Robotech_Master

Legend
  • Posts

    503
  • Joined

  1. I'm pretty sure there is a chest in the Abandoned Sewer Trial that is the wrong color—that should be yellow (denoting Particle Beam Cannon) but is instead green (erroneously denoting Plasma Flamethrower).

    I remember it being that way years ago when I last did the Abandoned Sewer Trial. Then, when I did it again tonight, one of the three people who got the three yellow chests disconnected and never came back—but we still had three particle beam guns, as one of the people who had been instructed to get the green chests had one.

    I'm a little surprised that it's still that way after all these years…maybe so few people have bothered to do the trial that almost nobody ever got around to reporting it?

    At any rate, it would really be nice to get this fixed. I'll probably go ahead and /bug it next time I actually do the trial, too, but I thought I'd mention it here as well since I have no idea how long it will be before I get around to that.
  2. Quote:
    Originally Posted by Blackleviathan View Post
    If anyone wants to do it PLEASE drag me to it!!! I need that badge for that.
    If you should transfer to Virtue I'll be happy to help.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    I imagine it still will be. A level 42 boss is +2 to a level 40 character and cons +2 on top of that, which makes him purple. I imagine if the Trial featured minions and lieutenants then those wouldn't be, but in the six or so times I've run it, I've never seen a single minion and I've only seen a handful of lieutenants. The entire Trial is almost nothing but bosses.
    Even if that's the case, +2 bosses really aren't that hard. I used to run on +2 difficulty back in the days of SOs with no problems, and have run a number of TFs on that difficulty level. Certainly they're not anything like as hard as +4s would be.
  4. Quote:
    Originally Posted by Captain_Photon View Post
    I've noticed that kind of thing happening in tip missions a lot, particularly the kind where you're supposed to rescue somebody. You've just entered the mission, you're standing in the lobby with nobody around, and from somewhere comes the dialogue the hostage and captor are, from context, obviously supposed to say when they see you. That needs fixed.
    I wonder whether it might be intentional, to try to make sure that people in a mission don't miss the NPC dialogue even if someone else ran ahead of the group and triggered it.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    Oh, yeah, that's the other thing. The Trial auto-sets your level to 38, but everything in it is level 42 and all bosses. This Trial came with I1, back when level difference was one of the primary balancing mechanincs and when having more people on your team could cause the mission to spawn things +4 and +5 to its selected settings.
    When I ran it last week with my 50s, it auto-set level to 40, not 38, and the bosses were 42. I imagine that came in with the super-sidekicking system. If you haven't tried it in a while, give it another shot and see if everything is still purple to you.
  6. Personally, I'd like to have that one dying Vanguard officer in the last mission of the Lady Grey Trial silenced. Or at least, silenced in the rest of the map. It's like he's dying into a PA system--no matter where you go, you can hear his moaning and groaning. Yeesh. Just shut up and die already.
  7. Robotech_Master

    PL me!!!!!!!

    Also, there's one of the Ouroboros Task Forces where you get to fight all of the 5th Column AVs at once.
  8. Since I started playing CoH again several months ago, and sitting on the most commonly used badge/TF channels on Virtue, I've seen a number of trials and TFs being recruited for. I've even seen the Dr. Quatermain Shard trial recruited for once.

    What I haven't seen that I can recall is anyone asking for joiners for the Abandoned Sewer Trial, L38-40. It's as if it's been, well, abandoned. Perhaps people still remember it as being one of the hardest things in the game (which is kind of a laugh now that we have things like the Underground Trial) and are disappointed with the reward level. But I ran it a couple of times this week, and it was fairly easy.

    I did notice a couple of things that could stand to be improved, though.

    1) The Kraken rewards: Yes, I know, the monster Kraken used to be used for powerleveling. They aren't now. (Why would anyone use something so hard for powerleveling anymore when AE hands it to them on a silver platter? But that's another matter.) But now they provide even less reward than a L42 Rikti boss, and that doesn't make any sense. (I don't know about XP, of course, but they gave my L50 about 7,000 Inf while defeating the aforementioned +2 boss gave about 12,000.) The reward right now is so low that I would think it could be at least doubled or tripled without risking the return of powerleveling. Perhaps tack on a Reward Merit or two.

