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Posts
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Joined
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Quote:The time thing can be an issue. For me the higher settings are a challenge kind of thing. For example on my Claws/SR, I can survive some crazy stuff, but using a lot of difficulty and trying to get in your 5 tips for the day can take quite a while.Lots of characters at their peak level of performance can manage solo +4x8 missions with most mob types, but they aren't going to be steamrolling by any means. If you define "manage" as "can complete the mission without too many deaths using all available methods of mitigation" then probably most Scrappers, Tankers and Brutes can handle it as can some Blasters and many Controllers. I wouldn't be at all surprised if every AT in the game has at least some build combinations that are capable of that trick.
However one thing none of them will be doing is running QUICKLY. It simply takes longer to kill +4 mobs than it does to kill +2 or even level. No build in the game will be able to kill +4 mobs as quickly as it can kill +2 mobs. Yes, a few corner cases can move efficiently enough to make the time/reward ratio favorable but those are very few and far between and they'll still take a good bit longer to complete the mission. -
Quote:I can understand where you are coming from. I was actually invited to that league, honestly don't remember by who. The quit/reform call came, pretty sure I did a good eyeroll, then figured if I wanted it a different way then I could set one up myself. I ended up steamrolling the Cim iTF with the SG instead, which is always something I'm down for.I wonder if this should be listed as a public event anymore.
I have tried about 4 times to get on these runs now and have been ignored each time by the leader James Donner/Bus.
I was invited one time but the I guess it wasn't by Bus because he became upset and said "no one ever adds people except him" and disbanded.
The leader is free to invite whoever he chooses and I have no problems with that in any way shape or form. Please just don't say anyone is welcome when clearly they are not and it has become mainly a private run for you and your friends.
I already have had problems trying to get a run on Pinnacle because people like CatAtomic have some sort of hidden grudge that I have no idea how or why it started but results in me getting ignored when asking for invites. I moved here hoping for something different and am running into the same result.
I just want to do runs, the 4 runs we have now once a day. I do what I'm told and don't make troubles but somehow it's not enough.
If anyone actually has a run where everyone is welcome, please let me know.
There are nights there that things seem very warm, and others when it is down right bitter, but that is how it goes regardless of who is running it. You, or who ever invited, didn't have nasty intentions to bring things crashing down, the inviter thought they were getting things filled up.
If you are interested, just keep showing up. Keep positive about it, keep a good outlook. You will get in plenty, trust me. On this server I don't know how many people I've seen that should have been kicked (especially for not listening on Keyes), but the leadership has been very patient with them. -
I appreciate that you guys do step out and try and run these channels. This game is really more about teaming than any other MMO I have played, more ways to get together is a good thing.
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Quote:You ppl are haters, I will show yu that I am right and telling the truth.
You can't deny factrs.
Here is a screenshot of me being STRONG and pretty.
Still Epic! -
I have a UK friend that I a m pretty sure is going to join the SG I'm in, though I am going to mention yours to her, make sure she knows about it then decides.
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I think I reworked the concept of this character into a SS/WP brute, but wow New Dawn, that is a pretty impressive build, probably well worth the spending.
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Quote:I am probably out of the loop on Unstoppable, I just remember days before all these caps, it was just such an awesome power (to me anyway). I have LBE on my scrapper, but like the fell of Hurl more. As far as boxing goes I was just after the bonuses and not actually using it, after dinner maybe I will actually look at using a set of Kinetic (maybe 2, even if I have the money those do seem over priced to me) and rework some slots, maybe even take a look at adding maneuvers. /shrugOkay, so you've dropped Spring Attack?
Also, my preference is Laser Beam Eyes >> Hurl.
LBE does less damage, but it isn't interrupted if you're flying. It's faster animating. Finally, it introduces a second type of damage to your arsenal in case you.
Also, you're still sporting Unstoppable. Honestly. It's a waste of a power choice. It's only going to save you in very VERY specific corner cases (less than 1% of your play). And you shouldn't use it otherwise, since it's essentially a delayed death sentence. This translates into a power you're not going to use often (if ever). You're better off grabbing something else that you can actually use.
Also, I know you want to turn Boxing into a viable attack.
