Metatron_NA

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  1. OK, came up wih a specific build idea that supersizes the recharge and becomes I think a fantastic team kin - anyone agree or disagree?

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/
    Level 50 Natural Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery
    Villain Profile:
    ------------
    Level 1: Dark Blast Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
    Level 1: Transfusion Theft-Acc/Heal(A), Nictus-Acc/Heal(3), Numna-Heal/Rchg(3), Dct'dW-Heal/Rchg(5), Theft-Acc/EndRdx/Rchg(5), Nictus-Acc/EndRdx/Rchg(29)
    Level 2: Moonbeam Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(9), Mantic-Acc/ActRdx/Rng(9), Mantic-Dmg/ActRdx/Rchg(13), Mantic-Dmg/EndRdx/Rchg(13)
    Level 4: Repel KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(15), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(17), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(19)
    Level 6: Hasten RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Combat Jumping LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(42)
    Level 10: Siphon Speed Acc-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Hurdle Jump-I(A)
    Level 14: Super Speed Clrty-Stlth(A)
    Level 16: Health Mrcl-Rcvry+(A)
    Level 18: Torrent KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Rchg/KB(23), KinCrsh-Rechg/EndRdx(23), KinCrsh-Dmg/EndRdx/KB(25), KinCrsh-Acc/Dmg/KB(25)
    Level 20: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(27), Efficacy-EndMod/EndRdx(29)
    Level 22: Speed Boost EndMod-I(A)
    Level 24: Stealth LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def/Rchg(45), RedFtn-EndRdx(45)
    Level 26: Grant Invisibility LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48), RedFtn-EndRdx(48)
    Level 28: Invisibility LkGmblr-Rchg+(A)
    Level 30: Inertial Reduction Jump-I(A)
    Level 32: Blackstar Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), DarkWD-ToHitDeb/Rchg(34)
    Level 35: Transference Acc-I(A), Acc-I(36), EndMod-I(36), EndMod-I(36), EndMod-I(37), RechRdx-I(37)
    Level 38: Fulcrum Shift Acc-I(A), Acc-I(39), Acc-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Dark Embrace ResDam-I(A)
    Level 44: Power Boost RechRdx-I(A), RechRdx-I(45)
    Level 47: Life Drain Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(50), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
    Level 49: Increase Density EndRdx-I(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Scourge

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    +14.5% DamageBuff(Smashing)
    +14.5% DamageBuff(Lethal)
    +14.5% DamageBuff(Fire)
    +14.5% DamageBuff(Cold)
    +14.5% DamageBuff(Energy)
    +14.5% DamageBuff(Negative)
    +14.5% DamageBuff(Toxic)
    +14.5% DamageBuff(Psionic)
    +0.94% Defense(Energy)
    +0.94% Defense(Negative)
    +1.88% Defense(Ranged)
    +4.5% Max End
    +9% Enhancement(Accuracy)
    +90% Enhancement(RechargeTime)
    +56.2 HP (5.25%) HitPoints
    +Knockback (Mag -6)
    +Knockup (Mag -6)
    +MezResist(Immobilize) 12.1%
    +MezResist(Stun) 2.2%
    +1.5% (0.03 End/sec) Recovery
    +34% (1.52 HP/sec) Regeneration
    +5% Resistance(Smashing)
    +3.78% Resistance(Fire)
    +3.78% Resistance(Cold)
    +6% RunSpeed
  2. I suppose, to get this conversation started, we may as well prioritize global recharge - that's probably the best way to help my team, and I want this to be a very team oriented character.

    Something like this: (Stealth/GI/Invis, CJ, and Invisbility and CJ is to sneak in a four LotGs)