    2) End of mission rewards: I remember back when Hydra Enhancements were considered extremely useful, and people would run the trial repeatedly to get them. But now IOs make the Hydra Enhancements look downright anemic, and people outlevel them pretty quickly anyway. Now, 29 Reward Merits is about right for the hour or so the trial takes if you've got a good team, but perhaps you could add the choice of an Incarnate Shard salvage piece as an alternative for people who are L50?

    3) Put it into the Weekly Strike Target rotation: This would give people more practice and more familiarity with the trial, and more incentive to do it. I honestly don't know why it's not there now. It only takes about an hour or so, and it's not restricted based on contact availability. Perhaps because it's only available to heroes, not villains? That's easily enough fixed; just add a contact for it villain side, and make a separate-but-equal instance of the abandoned sewers available to villains as you have for Ouroboros. Or make the Sewers and Abandoned Sewers another dual-morality co-op zone, which would also give Rogues and Vigilantes a new way back and forth.

    Other than the above, the Abandoned Sewer Trial is actually pretty good. It's a lot more challenging than the "beat this person up. Okay, now beat these people up. Now beat this other person up. Now beat both of these people up together" goals of Incarnate Trials. It places a premium on teamwork, and you can feel a real sense of accomplishment for completing it. I'd like to see more people doing it.
  9. I just noticed when I tried to do "claim all" for my Account Rewards for a new character, it got to my Ascension Armor, which is only available to L50 characters, and errored out. It won't continue claiming all the rewards no matter what I do.

    Is there any way around this?
  10. Quote:
    Originally Posted by LightSide View Post
    Does Shield/ look best when paired with a weapon secondary? I'd think it would look strange to have a shield in one hand and nothing in the other, but maybe it looks ok?
    I imagine you think Captain America looks pretty funny, then?
  11. Quote:
    Originally Posted by StrykerX View Post
    Not to mention that Assemble the Team has a long cooldown. If Incandescence has the same recharge time as other Destiny buffs it will be useable a heck of a lot more often than AtT even in non-league content. Having a stealther who can summon the whole team to the boss room every mission without having to use up a pool choice to get Recall Friend will be very handy on certain TFs.
    Really nice thing about Incandescence is that even the Tier 1 version has that Assemble the Team effect.

    I honestly plan to add a T1 Incandescence to every one of my Incarnate characters, no matter what their "main" Destiny is. I can switch to it for use on L45-50 mission and TF teams. The nice thing is, outside of Incarnate content, it won't matter that it's not a T3 since its level shift only affects Incarnate content.
  12. Something I can't understand about Incandescence:

    * Is the "safe zone" it creates where these buffs are in effect centered around the teleport destination spot? Or is it centered around you wherever you move?

    * Is there any way to tell, visibly, where that safe zone ends?
  13. Surprised nobody's mentioned electric melee yet. It's got a couple of single-target attacks but also some quite decent AoE powers including a melee cone, a chain-effect lightning attack, a Total Focus style single-target attack with secondary AoE damage...and, of course, Lightning Rod.

    I should note, if you make a Shield/Electric Tank, or an Electric/Shield Scrapper or Brute, and take Superjump, you can chain Lightning Rod, Shield Charge, and Leap Attack and the poor 8-man mission spawns will never know what hit them.
  14. Quote:
    Originally Posted by Rangle M. Down View Post
    But you don't need to be in Granite 24/7 if you can build the character to be survivable outside of it. Granite makes for a nice fall back should all else fail. The -dmg, -recharge and -run speed, while in Granite, can be over come to a certain extent, but again, if you don't need to be in Granite to survive, why would you stay in it all the time?
    This.

    And note that in my post above, I refer to the costume thing basically as an afterthought. It's not my whole reason, or even a major one. It's just a supporting factor. (It's not even as if she really has much of a costume to be seen—her backstory is that she's an animated marble statue, so she's just white all over, but with cat ears and a tail. But at least the part that can be seen allows her to be easily distinguished from every other Stone Tanker out there.)

