Spiritchaser

Legend
  • Posts

    604
  • Joined

  1. Thanks guys

    Unless I'm very much mistaken, once I hit 50 with this guy, the total -res I'll be putting out will make some defenders nod respectfully...

    Too bad I can't do psi damage too.
  2. I'm sure I saw this somewhere before, but I didn't quickly find it on search

    Provided I select the bane mace on my costume, do the mace mastery mace and the normal mace share a weapon instance, or do I still get hit with redraw?

    I'm quite taken with the shatter armor -res to stack with venom grenade and surveilance, but I hate more redraw than I already have so...

    edit: yes I know I have to put up with redraw for the other -res powers... sigh
  3. Spiritchaser

    The Build Thread

    Your day job wouldn't happen to have anything to do with designing/processing/identifying european licence plates would it?
  4. Spiritchaser

    The Build Thread

    This is my favourite iteration of my elec/shield. I've since changed out lightning clap for tactics, and it was, in my opinion, a grave error. I miss that power terribly and I'll be going back to this build when I start doing more with him again


    Build: Ligntning death from above/Shield Defense
    Price Range: About 1/3 of everything I've ever earned since I started playing this game.
    Goals: Soft-capped Defense and near blaster level burst AoE destruction. ST damage which was, at least, not aweful.
    Weaknesses to be improved on: Survival is mearly adequate, I still haven't got my Task Force Commander on this guy. Reactive interface would help out the ST a lot, especially with such a buzzsaw of an attack chain of FB, CB, CI, CB, and finally, I'm not sure how a modest 45% def will do in the new trials. I'm guessing not well.
    Incarnate: Just spiritual Alpha. I won't be doing the others until my tanker has all his T4s. That could take a while at the rate things are going.



    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1447;701;1402;HEX;|
    |78DA6594DB6F124114C66761B176B995DEE89D5E68A150B6D05BB41A4DB498544BD|
    |286E89B695698C25AA464C1447DF26FF0FA6862E39FE7E5C544D3563C7BBEA12581|
    |00BFD96FCE7766E6CCCC165EED0484787B5768A1FB35ABD93C2C961CABD1908EAF6|
    |055EC5268D7B1CBF6CB17B3C5AA631FCB3E2144AC137158903529CD7C4D965A8E5D|
    |B26A10AEFA77E491AC37A559ACDAB256EE3C4676EB55E9C87ACBEC3402FB2727357|
    |34F5A0DBB5E31F8A1D890B21CE4E603BB526D5147B81355964EB36A3706F30DBB64|
    |DEAB596FE461C16AB6A4F37A8CA697A2DFEFA0509FB64F2C7984C8094F024832969|
    |719A934906218AE4B53AE11CD95F41C636C983131235C4C6DF0D35496E12797A65C|
    |9AC1D2353F10605C0F022186116604C8E5552E2F1219481BC29003BB848418CC338|
    |6E33CF228D5DF0797E6C30C9731B5BF94AF0F2BD6FB6EF072466F31966E33123781|
    |6DC63CC5F6AB44FD69CE1D0034EAF12391F0B7E92382943AA86283DB045D8839A65|
    |744293AACA2C3494E7046E11155FBC8114BC315CCBECA18B31913CF19F16346985C|
    |4318440C6165219246B8B26D3132C7515E1A2E8ADC5A344A5DD322B3E6757B22D43|
    |3AEFCE39B989C4EDA2434CF2472CEA05A0915711E745320DFF41E5766E511E3827A|
    |626A15B1339666CF810BE01F63AE0D08CC825CF3CA350FD7025C0B702DC015872B0|
    |ED71F722DC2E5593CC5A67D01B0275F2920A9AA9CDCC20E9C92965643A54D4C3D03|
    |AC323259462E07AC30BE91CB54C7C45C6369751DD8003611BEC518A0F0ACAA6A161|
    |59CD22FAF167DDDF3B1A75F5E1B3AD3ECDBD7954292C641B1ABA076FF807017CEED|
    |7D836DDC7EDAD5B6BADACFBADAA99EE1B33D4AAE4759EF51367A94EFC6E53D165A8|
    |6EBFED3E8BADA4FF042B8C3A72E70C04F838F71AA1EF2259DC195FDD19D0877E257|
    |77A2CF5CA2D02754F81DDE47EFF122FA80ADFBC8381872FFB1EEFFB0A1EA04|
    |-------------------------------------------------------------------|
  5. I'm definitley in favour of participation biased rewards, with a big caveat:

    The rules have to be able to be made clear.

