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Posts
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Joined
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The whole point of a build plan is to have something obtainable at some point, if we got into what one can't achieve in getting then there is no point anyone doing builds as suggestions.
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I liked what Sapphic did, she showed how she got her figures and why to her mind they worked together the way they did.
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Why did you go Smashing Haymakers and not Kinetic Combats?
Anyway I gave myself an hour on this, American Idol is on and I not long ago remembered...
Bare in mind - rushed and your power picks..
Fire and Cold are (bleeps) to squeeze out...
I might better it tomoz,
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Crumbs: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), RctvArm-EndRdx(5)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(17)
Level 2: Dull Pain -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(9), Mrcl-Heal/Rchg(13), RechRdx-I(17), Mrcl-Heal/EndRdx/Rchg(29), Mrcl-Heal(33)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7)
Level 6: Swift -- Run-I(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx(37)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Taunt/Rng(13), Mocking-Rchg(15)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(27), RedFtn-EndRdx(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/Rchg(31)
Level 24: Kick -- FrcFbk-Rechg%(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34), RctvArm-EndRdx(37)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 30: Tough Hide -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(43)
Level 32: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-EndRdx/Rchg(48)
Level 35: Hurl -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(36), Ruin-Dmg/Rchg(37), Ruin-Acc/EndRdx/Rchg(43), Ruin-Acc/Dmg/Rchg(48)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(43)
Level 41: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 44: Weave -- S'dpty-EndRdx(A), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def/Rchg(45), S'dpty-Def/EndRdx(45), S'dpty-Def(46)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 49: Unstoppable -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
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The build you linked to was my Psi res designated build, how the hell does that have anything to do with a high def to all build?
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Saturate Invincible and see what you have with that build.
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You know I actually took your advice on that Psi res build and tweaked it as you mentioned, now you're just hurling insults because I was seeing if someone could remember or create a high def to all typed damage build (except Psi) because when I try it came out as High def to two types but only mediocre to others...thanks a bunch Shannon..
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Just saturate the Invincible and look at your wording and maybe you would see that you haven't been too clear as I've easily mistook your meaning. That build is high def to all except Psi XD
Now that you've done a build, later in the early hours of the morn I will look at it. I could just give you one as I have loads stored but I like to work with people rather than for people. It's best im(alone)o to have something you call your own and almost totally done by you. -
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The world and his mum also resist smashing and lethal damage. /Psi is very effective against some mob types (and devestating against clockwork).
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Yeah devastating against clockwork...
Give me something to sing about...
Purleez!
Defender damage is cack. It's cack because it's not expected to be on it's own. Which is cack for empaths as its as good as on its own. -
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yes it is Invuln/SS.
I'm just curious as this would be a second build type thing, the one with the overrall resistance and high Psi res is nearly complete (safe to say coming up on 40% Psi res), there are tweaks to the build I posted a while back but don't fancy doing it all over in mids.
Looking at the Invuln/Mace build it doesn't seem too expensive either if I can translate that to SS (although if we could share IO's between primary and secondary build it'd make my life a lot easier).
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So rather than adjust the build you did, that I linked to, that is Inv/SS you want someone to do it for you?
Could you not be the most perfect example of laziness? -
If its Invuln...
Major Facepalm
I say that cos I searched your name to get it. My memory is just too good. -
I normally consider one single solitary defeat of anyone in the team a fail. Most people fail at perception range and line of sight and this can be the main single cause of someone getting killed.
That is unless I am on a villain and then I couldn't give a toot, to get others killed would be playing to my heroic side. Although I would still get annoyed at teams that have no cohesion whatsoever that field trips to the hospital would happen every 5 mins.
Honestly if you want challenges you can set them for yourself. I do run some gimped experimental builds intentionally. Sometimes I keep to basic or as I like to think of them "classic" builds and I thrive on finding/looking for alternative methods. Sure sometimes establishing totally safe ways (whats the healer for?) can initially come with trials and tribulations but once they're found I am happy. Happy that a lack of designer teams, toons and temp powahs won't necessarily make things impossible, it's generally only how we play together and get on, that decides that...okay and maybe having the key powers in the primaries and secondaries.
I do think a higher setting is okay but to be brief just imagine Unyielding with more higher ranks than minions. Forget setting to fight +5s as many peoples powers would be almost worthless despite IOs. -
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Did this project die while I was gone? :/
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For me, it's dead. I kind of held the horse back after the complete lack of enthusiasm/drive to "see things through" and get things going by the person whose idea it was (I forgot his name). I don't want to throw too much prestige away. I left today and I am just glad I didn't buy into it too much. -
If the world and his mum is resisting it then it isn't good besides defender damage is bad.
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Damn secrets out I only play versus -1s and 2s!! Nah I got the idea of LR being KB from memory. Somewhere I've seen mobs go back and it stuck in my mind. I should of checked the figures but it can still do -KB as other people could use KB. Mu was for concept, its elec, as I know I'd find utility in Mace -fly...and taunt stays..taunt, aid self, -fly. I'll swap it for Mace Mastery's Web Envelope so I can start aiming to have the flexibility of not caring if we have a single corrupter in the team or not. I am not bothered with Brutes not having it but I will have it. I can't see myself with OWS come 60 months vet an all. Your build did 40% positional with weave? My plan does it without and tough is just S and L.
