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Posts
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Joined
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You make a sound argument.
Ok, perma eclipse me. One caveat, I would like to keep the S/L Resist toggle. -
Perhaps I did not understand what I read on the Lightform changes then. I've had my PB since khelds were around, keep in mind my some what long sabbitical, and Lightform used to be unstoppable almost exactly. I read the changes and probably didn't process them as I should have. So my question would be,
In a perma lightform build today, If I'm playing and just hanging out and forget to hit light form occasionally, am I going to be face planting or is the build strong enough that permalightform is a option and not the norm?
I ask because you compared lightform to eclipse, and on my WS I know without Eclipse running constantly, I am in trouble.
As to my playstyle, I play tanks more than anything else other than my PB. And I find that I don't break free of the run in and lay waste mentality my tanks enjoy very easily. -
Here is a list I like.
http://www.crisis2crisis.com/
If you want a continuous story than spans a few books, and gives you a nice condensed history of DC Comics, this is the site you want. -
No, I don't mind. I remember permaunstoppable (cause I've been around forever, gone the last 2 years roughly before freedom, came back as a premium, and now i'm back on the boards
). The hatred of permaunstoppable turned into a hatred of perma(insertclickablepower). I want my guys to be able to stand on their own two feet without rely on the tier 9 "oh crap" powers. Having said that, I'm not against having that power setting my tray because sometimes it does hit the fan hard enough you want that boost.
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Yes, please have a look in mids. I'm sure there are better slotting options than what I choose that will give me much of the same results. I don't mind hasten, couldn't even tell you why I didn't take it on this build. And I like lightform as well, I just didn't want to use perma lightform.
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I was planning on spending most of my time in human but still wanted both forms. I know the build, despite the set totals, is bad. Slot placement is bad, etc. I just can't get my brain around the fix. Maybe I've been staring at it to long etc. Fresh set of eyes and all that.
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I think I just want a higher aggro cap and increased taunt aura.
The aggro cap though has to be divisible by the number of targets taunt can hit. -
Or at least let me know if this build isn't viable. With all the changes that have been made lately I'm not sure how to go with him. The only things I know I want is that I want tri form, and I don't want to duplicate powers, so since squid has blasts, I would rather not take blasts on human. I don't really want to go perma lightform either. Just personal preference there. So here is the build...
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
kheldian detective: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Glinting Eye- (A) HamiO:Nucleolus Exposure
- (A) Steadfast Protection - Knockback Protection
- (5) Steadfast Protection - Resistance/+Def 3%
- (5) Resist Damage IO
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (3) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Recharge
- (A) Doctored Wounds - Heal/Recharge
- (9) Miracle - Heal/Recharge
- (9) Harmonized Healing - Heal/Recharge
- (A) Rectified Reticle - To Hit Buff
- (7) Rectified Reticle - Increased Perception
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (13) Kinetic Combat - Damage/Recharge
- (A) HamiO:Nucleolus Exposure
- (A) Rectified Reticle - To Hit Buff/Recharge
- (15) Rectified Reticle - To Hit Buff
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (48) Reactive Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (19) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Recharge
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance
- (A) Doctored Wounds - Heal/Recharge
- (25) Miracle - Heal/Recharge
- (25) Harmonized Healing - Heal/Recharge
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Exploited Vulnerability - Defense Debuff
- (29) Exploited Vulnerability - Defense Debuff/Recharge
- (29) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (33) HamiO:Cytoskeleton Exposure
- (A) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (45) Reactive Armor - Resistance
- (A) HamiO:Nucleolus Exposure
- (50) HamiO:Nucleolus Exposure
- (A) Razzle Dazzle - Accuracy/Recharge
- (46) Razzle Dazzle - Endurance/Stun
- (46) Razzle Dazzle - Accuracy/Endurance
- (46) Razzle Dazzle - Stun/Range
- (48) Razzle Dazzle - Accuracy/Stun/Recharge
- (A) Rectified Reticle - To Hit Buff
- (50) Rectified Reticle - To Hit Buff/Recharge
- (A) HamiO:Membrane Exposure
- (50) Luck of the Gambler - Recharge Speed
- (A) HamiO:Microfilament Exposure
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (39) Miracle - +Recovery
- (40) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (40) Performance Shifter - EndMod
- (40) Endurance Modification IO
- (A) HamiO:Nucleolus Exposure
Level 1: Energy Flight- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 10: Combat Flight- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) HamiO:Nucleolus Exposure
