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Posts
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Recently I finished up my shield/war mace tank project, which was to do EVERY contact and their associated storyarcs on the way to 50 (not via Ouro). This necessitated turning off xp earning many, many times heh.
After nearly 6 years of being on this game, I still try to do every storyarc for all toons be it tanker, defender, etc etc. The feature of turning off xps makes it so much easier than simply using debt though that can be fun too.
Before that feature came to us, I'd get ribbing from friendlies or people I don't normally team with for running to monster island to get whacked a few times for debt cap.
So the question here is...how many others have a 'compulsion' to complete every storyarc for each contact for every alt? Probably be difference of opinions for 5+ year vets as opposed to a newer player but all welcome to chime in. If I'm alone on this, tell me where I can seek counseling heh heh. -
Just a quick plug, STF Masters global channel is a good place to start for any Master run tf (Imperious, Reichsman, or Statesman). I'll try to organize at least a MoReichs if both of you are on and available.
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Would agree that Jacob's Ladder is skippable though I wouldn't argue with someone who wanted the power so you could slot up an aoe set like Oblit for defensive bonus.
To the original OP, Max mentions a lot of improvements that should be considered for the build. I would six-slot PowerSink, ThunderStrike and Lightning Rod and think about using different AoE sets.
However, without knowing your direction of build (toward +hps? defense? +recharge? etc) its hard to get specific.
For me, I'd go for hp bonuses (including accolades) and try to slide in some more defense and recharge.
I know you don't have Taunt included in the build but just want to mention to not overlook set bonuses from Taunt sets like Mocking Beratement. They are really good! -
For the original OP, like many of the others in the thread, any tank power combination will work for STF and made easier by tuning the team toward any deficiencies you might have.
Not capped on resistance? Thermal and sonic shields highly desirable? You got your resists capped? Maybe FF and Cold shields will beef up your defenses.
MoSTF is by far, the most challenging and rewarding tf I love to run. I actually suffer from withdrawal when I can't run them regularly. I love the coordination and teamwork that comes together (or maybe not) on a master run and even knowing the tried and true strategies, can yet result in a death and loss of the master badge.
As part of the tanking strategies, loading out your inspiration tray can be very important on the tank of type you are using against LR. Again, capped on s/l/en? Probably don't need oranges, but purples to avoid getting hit so much from LR. For my WP tank, I bring a mixture of purps, oranges, greens. For my invuln tank, I'll stick with purples and greens. On a granite, you're likely to go with just purples and maybe some greens. Bear in mind your inspiration tray loadout may be affected by your team composition but for me, it doesn't stray far.
And others have already tipped off some of the techniques they used such as backing up against a pillar. This also provides additional benefit if LR just happens to knock you back, you're not going anywhere out of melee range. -
Lets see...
The short little guy in olive green drab is my rad defender, Wyll Vikshus.
The guy in the red and blue suit is the invuln tank, Invincible Prey.
The guy in the dapper black suit is the SR scrapper, Jerriko.
The gal in the short black miniskirt and trenchcoat is Mom, can't remember if she was on her rad or kinetic troller.
The flying purple/gold winged valkyrie I think is Ayla on her archer.
I think the big, horned guy with red/yellow wings is Rugiel (fire blaster).
The white, black-trimmed viking outfit is I think, one of Scrappy's toon.
And for the life of me, I can't remember who is the flying cybernetic armed toon.
Apologies to anybody I made a mistake on or missed. Thanks for providing the pic Jeri. -
I feel bad for those who have invested heavily in the BotZ set, especially those who have slotted multiple sets in a build. The existing mode of respec makes it difficult to save more than ten unslotted enhancements.
On the surface, you look at the defense bonus values and they are exceptional for the minimal slotting investment and can understand why the devs want to make a change to them. Also considering they were stackable in multiple travel powers you could pile up some defense bonuses if you went that route. I have no problems seeing them bring BotZ in line with their accordance. Personally, I still feel they are good sets even after the change to the defense values but those relying on them to bring them to softcap will obviously have to live with the change or find other avenues to get to back to that point.
Full disclosure, the change does not affect any of my existing toons for two simple reasons: None of my alts use BotZ and I don't generally invest slots in my travel powers (excepting Fly/Hover but thats on two toons).