    (And just to note, you actually can see at least part of your costume now even with the non-Granite armor toggles on, to some extent. It used to be that all the Stone armors were full-body suits like Granite, and Stone Armor Tankers were colloquially known as "poo tankers" because of what the stone armor looked like.)

    Also, Granite isn't even available for over half the level range of the game. I've never understood those people who, upon hitting 32, promptly respec to pull slots out of all the other armor powers and stay in Granite all the time. I mean, sure, you can do it, but what's the point?

    In just about every other armor set I can think of, the level 32 slot is your "Oh sh*t!" button. It lets you become a lot harder to hit or damage for a short period in most cases (MoG, Elude, Overload, One With the Shield, etc.), or gives some other alternative method of preventing (Hibernate) or recovering from (Rise of the Phoenix) death. Stone Armor is different in that its "Oh sh*t!" button is a toggle, but that doesn't make it any the less of an emergency power as far as I'm concerned—a last refuge if something's managed to hurt you badly, to give you time to recover. It lets you soak up the damage better, sure, but that's only part of tanking. A Tanker who doesn't do anything but soak up damage is not much of a Tanker.

    Outside of Granite, you're going to be much faster and more agile (especially if you don't have a Kinetic available—and that's probably going to be most of the time, unless you're married to one), able to get to the enemies faster and to attack and taunt more frequently. Able to do a better job pulling them off your teammates. (Oh, and able to avoid psi attacks, too.) In other words, a better Tanker.

    And anyway, if it is possible to cap or near-cap your Defense outside of Granite (and, as that build shows, it is), why wouldn't you want to?

    If nothing else, staying in Granite all the time means you can't take advantage of your psi defense—and given that Stone Armor is one of very few sets that specifically protects against psi attacks, you're throwing away one of the biggest reasons to go Stone. And if you're not well-protected outside of Granite, you can avoid the psychic damage but then get totally trashed by the other types that the psychic's friends are slinging along with it.

    I'm happy to have Granite, and you'll note that the build does indeed slot it very well. I imagine it will see some use in particular situations. (Such as against enemies that use a lot of fire or cold attacks, since stone's protection against those types is a bit weaker than the rest.) But I'd rather run mostly outside of it and be a unique individual to the teams I group with—instead of just another faceless reject from the Devouring Earth.
  15. A bit of a silly question, but I was just wondering if there was ever any explanation for who or what some of the new suits of armor introduced with the various expansions were supposed to represent. Celestial armor, for example–is it supposed to be armor worn by gods? What is the significance of the Ascension pieces? What do those funky symbols mean?

    And there have been some pretty funky suits of armor introduced over the last little while. What sort of person or group would use the Alpha armor, or the Omega? Does the spider motif of the Sinister armor mean it is supposed to have some specific connection with Arachnos?

    I realize that there probably aren't any answers to those questions. It's just a little frustrating when trying to come up with in-character rationales for these suits of armor not to know what they are supposed to mean.
  16. I have an Ice/Ice Tanker at level 48, haven't played her since before inherent Stamina went in, and I want to respec her to take advantage of the changes. However, I'm having the problem that I run out of slots before I get everything set up the way I want.

    I have kind of a blind spot in slotting; I tend to want to six-slot everything. I find it hard to think in terms of not using entire sets. This works okay for builds that have slots to spare, but I'm having a hard time with this build so I'd appreciate if folks could give me some ideas.

    The powers in the build are the ones I want, though if anyone can convince me some given power is really lame I wouldn't mind swapping Afterburner in for something just because I've never had the chance to try it yet. I'd like to come as close as I can to capping her Smashing/Lethal and Energy/Negative defenses.

    I'd really appreciate suggestions. Thanks.


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

    Click this DataLink to open the build!

