Metatron_NA

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  1. On the other hand, am I leaving an option off the table that I shouldn't, as in NRG/Mental? Drain Psyche is great, Psychic Scream gives me another ranged attack (although its a cone, grr), Psychic Shockwave looks groovy and useful, even WoC might be useful. It *would* lose me the Power Thrust, which would be infintely more useful when mezzed than Subdual.

    Thoughts?

    PS. If I am *above* the baddies, Cones might not be *so* bad...

    Edit: perhaps with Drain Psyche's Regen boost, I can skill Aid Self?
  2. As I said, I am building a new NRG/NRG blaster, after about six months away from CoX. The primary reaosn I am is that since I first started playing during the beta before launch, I have wanted to play a traditional blaster, but I never cared for the blue/white color scheme of NRG.

    Now, I can choose my golden/white beams colors, so I am.

    Other notes about my play styles and limitations:
    - I only PvE, never PvP
    - I only play until I hit 50, after which I shelve the character and start a new one. Therefore I never have use for purples.
    -After playing in this game so long I have vast sums of Influence
    -Because of all my vet awards, I have 4 or 5 respecs I can use along the way.
    -I also have Sand of Mu, Blackwind Wand, Nemmy Staff.
    -I play a blaster to play *ranged* - if I wanted to Melee I would play a scrapper. Therefore I plan on skipping most non ranged attacks.
    -Not a big fan of cone attacks either, since they are so positional and if you don't get at least 3 with them they are not as effective as two single target attacks

    Now, here is my overall strat for this character: I took NRG primary because it looked the most blastery. I plan on mitigating the KB by taking Flight, and being above my foes, turning KB into knock*down*.

    I plan on using Speed on Demand keybinds to autoswitch me from Flight to Hover as needed.

    I took the NRG secondary for two main reasons. First, the first power Power Thrust is the perfect power to still have working even when mezzed (Defiance) - you get to knockback baddies out of melee range while you keep shooting them with Power Bolt and Blast. Whlie mezzed.

    Also, according to the description, Power Boost increases KB, which might be fun, so long as I don't cause myteammates hassle. Boost Range isn't bad either. And Build Up comes fast.

    I plan on taking Stamina and Hasten, because in relying on mostly single-target ranged attacks I will need to be spamming them, meaning I will need to have them come back fast so as not to have holes in my attack chain. Also, a faster recharge will also help me with AIM and BU coming back fast.

    I plan on getting a +stealth for my Hover (and maybe my Flight) to better sneak up on baddies before I unleash on them.

    I hope to play mostly in teams.

    I am leaning toward getting Aid Self - especially with Power Boost, would be useful. Plus there are some nice Heal IOs.

    I am not sold on any particular epic pool.

    Here is my off the top of my head power picks then:
    NRG Primary: Power Bolt, Power Blast, Energy Torrent (to throw baddies back when needed),Power Burst, Sniper Blast (nice mob starting damage), Aim, and Nova, not necessarily in that order.
    NRG Secondary: Power Thrust, BuildUp, Power Boost, Boost Range, Total Focus (hey, I know its melee, but its *heavy* damage + Stun.

    Pool Powers: Hover, Fly, Hasten, Swift (slotted for Flight Increase), Health, Stamina, Stimulant, Aid Self
    Epic Pool Powers: Force w/ PFF, Temp Invuln, FoN? Flame with Char, Fire Shield, Melt Armor? Don't like munitions (not a gun super), don't like Surge of Power (I have a costume for a reason.)

    Your thoughts?
  3. Quote:
    Originally Posted by Joe_Blow View Post
    Remember that game that failed? Champions Online? They had one thing out of the gate that I thought CoX should implement. The attachment of your global to your hero name, so that it would be impossible to have duplicate names outside of your own characters, and so that you could name your hero whatever you wanted. It wouldn't matter even if you transferred servers.

    It might take a bit of re-coding, but I believe it would be less taxing on the servers in the long run because it would eliminate having to check names when you make a character, and it would allow new players to not have to endure the frustration of sitting at the character creation screen, trying in vain to come up with a character name, until, finally they name their character something like Captain Colossal22 because most of the interesting names are taken, and they don't want to have to write a thesis just to create a new and interesting one.