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/
    Level 48 Natural Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Concealment
    Ancillary Pool: Soul Mastery
    Villain Profile:
    ------------
    Level 1: Dark Blast Empty(A)
    Level 1: Transfusion Empty(A)
    Level 2: Siphon Power Empty(A)
    Level 4: Repel Empty(A)
    Level 6: Hasten Empty(A)
    Level 8: Combat Jumping Empty(A)
    Level 10: Siphon Speed Empty(A)
    Level 12: Hurdle Empty(A)
    Level 14: Super Speed Empty(A)
    Level 16: Increase Density Empty(A)
    Level 18: Health Empty(A)
    Level 20: Stamina Empty(A)
    Level 22: Speed Boost Empty(A)
    Level 24: Stealth Empty(A)
    Level 26: Grant Invisibility Empty(A)
    Level 28: Inertial Reduction Empty(A)
    Level 30: Invisibility Empty(A)
    Level 32: Blackstar Empty(A)
    Level 35: Transference Empty(A)
    Level 38: Fulcrum Shift Empty(A)
    Level 41: Dark Embrace Empty(A)
    Level 44: Power Boost Empty(A)
    Level 47: Life Drain Empty(A)
    Level 49: Tenebrous Tentacles Empty(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Scourge

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  3. If I drop an Epic, I can't get Fireball, which assuming that it too has Punch-voke capability will be another great way to get a group of baddis focused on me, not to mention a third AoE.

    Dropping ResNRG doesn't really help because I only picking it up at 49, 1 level before I stop playing this character anyways.

    No, he way I figure it, this is about the mid levels - 24 and 38. With my proposed build, at 24, I have a choice of Build-Up or Hasten, and at 38 I *could* skip Greater Fire Sword and take Build-Up or Hasten (whichever I didn't have yet.)

    Maybe I should. Is it a *horrible* idea to skip GFS? With Hasten I should always have Taunt or one of my AoE attacks up (Cremate, FSC) - maybe it *is* more important to have those attacks do more damage (BuildUp) than have a nice single Target attack to add to the mix.

    And even though I am going for softcapping Defense, maybe I can also get some global recharge in there.

    Unless that's a horrible idea, if I *do* take Build-Up and Hasten, which should I take early (24) and which late (38)?

    Maybe I should put Hasten at 24 (because it makes me a better tank than Build-Up)?

    Of course, some of this may be influenced once I start looking at slotting and softcapping.

    Thoughts?
  4. Quote:
    Originally Posted by Finduilas View Post
    Personally, I'd suggest dropping one of your attacks to make sure you could take both Hasten and Build-Up--you've got plenty--since both are very useful in increasing your damage output. You could drop Hasten if you focused on using IOs for recharge, but if you want to soft-cap defense, I actually think going with Hasten is a better choice.
    I would be happy to drop Scorch if it let me. Cremate and FSC are my AoEs - not just good for damage, but good to punch-voke AoE taunts, right?

    I could eliminiate Greater Fire Sword -although that's my heavy hitter - is it worth having Hasten and BuildUp both enough to give up GFS?
  5. And here are some context notes:

    - Of my level 50 characters, mos are Blasters and Corruptors, with a large sampling of Masterminds, Stalkers, Defenders, Controllers, and Brutes. I haven't yet tried SoA's (they don't really call to me) and the two attempts I made at Khelds died in their 20s..

    -I have more than enough influence to get whatever IOs and IO sets I need, if they can be bought, mostly from the days when I was a farmer - yes, I too have gone the Fire/Kin route, before I realized that zipping from 1 to 50 was skipping the game, not playing it. (Although I wouldn't want to spend more than 500 million ish on this character - and no purples.)

    -I am a strange creature in that for me, it is the journey from 1 to 50 that is the CoH/V game for me. I find playing after reaching 50 pointless, so at 50, I retire my character and start a new - probably why I have 15+ 50s across two accounts.

    -I do not PvP, at all, for any reason. I am committed to enjoying the presence of other players in a cooperative, not competitive mode.

    -These days I do not join farms unless I can make a positive difference, and be effective at helping and fighting. For me, putting *my* shoulder to the wheel is playing.

    -Oh, that's the other thing - what I will probably spend most of my time doing is AE missions with lots of bosses in them - perhaps nothing but level 52 or 54 bosses - most of which seem to attack with smashing and lethal and have a fair amount of KB.

    Thanks!

    EDIT: And the character focus would be effectiveness - not sure if that mean recharge focussed, proc focussed, or what.

    EDIT: Also, not trying to be a blaster per se - plan on focussing on teamwork - Fulcrum Shift, Speed Boost, Transference, Transfusion, etc...
  6. Wow, I didn't mean to miss RPD. Also, I guess I dont HAVE to have Aid Self...

