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It would be helpful if you posted the build with either a data chunk or a clickable link with the build. Otherwise, someone would have to manually put in the entire build power by power and enhancement by enhancement in order to see the stats on this character.
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Quote:I was about to voice my opinion on the topic, but then Tonality did it for meElA has and will be competent at most tasks. With a high-end build, certain sets will outperform others - especially defense sets, which are able to soft-cap themselves to maximize survivability. ElA maintains superior endurance management tools allowing a player to burn through endurance at a rate that most builds cannot handle. It also offers some more unusual resistances to end drain and psi that many sets do not offer.
In short, it would be very difficult to rank the armor sets once you begin considering invention sets. For example, for some builds recharge actually becomes the primary factor for survivability. This is shown especially for Fire's healing flames, though also being able to spam footstomp is especially effective at drastically increasing survivability.
I have three ElA brutes. Elec/Elec, SS/Elec and DM/Elec. Of them, my SS/Elec is often the most survivable, but there are situations in this game that none of my builds can effectively handle. This is because every build has its weakness. Try taking a soft-capped SR, SD, or Inv against the demon map if it spawns the map with psi and cold damage. Try taking a WP against a spawn filled with longbow with -regen. Try taking a fire against Rikti with Fire's 30% energy resistance. What it comes down to is which build has the best survivability against content that is available in game. That answer is highly debatable. -
I managed to make one on mids with capped melee, but you said you didnt have mids. Basically, six slot Charged Brawl and Havoc punch with touch of death, Jacobs Ladder, Lightning Rod, and Thunder Strike with obliteration, Confront with perfect zinger, Ring of Fire with enfeebled operations, and Melt Armor with Shield breaker. Also skip stamina to rely on QR, get weave, CJ, and Maneuvers. Slot weave with at least 2 DEF IO's and CJ with 1. Maneuvers needs just an end reduction, and put the 2 +3% enhancements in tough and resilience. It is a very tight build and IMHO very expensive, but with that much def, the SLIGHTLY lower regen is more than enough to heal up when you do get hit.
P.S. Build up also needs Guassians in it 6 slotted -
Just to be there to compensate for others' achellies heel, I wanted to make a tanker that was all but immune to Psionic damage. And I think I've found it here. If anyone has any ideas on how to make it more survivable all around while not going under psi def cap or res cap, please share the ideas. Keep in mind that this toon was made purely on the idea of taking loads of psi aggro and not dying, so any holes in it's build are already known, and I am looking for constructive criticism only.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
i: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Arctic Mastery
Hero Profile:
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Level 1: Dark Embrace
(A) Impervium Armor - Resistance/Endurance
(15) Impervium Armor - Resistance/Endurance/Recharge
(17) Impervium Armor - Resistance
(17) Impervium Armor - Psionic Resistance
Level 1: Scorch
(A) Crushing Impact - Accuracy/Damage
(19) Crushing Impact - Damage/Endurance
(19) Crushing Impact - Damage/Recharge
(23) Crushing Impact - Accuracy/Damage/Recharge
(23) Crushing Impact - Accuracy/Damage/Endurance
(40) Crushing Impact - Damage/Endurance/Recharge
Level 2: Murky Cloud
(A) Impervium Armor - Resistance/Endurance
(3) Impervium Armor - Resistance
(3) Impervium Armor - Resistance/Endurance/Recharge
(15) Impervium Armor - Psionic Resistance
Level 4: Combustion
(A) Scirocco's Dervish - Accuracy/Damage
(5) Scirocco's Dervish - Damage/Endurance
(5) Scirocco's Dervish - Damage/Recharge
(9) Scirocco's Dervish - Accuracy/Recharge
(11) Scirocco's Dervish - Accuracy/Damage/Endurance
