Subject87

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  1. Quote:
    Originally Posted by Credria View Post
    I'll give you the gauntlet argument on fact, but not theory (I own up to being confused and misinformed)

    I stand on not needing to slot any more recharge in taunt then I did. Hasten drops the recharge to 6 seconds. The fastest power in the power set is 2 seconds to activate. Taunt will still be there when needed.

    In addition, agro management will be easier (and provide less of a need for taunts) because of the taunt slotted in the AoE -debuff- powers. It just makes sure nothing wants to break off to go after the squishies.



    I disagree and will keep doing so.

    +to hit is the more important number as Accuracy is a modifier.

    PargonWiki (again) sums it up best.. read it there..
    http://paragonwiki.com/wiki/Attack_Mechanics

    ...but as a direct quote:

    "A ToHit bonus of X gives you a better increase to your chance of hitting than an Accuracy bonus of X will. This is especially true against hard-to-hit targets."

    This means that ACC does even less against Mobs with a high DEF value.

    Think of this.. 75% base to hit, the Mob is 2 levels higher, so basetohit goes down to %57...the Mob also has 20% defense against your damage type, so toHit now goes down to %37....this is the point where ACC gets applied. 2 ACC IO's would make the toHit roll 60%

    ACC(toHit-Def)

    Accuracy is only a modifier...a good one.. but given the choice..always choose +toHit

    So in the long run, powers, inspirations, and et all that provide +tohit are more valuable then the ACC IO.

    ..and there are alot of these...
    --Call to Justices
    --Geas of the Kind Ones
    --Ranger/Elite Ranger Day Job
    --Energy Mastery: Focused Accuracy (which would be all the accuracy this build would need)
    --Leadership:Tactics
    --Yellow INsps.

    Any of these would more then likely be enough security on its own.. of course so would slotting extra +toHit IO's in the two powers that provide it in this build. Combine that with a single ACC IO in each power..and you'd never miss at all.. But..it would be wasted space..and IMHO, the extra recharge or endurance reduction will probably be more valuable.



    The toon is a TANK... he should be teaming..and often. Otherwise...he wouldnt need a taunt power at all..eh?

    If this build is mainly for solo play, then the same build as a Scrapper or Brute would be a better choice for both game speed and enjoyment.
    Actually considering rerolling as a scrapper, I'll post a build here in a bit unless someone has one already.
  2. since this thread seems to be active can someone check out this thread http://boards.cityofheroes.com/showthread.php?t=281605 and give me some advice?

    Thanks
  3. Subject87

    Elec/Tw

    Quote:
    Originally Posted by _Pine_ View Post
    Do you want a common IO build?
    Yes
  4. Subject87

    Elec/Tw

    Okay so I made a Ice/TW build also for critique (still dont know which one I want to use)

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Fourth Destiny: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Titan Weapons
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Frozen Armor -- DefBuff-I(A), DefBuff-I(3), EndRdx-I(3)
    Level 1: Defensive Sweep -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), EndRdx-I(7), DefBuff-I(9)
    Level 2: Hoarfrost -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11), Heal-I(11), Heal-I(13), Heal-I(13)
    Level 4: Titan Sweep -- EndRdx-I(A), Acc-I(15), Dmg-I(15), Acc-I(17), Dmg-I(17)
    Level 6: Boxing -- Acc-I(A)
    Level 8: Permafrost -- ResDam-I(A), ResDam-I(19), ResDam-I(19)
    Level 10: Wet Ice -- EndRdx-I(A), EndRdx-I(21)
    Level 12: Taunt -- RechRdx-I(A), Taunt-I(21), Taunt-I(23)
    Level 14: Tough -- ResDam-I(A), ResDam-I(27), EndRdx-I(29)
    Level 16: Follow Through -- Acc-I(A), Dmg-I(31), Acc-I(31), Dmg-I(31), EndRdx-I(33), RechRdx-I(33)
    Level 18: Weave -- DefBuff-I(A), DefBuff-I(33), RechRdx-I(34)
    Level 20: Build Momentum -- RechRdx-I(A), RechRdx-I(34), ToHit-I(34), ToHit-I(36)
    Level 22: Glacial Armor -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(36)
    Level 24: Chilling Embrace -- EndRdx-I(A), EndRdx-I(37)
    Level 26: Energy Absorption -- EndMod-I(A), EndMod-I(37), RechRdx-I(39), RechRdx-I(39)
    Level 28: Combat Jumping -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(39)
    Level 30: Rend Armor -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), EndRdx-I(42), RechRdx-I(42)
    Level 32: Hibernate -- EndMod-I(A), Heal-I(43), RechRdx-I(43), RechRdx-I(43), EndRdx-I(45)
    Level 35: Block of Ice -- Acc-I(A), Acc-I(37), Dmg-I(45), Dmg-I(46)
    Level 38: Whirling Smash -- Acc-I(A), Dmg-I(42), Acc-I(46), Dmg-I(48), RechRdx-I(48)
    Level 41: Icicles -- EndRdx-I(A), EndRdx-I(50)
    Level 44: Arc of Destruction -- Acc-I(A), RechRdx-I(45), EndRdx-I(46), Dmg-I(48), Acc-I(50), Dmg-I(50)
    Level 47: Ice Blast -- Acc-I(A)
    Level 49: Ice Storm -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal-I(A), Heal-I(25), Heal-I(27)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), EndMod-I(23), EndMod-I(25)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Momentum