I think the market is already reflecting this change and BotZ have already come down in price at several range levels from my last check. -
Quote:Good lead Rican and apparently, not everybody got the memo on no dying heh. Restart!Well I am extremely glad to say that we FINALLY got Jerikko his masters badge.........
WOOOHOOOO YAY FOR Jerikko...
we had a quick death when we first started and had to restart, apperantly our lone blaster didn't know what a Masters meant, my fought for no assplaining it.
Quote:after that all went well no close call until the final mission when Tal got stuned by one of the AV's I almost S&@T a brick!!!
Think all four released AVs hit me with a status attack to open up causing me to retoggle
IR and EF. Chew them inspirations!
In anycase, congratulations to Jeri and all the others who got the Master Reichs badge. Was fun! -
One of the simplest things you can do is throw something together that you feel is a budget build and post it up for discussion. Having 10-20 mil to spend on your BS/SD scrapper is obviously a start but only you know if you have accrued recipes/crafted IOs by playing your other alts that may offset any build price.
Here's a sample build that focuses primarily on 'uncommon' recipes which tend to be cheaper purchasing either through the market or redemption of reward merits such as several sets of Multi-Strikes and Red Fortunes. However, I'd asterisk the build because reactive armor is very popular resist set as well as the steadfast unique which can make it pricey to some.
Taking your existing build, I do use in the build every power chosen except for Conserve Power. Including One With the Shield since it accepts another set of reactive armor but if you're end goal is reaching the soft cap (and maybe over), its likely you won't be using the power a whole lot.
So overall, what this build gives you is 44% defense in melee (w/o Parry), ranged and softcapped AoE. Down the road if you should choose when resources are there, you could begin dropping in Mako's, Oblits, Scirocco's, etc if you want to increase your defensive values.
Build and chunk follows...
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-EndRdx(19), RedFtn-Def(46)
Level 4: True Grit -- Heal-I(A), Heal-I(11), ResDam-I(11), ResDam-I(13), S'fstPrt-ResDam/Def+(19)
Level 6: Hover -- DefBuff-I(A)
Level 8: Parry -- Acc-I(A), RechRdx-I(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 24: Slice -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(29)
Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 28: Phalanx Fighting -- DefBuff-I(A)
Level 30: Boxing -- Empty(A)
Level 32: Head Splitter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx/Rchg(46)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 47: One with the Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam(50)
Level 49: Physical Perfection -- Heal-I(A), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Ditto on the Super Jump bandwagon. Gives you enough z-axis flexibility and speed that its simply the one that most of my toons take for a primary travel power.
Looking in general at the Leaping Pool, Combat Jumping is a good, low endurance cost toggle that provides some additional defense. Heck, even Acrobatics is still useful in today's game if you don't have the funds/resources/luck to obtain knockback protection IOs. -
Just wanted to pop in and mention that the regular MoSTF runs are running at 6pm pacific time (9pm est).
We had a run last night but unfortunately, had a drop during the tower phase. We ended up with two deaths and with a completion time of a little over 2 hrs.
As a reminder, always good to plan ahead and be on the boat a few minutes ahead of the scheduled run time. Looking forward to the next run. -
I'll chime in and in keeping with the spirit of the OP's post, I've been pretty pleased with the devs efforts as well. They continue to keep my subscription and I continue to play with different powerset combinations.
Dual Pistols is just plain fun for me and while there may be some debate in certain quarters about dps, endurance costs, etc etc....there is no doubt in my mind, I've enjoyed the experience to date with my Dual Pistols blaster. -
I think Finduilas is spot on about damage resist bonuses in that they are troublesome to achieve through IO set bonuses, especially in the case of smashing/lethal damage resist.
First off there aren't many sets that provide smashing/lethal. Here they are...
Air Burst (targeted aoe) which gives smash/lethal resist
Kinetic Crash (knockback) which only gives smashing resist
Hibernation (sleep) which only gives smashing resist
Analyze Weakness (accurate defense debuff) which gives both smash/lethal resist
Gladiator's Strike (PvE/PvP)
Panacea (healing - PVP bonus only) which gives smash/lethal resist
Gladiator's Strike (melee - PvE/PvP bonus) which gives smash/lethal resist
There's also a couple of pet sets that give out some damage resist:
Call to Arms (smash/lethal)
Edict of the Master (lethal only)
I may have missed some but you're welcome to check here...
http://paragonwiki.com/wiki/Inventio...hancement_Sets
for set bonuses.
