New Dawn

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  1. Yeah, but when your going for damage and are soft capped plus not spec teams to suit you its the easy one to drop imo for as long as you've decided on taking leap pool.
  2. Going from my suggestion for DSorrows build its doable still soft capping def but I think a power has to be lost somewhere and replaced with smite. That power could be Grant Cover.
  3. Urgh I meant EA not Invincible. If these forums weren't so slow I'd be able to edit it.
  4. By being covered by lethal, you cover yourself for fire/lethal and toxic/lethal. 20% isn't that bad cos Toxic damage is often the smaller portion I think. Being a bag of hitpoints helps versus all including Psi as at least someone maybe there to assist. Most people probably go for a high S/L build and a high Psi res/dam build. You can mix it even by including Invincible being buffed by number of enemies surrounding and work on main targets first.
  5. The power order is a bit diabolical. I wouldn't want to exemp to certain levels. Superspeed is at 32, Boxing is at 12 with Tough a whole 18 levels of waiting behind it. Why not Haste at 12 and Superspeed at 14? Then Boxing nearer Tough.
  6. I think although I would need to work it out proper that, I have increased DPS and compensated in terms of DPE to make up for the lesser DPA between boxing and smite. Proper attack chain analysis would be required to find out if its true or otherwise I destroyed ya build XD.

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

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

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Aegis-ResDam(5), Aegis-ResDam/EndRdx(5), Aegis-ResDam/EndRdx/Rchg(7)
    Level 1: Shadow Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
    Level 2: True Grit -- Numna-Heal(A), S'fstPrt-ResDam/Def+(11), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43), Mrcl-Rcvry+(45)
    Level 4: Shadow Maul -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(9), Erad-Acc/Rchg(13), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(15)
    Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(11)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Active Defense -- EndRdx-I(A)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Heal/HP/Regen/Rchg(25)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(25), RgnTis-Regen+(37)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(33)
    Level 30: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rng(36), Zinger-Taunt(37), Zinger-Dam%(43), Zinger-Taunt/Rchg/Rng(46)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 35: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(43)
    Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
    Level 41: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(46), C'ngImp-Dmg/EndRdx(46), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-EndRdx(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), RedFtn-Def/EndRdx(48)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  7. Is it for duel pvp or something? Whats with so much leap pool love? I dunno, I don't think you need leap pool to softcap and so can haste ss yaself and keep taunt.

    If you remove taunt you will become limited in what you can do for a team that's not one of them specced ones. With taunt you can slot and build to tank anything, for any team, as any type of tank, one way or another. Its a power that all tanks can get and is one that you can balance all types of tanks around using some team dynamic noddle.
  8. I believe on average scrappers do theoretically benefit the most from Frostwork but more importantly there is the matter of players who attract aggro who aren't near max hp. Even tank sets with like Invuln, Stone and Ice who have +hp powers won't always have them on fast rechg or perma so that they're constantly enough at max.

    It's safe to be focusing on whose attracting the most attention but you would be wasting it on those who are at the hp cap. But that's pretty much checking for hoarfrost, dullpain and earths embrace icons next to tankers names.

    To some people it maybe a wasted powerpick but its not if you like to add flexibility to improve chances in almost any team. It could be that some blaster is in an intense area of effect. Some +hp may be best there, or it may not, educated guesses or learning from experience is going to count.

    I would take snowstorm. I'd want to floor recharge through aoe as often as possible, push out streakbreakers and tank mage, the -fly is also a great tool. I'd have to be a haste and ss on this one.
  9. Flight makes perfect sense with both the primary and secondary. There is so much -fly on offer. You can use a BF on an immob or have protection to it but to fly you must have hover which is only mag 4.

    There are secondary effects to every power which give away the team dynamics and team survivability you can potentially offer a team working with a tanker or scrapper in particular to achieve it and from it I wouldn't rule Grp Fly out. The tohit debuff doesnt matter with taunt or snowstorm. It could be particularly useful for keeping non flying tanks at a range that limits an AVs attack chain. Team survivability is gained from your distance setting given height room and ample range and a tanks taunt control of ample range and duration. The mitigation could make your 02 not look to shabby in terms of "all the heal the team needs". Only the tank is hit now and then and no one else.