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    Im probably missing something.. But I'd appreciate any and all help I can get. Thanks.
  5. Subject87

    Elec/Tw

    Having just unlocked titan weapons and Beam Rifle I sense two more Alts for me.. Ugh, anyway this is the Elec/TW build I came up with, Im probably missing alot as I just cant seem to get the hang of making a good build, but I think I slotted everything right, Any and all suggestions, tips, critiques would be most welcome.

    Edit: My concept would also allow for Ice armor.. Would Ice synergize better with TW?

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    The Fourth Destiny: Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Titan Weapons
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- ResDam-I(A), ResDam-I(3), EndRdx-I(3)
    Level 1: Defensive Sweep -- DefBuff-I(A), Acc-I(5), Acc-I(5), Dmg-I(7), Dmg-I(7), EndRdx-I(9)
    Level 2: Conductive Shield -- ResDam-I(A), ResDam-I(9), EndRdx-I(11)
    Level 4: Titan Sweep -- EndRdx-I(A), Acc-I(11), Acc-I(13), Dmg-I(13), Acc-I(15), RechRdx-I(15)
    Level 6: Static Shield -- ResDam-I(A), ResDam-I(21), EndRdx-I(21)
    Level 8: Boxing -- Acc(A)
    Level 10: Grounded -- ResDam-I(A), ResDam-I(23), ResDam-I(23)
    Level 12: Taunt -- Taunt-I(A), Taunt-I(25), RechRdx-I(25), RechRdx-I(27)
    Level 14: Energize -- Heal-I(A), Heal-I(27), RechRdx-I(29), RechRdx-I(31)
    Level 16: Follow Through -- Acc-I(A), Acc-I(29), Dmg-I(31), Dmg-I(31), EndRdx-I(33)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Tough -- ResDam-I(A), ResDam-I(33), EndRdx-I(33), EndRdx-I(34)
    Level 22: Lightning Field -- EndRdx-I(A), EndRdx-I(34), EndMod-I(34), Acc-I(36)
    Level 24: Weave -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36)
    Level 26: Power Sink -- EndMod-I(A), EndMod-I(37), RechRdx-I(37), RechRdx-I(37)
    Level 28: Build Momentum -- ToHit-I(A), RechRdx-I(39), RechRdx-I(39), ToHit-I(39)
    Level 30: Maneuvers -- DefBuff-I(A), DefBuff-I(40), EndRdx-I(40)
    Level 32: Rend Armor -- Acc-I(A), Acc-I(40), Dmg-I(42), Dmg-I(42), EndRdx-I(42), EndRdx-I(43)
    Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
    Level 38: Whirling Smash -- Acc-I(A), Acc-I(43), Dmg-I(43), Dmg-I(45), EndRdx-I(45)
    Level 41: Physical Perfection -- Heal-I(A), Heal-I(46), EndMod-I(46), EndMod-I(48)
    Level 44: Arc of Destruction -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(50), EndRdx-I(50), RechRdx-I(50)
    Level 47: Laser Beam Eyes -- Acc-I(A)
    Level 49: Focused Accuracy -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(17), Heal(17)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(19), EndMod(19)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Momentum



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  6. Quote:
    Originally Posted by Hyperstrike View Post
    Nope. The market is cross-server.
    And you're on one of the most populous servers in the game.

    Okay a couple critiques of your build as is.

    1. WAY overslotted for Acc. 2 common Acc IOs should be MORE than fine. Convert the extra Acc IO to a Damage IO. The damage from most of your attacks is pitiful and simply prolongs fights to the point where someone is eventually going to get lucky and kill you.
    2. You have way too much passive endurance reduction (Resist/Defense toggles) and pretty much NO active endurance reduction (attacks). This will drain you dry faster than you can say "Faceplant" in anything other than the lightest fighting. You expend more energy attacking than you do from your armors.
    3. Pull the Accs out of Taunt. It's auto-hit outside of PVP.


