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Posts
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Joined
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Quote:The defense was actually the most important aspect of what I was working with, but it looks like in the end, I'll get more bang for my buck with CJ tanker side. It does cost less endurance, and per Mids, on Maneuvers, the tanker numbers are even closer between it and CJ than with scrappers.Which is why you should go with CJ rather than Stealth. They both contribute the same amount of real defense (i.e. not out-of-combat, which isn't where you're spending a lot of time getting attacked) and CJ costs a lot less end/sec (.065 end/sec compared to .325 end/sec, that's 5 times cheaper).
If endurance really doesn't matter to you (which might be why you're comparing Stealth to CJ in the first place), your best bet is actually Maneuvers because it contributes more defense than either CJ or Stealth (Scrapper numbers: 2.275% +def compared to 1.875% +def).
Thanks for the feedback all, you have helped me make an important decision on a toggle heavy build. -
Alrighty, just need to know one thing, and am not looking to get into anything dealing with any other aspects of these powers: I know Stealth offers more defense right off the bat, but loses some when you attack. Does CJ offer more defense at this point, or does stealth still come out ahead?
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Quote:I'll say this, and hopefully this does not turn into a "take taunt"/"don't take taunt" debate. Currently, my tank has taunt. I have known plenty of tanks that have held their own without taunt. I have known plenty of tanks that could not hold aggro with taunt. And a vice versa on all of the above. Again, I am ambivalent as long as that tank can do their job with their build and hold agro.Forget about that as you don't need taunt to tank, but ask yourself "How would I tank so and so AV for such and such a defender?!" edit: and more similar stuff. You might think it doesn't matter, there may come a day when it does but overall it still doesn't. You may think the quickest of surefire recoveries don't matter despite the day when it might. There is no point arguing whether someone has taunt or they don't but know this, tankers with taunt are potentially more superior at tanking than tauntless ones. It's the inarguable truth on the matter and they who would argue on this one are very likely to get mullered in a tanking competition.
I won't condemn one over the other as long as the player can hold their own. -
Quote:You know, I worked 24 hours yesterday. Rode medic 56, saved some lives, dealt with some BS, got a distinct lack of sleep, came home, looked at this, and almost jumped on the defensive. I chilled out, drank some coffee, and took another look. And yup, you are right on how I slotted that (that's what I get for trying to do this while cooking and entertaining company), but, I still don't subscribe to 4 slotting with a set. Just my personal preference. Personally, I like mixed slotting. I will say, some of the ideas you put forth here though, are making me do some adjustments to my personal build though.Nytemynde, there is basically no benefit to slotting this way over slotting the 4 defense IOs in a single set. The amount of defense is the same, and the amount of end you save by slotting a low endurance toggle for 95% end reduction instead of say, 40% is trivial. You'd be far better off by 4-slotting a set that has good bonuses, like LotG or GotA than frankenslotting for a tiny amount of additional end recovery.
Now, it does make sense to frankenslot an attack or a high-end toggle like Icicles if you want to max out every enhancement type. I usually slot for set bonuses myself, but there is definitely some benefit to super-slotting powers that have many different enhancement types.
Instead of working from the ground up or reworking what I did, I took what you did (some good work I think with some of slotting choices), and changed a few things around for an alternate slotting that accomplishes a few different things.
For one, I am a big supporter of +recharge. The faster I can pop EA/Hoarfrost/Build Up/et all, the better. I also believe in more regen/recovery, the faster my endurance/hit points comes back, the better.
Now, with what I have done, the base global recharge has gone up from 17% (87% w/hasten) to 40% (110% w/hasten). Also regen/recovery (respectively) from 243%/175% to 306%/190%.
