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Well I did mention the vengence idea at the start of the Recluse rushes a couple of times and got ignored... then I just started using it as soon as it was recharged since there was always a dead body lying about!
There was at least one other person with vengence on the team as well.
From my vantage point (keeping the entire team constantly bubbled and rebubbling after each death + rez, using Liquefy at LR's feet when it was up, spamming -resist powers on the tower, covering Tanker with allied heal and making sure they were just inside the Sonic PBAoE toggle) the thing that I identified that was crippling us the most was LR killing the tanker so quickly. This was mainly due to him sapping their blue bar... the only counter we had available to that was AM's endurance drain resists, or +defence from vengence/purples.
On at least two occasions I remember someone intentionally faceplanting in order to give us a pre-emptive vengence buff, but we never gathered for it and they ended up being rezzed far away from the group. Had we had a sacrificial death, then PB + Vengenced and then gone for Recluse, we would have had 4 minutes of extremely high survivability in which to wear down the towers. Assuming we could deal with the Repairmen (another sore point IIRC), this could have been repeated until each tower was worn down.
The whole thing would have needed a fair bit of co-ordination/organisation to accomplish tho, and frankly we were all a bit too tired by then to change our "run in and hit it/tank it/buff it!" tactics. I was certainly too tired at that point to start yelling at everyone to change the gameplan, and if I had done then then the pre-emptive Vengence suggestion would probably have just been called "Lame" again... -
[ QUOTE ]
Well, that's not what you said before:
[ QUOTE ]
I think they learned you can't scrap your way through the STF without buffs...
[/ QUOTE ]
That seemed kinda personal to me.
[/ QUOTE ]
If we MUST continue this discussion, that's a reference to:
+ Not using our strongest team buff (PB-Vengence) *before* fighting the Patrons or Recluse.
+ People not wanting to remain nearby for AoE buffs such as Leadership, AM and Vengence during combat.
+ People flying vertically away out of Aid Other and Sonic Buff range.
+ The Recluse tanker not being buffed unless they specifically asked for it.
It's not a personal attack on any one team member, merely a comment that highlights how the entire team didn't "gel" well with each other. We couldn't predict how each other were going to react, who wasn't going to follow orders to the letter, or what each person was going to do when the sh*t hit the fan.
And we were all rather tired and getting annoyed with each other. Which never helps matters... -
[ QUOTE ]
Tbh, I learnt something, which is not pointing fingers at others. Of course it can be done with a Fire Tank and no Empath, it could have been done if everyone and by everyone I mean everyone would have followed the agreed tactics instead of going freely in the way "I had a better plan than this one".
[/ QUOTE ]
We followed the "agreed tactics". The tanker was endurance drained and two-shotted.
Chaos ensued immediately afterwards, and the team didn't recover until they were fully wiped.
There is a difference between pointing the finger at someone because you're looking for someone to blame, and highlighting a specific problem that needs to be addressed before your team's tactics will work. Personally I enjoy PUG teams, but since the team members don't know each other there's a much smaller margin for error with them. Sometimes they just don't co-ordinate that well. IMO this is what happened last night.
That's the first time in 8 PUG STF runs that I've failed to beat Recluse, and IMO it was avoidable. I had several paragraphs of explanation typed out, but I'm not going to say any more here in case it sparks an argument.
Better luck next time folks, and 'grats to Anger for hitting 50! -
[ QUOTE ]
I hope these people learned something
[/ QUOTE ]
I think they learned you can't scrap your way through the STF without buffs...
I hate to say it, but the only way I could see us beating Recluse with the tactics we were using is if we had had a Granite Tanker instead of a Fire Tanker... something with it's own Endurance Drain resistance and enough raw survivability to free up the buffers to babysit the other team members.
I actually PREFER Fire Tankers, particularly on my Sonic Defender... but the complete lack of end drain protection and the knockback problem was something my Sonic just couldn't help them with on that team.