    I went ahead and made a Inv/Dark Tanker, and got him to 22... this is my new idea builing in RPD and omitting Aid Self:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Level 48 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 Empty(A), Empty(11), Empty(11), Empty(15)
    Level 1: Scorch Empty(A)
    Level 2: Dull Pain Empty(A), Empty(3), Empty(3), Empty(7), Empty(7), Empty(17)
    Level 4: Combustion Empty(A), Empty(5), Empty(5), Empty(13), Empty(13), Empty(17)
    Level 6: Combat Jumping Empty(A)
    Level 8: Unyielding Empty(A), Empty(9), Empty(9), Empty(15)
    Level 10: Taunt Empty(A)
    Level 12: Swift Empty(A)
    Level 14: Super Jump Empty(A)
    Level 16: Health Empty(A)
    Level 18: Invincibility Empty(A), Empty(19), Empty(19)
    Level 20: Stamina Empty(A), Empty(21), Empty(21)
    Level 22: Resist Physical Damage Empty(A)
    Level 24: Build Up Empty(A)
    Level 26: Tough Hide Empty(A)
    Level 28: Fire Sword Circle Empty(A)
    Level 30: Kick Empty(A)
    Level 32: Tough Empty(A)
    Level 35: Weave Empty(A)
    Level 38: Greater Fire Sword Empty(A)
    Level 41: Char Empty(A)
    Level 44: Melt Armor Empty(A)
    Level 47: Fire Ball Empty(A)
    Level 49: Resist Energies Empty(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet

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    QUESTION:

    I have 3 choices at level 24: BuildUp for more damage, Hasten for better recharge (faster taunts and punch-voking), or Resist Elements.

    I don't think I will need ResEle - only playing in AE. Maybe Hasten is the better choice? Faster Taunts, Cremate, FSC? Or should I care about my damage output?

    And can I get to the softcap on Defense if I *do* take Hasten?
  7. Looking for guides and advice on a Dark/Kin (Corruptor, obviously.)

    The thing is, he's already level 39 - you see, he was a project from way before IOs came out.

    Now I wanna pick him up and get him done - but iwth all my free vet respecs I want to redesign him from today's standpoint.

    What are your thoughts, forum folks?
  8. OK, starting an Invuln tank - here is the no-lots build I came up with - wll this work? Am I making a mistake skipping ResEle and ResNRG? Or for taking Aid Self? (My plan is to soft-cap the Def of this build, btw)

    Here is the build, and after I will list my considerations and goals for the build:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/
    Level 48 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    ------------
    Level 1: Temp Invulnerability Empty(A)
    Level 1: Scorch Empty(A)
    Level 2: Dull Pain Empty(A)
    Level 4: Combustion Empty(A)
    Level 6: Combat Jumping Empty(A)
    Level 8: Unyielding Empty(A)
    Level 10: Taunt Empty(A)
    Level 12: Swift Empty(A)
    Level 14: Super Jump Empty(A)
    Level 16: Health Empty(A)
    Level 18: Invincibility Empty(A)
    Level 20: Stamina Empty(A)
    Level 22: Aid Other Empty(A)
    Level 24: Aid Self Empty(A)
    Level 26: Tough Hide Empty(A)
    Level 28: Fire Sword Circle Empty(A)
    Level 30: Kick Empty(A)
    Level 32: Tough Empty(A)
    Level 35: Weave Empty(A)
    Level 38: Greater Fire Sword Empty(A)
    Level 41: Char Empty(A)
    Level 44: Melt Armor Empty(A)
    Level 47: Fire Ball Empty(A)
    Level 49: Unstoppable Empty(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet

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    And here are the notes:

    -I am not a CoX noob, but Tankers have been one of the ATs I have largely ignored. Don't get me wrong, I worship the Tankers on my teams, but haven't really been about being one. Of my level 50 characters, mos are Blasters and Corruptors, with a large sampling of Masterminds, Stalkers, Defenders, Controllers, and Brutes. I haven't yet tried SoA's (they don't really call to me) and the two attempts I made at Khelds died in their 20s. I did take two successful brutes to 50 - a SS/Elec that was a blast, and a Fire/Fire that did some nice work. Fury really works well - or at least it did back when I did my brutes. However, the only level 50 Tanker I have is a Fire/Ice relic from the old pre-ED days of Dreck farms.

