Pyro_Master_NA

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  1. Quote:
    Originally Posted by Kyriani View Post
    I was the author of the original topic about the +heal set bonus issue. The issue isn't that a +heal set bonus is bad. The issue was that a +heal set bonus IN A SET DESIGNED FOR A SPECIFIC AT when several of that AT's primary power sets have no ability to heal at all made that particular set bonus unusable (I don't want to use the term useless or bad) by members of the very AT the set was designed for. It would have been like having the Controller AT set have a set bonus that ONLY buffed confusion duration... when not all controllers have confusion powers. Does that make sense?
    The issue I have is that there is always going to be a bonus for defenders that not everyone will benefit from. Even if it was a +% to all buffs, then you'd still have TA gripes. +% to debuffs and you get empath gripes. And just because other ATs can heal, doesn't mean that those ATs would benefit more from a +heal% set bonus in their AT IO set. If the devs want to add in a +heal in any AT's IO set, then as the only AT with heals available in their primary, defenders make the most sense.

    Besides, you can't tell me you get 5 slots of crushing impact for the immob resist, right? Right, because you don't always get a practical use out of every bonus on the IOs you slot, just like not everyone will benefit from the +heal on the defender's AT IO set.
  2. Quote:
    Originally Posted by Starsman View Post
    Get rid of assault instead.
    He said that slots were tight, and assault is about as slot light as you can get.
  3. All I remember hearing is people complaining that defenders had a single aspect that increased healing, as if it was blasphemy to put in a set bonus as +heal for them, and they didn't even mention the other 4 bonuses.

    Anyway, that link is helpful and the first productive thing I've seen, thanks.
  4. Quote:
    Originally Posted by Oathbound View Post
    I don't think chains (as currently implemented) would work with AoE powers, unless each mob only had a Chance to chain.

    As is, when a mob gets hit by a chaining power they get an effect that says they can't get hit by that power again for X Seconds. If you use an AoE that just means every mob gets that effect, which means there's no legal targets for the power to chain too (except any mobs you might have missed).

    You can't really have the chain without the "can't get hit again" effect though, cause that just means the chains would be able to bounce back and forth between the same few mobs over and over again. Making an AoE chain used against fewer mobs deal crazy damage to them (because each would get hit with the chain multiple times).


    I could see having a chance to chain on Charged Bolt and Lightning Bolt though. Increase the set's AoE potential to make up for it's lower single target damage.
    Theoretically, it would let you hit more than the target cap on AoEs if you have say, (extreme, I know) 40 enemies, SC hits 16 or whatever it caps at, and then chains to hit another 10 enemies. Would also help if anything is outside of the normal AoE radius.

    Wouldn't be something I'd add in personally, but it would have some uses.
  5. If the next round of proliferation doesn't give controllers either /traps or /dark, I think I am going to kill something. That's right, kill it. Not arrest it and teleport it to a hospital, kill it.


    That being said, I REEEAAALLLY want a fire/dark troller and a plant/trap troller.
  6. Quote:
    Originally Posted by DreadShinobi View Post
    1) damage modifiers. Against All Odds is going to increase the damage of a scrapper far more than a brute because of fury and lower base dmg. Shield Charge is also going to be hitting harder on a scrapper due to the base damage of it and it's damage cap not syncing up with brutes (shield charge is a pseudopet which means it has a 300% damage cap, which fury eats into quite a bit)
    Just to add a bit to this, I am going to give some slght explainations.

    Scrappers have higher base damage than brutes, so a 10% increase to scrapper damage will increase the raw damage numbers more on a scrapper than on a brute. On top of this, Scrapper damage modifiers are higher, meaning that if AAO gives scrappers 12.5% damage buff for the first target, and 6.88% for every target after that, brutes are only getting 10% and 5.5% respectively. Since it's a lower percentage on a lower base damage, the differences add up quickly.

    On the fury note, it makes the overall percentage of increase lower as well. Since brutes' fury makes their attacks go up by around 150% damage, and enhancements are about 95%, that puts them at +240% damage buff. AAdding on another 15% means just 240 to 255, not that noticeable. But a scrapper only has enhancements adding to damage. So it's 95% from enhancements and 19% from AAO, so it goes from +95 to +114, which is more noticeable.