The only time any of us survived longer than 30secs on the towers was when a Liquefy patch was down or we were PB-Vengenced. I had vengence running Perma for nearly 15 minutes at one point (though due to team scatter, I could only hit 2-4 others with it each time). We weren't exactly short of dead bodies... -
Not to worry, we got going at about 8:45pm with a PUG Fire Tanker but quit before beating the last mission.
Sped through most of the TF, but spent too long taking out the patrons/flier in the last mission and didn't get our strategy down properly for Recluse. By the time we'd beaten the patrons it was well after 11pm, then Recluse caused about 8-9 full team wipes. We called it a night shortly before 12pm, with people quitting the TF rather than logging out. Bit of a disappointment really... but I guess you can't win 'em all.
The major headache was keeping Recluse occupied. I've done the STF successfully with a Fire Tanker and a Kin + Rad duo before, but there was a terrible lack of team co-ordination somewhere in that last mission... Had we had an empath instead of one of the damage dealers, we still wouldn't have beaten Recluse. We just couldn't keep Recluse busy and take out the towers at the same time.
Our Fire Tanker kept getting Knockbacked into the tower team (Kin didn't have Increased Density IIRC) or getting fully endurance drained (by the time we got people positioned to tank Recluse, AM was down so they had zero end drain resists) and then 2-shot (Sonic Buffs alone weren't enough for the tanker to weather the incoming damage after being toggle-dropped from lack of endurance, and ID wasn't available). Recluse wasn't kept in melee range either, so he spawned his BossPack all over the place which started attacking the tower team. The team wasn't really meshing well (no gathering for vengence, people flying out of heal/buff range, having to ask for buffs before they were applied, people unwilling to try different tactics, team members attacking two different towers at once, etc.) which didn't help matters.
It happens though, hastily-arranged PUG teams can be fickle. One of the two organisers did hit 50 on the last mission (GRATS!), but AFAIK the other one was still at 49 when we gave up. I'm still a bit annoyed at the outcome, but I did get to test my new build... and sometimes you learn more from defeats than successes! -
Imports fine for me Shannon. You sure you're using the latest version of Mid's builder?
I had a quick look and nothing jumped out as being wrong with the power picks, though some of the slotting looks a little iffy for % numbers (Weave, Tough Hide, Unyielding and RPD are all not capped out for resist/defence %s). If you're going for Psionic defence/resists then it looks to be a decent enough build! -
Tonight?
Yipes! Is a bit short notice for a STF, but will try and make it... I've been meaning to test out Red's new IO build on the STF and (providing that I can get home from work, cat fed, dinner sorted and tomorrow's PBEM game turns done and submitted etc. before 8pm) this seems as good a time as ever...
+ Red Noise, IO'ed-up Level 50 Sonic/Elec Defender with Power Mastery Epic.
Has Aid Other/Aid Self, Assault/Tactics, Power Build Up and Vengence on top of the usual Sonic + Elec Powers. If memory serves he needs a fresh batch of Shivans but I should be able to sort that out before the TF... -
Lets see... had a quick scan through the thread.
Updates/Changes that I can see:
+ The 30% Mez resistance IO is no longer 30%. It's now 7.5% and stackable up to 5 times.
+ The Unique 20% Mez resistance/Psionic Resist IO is unchanged.
+ The only mez protection IOs give is vs. Knockback, the "mez resistance" ones simply decrease duration.
+ Set bonuses currently carry between forms, though Castle had previously stated that technically they are not supposed to be doing so. AFAIK this is a bug, but of such low priority (along the lines of the kheldian respec slotting bug) that it's unlikely to get fixed in the forseeable future.
I've done a few IO'ed builds for Kheldians, but haven't been focussing on them much lately. I've one for a Tri-Form WS that's based on making the build from the old i6 guide more effective... but it's not exactly "optimised". If you went for all-out +recharge bonuses alongside Hasten then you could actually get perma-eclipse.
