Psiphon

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  1. Here's the build that I use.
    With stacked siphon speed you will get perma PA.

    Stone Mastery is the best Epic for Ill/Kin if you're soloing, I can solo at +2/x8 quite easily with this. The Psy Epic works well in teams when you're hanging back and buffing. Hover and Siphon Speed is a nice combo for this as it allows you to move around at a good rate while avoiding the AoEs below.

    Overall Ill/Kin is a vastly underrated combination, aside from combating AVs and GMs it is more capable than either Ill/Rad or Ill/Storm and will out damage them in most situations.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Psiphon with psiphon power: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Blind -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(7), Hold-I(13), Entrpc-Heal%(31)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(46), Acc-I(48)
    Level 2: Spectral Wounds -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(5), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(34)
    Level 4: Deceive -- CoPers-Conf/EndRdx(A), CoPers-Acc/Rchg(5), CoPers-Acc/Conf/Rchg(15), CoPers-Conf/Rchg(25), CoPers-Conf(50)
    Level 6: Swift -- Run-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(13)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A), RechRdx-I(15)
    Level 14: Health -- Heal-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Phantom Army -- S'bndAl-Build%(A), Dmg-I(19), Acc-I(19), RechRdx-I(21), RechRdx-I(21), RechRdx-I(23)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Flash -- UbrkCons-Hold(A), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(40), BasGaze-Acc/Rchg(46), BasGaze-Acc/Hold(50), RechRdx-I(50)
    Level 26: Spectral Terror -- Abys-Acc/EndRdx(A), Abys-EndRdx/Fear(27), Abys-Acc/Rchg(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29)
    Level 28: Inertial Reduction -- RechRdx-I(A)
    Level 30: Siphon Power -- Acc-I(A), RechRdx-I(34), RechRdx-I(37), RechRdx-I(39)
    Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Rchg(33), EdctM'r-PetDef(34)
    Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(43)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 41: Fissure -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rng(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 47: Rock Armor -- DefBuff-I(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run
  2. Psiphon

    Purple sets?

    Quote:
    Originally Posted by Dechs Kaison View Post
    What I meant by calling Warshades an exception is that they gain survivability and damage from recharge and purple sets. While it's true that SD tankers get a large benefit from purple sets, they aren't really gaining survivability from them.
    With stacked Active Defense DDR is at the cap, else it's at about 70% so recharge does help with survivability against many mobs. Also once Defense is capped I find that the mitigation in the secondary can be more useful than say more + regen - Footstomp provides alot of mitigation through knockdown. This would be the case with most SD/ combos - stacking stuns with a SD/WM for example.

    With the majority of Tanker primairies I agree with you though +Defense is the way to go.
  3. This is the build that I'm working towards, its very expensive but the damage is great and with stacked AD DDR is capped.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint George - Pyre: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5)
    Level 1: Jab -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(43)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(11)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(7)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(37)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(50)
    Level 18: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(27)
    Level 24: Kick -- FrcFbk-Rechg%(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(40)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-Dam%(43)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run
  4. Psiphon

    Purple sets?

    Quote:
    Originally Posted by Dechs Kaison View Post
    Purple sets don't really help tanks.

    In general, the things tanks look for are more defense, not more recharge. Purple sets most notably give you recharge.

    EDIT: Actually, from what I noticed, there are two major trends in slotting bonuses. One trend focuses on adding survivability to your character. These people typically get defense bonuses, but there are other goals such as +HP and +regen. The other focuses on maximizing damage output. The most common goal here is recharge, but also damage bonuses and recovery to sustain high endurance cost attack chains.

    Where I'm going with this is that tanks aren't big damage dealers to begin with, so if your goal from the start was damage, you'd be playing a brute or a scrapper. Most tanks are going to go the other way and get defense/HP/regen.

