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Posts
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Inv/Stone. Mine is currently at 50, mainly with generic IO's, although I did get a few nice drops along the way (Numina Unique, Steadfast +def, FF proc, a few obliteration procs) and he's very sturdy. Inv is solid as is, but the real sweet part of the combo is Fault and Tremor. Two AoE knockdown powers that can keep whole mobs on their backsides throughout most of the fight. It's the AoE mitigation that leads me to recommend /Stone over /Dark. The self-heal in Dark will make you ridiculously tough, but for protecting you team it's hard to beat /Stone.
Also, Seismic Smash is spectacular.
This is my build. As I said, I primarily just use what drops for me, or Generic IO's off the market. I'm starting to think about doing more with it, but I don't see much point as he's already more than tough enough to tank anything his static team can get into. Tremor and Seismic Smash are the only powers I've gone out of my way to get sets for, but mostly because they were cheap sets and those powers deserve some enhancement. Very effective, but nobody's going to go all giddy over it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Magmauler: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), Aegis-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(5)
Level 1: Stone Fist -- Acc-I(A), Dmg-I(5), F'dSmite-Acc/Dmg(7), EndRdx-I(7), F'dSmite-Dmg/EndRdx(9), RechRdx-I(9)
Level 2: Dull Pain -- Heal-I(A), Heal-I(11), RechRdx-I(11), RechRdx-I(13), RechRdx-I(13), Heal-I(15)
Level 4: Heavy Mallet -- Acc-I(A), Dmg-I(15), Dmg-I(17), Dmg-I(17), EndRdx-I(19), EndRdx-I(19)
Level 6: Combat Jumping -- Jump-I(A)
Level 8: Unyielding -- EndRdx-I(A), ResDam-I(21), ResDam-I(21), Aegis-ResDam/EndRdx(23)
Level 10: Taunt -- RechRdx-I(A), Taunt-I(23)
Level 12: Stone Mallet -- Acc-I(A), Dmg-I(25), Dmg-I(25), F'dSmite-Acc/EndRdx/Rchg(27), F'dSmite-Dmg/EndRdx(27), EndRdx-I(29)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 18: Invincibility -- RedFtn-Def/Rchg(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(31)
Level 20: Fault -- Acc-I(A), FrcFbk-Rechg%(33), RechRdx-I(33), FrcFbk-Rchg/EndRdx(33), KinCrsh-Rechg/EndRdx(34), Rope-Acc/EndRdx(34)
Level 22: Boxing -- Acc(A)
Level 24: Tough -- EndRdx-I(A), ResDam-I(34), ResDam-I(36), TtmC'tng-EndRdx(36)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 28: Tough Hide -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(37)
Level 30: Weave -- EndRdx-I(A), DefBuff-I(37), DefBuff-I(39), RedFtn-Def/EndRdx(39)
Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(39), ResDam-I(40)
Level 35: Tremor -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(40), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(42), Oblit-%Dam(42), M'Strk-Dmg/EndRdx/Rchg(42)
Level 38: Seismic Smash -- F'dSmite-Acc/Dmg/Rchg(A), F'dSmite-Acc/EndRdx/Rchg(43), F'dSmite-Dmg/Rchg(43), F'dSmite-Dmg/EndRdx(43), F'dSmite-Acc/Dmg(45), C'ngImp-Dmg/EndRdx(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46), EndMod-I(46), Heal-I(48)
Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
Level 1: Gauntlet
Level 4: Ninja Run
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Egads! This individual can hear people talking all the way from Issue 6! Let's capture and study him!
Seriously, Inv is incredibly solid and anyone saying otherwise is a complete moron. It's a late blooming set on a scrapper, since Invincibility doesn't come until 28, but a Fire/Inv should be a very effective scrapper at the high end. -
Hope he doesn't use a lot of hand gestures while talking, or demonstrations could get both very ugly, and very entertaining.
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There are no useless characters, only useless players.
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Well, waited for 20 minutes and didn't see anyone (friended the two names I found in this thread). Haven't seen Bullet post in quite a while, so maybe we can try for next Friday? Hopefully Bullet is around to clarify starting location/time (7 Central I believe) and all that other stuff by then.
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That looks very interesting. I'll have to check it out.
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My suggestions
Brute: Dual Blades/Dark Armor - This combination is good at everything, including killing your End bar. Slot some extra end reduction early on and you'll be alright as you carve up your enemies. Alternative: Electric/DA
Stalker: Kinetic Melee/Ninjitsu - Solid ST damage, a ranged attack, interesting mechanics and powers in both sets. Ninjitsu, as pretty much the only set designed for Stalkers, is a lot of fun. Alternative: KM/Energy ('cause it looks purdy)
Scrapper: Broad Sword/Shield Defense - All around solid and iconic combo that's pretty much what you'd expect. Alternative: Fire/Regen (because mitigation is for pansies)
Tanker: Electric Armor/Stone Melee - ElA shores up the drawbacks in Stone Melee (slow recharge, high end cost, low aoe) quite well while Stone Melee adds two phenomenally useful AoE knockdown powers to absolutely abuse large groups of enemies. Start in Praetoria and laugh maniacally as enemies are entirely helpless against your massive energy resistance at low levels. Alternative: Ice/Ice (tankers are melee controllers, might as well embrace it)
Also, my quick and dirty guide to playing melee:
1. Take powers.
2. Slot said powers.
3. Push buttons until everything dies. -
Huzzah! Getting a tooth ripped out and starting a new static team, all in the same day. Should be fun.
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Neat. Reminds me of the paper cell phone they developed at Queens University in Ontario not too long ago. Anything to make technological advances smaller, more portable, more efficient, and easier to lose so you have to buy more.
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My guess would be 'purchasable' means you don't get 'it', but can buy 'it', and 'limited' means you get a small amount of 'it', but can buy more of 'it'.
Or something. I'm so out of the loop it's not even funny. -
Playing the good guys in video games is more popular than playing the bad guys because it gives you a nice change of pace from everyday life.
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I decided to remake my Inv/EM tanker into an EM/EA brute. Getting the big attacks as tier 7 and 9 in the primary, instead of tier 8 and 9 in the secondary should definitely help.
Now I'm just waiting for the last of my IO's to sell after 4 or 5 respecs to strip them all outta there. -
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Yes. The LotG's are global bonuses, and are always active, as opposed to Procs which need to be in a power being used.
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The 'Is Lost Sci-Fi or not?' debate completely misses the fact that the show sucked hard.
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I'm mostly looking forward the ridiculousness of SR/MA tankers. A complete lack of a need to build for defense and the obscene damage Eagle's Claw will be putting out when I kick some dude's face out the back of his skull.
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I've tweaked the costume a bit, and rerolled him since we're starting in Praetoria, but here's the guy I'm bringing. The redneck, technopath mutant known only as Joe the Mechanic.