    Frigid Cat: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Frozen Armor -- Empty(A), Empty(3), Empty(3), Empty(5)
    Level 1: Frozen Fists -- Empty(A), Empty(5), Empty(7)
    Level 2: Hoarfrost -- Empty(A), Empty(9), Empty(11), Empty(11), Empty(13), Empty(15)
    Level 4: Chilling Embrace -- Empty(A)
    Level 6: Hover -- Empty(A)
    Level 8: Fly -- Empty(A), Empty(13)
    Level 10: Ice Sword -- Empty(A), Empty(19), Empty(21), Empty(21), Empty(23), Empty(23)
    Level 12: Wet Ice -- Empty(A), Empty(15), Empty(17), Empty(19)
    Level 14: Permafrost -- Empty(A)
    Level 16: Icicles -- Empty(A), Empty(17), Empty(27), Empty(29), Empty(29), Empty(31)
    Level 18: Glacial Armor -- Empty(A), Empty(31), Empty(31), Empty(33)
    Level 20: Frost -- Empty(A), Empty(25), Empty(25), Empty(27), Empty(33), Empty(33)
    Level 22: Ice Patch -- Empty(A), Empty(36), Empty(37)
    Level 24: Hasten -- Empty(A), Empty(36), Empty(36)
    Level 26: Energy Absorption -- Empty(A), Empty(37), Empty(37), Empty(39), Empty(39), Empty(39)
    Level 28: Taunt -- Empty(A), Empty(34), Empty(34), Empty(34), Empty(46), Empty(48)
    Level 30: Build Up -- Empty(A), Empty(46)
    Level 32: Hibernate -- Empty(A)
    Level 35: Greater Ice Sword -- Empty(A), Empty(40), Empty(40), Empty(40), Empty(42), Empty(42)
    Level 38: Frozen Aura -- Empty(A), Empty(45), Empty(46)
    Level 41: Freezing Touch -- Empty(A), Empty(42), Empty(43), Empty(43), Empty(43)
    Level 44: Block of Ice -- Empty(A), Empty(45), Empty(45)
    Level 47: Shiver -- Empty(A), Empty(48), Empty(48)
    Level 49: Ice Storm -- Empty(A), Empty(50), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(7), Empty(9)
    ------------
    Set Bonus Totals:
  17. Quote:
    Originally Posted by Rylas View Post
    I've given my reasoning, and am happy with my choice. Thanks again for the help in coming up with the build, but you're not the boss of me.
  18. Quote:
    Originally Posted by New Dawn View Post
    My problem with the build is that taunt comes too late. If your effects miss then somebody else gets aggro. So under tohit debuffs or versus good def you could be a waste of space for a few moments before 28. Mudpots is autohit when it comes to taunt but I just don't always visualize a Stone whizzing around.
    Just to note, thanks to the new exemping system I actually get access to Taunt at 23, not 28.

    I find that Mud Pots generally does well enough as a taunt to serve me at the lower levels, especially if I take the alpha by teleporting in while the rest of the team stays back; 23 is soon enough to have Taunt at my disposal. Perhaps if I do make a low-level exemplaring build, dropping slots from Granite and other later powers in order to slot up my lower ones better, I'll move Taunt earlier in that.

    I've gone ahead and committed to the build, and find it works very well at 50. With my Tier 3 Cardiac Alpha, I hardly notice any endurance dip at all, even with Maneuvers turned on. Haven't tried exemplaring lower yet.
  19. Quote:
    Originally Posted by Aneko View Post
    A Stealth IO in Teleport would be more efficient. Combat Jumping is certainly usable. Like Granite, not everyone runs around with Rooted on all the time.
    I already have a stealth IO in Sprint, as it happens. (Which, since I'm only running Sprint when I'm not running Rooted, works out rather well.) Given that a Tanker isn't exactly going to shrivel up and die from getting the odd smack or two even running through a mission with no stealth at all (I call that "Tanker stealth"), I don't see the need to use Stealth as my IO mule.

    Likewise, though, I can't see myself wanting to keep turning Combat Jumping on every time I detoggle Rooted. So I'm going to go with Maneuvers as my chosen mule. As End-tensive as my build is going to be, I won't keep it on all the time, but I can consider it a sort of Granite substitute to use only when taking alpha or at other times when I'm not going to be doing much attacking. And those times when I do have it, it will at least grant the rest of my team a slight benefit as well.