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
warshade: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Ebon Eye -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Acc/Dmg/Rchg:50(3), Dev'n-Acc/Dmg/EndRdx/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5)
Level 1: Absorption -- S'fstPrt-ResKB:30(A)
Level 2: Shadow Bolt -- Acc-I:50(A)
Level 4: Gravity Shield -- EndRdx-I:50(A)
Level 6: Dark Nova -- ToHit-I:50(A), ToHit-I:50(7), ToHit-I:50(7), EndMod-I:50(45), EndMod-I:50(46)
Level 8: Starless Step -- Acc-I:50(A)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Sunless Mire -- Sciroc-Acc/Rchg:50(A), C'ngBlow-Acc/Rchg:50(13), RechRdx-I:50(40), Acc-I:50(40)
Level 14: Shadow Cloak -- EndRdx-I:50(A), EndRdx-I:50(15)
Level 16: Assault -- EndRdx-I:50(A), EndRdx-I:50(17)
Level 18: Gravity Well -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(25), G'Wdw-Acc/Hold/Rchg:50(46), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 20: Black Dwarf -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(21), ResDam-I:50(21)
Level 22: Stygian Circle -- Numna-Heal/EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(23)
Level 24: Tactics -- EndRdx-I:50(A), EndRdx-I:50(25)
Level 26: Unchain Essence -- Stpfy-Acc/Rchg:50(A), Posi-Dmg/Rchg:50(27), Posi-Acc/Dmg:50(27), Det'tn-Dmg/Rchg:50(29), AirB'st-Dmg/Rchg:50(29)
Level 28: Inky Aspect -- Rope-Acc/Stun:50(A)
Level 30: Gravitic Emanation -- Stpfy-Acc/Stun/Rchg:50(A), Rope-Acc/Stun/Rchg:50(31), RzDz-Acc/Stun/Rchg:30(31), RechRdx-I:50(48), Dsrnt-I:50(48)
Level 32: Dark Extraction -- SvgnRt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg:50(33), BldM'dt-Dmg:50(33), RechRdx-I:50(33), RechRdx-I:50(48), RechRdx-I:50(50)
Level 35: Quasar -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(36), M'Strk-Acc/Dmg:50(36), M'Strk-Dmg/Rchg:50(36), C'ngBlow-Dmg/Rchg:50(37)
Level 38: Eclipse -- ImpArm-ResDam/Rchg:40(A), RctvArm-ResDam/Rchg:40(39), TtmC'tng-ResDam/Rchg:50(39), Aegis-ResDam/Rchg:50(39)
Level 41: Nebulous Form -- EndRdx-I:50(A)
Level 44: Stygian Return -- RechRdx-I:50(A)
Level 47: Super Speed -- Run-I:50(A)
Level 49: Vengeance -- HO:Membr(A), HO:Membr(50), HO:Membr(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Dark Sustenance
------------
Level 6: Dark Nova Bolt -- Acc-I:50(A)
Level 6: Dark Nova Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(23), Dev'n-Acc/Dmg/Rchg:50(34), Dev'n-Acc/Dmg/EndRdx/Rchg:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 6: Dark Nova Emanation -- Posi-Dmg/Rchg:50(A), Posi-Acc/Dmg/EndRdx:50(15), Det'tn-Acc/Dmg/EndRdx:50(17), Det'tn-Dmg/Rchg:50(31), Det'tn-Acc/Dmg:50(34)
Level 6: Dark Nova Detonation -- Posi-Dmg/Rchg:50(A), Posi-Acc/Dmg/EndRdx:50(9), Det'tn-Acc/Dmg/EndRdx:50(9), Det'tn-Dmg/Rchg:50(13), Det'tn-Acc/Dmg:50(34)
Level 20: Black Dwarf Strike -- Acc-I:50(A)
Level 20: Black Dwarf Smite -- Acc-I:50(A)
Level 20: Black Dwarf Mire -- Sciroc-Acc/Rchg:50(A), C'ngBlow-Acc/Rchg:50(40), Acc-I:50(42), RechRdx-I:50(42)
Level 20: Black Dwarf Drain -- Mako-Acc/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43), Numna-Heal/Rchg:50(43), Numna-Heal:50(43)
Level 20: Black Dwarf Step -- Range-I:50(A)
Level 20: Black Dwarf Antagonize -- Acc-I:50(A), RechRdx-I:50(45), Taunt-I:50(45)
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</pre><hr /> -
[ QUOTE ]
Ouch, 4 Break Frees? Yeah, would imagine thats not gonna last long as a tactic with limited insps. Is it an all or nothing thing? 4 or don't bother? Or could I use a smaller number to slow the repel factor enough to keep me in range long enough to attack?