    If your running snowstorm and grp fly both reduced in end cost so that base end recovery and stamina beat it, then sit at a height just above 80ft. Any key kiting power that is 80ft in range would ideally be slotted for slightly more when it comes to blasters, defenders and controllers.
  10. Looking at your build and from it assuming obvious intentions there isn't much you can change but I would of put the res/def in true grit if possible and personally swapped out leap pool for speed. Haste may crash 15 eps but its worth the combat jump endurance cost over time roughly plus with greater aoe output over time its worth the cost to me anyway.
  11. I've got 50s with nothing to do really. They may login every 3 days, drop a mission thats from a endlessly recurring arc forprestige and log out. They often do things like store stuff as well. They all end up on the fence at somepoint.
  12. [ QUOTE ]
    Well, I was expecting a bit more opinions than this...

    I don't believe in perfect builds so I'd like at least some opinions on whether I should go for regen or recharge.

    [/ QUOTE ]

    Usually I'd of been about a bit more. I think you can afford to lower your defenses for other stuff but I guess some -def maybe thought about or something.

    What you could do is fit globals in sooner.Throw things about and a slot could end up being free anyway.
  13. You can max out on the most common damage type defense or try to on ones your uncomfortable with. Many attacks come as Fire/Lethal or Energy/Smash so just by being maxxed on Smash/Lethal you have a great chance of avoiding both.

    You could try maxxing on Positionals as you like you say only have 3 to worry about. But successfuly getting all 3 can be hard. I'd say getting 40% to all 3 isnt too hard depending on your melee but perhaps you can scale them as in melee being one CoF works with and so needs to be 38%ish iirc, but then your hardly likely to worry about ranged as much with many enemies switch to melee during the engaging process. Ranged is often for ranged priorities or the herding/entering phase. AoEs aren't too excessive so that doesn't have to be that high neither. So its a case of priorities. There are always reasons to have a lot of anything and so no one "has it all".

    I personally looked at positional, to a level thats generally happy with what others stack in terms of debuffs or buffs but there is a 2nd build that maybe used to isolate 2 common damage types and build defense to them. It'll pay to look at what damage types -def comes with normally.
  14. Stone Prison and Quicksand are the two powers that make Earth Mastery sensational. Its the best mastery vs AVs whom you'd want more than the 30% def against at times "perhaps" but perhaps not if you master all the tricks with this epic.

    I could just spell the tricks out but that takes away any opportunity for personal discoveries and so I'll shut up. V good epic anyway.
  15. New Dawn

    Ill/Storm

    Wouldn't the KB proc work well in Hurricane to achieve Perma PA?

    Hurricane is a must have on mine anyway.
  16. Damn, caught me out as well, don't ask me how cos I normally set that to 0....I hope XD

    A quick fix could look like this:

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1403;714;1428;HEX;|
    |78DAA593CB52134114867B7221904C0821408070371002212 1CAC2CBC2858082A40|
    |A0DB2E0961A93964453432A8955E2CA0770A555EE5C89A08F 60F926E80B787D8578|
    |CEF92754592E9D4AFEAFFB749F4B9F9EC93D5B36957A71531 9E6ADAAD56814B62CF|
    |B89AE7B73D661A5E8CF972DDBAA1E3FD7259F526A146B8565 FD48DB0D9DCE972BBA|
    |5A6A4F63CE6A4E5735AD3DADD138DFAC6BFBB0590EAFD9654 DC366BA3D30378F8EA|
    |AE9D54AD3D68D06261BDAAA55ECC3A04C72BA5429566CED97 59BEA675A977A55629|
    |A657AC7AB35CC8598DA6AE1F0F525549FA2F07490CFAAB965 7F5D020ABFC7D82EEB|
    |0A03722985802160529BF721EF2DAE103AA8E5D41E71E21A1 FCFB02F340902A0856|
    |2897815C6E03495C48E942AE3872A529BADB89EEDE1157CF2 E80E81D88DE89E826A|
    |2DFA6E85E4457DE79C581EE90C927195BCA3729262F5D4797 B3AB6B414C03640AC0|
    |E40A9CBBF814835F5CBC92FC2A88D28620EA3182E762EAC68 60C551A722A0D3D165|
    |3CF11D040849A205507AA021FC50B3B09C30FD0E57B82C1BC A09336449C0D9137E2|
    |D3F71A782558A572FA9D5BEB8F1A5CF2C034306B703392083 BB72DB305445F23AFA|
    |873F6E8985C57960E30E41C60085D1D463B87D1F8041A3F87 C6CFA1E397C92B86BE|
    |7A632752D1C87BE0543079067C14C43F08EE063923728D7E9 33E8F7D077E003F051|
    |3BF0493BF05EBE4358EA28D71BC1F71BC3457A88A29C4734F BD93ABBC74029C0267|
    |8225DA37EDE49D46DE19E49D41DE19E44D206F027947E90E6 6E1A566E312689C4CF|
    |34ED7E76FA3B36B00DA9DC1F565D6C5988D89D7061D20ED1C 209D92FE6552B23245|
    |F1169D6B5EC41B9BFD0B239E8BCF8C7EF4A88D7F2C9B1EE7F B258B2196A4E7E293F|
    |EAFE793D98ED3759FBFF72D964D12639B477B2CFB3C3DE091 C5A3872C459EB63E9B|
    |ED4A4357B9A06B2CD7596EB0BCE44DBE004980C56409B274B 384587A58222C032CC|
    |32C6F595A7F00622BFAF5|
    |-------------------------------------------------------------------|</pre><hr />

