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Posts
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Joined
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Quote:I disagree, I think the free content of I18 is close to the amount of content in I15. If I remember right I15 was a level 45 to 50 TF, some costumes and some emotes. Now dont get me wrong, Im not complaining just saying that even with out new physical product some issues have less content then others.QFE
Seriously, I have been going over the list of everything and the free portion of Issue 18 is quite underwhelming. First off, a majority of the "features" could very easily just have been added in as a patch without a tie in to the purchase. Seriously, they can merge the market at any time and additions are made to AE all the time outside of Issue releases, so making them "features" of the free portion of the issue is not exciting.
Ashes to ashes,
Pheonyx -
Quote:Then I would definitely I/O for defense to really see the different between Inv and WP. If you are interested in soft cap defense, then CMA (see poster above) has an awesome guide (yes, pun intended) to Invuln tankers and the Defense soft cap . It helped me out a lot.Most of my experience is with Willpower, so I tend to focus too much on regeneration than defense.
Hasten in EM I personally can live with out, but I would not go with out tough in Inv. Cap S/L resistance with out I/Os is one thing I love about Inv. Regardless of defense or regen, having S/L resistance caped will only help. -
Quote:I agree with Finduilas, I think you get more bang for your buck with Inv if you build for defense more then regen. As I said before on your first build you survival totals look more like a willpower tanker then an inv. So I did a quick comparison of your first I/O build with an S/O willpower (that has tough and weave) tanker. I found that the survival totals are fairly close. Again, Im not saying it a bad build (Im sure it is very survivable) it just not what I personally am looking for in an Inv tanker. But then maybe the OP is.Not really. I have a Invul/EM that's soft-capped to S/L and nearly so for E/NE with one in range of Invinc and it looks very different from that. For one thing, I would never recommend that an Invul tank use full sets of ToD, Mako's, and Scirocco's since they are primarily positional sets and the defense bonuses they give are pretty small for the number of slots that are required. In every case there are better choices for typed defense bonuses.
But in one sense, you're right; I think a Invul build that concentrates on defense as a one of its primary goals is the way to go, and that that most Invul players would benefit more from that than from focusing on regen and recharge. IMO, as long as attacks are well-slotted and there's a modest amount of regen, recovery and recharge bonuses, for Invul a defense-oriented build is more 'well-rounded' than the high recharge and regen build you prefer. -
Quote:Im not saying that its a bad build, but it does look like you turned an invulnerability tanker into a willpower tanker. If you prefer the go regen over soft cap defense that ok but why not drop CJ and Resist Elements and get tough to cap S/L resistance?Also notice, for things like I mentioned, you could go for capped defense is one route, but this route gives you 13% psy resistance, 175% regeneration bonus (with PP) meaning you'll regenerate a tic every 3.5 seconds. Its nice to have the to hit debuff resistance with FA, and I like the gaussians better in FA than in build up. Besides it would have a lower recharge on BU by doing so as well. So it still fits, but not as usefully as in something like a dark armor tank but still nice to have. You'll randomly get the build up proc this way as well.
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Quote:Changing TF to a PBAOE like thunderstrike make sense to me for the following.3)Make TF work like thunderstrike and improve the aoe of the set further while making the sets tier nine more attractive after the stun reduction.
1) The long animation isnt as bad when its an AOE.
2) WH wouldnt be as much of a joke if used as a follow up AOE attack.
3) Youre not cutting the Stalkers out like you would if WH was buffed.
4) No need to change any animation.
5) Your team value goes up without hurting solo play.
6) An attack chain of TF, WH, BS, should be a good group attack and you still have ET as a heavy hitter for Bosses, EB, and AVs.
7) With the animation already being used as a PBAOE and other high end PBAOE already in use, it should be an easy change for the dev to make.