(11) Scirocco's Dervish - Chance of Damage(Lethal)
Level 6: Obsidian Shield
(A) Impervium Armor - Resistance/Endurance
(7) Impervium Armor - Resistance/Endurance/Recharge
(7) Impervium Armor - Resistance
(9) Impervium Armor - Psionic Resistance
Level 8: Dark Regeneration
(A) Endurance Reduction IO
(43) Endurance Reduction IO
(46) Accuracy IO
(50) Healing IO
Level 10: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
Level 12: Cloak of Darkness
(A) Luck of the Gambler - Recharge Speed
(13) Luck of the Gambler - Defense/Endurance
(13) Endurance Reduction IO
Level 14: Super Jump
(A) Jumping IO
Level 16: Swift
(A) Run Speed IO
Level 18: Health
(A) Miracle - +Recovery
Level 20: Stamina
(A) Endurance Modification IO
(21) Endurance Modification IO
(21) Endurance Modification IO
Level 22: Build Up
(A) Recharge Reduction IO
Level 24: Death Shroud
(A) Multi Strike - Accuracy/Damage
(25) Multi Strike - Damage/Endurance
(25) Multi Strike - Damage/Recharge
(37) Multi Strike - Accuracy/Endurance
(37) Multi Strike - Accuracy/Damage/Endurance
(37) Multi Strike - Damage/Endurance/Recharge
Level 26: Oppressive Gloom
(A) Rope A Dope - Accuracy/Recharge
(27) Rope A Dope - Endurance/Stun
(27) Rope A Dope - Accuracy/Endurance
(34) Rope A Dope - Stun/Range
(34) Rope A Dope - Accuracy/Stun/Recharge
(36) Rope A Dope - Accuracy/Stun
Level 28: Fire Sword Circle
(A) Scirocco's Dervish - Accuracy/Damage
(29) Scirocco's Dervish - Damage/Endurance
(29) Scirocco's Dervish - Damage/Recharge
(31) Scirocco's Dervish - Accuracy/Recharge
(31) Scirocco's Dervish - Accuracy/Damage/Endurance
(31) Scirocco's Dervish - Chance of Damage(Lethal)
Level 30: Boxing
(A) Accuracy IO
Level 32: Tough
(A) Impervium Armor - Resistance/Endurance
(33) Impervium Armor - Resistance
(33) Impervium Armor - Resistance/Endurance/Recharge
(33) Impervium Armor - Psionic Resistance
(34) Steadfast Protection - Resistance/+Def 3%
Level 35: Weave
(A) Luck of the Gambler - Recharge Speed
(36) Luck of the Gambler - Defense/Endurance
(36) Endurance Reduction IO
Level 38: Greater Fire Sword
(A) Crushing Impact - Accuracy/Damage
(39) Crushing Impact - Damage/Endurance
(39) Crushing Impact - Damage/Recharge
(39) Crushing Impact - Accuracy/Damage/Recharge
(40) Crushing Impact - Accuracy/Damage/Endurance
(40) Crushing Impact - Damage/Endurance/Recharge
Level 41: Chilblain
(A) Devastation - Accuracy/Damage
(42) Devastation - Damage/Endurance
(42) Devastation - Damage/Recharge
(42) Devastation - Accuracy/Damage/Recharge
(43) Devastation - Accuracy/Damage/Endurance/Recharge
(43) Devastation - Chance of Hold
Level 44: Block of Ice
(A) Devastation - Accuracy/Damage
(45) Devastation - Damage/Endurance
(45) Devastation - Damage/Recharge
(45) Devastation - Accuracy/Damage/Recharge
(46) Devastation - Accuracy/Damage/Endurance/Recharge
(46) Devastation - Chance of Hold
Level 47: Ice Blast
(A) Apocalypse - Damage
(48) Apocalypse - Damage/Recharge
(48) Apocalypse - Accuracy/Damage/Recharge
(48) Apocalypse - Accuracy/Recharge
(50) Apocalypse - Damage/Endurance
(50) Apocalypse - Chance of Damage(Negative)
Level 49: Taunt
(A) Taunt Duration IO
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Gauntlet
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Set Bonus Totals:
10% DamageBuff(Smashing)
10% DamageBuff(Lethal)
10% DamageBuff(Fire)
10% DamageBuff(Cold)
10% DamageBuff(Energy)
10% DamageBuff(Negative)
10% DamageBuff(Toxic)
10% DamageBuff(Psionic)
3.94% Defense(Smashing)
3.94% Defense(Lethal)
7.06% Defense(Fire)
7.06% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
31.1% Defense(Psionic)
4.88% Defense(Melee)
3% Defense(Ranged)
11.1% Defense(AoE)
9% Max End
2% Enhancement(Stun)
32% Enhancement(Accuracy)
42.5% Enhancement(RechargeTime)
182.7 HP (9.75%) HitPoints
MezResist(Held) 8.25%
MezResist(Immobilize) 4.4%
MezResist(Sleep) 1.65%
MezResist(Stun) 1.65%
10% (0.17 End/sec) Recovery
86% (6.73 HP/sec) Regeneration
1.89% Resistance(Fire)
1.89% Resistance(Cold)
6.25% Resistance(Negative)
17% Resistance(Psionic)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Does the Force Feedback proc trigger in trip mine when the power is used or when an enemy triggers the bomb?