Now, you will lose some mez resist (2.2% from two powers each), but in my experience (and just mine and mine alone, I'm sure others may say otherwise), I don't find mez (immobilize) to be that big of an issue. And you will also lose some from your max endurance without a four slotted Gift of the Ancients. The other downside, this build would be expensive, while Fin's has a slightly lower price tag.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor- (A) Gift of the Ancients - Defense/Endurance
- (3) Gift of the Ancients - Defense
- (9) Red Fortune - Defense/Endurance
- (13) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (3) Doctored Wounds - Recharge
- (9) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (23) Steadfast Protection - Resistance/+Def 3%
- (43) Doctored Wounds - Heal/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (7) Positron's Blast - Damage/Range
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (A) Curtail Speed - Accuracy/Slow
- (17) Curtail Speed - Damage/Slow
- (17) Curtail Speed - Accuracy/Endurance
- (19) Curtail Speed - Endurance/Recharge/Slow
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Defense Buff IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (33) Miracle - +Recovery
- (33) Regenerative Tissue - +Regeneration
- (37) Numina's Convalescence - Heal/Endurance
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod/Accuracy
- (25) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
- (A) Gift of the Ancients - Defense
- (25) Gift of the Ancients - Defense/Endurance
- (27) Red Fortune - Defense/Endurance
- (36) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Recharge Speed
- (A) Efficacy Adaptor - EndMod
- (27) Efficacy Adaptor - EndMod/Recharge
- (31) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (31) Efficacy Adaptor - Accuracy/Recharge
- (40) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (29) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Eradication - Damage
- (33) Eradication - Damage/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (43) Scirocco's Dervish - Damage/Endurance
- (43) Scirocco's Dervish - Accuracy/Damage
- (A) Recharge Reduction IO
- (34) Rectified Reticle - To Hit Buff/Recharge
- (37) Rectified Reticle - Increased Perception
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Eradication - Damage
- (39) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (39) Eradication - Accuracy/Damage/Endurance/Recharge
- (40) Scirocco's Dervish - Damage/Endurance
- (42) Scirocco's Dervish - Accuracy/Damage
- (A) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Endurance/Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Accuracy/Damage/Endurance
- (45) Decimation - Accuracy/Damage
- (46) Decimation - Damage/Endurance
- (46) Decimation - Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Healing IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Quote:Playing a hover build, I will second that last sentiment. Total Focus requires you to be in melee range, and you are slotting for ranged defense...I think you'll get more mileage with 43% ranged and Inferno rather than taking Total Focus.Depends on what you consider a fortune. My Archery / Energy hover Blaster has around 30% ranged defense and 45% global recharge... his build cost around 100 million and I find it very playable. I can almost softcap with one small purple and overcap with one medium, so I can use Lucks for times I need more defense (like EBs) and 30% defense is plenty for normal spawns if you're not trying to solo 8-mans.
Actually hitting 40-45% defense is going to cost considerably more inf and will also require some significant build compromises... things like skipping nukes, not capping Hover speed (doesn't bother some people, but it does me), sacrificing a lot of recharge (or requiring LotGs to get it, which drives the price way up), and needing to "waste" slots and power picks on set mule powers. Capping the ranged defense itself isn't horribly expensive (though it's going to cost a few hundred mil)... but getting enough recharge for a good attack chain after slotting all those +defense sets (which generally lack +recharge) is.
I'd suggest trying for around 35% ranged defense and Aid Self unless you are wanting to solo 8-man spawns. If you are, you'll probably need the capped defense to survive alphas. That build Santorican posted is nice, but it'll likely cost around a billion inf thanks to the uniques and LotGs, you'll be kind of slow when hovering (you may want to use a bind that switches to Fly when moving), and you lack Aid Self or Inferno. The build does have good regen so Aid Self may not be needed, but no Inferno? That's missing out on a lot of fun... I'd consider dropping Total Focus for Inferno and living with only 43% ranged defense, but that's just me. After all, how often are you going to be using a slow-animating melee attack on a ranged build?
I play an Archery/Devices blaster, and personally, I got to the 45% ranged defense with around a 57% global recharge, and it was expensive to make, and tricky to choose powers to keep the character playing like I wanted it too.
I would try to get as close to the softcap as possible, but hitting the upper 30% range with some aid self will make for a playable toon at a fairly inexpensive cost. -
Alright, threw this together real quick for you to chew on. I did this based on the exact power choices you had in your last build, and only changed one power. This gets you over the SL softcap without EA, has some good recharge, accuracy, regen/recovery, doesn't use too much endurance, and your attacks should cycle fairly quickly.