[/ QUOTE ]
All or nothing, I'm afraid.
As Hammer said, there's only a few sets that can get repel protection. Of my 12+ toons, only 2 of them have it (INV Tank in Unyielding and PB in Light Form). You can also get protection from a Kin's "Increased Density".
The only other option is to use ranged attacks or find some way to detoggle the Troller. Since it's /FF, their main weakness is sleep attacks. Or (as Empath suggests) you could try to joust them with a queued melee attack and Super Speed... but don't expect to detoggle them through Dispersion Bubble with one hit. -
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The 2 rchg in obsidian shield are just a "typo", they were meant 2 endrdx trust me.
[/ QUOTE ]
[ QUOTE ]
I have 2 KB prot enhancements, one in CJ and another in Tough so it is Mag 8, but now that I think, another one or 2 should be squeezed somewhere for PvP or skip one of hurdle/swift and go for Acrobatics.
[/ QUOTE ]
Must have been a parser error...
Aye, I noticed you had a second KB Protection IO in Tough and Ninja-edited a few minutes after posting... I think Force Bolt and the Nemesis Staff Blast are about the only thing that will cut through two of them.
[ QUOTE ]
I will definitely try going for just 1 Acc in Oppressive Gloom and use the new slots somewhere else.-
For some reason I put 2 Acc in GD and SD, definitely will go for endrdx on them, specially after Focused Accuracy.
[/ QUOTE ]
Good Stuff, PvE you shouldn't need two accs in there anyway. Katana gets -defense as part of its secondary effect which stacks up considerably during an attack chain. After FA you definitely won't need 'em! -
I'm running it through the Build-O-Meter now:
...Parsing.... Parsing... Parsing... Complete!
Power Pick Errors Noticed - None.
Slotting Errors Noticed - 2.
+ Obsidian Shield: 2x Recharge Reductions?!? It's a fast recharging toggle...
+ Oppressive Gloom: It's Perma-Stun unslotted. One Acc SO is fine. Very low endurance use.
Other Comments - 4.
+ SD/GD could possibly do with endurance reduction.
+ DA is usually better slotted for +defense rather than +damage if you're not /SR.
+ Would advise you to pickup Conserve Energy from your epic ASAP if you weren't already doing it!
+ You'll still get Knockbacked occasionally with two KB Protection IOs. It takes 3 of them to get on-par with other scrapper KB status protection toggles.
Otherwise, looks fine! -
I think the main question is: "What do you want to do with your scrapper?"
[u]What a Spines/DA is good at:[u] High survivability against multiple enemies (especially vs Psi damage), producing large amounts of AoE damage output and protection against odd types of mez like end drain and fear.
[u]What a Spines/DA is not so good at:[u] Endurance management and taking on a single, strong enemy (Bosses, Elite Bosses). Lack of KB protection. These can be helped by pool power choices, IOs and careful slotting.
Playing to a Spines/DA's strengths would therefore be making it into an AoE-damage-heavy toon, with the ability to act as a fill-in tanker (especially against Psionic or Endurance-draining Mobs).
You'll definately want to take Stamina. You'll probably want to take the leaping pool for Combat Jumping + Acrobatics, which will allow you to skip Cloak of Darkness and cover all your remaining status protection holes. It can be done with a different travel power + CoD and KB protection IOs, but you'll still occasionally get KB'ed and you'll have slightly lower hold protection. If you're taking Oppressive Gloom and/or the Damage Auras then you won't want Cloak of Fear (Fear doesn't "play nice" with damage auras and OG is better than CoF anyway).