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They do, however, add in a balancing effect in that they fill out what the character can do. If it shows up as an auto or on the power tray, I say it counts.
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Quote:That last part about using cosmi balance sounds debatable. I'd say if they didn't attack or buff at all outside of cosmic, then it should be fine, but I'll let the others decide on that.Well, I'm considering giving this 'soloing AVs' thing a try, so I'm counting on you guys to tell me I don't have a chance... haha
Firstly, I've never attempted it - on any toon. However, my Human PB has successfully soloed the EB versions of Nemesis, Ghost Widow, and Nosferatu and many of the Praeteroian EBs. Most of these were done before I recently started 'Purpling Out' my PB.
Well, now she is purpled out, I have a lot of recharge (about 140% with Hasten, which is auto and has less than 20 sec. downtime) and Purple Procs for the extra damage needed. I've not calculated my DPS, but I feel like I might could put a dent in an AV. No, what would likely prevent me from succeeding is my Damage Resistance and my Endurance.
Right now, my Resistance sits at around 35% for Smash/Lethal to around 50% for Energy/Neg. Energy, with everything else somewhere in between ('cept Psi, that's around 11%, forget soloing a Psi-dishing AV). I don't have an real Defense to speak of. I depend on my Resistance and fast-recharging Heals for protection and that works very well against pretty much all normal content, but got a feeling it's not sufficient for soloing an AV. I believe to have a shot I'd have to stay in Light Form as much as possible and hope I can ride out the moments it's down. Lots of Oranges and Purples, maybe...?
Then there's my Endurance. I normally run all 3 Shields, Combat Jumping, and Assault all the time, plus have Hasten on Auto (thus it's up most of the time), so I can burn thru *alot* of endurance. To counter it, I have a Numina +Recovery, Performance Shifter Proc, and IO bonuses, so for most situations Endurance is manageble, even though I use it like a Hummer. But on Long Fights, it can start to dip low. I have Light Form and Conserve Energy for those moments, but not sure of the gaps between their downtimes. Maybe alternating between them will work. I also recently got a Miracle +Recovery, but haven't had a chance to see how much of a difference it makes. Additionally, I could probably turn off some of the shields, depending on the AV...
So, how to go about it? First, got to pick the right AV. An Uber Psi or Mezzing AV is right out, as is probably one of the Tanker Type AVs (my DPS is good for a Kheld, but not sure if it's that good). Any suggestions (or how about suggesting "Give this idea up, fool!")