One or two notes - on Taunt, I personally am ambivalent, I have played with and without, but you may run into some hate for the lack of. Again, not trying to sway you one or the other, just letting you know. There are a few schools of thought on this, but some people believe in tauntless tanking, relying on auras and punchvoke, others believe in having taunt, taunt, and more taunt.
The other thing, I would honestly consider working tough into the build for some mitigation for the hits that do get through. Just my personal preference though, not sure how anyone else feels about that.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor- (A) Gift of the Ancients - Defense/Endurance
- (3) Luck of the Gambler - Defense/Endurance
- (3) Red Fortune - Defense/Endurance
- (5) Serendipity - Defense/Endurance
- (37) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal
- (43) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Recharge
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Chance of Damage(Energy)
- (15) Positron's Blast - Damage/Endurance
- (17) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Damage/Range
- (A) Pacing of the Turtle - Accuracy/Slow
- (46) Pacing of the Turtle - Accuracy/Endurance
- (46) Pacing of the Turtle - Endurance/Recharge/Slow
- (50) Impeded Swiftness - Chance of Damage(Smashing)
- (50) Pacing of the Turtle - Chance of -Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (13) Red Fortune - Defense/Endurance
- (13) Gift of the Ancients - Defense/Endurance
- (15) Serendipity - Defense/Endurance
- (37) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (19) Regenerative Tissue - +Regeneration
- (21) Numina's Convalescence - Heal
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod/Accuracy
- (23) Performance Shifter - EndMod/Recharge
- (A) Recharge Reduction IO
- (A) Gift of the Ancients - Defense
- (25) Serendipity - Defense/Endurance
- (25) Luck of the Gambler - Defense/Endurance
- (27) Red Fortune - Defense/Endurance
- (37) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Recharge
- (27) Red Fortune - Defense/Recharge
- (31) Gift of the Ancients - Defense/Recharge
- (31) Serendipity - Defense/Recharge
- (40) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (29) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (A) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Alright, I didn't get to slot everything, but based on your power selections I 4 slotted three of your attacks and four of your defenses, getting you the softcap on S/L defenses with one application of EA (roughly 3% off without), leaving you 40 slots to play with. If I get time later, I might play around with it some more, but to my eyes, it looked like your slotting was a little random with the defense benefits you were working towards. I also slightly lowered your endurance drain some. Just my 2 cents=)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 11 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def/EndRdx(A), LkGmblr-Def/EndRdx(3), RedFtn-Def/EndRdx(3), S'dpty-Def/EndRdx(5)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Hoarfrost -- Dct'dW-Heal(A)
Level 4: Frost -- Posi-Acc/Dmg(A)
Level 6: Chilling Embrace -- P'ngTtl-Acc/Slow(A)
Level 8: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 10: Wet Ice -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(13), GftotA-Def/EndRdx(13), S'dpty-Def/EndRdx(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Glacial Armor -- GftotA-Def(A), S'dpty-Def/EndRdx(25), LkGmblr-Def/EndRdx(25), RedFtn-Def/EndRdx(27)
Level 26: Energy Absorption -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(27), GftotA-Def/Rchg(31), S'dpty-Def/Rchg(31)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 30: Icicles -- Erad-Dmg(A)
Level 32: Build Up -- Rec'dRet-ToHit(A)
Level 35: Hasten -- RechRdx-I(A)
Level 38: Frozen Aura -- Erad-Dmg(A)
Level 41: Block of Ice -- Acc-I(A)
Level 44: Ice Blast -- Thundr-Acc/Dmg(A)
Level 47: Ice Storm -- Posi-Acc/Dmg(A)
Level 49: Hibernate -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Just something to throw in here, the Gaussian's set offers a build up proc that works nicely. Throw it in targetting drone )seems to proc often enough for me). Decimation offers one as well.
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Quote:FYI Mort - Listen to these guys well. I've seen some solid advice being offered, and Aett has been fighting for Ice Tanks for a long, long, long time (this a newish account for me due to the complicated loss of my old account, so Aett, I've jumped in a few of your threads before in the past).Heh, this is pretty much how I feel when I see Shatter and Crowd Control in Mace slotted with KB sets.
Mortimer, Aett gave great advice as usual, but I'll add my $.02.
