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  1. I'd tend to agree with Freedom, my impression is that there its so easy to get on teams just using Broadcast that its pretty easy to "coast" up to 50 on teams without learning a lot about how your or other powersets work. I think there is also some self reinforcement, whereby people do that using fairly straightforward missions (paper/radio missions, now maybe Tips, even ignoring AE abuses), so they learn mainly the small set of content you need for that. Thus you can get people with multiple 50s who have never learned how (or when) to "pull", how aggro works, communication between teammates, or a lot of other basic game concepts you need for tougher content.

    On smaller servers, if you get a reputation as a bad player, you start finding the set of people you can team with gets pretty small, especially with the star labeling system, so it probably drives those players away from smaller servers.
  2. Quote:
    Originally Posted by UberGuy View Post
    I don't believe stealth powers are relevant in the usual sense in the example given. Stealth keeps mobs from knowing you're there. Once anyone on your team aggros the mobs, I believe they know you are there, irrespective of any stealth.
    The subject of how a mob could hit a "Hidden" target became a subject of hot discussion back when stalkers first came into the game. Before that, cruising around the game invisible was very rare, fighting that way even more so. What seemed to finally get settled on based on combinations of player experiments and dev explanation is that unlike for players, aggro is a separate mechanism for mobs versus perception. We have to "see" something to target it, as many a frustrated PvPer finds out. Mobs don't, they use Math. :-)

    The way mob perception AI works is that a mob has a perception range, where based on other factors in its AI, it will be "alerted". You sometimes see mobs stand up straighter and start looking around if you get close to them, even before they attack. At closer ranges, etc., they will be triggered to actually go attack you. Stealth, inviso, etc. change how THIS behavior works, and can make the range so short they never trigger. They may actually "see" you well before that, the perception AI just doesn't let them do anything about it.

    Aggro, in the AI sense, is a separate formula. In addition to being accumulated (i.e. you "move up the list") by attacks, debuffs, stuff you would expect, you also get it just from being on the same team as someone who is attacking them. Foes can appear "pre-aggroed", easiest place to see this is the Katie TF, where as witch spawns appear, you can see a boss flying straight to where someone is cowering invisible behind a wall and attack them. The aggro formula doesn't *have* any perception radius terms in it, other than visual proximity being one of many factors that can add to aggro, so its completely possible for a mob to go after the stealth capped stalker.

    Castle, I believe it was, also described "spawn aggro/spawn AI" which is code which causes different members of a spawn to do different things. Thus, if the scrapper charges into a group, rather than every member of the group going after him because he is closest, one or two will charge at his Emp buddy who is just standing there watching. Note that this is part of "aggro code", not "perception code" so inviso won't save you. A couple may stand back at range, while others move into melee. The idea is to try to give a bit more variety to how spawns react and make fights more interesting. This of course frustrates MMs with melee pets, who want them all in melee, or ranged pets who want them all at range, but its spawn AI at work.

    The tl;dr version is, being able to "see" you is one thing that can cause a mob to attack you, but not the *only* thing.
  3. Alternate objects for use with Flight would be nice, such as

    broomsticks for witches (need sidesaddle for females)
    magic carpet for Arabian

    Since I imagine there is little desire on the part of BaBs and crew to make new fighting animations for all of these, I'd suggest they go away when a fight starts or else transition to supporting whatever current animation is used for fighting while flying.
  4. Right, the patch notes (and something from Castle even, I believe) said if its in a toggle, it ends immediately when the toggle is turned off, in a click power such as TP it will still last the former 2 minutes. They always intended for it to work this way, apparently.

    Not a big problem in PvE, as noted, stealth does nothing in a fight anyway, but I could see it being a pain in PvP.
  5. Quote:
    Originally Posted by Willowpaw View Post
    The most difficult task ever in this game is that of educating Blasters that if there is a kin or rad on the team, the safest place to be is often up near the tank in melee range, since that is where the buffs, debuffs, and heals are directed. If you are out of the area of effect, then you don't get the good stuff.
    The majority of people I run into on PUGs really seem rather mystified by why some succeed and some fail. I think, in particular on the more populated servers where teams are easy to get, its very possible to get to 50 without knowing what buffs and debuffs even do, especially given how much weaker they tend to be in all other games, let alone what obscure ones like End Drain protection in O2 Boost do. If all the teams you join fill to 8 quickly, first of all its usually hard to tell who is doing what, and second most 8-person teams who can stay generally together flatten everything on their path in normal content. The only connection people make is "big teams = good, small teams = bad" because they've never had to learn tactics of any kind.