    Just my thought. I think it'd be a massive QoL improvement.
    /QFT, 100% signed, please do these IMMEDIATELY.

    kthxbye
  4. Metatron_NA

    Farmers Adapt.

    Quote:
    Originally Posted by Hart View Post
    The "true farmers" know that the devs data mine this stuff and you can't hide a farm. It's just not possible. You make x reward in y minutes. If x divided by y is greater than the amount the devs intend, they will be aware that something is amiss. This is why the TV farm and demon farm are still around after literally years of being mentioned on the forums.

    We're not trying to exploit the game or break the rules. We're trying to find the most efficient means of attaining a goal, typically wealth or xp generation. That's not 'cheating', 'abusing' or 'misusing'; it's playing within the letter of the law, whether you feel it's in the spirit of the law or not.
    /QFT.

    I don't know why so many anti-farmers don't get this. It's so important that I want to repeat it:

    Farming isn't about breaking rules or anything else nefarious or shady.

    IT IS NOTHING MORE AND NOTHING LESS THAN TRYING TO FIND THE SHORTEST **PERMITTED** PATH TO THE GOAL (XP, REWARDS, ETC).

    Imagine that in the real world you have a reason to cross town every day - perhaps it's your drive to work. Also imagine that you get it in your head to try to optimize (shorten) the length of time to get from your house to work.

    So you try different routes. Maybe your pull out a map. Maybe you even go as far as to calculate for each route the speed limits of each road involved - even the traffic flow patterns as you observe them.

    Now it's not just about trying to get to work, now finding the quickest route to work has become an ongoing game in and of itself. And as factors change (construction, new roads, etc) it's an ongoing recalculation.

    Now, I agree that someone people trying to get to work fast might break the rules. They might do 50mph in a 35. They might run a red light. They might even go the wrong way down a one-way street. Everyone knows, including any who do that, that such actions are going to be punished. They break the rules.

    The kind of farmers the devs would have any real problem are like that.

    However, if we instead obey all the speed limits, stop at red lights, go down one-way streets the right way, and in general follow all rules set out for us, then there is absolutely nothing wrong with making a game out of looking for and repetitively using the quickest path to a goal.

    And *that* is what the utter majority of farming is.

    Now, if we do 55mph on a road marked as 55mph, the city planners might look at this road and might be unhappy. They might say "We didn't know that anyone would use that road to drive that fast" or even "we didn't even see that our redevelopment project made that new street with such a high speed limit".

    However, what no one can honestly say is "those drivers should just *know* that they should be driving slower, even though we never have and never will give them specific guidance on that."

    I think the devs are smart enough to know this. And I think they are smart enough to not flip out and blame the guy taking the new 55mph road. I think the devs are smart enough to not blame the traffic for the speed limit, and to instead simply change the speed limit to something else.

    And I sincerely think that farmers are fine with that. In fact, I will go a step further.

    If the devs didn't constantly nerf (or buff) parts of the game, then the quickest path to one's goals wouldn't keep changing. In a very real way, I think that the constantly moving target of farming is what keeps farming ALIVE. After all, if it was easy to figure out the quickest path, and if once you figured it out you never had to recalculate, THEN farmers would in general get bored. What keeps it interesting for farmers, ultimately, is that every so often we get new nerfs that make us have to re-solve the problem - which is fun - and every so often we get new content, powers, and features that give us new opportunities to find an even shorter route - also fun.

    This is a dance between those who control the limits (the devs) and those who want to figure out how to be the least limited within the rules (the farmers).

    And there is nothing inherently wrong, exploitative, or harmful about that dance.

    In any case, it is NEVER going to stop. It is the nature of devs to change the game. And it is the nature of farmers to keep trying to find better, quicker, shorter solutions.

    And no amount of forum writing is going to change a smidgen of that.
  5. Quote:
    Originally Posted by HeroicGamer2 View Post
    As a 57 month veteran of CoH I have to admit that the existing canon stories have been getting a bit old. Then along came AE and I saw new life being brought into the CoH universe. Yes, there were farms, but there was also alot of great STORY ARC missions out there too!