    I've made a few other tweaks to the build Rylas provided. I'm going to go with level 30s still, because in most cases the difference between 30 and 35 is pretty slim and the difference mostly doesn't affect my Defense rankings. (And also, I have 30s of a couple of the harder-to-find sets already, left over from rebuilds of other characters, which will make the actual slotting easier.) The exception is the set slots on my Defense toggles, and on Teleport, where I'm going with 50s because the benefits are more important than the bonuses. (I'm also listing L50 LotG global recharges in the build, to stand in for the Attuned versions I bought during the Black Friday sale that will give me full value at 50 but keep their bonuses all the way down to 25. That will help too.)

    I swapped out a couple of the LotG enhances in the toggles, trading the Defense/Recharges (and the Def/Rech/End in Minerals) for straight Defenses. I realize the idea behind using the Def/Rech was probably that ED will eat up a lot of what I'd get from a straight Defense IO, but on the other hand even a 5% difference is important at that level and it brings me almost all the way back to the cap overall. (I don't see recharge for the toggles as being that important anyway, given that they no longer drop on mez, and I'm already getting a 57% boost from set slotting.) I can always change them back later if I decide I want to.

    Rylas made sense on those Mako's quads, especially since I'm going to need that extra end reduction wherever I can find it, so I went ahead and put them back in.

    And since I hate getting smacked around outside of Rooted, and there wasn't anywhere to put a Steadfast or Karma anti-knockdown, I stuck a Gift of the Zephyr -KB in Recall Friend. Was a little disappointed I couldn't put it in one of my prestige Sprints. I mean, it says "any" travel power, geez! :P

    (Honestly, I'd rather have put it in Teleport to scoop the 3-slot bonus, but I can't see anywhere else to steal a slot from (well, on consideration I suppose I could take it from Stamina and use Enhancement Boosters there, too, like on Hasten) and in the end it's probably just because I'm a bit anal retentive about these things. I find it hard even to consider partial set-slotting because sets are "supposed" to be slotted completely, but in this case I have to admit I don't really need that smidge of AoE, fire, or cold defense because I wouldn't really see much of an improvement.)

    I'm considering doing the steal-a-slot-from-Stamina-and-boost-it-instead thing and putting the slot into Swift just to add to the run speed boost I'm already getting from those Gift of the Ancients.

    Apart from that, I think this is pretty much my final high-level build if nobody else has any design comments.

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

    Click this DataLink to open the build!