    -I have more than enough influence to get whatever IOs and IO sets I need, if they can be bought, mostly from the days when I was a farmer - yes, I too have gone the Fire/Kin route, before I realized that zipping from 1 to 50 was skipping the game, not playing it.

    -I am a strange creature in that for me, it is the journey from 1 to 50 that is the CoH/V game for me. I find playing after reaching 50 pointless, so at 50, I retire my character and start a new - probably why I have 15+ 50s across two accounts.

    -I do not PvP, at all, for any reason. I am committed to enjoying the presence of other players in a cooperative, not competitive mode.

    -These days I do not join farms unless I can make a positive difference, and be effective at helping and fighting. For me, putting *my* shoulder to the wheel is playing.

    -I am thinking this may the a good time to try a Tanker, because not only is it one of the ATs I have been avoiding, but there seems to be a bit of an unfilled need for them at AE - more people seem to need Tankers then there are available - which hopefully means that picking up a team is less of a challenge.

    -Oh, that's the other thing - what I will probably spend most of my time doing is AE missions with lots of bosses in them - perhaps nothing but level 52 or 54 bosses - most of which seem to attack with smashing and lethal and have a fair amount of KB.

    Thanks!

    EDIT: More reasons the new forums suck: you cannot edit a typo in the Title of a post. Yay.
  9. Metatron_NA

    Invuln guides?

    OK btw, thanks for all your guides, finding them very helpful... starting a Invuln/Fire/Pyre Tank project (my first real tank since beta.)
  10. Metatron_NA

    Invuln guides?

    Looking for Invuln guides, including Call Me Awesome's guide. None of the links in the GUIDES post at the top seem to work anymore. Boo.

    Help?
  11. 1) Instead of looking at a threadone page at a time, I like to look at the thread as all replies on one page - even long ones - just saves me having to kep doing page loads.

    On the old boards I just clicked "show all" - where's the "Show All" choice here?

    2) How do I remove the "_NA" at the end of my name, or is this a lame consequence of the changes?
  12. OK, you guys have sold me on giving a Invuln/Fire/Pyre my all... Gonna drop off the forums for a bit, put my head down, and try to work up a MIDS build that will be fun to play through. I have plenty of Inf, so expensive sets aren't a huge issue, however, sets that don't appear on the marketplace with regularity are a potential worry.

    Also, I have around 4 vet respecs per toon, so I will probably make a pre-22 build, a pre 32 build, and a post 32 build - or something similar.

    Thanks
  13. [ QUOTE ]
    [ QUOTE ]
    And I assume that Stamina would be desired, as would Combat Jumping (for def), and Tough and Weave?

    [/ QUOTE ]

    If you're Inv/SS, Stamina will be very important, because the Rage crash knocks off a quarter of your end bar in addition to all the rest of your activities. Other Inv/* Tankers won't be quite so bad, but generally you'll do more stuff per time period with Stamina than without.

    I personally went with CJ, Tough, and Weave to make my Inv Tanker stronger. Some people feel like taking Tough to move your S/L resists to the 90% cap is overkill. Generally they are right, outside of super-heavy-duty tanking like hard AE custom content.

    But it's just so cool to get hit by someone's huge sword and see a tiny "13" pop up for damage.

    [/ QUOTE ]

    Yeah, trying (as I normally do) to hit the most effective I can - and a 90% S/L gets me to 1 boss hit's worth of damage every 110 boss hits - which is insane!

    And the nice thing is that since I play for the journey from 1 to 50, I can push Tough/Weave back back a few levels if I need to pull something else in for QoL along the way...
  14. [ QUOTE ]
    ... cuz I like damage. Also, fireballs to the face do make for agro, and it has decent range at that.

    [/ QUOTE ]

    Do the epics also work with Gauntlet/Punch-voke then? Does a Fireball from a tanker work to taunt the baddies it hits? Or are you thinking more as an alpha, before anyone else generates aggro?
  15. Cool! Hey - why Pyre over Earth? I heard somewhere that Salt Crystals was a huge radius gimme aggro power, and Quicksand sounds like a good way to keep baddies nearby. What would you take in Pyre - is it just for more Damage?
  16. Wow, glad to hear about Invincibility - didn't see that in Mids - guess that takes some pressure off of the secondary.