    While I agree with the posters above that you'd be better-served by using Hamidon Origin enhancers, some of them can be VERY expensive.


    Here's a slight rework of your original build with more emphasis on damage and endurance reduction in powers.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), EndRdx-I(3)
    Level 1: Shadow Punch -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(7), EndRdx-I(7)
    Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
    Level 4: Shadow Maul -- Acc-I(A), Acc-I(17), Dmg-I(19), Dmg-I(19), RechRdx-I(21), EndRdx-I(27)
    Level 6: Super Speed -- Run-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Unyielding -- ResDam-I(A), ResDam-I(25), EndRdx-I(25)
    Level 12: Taunt -- RechRdx-I(A), RechRdx-I(21), Taunt-I(23), Taunt-I(23)
    Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(27)
    Level 16: Tough -- ResDam-I(A), ResDam-I(29), ResDam-I(29), EndRdx-I(31)
    Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), ToHit-I(33), ToHit-I(46)
    Level 20: Siphon Life -- Acc-I(A), Acc-I(33), Dmg-I(33), Heal-I(34), Heal-I(34), Dmg-I(34)
    Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(36)
    Level 24: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(39)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37)
    Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(40)
    Level 32: Soul Drain -- Acc-I(A), Acc-I(37), Dmg-I(39), Dmg-I(40), EndRdx-I(40)
    Level 35: Resist Energies -- ResDam-I(A), ResDam-I(39), ResDam-I(46)
    Level 38: Dark Consumption -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(43), EndMod-I(43), EndMod-I(43)
    Level 41: Ring of Fire -- Acc-I(A), Acc-I(42), Dmg-I(45), Dmg-I(45), RechRdx-I(45)
    Level 44: Resist Elements -- ResDam-I(A), ResDam-I(46)
    Level 47: Fire Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48)
    Level 49: Fire Ball -- Acc-I(A), Acc-I(50), Dmg-I(50), RechRdx-I(50)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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    Thanks, I had no idea taunt was auto hit out of PVP
  7. Quote:
    Originally Posted by Black_Assassin View Post
    Slot them as and when you get them - depending on the server you play on.
    Im on Virtue, does that make a difference?
  8. Quote:
    Originally Posted by Black_Assassin View Post
    This build im about to post uses HamiOs because they are still very useful when you have no access to Set IOs

    They will be expensive on WW so lots of Hami raids will be needed and STFs for the synthetic versions to finish your build off.