    Anyway on topic, I can't say this was my worst PUG experience ever, most have actually been pretty good, but its the most recent at least.

    Running Tip missions on my lvl 50 cold/sonic defender, which is going kind of slowly, and this morning for once I actually had a couple hours to play so I recruited whoever was willing to do Vigilante tip missions, which turned out to be a Brute, elec/kin controller, 2 blasters, and a scrapper. I figured what could go wrong, I'd been soloing on x4.

    The Brute seemed to be of the opinion that his job was to run straight into every room, regardless of what was there, and it was the buffers and healers job to keep him upright. He boasted that it was his "farming build", but if so he had better stick to farming some pretty easy stuff, because he was dying every once in awhile. One of the blasters was dying some as well, but I think thats because the Brute was setting a surprisingly slow pace and the blaster liked to Inferno the spawns without waiting around.

    Finally the blaster asked if we could run his tip mission, but hes on +2/x8, and the Brute says great, its been too easy. We realize this mission has Longbow, warn the Brute of same (I would have thought he'd know about longbow, being from redside) and get it turned down to +1/x8. In we go.

    A number of deaths later, including at least one teamwipe, we get to the last room. Meanwhile, we had one blaster vanish, and the scrapper pipes up hes a global friend of this guy and that "now he is on a 8-man team". Two large closely packed Longbow spawns, which the Brute of course runs right into. One total party wipe later, the Brute says "I'm finding another team" and quits, followed by the blaster who owns the mission. I make it back into the mission, see theres just half a dozen Warden bosses left and a couple lts, and say "We can handle this." The scrapper quits.

    So, the controller and I duoed the rest of the mission via some strategic pulling. As others have said, with the right tactics just about any combo can beat just about anything. I later saw the brute looking for a team. . .
  6. I like Psi a lot on my rad/rad defender, because with the Sleep, you can get all your major debuffs (RI, EF, LR) running before they so much as get to alpha strike you. It doesn't aggro, so you even have the option of starting the fight with all the spawn asleep but the boss, and he doesn't know you are there till Rad Infection is running. If you run in with choking cloud, the rest wake up held, and all you have to do is AoE them to death. I soloed Shadow Shard hazard spawns with my rad/rad defender that way, it was slowish but doable. Dominate is also not bad, with decent slotting you permahold the boss you are using as anchor, and it does fair (at least to a defender) damage on top of it.

    And between Rikti and Rularuu, the end game heroside at least has a decent amount of psi damage, so the psi shield is also not bad.
  7. Scientist

    So, LGTF Hamidon

    Quote:
    Originally Posted by DSorrow View Post
    If the TF had started with level 50s in the first mish, we would've been totally alright. Just reassemble the team and restart with a level 50 leader. I just find it frustrating that if this is actually WAI, you get no warnings at all and BAM! you have a TF that's impossible for most teams to complete if you happened to pick a sub-50 leader.
    As a note, you can normally change leaders during a TF by having the leader log off (or DC, which is where I've usually seen it). Leadership passes to the next person on the team. If you had any 50s, you could "promote" them this way by having everyone above them log off then back on.

    You do want to be careful about what difficulty level they may be on, though, its not unusual for 50s to be above base difficulty, and you can't see someone elses difficulty level while on a TF.
  8. Quote:
    Originally Posted by Pyro_Master_NA View Post
    If you are capped, then you shouldn't have much of a problem. I'm not sure if it was up to date, but I recall someone saying a +4 AV will still only have ~10% chance to hit on capped defenses.
    Correct, the +4 AVs you face in the STF have a 10.5% chance to hit a defense capped character, compared to a 7.5% chance for an even con AV. Note that Lord Recluse himself is an exception while his towers are up, he has an additional +20% if I recall correctly, total 30.5%, but any tank tackling him had better be very prepared (good build/insps/etc.) or have very good support, hes designed as a tank killer. Your advantage is that Ghost Widow won't be likely to hit with her haxxor hold or her heals, which helps a lot in that fight.

    A bigger worry might be things like the Quartz emanators the DE drop, which gives them huge tohit bonuses, on the order of 50-100% which completely negates any defense. Tohit buffs are somewhat more common in the high end game then resist debuffs, though conversely resist based sets can suffer badly from defense debuffing which you are protected against, and against things like sappers which you can laugh at. Overall, probably no worse "holes" in your protection then any other tank has. Tough is good for any tank who wants to tank harder content.
  9. Very nice guide, it emphasizes the pace you want to keep as a WS; even more so then for a Brute, you are safest if you are playing full speed ahead, because that way you have more damage (Mires), more protection (Eclipse), and more firepower (Essences) then if you stop.