    Stone Panthress: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(5), GftotA-Run+:15(15)
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(7), C'ngImp-Acc/Dmg/Rchg:30(9), C'ngImp-Acc/Dmg/EndRdx:30(11), C'ngImp-Dmg/EndRdx/Rchg:30(40)
    Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-Heal/Rchg:30(3), Dct'dW-Heal/EndRdx/Rchg:30(3), Dct'dW-Heal:30(9), Dct'dW-Rchg:30(23)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(7), C'ngImp-Acc/Dmg/Rchg:30(25), C'ngImp-Acc/Dmg/EndRdx:30(25), C'ngImp-Dmg/EndRdx/Rchg:30(31)
    Level 6: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Dmg:30(13), C'ngBlow-Dmg/EndRdx:30(13), C'ngBlow-Acc/Dmg:30(17), C'ngBlow-Acc/Rchg:30(23)
    Level 8: Rooted -- Heal-I:50(A), Heal-I:50(36), EndRdx-I:50(43)
    Level 10: Recall Friend -- Zephyr-ResKB:10(A)
    Level 12: Teleport -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
    Level 14: Brimstone Armor -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(15), RctvArm-ResDam/EndRdx/Rchg:30(17), RctvArm-ResDam:30(37)
    Level 16: Long Range Teleport -- RechRdx-I:35(A)
    Level 18: Crystal Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(19), GftotA-Run+:15(46)
    Level 20: Stone Skin -- S'fstPrt-ResDam/Def+:10(A), RctvArm-ResDam/EndRdx:30(21), RctvArm-ResDam/Rchg:30(21), RctvArm-ResDam/EndRdx/Rchg:30(40), RctvArm-ResDam:30(45)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(34), KntkC'bat-Dmg/Rchg:30(37), KntkC'bat-Dmg/EndRdx/Rchg:30(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 26: Fault -- Mocking-Rchg:30(A), Mocking-Taunt/Rchg:30(27), Mocking-Taunt/Rchg/Rng:30(37), Mocking-Acc/Rchg:30(42), HO:Endo(43)
    Level 28: Taunt -- Zinger-Taunt:30(A), Zinger-Taunt/Rchg:30(29), Zinger-Taunt/Rchg/Rng:30(29), Zinger-Acc/Rchg:30(31), Zinger-Taunt/Rng:30(48), Zinger-Dam%:30(50)
    Level 30: Minerals -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), GftotA-Run+:15(42), LkGmblr-Rchg+:50(42)
    Level 32: Granite Armor -- LkGmblr-Def:35(A), LkGmblr-Rchg+:50(33), RctvArm-ResDam/EndRdx:30(33), RctvArm-ResDam/Rchg:30(33), RctvArm-ResDam/EndRdx/Rchg:30(34), RctvArm-ResDam:30(34)
    Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(36), Erad-Acc/Dmg/Rchg:30(36), C'ngBlow-Acc/Dmg:30(40), C'ngBlow-Dmg/EndRdx:30(45), C'ngBlow-Acc/Rchg:30(46)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(39), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:30(39), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
    Level 41: Build Up -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- EndMod-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth:36(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Heal-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(48), EndMod-I:50(48)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 19.88% Defense(Smashing)
    • 19.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 16.13% Defense(Energy)
    • 16.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.44% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 14% Enhancement(Accuracy)
    • 57.5% Enhancement(RechargeTime)
    • 161.6 HP (8.63%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.2%
    • MezResist(Terrorized) 4.95%
    • 2% (0.03 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 22.5% RunSpeed
  20. So if I were to make an alternate build with similar powers, but arranged and slotted for most effectiveness when exemplaring down to the late-teens-to-20s range, how would I go about that?
  21. Just a note that I've gone through and tweaked prices to reflect current (or recent) Amazon pricing, and added a couple of other notes here and there.

    (And, admittedly, a bump so more new people have a chance to notice the guide. )
  22. Quote:
    Originally Posted by Rylas View Post
    Just a little note. The reason I put lvl 50 Mako's Quads in attacks, was because they'll give you better enhancement values overall. Sure, the hami will give you 15% more accuracy, but the Mako's will give you nearly 20% more end and recharge.
    Hmm, good point.

    Quote:
    Also, I'd highly recommend a tier 3 Cardiac for your build. Endurance will be your biggest battle.
    Perhaps I'll end up building both. As it happens, the character actually already has a Tier 3 Cardiac built (and a Tier 1 for use in building up to Tier 4).

    Quote:
    Also, how often do you plan on exemp'ing down to 27? And do you think at that low of a level, you'll need all those bonuses? I kind of doubt it. I only set the levels at 35 because that's about the lowest I'm comfortable with for enhancement values. Bonuses are great, but you can't ignore the enhancement you're getting.
    Well, I exemp my characters an awful lot. Perhaps I should consider coming up with a second build expressly for exemplaring lower, in which I don't need to bother slotting Granite so much and can concentrate on lower-level attacks and IO sets that will give me bonuses down there. I'm not even sure where I'd start with such a build, though.

    Quote:
    edit - Don't depend on Stealth for defense. It's an IO mule. Once you're seen or attacked, that defense goes away.
    Oh, really? I thought it was just the stealth component that suppressed. Out of curiosity, why choose Stealth rather than Maneuvers as an IO mule?
  23. Not sure if this is the right place to post this, but I didn't see any boards for forum technical issues.

    I get an Error 500 when I try to go to this thread in the Tanker forum:

    http://boards.cityofheroes.com/showthread.php?t=278906

    ("So I got a PM from Synapse about buffing Tankers")

    Might that be fixed?
  24. Been looking over Rylas's build again, making some little tweaks (such as dropping all the IOs to 30 so that I can exemplar to L27, and putting in the Hami-Os I'll be using ). It does reduce the effectiveness a little, but I noticed that if I run Stealth along with my armors I'll cap on everything…and what with the damage aura and all, the stealth effect should suppress just leaving the extra defense.