    If there's no way to bias the rewards with rules we can see, don't do it, and mark it down as an unfortuntate loss.

    I have to think there are some metrics that would be very VERY hard to game, but maybe not.
  6. I have only one T4 destiny, so I can't really give an unbiased objective comparison, but I can say that on my electric/fire

    Barrier kicks some very serious [censored]

    With big, heavy boots.
  7. Spiritchaser

    Lore for tankers

    I'm actually not sure I need fort for current content.

    T4 barrier on my already high res +modest def electric tank does not take much damage. I'm not granite, but I really don't think I need to be.

    This said I haven't tried masters of lambda yet... though I was planning on waiting for T3 Lore before giving that a shot for the level shift.

    I seriously don't expect to go for multiple T4s in Lore for this character, or for any one character. To be honest, with Lore, I seriously doubt I'd do multiple T3s.
  8. Well, I've moved R to my taunt, and T to fly, F to hover, v to my judgement and y to my destiny.

    Sounds odd, but it works for me, when it works

    I have many others, but they seem to like staying put
  9. Now that I've got a few new incarnate powers, I thought I'd reset some of my keymapping options

    For some reason this was destined to fail.

    The new mappings don't seem to want to stay put. Even if I save options they often go back to what they were (almost) after logging. Yes I'm clicking accept

    The binds work for a while... then change back, or partially change back.

    Most binds stay were they should be, but enough change to be infuriating

    I recall one other character having this problem years ago, but I can't for the life of me remember the solution

    Has anyone else seen this?

    Any idea what's up?
  10. Spiritchaser

    Lore for tankers

    Out of curiosity what is the magnitude of that fortitude buff?

    About what percentage of uptime does that have with T3?

    Thanks for any info
  11. Spiritchaser

    Lore for tankers

    Looks like I'm going to have to pick something for this slot for my elec/fire.

    I'd love to hear people's thoughts on which lore pets they're thinking of taking

    I don't really find any of them conceptually appealing, but there's a level shift involved so I have to pick... something.
  12. "if both builds take the Regen Rebirth"

    I didn't consider anything past alpha on this one, so no barrier/rebirth etc. Simply put: I don't have destiny yet. Too much baby aggro to play enough for that, though I'm loving my extra damage so far.

    I'm also not 100% sure that electric wouldn't be better with barrier than with rebirth.

    But that's an entirely different discussion.


    "if Elec starts outperforming Inv in survivability while also having all the other perks"

    If electric is outperforming invul, then it's doing so in a very situational way.

    The fact that the first two trials happen to involve a lot of that kind of situation, bears no guarantee that such will continue.

    All we need is an uber-hydra trial and my tank is... well quite frankly he's [censored]

    [edit}: I wouldn't be surprised if upcoming trials played to different strengths a bit]
  13. I definitely took cardiac. No easy way to cap sl res without it.

    I don't know... Marauder isn't really the hardest part of lambda. I'd say the rampage to get the crates/canisters is the tough part. If that gets done right marauder is mostly about clearing that first spawn and then not standing in the wrong place, though I'm sure that as far as the big guy alone is concerned, your right, invul IS better.

    still if you factor in my heal at about 33 seconds and my regen I think I net about 75 hp/second. There will be some invuls that do better, but I don't imagine they all do.
  14. Quote:
    Originally Posted by Auroxis View Post
    Invuln will have more defense with foes in range and will have significantly more HP.
    True, but it's going to have significantly less regen and depending on your choice of semantics, either a very slow heal or no heal... With solid recharge ele/ will have very close to perma energise and a heal ever 31-36 seconds or so.

    Also with that much resistance to energy and s/l the need for those extra HP damp out the spikes that do get through def is substantially lowered.

    I don't know the rest of his numbers, but psi is going to be at least decent on most electricals, and maybe even stellar.

    Some of those crate guarding spawns in Lambda seem to be almost all seers, especially the sneeky one that shows up inside that little room... (though that does also feel like a smaller spawn) Maybe just my luck in the past few runs.
  15. I was a bit miffed on my elec/fire tanker at first but now I'm quite happy with what he can do (particularly in comparison to some other builds that are normally accepted as strong)

    Most of the problem earlier was that in the first day or so, neither I, nor many of the team knew the content well enough.