    One additional tactic for dealing with bosses or EBs/AVs, use the TP Foe power you get for free to grab a minion from the edge of a spawn, beat him down, get a Essence out, then go in. Bonus damage to start the fight. Another tip regarding this, last time I tested the Mitos

    I also found Inky Aspect to be handy when I wanted to run into a spawn to Mire and Eclipse, by the time I'm shifting to Nova a bunch of the minions are stunned, so I take less damage back as I'm blasting them. Its tough to have Eclipse fairly permanent till 50. Not as necessary if someone else is tanking, of course, but being a WS means having a tool for every situation.

    I also highly recommend frankenslotting Nova and Dwarf attacks early on till you have "final build" sets in at high levels, its easy to run out of End at lower levels or fighting AVs where there can be no bodies to refuel from for long stretches. Cheap and makes a big difference.
  10. Scientist

    PBU + Benumb

    OK, update on this; I used Oroborous to get to a lower level, and tried it on a +2 FN boss. This time its defense (while its Dispersion Bubble was up) dropped from 30% to around 10% with just Benumb, and from 30% down to 3% with PBU plus Benumb. Duration seemed to be the duration of Benumb. Similarly, -Heal was more with PBU. Oddly, -regen fluctuated between two different numbers that didn't seem to correlate with whether or not I used PBU, might have tied in with whether or not it had Disp Bubble up but it was hard to tell as it would run off (I was perched on a crate so it wouldn't kill me while I watched numbers, and FNs apparently don't jump so it was looking for stairs or something).

    Evidently Benumb is affected by the purple patch, which I wasn't sure of as I don't remember seeing it mentioned and if it acted as a "self granted" power like some procs do it might not have been.

    Another interesting point, the FN has built in Mag 2 protection from Terrorize and Confuse. These weren't affected by Benumb, though the Mag 2 Stun, Hold, etc. protection from the Disp Bubble were. So Benumb probably won't do much to AV protections, other then as has been discussed when they pop Tier 9s.

    Finally, an oddity when using the Mark III Power Analyzer temp power to get this info it seemed to be replacing the numbers in my Real Numbers display for personal defense and such with the numbers it was reading from the FN. So for example it would show 30% Smashing defense for me when the Fake Nemesis boss turned on Disp Bubble, and zero when it was off, instead of the ~8% Ranged defense I normally have from Arctic Mist and 3% smashing defense from the Steadfast IO. I haven't played around enough with this to know if thats typical.
  11. Scientist

    PBU + Benumb

    Finally got a Cold defender up to a level to try this, and tested out PBU plus Benumb. I used a Fake Nemesis boss, since I could hit it while it had its Dispersion Bubble up and see the effects using the Mark III Power Analyzer. It was -3 con, since I wanted to be able to survive multiple cycles of doing this while it was beating on me.

    I didn't see any difference in the effect on its stats whether I used PBU before Benumb or not. Its defense dropped from 30% to 3% either way, Mezz Protect from Mag 2.0 to 0.2, Regen from 0.22% to -1.44% (-31.27 HP/s), Heal to -90%, -Damage unchanged at -83.13%.

    Is this because the effects of Benumb were capped either way due to the -3 level of the boss relative to me, and I need to go try on a tougher boss, or am I missing something?
  12. Quote:
    Originally Posted by seebs View Post
    I think the big thing I was missing was that the prices fluctuate SO very quickly, so leaving a bid up at even a fairly "low" price overnight is often effective.
    I think one reason for that is that its not an "auction" system, where each of the 20 Positron Acc/Dam recipes (for example) is separately listed, and you look at and evaluate prices on each one before making a decision. You are effectively bidding on all 20 at once, and get the cheapest as soon as you go high enough, and pay no penalty for making that bid, so it encourages a very fast buying system. In addition, since it is cross server, there is a lot of volume of some things.

    This is coupled with how fast high level characters can make Inf; in Catwhoorgs original thread on farming, the slowest characters in it could still make 1M Inf/hr not including selling anything valuable on the market. In his more recent thread for "fastest farmers" 30M/hr is typical. Marketing can provide even more per hour, but the hour is usually spread out over days or weeks.