I do see some focus in your slotting, and a focus on defense bonuses, which is good for a defense set like Ice Armor. What is not so good is your choice of sets. Almost all of them are primarily positional defense set bonuses, but Ice has *typed* defense, which means you are spending a lot of slots and influence for relatively little gain. You need to look for set bonuses that have higher typed (S/L/E/NE/F/C) bonuses than positional (melee, ranged, AoE), for instance Kinetic Combat, Smashing Haymaker, Eradication, Mocking Beratement and others of that sort.
Though it's not absolutely necessary, I think your primary goal should be try to soft-cap S/L/E/NE defense. (F/C defense would be difficult to soft-cap since Ice has none to start with, but it does have capped Cold resists, so Fire and Psi are the weak points.) Ice Armor starts with high levels of defense, and you can soft-cap it just with IOs. However, it's easier and cheaper to soft-cap if you take the Fighting Pool and pick up Weave. So the first choice you need to make is whether you want to soft-cap with or without Weave; but keep in mind that using Weave means you'd have to drop 3 powers from your current build.
Whichever you decide, you absolutely need to pick up the Steadfast Protection +Def unique IO, which provides 3% def to all types of damage. I second Aett's suggestion about using Doctored Wounds instead of Miracle for Hoarfrost. Try 5 slots of DW (everything but the Heal/End/Rchg) and leave the sixth slot for the Steadfast +Def. It can also go in Tough if you take it, but you'll be taking Hoarfrost much earlier.
I'll go further than Aett and say that FA, GA and Stamina are all way overslotted. 4 slots should be more than enough for those powers unless you're getting a very desirable set bonus you can't get another way, and that's not the case here. (Note that for defense and resistance toggles, once you go past 56% def/res and have some endurance reduction--40% is enough, IMO--everything else is superfluous.) So pull 2 slots from each power to use elsewhere. LotG has better 4-slot bonuses than RF, so I'd stick with that or Gift of the Ancients, which is also a nice set and considerably less expensive than LotG.
As I mentioned, sets like Touch of Death are better for positional defense than typed, so you should be looking at Kinetic Combat or Smashing Haymaker instead for S/L defense. (Kinetic Combat's bonus is twice as good as SH, but some pieces of KC are very expensive and hard to find.)
Obliteration is a particularly poor choice for Icicles, not only is is a positional defense set, but it's very low in end reduction, and Icicles is a high-end cost damage toggle. Eradication is a good choice for PBAoEs on typed defense sets, since it has a nice E/NE bonus for just three slots, and for Icicles you can slot aggressively for end reduction in the remaining slots.
So after all the advice from Aett and me, why don't you try putting together a build and we'll comment futher?
My bit of advice, and this is just personal preference, and it works wonders for me - frankenslot your defense powers to maximize defense/endurance, and slot your other powers for defense bonuses. With my current build, by level 50, fully slotted, I'll be at nearly 70% on my smashing/lethal defense doing this (E/N @ 55%, Melee @ 38%), with one application of EA.
Currently at level 39, my S/L hits about 60% (may be overkill, but I play on high diff settings and don't like to get hit).
My current build will end up with about 5 slots in the defense based powers, mainly so I can add LOTG +7.5% recharge in.
Something else I would throw in, since this is a toggle heavy set (especially if you go the tough/weave route), I would reconsider your choice in epic pools, unless you are just in love and tied irrevocably to your choice. Energy Mastery offers you the chance to grab Physical Perfection, which will boost you regen/recovery. Personally, I am all for optimizing defense, but don't neglect the regen/recovery stuff either.
Just my 2 to 4 cents for what they are worth.
P.S. - If you use Kinetic Combat in some of your attacks, for 4 slots, you get 3.75% on you S/L defense...if you can afford it, get it. -
So, I've never really thought about this before until looking at the markets the other day, but on special IOs in sets, like for example, Luck of the Gambler +7.5% global recharge, what is the difference in getting this in the different level ranges? Is a level 25 version of this as effective as a level 50 version of this, since IOs don't technically lose their effectiveness? Or am I reading something wrong here?