    On the other hand, Invinc is only 8' radius, so having a few more options would be nice...what about pairing Invuln with Fiery Melee - Combustion and FSC both PBAoEs, lotsa of DoT, Combustion has wide radius - does that work?

    Can an Invuln/Fire get softcapped Def, high resists (with 90% S/L), grab agro well, and still manage do dish out some decent damage? Is this one of the better ideas, especially against an AE boss farm?

    And I assume that Stamina would be desired, as would Combat Jumping (for def), and Tough and Weave?

    Thanks.
  17. I am a little confused on one point here. Say a baddie attacks with an attack that does 100 points of S/L and another 100 points of Fire.

    You have 90% Resistance to S/L and no resistance to Fire. Do you take a total of 110 points of damage (10 S/L and 100 Fire) or does the fact that *part* of the attack has S/L allow you to apply your Resistance to *all* of the attack, and only take 20 points of damage?

    I had though the 90% S/L only applies to the *part* of the attack that is S/L but the posts I am reading make it sound like that is not so?

    Similary, if a baddie attacks with an attack that does 100 points of S/L and another 100 points of Fire, and you have 45% Def vs S/L (and 0 Def vs Fire) would that be 110 points of incoming damage or 20?

    Thanks.
  18. OK, another question/concern. (And btw, thanks Finduilas.)

    Survivability is an important concern, but obviously so is grabbing and retaining aggro. While the Invuln set is quite good it seems at survivability (especially with respect to S/L), I don't see a damage aura as part of it. If Invuln has no way to generate aggro, then all the aggro management has to come from elsewhere - such as the secondary.

    Now I am going to take Taunt, of course, but besides that, what are my options? Because as far as I can see, there is only one.

    Each secondary (more or less) has one fast charging PBAoE, and a bunch of ST attacks. (/Dark has additional AoEs but with long recharges of 60 to 90 seconds, less useful for maintaining aggro lock.)

    To start with, for aesthetic reasons I would prefer to avoid the Weapon secondaries, as I have previously noted - although if someone demonstrates that one of them is *that* much more effective, I would still consider it. But barring that, that eliminates Battle Axe, Dual Blades, War Mace, and possibly Stone Melee. This leaves Dark Melee, Energy Melee, Fiery Melee, Ice Melee, Super Strength, and possibly Stone Melee.

    Energy Melee has two fast charging attacks - Whirling Hands and Stun - but Stun does no damage - does it help keep aggro?

    Fiery Melee has Combustion and Fire Sword Circle - and Combustion's Radius is a healthy 15, instead of the 10 or so you usually get.

    Stone Melee - do Tremor, Fault, and other attacks do KnockDOWN or KnockBACK? The latter would be unhelpful, but if it's the former, than Fault plus Tremor give us 2 15' radius PBAoEs that I assume can be used to manage aggro.

    Super Strength also has a non Damage PBAoE - Hand Clap - can this generate aggro?

    Dark as previously noted just has the one quick PBAoE Siphon Life - and the radius on that is a paltry 8' - I am guessing that the best pairing of Dark would be with a primary that also generates aggro.

    And Invuln doesn't, right?

    So what's the answer - which of these give the best aggro management tools to an Invuln Tank?
  19. [ QUOTE ]
    [ QUOTE ]
    -I have more than enough influence to get whatever IOs and IO sets I need, if they can be bought, mostly from the days when I was a farmer - yes, I too have gone the Fire/Kin route, before I realized that zipping from 1 to 50 was skipping the game, not playing it.

    -I am a strange creature in that for me, it is the journey from 1 to 50 that is the CoH/V game for me. I find playing after reaching 50 pointless, so at 50, I retire my character and start a new - probably why I have 15+ 50s across two accounts.

    [/ QUOTE ]

    That part seems to be in direct contradiction to this part:

    [ QUOTE ]
    -Oh, that's the other thing - what I will probably spend most of my time doing is AE missions with lots of bosses in them - perhaps nothing but level 52 or 54 bosses - most of which seem to attack with smashing and lethal and have a fair amount of KB.