The dev keep the work they have done to ET and the set becomes more useful, sounds like a win/win to me or have I over looked some things? -
Quote:I agree that the devs should make changes to existing sets to make them less broken and more fun. I disagree that rage is a broken power that need to be change. Can rage be made better? Yes, but that could easily make SS an overpowered set. Should rage be nerfed? Maybe, but that could easily make SS an underpowered set. Without a lot of testing to make sure that rage stays good but not to good SS could become the next EM. So why risk?A reworking of SS is unnecessary. An adjustment to Rage is all that is needed, and yes, the devs should make changes to existing sets to make them less broken and more fun, as they've done and continue to do all the time (Electric Armor being a good example).
This is best argument I have read. If the devs are porting SS over to scrappers then I can see a real reason for a change to rage. Have the devs said that they are finally porting SS to scrappers or is this just the usual rumor thats been going around for years? -
There are some good arguments for and against changing rage/SS. So I ask you all, with GR, I17 & I18 coming out, 4 new power sets and old sets like EM (that is no longer played much because it was changed) do you really want the developer spending there time reworking Super Strength?
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Quote:I still dont see any real evidence that rage is going to be changed anytime soon or even that it will ever be changed. Has Castle or any other developer said anything recently about changing rage? How do we know Castle hasnt already looked at it and decide that it good as is? What would be the point of a change, to make rage better or worse?It's a given Super Strength's Rage is going to change, but how?
As someone who plays mostly Tankers (so I cant say anything about a Brute), I dont see a need to change SS at all. Its very good but not so good that it out shine the rest. Fire does more BPS, Mace and Axe have more AOE, Dark is more survivable so it not over powered. This thread shows that the pros and cons of rage have some people liking it and some people not, that sounds like balance to me. So again I ask would the goal be to make rage better so more people take SS or worse so less people take it?
If I were a developer I would leave rage alone and spend my time on something like ET, a power that did go from over used to under used. -
That is an interesting build. The defenses look good, but how is it at holding agro?
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Look like I now have a blueprint in place and look forward to seeing how well it will work. Thank you all for you help, it was fun and I learned a lot.
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Ok, Ive re-slotted for more accuracy and made changes to Boxing, Stamina and Tough Hide. Also I using SO in Hasten to more closely resemble the lvl 35esh IOs I plan to use. Hows it looking now?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
TempUS: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage- (A) Reactive Armor - Resistance: Level 40
- (3) Reactive Armor - Resistance/Endurance: Level 40
- (3) Reactive Armor - Resistance/Recharge: Level 40
- (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (5) Smashing Haymaker - Damage/Endurance: Level 35
- (36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (36) Smashing Haymaker - Damage/Recharge: Level 35
- (46) Bruising Blow - Accuracy/Damage: Level 30
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (7) Reactive Armor - Resistance: Level 40
- (7) Reactive Armor - Resistance/Endurance: Level 40
- (9) Reactive Armor - Resistance/Recharge: Level 40
- (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (34) Smashing Haymaker - Damage/Endurance: Level 35
- (34) Smashing Haymaker - Damage/Recharge: Level 35
- (36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (50) Bruising Blow - Accuracy/Damage: Level 30
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (31) Smashing Haymaker - Damage/Endurance: Level 35
- (31) Smashing Haymaker - Damage/Recharge: Level 35
- (34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (50) Bruising Blow - Accuracy/Damage: Level 30
- (A) Reactive Armor - Resistance: Level 40
- (11) Reactive Armor - Resistance/Endurance: Level 40