    The only exception here is Warshades, who get their survivability from recharge.
    Personally I would say that SD/SS tankers are also an exception to this.
    Defense is capped easily so the other sets can be turned to + recharge for stacked Rage and maximising Shield Charge, Footstomp and Fireball.
    The purple sets usually have +End which again is useful for countering the Rage crash.
  5. I only dabble in Blasters and have an Ice/Ele and an NRG/NRG around the mid twenties.
    Personally I find the NRG more survivable; the ability to keep mobs on their backsides gives good mitigation.
    Just my two cents.
  6. In regards to Combat Jumping the End usage is minor and doesn't need any EndRedx. You would be better off slotting 3 defence, this will give you about an extra 1% defense to all positions.
  7. Spines/WP should do a reasonable job.
  8. Quote:
    Originally Posted by Kitsune Knight View Post
    One thing you could try doing that might work is to delete the Coh.checksum file (located at either C:\Program Files\City of Heroes\Coh.checksum or C:\Program Files (x86)\City of Heroes\Coh.checksum on Windows (32bit and 64bit Windows, respectively). That should force it to get a new checksum and hopefully force it to patch the client.
    Well done, this worked for me too!
  9. Psiphon

    SD/SS build?

    Quote:
    Originally Posted by Andferne View Post
    I second this. You could then place a Kismet Unique there for an extra +6% to hit. Another thing I would change, if you have Ninja run. Switch out Swift for Hurdle. Hurdle + Ninja run works wonders for traveling.
    As above I prefer the Winters Gift with SJ.
  10. Psiphon

    SD/SS build?

    Quote:
    Originally Posted by Erin Go Braugh View Post
    There's an understatement. I'm not sure I spent as much on my tank, scrapper, blaster, defender, and troller combined as you plan on spending on this tank. They're all considered incredibly tough, too.

    Using four purples for .14 end rec/second is radical.

    I do have one suggestion that you might hear out. To heck with Super Jump at the end. Get Grant Cover and boost your Defense Debuff resistance to 93.6% from 76.3%.
    With stacked Active Defence I'm at the DDR cap and the Winters Gift gives some resistance to slows which I find an issue with Shields.
    The purples are also there for the recharge allowing stacked rage for extra damage and availability of the big hitters, SC, FS and FB.
  11. Psiphon

    SD/SS build?

    Here's the build that I'm working towards, not cheap though.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint George: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Battle Agility -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3), LkGmblr-Rchg+:50(5)
    Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 2: True Grit -- RgnTis-Regen+:30(A), Mrcl-Heal/EndRdx:40(9), ImpArm-ResDam:40(13), ImpArm-ResDam/EndRdx:40(31), Mrcl-Rcvry+:40(37), Mrcl-Heal:40(43)
    Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(39), HO:Membr(50)
    Level 8: Swift -- Run-I:50(A)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(43)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(15), Numna-Heal/EndRdx:50(17)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(21)
    Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(25), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(29)
    Level 22: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-Acc/Rchg:50(25), P'Shift-EndMod/Acc:50(33), P'Shift-End%:50(46)
    Level 24: Boxing -- Amaze-Stun:50(A), Amaze-EndRdx/Stun:50(33)
    Level 26: Shield Charge -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Dmg/Rchg:50(34), Oblit-%Dam:50(34), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/Rchg:40(37), ImpArm-ResDam:40(37)
    Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(45)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/Rchg:50(39)
    Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(42)
    Level 41: Char -- UbrkCons-Hold:50(A), UbrkCons-Acc/Rchg:50(43)
    Level 44: Fire Blast -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(46), Apoc-Dmg/EndRdx:50(46)
    Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50), EndRdx-I:50(50)
    Level 49: Super Jump -- Winter-ResSlow:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 4.56% Defense(Fire)
    • 4.56% Defense(Cold)
    • 4.88% Defense(Energy)
    • 4.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 79% Enhancement(Accuracy)
    • 87.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 274.1 HP (14.6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 5.5%
    • MezResist(Stun) 2.2%
    • 30% (0.5 End/sec) Recovery
    • 58% (4.54 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 5% Resistance(Toxic)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Battle Agility)
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Jab)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Miracle
    (True Grit)
    • 2.5% (0.04 End/sec) Recovery
    • 35.1 HP (1.88%) HitPoints
    Impervium Armor
    (True Grit)
    • 2.5% (0.04 End/sec) Recovery
    Mako's Bite
    (Haymaker)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    Luck of the Gambler
    (Deflection)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Hecatomb
    (Knockout Blow)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    Absolute Amazement
    (Boxing)
    • 4% (0.07 End/sec) Recovery
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Armageddon
    (Foot Stomp)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Char)
    • 4% (0.07 End/sec) Recovery
    Apocalypse
    (Fire Blast)
    • 16% (1.25 HP/sec) Regeneration
    • 56.2 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Ragnarok
    (Fire Ball)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Winter's Gift
    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)



