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Posts
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Joined
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Ninja Run
.46 end/sec
+695% jump height
+136.95% jump speed
+140% run speed
And it looks cool as hell flipping
Description: Imagine speed boost and combat jumping on steroids. With flips. -
Ah, I misunderstood the accuracy modifiers. I was seeing a simple bonus, not a raise to the minimum chance to hit. Thank you for explaining.
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And to make searching the article easier, I point to this specifically:
Last scenairo: 45% defense.
Here we are, the legendary soft cap. Elude defense levels, or the SR scrapper with great IO's.
Even level minions now only hit 5% of the time. Now, after thirteen attacks, it is still likely (51.3% to be exact) that you have dodged all of them. Series of five attacks: The chance of getting hit by two or more is only 2.3%, and that never happens.
Now a +2 boss shows up and you laugh. He only has a 7.8% chance to hit you, which works out so that he's only likley to have hit you by the ninth swing. This is why hitting the soft cap is important, only 10% more defense than the last case, and you're likely to dodge three times as many attacks. In a series of five attacks, it is only 5.2% likely that he has hit you two or more times.
Let's have some fun with the numbers. Imagine a +4 AV staring you down. With soft-capped defense, that AV has a surprisingly low 10.5% chance to hit you. "Wait a second," you say, "10.5% can't be right!" Believe me, it is. I'll get to why that is later, but for now, just take this in. With 45% defense, a +4 AV will only hit you one time in ten, which is less often than an even level minion will hit someone with 35% defense. Four levels and three rank increases don't compare to 10% of added defense. In-freaking-credible.
Against this AV, you are likely (51.4%) to dodge six attacks in a row. In a run of five shots, he will hit you with two or more a miniscule 8.9% of the time. You can effectively tank a +4 AV. -
Quote:I'm unsure about defense/to-hit specifics as well.Unless I'm misremembering how defense works, it is not true that defense above 45% will help you against bosses in most cases. Bosses do get a better than 5% chance to hit you even with 45% defense, but any defense above 45% has no affect unless your defense is being debuffed to below 45%.
This guide is where I base my claim(factual or no, he cites accuracy scales from paragonwiki that i can't seem to find):
http://boards.cityofheroes.com/showthread.php?t=185167&highlight=defense+soft+cap
Defense soft cap for Tanks/Brutes according to paragonwiki: 225.05% at level 21+
This would make one believe that the cap would only be so high if you could put it all to good use, accepting that you will always have a 5% chance to be hit.
So really I can only say that from empirical experience that i find 45% to be less effective than 50%+ when dealing with bosses. (most of this experience was taken from playing differences when AE boss farms were rampant)
I find that the extra defense helps against AVs as well.
Take it or leave it, either go for the extra def or not. -
Ah, you are very right Rangle. There are seven "5%" bonuses in the build. Slipped my mind
Either way, I hope the build provided insight to the OP! -
Played around with what you had, this what i came up with.
Besides the uniques you're lookin at 150mil to 400mil (depending on how fast you want the bids to go through and whether or not you attain some recipes through rolls/drops/etc.)
The Uniques might go from between 40mil to 100mil a pop.
The levels that powers were picked aren't corrected so well, so you'll def want to switch some around.
Advantages to build:
50% global recharge
3.37 end/sec recovery
Decent regen rate(not superb, decent)
52% Melee/Ranged def. (45% isn't true 'softcap' when fighting scaled up bosses, 50+% makes a HUGE diff.)
You can use your lvl 49 power for really anything, I chose One with the shield for an 'Oh Sh*t' button to raise your resistances.
Disadvantages:
This build is for pure farming and/or high level content. You'll notice that Jab is the only viable attack below lvl 20. So don't expect any damage output when exemplaring too far down.
No taunt. Alot of people get very upset when they see a tanker without taunt. If you know how to play your tank well, AAO + 3 Aoes, you can't go wrong. On my shield/ss I didn't take taunt and I manage aggro when I team VERY well.
SS as only travel power: plan on getting Zero G pack from KR bank mish if you wanna get around easier.