    Now? Sure I can die, but I've got capped s/l res, capped energy res, solid to high 70 res for fire and cold, and psi is up there too. This only goes up with buffs, and those are getting more and more common with destiny slots filling up.

    I chose to forget def and chug purples when I need them. res is fine, and elec particularly so.

    note: the above is in no way intended to make any qualitative or quantitative assessment of the relative strength of res and def builds in the new content

    note part two: If I really really wanted something durable I'd probably go for invul/dark or shield/dark, and I may yet do that, but... not out of need.
  16. I had my second chance to run both these tonight, and it was fundimentally different.

    I knew where things were, and, importantly so did the team. We didn't wait around for mobs to build up while things were explained, etc. etc. etc.

    I think incarnate powers (not mine) have also hit near critical mass which made it easier.

    We smashed through both trials, though I think we weren't so overpowered that there weren't still places we could have messed up.

    All told though, it was a night and day experience from the first time I tried these when they first came out a few days ago.
  17. Quote:
    Originally Posted by UberRod View Post
    Be prepared to weep like a baby and feel like a blaster, especially in the lambda trial.
    This was certainly my experience last night on my non def-stacking electric/fire.

    With capped Energy and SL res and very-high-to-everything-but-toxic res build, I was fine untill the final phases of each trial, but then... not so much.

    In those last fights, after shutting down the escaping brainwashed resistance, and getting 10/10 on the temp power glowies, it was dissapointing to be simply unable to survive long enough to protect my team.

    No I wasn't the only tank there. Yes they had the same problems, or seemed to, Yes even the granite was getting flattened.

    Yes I'd had a glass or two of wine. No the granite probably wasn't moving enough. No we probably didn't have a good mix of buffs and debuffs. No not all the team was 100% on the game plan, and the delay in explaining did let mobs build up, but I wouldn't be surprised if all of the above were necessary expectations.

    I have only one point of data in each trial.

    We all know what one point of data statistically does not make

    But if the trend continues, I will have to either re-spec, which seems unlikely to fix the problem or re-roll an over-def shield dark or some such.
  18. Thanks for the input

    It's going to be either my fort or my dm/sd that gets rebuilt, and I'm really REALLY leaning towards to the fort.

    Partly because he has all his accolades, partly because he doesn't require a +3 def PvP IO, but mostly because I need some more ranged/buffers...
  19. First off, thanks for the reply

    With regards to the cone range issue, with cardiac and the range enhancement, static discharge should have a range similar, or maybe a bit better than the starting range on dart burst... I'll have to double check when I get home, but as I recall, that's actually pretty solid.

    I'm not too worried about the cost of the purples in dom. I can only really play about 4 alts at once and I can (PvP IO's definitely notwithstanding) mostly IO out that many characters. I've just ditched an old PvP corruptor I haven't PvP'd with in 2 years or so and I'm going to tear appart an Ice/rad I haven't played in about two and a half years, so cost, while not "no object" is certainly of secondary concern. This said, recharge and ranged def are nice.

    I guess it comes down to trade offs. I have enough recharge to perma mind link, and lock down my ST chain, and with mindlink up I'm more than softcapped already. More recharge WOULD help with cones which are a bit slower than I'd like, though at a significant cost in the damage Dominate does. Dominate is part of my core dps. Without my home computer I can't check for sure, but losing that PvP proc and a bit of slotting might cost nearly 30-40 dps on that attack... and some recovery, though with cardiac the recovery is probably moot.

    I have a basilisk gaze on the shelf, might be worth seeing if the cones feel any better with a bit more recharge or not...

    With regards to the AoE controls, I cannot imagine dropping aim for them, though dropping CJ is possible. I don't really feel that I can devote the slots to make both of them effective, and even if I could, even with substantial + recharge, that's still going to be 30-40 seconds between controls. Solo or teamed That's not going to be every spawn. My feeling is that If I have a control up for every spawn, great. If I can't is only a bit better than a panic button, and I have wail for that.

    Now, if I took the damage out of wail, and slotted it for control, I could rotate through stun, confuse and hold on a very respectable timer, but I really like having wail as a nuke, and that's a lot of powers to find slots for.
  20. ER, I'm going to bet that this is far from perfect...