- (A) HamiO:Nucleolus Exposure
- (A) Exploited Vulnerability - Defense Debuff
- (36) Exploited Vulnerability - Defense Debuff/Recharge
- (43) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
- (A) Exploited Vulnerability - Defense Debuff
- (43) Exploited Vulnerability - Defense Debuff/Recharge
- (45) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
- (A) Mocking Beratement - Taunt
- (13) Mocking Beratement - Taunt/Recharge
- (33) Mocking Beratement - Taunt/Recharge/Range
- (34) Mocking Beratement - Taunt/Range
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (42) Kinetic Combat - Damage/Endurance
- (A) Doctored Wounds - Heal/Recharge
- (37) Miracle - Heal/Recharge
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 30.81% Defense(Melee)
- 38% Defense(Smashing)
- 38% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 27% Enhancement(Accuracy)
- 2% Enhancement(Stunned)
- 40% Enhancement(RechargeTime)
- 5% SpeedFlying
- 80.32 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% SpeedJumping
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilized) 15.4%
- MezResist(Stunned) 4.4%
- 20% PerceptionRadius
- 3.5% (0.06 End/sec) Recovery
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 5% SpeedRunning
Set Bonuses:
Steadfast Protection
(Incandescence)- 1.5% (0.03 End/sec) Recovery
- Knockback (Mag -4), Knockup (Mag -4)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Shining Shield)- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Bright Nova)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% PerceptionRadius
(Radiant Strike)- MezResist(Immobilized) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Inner Light)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Tough)- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 7.5% Enhancement(RechargeTime)
(Incandescent Strike)- MezResist(Immobilized) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf)- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Luminous Detonation)- 3% Enhancement(Accuracy)
- 1.25% Defense(Melee), 0.63% Defense(Lethal), 0.63% Defense(Smashing)
(Quantum Acceleration)- 7.5% Enhancement(RechargeTime)
(Solar Flare)- MezResist(Stunned) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Light Form)- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Pulsar)- 2% (0.03 End/sec) Recovery
- 16.06 HP (1.5%) HitPoints
- 2% Enhancement(Stunned)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Tactics)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Vengeance)- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% SpeedJumping, 5% JumpHeight, 5% SpeedFlying, 5% SpeedRunning
(Energy Flight)- Knockback (Mag -4), Knockup (Mag -4)
(Combat Flight)- Knockback (Mag -4), Knockup (Mag -4)
(Bright Nova Detonation)- 3% Enhancement(Accuracy)
- 1.25% Defense(Melee), 0.63% Defense(Lethal), 0.63% Defense(Smashing)
(Bright Nova Scatter)- 3% Enhancement(Accuracy)
- 1.25% Defense(Melee), 0.63% Defense(Lethal), 0.63% Defense(Smashing)
(White Dwarf Antagonize)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(White Dwarf Flare)- MezResist(Stunned) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(White Dwarf Smite)- MezResist(Immobilized) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(White Dwarf Step)- 20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)
(White Dwarf Strike)- MezResist(Immobilized) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
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Is it possible?
that's really what I what to know lol
I was running over possible builds, but this is my first fire/fire so I thought I would ask. -
No Talen its not, but I have no idea where to even begin with the math side of this. Having said that (my math skills really are that bad, you guys don't even know, anything past algebra and I'm stumped), I FEEL this would be a good change. The only thing I have to go on is my experience. My experience playing a INV/SS and taking from issue 2 to issue 7 to get him to 50 (my first 50 actually) tells me in my gut this is a good change. I really didn't expect to get this much static about that change. I'm not asking for numbers to be changed, no respecs need be given out (remember, they didn't give out freespecs with the taunt change), I'm just asking for a quality of life change that helps INV across the board. AGAIN, this is what my gut tells me would be a good change. I can't do the math on it, honestly, because I don't know how. I can tell you that from I2 until (ED) I had TI, UY, INV, and RPD as my main powers, TI was six slotted, RPD was 3 slotted, UY was six slotted and INV had 5 def in it. I can tell you that when ED hit, I picked up the rest of the passives and DP. And Still felt ok with how much damage I could take which is how I arrived at the 35% would be a good mark for exotic damage, I Can tell you that when GDN hit my INV truly felt weak even after I picked up Unstoppable, GDN is the reason I wanted the UY def debuff halved, it was the only DEF value in the game that I'm awware of that wasn't slashed in half with the rest of the DEF values. After ED and GDN I had to take powers I didn't really want on my guys concept, US, DP, Hasten, basically the power gamer powers. And I had to do that just to be able to tank. So when I Say I have a lot of experience with INV as a set, I do truly. And this is why my gut tells me this would be a good change.
