobody said anything to me, just assuming I knew to do so. Then the leader said to come to PD... and finally I had to ask what PD was because Pocket D never occured to me and the location of leaguemates doesn't display so I didn't even know everyone else was in the same zone but me.
To the OP: Until that time, it's as others have said, after an iTrial, you'll need to head to the same zone as they other folks so the leader can queue up for the next one as a preformed group.
Also, very sorry you got static for asking a very legitimate question in a perfectly reasonable manner. I'm a little surprised, since the forums here aren't usually quite that trollish. Chalk it up as a bad day, or misunderstanding.
So, welcome back. Hope you'll stick around. -
Nope, not the only one by a long shot. I use a dual pistols def to tank all the time. Both Sonic/2Gun, and Dark/2Gun. I'd imagine Time/2Gun will do just as well, maybe better in some situations.
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Quote:Valid point on Brutes not needing damage. You may very well be right in this instance.TW can be "stupid brutal" at first, but I do think Cardiac would be the better choice for an inv, imo. Brutes are never really lacking for damage once they get going, and Cardiac will boost Inv's resists even a little more. Again, this is just subjective and my opinion.
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Id disagree with the cavalcade of calls for a Cardiac Alpha. If your end management slotting is decent, a t3 Musculature should be more than enough for an Invul, and lets face it, more damage is a good thing...
*Caveat
I'll admit, I know nothing about Titan Weapons as a set, so if it's stupid brutal on the end usage, my whole post may be wrong. I'm just assuming it's no worse than any other offense set. -
Quote:I have a question, dos PGA's -dam stack? I was on a team fighting +3s so I used it more than once in a mob, the recharge was fast because we had a kin.
That has been my experience, but Archery never feels very damaging until you get the best mininuke. My Arch/EM blaster was deleted before RoA so I never had it, I deleted him because I always felt the damage was low - and I'm satisfied with my energy blaster so I'm not expecting the set to be 'OMG Fiar'.
That said I decided to level the defender, she just hit 24 yesterday (the corr is 22 anyway but he was PLed to 18, gotta love the free farms on freedom when the farmers are bored and there's no one to pay because it's 3 am so they broadcast free ones lol).
I'm hoping RoA will make the big difference, although I like Fistful (Explosive is meh to me, I even skipped it on the Def).
TA is a bit of an odd set tho since it's purely debuff. You won't turn the tide like a rad (my rad 'caused' some teamwipes when the team seemed to be steamrolling pink mobs and I decided to nuke or do some silly thing like take the alpha and faceplant - anchors drop, team dies lol), or the elec troller the other day that allowed the melee team (I was a broot) to turn of the diff just because he kept everyone perma sapped.
I'm liking TA a a lot, just wish the debuffs were a bit stronger since it's all it has besides damage on a long recharge (and a little control, <3 ice arrow). I'm finding Flash Arrow very lackluster tho, it's the one power that feels very underwhelming to me. Acid Arrow is great the way it is imo because it has a short recharge on SOs and you can use it all the time. Although I don't have OSA or RoA yet, I can see how Ta benefits from recharge because we had a kin most of the time and I was 120% rech bonus (hasten+SB), the toon felt a lot more powerful.
I agree. Flash arrow really is weak, and to me, isn't worth taking unless, maybe, you plan to only have 1 type/level of stealth. All the rest are great. But if the set needs any changes, and I think it might, it needs a power with better mitigation. Once you get your build all in place, and you defenses from other stuff set up, it's crazy on the damage output, but you have to wait a LONG time for that. Of course, that is all my opinion, and it's based on only 1 TA Def at level 50 and 1 TA Troller at lvl 30ish, so I'm far from the most knowledgeable TAer out there. -
Defender damage is fine, especially solo, when it really matters.
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And, as far as I know, the requirements to get the badge are to have completed the arc. But, also as far as I know, you can also get the badge by just being on the team when someone else 'Talks to the Latin Student.'
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Why would that be against forum rules? I'd think sharing official info from GMs might be the safest thing one could do on the forums, yet it's actually banned?
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Quote:If you send someone a tell, you will be informed if they are ignoring you. I know for sure it will tell you this with global tells, but I think it will do it for non-global ones as well.
I don't think this is the case, but I'm willing to be wrong. Heck, I'd be happy to be wrong. And I'd be willing to test it anytime... -
This is very good information, and definitely something I didn't know, but I think in a lot of cases, it's not going to make much practical difference. While looking at HP/sec isn't an exact model of what's happening on an instant by instant basis, it is a very accurate way of measure the cumulative difference over a period of a minute or more.
I don't know for sure, but I'd imagine one or two +Max HPs or one or two +Regens aren't likely yo make a huge difference. It's only if you collect a lot of either that the two start to really diverge. And I'd suspect that people build such they have several of both, as opposed to almost all +HP or all +Regen. I know I do.
It's good to keep mind, and I'd never advocate someone not being more familiar with the underlying system (and I personally appreciate you making me more familiar) but I can't see any situation where I'd choose the less HP/sec option on any real build. Granted, you could perhaps come up with a contrived either/or, but.... -
I use reactive armor on almost all my builds, and often use several sets. Shield, SR, and Energy Aura being the biggest exceptions, but sometimes even then.
PS: And the value lost, as others have said, between 40 and 50 is negligible. It's so small that I often slot the lvl 30-33 level range on this set just to allow for exempting down to lvl 30.
PPS: I know lvl 33 is all I need to go down to for exempting to level 30, but I make a ton of builds, and often not worried enough to wait for a lvl 33 if a lvl 32-30 is sitting available for sale. -
Mid's will show your regen rate as both percentage, and as HP/Sec. I'd plug both the extra 25% to regen in, and then take that out and plug in the +Max HP and see what your actual hp/sec is for your specific build with both of those changes. Take whichever gets you more hp/sec unless it ends up being very close, then I'd probably take the more HP.
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I'd go claws/ea between the 2 options you listed. I like both WP and EA, but for claws I think I'd do EA.
And, like others have said, Energize is really all the end mitigation you need.. Once you get it, you should easily see your end issues go away. You'll want to be using it often for the +regen anyhow, so the +end discount is pure bonus..
Once you get the drain, yes, Energize will be a lot less important as an end mitigation tool, and will be only a heal and +regen effectively, but until then.... -
This debate has been done so many times..
There never seems to be a consensus.
Brute fans prefer brute, scrapper fans prefer scrapper. Big surprise.
Both have advantages.
If you like speed or generally prefer scrappers, go scrappers, otherwise, go brute.
Frankly, at the extreme ends of performance builds, I can't tell a difference. Maybe, at that level, the bottleneck might be my skill as a player more so than the build, but frankly, I'm far from incompetent, so I'd wager most folks would hit the same bottleneck, too, and if that's the case, the miniscule difference is pretty irrelevant.