- (11) Reactive Armor - Resistance/Recharge: Level 40
- (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Doctored Wounds - Recharge: Level 50
- (13) Doctored Wounds - Heal: Level 50
- (15) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Heal/Endurance: Level 50
- (17) Doctored Wounds - Endurance/Recharge: Level 50
- (A) Perfect Zinger - Taunt: Level 50
- (17) Perfect Zinger - Taunt/Recharge: Level 50
- (19) Perfect Zinger - Taunt/Recharge/Range: Level 50
- (19) Perfect Zinger - Accuracy/Recharge: Level 50
- (21) Perfect Zinger - Taunt/Range: Level 50
- (21) Perfect Zinger - Chance for Psi Damage: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Run Speed IO: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (25) HamiO:Cytoskeleton Exposure
- (25) Taunt Duration IO: Level 50
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (46) Numina's Convalescence - Heal: Level 50
- (A) Efficacy Adaptor - EndMod: Level 50
- (39) Efficacy Adaptor - EndMod/Recharge: Level 50
- (40) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (29) Smashing Haymaker - Damage/Endurance: Level 35
- (29) Smashing Haymaker - Damage/Recharge: Level 35
- (31) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (37) Bruising Blow - Accuracy/Damage: Level 30
- (A) Luck of the Gambler - Defense: Level 50
- (27) Luck of the Gambler - Defense/Endurance: Level 50
- (27) Luck of the Gambler - Defense/Recharge: Level 50
- (50) Luck of the Gambler - Recharge Speed: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (37) Adjusted Targeting - Recharge: Level 50
- (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (46) Adjusted Targeting - Endurance/Recharge: Level 50
- (A) Recharge Reduction
- (39) Recharge Reduction
- (39) Recharge Reduction
- (A) Reactive Armor - Resistance: Level 40
- (33) Reactive Armor - Resistance/Endurance: Level 40
- (33) Reactive Armor - Resistance/Recharge: Level 40
- (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Accuracy IO: Level 50
- (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (40) Eradication - Damage/Recharge: Level 30
- (40) Eradication - Accuracy/Damage/Recharge: Level 30
- (43) Scirocco's Dervish - Damage/Endurance: Level 50
- (43) Scirocco's Dervish - Accuracy/Damage: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (42) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Endurance/Recharge: Level 40
- (42) Reactive Armor - Endurance: Level 40
- (A) Red Fortune - Defense: Level 50
- (45) Red Fortune - Defense/Endurance: Level 50
- (45) Red Fortune - Defense/Recharge: Level 50
- (45) Red Fortune - Defense/Endurance/Recharge: Level 50
- (48) Red Fortune - Endurance: Level 50
- (A) Aegis - Resistance: Level 50
- (48) Aegis - Resistance/Endurance: Level 50
- (48) Aegis - Resistance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 13.9% Defense(Energy)
- 13.9% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 10.8% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 18% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 22.5% Enhancement(RechargeTime)
- 140.6 HP (7.5%) HitPoints
- MezResist(Immobilize) 16.5%
- MezResist(Terrorized) 4.95%
- 1.5% (0.03 End/sec) Recovery
- 42% (3.29 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
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Would putting Performance Shifter - Chance for +End into Unstoppable be a good idea?
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33% ACC and 40% END, cool that gives me a clear understanding of what to look for. Ill make some more changes and see what I can come up with. Ill also take a second look at GotA.
Again thank you for your help. -
CMA, Your Inv soft cap guide was my starting point and I appreciate your input. The character is almost level 23 so moving RPD is irrelevant now but I will remember it if and when I respect. I thought the second Steadfast for the end recovery was a good chose and didnt realize that my attack were under slotted but thats the kind of thing I was hopping people would point out.
Finduilas, Thank you for the help but I do have some questions. In Mids all my attack are showing at over 100% in accuracy, wouldnt Dam/end be better? Is there a certain number in accuracy I should try to hit? I understand LotG but why GotA over Red Fortune?
Considering KOB slow recharge time and that Box/Kick is as good as jab I thought I would us it in my attack change. What about using boxing instead of jab?