There's a fairly recent thread on i9 slotting for Spines/Darks in the guides section with more info. -
I quite like Makos. I wouldn't slot it ALL though as the proc is a bit naff... but 4x Mako, 2x Crushing Impact can give a good spread of %s and +damage. Same with 4x Devastation, 2x Thunderstrike in ranged attacks.
Assuming that you've got a full attack chain already and aren't trying for something like "Perma-Dull-Pain", you don't get much benefit from the +recharge in Crushing Impact... the +acc isn't great since you already get high accuracy values in each power with IO sets (and extra accuracy is less effective than +tohit buffs).
Makos is arguably a bit less useful than CI since CI gives both +accuracy and +recharge whereas Makos only gives +damage... but I wouldn't say that Makos is a bad set. If you've already got plenty of accuracy and recharge (Hasten or LOTGs and Aim/FA/TD/Tactics?) stacking up +15% damage is nothing to sneeze at. -
Can drop Freezing Touch, it's a melee range low-mag hold and fairly pants.
I'd probably also lose Chilling Embrace: it's melee and between Ice Patch (Perma) and Shiver you shouldn't have any problems "controlling" mobs by using the knockdown and slows. -
Set Bonuses that increase Positional (Melee/Ranged/AoE) Defence will only stack with Powers that give that defence. Likewise, Bonuses that increase Typed Defence will only stack with Powers that give that defence.
The only IO I know of that works differently is the "+3 Defence to all" Global IO from the "Steadfast Protection" damage resistance set... which works like "Weave"/"Combat Jumping" and will stack with any +defence. -
If you're going for it again sometime next week I can probably bring a toon along. Am away over this weekend (1Hour 30mins drive away and need to be there by 7) otherwise I'd have signed up...
STF always fun... moreso now that they've fixed the SHO reward... -
Katana is fairly light on endurance.
SR and Regen both benefit from Divine Avalanche, Regen benefits more since it lacks defence to begin with.
You can get to the soft defence "cap" in PvE (for lethal/melee damage) using only Divine Avalanche... obviously if you can attain this and still have a lot of heals from your secondary (Regen) you will be better off than if you overshoot the cap and "waste" +Defence (SR). The flipside is that SR only has to use DA half as often as Regen (one DA buff up all the time) to hit the cap, where Regen has to have it double-stacked to hit the cap... this means when a SR is at the cap they will have slightly more time to use more damaging attacks.
Slotted Normally? Dull Pain is 180Secs Recharge, 120 Secs Duration. You can get it perma with +recharge from IOs and Hasten. Reconstruction is up every 30 Secs. IH is up a bit over every 5 minutes, and lasts for 90 Secs. -
Basically the idea is that you've got the Base defence that a Power gives, say 30% Melee.
You then enhance this by sticking 3 SO DefBuffs in there. This gives just under a 60% increase due to ED.
So now you've got 30 Base + (30 x 0.6) Enhancement = 48% Melee Defence Total.
If you then use Positional-Defence Set Bonuses from IOs, they add directly to your total defence %, so a 3% Bonus to Melee would put you at 51% Melee Defence total. -
It does nearly identical damage to Spine's "Throw Spines", just with a longer recharge and a slightly more narrow arc. It's also mostly Energy Damage rather than Smashing.
I regularly use it as part of my Spines/Dark's attack chain, but my Katana/Regen used it more for the Knockdown due to the redraw issue. -
[ QUOTE ]
So yeah a sonic is needed
[/ QUOTE ]
Whoo, Red Noise is finally FOTM!!
....
Ice and INV both have one big thing going for them with IOs that Stone cannot achieve: Perma Dull Pain.
Recluse can hit you all he likes, he isn't going to one-shot you when you're at the HP cap the entire fight (171.4%, or Slotted Dull Pain + "Portal Jockey", + "Freedom Phalanx Reserve Member").