    Finally, with shield charge. Scrappers do 113 with SC, and brutes do 100 (at lvl 50). Normally, a brute will make up the difference with fury adding to the damage buff. BUT, sheild charges uses a psuedo pet, so it's damage cap is not the same as the brute's, even when a bruute uses it. So while a brute relies on it's higher damage cap to close the gap between scrapper damage, it caps out at +300 just like the scrapper does, and can't close that gap. This also means that if the brute can somehow cap himself, other AoE attacks can surpass SC in damage, but recharge much faster. The same goes with lightning rod, which is why scrappers get better mileage out of the overall combo as well.
  7. Dark/SD/fire scrapper or a SS/fire/soul brute.
    Fire/rad corruptor or controller.
  8. Quote:
    Originally Posted by Pitho View Post
    I'm pretty sure I saw a comment somewhere saying the devs balance Itrials with IOs in mind, but everything else is still based around SOs.
    I was under thi impression that itrials were balanced around everyone having at least a t2 of each ipower, and making it easier the more times you run it since once you surpass that level, you get ishifts and crazy buffing and pet ability.
  9. Quote:
    Originally Posted by Nihilii View Post

    Invul I'm not so fond of mechanically. I would much rather be Shield, but can't live with the shield GFX and animation changes. However, invul still offers a good aggro aura, decent defense, resistance, tohit, HP, DDR and other misc resists to debuffs as well as minimal FX invasion, so it's a solid pick for me.
    I actually prefer the KM animations with shield in hand. They're something you rarely see. And the +damage mechanic in a KM/SD character is awesome, especially with a scrapper.
  10. Quote:
    Originally Posted by Obitus View Post
    Do you mean this thread?

    Not seeing a solution in there.
    Yes I did. I am now questioning my sanity, as I feel like I'm remembering apost that wasn't actually there. Or maybe I was just remembering Dechs saying that whole 1dps chain and the whole 4 hour bit. Though, if the contagious confusion proc was level scaling as Arcana suggested, I could see a few controllers being able to get down all AVs by having them kill each other off, but then that last one I don't know how they'd manage it. They'd have to be all buff based, and not so much debuff based. Too bad trollers can't get /traps, because 8 PGTs would actually dent the regen rates. Too bad nothing with PGT has any confuse powers apart from WoC, which would require constant melee range.
  11. Quote:
    Originally Posted by KillerShrike View Post
    I have great love for /SR, but I'm hesitant to play it on a tanker.

    In beta for freedom, I made a level bumped 50 SR/MA (a mirror of my original MA/SR scrapper), fully slotted out with the top end IO's including purples, and I was not impressed.

    I ran side by side tests vs various high end threats such as the back stretch in RWZ, pylons, and running the Cimm wall, a few maxed out tip missions (malta, carnies, etc), and some other random stuff.

    The tanker was actually less survivable than the scrapper, as the scrapper would annihilate mobs much faster. The less time the mobs have to swing at you, the less time the random number generator has to screw you.


    Now, a different melee set might find SR/ more durable on a tank, but I wont be making a SR/ tanker anytime soon. Invul on the other hand is quite durable.

    YMMV; good luck.
    This is a subject people rarely look at for survivability. If 2 characters have capped defenses to the same damage types/positions, and no other form of survivability other than HP differences (smaller here since SR has no +hp powers), then kill speed on your part means more survivability because they have less time to put you down.
  12. I believe Dechs did the math for this one. It *could* be done, but you would be overcoming their regeneration by like barely 1 hp/s and would have to not get hit by any DoT effects so the one shot rule keeps you alive. It was all buff based, since as mentioned, debuffs won't really do much of anything. Everyone on the team was defense and resistance capped, but it really doesn't help much if they manage to hit you. And when I say defense capped, I mean it was somewhere around 130% defense or something to that effect. I believe everyone had tactics running as well. And as for their tohit buff, I think someone in that thread said it leveled off after +10, but I'm not positive on that part. Look back a few pages on these forums and you should find it.
  13. Quote:
    Originally Posted by MajorTractor View Post
    Balance has to happen both while leveling and at 50. Yes, the game is balanced around SO's, but you have to be insane to think the Devs don't look at IO'd builds at all when considering it. That is just asking for problems.

    Besides, haven't you learned to use inspirations yet? One or two Lucks makes a huge difference in survivability. This wouldn't be the first defensive set that would need a little inspirational help in the leveling process. My Dark Armor Brute ate blues faster than a 5 year old kid eats candy on Halloween, even after IO's until I got Cariac Alpha slotted. I don't see how Regen would be any worse off needing to carry purples and oranges.

    I think this discussion might need to address the fact that Brutes already have Regen. This means that they way it was proliferated to Brutes has already undergone balance testing and they have decided its fine. So now all they really need to do is balance the scale up to Tanks in the same amount as the other sets that are shared with Brutes. How much better is SR on a Tank than a Brute? If I recall correctly, it is the only power set to be proliferated in this direction. SR is easier to soft cap, the scaling resists are slightly better, and it has more hit points, but is not drastically changed or drastically better
    on a Tank.