(GDN may have come before ED, its been a while so I may have to the two backwards in the time frame) -
Quote:Let me just state, that the only real way to test this was back when UY had the def debuff. I spent quite a bit of time running around on a INV/Fire tanker during that period and spent a whole lot of time with UY turned off. I kept it turned off because I Was taking less damage. This is due to not having -5% def. I was fighting trolls, so no real worry of status effect issues. This was done primarily to test how much the def debuff hurt lower levels. This was also done before I left which is a few months before the INV tweaks. Once again, if someone more mathematically inclined than would run the numbers, I think we would see a much higher time to live with TH + TI + UY than with RPD + TI + UY. Someone summon Arcanaville.
Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes. -
Quote:I would disagree that I'm being shown its not necessary. What I'm seeing is now that INV is performing almost right where it should, people are scared for the devs to go back and touch it anymore. And the Devs don't need to give out freespecs to all the invul players in the game, they sure didn't do it when Taunt got switched from lvl 6 to lvl 10.Just highlighting the operative, and most disagreeable (in a polite sense) word here: people are showing it's not necessary. What your proposed changes may likely be are "beneficial" or "closer to optimal," but by no means necessary, as it's pretty well pointed out that the set is doing just fine as is. It could be tweaked to be better, but it's not necessary. And if it's not necessary, yet requires a lot of headache for the Devs (i.e. needing to give freespecs out to every Invul player in the game), it's likely not to happen.
What this boils down to is the first two INV powers are redundant protecting against the same thing. Granted, TI does a much better job than RPD due to its higher numbers, but it makes a INV tank squishier than he would be up to lvl 18 due to a lack of def in the tri-protection INV has been built on. Keep in mind, still not asking for number tweaking or anything, I'm happy to with the way INV performs, but, a power rearrange in RPD for TH would give low level (yes, some of us like to hold aggro before the taunt aura and survive it) tanking a more super feel, and I predict that the health yo yo some people are putting forth would not even be there. Maybe Starsman could alter his chart or something to show the effect of a TH, TI, UY, DP build up to level 16 vs the current build with most INV players( excepting those that don't have a choice and are forced into RPD ie scrappers, brutes, etc) who take RPD and TI.
Also, I'm not really a math person, I pick what feels right, when I wanted the passives boosted so UY + Passives = 32%. I didn't do any calculation, I knew what my experience was playing from Issue 1 through ED and GDN. 32% felt right. This swap I'm proposing FEELs right. -
It is nitpicky. I agree, but its necessary. As was stated earlier, RPD gives S/L resist which is already covered by TI in that early stage. TH gives 5% def to all except psi. Now, lets not forget one important factor according to our devs, 1 def = 2 resist. So 5% def is like a 10% resist spike to everything.
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All I'm asking for is two powers to be swapped. I don't want any numbers changed, I don't want any buffs. Just swap RPD and TH. I promise it will help the low level game. You guys will just have to trust me when I say that 5% +DEF makes a ton of difference. I could see it back when UY had the -5% DEF, I wouldn't run UY most of the time and it was tons more survival that way (provided the mobs weren't status effect).
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I like handclap as it is. Especially when Unstoppable starts blinking and I hit conserve power before it drops, and then it drops and I handclap and start turning on toggles and DP to recover.
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When I left I had three things on my list that would fix invulnerability.
1. -5% def debuff in unyielding - I wanted this halved because when GDN hit, this was the only defensive value in the game I know that wasn't halved as well. I wanted this set to 2.5%. It has since been completely removed.
2. Passives boosted to 32% when fully SO - this is the number that felt right, it added to resistance and gave what I'm calling time-to-live. With an increase in resistance, you have a slow down on the amount of incoming damage and that gives you time to hit a green, hit DP, or hit unstoppable if needed. That passives have been boosted and with IOs it is easy to hit this number on exotic damage.