    So when you see Brass cycle from 100 Inf to 100,000 Inf, both numbers are rounding errors to many high level characters in a hurry. If you want to get back to farming at 30M Inf/hr, it costs you almost 10,000 Inf/sec you are at the market interface.
  13. Quote:
    Originally Posted by Havoc_X View Post
    LMAO... nothing like posting this in one of the most biased forums around... second only to the PVP crowd.
    Well, to be fair, posting in the markets forum to say that markets should be removed from the game is likely to meet about the same reception as posting in the basebuilders forum to say that bases should be removed from the game, or in the scrappers forum to say that scrappers should be removed from the game. Even if the presence of scrappers in the game removes my fun in slotting up knockback powers, because they complain about it, I wouldn't expect the people who hang out on that forum to come out evenly split in favor of removing the AT.
  14. One of the nice features of a dark/ defender, much like a rad/, is that virtually every power you want for a team benefits you solo so you often don't have to make different builds for regular play, unlike an Emp or FF who might want something different for soloing vs teaming. Even Howling Twilight is a nice AoE stun.

    And you are right about defenders often exemplaring down, for lower level TFs and such. My suggestion there on your final build is take relatively few attacks and more "major" defendery powers compared to your leveling build. Its a safe assumption that if you are being asked to support a team for a low level mission, you aren't generally being asked because of your l33t damage. By definition, if you are exemplared you are teamed, unless you are doing Oroborous for something, and if you want to solo a lot of Oroborous, make a good soloing alt like a scrapper for better speed. Plus, on a final build, you are likely to have your handful of lower level attacks slotted with some recharge, or have some global recharge from IOs, so your few attacks make a better attack chain then when you are actually that level. You may even have a vet attack or two by then, which are great on a defender, they are some of the best damage you will see, since they aren't pegged to the low AT modifier. I do suggest at least one AoE, if not both, since again exemping down means teams which means lots of foes.

    You could even consider dropping a travel power on a final build or taking it late, relying on Ninja Run (if you buy the booster pack) and sprint. With a stealth IO and your stealth aura, you could ghost missions, which is handy for lots of TFs. That argues for fitting Recall Friend in early if you can manage it.
  15. Quote:
    Originally Posted by Demon Keeper View Post
    Here is my perma-Eclipse build. It uses some of the cheaper purple sets (Immobilize and Stun) and three Luck of the Gamblers +7.5% recharge. I used merits to buy the LotGs. After that, I spent about three hundred million, maybe a bit more.
    Just as a note, by the way, I was just picking up some Immob and Stun purple sets for a friends build, and with patience you can get them for around 120M for a set, about the price of one LotG +rch (unless you have a lot of time and can bid spread across a lot of levels on the LotG). The Immob set is cheaper, if I recall, because the proc is really cheap on that one, like under 10M. Hint; bid substantially below the last 5, and work up over a week or two, I was getting most of them close to 20M, a few had to get slightly over 30M.

    Then when you are buying the rare salvage, don't pay the "buy it now" price, look for the low bids at inactive times and bid just over those. It may help to make a list of all the ones you'll need in advance so if you need 3 Chronal Skips, you don't have to guess at bids three separate times.

    If you really have patience, get your regular recharge sets at odd levels, a lvl 46 Positrons can be a lot cheaper then a lvl 50, you just may wait a week or two.
  16. Quote:
    Originally Posted by Upsen_Downs View Post
    1. how common are the PvP IO set globals? Are they obtained only as PvP drops?
    (Gladiator's Armor +3% global defense and Shield Wall +3% global resist)
    This one at least I can answer, those are PvP only drops, and a Gladiators Armor unique just sold off market for well over 2B Inf (see the thread mentioning it in the Market forum). Thats probably the priciest IO in the game, for reasons you just discovered in trying to develop a soft capped build. . .
  17. Quote:
    Originally Posted by DarkCurrent View Post
    There a plenty of examples of salvage for which there are hundreds of them in stock and there are ZERO bids, yet the minimum price is thousands of inf.
    [snip]

    there are more like 10 sellers with 100 alchemical golds each that control that market and buy up any of the 'under priced' supply with the dozens of standing orders they have placed.
    Um, I'm not entirely clear how BOTH of these things can be true. If there are zero bids, how can someone buy up underpriced supply as it comes to the market?