If you do go through the list, you're likely to notice the more bountiful defense bonuses in various sets which lends credence to what Finduilas already said. Its likely to be an easier time to attain IO sets that will provide greater defense toward smashing/lethal damage types rather than straight damage resist bonuses.
Another option I'd like to suggest is go for more hps bonuses enabling you to also survive more hits.
Little background info here:
http://paragonwiki.com/wiki/Hit_Points
Hitpoint bonuses are also plentiful and what IO sets to use will be dependent on your powerset combination. Titanium Coatings are a fairly inexpensive way to slot up for hps bonuses. On top of that, going for villain accolades like Born In Battle, Demonic Aura, High Pain Threshold and Invader will greatly help your brute. Hope this helps. -
Definitely want to echo the sentiment here with regards to focusing on +recovery and +max end. As a Dark Armor, you'll likely be running tons of toggles and depending on your slotting, you may end up having to do some toggle management depending on the situation.
My preference is to grab Oppressive Gloom and two slot it for +recov like Acc/Rech and the Acc/Stun/Rech from Stupefy for +2.5% recov. Like the other said, going Cloak of Fear means another heavy endurance toggle.
The build can be tight especially if you go the power pool route for some protection like Acrobatics rather than rely on KB protection IOs as well as dipping into the Fighting pool for added toughness and defense.
A question that often hits Dark Armor players is "How do I balance between the number of power selections to the number of slots to make each selection worthwhile?" And this will come from your experience and others if you ask here.
If you 5-slot attacks and you are going for defensive build, you will be missing a lot of tier 6 bonuses that give out defense such as Mako's or Touch of Deaths. It just depends on where you want to take your DA tank.
As far as Dark Regen, I'm in the camp that DR recharges fast enough that I prefer to not slot it up but I can easily see how a set up of:
Dark Regeneration
2x Theft of Essence (Acc/Heal, Acc/End/Heal) = +regen bonus
2x Touch of the Nictus (Acc/End/Rech, Acc/End/Heal) = +hp bonus
2x Harmonized Heal (Heal/Rech, End/Rech) = +recovery bonus
which yields 80% acc, 82% endrdx, 83% heal, 69% rech at max level for each IO
Not quite the numbers Ironblade gives out but I don't know the slotting he uses offhand.
But in anycase, DA is a slight different beast and is a lot of fun! Hope you enjoy it! -
Also want to "Welcome to the game!"
Many of the posters have addressed your original questions. Now its just a matter of jumping in and experiencing the game. From which more questions may soon come to mind. If you hop onto Protector server, feel free to message me and we can the indoctrination started.
There's a wealth of information available too...
Titan Network -- http://cohtitan.com/
Paragon Wiki -- http://paragonwiki.com/wiki/Main_Page
Vidiotmaps -- http://www.vidiotmaps.com/
plus many other websites including coh.com (forums), guild portals, personal webpages, etc.
Enjoy! -
The devs really do try to keep the general player base happy overall (with the understanding that not everybody will be happy still) but there's little doubt in my mind, why this game keeps my subscription and others well...
Lots to look forward to with i17 including the new shinies heh. -
For a more general wish that spans all tanker sets, I wouldn't be upset if there was a change to tanker aggro cap. Either the removal of or an increase to the cap limit heh. Ah the old days...
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Welcome back Neo Pegasus.
There has been much changes in the two years. Be happy to help in the re-integration process heh heh. -
Quote:So it sounds like a little dual boxing here but I'll take a stab and provide a little commentary for the sample build. In general, forum members are a nosy lotHi! Getting back into tanks after being away for a while, so I'm looking for a good Mid's build for my Invul/Battle Ax tank. She's at 25 now, and will likely dual-team with my scrappers or controllers.
and want more information and the goals/plans of your tank. Do you want to retain set bonuses while exemping down? Stay at max level? Solo/duo/small/large teams primarily? etc etc. The idea being to promote healthy discussion and all heh.