3. Swap RPD and Tough Hide - this hasn't happened yet.
The RPD and Tough Hide swap at first doesn't seem to do anything. However, this makes the early tank game for invulnerability more survival. Invulnerability has always had a three pronged approach to tanking - defense + resistance + healing. In the early game however, you only get two of your prongs to survive. You get resistance and healing from levels 1 to 18. At 18 you get invincibility and there is +def. It is my belief that this is why INV tanks don't start feeling like tanks until level 18. And this swap not only helps INV tanks. It helps INV scrappers and brutes as well by getting all the components of INV in place so they can survive to. -
Quote:I get that, I do. But at the same time, the devs at that point should have said, "you know, about this herding, I know a aggro cap was talked about as a fix, but lets see what weakening the characters does for us first."Well, ED and the GDN weren't done to specifically limit the ability to herd. They were done to weaken the characters, and bring the power levels closer together, to allow for more balanced content in the future. Basically, the Devs, without the GDN and ED couldn't have created content that challenged Tankers without it being nearly impossible for someone else to do.
Now, those did have an impact on the feasibility of herding, since your power levels weren't up to snuff to herd whole maps anymore, but they were not done to specifically limit herding. The aggro cap and the AoE target caps were specifically done to limit herding activities.
The aggro cap has a completely different purpose from ED and the GDN, though they are corrolary. -
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Quote:I agree. They implemented 3 fixes to herding, ED, GDN, and the aggro cap. Any one of those would have been fine.The agro cap (17) was originally put in place back in the day to keep players from being able to pull entire mission maps at once.
Along with this change we had ED, GDN and max target limitations put into place.
When considering the current game, the agro cap is a relic and is actually debilitating the role of the Tanker. IO builds allow Scrappers to easily reach the point where they can replace a tank for a group of 17 mobs or less. In the past two weeks, I've built three Scrappers, two of which could replace a Tanker in the STF and the other which (a farming toon no less) could replace a Tanker for virtually any other content.
The agro cap hides the true differences between Tankers and Scrappers in todays game. My proposal is to remove the agro cap while retaining max targets per power. The idea is to allow Tankers to flex their tanking muscles again.
Let us be Tankers, not short bus Scrappers.
RHAR! -
To add to the old thread, here is a Stone/SS build I'm working on.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Profit - Final: Level 50 Natural Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leadership
Hero Profile:
Level 1: Rock Armor <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (27) Defense Buff IO: Level 50[*] (34) Luck of the Gambler - Defense: Level 50[*] (37) Gift of the Ancients - Run Speed +7.5%: Level 40[/list]Level 1: Jab <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (46) Crushing Impact - Damage/Endurance: Level 50[*] (46) Crushing Impact - Damage/Recharge: Level 50[*] (48) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (50) Crushing Impact - Accuracy/Damage/Endurance: Level 50[/list]Level 2: Stone Skin <ul type="square">[*] (A) Aegis - Resistance: Level 50[*] (3) Aegis - Resistance/Endurance: Level 50[*] (3) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (37) Resist Damage IO: Level 50[/list]Level 4: Haymaker <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (5) Crushing Impact - Damage/Endurance: Level 50[*] (5) Crushing Impact - Damage/Recharge: Level 50[*] (15) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (15) Crushing Impact - Accuracy/Damage/Endurance: Level 50[/list]Level 6: Earth's Embrace <ul type="square">[*] (A) Regenerative Tissue - Heal/Endurance/Recharge: Level 30[*] (7) Regenerative Tissue - Heal/Recharge: Level 30[*] (7) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[*] (13) Numina's Convalescence - Heal/Recharge: Level 50[*] (13) Aegis - Endurance/Recharge: Level 50[*] (50) Aegis - Resistance/Recharge: Level 50[/list]Level 8: Rooted <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (9) Numina's Convalescence - Heal: Level 50[*] (9) Regenerative Tissue - Heal/Endurance: Level 30[*] (33) Regenerative Tissue - Heal/Endurance/Recharge: Level 30[*] (45) Miracle - Heal/Endurance: Level 40[*] (48) Miracle - Heal: Level 40[/list]Level 10: Taunt <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (11) Range IO: Level 50[*] (11) Taunt Duration IO: Level 50[*] (40) Range IO: Level 50[*] (46) Taunt Duration IO: Level 50[/list]Level 12: Recall Friend <ul type="square">[*] (A) Interrupt Reduction IO: Level 50[/list]Level 14: Teleport <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[*] (17) Run Speed IO: Level 50[*] (17) Run Speed IO: Level 50[*] (40) Run Speed IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (19) Miracle - +Recovery: Level 40[*] (19) Regenerative Tissue - +Regeneration: Level 30[*] (21) Regenerative Tissue - Heal/Endurance: Level 30[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod: Level 50[*] (21) Performance Shifter - Chance for +End: Level 50[/list]Level 22: Knockout Blow <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (23) Crushing Impact - Damage/Endurance: Level 50[*] (23) Crushing Impact - Damage/Recharge: Level 50[*] (33) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (33) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50[/list]Level 24: Mud Pots <ul type="square">[*] (A) Tempered Readiness - Accuracy/Endurance: Level 50[*] (25) Tempered Readiness - Accuracy/Damage/Slow: Level 50[*] (25) Tempered Readiness - Endurance/Recharge/Slow: Level 50[*] (31) Tempered Readiness - Accuracy/Slow: Level 50[*] (34) Tempered Readiness - Damage/Slow: Level 50[/list]Level 26: Brimstone Armor <ul type="square">[*] (A) Aegis - Resistance: Level 50[*] (27) Aegis - Resistance/Endurance: Level 50[/list]Level 28: Rage <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (29) HamiO:Membrane Exposure[*] (29) HamiO:Membrane Exposure[/list]Level 30: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (31) Luck of the Gambler - Defense: Level 50[*] (31) Gift of the Ancients - Run Speed +7.5%: Level 40[/list]Level 32: Tactics <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 35: Granite Armor <ul type="square">[*] (A) HamiO:Ribosome Exposure[*] (36) Aegis - Resistance: Level 50[*] (36) Aegis - Resistance/Endurance: Level 50[*] (36) Luck of the Gambler - Recharge Speed: Level 50[*] (37) Gift of the Ancients - Run Speed +7.5%: Level 40[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (39) Multi Strike - Accuracy/Damage/Endurance: Level 50[*] (39) Multi Strike - Damage/Endurance/Recharge: Level 50[*] (39) Multi Strike - Damage/Recharge: Level 50[*] (40) Scirocco's Dervish - Damage/Recharge: Level 50[/list]Level 41: Minerals <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (42) Luck of the Gambler - Defense: Level 50[*] (42) Gift of the Ancients - Run Speed +7.5%: Level 40[/list]Level 44: Crystal Armor <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (45) Luck of the Gambler - Defense: Level 50[*] (45) Gift of the Ancients - Run Speed +7.5%: Level 40[/list]Level 47: Handclap <ul type="square">[*] (A) Stagger - Accuracy/Recharge: Level 30[*] (48) Stagger - Accuracy/Endurance: Level 30[/list]Level 49: Hurl <ul type="square">[*] (A) Maelstrom's Fury - Damage/Endurance/Recharge: Level 35[*] (50) Maelstrom's Fury - Accuracy/Damage: Level 35[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (42) Crushing Impact - Damage/Endurance: Level 50[*] (43) Crushing Impact - Damage/Recharge: Level 50[*] (43) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (43) Crushing Impact - Accuracy/Damage/Endurance: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+0.9% Max Endurance[*]+28% Enhancement(Accuracy)[*]+61.3% Enhancement(RechargeTime)[*]+1.5% Enhancement(Slow)[*]+5% FlySpeed[*]+54.2 (4.5%) HitPoints[*]+5% JumpSpeed[*]+MezResist(Immobilize) (Mag 8.8%)[*]+MezResist(Sleep) (Mag 1.65%)[*]+4% Recovery[*]+74% Regeneration[*]+0.95% Resistance(Fire)[*]+0.95% Resistance(Cold)[*]+79.5% RunSpeed[/list]
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</pre><hr /> -
Suggestion for today
Expand Personal Invention Storage to be Personal Storage
<ul type="square">[*]Allow Storage of 6 enhancements[*]Allow storage of 4 recipes[*]Allow storage of 500k inf[*]Allow storage of 5 inspirations[/list]
And make the storage accesible by every character on the account please. -
[ QUOTE ]
Wow someone kept it alive! Awsome job.
BTW Hi to anyone still out there
[/ QUOTE ]
WB _Havok_! -
[ QUOTE ]
I realize that attacks etc are not really part of the equation for multiple effects from 1 bind/macro, but I believe toggling is.
I realize that changes in the language can turn on/off the wrong one etc.
Can someone show me just a basic example of turning on 2 toggles with 1 key. Say, tough and weave.
[/ QUOTE ]
Would take me longer to find the guide, so here it goes...
If you want to turn on two toggles with one key, you have to press the key twice...
/bind t "toggleon weave$$toggleon tough"
That should do it...