    I made one of these the other day so need to get about looking into them really.
  17. Happens to me all the time. I click on the person at the market either side and lose connection.

    What I don't get these days is that even on a lesser computer years ago I was getting less lag herding up 5 times the amount I can do today. Now its getting to the point of which I have to wonder if attracting 8 enemies is going to cause me to look at a slide show and do nothing for the next 10 secs.

    There is rubbish stability on Recommended settings, rubbish stability on performance settings so anyone with minimum spec could be likely to play a game thats quite frankly annoying.
  18. I think that's where a few of the player base go wrong with Tankers. They build to run in and mash keys with other ATs needed to bail them and those around them out.

    Tanking isn't about doing damage. Scrappers and Blasters are so much better at it really but in different terms.

    It's about providing damage mitigation to the team.

    I don't 'have to care' if I have to tank the entire inner circle together for a team without a single controller or defender in the team on 'any type' of tanker. That means without either I bet I can make any type of tank able to manage just fine with SOs in the slots.

    Although I would care about having a bunch of people in the team with more than a whack a mole brain cell.

    The PvE game is balanced, any type of tank in any team make up can be made to successfully tank very almost anything, time and time again should chosen routes be taken within a tanks build and rarely seen methods be used with much more team diversity. Too many tankers know little beyond run in and take damage which is so caveman.

    Someone who is able to tank Ghost Widow for a single Trick Archer with a Firetank for forever and a complete day while a bunch of blasters blast away is how a person is going to define themselves to me as a tanker stepping beyond 99% of the player bases thinking and being what I call 'reasonably' flexible in who they need to be teamed with powerset wise.

    Most of the answers don't have to lie in whose in the team supporting you and the others but that's where they tend to come from as people in learning to do anything tend to make laws for themselves..ie "need a empath". Most answers can lie in all the secondary effects that people don't even bother to read in the power details like they're some unimportant thing. They're not unimportant. This is partly how I love Trick Archers so much. The Power guys have given players everything for any AT to not need other ATs for anything.

    For some peoples' needs, a Tanker in the team could be replaced by a scrapper or a Tanker would be taking the pity spot. This is especially so for some controller fanboi's and defender fanboi's who think their ATs are the ones that are needed yet unbeknown to so many people Tankers, playing with blasters and scrappers do not necessarily have to need controllers or defenders for anything either.

    There are too many people who think they know tanking when they only know scranking at the end of the day. They daren't do jack without a controller or defender in the team to bail both themselves and a team of key mashers out. Almost every team for certain TFs somehow has to have certain kinds of support rather than trying to obtain anything using secondary effects that are almost always forgotten about from simply whoever just shows up. On fast run teams its simpler to get 3 colds and a kin or something, some sets don't go together to create speed.

    When I look at an AV I can often turn around, name their powers, what their powers can do, more importantly say what they can't do with their abilities and from knowing all that limit them, limiting can come from several powers combined using secondary effects. Controllers and Defenders usually won't know what I am on about yet Tankers just have to be a dumb meatshield. I arrived on a GM the other night, asked what the heals were for cos no ones' health bars were moving for the entire time I was there.