Another opinion: LX stated that for these goofy scenarious, using a Shivan or other Non-AT based Pet is not really soloing. Well, what about having other players on your team but they don't help you fight the AV? They'd just stand around cheering you on...and of course provide some nifty Cosmic Balance buffs. I'm pretty much certain I could solo some AV with that haha. It *is* a part of our ATs package (we're not going outside the AT, like with a Shivan), but it does require teammates... Thoughts? Is it soloing an AV if you have teammates but they don't help with the actual fight? -
Here is a slightly edited version of Macskull's build taht gets capped and has a tad higher recharge. Also a bit more expensive, but by the looks of his original, cost was no object.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Bane: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Villain Profile:
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Level 1: Bash T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Wolf Spider Armor S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(9)
Level 2: Combat Training: Defensive RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(13)
Level 4: Bane Spider Armor Upgrade TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(15)
Level 6: Mace Beam Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17)
Level 8: Hurdle Jump-I(A)
Level 10: Tactical Training: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(23), RedFtn-EndRdx(36)
Level 12: Hasten RechRdx-I(A), RechRdx-I(19), RechRdx-I(29)
Level 14: Super Speed Run-I(A), EndRdx-I(31)
Level 16: Health Mrcl-Rcvry+(A)
Level 18: Shatter T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Tactical Training: Leadership GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 24: Cloaking Device RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48), RedFtn-Def(50)
Level 26: Venom Grenade Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(29), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dam%(37)
Level 28: Build Up RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 30: Surveillance ShldBrk-Acc/DefDeb(A), ShldBrk-DefDeb(39), ShldBrk-%Dam(40), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46)
Level 32: Crowd Control Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Placate RechRdx-I(A)
Level 38: Poisonous Ray Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 41: Mental Training Run-I(A)
Level 44: Web Cocoon NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Acc/EndRdx(45), NrncSD-Hold/Rng(45), NrncSD-Acc/Hold/Rchg(46), NrncSD-Dam%(48)
Level 47: Tactical Training: Assault EndRdx-I(A)
Level 49: Combat Jumping LkGmblr-Rchg+(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest Empty(A)
Level 1: Conditioning
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Set Bonus Totals:
16.5% DamageBuff(Smashing)
16.5% DamageBuff(Lethal)
16.5% DamageBuff(Fire)
16.5% DamageBuff(Cold)
16.5% DamageBuff(Energy)
16.5% DamageBuff(Negative)
16.5% DamageBuff(Toxic)
16.5% DamageBuff(Psionic)
12.7% Defense(Smashing)
12.7% Defense(Lethal)
5.5% Defense(Fire)
5.5% Defense(Cold)
6.75% Defense(Energy)
6.75% Defense(Negative)
3% Defense(Psionic)
22.4% Defense(Melee)
10.5% Defense(Ranged)
8% Defense(AoE)
4.5% Max End
46.3% Enhancement(RechargeTime)
36% Enhancement(Accuracy)
2% Enhancement(Held)
10% FlySpeed
128.5 HP (12%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.5%
MezResist(Held) 8%
MezResist(Immobilize) 22.3%
MezResist(Sleep) 4.7%
MezResist(Stun) 4.7%
MezResist(Terrorized) 2.5%
11.5% (0.2 End/sec) Recovery
5.36% Resistance(Fire)
5.36% Resistance(Cold)
10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Why would you want any changes on a set that's so strong and pretty?
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First off, let me start by saying Nosferatu is hard to kill even as an EB on most casually(not made for the purpose of av soloing) played toons, so he probly shouldn't be the test dummy. But congrats on beating him though! And for this purpose, I would say Shivans are out.
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It seems to me that nearly every AT has some sort of power set combination that can solo AVs, but is it possible for a WS to get the job done? With no consideration of price or time needed, can someone find a build that gets through the AoE advantages and ST defects of the WS to solo and AV? I am not looking to do it myself, at least anytime soon, I'm just curious as to whether or not it can be done.
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Quote:This. My SD/Fire tank is currently lvl 30 and i love it. His defense isnt capped yet, but its sitting pretty at a tad below 40%. Once weave is added to the mix, it becomes hard to get hit. Add to that fire's 2 AoEs and Shield Charge and AAO from SD, you have some good aggro control from gaunlet alone, with good damageObviously I'll chime in with the suggestion of Invulnerability
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In all fairness though you may want to think about Shield; it'll need some IO love to reach it's full potential but it's not that hard to soft cap a Shield tanker with power selection and moderate IO slotting. The last character I took to 50 was a Broadsword/Shield scrapper and it was a real eye opener; once I got it close to the soft cap it suddenly jumped into tanker levels of survivability.
One of my latest projects has been a Shield/Fire tanker; the set's a slow starter but once it starts to mature it gets really good really quick. Based on my scrapper who's run the ITF as main tank (yes, a SD scrapper can main tank an ITF) I've no doubt it'll mature as a very sturdy and functional tanker.
Shield is also a "set and forget" set, your only click defensive power is One with the Shield. It also gives you a really NICE AOE attack with Shield Charge... it gives Scrapper levels of damage. While it can be a bit end heavy I solve that problem by slotting Gift of the Ancients in my defenses... that gives 2% recovery and 1.8% more endurance for 4 IO's. -
I honestly thought that it was already like this. But i guess it was just siphon power. So no biggy for me.