Here are the changes I have made, let me know what you think.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
TempUS: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage- (A) Reactive Armor - Resistance: Level 40
- (3) Reactive Armor - Resistance/Endurance: Level 40
- (3) Reactive Armor - Resistance/Recharge: Level 40
- (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Bruising Blow - Accuracy/Damage: Level 30
- (5) Bruising Blow - Damage/Endurance: Level 30
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (7) Reactive Armor - Resistance: Level 40
- (7) Reactive Armor - Resistance/Endurance: Level 40
- (9) Reactive Armor - Resistance/Recharge: Level 40
- (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (34) Smashing Haymaker - Damage/Endurance: Level 35
- (34) Smashing Haymaker - Damage/Recharge: Level 35
- (36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (50) Bruising Blow - Damage/Endurance: Level 30
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (31) Smashing Haymaker - Damage/Endurance: Level 35
- (31) Smashing Haymaker - Damage/Recharge: Level 35
- (34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (50) Bruising Blow - Damage/Endurance: Level 30
- (A) Reactive Armor - Resistance: Level 40
- (11) Reactive Armor - Resistance/Endurance: Level 40
- (11) Reactive Armor - Resistance/Recharge: Level 40
- (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Doctored Wounds - Recharge: Level 50
- (13) Doctored Wounds - Heal: Level 50
- (15) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Heal/Endurance: Level 50
- (17) Doctored Wounds - Endurance/Recharge: Level 50
- (A) Perfect Zinger - Taunt: Level 50
- (17) Perfect Zinger - Taunt/Recharge: Level 50
- (19) Perfect Zinger - Taunt/Recharge/Range: Level 50
- (19) Perfect Zinger - Accuracy/Recharge: Level 50
- (21) Perfect Zinger - Taunt/Range: Level 50
- (21) Perfect Zinger - Chance for Psi Damage: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Run Speed IO: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (25) HamiO:Cytoskeleton Exposure
- (25) Taunt Duration IO: Level 50
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (46) Numina's Convalescence - Heal: Level 50
- (A) Endurance Modification IO: Level 50
- (39) Endurance Modification IO: Level 50
- (40) Endurance Modification IO: Level 50
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (29) Smashing Haymaker - Damage/Endurance: Level 35
- (29) Smashing Haymaker - Damage/Recharge: Level 35
- (31) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (37) Bruising Blow - Damage/Endurance: Level 30
- (A) Defense Buff IO: Level 50
- (27) Defense Buff IO: Level 50
- (27) Defense Buff IO: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (37) Adjusted Targeting - Recharge: Level 50
- (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (46) Adjusted Targeting - Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (33) Reactive Armor - Resistance/Endurance: Level 40
- (33) Reactive Armor - Resistance/Recharge: Level 40
- (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Smashing Haymaker - Damage/Endurance: Level 30
- (36) Smashing Haymaker - Accuracy/Damage: Level 35
- (36) Smashing Haymaker - Damage/Recharge: Level 35
- (46) Smashing Haymaker - Damage/Endurance/Recharge: Level 30
- (50) Bruising Blow - Damage/Endurance: Level 30
- (A) Eradication - Damage: Level 30
- (40) Eradication - Damage/Recharge: Level 30
- (40) Eradication - Accuracy/Damage/Recharge: Level 30
- (43) Scirocco's Dervish - Damage/Endurance: Level 50
- (43) Scirocco's Dervish - Damage/Recharge: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (42) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Endurance/Recharge: Level 40
- (42) Reactive Armor - Endurance: Level 40
- (A) Red Fortune - Defense: Level 50
- (45) Red Fortune - Defense/Endurance: Level 50
- (45) Red Fortune - Defense/Recharge: Level 50
- (45) Red Fortune - Defense/Endurance/Recharge: Level 50
- (48) Red Fortune - Endurance: Level 50
- (A) Aegis - Resistance: Level 50
- (48) Aegis - Resistance/Endurance: Level 50
- (48) Aegis - Resistance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 13.9% Defense(Energy)
- 13.9% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 10.8% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 9% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 119.5 HP (6.38%) HitPoints
- MezResist(Immobilize) 16.5%
- MezResist(Terrorized) 4.95%
- 1% (0.02 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
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I have been working on an I,O build for my Inv/SS tank. I use him for soloing, small groups and am planning on trying some TFs. My goal is to be able to solo all non TF/Trial missions with EBs and still be able to tank all TF with AVs. I think this build will do it but I wanted the advice of the more experience players to see where I have made mistakes.