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So, I am about to dust of this toon. What I am curious to find out is, has anyone taken a Fire/Kin and successfully soloed an AV or Monster? If so, what builds did you use?
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Quote:Cool. Will keep that in mind.People are going to disagree with me, but I love the Entropic proc chance to heal. You can put it in any ST Ranged attack, which you will get 2 of. While not much healing ( and most people HATE hurl for its long animation) it might be worth a shot. Then you would have to hit HF less. Also blazing aura will help and Burn has the highest DPE of any of your hard hitting attacks (included KO Blow).
Just my 2 inf tho -
Can and will do. It will be a bit before I get started, I will need to do some major farming on my corruptor, the build will not be cheap by any means.
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Quote:This is a lot of good info. I've got a build in mind right now, that I'll start with, but while I level, I at least know what I need to be considering for a second build.IO sets do not offer much in the way of resistance bonuses. They do offer decent defense bonuses, which players on defensive sets use to hit the softcap (and therefore only get hit 5% of the time).
A resistance based set can stack a certain aspect of defense on top of a build in order to increase survivability. This is typically either melee defense or Smashing/Lethal. They use these IOs: (remembering off-hand so my numbers/names might be slightly off)
S/L Defense Sets:
-Kinetic Combat (Single Melee) - 3.75% at 4 slots
-Enfeebled Operation (Immob) - 2.5% at 4 slots (another 1.25 if you want it for the 6)
-Mocking Beratement (Taunt) - 2.5% at 4 slots
-Perfect Zinger (Taunt) - 3.13% at 6 slots
-Reactive Armor - 1.88% at 4 slots.
Melee Defense Sets:
-Touch of Death (Single Melee) - 3.75% at 6 slots
-Obliteration (PBAoE) - 3.75% at 6 slots
-Multistrike (PBAoE) - 1.88% at 6 slots
-Titanium Coating (resistance) - 2.5% at 6 slots
General sets for defense:
-Gaussian's - 2.5 to all positions and 1.25 to all types at 6 slots
-Steadfast Protection Res/Def Unique IO - 3% defense to all
-Gladiator's Armor Def/TP Resist - 3% def to all (but will probably cost you around 4 billion [with a B])
Also Melee and S/L defense sets listed are interchangable. They offer half the bonus to the other category. So, a 3.75% S/L bonus would also have included a 1.88% Melee bonus, but I listed which category they offered the best bonus in.
As for handling an AV, Castle was able to solo an AV on an invuln with a simple SO build. He was able to do this by intentionally glitching the AV to stick to ranged attacks in melee range to reduce the incoming damage. In other words, it's possible you can solo an AV on that build, but you will struggle a lot less using other sets. There will also likely be many AV's you will encounter on that build that you cannot solo.
This is because of how long AV fights last solo. The biggest concern once you've made sure you can live through the damage the AV puts out becomes actually having enough recovery to last the 10-20 minute fight.
Optimal AV Soloing builds have these characteristics:
-An effective single-target chain with no net loss of endurance (so enough recovery to support a sustained chain)
-A method of restoring health when you get hit by the AV. This can be an innate heal, or Aid Self (in the case of a claws/SR brute).
-45% defense against the AV's damage to reduce the chance of hitting you as much as is possible.
Right now what I am looking at doing will net me a perma rage, S/L resists at 53.5%, Energy/Neg at 35.7%, 187% regen and 249% recovery, with a fast popping heal (every 12 secs), hard hitting attacks, and some Soul Mastery debuffs. Defense right now is where the build is hurting. I guess I'll go back and play around with it some more. -
First off, thanks for the replies so far.
Now, the main focus of this toon wouldn't be to fight AVs, I am all about wide spread carnage, but we do get two builds, and I was considering using one build for that, and the other hopefully to try my hand at AV fighting.
That being said, what sort of resist levels are optimal for Brutes that do solo AVs?
I understand the negatives being thrown out about this combo versus AVs, but I am also intrigued with the idea of trying to create a build that might be able to handle the task... -
Alright, I have played Scrappers, Tankers, Blasters, Controllers and Corruptors (Blaster and Corruptor being the only two I have completed), and I am now eyeballing a Brute. Brute's at first glance seem to be a good mix of Tanker and Scrapper, so I want to give it a shot. This mix is making me want to resurrect and old concept I had around Fiery Aura and Super Strength.