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  12. Quote:
    Originally Posted by Berzerker_NA View Post
    What's the best way to protect my poor Ice tank against psi attacks? The only resistance power I have so far is my heal, but I've assigned 6 slots to it. I'm planning to leave the Tough and Weave out of this build, though I'm using Combat Jumping.

    Are there any sets that are especially good for defending against it? Should I be trying to slot for defense vs. psi, or resistance vs. psi, or directional defense like def vs. ranged and AOE?
    With my Ice tank I went with Ranged Defense as most psi is ranged - a small amount is non positional.

    There are lots of sets with ranged defense so you should be able to get into the 30% area without gimping or changing your build too much.

    Not perfect but probably your best bet
  13. Quote:
    Originally Posted by Riverdusk View Post
    I tried both with katana and anecdotal only, but in my experience they were pretty equal and I actually ended up liking electric slightly better. Dark has the more powerful heal and more utility, but electric has much easier endurance management, better recharge (lightning reflexes), and better resists. Probably more importantly, Electric has better areas of better resists. As in a lot of things throw around energy damage (3rd most common type you encounter after lethal/smash I believe). Having that easily capped instead of it being your biggest weakness (dark armor) makes up for a lot.

    I haven't IO'd either out to any significant degree yet, this was just my experience with mostly normal slotting.
    Thanks for all the feedback guys.
    I went with Electric in the end, I dont think it will be quite so good end game as Kat/Dark but it should be an easier ride.
  14. Quote:
    Originally Posted by Silas View Post
    You've also got to slot differently. Since Fury gives you plenty of damage, slot for end rdx and accuracy first, then recharge.
    Hhhhmmm... didn't really think about that.
    I was using the standard Scrapper slotting, Acc then damage. End Reduction and Recharge would be added according to specific set requirement.

    Thanks.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Brutes are faster to solo pre-SO, they have higher base HP and can leverage inspiration use better due to higher mitigation caps. At the damage caps, they pull ahead further from scrappers, but how often do you really run around with 750 damage buff showing in your combat monitor unless you're runnin at x8 diff with a pocket kin?
    I'm obviously doing something wrong!
    I haven't got a great amount of experience with Brutes but whenever I've tried to level a Brute I found it much slower than a Scrapper.

    Two ways of building Fury:
    Mobs attacking you - pre SO's not durable enough to take the damage
    You attacking mobs - need to attack continually - pre SO's/Stamina run out of End

    Scrappers on the other hand do good damage irrespective and can thus slow down or speed up dependant on their End and health status.

    As said that's what I've found.
  16. Quote:
    Originally Posted by Werner View Post
    I'll say Katana/Dark Armor (see sig and vids) or Katana/Willpower (Iggy Kamakaze has done a double RWZ challenge under a Pylon with his, then finished off the Pylon. He also solo'd an ITF with no temps, no inspirations, no deaths - no joke.)