    In the meanwhile, your build will be fine - I would just recommend switching into body for physical perfection and let the team do the AoE damage.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3)
    Level 1: Shadow Punch -- HO:Nucle(A), HO:Nucle(5), HO:Nucle(5), RechRdx-I(7), RechRdx-I(45), EndRdx-I(46)
    Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9), HO:Golgi(9), HO:Golgi(11), HO:Golgi(11)
    Level 4: Smite -- HO:Nucle(A), HO:Nucle(17), HO:Nucle(17), RechRdx-I(19), RechRdx-I(19), EndRdx-I(46)
    Level 6: Resist Physical Damage -- HO:Ribo(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 10: Unyielding -- HO:Ribo(A), HO:Ribo(23), HO:Ribo(23)
    Level 12: Taunt -- RechRdx-I(A), RechRdx-I(25), Range-I(25), Range-I(27), Range-I(46)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(27), HO:Cyto(29)
    Level 20: Siphon Life -- HO:Nucle(A), HO:Nucle(29), HO:Nucle(31), HO:Golgi(31), HO:Golgi(31), HO:Golgi(33)
    Level 22: Tough -- HO:Ribo(A), HO:Ribo(33), HO:Ribo(33)
    Level 24: Weave -- HO:Cyto(A), HO:Cyto(34), HO:Cyto(34)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(36)
    Level 28: Maneuvers -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
    Level 30: Combat Jumping -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
    Level 32: Soul Drain -- HO:Nucle(A), HO:Nucle(37), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
    Level 35: Unstoppable -- HO:Ribo(A), RechRdx-I(40), RechRdx-I(42), RechRdx-I(50)
    Level 38: Resist Energies -- HO:Ribo(A), HO:Ribo(40), HO:Ribo(40)
    Level 41: Midnight Grasp -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), RechRdx-I(43), RechRdx-I(43), EndRdx-I(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48), Heal-I(48)
    Level 49: Burnout -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    thanks for the advice though I must ask.. what's a STF? I've never used a hamiO before.
  9. Again with another alt, only bad thing abouit this game is I make to many toons, anyway my latest concept is a inv/dark Tank, I rolled up a build with generic IO's since I can use em now but I wanna make sure I did it right, I wasnt sure about my epic pool and I wanted to fit more of the Leadership pool in but I didnt have room, any advice and critiques would be most welcome, Im not the best at making builds.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), EndRdx-I(3), EndRdx-I(5)
    Level 1: Shadow Punch -- Acc-I(A), Acc-I(5), Acc-I(7), Dmg-I(7)
    Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), Heal-I(11), Heal-I(11), Heal-I(13)
    Level 4: Shadow Maul -- Acc-I(A), Acc-I(17), Acc-I(19), Dmg-I(19), RechRdx-I(21)
    Level 6: Super Speed -- Run-I(A)
    Level 8: Boxing -- Empty(A)
    Level 10: Unyielding -- ResDam-I(A), ResDam-I(25), EndRdx-I(25), EndRdx-I(27)
    Level 12: Taunt -- RechRdx-I(A), RechRdx-I(21), Taunt-I(23), Taunt-I(23), Acc-I(39), Acc-I(46)
    Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(27)
    Level 16: Tough -- ResDam-I(A), ResDam-I(29), ResDam-I(29), EndRdx-I(31), EndRdx-I(31)
    Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), EndRdx-I(33)
    Level 20: Siphon Life -- Acc-I(A), Acc-I(33), Dmg-I(33), Heal-I(34), Heal-I(34), Dmg-I(34)
    Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(36)
    Level 24: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(39), EndRdx-I(39)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(37)
    Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(36), EndRdx-I(36), EndRdx-I(37)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 32: Soul Drain -- Acc-I(A), Acc-I(40), Dmg-I(40)
    Level 35: Resist Energies -- ResDam-I(A), ResDam-I(46), ResDam-I(46)
    Level 38: Dark Consumption -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(43), EndMod-I(43), EndMod-I(43)
    Level 41: Ring of Fire -- Acc-I(A), Acc-I(45), Dmg-I(45), RechRdx-I(45)
    Level 44: Resist Elements -- ResDam-I(A)
    Level 47: Fire Blast -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48)
    Level 49: Fire Ball -- Acc-I(A), Acc-I(50), Dmg-I(50), RechRdx-I(50)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  10. Quote:
    Originally Posted by Bloodspeaker View Post
    Any reason per sé to make the Praetorian another melee character? My n/n Blaster's Evil Twin (complete with a Beard Of Evil ) is a demon/therm Mastermind.
    Only particular reason is that's what Im used to playing, I have a demon/dark and bots/traps so I dont think I'd wanna do Demons or bots again and I dont like necro, tried them 3 or 4 times and get frustrated, any mastermind suggestions?
  11. I just made a Broadsword/shield defense scrapper as a Villan and I was thinking of giving him a praetorian counterpart who will go heroside so I could do undercover loyalist arcs. I've narrowed the secondary down to Shield defense or Invulnerability and the primary to Dark Melee, War Mace, Or Battle axe. Did some research and I've heard that Dark Melee really goes good with Shield defense, I also know I'll probably get a play what you like but I figured I'd ask and see if there's any really powerful combos here. I might consider Energy Aura as I've never played that before either.

    Toon will be in praetoria so mostly soloing as it seems really hard to get a team there and lately I've been using Generic IO's to get me through to the upper levels. all feed back and suggestions welcome.

    Thanks.
  12. [QUOTE=Helluva_Goon;4025319]The main question is why use SO's, are they still on the market? WOW!!! If so because for one, you will greatly benefit from just Training/Regular IO's (Invention Original Recipes/or crafted enhancements). At level 32, for level 27 even, you want to slot level 35 regular IO's at lvl 32 or level 30 regular IO's for level 27. You can hold on to them without ever having to worry if they are red or not because your toon may have out-level'ed their working limit. You can keep the crafted IO's until the toon reache level 50 and respec build if need be
    Quote:
    .