    [/ QUOTE ]

    Tanks don't get tankish until at least level 22 with SOs, and still aren't super durable until their 30s when all the armors and heals are available and slotted up.

    If you're spending most of your time sitting in level 52+ AE boss farms... isn't that the same thing as skipping the game?

    [/ QUOTE ]

    There are two different ways to be involved with CoX - actively or passively. It's passive when you doorsit and someone else does all the defeating baddies while you do nothing but wait and reap the rewards. It's active when you get to go out and fight and make *some* kind of difference, no matter how small.

    Passively doorsitting while my character gets levelled to 50 is skipping the game - especially given my commitment that the only worthwhile thing to do in this game is to journey to 50. However, actively playing one's character on the journey to 50, filling out the character, learning and experiencing new powers and new strategies - that is NOT skipping the game, that *is* the game. Farms don't skip the game if you fight, they are just the equivalent of taking a hot rod cross country instead of a station wagon.

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    One of the challenges (if this works) will be coming up with the IO sets for softcapping Defense...

    [/ QUOTE ]

    I think I can safely say that it's already been done for all the tanks sets that are capable of soft-capping.

    [/ QUOTE ]

    Which ones *aren't* capable of soft capping, so that I may rule them out for certain?

    [/ QUOTE ]

    The ones that don't have any defense to begin with. But even those can soft-cap to some positions.

    [/ QUOTE ]

    That is not an answer, that is instead telling me to go figure it out myself - but that's OK, the other poster was more helpful.
  20. [ QUOTE ]
    [ QUOTE ]
    One of the challenges (if this works) will be coming up with the IO sets for softcapping Defense...

    [/ QUOTE ]

    I think I can safely say that it's already been done for all the tanks sets that are capable of soft-capping.

    [/ QUOTE ]

    Which ones *aren't* capable of soft capping, so that I may rule them out for certain?
  21. [ QUOTE ]
    <font class="small">Code:[/color]<hr /><pre>
    Drk Fire Ice-1 Ice-7 Inv-1 Inv-7 Sh-1 Sh-3 Stn Grnt Wil
    Def
    Smash 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
    Lethal 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
    NRG 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
    Neg 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
    Psi 15.8 7.9 7.9 7.9 7.9 7.9 7.9 7.9 47.5 7.9 23.8
    Fire 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5
    Cold 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5

    Melee 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
    Ranged 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
    AoE 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9

    Res
    Smash 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
    Lethal 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
    NRG 31.7 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
    Neg 63.4 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
    Fire 47.5 90 32.3 32.3 31.7 31.7 23.8 23.8 39.6 79.2 11.9
    Cold 47.5 31.7 90 90 31.7 31.7 23.8 23.8 39.6 79.2 11.9
    Toxic 31.7 31.7 31.7 31.7 31.7 31.7 23.8 23.8 31.7 90 11.9
    Psi 79.2 0 0 0 0 0 0 0 0 0 43.6
    </pre><hr />

    I do not know if this table will display properly, but here is the table I made of all the defense and resistances. This is only a comparitive guide, NOT the actual values in play. I came up with these numbers in mids, and used as a default baseline slotting with 3 Generic Def or Res IOs as appropriate. Also, each build was granted Tough and Weave, also with 3 Generic IOs each.

    I figure this gives a decent basis of comparison to decide from there - at least as far as def and res go. (Ice-1 and Ice-7, Invuln-1 and Invuln-7, and Shield-1 and Shield-3 are permutations of power that work off of how many friends or foes are near. Also, Stn = Stone without Granite, while Grnt = Stone with Granite.)

    Dark Armor scares me and intrigues me. I mean, I could take Cloak of Fear/Invoke Panic to close to PermaFear the Bosses. The Stun option is harder because they tend to wander away.

    If IOs can softcap the Defense of an Invuln Tanker in all but Psi, considering the relatively high Res Invuln has, especially versus S/L - the meat and potatoes of AE boss missions.