And although expensive, it really doesn't take much effort to get it... about 45% +Recharge, plus Hasten.
Perma DullPain/Hoarfrost, solid aggro holding, and an Empath with Absorb Pain = Frustrated Recluse.
Sturdies would also be good, but entirely optional! -
[ QUOTE ]
[ QUOTE ]
(ii) Looks like a Sirens build, but no +Perception by 30 (Stealth + IO = Perma invis villains).
[/ QUOTE ]
I wouldnt see these Villains anyway, even with Tactics on, may still be worth getting earlier but that might mean getting Stamina earlier to and I dont think I can fit all 3 powers in pre 38.
[/ QUOTE ]
Well, the problem is that although you won't see stalkers regardless, all the other ATs can get perma-invis now with a stealth io + one stealth power, since that'll always put them at their stealth cap. One +perception power will always make them visible.
It's not that noticable right now since the stalkers are driving the prices of those IOs up crazy high on villain-side, but you're going to hit a point in zone PvP soon where if you don't have perception you're going to be severely gimping yourself.
Heros have it a bit easier than villains with Clarity and Clear Mind available in Sirens though.
[ QUOTE ]
So yes, maybe IH is worth slotting more for the bonuses now IOs are around. Last time we spoke about IH on the Forums, you where the one saying no Heals! Lol
[/ QUOTE ]
This is true... but with IOs you only really need a single slot extra to get the full benefit of it... and you can rack up the Numina Set Bonuses in IH just as easily as in anything else!
[ QUOTE ]
SD > GD > SD > GD > SD > GD > SD
you get the idea of what Im aiming for here :P
[/ QUOTE ]
Aye, Warburg Build, so you've 3 attacks... makes all the difference!
[ QUOTE ]
[ QUOTE ]
And finally...
(xi) It's Katana, not Broadsword...?
[/ QUOTE ]
Which Im very happy about!
[/ QUOTE ]
I saw a post once which was a one-line reply to "How can I improve this Katana/Regen PvP build" question: "Melt it down, slap on another three foot of steel and turn it into a Broadsword!"
New build looks nice... but I'd still yank that IO out of Brawl and slot IH with 3 Numinas, 2 Miracles... -
Team Teleport!!
....what? -
(i) By my reckoning Dull Pain is just short of Perma and only while Hasten is up.
(ii) Looks like a Sirens build, but no +Perception by 30 (Stealth + IO = Perma invis villains).
(iii) Impervious Skin +Status Resist IO is no longer a unique +30%, it's now +7.5% and stackable.
(iv) Regen in Integration, Healing in Reconstuction and Healing in Dull Pain are not capped.
(v) You only have two attacks in Sirens, Neither of which has capped damage (especially exemped in Sirens).
(vi) Divine Avalanche is far from optimal slotting, less than 50% of ED's +defense, no +damage.
(vii) No vertical travel power in Sirens?
(viii) No healing enhancements in IH
(ix) Golden Dragonfly isn't capped for damage % either
(x) No Flashing Steel/Lotus Drops. LD is pointless except vs Stalkers... but FS is a decent ST attack...
And finally...
(xi) It's Katana, not Broadsword...?
Apologies for the over-abundance of criticism, 'tis Monday morning and I'm slaving over a hot Fileserver...
IIRC you need a little under 110% Enhancement to hit the 100% ED "Cap"when exemped to level 30 (Sirens).
-
Just in case anyone's actually following this...
I decided to work Liquefy into the Build... will respec later into Cage if I find I miss it. 15 Seconds duration on Sonic Cage nowadays just doesn't seem worth it to justify taking a power I'll never use in PvE. Liquefy has some hefty debuffs which could make-or-break a STF run (and could concievably help in PvP in smaller maps or in Zone when movement speed is restricted), it has autohit knockdown, -tohit, -defence, -fly, -recharge and -jump but does not slow movement.
I also noticed that the 30% status resistance IO I was using is now "7.5% Resistance but stackable", so I'm not going to bother with it. I've dispensed with that and the global +regen IO to free up a few slots...