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To the OP, they are epic in an evil Rambo sense
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Quote:That is completely wrong. Bosses will have melted tooFire/TA is a very good blend it features massive control, excellent damage, and good debuffs.
The redraw is only annoying if you focus on it and you can set your attack chain to minmize it by using all your secondary powers in a row.
3 AoE controls Flashfires, Cinders, and EMP Arrow.
2 single target controls Ice Arrow and Char can be stacked quickly on a boss or can be stacked with an AoE hold to neutralize multiple bosses
2 Acc debuffs when fully slotted and stacked give excellent mitigation againt those mobs not controlled. When stacked on top of one of the defense based epic armor make for a very tough controller.
Against standard spawns start off with Smoke then Flash Arrow. Open with an AoE control. Move into close range for hot feet. Drop your debuffs (Acid Arrow, Disruption Arrow, and Oil Slick if recharged) Lock down anything that escaped the initial AoE control. By that time Imps and Hot Feet will have melted anything except a boss. -
I would assume it would work so that each of the three has its own individual chance.
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No shout? I thought with its longer lasting resistance debuff that it would be plenty worth taking.
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Quote:Perma AM helps out a lot, but those debuff toggles are very expensive as well. Adding into that what seems like an endless string of attacks, endurance becomes a bit of an issue at times.In my opinion it's the fast animating immobilize, powersink and the energy resistance which is always nice to have
Conserve Power was a very recent addition to a pool that's been the prefered choice since long before. And since Sonic Blast is such an end efficient set CP might as well be irrelevant (what with having perma AM and all) -
Quote:As far as I know, it's because of conserve power. It helps out a lot with the prolonged av fights. Nothing will hurt a solo av fight more than having to stop attacking to regain endurance, or having your debuffs get detoggled because you ran out of endurance.If you don't mind a question here... I have a son/rad that I am seeing if I can work into an AV soloer while still being fun to play otherwise. One thing that seems pretty consisent about all the son/rad AV builds is the Mu patronset. Is it the energy resistance or the conserve power that makes it the patron powerset of choice?
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That was my thinking on it. Shadow Meld would still help if you went against enemies with some -def powers, or anyone with +tohit, but thats about it after softcapping. Of course anyone who cannot afford to IO out their character can still use it on a regualr basis.
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Quote:Ok, I must have misunderstood howthat works. Whenever hasten wears off ingame and I see its circle shrink back down due to the lack in recharge, I thought it went down to where it would be at in its recharge time before the +rech was even applied. Thank you for clearing that up.AM down for almost a minute? No. That isn't how it works, I promise you, and I'm speaking from experience.
What'll happen is, Hasten will drop, but it'll be 3.6sec from being recharged. You lose the recharge bonus from Hasten, so the last 3.6sec of its recharge will actually become 4.59sec. (120/123.6=0.97 ; 153*.03=4.59) This means Hasten is up 120sec, and then down 5.32sec (accounting for its 0.73sec activation time). That's 96% uptime.
As for AM, Hasten being up 96% of the time, you'll never lose it. It'll actually recharge, on average, in 119.45sec. Since the two cycles aren't exactly the same, you might lose AM for literally a split second now and then. But never for more than one second.
EDIT: fixed my math in this post for accuracy. -
Quote:On the topic of CJ and hover I have to agree with your reasoning.First, you absolutely can't do without the accuracy in Lingering Radiation. Missing with LR is among the worst things that can happen in an AV/GM fight. It represents 30ish seconds of the AV/GM regenerating at the full rate. Don't shortchange this power for accuracy.
And IMO, a few seconds downtime on Hasten would hurt you a lot less than losing the recovery and regen you're sacrificing to get it perma.
Also, Hover is better than CJ just because you're all about ranged defense. With Hover, you float up and out of the AV's reach, and staying at range is a non-issue. With CJ, you'll be kiting constantly to keep the AV from punching you in the face, and every time you get rooted in a long amination like Acccelerate Metabolism or Radiant Aura, you will very likely get busted in the chops. I advise Hover. Very strongly.