    The only real changes to armor sets happen when they get proliferated to Stalkers. Between Tanks, Brutes, and Scrappers most of your differences are added taunt auras and the AT resist, defense, and hit points scales.
    The issue Arcanaville stated earlier that I didn't realize in full until then, was that regen and +hp don't scale with tanker mods in the same way def/res does. Yes, tanks would get a "bigger" heal and +hp from regen, and obviously more hp/s from an even regen percentage, but it doesn't make as big of a difference (from brute to tank) as defense or resist mods do when they scale.

    A simple fix, IMO would be to give FH the regen debuff resistance that WP has, give a bit to integration, and then give quick recovery recharge debuff protection equal to that of quick/lightning reflexes. Then make reconstruction a clone of healing flames (lower recharge). None of these changes would be game breaking, but they would add up to quite a bit more survivability. As someone else pointed out, for every 2 uses of reconstruction, you could have fired off 3 HFs, so I think as the regenerating set, it should at least have an equal amount of healing from it's main "healing" (not regenerating) power.
  14. Quote:
    Originally Posted by Schismatrix View Post
    i've had even con minions at something close to full health in Poison Trap's AoE suddenly fall over defeated without any visible damage numbers many times. i have three damage procs slotted in Poison Trap and one should not be enough to defeat a minion at or near full health, so i suspect it's an occasional anomaly with the mob, not the procs. Either that or one of the procs is bugged so that it occasionally does massive unreported damage.
    There's always that chance that the minon got hit by multiple procs at once.
  15. Quote:
    Originally Posted by EvilGeko View Post
    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Level 25 Magic Tanker
    Primary Power Set: Regeneration
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fighting

    Hero Profile:
    Level 1: Fast Healing -- Heal(A), Heal(3), Heal(3)
    Level 1: Energy Punch -- Acc(A), Dmg(23), Dmg(23)
    Level 2: Reconstruction -- RechRdx(A), RechRdx(7)Heal(7), Heal(15),
    Level 4: Bone Smasher -- Acc(A), Dmg(5), Dmg(5)
    Level 6: Fly -- Fly(A)
    Level 8: Integration -- Heal(A), Heal(9), Heal(9)
    Level 10: Dull Pain -- RechRdx(A), RechRdx(11), RechRdx(11), Heal(13), Heal(13)
    Level 12: Quick Recovery -- EndMod(A), EndMod(15)
    Level 14: Taunt -- Taunt(A)
    Level 16: Whirling Hands -- Acc(A), Dmg(17), Dmg(17)
    Level 18: Resilience -- ResDam(A)ResDam(19), ResDam(19)
    Level 20: Instant Healing -- RechRdx(A), RechRdx(21), RechRdx(21)
    Level 22: Boxing -- Acc(A)
    Level 24: Tough -- ResDam(A), ResDam(25), ResDam(25)
    ------------
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A),
    Level 1: Brawl -- Acc(A)
    Level 1: Fury
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run

    --------------------------------------------------------------------

    I could tank with that at level 25. That gives me about 43% Sm, Le resist, 40% Toxic, and 19.5 to everything else. Dull Pain is down for 64 secs, that's a bummer. Recon is there for me every 36 seconds.

    Probably not as good or about even with a Fire Tanker at that level, but I could tank with it.
    How did you set up regen as a primary in mid's?
    I've known for a while now that you can do this kinda stuff, but never bothered to learn how myself.
  16. Quote:
    Originally Posted by MajorTractor View Post
    I think it has to do with the way on scrappers a critical on the T9 attack instantly recharges your power siphon.

    I've only played it on a Brute that got deleted at about lvl 40 because the powerset felt underwhelming to me.
    To an extent, yes, this helps scrappers vs brutes. But this would actually be one of the rare instances where the mechanic helps stalkers most, because you can placate and control the critical and auto BU recharge.

    But since this is a brute/scrapper comparison, it works. Even without it though, Nihilii's reasoning is solid enough reason to go scrapper over brute.
  17. Everyone here is is saying their opinion is that regen tanks wouldn't be tough enough without pool powers, or IOs, or outside buffs, what tank is? Nothing is tanking more than about +2x5 on SOs alone. And that's something my controller can handle once he got IOs thrown into the mix. People have said "Pool powers shouldn't be necessary," as well. Ok, your invuln tank won't be res capped to s/l then. And if they port it, my regen tank will have 3% short of your fire tank's s/l resists, on top of AV lvl regeneration and more HP.