    Local Man and quite a few others has giving you some great input on what is the better to start with. After reviewing, Local Man's responses, he is 99.9% accurate. You did mention you are a solo'ist and a team-mate sometimer so, Ill/Rad is your best choice. The only thing about Ill/Rads are ...... they ... are .... so .... great (depending on build), you may not want to play another troller ..... ever ... accept their are other troller builds you can tweak and master according to your controlling playstyle like Plant/Poinson or a Fire/Kin troller. But the The things you can do with an Ill/Rad makes your favorite Tanker and/or balaster (No Offense to Tankers & Blasters) but just saying you may feel what you have persnally on your character tray cannot defeat it. It is the only controller (IMO) that can be Tanker, Blaster and Defender. SO's will just give you a taste but with global bonuses stats, you will be golden especially when you get T4 Incarnates.
    __________________
    I actually just gave some generic IO's a try, and some sets that I could afford on my Mastermind and so I'm probably going to be using Generic IO's for most of the time on the troller
  13. Wow thanks for all the replies/. I'll probably roll up a Ill/rad and a Fire/ something to see what I like better. Good thing I resubscribed and got plenty of slots.
  14. Quote:
    Originally Posted by Erratic View Post
    I am not wowed by Weapon Mastery as a powerpool. It is thematic because of Shuriken (and Exploding Shuriken) and does get you Physical Perfection, but Shuriken and Exploding Shurikent don't get you a lot of damage and I wonder how often you are going to be in need of a ranged attack. But I can't say that any of the hero-side Power Pools really sings to me in terms of utility, so you might as well pick one you like.

    Blinding Powder seems kinda iffy. I am guessing you would use it to reduce the number of mobs that will respond to you revealing yourself by attacking, hoping for it to hit the second (and third or more) dangerous opponent in a spawn (becuase you obviously are single target taking out the first dangerous one). Obviously the power seems to have situational usefulness, I just am not sure how often the situation arises.

    Finally, you had three slots dedicated to Hide in your build. I didn't put the two extra slots in the power but I think you had a good idea there because it allows you to reveal yourself (say by using Caltrops) and still maintain a very high defense because you haven't taken damage. Opponents will then come after you and you would be somewhat closer to the defense cap while still hiden, meaning you might still successfully launch an attack without interruption. I took the two slots out in my build but that really comes down to how you want the character to be able to play and I can't say that what you had was wrong.

    But I agonize over power choices when working up a character anyway, changing them and slotting as I pour more consideration into them while playing them.
    Im thinking of taking this guy redside instead of blueside and was thinking either soul mastery or MU for patron pool, any suggestions there?
  15. Quote:
    Originally Posted by Agent White View Post
    Perma-PA isn't feasible with just SOs. But you don't *need* perma PA to be strong. You won't be solo'ing AVs/Gms, but you'll do very well anyway. Ill/rad is a very strong combination for both solo play and team play. And between Accelerated Metabolism and Hasten, you won't have to wait that long between PA's 'uptime' anyway.

    Solo, you can go invisible (100% stealth at that) and pick off enemies by confusing them, then locking down the rest and taking them out via containment, saving Phantom Army for Bosses. You've got the trifecta of debuffs that will drop an enemies Resistance, Defense, Regen and others. Phantasm is a solid tier 9 pet that deals energy damage (most of your damage is Psychic)

    Teams, you have a whole tool box of things to play with. A very nice PBAoE heal, one of the single best PBAoE team buffs with Accelerated Metabolism, you've still got all the lovely debuffs for taking down AVs with the team, soft control with Spectral Terror (fear) and 3 separate PBAoE holds (one an aura).