    /em jumps up and down and whistles

    but seriously, have forts like this gone way out of style for some reason, to the point where they're not really done any more?
  21. Forget lots of detailed advice, I have only one CRITICAL suggestion. Please find a way to get Hasten in there.

    Sure you have global recharge, and a handfull of seconds may not fill you with hate... but they should.

    Hasten will help bring up Buildup faster as well.

    I won't claim it's perfect, but here's the last build I played. I've switched out Lightning clap for tactics on my current build but I'll be switching back to clap on my next freespec because I miss it. I'm also torn on fire balls and blasts vs. the Mu pool. The extra zap is a better conceptual fit, but for what I'm doing I have to admit, flames do work a bit better.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(42), Hectmb-Dam%(43), Hectmb-Dmg/EndRdx(43)
    Level 1: Deflection -- LkGmblr-Rchg+(A), Aegis-ResDam/Rchg(5), LkGmblr-Def(25), DefBuff-I(27), Aegis-ResDam(29), Aegis-ResDam/EndRdx(29)
    Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11)
    Level 4: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), Aegis-ResDam/Rchg(15), Mrcl-Heal(17), Mrcl-Heal/EndRdx(19), Heal-I(21)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 8: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Boxing -- Empty(A)
    Level 14: Active Defense -- HO:Membr(A), HO:Membr(34)
    Level 16: Super Jump -- Jump-I(A)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(37)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46)
    Level 26: Maneuvers -- HO:Cyto(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HO:Cyto(40)
    Level 30: Lightning Clap -- Amaze-Acc/Stun/Rchg(A), Amaze-Stun/Rchg(45)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(39), RechRdx-I(39)
    Level 41: Char -- HO:Endo(A)
    Level 44: Fire Blast -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(50), Apoc-Dmg(50)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(5), Numna-Heal/EndRdx(13), Numna-Heal(19), Mrcl-Rcvry+(31), Mrcl-Heal(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(46)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1426;688;1376;HEX;|
    |78DA6594DB6F124114C66761B17661A1F446EF584A0B85B285DEA2D568A2C5A40A4|
    |99B46DF4CB3D229AC6E28011ED427FF06AF8F2636FE795E5E4C346DC5B3E71B5A12|
    |362DBFD96FCE7766E6CCCC965FED8484787B4F68E107AEDD6A1D1E549A76A3219B8|
    |1B25D752A62400811EF6A8765E94A69155D5969379D8AED42B8EADF91C7B2DE92D6|
    |41CD91EE51F735BA5BAFC9A6ACB7AD6E23B47772E25A2569379C7AD5E0978386944|
    |726371F3AD55A9B3A22DDA823D96CD59CC670B1E154ACFBAEFD461E96ED565B365F|
    |4FD0F432F4FFDB14EAE904C4924F8882F0A5803463799991C9021986E1B934E51AD|
    |33C492F302646195373C2C3CC06BFCDE419417269CAA5192C5D0B0221C675130833|
    |8C0823442EBF72F991C840DA30861CDA25A4C47091319AE491C7A9FE01B8B40066B|
    |88CA9FDA57C0358B13E709397337E9BB1748791BA056C3312143B88706D30CBB943|
    |80463D41F48860871E61526A530D6A6E137421E6997E11A3E8888A8EA439C119854|
    |755EDA3C72C8D5631FB1A63C2614CBD60245F3222E41AC12062042B0B9334C695ED|
    |88B1798EF2D3703135ED588CBA66456ECDEFF544A96752F9273731399DB46968BE6|
    |9E49C43B5522AE2DCF45220DF6C892BB3F29871413D71B58AF8194B37CE810BE01F|
    |63BE0308CC825C09E54AC0B500D7025C0B7025E14AC2F5875C8B70F9164FB1695F0|
    |0ECC9570A48AB2AA7B7B003A7A465D550590B53CF01AB8C5C9E5128002B8C6FE4B2|
    |D431B1D6585A5D0736804D846F3186283CAFAA9A470567F4CBAB457FDEF928E997D|
    |786CE34FBF674A590A47150FC2AA8333824BC85737BCFF06A8FF6B39E363FCF7B84|
    |4CDFB8F93EA5D0A7ACF7291B7DCA77E3F2020B2DC705FF69F4DCE9A7F812DCE5E31|
    |6DAE7B7E127384E8FF876CEE1AEFEE84D84CBF0AB37D167AE4DF8134AFB0E1FA2F7|
    |F8027DC09E7D64EC8FD0AF5AF77F3912E633|
    |-------------------------------------------------------------------|
    EDIT: and no, no I don't have task force commander on him yet.
  22. Ok, haven't played my Fort much since I14... or something like it.

