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  1. Quote:
    Originally Posted by Auroxis View Post
    Elec/Elec is a good combo, though Elec Melee isn't really my cup of tea(relies too much on Lightning Rod).

    I can't really get a pricetag on my build, but it's definitely cheaper than other defense centric builds.
    I highly doubt so. You can softcap a shield tank without using a single rare set. Heck, if you're willing to suffer ED a little and have a little higher end drain, and spend a little more slots, you can softcap shield WITHOUT using a single set. Since there are no sets involved, feel free to replace the secondary with anything.

    PROOF:

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), DefBuff-I(7), ResDam-I(34), ResDam-I(36)
    Level 1: Charged Brawl -- Acc-I(A), Acc-I(9), Dmg-I(9), RechRdx-I(11), EndRdx-I(48)
    Level 2: Battle Agility -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), DefBuff-I(7), EndRdx-I(34)
    Level 4: True Grit -- Heal-I(A), Heal-I(11), Heal-I(13), ResDam-I(13), ResDam-I(46)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(15)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Havoc Punch -- Acc-I(A), Acc-I(15), Dmg-I(17), RechRdx-I(17), EndRdx-I(48)
    Level 12: Phalanx Fighting -- DefBuff-I(A)
    Level 14: Taunt -- Range-I(A)
    Level 16: Thunder Strike -- Acc-I(A), Acc-I(19), Dmg-I(19), RechRdx-I(21), RechRdx-I(43)
    Level 18: Grant Cover -- DefBuff-I(A)
    Level 20: Build Up -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Kick -- KBDist-I(A)
    Level 24: Tough -- ResDam-I(A), ResDam-I(25), EndRdx-I(25), EndRdx-I(37)
    Level 26: Shield Charge -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), RechRdx-I(29), RechRdx-I(34)
    Level 28: Chain Induction -- Acc-I(A), Acc-I(45), Dmg-I(45), RechRdx-I(46), EndRdx-I(46)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), DefBuff-I(31), EndRdx-I(42), EndRdx-I(43)
    Level 32: Maneuvers -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(33), EndRdx-I(37), EndRdx-I(40)
    Level 35: Combat Jumping -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(37)
    Level 38: Lightning Rod -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Gloom -- Acc-I(A), Acc-I(42), Dmg-I(42), RechRdx-I(43), EndRdx-I(48)
    Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(45)
    Level 47: Stimulant -- EndRdx-I(A)
    Level 49: Aid Self -- RechRdx-I(A), EndRdx-I(50), Heal-I(50), Heal-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Heal-I(A)
    Level 1: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)

    EDIT: on hindsight, since content is judged against non-IO set builds, and this is a non-IO set build, content is judged against this, which means it's judged against defense softcap...

    EDIT: bah now I'm tempted to roll this guy. c.c
  2. Just to pipe in on the DM bandwagon:

    DM has several advantages going for it, in that it has several powers which requires minimal slotting to work well in general case, along with several notes on it.

    1) Oppressive Gloom is an unslotted wonder: 1 acc IO and it's good to go. Using it, no minion-only group (unless immune to stun, like BP) can threaten you, period, even if they wander about. (the stun lasts FAR longer than the tick rate) Being a tank, the hp lost is negligible.
    2) Dark Regeneration needs several slots, but doesn't need set slotting to work well (though of course, with the theft of essence proc, it works EXCEPTIONALLY well, but not essential.) Basic slotting would be acc and end reduction, the healing is sufficient in most cases to top you up even without upgrading the heal.
    3) Non-IOed, resist sets fare better than defence sets in general, for one main reason: spike damage. Until defense sets can get enough IO sets to reach the softcap, spike damage is always a significant threat. Resists smooth out the damage curve, making it easier to toss in some greens in case of emergency.
    4) Despite being a resist set, it also has some defense (in the form of Cloak of Darkness).
    5) It protects a little against everything, even if it does protect some more than others. But you aren't going to fall flat the first time you meet some random mob. Well, you might get knocked around a bit if you haven't gotten anti-kb, but you aren;t going to fall entirely...
    6) If you DO fall, you still have Soul Transfer as an "I win" button against anything without purple triangles of doom. (just a thought, would two soul transfers stun an AV regardless of it's triangle status?)

    Of course, other than Dark, I'd also suggest Shield, simply because I think it is a little unbalanced..
    1) Like dark, it protects against "almost" everything. Positional defenses protects against all but the rare few psychic non-positional attacks (Boo Malaise).
    2) Like dark, it has both defense and resists, though in this case it focuses more on defense than resist.
    3) Against All Odds, Phalanx Fighting are both unslotted wonders. AAO just need an end reduc, and Phalanx don't need anything if you aren't teaming, and doesn't really need it even so. (the 5% passive def-all is worth the price of admission, the team bonus is just that, a bonus)
    4) Shield charge and AAO gives Fire a run for it's money in terms of offense. Unlike fire, it doesn't skimp on defense to get it's offense.
    5) If you do decide to get into set IOs, defense sets have a MUCH easier time hitting softcapped values than non-defense sets. As an exercise, I just quickly tossed in a quick MIDs Shield/Elec/Fire build, and softcapped all positional defenses with only yellow recipes. Power pool slots were kick/tough/weave and combat jumping, took a ranged attack from ancillary. Plenty of slots and power picks left over. For reference: two defence IOs on all defence buffable powers, two reactive armour sets, one steadfast +def IO, three multistrike sets, one thunderstrike set. That's all you need to softcap. Certainly not optimal, but it works.
  3. Speaking of dark armour, tried making a cheap S/L/N/E softcapped build, and need advice. (other than the obvious opgrades which would make it more expensive, unless it significantly improves performance)

    Cons:
    HUGE end usage. (getting cardiac alpha!)
    No recharge bonuses.
    No slow resistance.

    Pros:
    Mostly yellow recipes save for Eradication, ToE +end proc, Miracle +recov, Rectified Recticle, Zephyr.
    Softcapped S/L/N/E.

    So... any advice?

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx/Rchg(9)
    Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/EndRdx/Rchg(13)
    Level 2: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(17)
    Level 4: Combustion -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(19), Erad-Acc/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 8: Dark Regeneration -- Theft-+End%(A), RgnTis-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Acc-I(29)
    Level 10: Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/EndRdx/Rchg(31)
    Level 12: Cloak of Darkness -- DefBuff-I(A), DefBuff-I(33), RedFtn-Def/EndRdx(33)
    Level 14: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 16: Kick -- Empty(A)
    Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(36), DefBuff-I(37)
    Level 22: Combat Jumping -- DefBuff-I(A), DefBuff-I(37), Krma-ResKB(50)
    Level 24: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(37), Annoy-Taunt/Rchg/Rng(39)
    Level 26: Oppressive Gloom -- Acc-I(A)
    Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx(40)
    Level 30: Hover -- DefBuff-I(A), DefBuff-I(42), Zephyr-Travel(42), Zephyr-ResKB(42)
    Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(43), DefBuff-I(43)
    Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(45)
    Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(46), S'ngH'mkr-Dmg/Rchg(46), S'ngH'mkr-Dmg/EndRdx/Rchg(46), F'dSmite-Acc/EndRdx/Rchg(48)
    Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
    Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(50)
    Level 47: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
    Level 49: Soul Transfer -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)