Mr_Body

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  1. [ QUOTE ]
    They should totally program the NPCs to think stunned and sleeping players are less worthy targets.

    [/ QUOTE ]

    They do. I can count numerous times where as a blaster/ defender that I have been slept and stood there waiting for an aoe to damage me so I could wake up. Not a problem anymore for a blaster but being the only defender on a team, it is an issue, unless you use a breakfree or don't have 3 of the same inspires to create 1.

    Do non-melee toons need another pool power granting some mez resist? NO! Strategize, get a team or fight something else. Those 3 options are open to you. If you decide to keep fighting on difficulty lvl 3-5 and get defeated consistently, lower your difficulty.


    If you are trying to solo as a defender, have you taken advantage of the dual build feature? You can drop some powers that help less for solo play to get numerous pool powers that may help:
    numerous +defense powers
    Tough
    Acrobatics (KB protect & Hold)
    Aid Self (stun resist)
    Fear (2 powers from the presence pool).

    All without dipping into IO sets.
  2. Have a tab set-up to show hero events. This will let you know when any GMs are spawned. If you do and still don't see any messages about GMs, guess you are just unlucky.
  3. Gratz on lvl 50.

    Now a question for you: Did you take Tough and/or Weave from the fighting pool? The Fighting Pool is fairly often taken with Fiery Armor to help with its survivablilty. Some people will even go as far as saying it is necesssary.

    So, when I planned my Fire armor brute, I looked for +recharge, +HP, and +defense.
  4. [ QUOTE ]
    Personal Comment: Electric Melee is


    [/ QUOTE ]

    I believe you meant Super Strength there instead of Electric Melee.

    Very Interesting reading, I will definitely keep this in mind when thinking of IOs for my SS/ SD who is currently lvl 26.
  5. [ QUOTE ]


    health is also a better place to put numina and miracle uniques than fast healing .... imo.

    [/ QUOTE ]

    How so? You can take Fast Healing way before you can get Health and consider Fitness pool could be taken later in a brute's life if needed or desired.
  6. <QR> do a search for arcanaville time or arcanatime something along those names. Basically Arcanaville did a best-guess of the pause time between chaining attacks forced by the game servers. This will impact your numbers somewhat.
  7. How good is softcapped defense without any self-heals or resistances?

    The simple and most complicated both together in 1 answer:


    As good as the player behind that toon.
  8. You left out Electric melee.

    But even if you get a team together and drain all the end from an AV/EB/GM, as soon as they have a single sliver of endurance back, they can fire off any and all attacks or buffs or whatever. Which is the lynch pin in the tactic of total end drain.
  9. Tremor and Fault are both KD unless you slot them for KB. I never considered not taking either. The ability to chain KD foes in a circle around you is awesome. Lets your damage aura tickle them, time for a self-heal to recharge, self buff/ debuff auras like AAO, Invincibility, RttC keep working, AND allows your team to use AOEs at will.

    As for HC, I've never taken it because it does KB. If it got changed to KD but needed slotting to get KB, I still would not take it. BUT Lightning Clap (AOE stun KB from Electric melee) I have taken on my Fire Armor brute.
  10. One of the benfits of a click mez protection power is if you get drained totally of end and Active defense is still up, you are still free to move around and do other things (eat blues). So a sapper or carnie death taking away all your endurance is painful but not necessarily life threatening.
  11. Lightning Rod is not autohit. You teleport to the spot you designate, then a pet gets summoned with the stats slotted in the power for accuracy and damage. Max targets I think is 10 but could be 12 as well.
  12. [ QUOTE ]
    Honestly the debuff is what 3%? It does almost nothing anyways even fully slotted.


    [/ QUOTE ]

    Get a full team of 8 wp toons and go do some mishes. Or go do an AE arc with all WP foes. It certainly does something.
  13. Here: altered your build some and got more defense for ya.

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

    [u]Click this DataLink to open the build![u]

    Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
    Level 1: Web Grenade -- Acc-I:50(A)
    Level 2: Slug -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
    Level 4: Buckshot -- AirB'st-Acc/Dmg:50(A), AirB'st-Dmg/EndRdx:50(13), AirB'st-Dmg/Rchg:50(13), AirB'st-Dmg/Rng:50(15), Ragnrk-Acc/Dmg/Rchg:50(15), Ragnrk-Acc/Rchg:50(17)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(19)
    Level 8: M30 Grenade -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(19), Det'tn-Dmg/Rchg:50(21), Det'tn-Dmg/Rng:50(21), Det'tn-Acc/Dmg/EndRdx:50(23), Det'tn-Dmg/EndRdx/Rng:50(23)
    Level 10: Caltrops -- Slow-I:50(A)
    Level 12: Hover -- Zephyr-Travel:50(A), Zephyr-ResKB:50(25), DefBuff-I:50(31)
    Level 14: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(25), DefBuff-I:50(39)
    Level 16: Swift -- Flight-I:50(A)
    Level 18: Health -- Mrcl-Heal/EndRdx:30(A), Mrcl-Rcvry+:40(36), Mrcl-Heal/Rchg:40(45), Mrcl-Heal:40(46)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc/Rchg:50(27), P'Shift-End%:50(27), P'Shift-EndMod/Rchg:50(43), P'Shift-Acc/Rchg:50(43), P'Shift-EndMod/Acc:50(46)
    Level 22: Targeting Drone -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(31)
    Level 24: Sniper Rifle -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(33), Mantic-Acc/ActRdx/Rng:50(33), Mantic-Dmg/ActRdx/Rchg:50(33), Mantic-Dmg/EndRdx/Rchg:50(34)
    Level 26: Smoke Grenade -- DampS-Rchg:50(A), DampS-Rchg/EndRdx:50(34)
    Level 28: Cloaking Device -- RedFtn-Def/EndRdx:30(A), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
    Level 30: Flamethrower -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(39), Det'tn-Dmg/Rchg:50(39), Det'tn-Acc/Dmg/EndRdx:50(40), Det'tn-Dmg/EndRdx/Rng:50(40)
    Level 32: Fly -- Zephyr-Travel:50(A), Zephyr-ResKB:50(34)
    Level 35: Full Auto -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(40), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43)
    Level 38: Trip Mine -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(45)
    Level 41: Body Armor -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(45)
    Level 44: Surveillance -- LdyGrey-DefDeb:50(A), LdyGrey-DefDeb/Rchg:50(46)
    Level 47: LRM Rocket -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
    Level 49: Super Speed -- Zephyr-Travel:50(A), Zephyr-ResKB:50(50)
    ------------
    Level 1: Brawl -- Dmg-I:50(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Defiance



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  14. Mr_Body

    The Challenge...

    Here's my proposal: (I pay homage to SonicRemedy.) My own preference would be to not use Blazing Bolt in the build. Getting a second Steadfast +Def to show in Mids' is a neat trick. I did fit in Blaze and added both the Numina & Miracle specials into the build. Frozen Armor helps to layer more defense in terms of Lethal/Smashing. You could also switch out Inferno for Mind Probe and use a full set of ToD for same defense. Game tactics: move up to edge of mob-- drain psyche-- back up and Fire Breathe + Psychic Scream-- Fireball + PSW-- while WoC picks up whatever gets near you-- clean up whatever is left.

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

    [u]Click this DataLink to open the build![u]

    Challenge-B: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(43), Decim-Acc/EndRdx/Rchg:40(43), Decim-Acc/Dmg/Rchg:40(46)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(3), Enf'dOp-Acc/EndRdx:50(3), Enf'dOp-Immob/Rng:50(9), Enf'dOp-Acc/Immob/Rchg:50(9), Enf'dOp-Acc/Immob:50(11)
    Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rng:50(5), Posi-Dmg/Rchg:50(5), Posi-Acc/Dmg/EndRdx:50(7), Posi-Dmg/EndRdx:50(45)
    Level 4: Flares -- HO:Nucle(A)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
    Level 8: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(21), Posi-Dmg/Rchg:50(21), Posi-Dmg/Rng:50(23), Posi-Acc/Dmg/EndRdx:50(23)
    Level 10: Psychic Scream -- Ragnrk-Knock%:50(A), Ragnrk-Dmg:50(11), Ragnrk-Acc/Dmg/Rchg:50(17), Ragnrk-Acc/Rchg:50(19), Ragnrk-Dmg/EndRdx:50(19)
    Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(13), Zephyr-ResKB:50(13), LkGmblr-Rchg+:50(15)
    Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(17)
    Level 16: Boxing -- HO:Perox(A)
    Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def:50(50)
    Level 22: Drain Psyche -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(45), Nictus-Acc/Heal:50(46), Nictus-Heal/HP/Regen/Rchg:50(50)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25)
    Level 26: Blazing Bolt -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Dmg/EndRdx:50(27), ExtrmM-Acc/ActRdx/Rng:50(27), ExtrmM-Dmg/ActRdx/Rchg:50(42), ExtrmM-Dmg/EndRdx/Rchg:50(42), ExtrmM-Acc/Rng/Rchg:50(43)
    Level 28: World of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(29), CoPers-Acc/Conf/Rchg:50(29), CoPers-Acc/Rchg:50(33), CoPers-Conf/EndRdx:50(34), CoPers-Conf%:50(34)
    Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(31), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(33)
    Level 32: Inferno -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(42)
    Level 35: Blaze -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(36), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(36), Apoc-Dmg/EndRdx:50(37)
    Level 38: Psychic Shockwave -- Armgdn-Dmg:50(A), Armgdn-Dam%:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40)
    Level 41: Concentration -- HO:Membr(A)
    Level 44: Aim -- HO:Membr(A)
    Level 47: Flash Freeze -- LgcRps-Acc/Rchg:50(A), LgcRps-EndRdx/Sleep:50(48), LgcRps-Acc/EndRdx:50(48), LgcRps-Acc/Sleep/Rchg:50(48), LgcRps-Acc/Sleep:50(50)
    Level 49: Frozen Armor -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance



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  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    What puts up the most single target damage, and what's the most survivable?

    [/ QUOTE ]

    Six scrappers. Still far and away the best pets defenders get. Usually not quite as smart as the AI, but that's why defenders have that "team chat" command option.

    [/ QUOTE ] Think of us as pets if you want. After all, we consider defenders just fillers.

    edit: In all fairness I think of tanks, controllers, khelds, blasters, brutes, stalkers, dominators, corruptors, and VEATs as fillers too.

    [/ QUOTE ]

    Now, now. I all fairness sometimes they're not just fillers: they're audience members and fans.

    [/ QUOTE ]
    Or plucky comic relief. And/or Vengeance bait.

    [/ QUOTE ]


    And they should all be wearing red shirts.
  16. In answer to your second question:

    After a short time you should be able to decipher what type of mission a contact is gonna give you by its descriptive text: hunt, door mish or talk to. When given a choice, I will steer away from Hunt X mishes and, depending on travel power or mood, may not take a Talk To. Some contacts have multiple arcs and/or a series of mishes. Depending on which mission you choose, you may have to wait to get a specific arc. The Wiki should steer you towards which mission is the lead into any story arc.
  17. Some recent advice I gave to a new sg mate on his Invuln tank when he was lvl 25:

    2 slot- Temp Invulnerability, Unyielding, and Invincibility (use resist and def enhances only, no end reds)
    single slot- resist Physical damage, any travel power
    5 to 6 slot Dull Pain as early as possible.
    2 slot-- Hasten or Build Up power if you have taken them.

    Choose between having Health and a travel power at lvl 14. Only choose 1 travel power at lower lvls; if you don't put a travel power off longer and just use temp travel powers till later lvls. The rest of your slots should go into attacks, concentrating on acc and end red before damage.

    As stated by others, your endurance woes are not caused by your toggles but by your attacks. Lesser end cost and greater acc at low lvls are more beneficial than squeezing out a drop more damage from each attack.

    This is the strategy I used on my Invuln tank. In fact, I did not have any end reductions in toggles until my final build at lvl 50. And just SOs, all the way to 50 in toggles and passives. I did relent and use IO sets for Dull Pain though. If I need to get a tank for anything lvl 25 and under, I immediately think of my Invuln.

    And don't forget Yin SOs. Origin doesnt usually matter to me so depending on the AT and powersets, I will use these to my benefit.
    Tech-- end reduction
    Science-- recharge
    Magic-- accuracy
    Mutation and Natural-- don't remember exactly right now but 1 is acc and the other is damage.

    I'd elaborate more but there are storms moving thru my area and UPS's have been beeping at me.
  18. Tough Base #:

    15%-- Tankers, Defenders, Controllers, Masterminds, & SoAs

    12.8%-- Dominators

    11.3%-- Scrappers, Khelds, Brute, Corrupter, & Stalker

    10.5%-- Blaster

    Now, if you take SoA's out of the picture, you could infer that the most damaging ATs get the lesser benefit from the fighting pool generally. Of course there are exceptions- some powersets perform better than others on each AT. SO is it fair? NO. Sometimes your best protection is to kill as fast as you can.
  19. Well with hasten and 3 SO recharges, Follow Up can be perma double-stacked. So, pre-HOs: 3 recharge, 2 acc-- or use a set to get acc while maxing recharge-- damage and end reds would be a bonus. With HOs (lvl 47+), 3 membrane exposures and EITHER an IO set to max acc with damage and end red as a bonus OR 2 Nucleolus Exposures and an IO set triple Acc/Dam/End.

    But with regards to Yin SOs, a tech origin SO from that shop is recharge. You could have Follow Up perma double stacked as soon as lvl 10 (not 9) whenever hasten is up.