    I've stripped him of his IOs over the issues since then, but I'm thinking I might build him up again.

    I'm going for a ranged only build with solid sustainable ST and AoE damage, and of course double leadership.

    I've got a tentative build here, I'd love to hear any comments and or suggestions

    I will NOT be using a +3def PvP IO, I have 2 and I'm not spending one here. Other than that, just about anything's on the menu. I don't have that ranged PvP damage proc (If I can't get it at a decent price, I'll do something else) but the rest will be mostly off the shelf

    I went with the mu pool because a chain of dom/subdue/lightning is pretty good dps, and I don't have to build for radical recharge to try and fit gloom into that, or contaminate my attacks with tkb which is lower dps... though if there's a clean way to build for higher dps I'd certainly entertain it.

    Tkb is still slotted for lower level play. I figure I'll probably end up with cardiac for end reasons, but the range will help those cones too.

    Still that's hypothetical, If others have better advice I'd love to hear it, it has, quite literally been years since I've played this guy as anything more than a market mule.

    Yes CJ is in there as well as hover/fly Years ago cj did nice things to Fly's agility. I'm assuming it still does.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(40)
    Level 1: Combat Training: Defensive -- DefBuff-I(A)
    Level 2: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(21), TotHntr-Dam%(23), GJ-Dam%(23)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/Rchg(21)
    Level 6: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
    Level 8: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(15), RechRdx-I(19), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
    Level 10: Hover -- HO:Cyto(A), HO:Micro(11)
    Level 12: Dominate -- Apoc-Dmg(A), UbrkCons-Dam%(13), UbrkCons-EndRdx/Hold(13), UbrkCons-Acc/Hold/Rchg(17), HO:Perox(17), Dev'n-Acc/Dmg/EndRdx/Rchg(19)
    Level 14: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Fly -- Flight-I(A)
    Level 20: Tactical Training: Leadership -- HO:Cyto(A)
    Level 22: Foresight -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(37)
    Level 24: Mask Presence -- LkGmblr-Rchg+(A), HO:Cyto(25), LkGmblr-Def(34)
    Level 26: Mind Link -- AdjTgt-Rchg(A), HO:Membr(27), GftotA-Def(27), AdjTgt-ToHit/Rchg(39), GftotA-Def/Rchg(39)
    Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33)
    Level 35: Psychic Wail -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dmg/Rchg(46)
    Level 38: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42), RechRdx-I(42)
    Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 44: Static Discharge -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Range-I(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Assault -- EndRdx-I(A)
    Level 50: Cardiac Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Mrcl-Rcvry+(25), Mrcl-Heal(36), Numna-Regen/Rcvry+(46), Numna-Heal(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Rchg(43)
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1441;706;1412;HEX;|
    |78DA6593DB4F134114C667BB5B4B2F500AE50E8552AE059656C028A848904A0D558|
    |8158C51EB0636B4B1B6CDB60DFAE69FA060D4C407135179F7FA577979F3B19E9E6F|
    |809A366D7FB3DF7C73F69C39338927573D423C5B148A7F396B148BA925CBD84EE7F|
    |2C5D4566627BFE7B86194CA9691150E214490A554D23232B94C6E578FE5AD523967|
    |948C13A927691A8FF7F2D6A3DA3929F9E2B9B46999B9927E3C70AFE7F3593D96CDE|
    |CA64B2E1EDF2A98E68E97876BA6B1635AC574A6E0397E2ED01BFC2B85CCB6BEB9B2|
    |944C25CAA984512C99D6D34E4A2E4CBFE7540A3E15551C12A262F403F011F8C4587|
    |61114F6091160E985472AA26257B0D486A5362CF56369FB5B8531A90AD127562890|
    |8A40AADAC6339A1F6866F87D8CF714DD8EE89AFD0B073AF315F8C668F8CE70FD601|
    |C90DD219371C0DE007B13EC2D138C21AC1AC22A272D712219C53947D084702D54A9|
    |8A9714D12D23BA276D55BB270EAC329A63C025F85B8E38648CEA6B941BD5D8A1544|
    |BBE4692574ADE20BBDCF4621F820B5F88A55572B54A57ABCC254E5A1B345B1B362B|
    |84CD1A420F2E93A103716C1D3074CE219F208C8BE4E84208ADEB9033EE9E87A3BB8|
    |1F45131F28ED5113B3F5D217F8F2CBBE71ECFF4DE071E30022946F021603006A99E|
    |3E99681F763AF01F7C64E8976DEF47A2034870006D1F40DBDFD0AE0FCAB60F9E476|
    |20B8CF17946F82263EA02639FECC3B2FE6154378E72C6F1DEBF74E8C66439635388|
    |A03326A7810810455834F173A3101372D5C4599E999E01668130FBA273FC143DC76|
    |8A71A75D9411D35B69014915204ADEFD54E6E1C7DE923D6B49ABBA572A875EDE46E|
    |09854D374F4D156733F9305B09D7858BD429D13A65A64E99AD537ED24950645A0AC|
    |EE8EF5349533670DCAEF3B109C519539B2C466F337ED54618E3087F4E2555D9E75A|
    |9B5E13FC22F40ADD39602CB6D2BF2C77C355BD9F186FD58CEFD48CEFD68CFF01373|
    |FE585|
    |-------------------------------------------------------------------|
  23. There are so many different conceptual options, but it's almost surprising that there are also so many game mechanics that could still be added.