    Perhaps regular buyers have bought all the cheap Alchemical Gold that was for sale at low prices, and all thats left is people who took a chance and listed them for a high price, just in case someone really wanted one? Or can you think of another explanation thats consistent with zero bids, but the cheapest one being that high?
  18. Scientist

    Traps

    Quote:
    Originally Posted by Linea_Alba View Post
    Alternately, Drop Caltrops between you and them, drop PGT, optional Trip Mine, Drop Mortar .. The mortar annoys them, and when they come for you the Caltrops and PGT lock them in the killing field.
    Just a note on this tactic, although the mortar has a pretty good firing range, its aggro range is shorter (which is good, it doesn't fire at every random spawn you can see). If you have stealth, you can get closer to the mob, the mortar works from *your* "perception" range, and will open up on them. So don't get discouraged if you put a mortar down and it doesn't immediately start firing on the spawn. You probably know this with a traps MM, but for anyone else contemplating it I thought I'd mention it.
  19. Scientist

    Benumb slotting?

    I was afraid it might be as boring slotting option-wise as the kin powers. . .

    According to Mids, it will take darned near all the HOs. I wonder what might be a good way to test HO slotting in it, Power Analyzer temp power might work, but what kind of foe would have something you can test easily with that? Any critter available heroside that runs some kind of shields regularly?
  20. Scientist

    Benumb slotting?

    Hi all, I was wondering if putting Membrane HOs into Benumb accomplished anything, as I know some HOs apply effects to powers you can't get in other ways. In this case in addition to the Recharge you want in Benumb it has enhancement of Defense and Tohit, which might apply in reverse, much as Defense Debuff in Enzyme can apply in reverse to provide Defense in a power. Benumbs mechanics are odd enough though that I wasn't sure if it would actually do anything to the "special" debuff.
  21. If you want a fairly active and engaging solo defender, Storm has definite advantages. Some of the powers that are hard to leverage on a team, like Tornado, work very nicely solo since if you get mezzed, for example, the Tornado is still out there bouncing around stunning and knocking around your foes. Since everything you have is ranged, you don't care quite as much about scatter as melee folks would. Its also got some very dramatic powers like Lightning Storm, and you are constantly on the move to leverage Hurricane.

    In my opinion, Storm also has perhaps the largest learning curve of any defender powerset to learn to play it well on a team. Perfecting your techique solo can be a good thing, because if you do then join a team, there are few if any other defender sets that can keep a team alive in a tough situation as well, thanks to "controlled chaos".

    Consider starting one of those as well, defender sets are SO different in playstyle from each other I don't think having a traps (also very good solo) prevents starting a storm for when you want a change.
  22. Sailboat, Windenergy and New Dawn, I completely agree with your points, and in fact my SECOND build will be a much more balanced one, with less defense, more recharge, and better all around power slotting for teams with good support, or less challenging content. But thats a easier build to do, especially with some of the advice here, so I didn't post it, what I was struggling with more was a max survivability factor build for when I need it. Both because the devs are showing a tendancy to add hard high level content, and because people don't tend to trust Fire tanks to handle it, so if I claim I can I don't want to be lying.

    I was worried about comments people made in the thread regarding End usage, so I did my first solo testing with the build I have now at lvl 46, which is similar to that shown but without full slotting yet so defense was around 27%.

    First test, +2/x8 paper mission against CoT, which I figured would be fairly tough with their debuffs and such. The spawns turned out to be +3 for some reason. Minions dropped pretty fast, Lts turned out to be Behemoths, and with a Mage boss healing them I couldn't take them down (fire resistance?) without dropping the Mage first. Which turned out to take awhile, even with my attacks as on my real build with more Acc and Dam then the one posted I was whiffing more then I liked thanks to their dark debuffs. Epic Immob plus Burn finally got them, and I dropped the Behemoths shortly after. In general, green bar was below blue bar for most of the fight, but I wasn't spamming AoEs the whole fight since I just needed to finish off the Mage for most of it. I didn't have a problem taking everything but the boss down with AoEs when I did use them though.

    Second test, as suggested fought Romans on the wall. This turned out to be a fairly tough test, as they were +4 to me, but very interesting. With just my 27ish% defense, within 5-6 seconds I would see my defense plummet to the -30-40% range, and generally die before taking out more than a third of the spawn because healing couldn't keep up with damage. By popping a medium purple to get to the soft cap, I could fight them till it ran out, because they usually couldn't get the cascading defense failure from repeated hits. I could really see the advantage of the higher defense, it seemed to have to be either very high or might as well be nothing after the alpha strike. A boss did wander by in a patrol, so after finishing off his support I tried just standing there letting him hit me for awhile, healing as need be. I did eventually need to take him out, as he was netting more damage then I could heal back even with the regen in the build plus Healing Flames, but not by much, and he was +4. Again, more of a hit point then an End problem, but in that case my defense sometimes recovered and caused him to miss.