Some of the concerns I have are
A) Endurance, Do I have my attacks recharging faster then my endurance can keep up?
B) Defense & Resistance, I know that S/L is the number one type of damage, but is my E/NE and F/C high enough that with an inspirations or two I will be able to handle it or will I be face planting before I know what hit me?
C) Things I didnt think about, Are there problems with this build that someone can see that Im over looking?
Thank you to everyone in advance.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage- (A) Reactive Armor - Resistance: Level 40
- (3) Reactive Armor - Resistance/Endurance: Level 40
- (3) Reactive Armor - Resistance/Recharge: Level 40
- (5) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (36) Kinetic Combat - Damage/Endurance: Level 35
- (36) Kinetic Combat - Damage/Recharge: Level 35
- (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Steadfast Protection - Resistance/Endurance: Level 30
- (5) Steadfast Protection - Resistance/+Def 3%: Level 30
- (7) Reactive Armor - Resistance: Level 40
- (7) Reactive Armor - Resistance/Endurance: Level 40
- (9) Reactive Armor - Resistance/Recharge: Level 40
- (9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (34) Kinetic Combat - Damage/Endurance: Level 35
- (34) Kinetic Combat - Damage/Recharge: Level 35
- (36) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Smashing Haymaker - Accuracy/Damage: Level 35
- (31) Smashing Haymaker - Damage/Endurance: Level 35
- (31) Smashing Haymaker - Damage/Recharge: Level 35
- (34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
- (A) Reactive Armor - Resistance: Level 40
- (11) Reactive Armor - Resistance/Endurance: Level 40
- (11) Reactive Armor - Resistance/Recharge: Level 40
- (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Doctored Wounds - Recharge: Level 50
- (13) Doctored Wounds - Heal: Level 50
- (15) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Heal/Endurance: Level 50
- (17) Doctored Wounds - Endurance/Recharge: Level 50
- (A) Perfect Zinger - Taunt: Level 50
- (17) Perfect Zinger - Taunt/Recharge: Level 50
- (19) Perfect Zinger - Taunt/Recharge/Range: Level 50
- (19) Perfect Zinger - Accuracy/Recharge: Level 50
- (21) Perfect Zinger - Taunt/Range: Level 50
- (21) Perfect Zinger - Chance for Psi Damage: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Run Speed IO: Level 50
- (A) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (25) HamiO:Cytoskeleton Exposure
- (25) Taunt Duration IO: Level 50
- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (46) Numina's Convalescence - Heal: Level 50
- (A) Endurance Modification IO: Level 50
- (39) Endurance Modification IO: Level 50
- (40) Endurance Modification IO: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 35
- (29) Mako's Bite - Damage/Endurance: Level 35
- (29) Mako's Bite - Damage/Recharge: Level 35
- (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
- (A) Defense Buff IO: Level 50
- (27) Defense Buff IO: Level 50
- (27) Defense Buff IO: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (37) Adjusted Targeting - Recharge: Level 50
- (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (46) Adjusted Targeting - Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (33) Reactive Armor - Resistance/Endurance: Level 40
- (33) Reactive Armor - Resistance/Recharge: Level 40
- (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (50) Mako's Bite - Damage/Endurance: Level 50
- (50) Mako's Bite - Damage/Recharge: Level 50
- (50) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Obliteration - Damage: Level 50
- (40) Obliteration - Accuracy/Recharge: Level 50
- (40) Obliteration - Damage/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Reactive Armor - Resistance: Level 40
- (42) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Endurance/Recharge: Level 40
- (42) Reactive Armor - Endurance: Level 40
- (A) Red Fortune - Defense: Level 50
- (45) Red Fortune - Defense/Endurance: Level 50
- (45) Red Fortune - Defense/Recharge: Level 50
- (45) Red Fortune - Defense/Endurance/Recharge: Level 50
- (46) Red Fortune - Endurance: Level 50
- (A) Impervium Armor - Resistance: Level 40
- (48) Impervium Armor - Resistance/Endurance: Level 40
- (48) Impervium Armor - Resistance/Recharge: Level 40
- (48) Impervium Armor - Psionic Resistance: Level 40
- (A) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Damage Increase IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