    See also:

    http://boards.cityofheroes.com/showthread.php?t=218691
    I've been considering making a resistance based armour (Electric or Dark) to use with Katana.
    Any one know how the two would compare in regards to survivablilty and general performance?
  17. I'd go with Katana or Broadsword.
    Both do good damage and have a power that provides +Defense to melee, that combined with good resists and a heal would make for a great alt.
  18. Quote:
    Originally Posted by doyler_ View Post
    RoF can't take 4 basilisk's gaze though...
    The purple set for RoF (Gravitational Anchor) tends to be cheaper than the purple set for Char (unbreakable constraint).

    Also there are nice immob set options for positional defence.......the hold set Lockdown though is also good for this.
  19. Quote:
    Originally Posted by Fleeting Whisper View Post
    I get killed trying to use Fulcrum Shift sometimes...

    And... uh...

    >.>
    <.<

    ...

    I've got several characters with damage buffs that require someone else die first *evil grin*
    Sorry, I meant out of the Build Up / damage buffs used by melee characters.
  20. Quote:
    Originally Posted by Shrikefire View Post
    I don't think they should nerf rage or SS because SS is fun as it is, and I play the game to have fun. In fact, I play all games to have fun.

    Devs should not nerf fun :[
    I agree with this!

    Rage is balanced as it is; it's the only damage buff that can actually get you killed:
    -Def crash if you're not paying attention and don't stack Rage
    -End crash will drop your toggles if you're not paying attention to the End bar

    Rage makes SS a unique and fun set, therefore is fine as is.

    I wish people would spend more time trying to make sets unique and fun instead of making them all the same!

    This is City of Heroes/Villians not City of Bland!!

    Vanila is fine as an Ice cream not as a game.
  21. Quote:
    Originally Posted by Dark_Inferno View Post
    While I am here my next question is about ancillaries. Either Blaze or Body. Body has end mod powers which would help as I run out of end with all toggles on. Still, Blaze has fireballs!

    If I take Blaze am I better off with Char or Ring of Fire?

    Thanks!

    EDIT: also, the wiki says that Body Mastery's Energy Torrent is minor damage. The blaster version is moderate damage? Are they that different or is the an inconsistency?
    In regards to Char/RoF I go with Char to hold Sappers - just in case they get lucky.
    RoF is better as a set mule as they are a lot cheaper.
  22. Quote:
    Originally Posted by Mr_Heat_Stroke View Post
    I would think Earth/Dark would be pretty over powered. Quick Sand and a Tar Patch would not only floor the recharge of mobs, but practically neuter them with all that -def and -resist.
    Neither power has -recharge, both are -speed (movement).
  23. Psiphon

    Bubbles !!

    Quote:
    Originally Posted by Redd Rumm View Post
    While grinding my Dp/Cold Corr (after my 2nd faceplant ) i started thinking what can i do to minimize my end use an stay a live at the same time an it hit me .. Nothing !!!!! lol . an i figured out what would be a great secondary for a Dp cor . bubbles !! they would allow me to wade in to mobs an use my teir 9 ( i think ) but since corrs dont have FF i will never know. I was wondering Does any one know why Corruptors dont have FF ?
    Super Speed combined with Stealth (makes you inivisible) should allow you to do this.
    I'm not familiar with the DP nuke but I've seen other nukes used this way; provided that it doesn't nolify the mobs at the start of a lenghy animation.
  24. Quote:
    Originally Posted by SilverBullet_NA View Post
    Explain? But when rage drops it automatically puts -20% def debuff...
    With Hasten and SO's, Rage will be available again before it expires. If you click Rage it will be stacked and the -Def will not be applied when the current Rage expires. Monitor your defense and run some tests if you like.
  25. Quote:
    Originally Posted by Another_Fan View Post
    How much more fair do you want ? You can bypass the defense crash completely with IOs or drop it to a once every four minutes or so crash with hasten and just SOs.
    SO's and Hasten will allow you to stack Rage and therefore completely negate the -Def in the crash. It's impossible to avoid the End crash and
    -Damage period.