    Then along comes i16 and neuters so much perfectly good content (The kind that NCSoft have supposedly tried to encourage) as the above quote illustrates so well... I understand their rationale regarding farms, but issue 16 hurts legitimate users of the AE TOO MUCH!

    How much player outrage will NCSoft accept before they fix their "fix"?
    Does NCSoft want to give the AE a slow lingering death?
    Do these Devs actually THINK about things before they change them?

    Enquiring minds like mine would love to know...
    Don't you know? ANY amount of damaging the game is acceptable, so long as it stops just one ebil farmer...
  6. OK, will assume that that was an error on your part, lacking any reply to the contrary. Proceeding further...
  7. So... *what* did you mean, Shannon?

    Quote:
    Why not just hit softcap and have a 12 sec rechg on Fireball?
    In what way can I get +recharge by giving up Fire/Cold??

    I'm running out of time, here...
  8. I can log into the game, but after one minute of running aruond the game freezes, I get weird reddish visual jaggy artifacts across BOTH monitors (only playing game on one) and then I crash to the Desktop(CTD)

    This started out of the blue this morning - I haven't installed any updates that I know of or made any changes.

    I have tried two new drivers and they do not fix the problem. One of the drivers I got straight from nvidia.

    I am running windows 7 RC with an nvidia 8800GTX 768 Video Card. I can supply any other details you want, or run any programs to gather info you want me to - just tell me what to do (am a computer consultant ironically.)

    FWIW, been running Win 7 since january - first win7 beta, then win7 RC, and never had any issues with CoH. I can also run CoH fine on my XPS Studio laptop with Win7.

    HELP!
  9. PS. Shannon - I have put the respec of this guy off until I hear your reply (to the above), so sooner would be better...

    Thanks.
  10. Quote:
    Originally Posted by Shannon_EU View Post
    Throughout your builds you are pretty adamant on having really high fire and cold def. There is hardly any that causes that much defs worth of issues to an Invuln imo. Your fireball is like 18secs of rechg which is too long to me, I'd be like "fun wait" . If you were farming Behemoths you would run into the group and have an extra 11% of defense to them putting you way over soft cap. Why not just hit softcap and have a 12 sec rechg on Fireball? I still think that you could probably afford to lose 6% fire/def and be more destructive.
    How would we decrease the recharge? I guess I feel a little confused - I didn't drop Hasten (if that is what you are referring to) to add Fire/Cod def, but to add GFS for more ST damage. Is there a way that I am in the moment overlooking to significantly decrease the recharges without sacrificing GFS/BuildUp? What is the trade off you are recommending here - dropping what and picking up what to get the recharge down? What gets Fireball to 12 seconds? If all I give up is some Fire/Cold Def, that sounds like a trade I would make... but it's not like I took Resist Elements anyways, so I am uncertain of your specific recommendation.

    Quote:
    Had you worked out the eps of your attack chain? Adding accolades you have an end rec to end drain window of 2.34eps so you end gain that. If your attack chain eps is a lot higher then not to fear, work out roughly your end gain between mobs and add that. Farming tanks are probably better off not having to rest. I don't farm but I would ordinarily aim for a window that is roughly at least 2.5 eps.
    I guess I am stuck on this, because I am not sure what my attack chain would be until I try it out in game. I guess that's why I come on these forums is for guidance on these matters.

    And of course, if we do something to shift recharge, that can totally invalidate any attack chain we come up with at current recharges. Perhaps we should figure out what recharge we end up with, and then we can go from there?

    PS: I don't tend to pursue badges, therefor I don't tend to acquire accolades.
  11. Rejiggered build on more time, realized I could slap a Kinetic Combat into GFS, even more S/L prots, now we are up to Defs of
    47.3 S/L
    45.8 E/N
    42 Fire/Cold
    14.4 Psi

    22.2 Melee
    25.6 Rng
    20.9 AoE

    And Res of:
    93.14 S/L
    32.9 NRG
    31.1 Neg
    16.9 Fire/Cold
    15.7 Toxic
    0 Psi

    That should work I hope.