    It's very survivable and *very* much a tool box set.
    Thanks for the advice, I'll roll one up and give it a try!
  16. Quote:
    Originally Posted by Darth_Khasei View Post
    If you want to be able to kill stronger foes solo like AV's, I would look into a perma phantom army Ill/Rad troller.
    Would that be feasable with just SO's though? I'm looking for something that will be good on SO's, not the best.. Just good enough to work.
  17. Quote:
    Originally Posted by Erratic View Post
    I would not make some of the power choices personally but I tried to mostly respect what you indicated you would take. But I feel the slotting on this might serve you better than what you last had indicated.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Quick Strike
    • (A) Accuracy
    • (3) Damage Increase
    • (5) Damage Increase
    • (13) Damage Increase
    Level 1: Hide
    • (A) Defense Buff
    Level 2: Body Blow
    • (A) Accuracy
    • (3) Damage Increase
    • (5) Damage Increase
    • (13) Damage Increase
    • (39) Endurance Reduction
    Level 4: Ninja Reflexes
    • (A) Defense Buff
    • (9) Defense Buff
    • (17) Defense Buff
    Level 6: Assassin's Strike
    • (A) Accuracy
    • (7) Damage Increase
    • (7) Damage Increase
    • (9) Damage Increase
    • (37) Endurance Reduction
    • (46) Recharge Reduction
    Level 8: Fly
    • (A) Flight Speed
    Level 10: Smashing Blow
    • (A) Accuracy
    • (11) Damage Increase
    • (11) Damage Increase
    • (15) Damage Increase
    • (15) Recharge Reduction
    • (46) Recharge Reduction
    Level 12: Caltrops
    • (A) Recharge Reduction
    • (34) Recharge Reduction
    • (34) Recharge Reduction
    Level 14: Placate
    • (A) Recharge Reduction
    Level 16: Build Up
    • (A) Recharge Reduction
    • (39) Recharge Reduction
    • (46) Recharge Reduction
    Level 18: Danger Sense
    • (A) Defense Buff
    • (19) Defense Buff
    • (19) Defense Buff
    Level 20: Kuji-In Sha
    • (A) Recharge Reduction
    • (21) Healing
    • (27) Healing
    • (29) Healing
    • (37) Recharge Reduction
    • (37) Recharge Reduction
    Level 22: Kuji-In Rin
    • (A) Recharge Reduction
    • (23) Recharge Reduction
    • (23) Recharge Reduction
    Level 24: Burst
    • (A) Accuracy
    • (25) Damage Increase
    • (25) Damage Increase
    • (27) Damage Increase
    • (29) Recharge Reduction
    • (39) Recharge Reduction
    Level 26: Boxing
    • (A) Accuracy
    Level 28: Tough
    • (A) Endurance Reduction
    • (42) Resist Damage
    • (42) Resist Damage
    • (43) Resist Damage
    Level 30: Weave
    • (A) Endurance Reduction
    • (31) Defense Buff
    • (31) Defense Buff
    • (31) Defense Buff
    Level 32: Concentrated Strike
    • (A) Accuracy
    • (33) Damage Increase
    • (33) Damage Increase
    • (33) Damage Increase
    • (34) Endurance Reduction
    • (40) Recharge Reduction
    Level 35: Blinding Powder
    • (A) Accuracy
    • (36) To Hit Debuff
    • (36) To Hit Debuff
    • (36) To Hit Debuff
    Level 38: Kuji-In Retsu
    • (A) Recharge Reduction
    • (40) Recharge Reduction
    • (40) Recharge Reduction
    Level 41: Physical Perfection
    • (A) Endurance Modification
    • (42) Healing
    • (43) Endurance Modification
    • (43) Healing
    Level 44: Maneuvers
    • (A) Endurance Reduction
    • (45) Defense Buff
    • (45) Defense Buff
    • (45) Defense Buff
    Level 47: Shuriken
    • (A) Accuracy
    • (48) Damage Increase
    • (48) Damage Increase
    • (48) Damage Increase
    Level 49: Exploding Shuriken
    • (A) Accuracy
    • (50) Damage Increase
    • (50) Damage Increase
    • (50) Damage Increase
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification
    • (17) Endurance Modification
    • (21) Endurance Modification
    Level 1: Assassination
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Thanks, But just out of curiosity what power choices would you differ in? all suggestions would be much appreciated.
  18. I usually play Scrappers with the exeption of the tank and mastermind I'm leveling now. I've tried doms but I just can't seem to get interested in one, but controllers sound interesting.. Any power suggestions for a first time controller? I usually form teams, or solo so a bit of both if that helps. And I'll be using strictly SO's.
  19. Quote:
    Originally Posted by Erratic View Post
    It looks better, but there are still a couple of things that might be tweaked.

    You should not need the extra Accuray in Quick Strike, and Quick Strike recharges quickly enough as is that putting a Recharge Reducer in it is not saving you much (it will recharge in 2.25 seconds as opposed to 3 seconds--not really a savings worth having). If you are not planning on using the IOs, I would drop 2 slots in the power and leave it at Acc, Dmg, Dmg, Dmg.

    Unless you are planning on regularly confronting things that are much higher level than you, most of your attacks have more Accuracy slotted than is advisable.

    You have seriously short changed Burst in the damage department. Kinetic Melee is not a heavy, AE powerset, so you will want to get the most out of what few area attacks you have.

    When I get home I will try to cobble together a build which respects your power choices but yields what I think might be a better levelling experience.
    Alright I'll keep that in mind for future reference, thanks for the great advice.
  20. Okay here's the new build, I removed Teleport for Tactics but I was wondering if perhaps I should get rid of the speed pool for the concealment pool for added defense?