Accolades: It takes time to get these, but well worth it. (Start with the atlas medallion, its the easiest. Use ouroboros mishes to get Portal Jockey and Freedom Phalanx Reserve.)
Cost: Yes, it might be a little expensive, nothing a little marketeering can't help
Alright, build post time
- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 7.69% Defense(Energy)
- 7.69% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 12.4% Defense(Ranged)
- 8.63% Defense(AoE)
- 2.25% Max End
- 52.5% Enhancement(RechargeTime)
- 34% Enhancement(Accuracy)
- 10% FlySpeed
- 112.4 HP (6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 10.3%
- MezResist(Held) 10.8%
- MezResist(Immobilize) 19.6%
- MezResist(Sleep) 9.7%
- MezResist(Stun) 11.9%
- MezResist(Terrorized) 7.5%
- 5% (0.08 End/sec) Recovery
- 22% (1.72 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 3.13% Resistance(Toxic)
- 10% RunSpeed
- 2% XPDebtProtection
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A Doctored Wounds: Heal/Rech and Heal/End/Rech is much better in Aid Self than the standard IOs
And 5 slotting Red Fortune in Deflection with a standard Resist IO in the 6th slot should keep the survivability near the same but adding another 5% rech
(and speaking of the winter event, I have tons of candy canes saved up from last year that I hope to make a killing on!) -
AH...
I was very unaware of the fact that phalanx gave a solid 5% def WITHOUT teammates.
And i like the extra heals in Health and TG.
Usually I would gank ss outta the build as well but I came up with this, slightly modified from your ideas.
I dropped Weave, CJ and SJ. In effect this dropped around 9% overall def.
I took weave's slots and put a Gaussian set into rage, (major downside= perc bonus is gone) in order to pull back just a little of the def.
With the leap pool gone, i added in Medicine to supply myself with the self heal. I think a 27% heal every 13 seconds will more than offset the lower def, and save my *** when all the greens are gone. Even with the interrupt i should be able to get it off often enough. (and if someone can get off more than 700 damage every 13 seconds through all my defenses and res, i should prob check my skill level and stop worrying bout the build lol)
It also comes with the sacrifice of no vertical movement, but temp powers can solve that( biggest reason i dropped the Leap pool instead of Speed= Hasten is too necessary)
tell me what you think!
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Hello everyone. For a couple of years I've been playing on and off, tending
to pay every other month or every 3 months as budget allows. I've never
really had any interest POSTING on the forums until this point. I find it
rather informative and interesting just reading in silence lol.
But... It is rather irritating when in need of insight. So for my first post to
the COH forums, I would like you all to give me your ideas for any and all
improvements to this build.
Shield/SS
There are a couple of things you should know, why I chose what I
chose for this build before you offer your insight:
I love that my melee and ranged def is 5% above cap. It gives me a little
extra room to breathe with def debuffs/AVs/etc. Some might consider it
slightly overboard, but I notice a difference and like it. I wouldn't mind
shaving a little off the top to improve elsewhere.
The enhancements are EXACTLY what I have on the character now.
I only have the single LotG +rech to overlap Rage without slotting extra
enhancements on Rage. And also because I am very poor in influence right
now. Assume that I will have no funds to purchase ANY purples or
expensive uniques. (too expensive for single recipe right now= 20+mil)
Before adding Physical Perfection and the Miracle: +Recovery my toon still
got gassed out after a couple of minutes of fighting. (is another End Mod
proc worth the extra slot in PP?)
I slotted Kick as a set bonus hauler, in addition the slotted values are
almost comparable to SS's Punch in PVE and blow it away in PVP.
I usually play PVE (8 spawn solo, +1 or 2 diff) and PVP(arena duels/RV).
This build is slightly challenging in PVE(teaming) without taunt. I am still
able to effectively hangle aggro without it, but I miss the -range.
No bonus to perception= Stalkers annoy me lol. I don't mind 'em sneaking
up on me, its the running away and disappearing that sucks.
Lack of self heal= tons of greens on me at all times lol
Overall improvements I would like to see:
Extra perception.
Having Taunt.
Anything else you can see is missing.
and just tell me what you think!
Sorry for the long post so far, here is my build!
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