    EDIT (added correct slotting order)

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
    Level 4: Combustion -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(43), DefBuff-I(43), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Acc/Rchg(33), Mocking-Rchg(33), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rng(37)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(36)
    Level 22: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
    Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25), Rec'dRet-Pcptn(25), Rec'dRet-ToHit/Rchg(37)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), LkGmblr-Rchg+(27)
    Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 35: Weave -- DefBuff-I(A), DefBuff-I(36), LkGmblr-Rchg+(36)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Char -- Acc-I(A)
    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 -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
    Level 49: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  12. Ah... so, does that mean my dpeps is OK, or is there something wrong with it?
  13. I have dealt with DPS before, I assume that EPS is just end per sec for the chain on average?

    So if I have:

    Combustion: 8 End, 6.5 Recharge, 3 Cast Time
    Fire Sword Circle: 11.5 End, 8.7 Recharge, 2.7 Cast Time
    Fireball: 11.2 End, 17.8 Recharge, 1 Cast Time
    Greater Fire Sword: 8.6 End, 5.4 Recharge, 2.33 Cast Time
    Taunt: 0 End??, 4 Recharge, 1.7 Cast Time (81 Duration)

    Where does this leave me? I assume that the Recharge starts after the Cast Time completes? So I can fire off Combustion every 9.5 seconds? (6.5 Recharge plus 3 Cast Time?) Or does the power start recharging as soon as you begin the Cast?
  14. Quote:
    Originally Posted by EmperorSteele View Post
    And of course, if one DOES consider IOs (though the OP said he wasn't going that route), one can build for a hefty amount of psi resist/defense using the defense and resistance Sets, which plugs that hole right up and makes you completely... well, Invulnerable.
    I am definitely using IOs, several hundred million worth - which you can see if you look at the build ideas I posted.
  15. OK, having thought about it, this is where I am:

    For now, I simply can't take 3 AoEs and not take BuildUp - that would be a crime. If I have a minimum of 8 baddies around me and if I can fire two of my AoEs off before BU runs out, that's a 230 attack plus a 160 attack, instead of a 162 and a 113 - a difference of about 115 damage per baddie, or over 900 points of damage total over 8 baddies.

    If I give up BU, I give up 900 damage. Plus, with BU, I hit more, making the true damage difference probably go to 1000. And hitting more is good for the tank, as it keeps baddies on him.

    True, if I am going one on one with a final remaining baddie, I am only doing 270 to him with the same two attacks - but even Incinerate only does 220 or so.

    However, if I drop Hasten, and pickup GFS, keeping Build Up means that not only can my GFS hit more often, it will do 400 instead of 285 - a 115 extra points of damage.

    Also, I think I agree with you about CJ - instead of putting 2 Def IOs in it to eke out 1.1% more def, I am beter served dropping those two slots in my BuildUp to have it up every 35 seconds instead of 42.5

    Anyways, this is the build I am up to now, what do you guys think?

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(7), Dct'dW-Rchg(7)
    Level 4: Combustion -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(17)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Winter-ResSlow(27), LkGmblr-Rchg+(29)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(15)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(33)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(36)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(36)
    Level 22: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
    Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27), Rec'dRet-ToHit/Rchg(43), Rec'dRet-Pcptn(43)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37), LkGmblr-Rchg+(37)
    Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(36), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(40)
    Level 35: Weave -- DefBuff-I(A), DefBuff-I(42), LkGmblr-Rchg+(42)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 41: Char -- Acc-I(A)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
    Level 49: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/Rchg(50), Aegis-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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  16. Wow! CMA action on my little thread. Thanks!

    Of course now I am just going to rely on your awesomeness, grin

    -If CMA says that cold/fire is not an issue, I will indeed pull out the extra Reac armors and may as well lose (or not take) Resist Elements.

    -CJ seemed to add a few Def points, but let me recheck that.

    -I usually take Hurdle with SuperSpeed and Swift with SuperJump to cover the other side of things, not a good idea? SuperJump needs more help? (I also have the jetpack too of course.)

    -I stole the slotting of Health from DSorrow, but let me re-examine that - def want to keep the +Recovery stuff I think. (Numina/Miracle) I hate running out of end - but maybe I will try playing without them for a bit and see how it feels.

    -Why do I need ST attacks again? I have Scorch/Sand of Mu/Nemmy Staff - can't I just eschew them completely and go with my AoE?