In anycase, the primary idea behind the sample is to obtain a fairly inexpensive build and grabbing +hp bonuses in most of the power choices. Note, you could opt for two more eradication sets for the hp bonuses in Cleave and Pendulum instead of the cheaper MultiStrikes used. As it stands, the build has about 3118 hps not including accolades. If you get the 4 main accolades, you'll be just shy of 3500 hps.
Other items of note are the Kismet unique, Steadfast unique but the hope here is you'll amass some reward merits to pick them up (or buy them outright off the market) at some point in the Inv/BA career. The only other thing of interest might be the slotting for Invincibility. Many will advocate 4 slots but I went ahead and 6-slotted and threw in a couple of Rectified Reticle for the s/l defense bonus but this is by no means necessary. Hope this helps.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
InvulnBA: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), S'fstPrt-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(9)
Level 1: Beheader -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(45)
Level 2: Dull Pain -- Tr'ge-Heal/EndRdx(A), Tr'ge-EndRdx/Rchg(5), Tr'ge-Heal/Rchg(7), Tr'ge-Heal/EndRdx/Rchg(7)
Level 4: Gash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 6: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(46)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Resist Physical Damage -- ResDam-I(A), ResDam-I(46)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-EndRdx/Rchg(19), S'dpty-Def(34), Rec'dRet-ToHit(34), Rec'dRet-ToHit/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Swoop -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(33)
Level 26: Tough Hide -- DefBuff-I(A)
Level 28: Whirling Axe -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Rchg(31)
Level 30: Boxing -- Empty(A)
Level 32: Resist Energies -- ResDam-I(A), ResDam-I(45)
Level 35: Cleave -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Pendulum -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Heal-I(A), EndMod-I(46)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-EndRdx/Rchg(48)
Level 49: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(50), S'dpty-EndRdx/Rchg(50), S'dpty-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Was a good run last night and with all the buffs/shields being tossed around, felt pretty safe.
Looking forward to the next one. -
Quote:First off...Hum... Grant Cover, really? Always thought of it as being one of the skipable ones... No way I´m letting Taunt go, even with Gauntlet sometimes Taunt is just needed for when the Squishies are on the run. I was actually considering dropping SJ now that I have Ninja Run, but travelling only with it is kind of boring... I´ll see what can be done. And sorry If it´s a dumb question, but what CP/PP means? English is not main language so at times I have difficulty figuring out abbreviations...
CP = Conserve Power
PP = Physical Perfection
There's many ways to build your toons and you certainly do not need purples, PvP recipes to achieve some satisfaction. You can in fact, stick with 'inexpensive' sets but it comes down to where you want to be with your price range.
You can generally achieve 45% in all positionals without even using purples and pvp recipes just need to play around in Mids.
Part of that playing around is simply starting with picking the powers you want to use at its earliest level and begin putting powers around them. Then you can work on simply rearranging the powers in Mids to where you see fit to obtain them.
I worked out a sample build that uses a set of Guassians, the Steadfast Res/Def IO, one full set of Mako's, Multi-Strikes, and Erads. Here's the sample build with chunk...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SD/Mace: Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(3), S'dpty-Def/EndRdx/Rchg(3), S'dpty-Def(5), ResDam-I(5), ResDam-I(7)
Level 1: Bash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
Level 2: True Grit -- Heal-I(A), Heal-I(11), ResDam-I(11), ResDam-I(13), S'fstPrt-ResDam/Def+(21)
Level 4: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Phalanx Fighting -- DefBuff-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 22: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Rchg(25), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(33)
Level 26: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(31), S'dpty-Def/Rchg(33), S'dpty-Def(46)
Level 28: Shield Charge -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(36)
Level 30: Whirling Mace -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/EndRdx(39)
Level 32: Boxing -- Acc-I(A)
Level 35: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(39), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 38: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 44: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(50), TtmC'tng-ResDam(50)
Level 47: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(48), S'dpty-Def/EndRdx/Rchg(48), S'dpty-Def(48)
Level 49: Physical Perfection -- Heal-I(A), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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We had a great run last night that ended with a MoSTF win.
Total time was 2hr6min and featured and would have been a bit quicker if we didn't have to go through all the security chiefs heh.