    However I do think that Tankers doing damage is important. I like to do it but it's not what they're about.
  19. There will be lull times but some people have rather more positive people to get them through it.
  20. New Dawn

    Quilvess [MA/SR]

    We..(slur)..ll after coming back drunk from b'day I did this...but it not finished as there are so many slots empty because I left them to peoples tastes.. this is partly cos I do this type of character as well as you except: with confront aka for this, warriors challenge ftw "OFC"..so I left slots spare for anyone to go off on their own personal preferences + it easy swap powers out to tank almost anything ie swap cobra for confront and reslot or pvp.

    I think that no one build rules all. You can only value what you personally do and work on it so with a quick change of powers and use of empty slotting from this, I hope (am drunk) you can make a scrapper do 'whatever'. So for the OP this is prolly not much different XD.

    Ultimately I see "Key" ways to slot from us 3 peeps, building from scratch, but despite that, I not sure if they can amalgamate to the best way to do it but it's all a good way to go to start with!

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

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

    I dunno so play!: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(36)
    Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(13), S'dpty-EndRdx(37)
    Level 2: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
    Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(15), S'dpty-EndRdx(39)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37)
    Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(13)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(43)
    Level 12: Swift -- Run-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 16: Health -- Empty(A), Empty(40), Empty(50), Empty(50), Empty(50)
    Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(23)
    Level 20: Stamina -- Empty(A), Empty(25), Empty(31)
    Level 22: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 24: Dodge -- DefBuff-I(A)
    Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Acc/Rchg(29), Sciroc-Dam%(31)
    Level 28: Lucky -- DefBuff-I(A)
    Level 30: Agile -- DefBuff-I(A)
    Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(39), S'dpty-Def/EndRdx/Rchg(39), S'dpty-Def(40), S'dpty-EndRdx(40)
    Level 38: Cobra Strike -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(42), RzDz-Acc/EndRdx(42), RzDz-Stun/Rng(42), RzDz-Acc/Stun/Rchg(43), RzDz-Immob%(43)
    Level 41: Stimulant -- IntRdx-I(A)
    Level 44: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(45), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(45), Mrcl-Heal(46), IntRdx-I(46)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Quickness -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    From here I could swap out a couple of powers and tank ALL the AVs in RV for...forever quite easy.

  21. In team pvp, the fact that your tauntless should in my mind, lead to more kills for the opposition but guessing other than that I have to stop cos I don't look at duel builds and not into pvp much.
  22. Given that teams of villains are generally quicker than heroes and with overall individual sustainability (the greater likelihood of recieving res shields and def shields on villains make it more likely) I can see how that is at times but what a single team of villains do in comparison to another can also be very different.

    Whether or not some teams like to take everything out would push the TF nearer 2 hours 30 mins. The idea is possibly not reward speed but instead reward the average player for playing the TF.

    You either want more rewards for a lesser time or are here to say villains can do it quicker and so the merit award should be lower because its time related. I am not certain but I should imagine the merit award to be the same for heroes and villains when it comes to the ITF.

    I am in no doubts though that villains need love on other SFs.
  23. Well there is something in your suggestion that makes me wonder why your suggestion shouldn't fall on deaf ears.

    One thing that maybe said, is that it's possibly more feasible to think that more people play heroes and so it's likely that more new people play heroes.

    But despite all that, what we don't know from your under an hour account is what sets are in team and past experience of the players which does make a difference. That kind of thing does matter.

    Also I am not suggesting that by omitting the team make up or tactics that you're partially making anything out of yourself, like you are elite or something but I do know many Defiant players tend to "well kit" a team for "fast runs" and then make out its more about skill when it's not. A lot of other people on other servers tend to be a bit more about the social side and have toons that are less about performance and more about concept or even more of a challenge. This does not make them bad heroes at all and just by possibly accidentally suggesting something as such can be seen as kind of snobbish.

    People have said it time and time again that it is easier on heroes but then I wouldn't like to see them with less merits for an average team.

    I think there may simply be an issue with merit awards on villains and so I agree however, because iirc it is as so many have said about it, that the merit awards on villains could be raised. It could be of greater interest for more to play it as old discarded goals are more easily obtained.
  24. The Vanguard were quite good to fight.