    -I think I am feeling your suggestion about dropping Melt Armor and getting Fire Blast. Plus that will give me some extra set options if I slot it with some of the slots I am removing from elsewhere.

    I guess I am open to thinking about most of what you say - your are Awesome, after all. It's just the ST stuff that has me flumoxed - for dps I want to focus on a lot of high AoE damage because presumably I will have a lot of baddies aruond me. Therefor BuildUp, Combustion, FSC, Fireball. And AoE attacks have the added benefit that each one is a taunt.

    Now if you think I ought to consider dropping Hasten and getting GFS in its place, that could be doable - Hasten isn't making *that* big a difference for me.

    Is that what you would recommend?
  17. OK, spent some time weighing the options and I think it comes down to something like the following build (see end of post), created from a merge of DSorrow's original build tweaked to my design goals.

    While I am giving up 2 attacks as well as ResElements, and swapping Flight for Jumping, I am gaining Hasten, and a 3rd AoE attack that can punch-voke over distance. Getting Melt Armor aint bad either - especially since it ALSO provides a fourth AoE Taunt at Range.

    Furthermore, more good news is that I was able to take the original concept's numbers:

    Original Totals:
    Quote:
    46% Defense(Smashing/Lethal)
    39.8% Defense(Fire/Cold)
    43.5% Defense(Energy/Neg)
    13.3% Defense(Psionic)

    21.2% Defense(Melee)
    24.6% Defense(Ranged)
    18% Defense(AoE)

    88.7% Resistance(Smashing/Lethal)
    34.7% Resistance(Fire/Cold)
    30.9% Resistance(Energy/Neg)
    30.9% Resistance(Toxic)

    52.5% Enhancement(RechargeTime)
    24% Enhancement(Accuracy)
    and push them to:


    Tweaked Set Bonus Totals:
    Quote:
    44% Defense(Smashing/Lethal)
    45.2% Defense(Fire/Cold)
    43.6% Defense(Energy/Neg)
    14.8% Defense(Psionic)

    20.7% Defense(Melee)
    26% Defense(Ranged)
    23.8% Defense(AoE)

    90% Resistance(Smashing/Lethal)
    16.9% Resistance(Fire/Cold)
    32.9/31.1% Resistance(Energy/Neg)
    15.7% Resistance(Toxic)

    112.5% Enhancement(RechargeTime)
    9% Enhancement(Accuracy)
    The only significant losses were Fire/Cold/Toxic Res and a slight drop in global accuracy (24% to 9%)

    However, moderate gains were made in Fire and Cold Defense, making it much more likely to have those softcapped, and even Energy/Neg saw moderate improvements.

    Of interest to me is the recharge of Fire Sword Circle, down from almost 9 seconds to 7, BuildUp down from 43 to 33, and Dull Pain from 144 seconds to 116.

    I am pretty well committed to the Pyre set items I have taken, for me the only thing I wonder is this: Should I drop Hasten to pickup Resist Elements? While I would have to use the slower of the comparisons in the last paragraph, I would gain the following:

    +3.2% Defense(Energy/Neg)
    +1.6% Defense(AoE)
    +15.4% Resistance(Fire/Cold)
    +15.7% Resistance(Toxic)

    So please, I need to hear from all of you: Should I use the build below as is, or should I remove Hasten and put in Resist Elements?