    Edit: I was wrong about lvl 9 cuz first lvl available for sale are lvl 13 SOs.
  20. Just remember to turn it off. Unless you always run with a Kin Corrupter that has SB slotted for end mod, then it probably doesn't matter.
  21. Getting more Def Debuff:

    Active Defense does not take any IO sets but you can buff the def debuff resistance by slotting HOs or SHOs. Specifically, enyzme exposure (buffs to-hit, def, and end red) or membrane exposure (buffs to-hit, def, and recharge). If you are using Mids, it doesn't show that def debuff resist can be improved in either Active Defense or GC. But I can verify that it can be in AD, as I have a Membrane slotted and my def debuff resist did go up in value. If you cannot get either of those HOs/ SHOs, you could get enough recharge to perma Hasten and you can have Active Defense perma double-stacked.
  22. I have a shield scrapper and tank at lvl 50 and a shield brute around lvl 25. I have not taken GC nor do I plan on it for any of them.

    On my scrapper: My goal was to soft-cap defense. GC did nothing for me as a self defensive power. Therefore I took Manuevers instead. True the team buff it gives is not as good as GC but:
    1) it has a larger radius meaning more of my teammates have a chance to be in the radius, and
    2) it gives ME defense.
    Makes Manuevers over GC a better choice IMO.

    For my Tank: Again, soft cap was the goal. OK, attack set- Super Strength. Tactics I usually use- Run in the middle. Taunt (maybe ). Shield Charge. Footstomp (insert your best damaging AOE of your set here). Look around for what's left. Look to see if any other team members have done anything yet. Mop up. Mext mob.
    I have all the aggro, team members are safe unless they are standing right next to me. GC useless.

    For A Brute: Again soft cap. Combine reasons from Scrapper and Tank.


    Now with the multiple builds, I could make a build with GC. But then I have to go buy all those IOs all over again, spend time crafting, just to have a build that works almost as good as what I have now. OR I could go play my shield toon as it is and have fun while those others I may team with think I am selfish for not taking GC. (And they would be right! )
  23. You should go back and clear old arcs anyways especially if you have more than 1 arc open (red flag?) as that will stop you from getting really good arcs in the 40s. I'm talking Tina Mac and Maria Jenkins (hero-side anyways) mostly since these guys give arcs that will give you the Praet AVs needed for an accolade. Much easier to find a team to help with Tina Mac arc when in lvl then to find peeps to help you do a flashback via Ouro if you are an AT that would have trouble. And Maria's arc is popular just to have a team and beat on AVs (or as EBs).

    But yeah what's been said before: do 5 police band mishes and the bank mish or go talk to old contacts. Although those contacts who you previously finished will only go to to your active contact tab if they have a new contact for you. You may have to do a few mishes to the extreme of finishing any open arc before they give you a new contact though. If you have to finish any arc, possibly you could find someone in the appropriate level range that would be able to exemplar you so you get influence/ infamy and prestige. Or you could just blow through the content real fast.
  24. Mr_Body

    The Challenge...

    Here's my entry: the obvious choice IMO to get rid of the endurance problem was to not use Death Shroud. The open slot in Dark Embrace is for the pvp IO +def. Very close to softcapped, missing a few tenths of %.


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

    [u]Click this DataLink to open the build![u]

    Challenge: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(37), RctvArm-ResDam/EndRdx/Rchg:40(42), Empty(43)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
    Level 2: Murky Cloud -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(5), Aegis-ResDam:50(7)
    Level 4: Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(48)
    Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(19)
    Level 8: Dark Regeneration -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(9), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-%Dam:30(15)
    Level 10: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(11), T'Death-Dmg/Rchg:40(13), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dam%:40(34)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(40)
    Level 16: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), DefBuff-I:50(42)
    Level 18: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(34), DefBuff-I:50(43), Zephyr-Travel/EndRdx:50(50)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(42)
    Level 22: Knockout Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(23), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(25), T'Death-Dam%:40(27)
    Level 24: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(48), Zephyr-ResKB:50(48)
    Level 26: Boxing -- HO:Nucle(A)
    Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
    Level 30: Oppressive Gloom -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(31), RzDz-Acc/EndRdx:30(31), RzDz-Stun/Rng:30(31), RzDz-Acc/Stun/Rchg:30(33), RzDz-Immob%:30(34)
    Level 32: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
    Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
    Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-%Dam:30(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
    Level 47: Tough -- Aegis-ResDam/EndRdx:50(A)
    Level 49: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(50), DefBuff-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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