    Assuming slight recombinations of what we currently have?

    A primarily resistance set with some meaningful defence, like electricu which traded it's end tools for a bit of dodge or a fire tank which traded burn and firey embrace for some deflection.

    A Positional set like SR or shields, without the damage or speed, but with enough +HP and +regen.

    A set based around a scaling resist power like invincibility is to def or RTTC is to regen. Think of it as an inverse invincibility.

    Going further afield, how about sets that rely a little more heavily on clicks? Regen for tankers? probably not, but imagine having a one with the shield power AND a MOG style power.

    Still too similar... OK, how about a tank with some more single target controls... how about a tank with a ranged toggle debuff as standard... how about a very alpha prone tank with a short recharge, very short duration version of phantom army...

    bah... we will get what we get, I hope for something strong and pretty.
  24. Quote:
    Originally Posted by Syntax42 View Post
    So far, the most common enemy in incarnate content has been Praetorian Clockwork which do primarily energy damage. Smashing and lethal are also major threats, and Electric Armor can come very close to capping those resists as well.
    I suspect some people are a bit weary of my saying this, but just for the record, with cardiac, Electric tanks don't need to come close to that magic 90%, they can hit it, and truly hard cap SL res without too much hassle.

    In my opinion they also SHOULD do it, or at least should seriously consider it. EDIT: I understand not everyone's going to want to take an electrical tank to T4 cardiac, but...
  25. Quote:
    Originally Posted by Arcanaville View Post
    Its not even possible. There's no such thing as resistance to debuffs. There is just resistance. Technically, SR does not have resistance to defense debuffs. That's just what we call it. SR has resistance to defense. That means SR resists any and all changes to any of the attack types: melee_attack, ranged_attack, etc. It would resist its own toggles if those were not unresistable buffs.

    Damage resistance is resistance to that type. So smashing resistance is not resistance to smashing damage its resistance to smashing, period. Smashing resistance resists changes to your smashing attribute. Smashing damage attempts to change that attribute, and smashing resistance resists that change**. Resistance debuffs attempt to lower your resistance to that type. They are, in effect, changes to that type. Smashing resistance debuff attempts to lower your res to smashing. Smashing resistance itself attempts to resist that change.

    There's no way to make something that resists smashing debuffs that wouldn't also resist smashing damage. So the only way to make something more resistant to a resistance debuff is to increase its resistance to that damage type, because the two resistances are literally the exact same thing.


    ** Decreasing our smashing attribute reduces our health automatically. Think of your smashing attribute as a shortcut or a symlink to your health. Editing smashing edits health. Same for the other damage types. That is how each damage type can have its own attribute - and by extension its own resistances - and yet all of them ultimately affect your one health bar.
    Ok, this is a post I shouldn't write

    First off, I don't think we need more resistance to resistance debuffs secondly, I'm about to contradict you, which historically isn't wise but...

    No way?


    come on, how about a power that procs a resist boost every time a debuff to resistance over a certain magnitude is applied to a character, that can stack up to... er, whatever, three times.

    Surely creative solutions could exist...



    it'll cut down