    Thanks.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    ------------
    Level 1: Temp Invulnerability RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15), RctvArm-EndRdx(46)
    Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 2: Dull Pain Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(7), Dct'dW-Rchg(7)
    Level 4: Combustion Erad-Acc/Rchg(A), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(17)
    Level 6: Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), DefBuff-I(25), DefBuff-I(27), Winter-ResSlow(27), LkGmblr-Rchg+(29)
    Level 8: Unyielding RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(15), RctvArm-EndRdx(46)
    Level 10: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(33)
    Level 12: Swift Run-I(A)
    Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Health Mrcl-Heal/EndRdx(A), Mrcl-Heal(33), Mrcl-Rcvry+(34), Numna-Regen/Rcvry+(34), Numna-Heal(34), RgnTis-Regen+(36)
    Level 18: Invincibility LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(36)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(36)
    Level 22: Resist Physical Damage S'fstPrt-ResDam/Def+(A), Aegis-ResDam(43), Aegis-ResDam/Rchg(45), Aegis-Psi/Status(45)
    Level 24: Hasten RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
    Level 26: Tough Hide DefBuff-I(A), DefBuff-I(37), LkGmblr-Rchg+(37)
    Level 28: Fire Sword Circle Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40)
    Level 30: Boxing Acc-I(A)
    Level 32: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(40), RctvArm-EndRdx(42)
    Level 35: Weave DefBuff-I(A), DefBuff-I(42), LkGmblr-Rchg+(42)
    Level 38: Build Up Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(43), RechRdx-I(43)
    Level 41: Char Acc-I(A)
    Level 44: Melt Armor Acc-I(A)
    Level 47: Fire Ball Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
    Level 49: Resist Energies Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    14.9% Defense(Smashing)
    14.9% Defense(Lethal)
    14.6% Defense(Fire)
    14.6% Defense(Cold)
    16.1% Defense(Energy)
    16.1% Defense(Negative)
    3% Defense(Psionic)
    8.94% Defense(Melee)
    14.3% Defense(Ranged)
    12.1% Defense(AoE)
    5.4% Max End
    9% Enhancement(Accuracy)
    4% Enhancement(Heal)
    42.5% Enhancement(RechargeTime)
    5% FlySpeed
    203.8 HP (10.9%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    MezResist(Held) 2.75%
    MezResist(Immobilize) 6.05%
    MezResist(Sleep) 1.65%
    MezResist(Terrorized) 2.2%
    20% Perception
    5% (0.08 End/sec) Recovery
    42% (3.29 HP/sec) Regeneration
    20% ResEffect(FlySpeed)
    20% ResEffect(RechargeTime)
    20% ResEffect(RunSpeed)
    1.26% Resistance(Fire)
    1.26% Resistance(Cold)
    1.88% Resistance(Energy)
    3% Resistance(Psionic)
    15% RunSpeed
    1% XPDebtProtection






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  18. Krap. REDside, not Blue - my mistake - its for one of my corruptors.

    I will go to 35 million each as well.
  19. As the topic says, I am looking for Sting of the Manticore IOs - Acc/Int/Rech and Damage/Int/Rech. I am on Freedom - REDside, and I need the IOs to be somewhere between levels 30 and 42.

    I am willing to pay up to 30 million inf EACH. But I need them NAO.

    Thanks.
  20. Your build below looks great (loaded it up in MIDs and checked it out) but it abandons one of my main goals - to have as many AOEs as possible - that's where Fireball comes in. I really want to (both for the extra damage, but more importantly, the extra punch-voking) get Fireball in the mix, even if it is only at level 47.

    Also, to be a better tank I feel like being able to attack faster mean being able to punch-voke mroe often, as well as better DPS - that's why I really want Hasten - and CJ is to help me Soft Cap, as well as better combat mobility.

    Also, bear in mind that this tank will be used the vast majority of its life in AE, where I expect he will face lethal/smashing damage almost exclusively.

    But I really appreciate you taking the time to not only make suggestions, but to be specific with them and post an actually build - I hope to "borrow" from your slotting ideas on mine.

    Finally, as I plan to retire this character after 50, his level 49 power is probably largely irrelevant.

    Quote:
    Originally Posted by DSorrow View Post
    QR

    I think it's a big mistake skipping the passives. Each of them add 10% Resistance to different types of damage AND some effect resistances, most notable of them being 25% -DEF resistance in RPD. Also skipping the offensive potential of /fire isn't such a good idea. By this I mean skipping Incinerate (WHY?! It's a great attack) and BU.