    Final tentative conclusion on partial build; End usage = OK, should be a bit better in final build as there are a few more sets with Rec. I am fine with pacing myself and using more efficient attacks, though, which not everyone enjoys (one reason I've never taken to Brutes). I think I'm going to have to sacrifice being at the soft cap to beef up ST attacks, though, it was too frustrating to whiff and clearly there will be times when I have to take out tougher targets faster to survive, which is after all what a Fire tank should be about, defeat of foes = 100% debuff.
  23. Scientist

    min/maxer?

    And just as a note, its a much broader term then just for City of Heroes, or all MMOs (multiplayer online games), as it dates back to pen and paper roleplaying games such as Dungeons and Dragons; interestingly, Dungeons and Dragons the rpg had (and may still have) a forum dedicated to min-maxing characters. One, Pun-Pun, was a way to take a 5th levelish (IIRC) character and give them infinite stats, infinite saving throws, infinite armor class, etc. as well as access to all powers in the game. Sort of a thought exercise, I doubt it ever saw play. . .

    RPGs tend to have more holes that allow for truly egregious exploitation then MMOs do, since there are human GMs who can look at what you are doing and roll it back right on the spot and if they are lucky get play tested by a few dozen people. You have to be more careful what you allow with a hundred thousand creative players.
  24. Thanks for the feedback folks; I had been building a similar build to what I posted and was up to 47 with it without End troubles, but I've also been primarily playing with a friend with a fire/rad controller (pact bonded), so often had Acc Met on me, which may have hidden End problems. This is also my first tank above the teens, so still learning how it fights.

    Sounds like I need to take it out for a spin solo against some large spawns and high con mobs to see how much of a problem End is going to be. I've almost never soloed this guy. At the very least, it does sound like I need to put something different in Blazing Aura, you had some good ideas there Finduilas.

    I don't have a problem backing off some on offense on a team either, though, if I'm setting a good pace and have a decent team I'll only be getting off maybe 2 rounds of AoEs before whats left is locked down or taunted and I can move on to gather up aggro on the next spawn. I'll have a different build (which will DEFINITELY have Consume) for the scranker.

    One reason I'd focused on Smash/Lethal defense was to use the Day Job accolade toggle defense power, which is 20% Smash/Lethal, not positional, to stack on for things like tanking Lord Recluse who has a tohit bonus. I am wondering now if it would be worth doubling my incoming S/L damage, say by dropping to 40% instead of 45% defense, to increase energy and/or ranged defense for things like sappers and other debuffers, though of course a lot of those like CoT quicksand are autohit. I'm a little concerned about alphas on a ITF, though, since cascade defense failure will happen a lot faster then.
  25. I'm nearing 50 on a fire/fire/earth tank, and trying to put together the most survivable team tank build possible. Inf (short of PvP IOs) is not an object, and I'll have another build for scranking. Don't pay attention to when slots were taken, its a respec build.

    Notes on the build; I realize the ST attacks are underslotted, but this build is for working with large teams, and I expect them to be doing most of the damage. I've got the vet badge to allow Superspeed, which I like for in mission mobility, without Hasten. I went with 8 pts of -knockback, as with 4 I've sometimes got bounced on simultaneous hits from council and such. For things like Lord Recluse or Mary in the KTF I figure on getting a base buff for more protection. I couldn't fit Consume in, but the version of the build I have now seems to hold up fine unless I spam AOEs in an AV fight.

    I was wondering about dropping a couple of slots out of a PbAoE to put them into Health and Healing Flames for more hit points, but that drops my Smash/Lethal defense to ~44% instead of ~46%, so I'm not sure thats overall better. Anyone have other ideas to improve it?


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

    Click this DataLink to open the build!

    Pyronomics team final: Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 2: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 4: Healing Flames -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(15), Mrcl-Heal(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(25)
    Level 6: Combat Jumping -- Winter-ResSlow(A), Zephyr-ResKB(23)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(13), Zinger-Taunt/Rchg/Rng(13), Zinger-Acc/Rchg(15), Zinger-Taunt/Rng(45), Zinger-Dam%(45)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(21)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37)
    Level 18: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(31)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(33), ResDam-I(33)
    Level 26: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(48)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 32: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(39), GSFC-Build%(42), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 41: Stone Prison -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48)
    Level 44: Quick Sand -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 47: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 0: Ninja Run





    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|