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Quick Strike -- Dmg(A), Acc(3), Acc(3), RechRdx(7), Dmg(13), Dmg(29)
    Level 1: Hide -- DefBuff(A), DefBuff(5), DefBuff(5)
    Level 2: Smashing Blow -- Acc(A), Dmg(7), RechRdx(9), Acc(9), Dmg(21), Dmg(27)
    Level 4: Ninja Reflexes -- EndRdx(A), DefBuff(11), DefBuff(11), DefBuff(13)
    Level 6: Combat Jumping -- Jump(A), DefBuff(15), DefBuff(15), DefBuff(17), EndRdx(33)
    Level 8: Assassin's Strike -- Dmg(A), Dmg(21), Dmg(23), Acc(25), RechRdx(25), Acc(27)
    Level 10: Danger Sense -- EndRdx(A), DefBuff(19), DefBuff(29), DefBuff(31)
    Level 12: Build Up -- ToHit(A), ToHit(23), RechRdx(37)
    Level 14: Fly -- EndRdx(A)
    Level 16: Placate -- RechRdx(A), RechRdx(34), RechRdx(36)
    Level 18: Caltrops -- Range(A), Slow(33), RechRdx(34)
    Level 20: Kuji-In Sha -- Heal(A), ResDam(39), Heal(39), RechRdx(39), RechRdx(40), Heal(40)
    Level 22: Kuji-In Rin -- RechRdx(A), RechRdx(40), RechRdx(42), EndRdx(42), EndRdx(42)
    Level 24: Maneuvers -- DefBuff(A), DefBuff(31), DefBuff(45), EndRdx(45)
    Level 26: Burst -- RechRdx(A), Dmg(43), Acc(43), Acc(43), RechRdx(45)
    Level 28: Hasten -- RechRdx(A), RechRdx(48)
    Level 30: Assault -- RechRdx(A), EndRdx(31), EndRdx(34)
    Level 32: Concentrated Strike -- RechRdx(A), Dmg(33), Acc(36), Dmg(36), Dmg(37), Acc(37)
    Level 35: Vengeance -- DefBuff(A), DefBuff(46), Heal(48), Heal(48)
    Level 38: Blinding Powder -- Acc(A), RechRdx(46), Acc(46)
    Level 41: Web Grenade -- Range(A)
    Level 44: Physical Perfection -- EndMod(A), Heal(50), EndMod(50), Heal(50)
    Level 47: Shuriken -- Acc(A)
    Level 49: Exploding Shuriken -- RechRdx(A)
    ------------
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(19)
    Level 1: Assassination
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run



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  21. Quote:
    Originally Posted by Erratic View Post
    You are aware how Concentrated Strike works with Build Up? That a crit on Concentrated Strike (which you will get from Hide) doesn't do extra damage but instead refreshes Build Up and thereby leads to popping Build Up, using Concentrated Strike from Hide (and since Concentrated Strike hits like a tank dropped from orbit, whatever it is that you are targetting is likely dead) and immediately refresing Build Up for future use. Since your Build Up is still going to be going for another 6 seconds or so after you have used Concentrated Strike, drop a Burst on the area and put everything on its butt while doing damage to them and then, deal with survivors as you will. Again, I can not see not taking Concentrated Strike the very first moment it comes available.

    My understanding is that Smoke Flash is a fairly weak power, but that comes from reviews of it here online. My Electric Melee/Ninjitsu stalker neither is high enough level to have it nor plans to take it.

    Edit: Another thing, the slotting on your attacks looks odd. Is there some reason you are avoiding slotting them with 3 Damage each?
    No actually there isnt, and I had no idea it worked like that. I've never played stalkers or Kinetic melee, Im revising my build now, thanks for the advice.

    Thank you also to Aett for the great advice
  22. Quote:
    Originally Posted by _Pine_ View Post
    I need to find out, is there any specific reason you chose all 4 travel pools? This answered, I can more help you with a build.
    I didn't even realize I did untill I looked at my build after I posted it, I could toss out teleportation pool. I took speed for hasten, figuring I'd need it, and leaping for combat jumping for added defense. So the only real travel pool I would need is fly
  23. Since I just resubscribed I decided I wanted to try Kinetic Melee since I haven't ever played it before, was going to make it on a scrapper but never got around to it. I've never played a serious stalker either so I figured I'd try it out. Any suggestions/tips/ and critiques would be much appreciated. I'll probably solo/team through either praetoria then go redside or just solo redside. I went with Ninjutsu simply because it's a stalker exclusive, On SO's would super reflexes be better? Also realized instead of teleport I could throw in either fighting or leadership for more defense, have no idea why I didn't take fighting or leadership