    Myself, I'd go for something like this (switching travel power to CJ/SJ won't change defensive or offensive stats)

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 2: Dull Pain Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 4: Combustion Erad-Acc/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
    Level 6: Resist Physical Damage S'fstPrt-ResDam/Def+(A)
    Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 10: Swift Flight-I(A)
    Level 12: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Winter-ResSlow(46), LkGmblr-Rchg+(48)
    Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 16: Health Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(17), Numna-Regen/Rcvry+(21), Numna-Heal(23), RgnTis-Regen+(23)
    Level 18: Invincibility LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
    Level 22: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(37), Mocking-Rchg(40)
    Level 24: Build Up Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25)
    Level 26: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
    Level 28: Fire Sword Circle Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 30: Kick Empty(A)
    Level 32: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(33)
    Level 35: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Greater Fire Sword Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(40), Zinger-Dam%(40)
    Level 41: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42)
    Level 44: Conserve Power RechRdx-I(A), RechRdx-I(45)
    Level 47: Resist Energies Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
    Level 49: Resist Elements Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    18,6% Defense(Smashing)
    18,6% Defense(Lethal)
    12,4% Defense(Fire)
    12,4% Defense(Cold)
    16,1% Defense(Energy)
    16,1% Defense(Negative)
    3% Defense(Psionic)
    10,8% Defense(Melee)
    14,3% Defense(Ranged)
    7,69% Defense(AoE)
    5,4% Max End
    4% Enhancement(Heal)
    52,5% Enhancement(RechargeTime)
    24% Enhancement(Accuracy)
    5% FlySpeed
    253 HP (13,5%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    MezResist(Held) 2,75%
    MezResist(Immobilize) 12,1%
    MezResist(Terrorized) 2,2%
    20% Perception
    9% (0,15 End/sec) Recovery
    62% (4,85 HP/sec) Regeneration
    20% ResEffect(FlySpeed)
    20% ResEffect(RechargeTime)
    20% ResEffect(RunSpeed)
    3,78% Resistance(Fire)
    3,78% Resistance(Cold)
    15% RunSpeed






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  21. Quote:
    Originally Posted by Sailboat View Post
    The build looks pretty sparse on attacks. If you drop GFS you'll have Scorch, Kick, and maybe Char as your single-target chain? Yet it's hard to see what to do about that if you keep Fireball.

    My suggestion if you keep Fireball is to drop Melt Armor for Fire Blast, and incorporate Fire Blast into your attack chain.

    My own Inv Tanker also took the Fighting Pool and a Travel power, so I decided I couldn't afford to fit in the ancillary/epic pool and still have enough attacks and defenses.
    At the moment (at 22) I am rotating between Scorch, Combustion, Taunt, Sands of Mu, and my Nemmy Staf (the last two are Vet rewards I have) - and I am not finding any real gaps... I assume that adding Fire Sword Circle into the mix will only help, as will Hasten making the recharges of all my attacks come back quicker.

    Also, I haven't even (yet) added in the IOs that will also shorten recharge times. Long story short, at 22 I do not seem to be having a problem right now with running out of attacks, and that should be even *less* of a problem after getting IOed up, and getting Hasten, Fire Sword Circle, and later on Fire Blast.

    Make sense?

    Ultimately I am hoping to more or less spam FSC, Combustion, Fire Ball, and Taunt - with a Sand of Mu or Scorch thown in when necessary and a Nemmy Staff to pick off and punch-voke singles.

    Shouldn't that work?
  22. Quote:
    Originally Posted by Shannon_EU View Post
    You went and made a Inv/Dark Tank then come here for advice on a Inv/FM build?
    Sorry, no I meant to say I made a Inv/Fire.
  23. Quote:
    Originally Posted by Metatron_NA View Post
    Still looking for feedback...
    OK, guess I will go with Hasten at 24, and BuildUp at 38, and skip GFS...

    if no further advice or objections regarding my power picks, the next step is to figure out my slotting and IO sets for softcapping - any thoughts about the best ways to go about that?
  24. Quote:
    Originally Posted by Quaver View Post
    If you enjoy the journey more than the destination I would definitely recommend a kin/dark Defender over a corruptor, since you will only have Fulcrum Shift for your final 12 levels and IMO that's not long enough to stop giggling ;D also the dark epic is pretty fun for a Kin, the new higher recharge times of the PBAoE stuff are offset nicely by Siphon Speed(s).

    I don't play Corruptors so will shut up now..enjoy your new build whatever you go for!
    Hehe - te thing is, this corruptor is one that I got to 39 years ago, and am returning to finish off. I have to redesign him because he was not only pre IO, I think he was pre-ED.

    But he is already 39 - it's just the next 11 levels - still, I want to do it right, NOT just park him in a farm, but make him the best he can be.