    And, of course, when I get Tier 4 Agility in place I'll be capped or nearly capped on everything even without it, at least at level 47-50.

    I might just end up going for this one.

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

    Click this DataLink to open the build!

    Stone Panthress: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(5), LkGmblr-Rchg+:25(5), GftotA-Run+:15(15)
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(7), C'ngImp-Acc/Dmg/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:35(11), C'ngImp-Dmg/EndRdx/Rchg:35(40)
    Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx:30(A), Dct'dW-Heal/Rchg:30(3), Dct'dW-Heal/EndRdx/Rchg:30(3), Dct'dW-Heal:30(9), Dct'dW-Rchg:30(23)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(7), C'ngImp-Acc/Dmg/Rchg:35(25), C'ngImp-Acc/Dmg/EndRdx:35(25), C'ngImp-Dmg/EndRdx/Rchg:35(31)
    Level 6: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Dmg:30(13), C'ngBlow-Dmg/EndRdx:30(13), C'ngBlow-Acc/Dmg:30(17), C'ngBlow-Acc/Rchg:30(23)
    Level 8: Rooted -- Heal-I:50(A), Heal-I:50(36), EndRdx-I:50(43)
    Level 10: Recall Friend -- RechRdx-I:50(A)
    Level 12: Teleport -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
    Level 14: Brimstone Armor -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(37)
    Level 16: Long Range Teleport -- RechRdx-I:35(A)
    Level 18: Crystal Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Rchg+:25(19), GftotA-Run+:15(46)
    Level 20: Stone Skin -- S'fstPrt-ResDam/Def+:10(A), RctvArm-ResDam/EndRdx:30(21), RctvArm-ResDam/Rchg:30(21), RctvArm-ResDam/EndRdx/Rchg:30(40), RctvArm-ResDam:30(45)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(34), KntkC'bat-Dmg/Rchg:30(37), KntkC'bat-Dmg/EndRdx/Rchg:30(45), HO:Nucle(46)
    Level 26: Fault -- Mocking-Rchg:30(A), Mocking-Taunt/Rchg:30(27), Mocking-Taunt/Rchg/Rng:30(37), Mocking-Acc/Rchg:30(42), HO:Endo(43)
    Level 28: Taunt -- Zinger-Taunt:30(A), Zinger-Taunt/Rchg:30(29), Zinger-Taunt/Rchg/Rng:30(29), Zinger-Acc/Rchg:30(31), Zinger-Taunt/Rng:30(48), Zinger-Dam%:30(50)
    Level 30: Minerals -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), GftotA-Run+:15(42), LkGmblr-Rchg+:25(42)
    Level 32: Granite Armor -- LkGmblr-Def:35(A), LkGmblr-Rchg+:25(33), RctvArm-ResDam/EndRdx:30(33), RctvArm-ResDam/Rchg:30(33), RctvArm-ResDam/EndRdx/Rchg:30(34), RctvArm-ResDam:30(34)
    Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(36), Erad-Acc/Dmg/Rchg:30(36), C'ngBlow-Acc/Dmg:30(40), C'ngBlow-Dmg/EndRdx:30(45), C'ngBlow-Acc/Rchg:30(46)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(39), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:30(39), HO:Nucle(50)
    Level 41: Build Up -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 44: Stealth -- LkGmblr-Rchg+:25(A)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- EndMod-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Heal-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(48), EndMod-I:50(48)
  25. Quote:
    Originally Posted by Rylas View Post
    I tweaked the OP's build. I kept all the same powers except for Hurl. It's just a crappy power. Instead, I picked up Stealth for the IO bonus. I took a slot out of Hasten, but if you use the IO booster on the two Recharge IOs, you'll be good.
    That's an interesting build, though I can't say I like the way some of the powers are built with 35 IOs. I'd like everything to be at most 30, so it's useful exemplared lower.

    I can see I'm going to have to think about this some more.