Edit: I just realized that Radiant Aura doesn't root, but AM definitely does, as do all of your attacks (although they're relatively quick). You could probably live with kiting AVs, and some builds that have a spammable immob power can stand their ground. But for this build I really must advise Hover over CJ.
However, the "minimal" downtime on hasten actually is more than it seems. This is because as soon as hasten wears off, so does the recharge bonus it gives. That in turn makes AM non perma, which removes its recharge bonus for a while. with those 2 major recharge buffs gone, the downtime on each power becomes near 50 seconds. That is 50 seconds without AMs recovery, causing a net decrease in my recovery rate, which is not good for long fights like AVs. Not to mention that is 50 seconds without that net 100% recharge bonus and 20% dmg bonus, severely reducing my dps for almost a minute every 3 minutes. Due to the high amount of defense, I don't think the 2 hp per second regeneration is all that diminishing. And with that AM downtime, my recovery is actually better off with the perma hasten route.
I'm sorry if it sounds like I am trashing your build, that was not the intention of this post, because your build was very good and very helpful. I just personally think that with the difference in keeping AM up all the time and having it down for almost a minute is major enough to slow down my overall DPS and cause the character to not finish off an AV. -
Thanks, I really liked the build. And although unorthadox, I found a way to make one or two tweaks to get hasten perma without shortchanging myself on the defense. Here are the changes.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
SonRad Corruptor: Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Shriek Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(15)
Level 1: Radiant Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Accelerate Metabolism P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(25), Zephyr-Travel(31), Zephyr-ResKB(33)
Level 6: Radiation Infection DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb(25)
Level 8: Swift Flight-I(A)
Level 10: Combat Jumping Zephyr-Travel/EndRdx(A), Zephyr-Travel(23), LkGmblr-Rchg+(40)
Level 12: Amplify GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Health Mrcl-Rcvry+(A)
Level 18: Sirens Song FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/Rchg(36), FtnHyp-Sleep/EndRdx(37)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Lingering Radiation RechRdx-I(A)
Level 24: Enervating Field EndRdx-I(A)
Level 26: Screech Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
Level 28: Boxing Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(33), Stpfy-Stun/Rng(34)
Level 30: Tough S'fstPrt-ResDam/Def+(A)
Level 32: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 35: Hasten RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), RechRdx-I(48), RechRdx-I(48), RechRdx-I(50)
Level 38: EM Pulse UbrkCons-Hold/Rchg(A), UbrkCons-Hold(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Charged Armor Empty(A)
Level 44: Shout Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Conserve Power RechRdx-I(A)
Level 49: Shockwave ExStrk-Dmg/KB(A), ExStrk-Acc/KB(50), ExStrk-Dam%(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
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Set Bonus Totals:
10% DamageBuff(Smashing)
10% DamageBuff(Lethal)
10% DamageBuff(Fire)
10% DamageBuff(Cold)
10% DamageBuff(Energy)
10% DamageBuff(Negative)
10% DamageBuff(Toxic)
10% DamageBuff(Psionic)
4.25% Defense(Smashing)
4.25% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
21.8% Defense(Energy)
21.8% Defense(Negative)
3% Defense(Psionic)
5.5% Defense(Melee)
33% Defense(Ranged)
5.5% Defense(AoE)
6% Enhancement(Stun)
44% Enhancement(Accuracy)
4% Enhancement(Heal)
65% Enhancement(RechargeTime)
23% FlySpeed
140.6 HP (13.1%) HitPoints
23% JumpHeight
23% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Immobilize) 2.2%
MezResist(Terrorized) 2.2%
24.5% (0.41 End/sec) Recovery
16% (0.72 HP/sec) Regeneration
7.56% Resistance(Fire)
7.56% Resistance(Cold)
23% RunSpeed
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The travel power change was just preference, didnt change stats at all, and CJ costs less endurance than hover. The six slotting of hasten helped push it over to perma, which is nice. and you made some good use of BotZ -
Quote:I forgot the name of the character but I got a respone from a merc/storm in game. Was that you?Mmmm, I guess I won't bring Dominator then. LOL I remember those bosses can't be held for like one full minute. They used god-mode or something. Yeah, good luck for my dom to kill one, let alone there are 3 of them.
I am going to try yours tonight before True Blood. I'll use my Merc/Storm or Necro/Pain.