    Assuming that one can softcap Invuln, that means a 9% hit rate versus the +4 bosses - which is 1 hit out of every 11. With 90% S/L resist, it takes 10 times as many hits to equal one normal boss hit. So that means out of ONE HUNDRED and ELEVEN hits, one full boss hit of damage gets through for S/L.

    This seems very do-able.

    What do you guys think?

    [/ QUOTE ]

    One of the challenges (if this works) will be coming up with the IO sets for softcapping Defense...
  22. <font class="small">Code:[/color]<hr /><pre>
    Drk Fire Ice-1 Ice-7 Inv-1 Inv-7 Sh-1 Sh-3 Stn Grnt Wil
    Def
    Smash 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
    Lethal 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
    NRG 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
    Neg 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
    Psi 15.8 7.9 7.9 7.9 7.9 7.9 7.9 7.9 47.5 7.9 23.8
    Fire 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5
    Cold 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5

    Melee 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
    Ranged 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
    AoE 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9

    Res
    Smash 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
    Lethal 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
    NRG 31.7 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
    Neg 63.4 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
    Fire 47.5 90 32.3 32.3 31.7 31.7 23.8 23.8 39.6 79.2 11.9
    Cold 47.5 31.7 90 90 31.7 31.7 23.8 23.8 39.6 79.2 11.9
    Toxic 31.7 31.7 31.7 31.7 31.7 31.7 23.8 23.8 31.7 90 11.9
    Psi 79.2 0 0 0 0 0 0 0 0 0 43.6
    </pre><hr />

    I do not know if this table will display properly, but here is the table I made of all the defense and resistances. This is only a comparitive guide, NOT the actual values in play. I came up with these numbers in mids, and used as a default baseline slotting with 3 Generic Def or Res IOs as appropriate. Also, each build was granted Tough and Weave, also with 3 Generic IOs each.

    I figure this gives a decent basis of comparison to decide from there - at least as far as def and res go. (Ice-1 and Ice-7, Invuln-1 and Invuln-7, and Shield-1 and Shield-3 are permutations of power that work off of how many friends or foes are near. Also, Stn = Stone without Granite, while Grnt = Stone with Granite.)

    Dark Armor scares me and intrigues me. I mean, I could take Cloak of Fear/Invoke Panic to close to PermaFear the Bosses. The Stun option is harder because they tend to wander away.

    If IOs can softcap the Defense of an Invuln Tanker in all but Psi, considering the relatively high Res Invuln has, especially versus S/L - the meat and potatoes of AE boss missions.

    Assuming that one can softcap Invuln, that means a 9% hit rate versus the +4 bosses - which is 1 hit out of every 11. With 90% S/L resist, it takes 10 times as many hits to equal one normal boss hit. So that means out of ONE HUNDRED and ELEVEN hits, one full boss hit of damage gets through for S/L.

    This seems very do-able.

    What do you guys think?
  23. I saw a SD/DM Tanker build that, including the IO sets, appears to be able to achieve a Defense of 50% and a Resistance of 41% S/L and 21% everything else. If we use the Def formula, then vs +4 bosses I think we get the following:

    Bounded[ NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * Bounded[ BaseToHit + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ] ]

    If I understand this right, this means that against an even level minion, a 50% Defense would work out to have a base chance of Bounded( 50% BaseToHit - 50% Defense) = 5% chance to hit, bounded. If instead this is a +4 boss in AE, then we have to factor in their accuracy bonuses for their increased rank and level:

    1.3 (Boss rank accuracy bonus) * 1.4 (+4 level accuracy bonus) * .05 (Base Bounded chance to hit) = .091

    What this means is that if you have your defense softcapped, you will only have about a 9% chance that the boss can hit you, or about 1 chance in 11.

    If the boss uses smashing or lethal, and you have 41% resistance to that that means that even the 9% of the time that they *do* hit you, they only do a little over half damage. (59%). Combining those numbers, it will take an average of 18.6 boss hits for you to take one full boss hit worth of damage.

    So, here's this SD/DM with a softcapped Def and a 41% S/L Res. Do any other ATs (DA/, Will/, Invuln) hit that high a ratio of 1 +4 boss hit taken for 18.6 boss attacks received?
  24. Hmmm - any idea then why I have this impression that Invuln is dangerous? Is that just a mistake on my part?