Final Build (for the forseeable future) is as follows:
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Red Noise: Level 50 Mutation Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
------------
Level 1: Sonic Siphon Acc-I(A), Acc-I(27)
Level 1: Charged Bolts Acc/Dmg(A), Dmg/EndRdx(7), Acc/Dmg/Rchg(7), Acc/Dmg/EndRdx/Rchg(9), Acc/Dmg/EndRdx(9)
Level 2: Lightning Bolt Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/Rchg(3), Acc/Dmg/EndRdx/Rchg(5), Acc/Dmg/Rchg(5)
Level 4: Sonic Barrier ResDam-I(A), ResDam-I(11), ResDam/EndRdx(17), Range-I(43)
Level 6: Sonic Haven ResDam-I(A), ResDam-I(11), ResDam/EndRdx(17), Range-I(43)
Level 8: Hurdle Jump-I(A), Jump-I(43)
Level 10: Combat Jumping ToHit+(A), ResKB(46), Rchg+(50)
Level 12: Sonic Dispersion ResDam/EndRdx(A), ResDam/EndRdx(13), ResDam/EndRdx(13), ResDam/EndRdx(15), ResKB(15), Psi/Status(27)
Level 14: Super Jump Jump-I(A)
Level 16: Aid Other Heal/EndRdx/Rchg(A), Heal/Rchg(23), Heal(25), Rchg(31), Heal/EndRdx(37)
Level 18: Health Heal(A), Heal/Rchg(19), Regen/Rcvry+(19), Heal(34), Rcvry+(36)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Assault EndRdx-I(A), EndRdx-I(23)
Level 24: Tactics HO:Cyto(A), HO:Cyto(25), HO:Cyto(42)
Level 26: Clarity Range-I(A), Range-I(40)
Level 28: Aim HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Aid Self Heal(A), Heal/EndRdx(31), Heal/EndRdx/Rchg(31), IntRdx-I(37), IntRdx-I(37)
Level 32: Tesla Cage Acc/Hold/Rchg(A), Acc/Hold/Rchg(33), Acc/Hold(33), Acc/Rchg(33), Hold-I(34), RechRdx-I(34)
Level 35: Disruption Field EndRdx-I(A), EndRdx-I(36), EndRdx-I(36)
Level 38: Short Circuit Acc/Rchg(A), Acc/Rchg(39), RechRdx-I(39), EndMod-I(39), EndMod-I(40), EndMod-I(40)
Level 41: Power Build up RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Liquefy HO:Enzym(A), HO:Enzym(45), HO:Enzym(45), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Temp Invulnerability ResDam/EndRdx(A), ResDam/EndRdx/Rchg(48), ResDam(48), ResDam/EndRdx/Rchg(48)
Level 49: Vengeance HO:Membr(A), HO:Membr(50), HO:Membr(50)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Stlth(A)
Level 1: Vigilance
Level 2: Rest RechRdx-I(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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[u]Set Bonuses:[u]
+6% DamageBuff
+4% Enhancement(Heal)
+12.5% Enhancement(RechargeTime)
+83.9 (8.25%) HitPoints
+Knockback (Mag -8)
+MezResist(Confused) (Mag 21.7%)
+MezResist(Held) (Mag 20%)
+MezResist(Immobilize) (Mag 20%)
+MezResist(Sleep) (Mag 20%)
+MezResist(Stun) (Mag 20%)
+MezResist(Terrorized) (Mag 23.9%)
+5% Recovery
+48% Regeneration
+1.26% Resistance(Fire)
+1.26% Resistance(Cold)
+3% Resistance(Psionic)
+10% RunSpeed
[u]Totals:[u]
70.4% Smashing/Lethal Damage resistance
24.7% Fire/Cold resistance
23.4% Energy/Negative/Toxic resistance
3% Psionic resistance
2.9% Defence to all
180% Recovery (3 End/Sec)
246% Regeneration
25.5% +ToHit (Constant)
12.5% Recharge (Constant)