So, my question to anyone playing this combo: What kind of builds are being used? Is this combo effective for teams and the solo aspect? Can it go a few rounds with an AV?
Thanks in advance=) -
Quote:All I can say is, I stopped playing for a bit, and before I stopped, it wasn't possible. Now that I am back, it is. So I am not complaining=)Interesting, I don't recall seeing any patch notes on it, I'll have to check it out sometime. Given that though I would generally agree that Expedient Reinforcement is a better choice.
I first figured it out playing around with Mids. -
Quote:It's slotted on my drone right now. They did change it.Unless they've changed something Gun Drone can only take Ranged Damage sets, I'll admit I haven't checked this recently in game but the wiki agrees with my memory.
http://wiki.cohtitan.com/wiki/Devices#Gun_Drone -
Yes, but it might be worth it to try just slotting TD and seeing how you fare, due to the -def aspect of rads attacks. That might make up for not slotting accuracy.
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Just to add to this IO thought, if you 6 slot Targetting Drone with Gaussian's, you get some good little buffs to defense and damage, and Gaussian's gives a Build Up proc, which adds to your damage and to hit.
Check out mids hero designer for exact numbers, but a quick example:
Base Accuracy for Nutrino Bolt is 75%. 1 level 50 IO accuracy brings that to 106.8%. Add in targetting drone slotted with a single lvl50 io +to hit buff and that number jumps to 131.6%. Targetting drone one slotted with the lvl50 io and no accuracy io in Nutrino Bolt makes your base accuracy 92.4%, and three slotted brings that up to 97%.
Now, in archery, due to the higher base accuracy, I never had a problem with skipping slotting accuracy enhancements while levelling. With Rad, I don't know if the -def aspect of the powers would make up for the deficit, but at a quick glance, I would say it would be worth a shot if you want to try it. -
I agree with most of what has been said here except for a few things, and I think that just really comes down to playstyle. My main in a lvl50 archery/devices for an fyi.
On Time Bomb versus Trip Mine...I have used both extensively, and I can say with my build, I prefer Time Bomb. I used to start out with TM, and setting up mine fields and such, but solo wise nowadays, I'll stealth (Cloaking Device/Super Speed) into a large group of mobs, drop a time bomb, fly up, drop a Melt Armor, a few AOEs, then off goes the time bomb. I find it to be a very effective combo. I also find it helps out on slower "killing" teams. On faster moving groups, the time it takes for that set up isn't really worth it though.
Damage wise, TB does more damage than a single TM, but a TM field (if enough are hit and go off) can do some impressive damage.
Just from mids based on my build (Not a lot of dmg slots on these...had to sacrifice somewhere for defense) -
Time Bomb - Lethal (420.2) Fire (280.2) = 700.4 (278.1)
Trip Mine - Lethal (350.2) Fire (140.1) = 490.3 (194.6)
TB has a bit larger radius than TM, and just being impatient, I like my one big boom versus setting up a mine field for several smaller booms.
Again, just matter preference and playstyle, but I wouldn't ignore time bomb completely. -
Personally, I prefer Expedient Reinforcement. You get .62 less ranged defense, BUT you get a 6.25% to recharge times.
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Quote:6 slotted red fortune in the defense sets will give 2.5% ranged, and Steadfast Protection and Gladiator's Armor each offer a global 3% defense enhancement that can be slotted into a resistance type power.You should be able to soft cap versus ranged, but most of the +ranged def will be coming from attacks/travel powers
Thunderstirke 6 slotted gives 3.75% ranged def
Blessing of the Zephyr 2 slotted gives 3.13% ranged def
3 single target attacks, plus CJ and SJ gives 17.5% from those set bonuses alone.
http://wiki.cohtitan.com/wiki/Catego...Ranged_Defense
Lists all sets with +def
on Stealth and PvP: Most serious PvP will involve people who are at/close to the perception cap, making stealth of limited use.
If you want to sit in a lowbie zone and snipe folks, you should be just fine, if you want to use it as a tool in RV or arena, then think again.