    To those of you who wouldn't play it, don't, but I sure as hell would pplay it, and I sure as hell would build a monster out of it.
  18. Quote:
    Originally Posted by Pyro_Master_NA View Post
    ***Edited completely because build link wasn't working and I fixed the build very fast after posting.***

    Ok, so here is an incomplete build (because mid's doesn't have tank regen) that has capped s/l/e/n defense. HPT is used as a set holder for what resilience would have.

    I originally had just a link, but it wasn't working, so I'll just post this big ol mess.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Martial Arts
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: [Empty]
    Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 2: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 4: [Empty]
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Maneuvers -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(9)
    Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(13), Mocking-Rchg(23)
    Level 12: [Empty]
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
    Level 16: Weave -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(21)
    Level 18: [Empty]
    Level 20: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: Spring Attack -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(34)
    Level 35: Dragon's Tail -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37)
    Level 38: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: [Empty]
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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    Had an idea. Since Mid's wont give you regen as an option on Mid's, just make a scrapper version. Add in tank mods on weave/cj/maneuvers, and add in the 10% defense from Storm Kick, and you get a rough draft build for a defense capped regen tank. Add in the higher resists that a tank would get, and it's sitting at around 43 s/l resists and 20% to everything else. Add in a fast heal, a +HP power, and lots of regen, you get the definition of layered defenses. And of course, when defense debuffs come into play, you pop MoG and by the time it wears off, so have the debuffs.

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  19. Quote:
    Originally Posted by Mint View Post
    If they were to make instant healing a toggle for tankers only and get rid of the revive power and replace it with a power like rise to the challenge for tankers only, the set would be very good for a tank I believe. So your power list would look something like this.

    1.) Fast Healing
    2.) Reconstruction
    3.) Quick Recovery
    4.) Dull Pain
    5.) Integration
    6.) Resilience
    7.) Instant Healing (available as a toggle for tankers only)
    8.) Rise to the Challenge or....
    8.) Power Sink (This power drains health from enemies and returns it to you)
    9.) Moment of Glory

    If you were to have a power like power sink where instead of draining endurance and returning it to you, it would drain health and return it to you affecting up to 10 foes, that would be very cool I think

    If it looked like that, I would be very interested in that.
    So your power sink would be like a dark regeneration clone? I think with DP and recon, it has enough heals. Making IH a toggle would likely make them reduce it's effectiveness, and I don't think many people would like the idea of that. I personally think it's fine as is if it was a direct port. The higher scale on resilience and the higher HP would make it fine in my book.
  20. ***Edited completely because build link wasn't working and I fixed the build very fast after posting.***

    Ok, so here is an incomplete build (because mid's doesn't have tank regen) that has capped s/l/e/n defense. HPT is used as a set holder for what resilience would have.

    I originally had just a link, but it wasn't working, so I'll just post this big ol mess.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Martial Arts
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: [Empty]
    Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 2: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 4: [Empty]
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Maneuvers -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(9)
    Level 10: Warrior's Provocation -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(13), Mocking-Rchg(23)
    Level 12: [Empty]
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
    Level 16: Weave -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(21)
    Level 18: [Empty]
    Level 20: Focus Chi -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: Spring Attack -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(34)
    Level 35: Dragon's Tail -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37)
    Level 38: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: [Empty]
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  21. Quote:
    Originally Posted by Wintry View Post

    On a sidenote even with more def you'll find yourself stabbed in the back on a regular basis by lack of DDR.
    And no, adding DDR isn't an option either, because DDR is only for sets that also actually get defense to begin with.
    So those fire tanks, elec tanks, and dark tanks with capped defense and no DDR are wasting their inf, right?

    Quote:
    Finally, I don't think the devs would be too keen on the idea of placing another primary set on the menu under tankers at character creation, including above the set's description in big red lettering: "WARNING: This will utterly suck unless you extend it with a system that errr... you sort of need to be VIP for or have a truckload of Paragon Rewards for."
    Or big red warning label for stone saying "you will be squishy and enduranceless until lvl 32, at which point you will deal next to no damage".
    Or on a dark saying "your heal will crash your endurance bar, and that hellion buckshot will knock you on your ***"
    Or in fire saying "arachnos minions will immob you and kill you from range while you can't hit them"
    Or in invuln saying "psi damage will cut your genitals off"

    Without IO investment, all of the above are true (ok, the genitals might be an exaggeration) for those sets, and regen is no different. In fact, regen has one of the BEST performances on SOs only, and it's the addition of IOs that make it slightly drop in the list.

