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Posts
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Joined
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Thank you for clearing that up for me Cat. Something else I just thought of while going over the planner trying to figure my IO sets... If I slot with a set that gives me a 2.5% damage bonus, as a mastermind does that bonus apply to the damage my robots do, or is that a bonus only applied to attacks I perform myself? i.e. Pulse Rifle Blast or Photon Grenade.
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I'm sure it's in there, but it is very late and my brain is getting sleepy so I need to ask. Do all of the special IO's need to be slotted in the same power to get the set bonus? For example can I slot my Battle Drones for Blood Mandate: Accuracy/Damage and Blood Mandate: Accuracy/Damage/Endurance... then slot my Protector Bots for Blood Mandate: Accuracy/Damage and Blood Mandate: Accuracy/Damage/Endurance, and in doing so get the set bonus for having (4) Blood Mandate IO's installed? Or would I only get credited for (2) Blood Mandate IO's since each power only has two IO's from that set?
If I am actually only getting credit for (2), I'm also assuming that the bonus, which in the case of Blood Mandate is +1.5% recovery would be stacked to provide +3.0% recovery since I have two powers slotted with (2) Blood Mandate IO's? -
I have a question about targetting binds, if you set the bind to target a specific enemy is there a command that you can use so that it does not spam a message back to you each time that enemy is not found? When fighting Malta I want to target that dang sapper if he's in the group, but if he's not there it's getting old seeing that message spam back "no entity matching, ect..."
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Looks like you have Flashing Steel and Ninja Reflexes both suggested at Level 2?
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Tanker Inv-SS
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --> Resist Physical Damage==> DmgRes(1)DmgRes(31)DmgRes(33)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(9)EndRdx(9)
02) --> Temp Invulnerability==> DmgRes(2)DmgRes(15)DmgRes(15)EndRdx(36)
04) --> Haymaker==> Acc(4)Dmg(5)Dmg(5)Dmg(13)Rechg(13)
06) --> Boxing==> Acc(6)Dmg(7)Dmg(7)Dmg(11)EndRdx(11)
08) --> Unyielding==> DmgRes(8)DmgRes(17)DmgRes(17)EndRdx(40)
10) --> Combat Jumping==> DefBuf(10)
12) --> Swift==> Run(12)Run(50)Run(50)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)Heal(46)Heal(46)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(19)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Knockout Blow==> Acc(22)Dmg(23)Dmg(23)Dmg(43)Rechg(43)Rechg(43)
24) --> Tough==> DmgRes(24)DmgRes(25)DmgRes(25)EndRdx(34)
26) --> Tough Hide==> DefBuf(26)DefBuf(27)DefBuf(27)EndRdx(34)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)
30) --> Weave==> DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(34)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Dull Pain==> Rechg(35)Rechg(36)Rechg(36)Heal(37)Heal(37)Heal(37)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --> Char==> Acc(41)Rechg(42)Rechg(42)Rechg(42)
44) --> Fire Blast==> Acc(44)Dmg(45)Dmg(45)Dmg(45)Rechg(46)
47) --> Fire Ball==> Acc(47)Dmg(48)Dmg(48)Dmg(48)Rechg(50)
49) --> Hand Clap==> Acc(49)
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01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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Why Swift instead of Hurdle with a Jumper? -
Why Hurdle with Super Jump? Does it aid with contorl during the jump, I thought I read that somewhere but have never confirmed.
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great guidei am following it - just started a new fire/fire tanker and got him to lvl 10 in no time and its great fun!
question about your build:
why do you propose boxing at 10? you could move it to lvl 26 and therefore get stamina by 24 - or is there a drawback?
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Drawbacks are as follows:
At level 22, you start facing alot of foes that do more damage, and hence, you need more resistance to smash/lethal.
I last exponentially longer against large herds of Freaks and Sky Raiders with Tough than without. About this time, you'll also want Stamina, since running acro, FS, PS, and CJ actually puts you at a deficit of endurance when you start burning on top of those toggles.
By exponential, I mean 10-20 minutes longer than without Tough.
Running without Acro is very, very bad post-20 or so. KD is horrid and present in about 90% of your foes (mostly luteys and bosses).
Running without Stamina after 24-ish makes you VERY susceptible to toggle drops, especially when facing end-draining foes en masse.
Moral: Get Stamina for the added drain of more toggles. Get it by 22 latest. Get Acro next for knockdown. Lastly, Tough is needed to cap smash/lethal. Boxing is needed for Tough, so get it out of the way early so it's not an issue later.
Fire tanks are VERY tight builds for those who wish to actually tank, and not be glorified scrappers. VERY tight. There is one wiggle possibility, and that's Taunt. Anything else moved later reduces the effectivness of a tanker-type fire tank DRASTICALLY.
I've actually observed this firsthand, both from my tank (correct build) and 5 other fire tanks (incorrect builds) who I have teamed with.
I've also come to the conclusion that slotting anything BUT resistance in your shields is a BAD move. Each SO reduces damage by quite a bit. It makes a DRASTIC difference.
Also, one mistake I continually see or hear: more than 2 resists in Tough/Weave with 6-slotted FS is a complete waste. With 2, and +2 green SOs, you are in the 106% s/l resist bracket. You're at 98% with white (even) SOs. Just don't do it; only 1 or 2 foes reduce damage resistances and they are all post-40. Don't worry about it, it doesn't happen that often.
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Can anyone confirm or elaborate on the red text? I've read 3 or 4 previous posts in the forums that say everything from you MUST 6 slot weave to only 2 slots in Weave and 3 in Tough or vice versa. Everyone seems to have the ironclad and 'undisputable' confirmation on their facts. Slotting assuming that FS and PS are both 6 slotted for DamRes, with CJ and Acro taken for additional protections)