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http://dr.rock.coh.tripod.com
Is one thing some of us used with some blind faith. I think it was very useful anyway but it does only go upto I10 and doesn't include WP or Shield or changes. I think I got sent a editable program which I guess I could of carried on doing but seriously I would of needed some tutorial as its his program.
I think it could be useful to you for formulas. You can excel everything but if your like me and would rather wait for most the changes to be finished with, use this as a guide. (Reverse engineering and putting it all into excel and that, is lengthy work - every single comparison model that people have come out with has been just a tip of a very big iceberg). -
I'd love to see real datamined info as everyones survivability or performance models do actually lack subject matter that also require observation.
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So which part of what I said is not true?
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I think it's important to know. The attack chain has a greater EPS than toggles but you always see builds with low costing toggles and high costing attack chains. The reasoning behind making the toggles less to squeeze out 3 more attacks to the endurance bar instead of making the attacks do less to squeeze out 3 more attack chains to the endurance bar include having more burst and having more end recovery between fights.
Mids can in a way help you see the average EPS of a build during the fight duration from looking at all the EPS bars, adding what stacks but its hard for it to truly tell or help most people see the whole story as there is no damage per activation bar or endurance per activation bar etc.
You can modify Sherksilvers builder to suit what your build does but its time consuming. -
You may add to the Damage Per Activation time but the end cost also adds Endurance Per Activation. For solo you would need to make sure the DPA outweighs the EPA so that your DPE is greater to counter the lack of ERS between fights. Scrappers can maintain good DPE whereas Tankers can not, due to the AT mods but if they're doing nothing and need end rec its best to off and on it. You could work out whether VEATs do too. Whilst your not attacking or doing damage Assault will be affecting your end rec and so perhaps countering your DPS by lowering the number of attacks you can do to an endurance bar. Often the more people leaderships affects the more the gains are but the effect has to be measured from the whole of the team. I say often because sometimes no one in the team needed that extra bit of tohit or the extra bit of damage was just excess. A final attack on an enemy may hit for 400 but you may of only needed 200.
An all VEAT team wouldn't need everyone to have TT:Manuevers but if you trim things too much then when someones not on you can be running on less. Having to concern with survivability is the most likely thing to lower pace most noticeably. -
I never looked into this. It's no wonder I given up on defender damage. I played an Emp/Psi and called the damage a tickle. Defender damage is still just tickling and hardly worth doing (for emps anyway) but now I know /Psi has it really bad.
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I don't think that table covers everything.
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I think using/needing the ldrships would be even more situational than ever. You could be burning toggles/losing end rec for no reason.
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Have you got TG slotted for +hp yet?
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True Grit? Just one healing SO in it so far.
Just felt it doesn't really do much tbh so not bothered much with it.
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Rar I was just about to comment on the same thing. I have recently made one and was looking for a decent build to bounce of , which yours is, I looked at the +hp bonuses you've through the use of 1 slot (1.88%) and then checked True Grit that'll give 4.2%. This is good cos:
So far I took out Chain Induction for Taunt because I don't get that much use out of CI (by the time those ticks start to go about the mob is dead). This I think meant 3% less hp but clearly I'll soon gain it back and have more of something else. I gonna have to re jig the power order.
Knocked out Havoc for Hasten to have Shield Charge + Lightning Rod up circa every 30 secs. Changed Hurdle for Electrifying Fences to prevent KB I think. -KB them, Charge them and Lightning Rod them without scatter, I hope.
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Scrappers as what DSorrow lives on, should be the fastest inf makers.
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XD
You know what I completely and I mean completely overlooked the tohit debuff the CoF. Why cos I only put Dark/ with /Dark and its been a long time since I've ever looked at it for a tohit debuff.
I use CoF on my Brute to buy time with control and that's it. I can't see the control as being needed as much on a Tank.
I still think that the EPS on previous builds are not how they first appear and that's because toggles can look light and the attack chain can be heavy or toggles are heavy but the attack chain is light. I'd sooner a lighter attack chain.
I'd rather CoF in my suggestion than maneuvers.
It was only a see how much all round positional defense can we get suggestion anyway because I wouldn't slot char for damage.
This is as almost as good as eluded counting CoF:
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Should be easier for Dark Melee to handle than Mace.
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Some people are simply lazy, they'd bid 5 mill on a enhancement without checking to see the price of a recipe and its salvage. You could see enh going for 5 mill, buy the recipe for 300k and then buy the salvage for 100k and then make the enhancement and sell it for 5 mill. 5 mins work. Makes me fall asleep though not to mention the fact that WW is a gambling economy in a sense. Profit is often gained at the expense of someones naive-ness. I play the naive part when I go to WW very well cos I am lazy and just want to play. Some people sell recipes at WW for less than what they will get it at a contact for. People could buy for less then sell it at a contact.
Most of the time, my stuff gets made and put in SG base for other toons. Its slow per toon but at least I am not always getting cornered and some people with their sg mates do buy up all of a stock, at a low price and then sell high cornering the market. -
My problem with that build would be the obliterations in the damage aura and with that amount of melee and aura defense it'll be a questionable on how useful cloak of fear would be. The number of attack chains on a hard single target would be limited but in terms of AoE on softer multiple minion targets it's good.
<---Is so happy to be Dark/Dark.