    On another note not specifically replying to the quoted material, why is it that regen is apparently balanced enough with every other set to be put on a scrapper, brute, or stalker(where it is the most underperforming) but is apparently too weak for a tanker? As far as 1-50 non IO'd play is concerned, I don't see an issue. Regen's real "godmode" power is IH, and you would get it on a tank at 18. Before that level, I don't see how a self heal, and 350% regen on top of 1100 extra hp above basse aren't going to be enough to keep you alive. And DP is great as both a pre battle power and during battle power, which is where timing and skill come into play. Let's also keep in mind that resilience's new resists wouldn't be the same numbers on a tank, just the same scale. Which, on a tank would put them at about 20% resist to all (including psi and toxic), and for a single passive power that comes at lvl 12, that's not bad.
  22. Quote:
    Originally Posted by Red Suzzie View Post
    I'm not sure how to do that in Mids.

    So 45 softcap -9.4 =35.6 S/L defense BEFORE I'm in range of at least 1 baddie?
    Right click on invincibility. Go to the bottom left hand window with the info on it. Drag the green bar to one enemy in range. That will show your defenses with one enemy buffing invincibility.
  23. Quote:
    Originally Posted by Gospel_NA View Post
    I don't really care.

    I'm not interested in defending my position or particular use of words. If you've posted to simply argue a point, you're wasting your time. Some of you have only posted in the thread to join an argument.

    You can continue to post why you choose to play a stalker if you wish. I have no further feedback on the argument.
    It makes me chuckle that the title is an arguement on why/why not to play an AT and the arguement your refering to is an arguement about why we like to play stalkers. As Claws and Errant said, the only reason to play ANY archetype is how much fun you have with it. I personally play all ATs and have one of each at least in the mid 30s and several brutes at 50. All of the combos I have are because of FUN, not performance. Even my fire/ss was based on a supersaiyan idea, and was only used as a farmer after he was temporarily retired to work on alts.
  24. Quote:
    Originally Posted by Gospel_NA View Post
    I didn't feel it was necessary to explain myself any further.

    However, I cannot care less about the combinations. I didn't ask what people thought about the sets. I'll play what I want to play.

    I asked the question, because I'm looking to see if I'll care to play a stalker any further than I already have. Pretty much all the answers have amounted to intangible evidence as to why one should be a stalker. It all comes down to a "feeling" which is a superficial reason to play an AT.

    I have played many characters recently that I simply haven't enjoyed and have rerolled them at different level ranging from as early as 10 to as late as the mid 40's. I'm not interested in wasting anymore of my limited play time. So, I ask questions like this one. Unfortunately answers that boil down to "because I like it" doesn't give me an idea of whether I'm going to like it. (Though the responses are welcomed and the insight is helpful. But, it's anecdotal at best)

    That's pretty much all I have to say about that.
    Well what you are calling a superficial reason here is the MAIN reason for some players and is not viewed by most as a superficial reason. That "feeling" is developing a character background that happens to only work for the stalker AT and enjoying the character reguardless of whether or not someone else can do more dps or survive more incoming dps.

    For many people, the things you ask for in the main post are viewed as superficial. Your original post has the attitude of "What's the point when other ATs are stronger?" To many, thinking you aren't going to enjoy the character for that reason is superficial because all you are concerned with is performance, not the character. The damage/survival/speed, not the story or reason the character was created.

    *This is all my view on what you have said based on just the text that was read, and is not me trying to tell you what you are thinking. Just the way I'm interpreting what you have said, and what others have openly said in the past.
  25. Quote:
    Originally Posted by Starsman View Post
    It's long overdue. It's been my number 1 complaint for many years now, even before I cared about balance I hated the power management screen.

    Obligatory repetition of a recommendation:

    Whatever new interface you make, Devs, remove the Primary/Secondary barriers. Group powers by type instead of source (attacks/survival/support/debuff/control).

    For instance, if a fire/super strength tanker goes to his "Attack pool", he will see both, Burn and Jab in the same "pool".

    .
    The only problem here is when 1 power fits in 2 groups. Would a controller's hot feet be in control or damage? Would short circuit be in debuff, control, or damage? When you look at all the powers that can fit into several groups, you just get a bunch of slightly less scattered groups instead of the one we have now. I say make groups, but not by power function. Make it pri/sec like it is now, but put all pools/APP/PPP in one group, accolades in one, temps in one, and inherent in one. Make them all a clickable window like salvage currently is, but with the scroll lists. OR, make them dropdown lists.