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Quick Strike -- Dmg(A), Acc(3), Acc(3)
    Level 1: Hide -- DefBuff(A), DefBuff(5), DefBuff(5), RechRdx(7)
    Level 2: Smashing Blow -- Acc(A), Dmg(7), RechRdx(9), Acc(9)
    Level 4: Ninja Reflexes -- EndRdx(A), DefBuff(11), DefBuff(11), DefBuff(13)
    Level 6: Combat Jumping -- Jump(A), Jump(13), DefBuff(15), DefBuff(15), DefBuff(17)
    Level 8: Assassin's Strike -- EndRdx(A), Acc(25), Acc(27), RechRdx(27)
    Level 10: Danger Sense -- EndRdx(A), EndRdx(29), DefBuff(29), EndRdx(31), DefBuff(31), DefBuff(31)
    Level 12: Caltrops -- Range(A), Dmg(33), Slow(33), RechRdx(34)
    Level 14: Fly -- Flight(A), EndRdx(34)
    Level 16: Placate -- RechRdx(A), RechRdx(34), RechRdx(36), Range(36), Range(36), Range(37)
    Level 18: Build Up -- ToHit(A), RechRdx(21), ToHit(23), RechRdx(33), RechRdx(37), Empty(37)
    Level 20: Kuji-In Sha -- Heal(A), ResDam(39), Heal(39), RechRdx(39), RechRdx(40), Heal(40)
    Level 22: Kuji-In Rin -- RechRdx(A), RechRdx(40), RechRdx(42), EndRdx(42), EndRdx(42)
    Level 24: Recall Friend -- Range(A)
    Level 26: Burst -- RechRdx(A), Dmg(43), Acc(43), Acc(43), RechRdx(45)
    Level 28: Smoke Flash -- RechRdx(A), RechRdx(45), RechRdx(45), Acc(46), Acc(46)
    Level 30: Teleport Foe -- Empty(A)
    Level 32: Long Range Teleport -- RechRdx(A)
    Level 35: Concentrated Strike -- Dmg(A), Acc(46), Acc(48), RechRdx(48)
    Level 38: Team Teleport -- Range(A)
    Level 41: Hasten -- RechRdx(A), RechRdx(48)
    Level 44: Physical Perfection -- EndMod(A), Heal(50), EndMod(50), Heal(50)
    Level 47: Shuriken -- Acc(A)
    Level 49: Exploding Shuriken -- RechRdx(A)
    ------------
    Level 2: Swift -- Flight(A), Flight(23), Flight(25)
    Level 2: Health -- Heal(A), Heal(19), Heal(21)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(19)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  24. I made this build using SO's, as tat's about all I can afford, But I suppose I could use Generic IO's.

    I plan to solo/team as it comes through praetoria then go redside and level to 50 there.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Electric Armor
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Body Blow -- Dmg(A), Acc(3)
    Level 1: Charged Armor -- ResDam(A), EndRdx(3), ResDam(5)
    Level 2: Lightning Field -- EndRdx(A), EndRdx(5), Dmg(7), Dmg(7), EndRdx(9)
    Level 4: Smashing Blow -- Dmg(A), Acc(9), RechRdx(11)
    Level 6: Fly -- Flight(A), EndRdx(11)
    Level 8: Repulsing Torrent -- EndRdx(A), EndRdx(13), Range(13), Dmg(15), Acc(15)
    Level 10: Static Shield -- ResDam(A), ResDam(17), EndRdx(17), EndRdx(19)
    Level 12: Conductive Shield -- ResDam(A), EndRdx(19), ResDam(21)
    Level 14: Aid Other -- Heal(A), Heal(23), IntRdx(23)
    Level 16: Grounded -- ResDam(A), ResDam(25)
    Level 18: Burst -- RechRdx(A), Dmg(27), Acc(27), Dsrnt(29)
    Level 20: Energize -- RechRdx(A), RechRdx(29), Heal(31), EndRdx(31), RechRdx(31), RechRdx(33)
    Level 22: Aid Self -- Heal(A), Heal(33), RechRdx(33), RechRdx(34)
    Level 24: Resuscitate -- Heal(A), Heal(34), RechRdx(34), RechRdx(36), RechRdx(36), Heal(36)
    Level 26: Maneuvers -- EndRdx(A), EndRdx(37), DefBuff(37), DefBuff(37), EndRdx(39)
    Level 28: Lightning Reflexes -- Run(A), Flight(39), Flight(39)
    Level 30: Confront -- Taunt(A), Taunt(40), Acc(40), Acc(40), Taunt(42)
    Level 32: Concentrated Strike -- RechRdx(A), RechRdx(42), Dmg(43)
    Level 35: Power Sink -- EndMod(A), EndRdx(42), EndMod(43), EndRdx(43), EndMod(45), EndRdx(45)
    Level 38: Power Surge -- RechRdx(A), RechRdx(45), RechRdx(46), ResDam(46), ResDam(46)
    Level 41: Moonbeam -- EndRdx(A), Range(48), RechRdx(48)
    Level 44: Soul Storm -- EndRdx(A), Range(48), Acc(50)
    Level 47: Summon Widow -- RechRdx(A), RechRdx(50), RechRdx(50)
    Level 49: Focused Burst -- Dmg(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod(A), EndMod(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run


    All advice/critique builds welcome! Thanks for your time.