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Set Bonus Totals:- 15.5% DamageBuff(Smashing)
- 15.5% DamageBuff(Lethal)
- 15.5% DamageBuff(Fire)
- 15.5% DamageBuff(Cold)
- 15.5% DamageBuff(Energy)
- 15.5% DamageBuff(Negative)
- 15.5% DamageBuff(Toxic)
- 15.5% DamageBuff(Psionic)
- 21.8% Defense(Smashing)
- 21.8% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 10.8% Defense(Energy)
- 10.8% Defense(Negative)
- 4.88% Defense(Psionic)
- 12.4% Defense(Melee)
- 9.25% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 20% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 168.7 HP (9%) HitPoints
- MezResist(Immobilize) 22%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.95%
- 4% (0.07 End/sec) Recovery
- 22% (1.72 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 3% Resistance(Psionic)
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I would like to make a costume bind that will change and use a costume emote (if that is possible). To be specific I want to change to costume slot 1 with an emote when temporary invulnerability is toggled on and change back to costume slot 2 with out an emote when temporary invulnerability is toggled off. Can this even be done?
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Last night I rolled a Inv/SS tanker on a server that a friend is on and was wondering what difficulty seating would be the fastest to solo level him up to the high 20s low 30s? I was thinking -1lvl/x2 would give me quick kills with the numbers for good XPs or being a tank would a higher +1lvl at a slower pace get more long term XPs?
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Im no expert, but I can tell you that you will want to take Unyielding at 16, Health at 18 and move Resist Elements to 22. Also unless you have a reason that Im unaware of, I dont think you will need Acrobatics.
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Vitality,
I think you should try out you flying build and run some test with hover on and off to see if you needed that extra defense. If you find you do need the extra defense then you can respec to maneuvers and if not then you have the toon you wanted. Also you will see if hover tanking works for you and that is something you wont find out by planning City of Math. -
I agree with Scientist. I have found a second high defense build at pre-20 level to be of great help. This is what I have done on 3 deferent Tanks (Inv, WP and SD) and have had fun playing them in the pre-20 levels. The downside is that running 2 builds is expensive especial if you DO all your defenses ASAP (something I do recommend). To get the most defenses in this style build I only have 2 or 3 attack powers and the taunt power (remember this is a second build for tank in groups only. I never tried to solo like this). I did have to do a lot of chasing after loss mobs and timing my attack is an issue but it wasnt that hard to get the hang of and as a tank it is a skill you will need to learn. I also taunt slotted my attack (To be honest I dont know if that really helped but it felt like it did). But probably the most important thing I did was to groups with someone who could heal. Most of the time someone with the medicine power pool was good enough to keep me up and running. After all I didnt have enough defense to survive 7 or 8 mobs on me (at lest on yet) but if I keep the mobs on me and have someone healing me then the rest of the group could concentrate on damage and I got to learn what tanking is all about. Now this is from my play experience and if you want to try it and it works for you then great, glade I could help. If not then I hope you fiend something that does. Either way good luck.
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Thanks for help! I got the telepad working now. It was a lot easier to do with up to data info. LOL
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Well that would explain it. So how do I find or make Tech Power for a base telepad?
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Everyone in my super group has been playing in SG mode since level 10 (Were now in low 20s) but no one has found any base salvage. So how do we find it?
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I was going to setup storage and a teleporter in a SG base but some of the other SG members said that they are already using pocket D for that. So my questing is why make a SG base if pocket D can be used for the same thing?