Hearty congratulations to:
Impyre (fire/fire tank)
Aletia* (plant/rad troller)
Bike Thief* (fire/kin troller)
Scrappy McBlaster (fire/nrg blasty)
Doc Jen (emp/elec def)
Mrs. Icy Jen* (cold/ice def)
Blastion* (fire/fire blasty)
Siig Vikshus* (BS/invuln scrapper)
* denotes new MoSTF badgers
Here's the URL for the team pic dubbed the Ice Cube Team in the end.
http://s537.photobucket.com/albums/f...4-Feb-2010.jpg
It was a smooth run and really only to Depends moments in my mind which Hyperstrike brought up. Imp was lovingly caressed by GW but managed to say "No thanks" and Blastion got melee AoEd by Mako which took him to red. Thanks for all the buffs and timely heals.
After the inner AVs, towers and then LR went down like clockwork and overall, was a good run.
In the more good news department:
I chatted with Mom recently and we will be seeing her a whole lot more.Her ears must have been ringing when we were talking about her and the flier. Look forward to seeing her on future runs again. Welcome back!
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Quote:I think your comment goes back to the OP in which he simply must decide whether he wants to bring his concept to fruition using EM or not. I believe EM is still a viable set. The perspective from me is that we've played EM before the nerfs hit the set. So we can easily identify firsthand the negative changes made to it.The character in question was one I had enjoyed. She came to have a favorite concept, too; one that actually developed in game, when she got the "Intellectual" badge unexpectedly while pursuing another. Unfortunately, she was Fire/EM. While I wanted an offense oriented tanker, I'll admit that I chose them for pure aesthetics. Before customization, they just looked like they belonged together.
My very first character made at release was a scrapper (I know wrong forum, but bear with me) using Dark Melee/Dark Armor. Anybody who played the set at the beginning will understand how far Dark Armor has come from the old days. That set had very low popularity when compared to regen and invuln and heck, vied with SR for being craptacular. At least SR had Elude as tier 9, DA gets a self-rez.
Back to OP:
Long windedness aside, it goes back to concept again. Make it and play it and see for yourself. I think people make toons for all sorts of reasons: for the challenge, FotM builds, concept, etc etc.
If you've never made an EM toon but wanted to, why not give it a spin. Already from the responses, you'll find varied opinions on the set and thats not a bad thing. Hopefully you'll pair it with a primary that will not hinder each other. -
There's a lot of takeaways here regarding EM and from a practical point, all valid. Its really up to you to determine how important that concept build is to you.
I can say that I made my Inv/EM tank at release and still enjoy pulling her out to run tfs with. I won't ever delete the toon but have no interest in making another EM toon. Its clear the nerfs to the set has taken the lustre off of EM. In the early days, EM was so good that folks paired it with any of the original primaries.
Its interesting that nowadays, Shield Defense is such a darling (for good reasons) that it will function at all grades of 'fine' paired with any secondary with IO investment.
If you can stand the pacing of solo and have the patience to get your heavy hitters at 35 & 38 give it a shot. If you plan on teaming to help get to the latter levels quicker, focus on being the meatshield (taunt early is a good idea) and rely on your team to drop stuff quickly. -
A first major milestone to target would be to run the first Strike Force available (Virgil Tarikoss) when we've all achieved the min level of 15. (Maybe in a couple of weekends?) I suspect with any sort of prior teaming that level will be attained pretty quickly. Already ran my corr to 6 with a couple of other superrads and holding until things become more defined.
I'll offer up my 'planned build' soon for ridicule and entertainment when I get the chance but my goal will be to level to 50 with it. I don't have many villains and see this project as another reason to level a villain all the way but I will have a build in place for exemplaring down specifically to mid 30s.
I don't have a whole lot of resources redside unless I trouble friends to fully IO out 1 build much less an alternate one. But I can forsee IOing out my solo build and when teamed with other superrads, an all SO (or partly IOed) build should suffice until more resources can be accrued via drops/redside market. Afterall, part of the concept is to push more midlevel recipes/crafted IOs out onto the market.
As for an actual theme, Imp suggested using a costume slot toward that end once we're all agreed. This will get around 'not all being in the same vg' issue.