Waste
Of
Slots.
You're better off using those slots elsewhere.
I really appreciate you all chiming in when you get the time to.
Edit: Here it is, and it kind of breaks my heart actually saying bye to Unstoppable. I'm not really sure how much Aegis costs, so I'm not sure if this is a major change in cost, but I am kind of impressed how the numbers came out. It seems very end heavy so I tried to fit some reductions in.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Tulare i21 maneuvers: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mocking-Acc/Rchg(40), Mocking-Taunt(42)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37), Dct'dW-Rchg(37)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Acc-I(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(11), Zinger-Taunt/Rchg(11), Zinger-Taunt(13), Zinger-Taunt/Rng(13), Zinger-Dam%(15)
Level 12: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/Rchg(19), Aegis-ResDam/EndRdx(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), LkGmblr-Rchg+(21)
Level 20: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg(23), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(27), EndRdx-I(29)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(25), EndRdx-I(31), LkGmblr-Rchg+(42)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(33), LkGmblr-Rchg+(48)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(43)
Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(39), Erad-%Dam(40), Erad-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), EndMod-I(46), Heal-I(46)
Level 47: Maneuvers -- EndRdx-I(A), EndRdx-I(50), DefBuff-I(50), DefBuff-I(50)
Level 49: Resist Elements -- S'fstPrt-ResDam/Def+(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(45), EndMod-I(45)
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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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 16.13% Defense(Smashing)
- 16.13% Defense(Lethal)
- 13.94% Defense(Fire)
- 13.94% Defense(Cold)
- 14.25% Defense(Energy)
- 14.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 13.31% Defense(Ranged)
- 10.81% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 40% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 4% FlySpeed
- 126.5 HP (6.75%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 4.95%
- 2% (0.03 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 19% RunSpeed
- 2% XPDebtProtection
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You guys are just awesome. For helping and for your knowledge. I'm trying to picture how I play, and make a build for that, not sure how good of an idea that is. I'm pretty comfortable with what I have now. I borrowed from a lot of what I read, and thought a lot about what I've seen situation wise. I do have some Hami's, but I think I will auction them, 2 dam/mez that I have in KoB, and 1 dam/range in Hurl. I also have the Devastation Chance to Hold in Hurl, maybe that will fetch me something, it was actually my first drop recipe ever.
I "think" this is what I am going to do, but I may think on it a day or so. Just not looking forward to the buying/crafting. Sometimes making a few sets is mind numbing, making them all might best be done over a week or so.
Edit: I'm not ignoring some of the Procs you guys mentioned, but I also know there can be availability issues. So I'm sure I will use some of them, but I don't like making a build that I know may be missing something for a little bit. I have one for my SR Scrapper with LoTG slotting, but I don't have all the LoTGs yet. On some level it bugs me, I should look at it like a goal, but I really look at it like, that isn't actually my real build.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Tulare i21: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), Mocking-Acc/Rchg(50), Mocking-Taunt(50)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(37), Dct'dW-Rchg(37)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(5), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), Acc-I(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(11), Zinger-Taunt/Rchg(11), Zinger-Taunt(13), Zinger-Taunt/Rng(13), Zinger-Dam%(15)
Level 12: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(42)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), LkGmblr-Rchg+(21)
Level 20: Knockout Blow -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg(23), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(31), LkGmblr-Rchg+(46)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(33), LkGmblr-Rchg+(48)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-Rchg(43)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(36)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), Heal-I(46), EndMod-I(50)
Level 47: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 49: Unstoppable -- RechRdx-I(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(45), EndMod-I(45)
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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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 15.19% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 40% Enhancement(RechargeTime)
- 16% Enhancement(Accuracy)
- 4% FlySpeed
- 133.5 HP (7.13%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 4.95%
- 2% (0.03 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 4% RunSpeed
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Thanks for all the builds and tips. My tank is already 50, he was my first 50, but he hasn't seen much action since IOs came in. One thing I keep seeing you all post is a lot of elemental defense, is there really that much elemental only damage? As far as pure type damage, I'm really only used to seeing smashing, lethal, and psionic.
As far as budget, my main at the moment has just over a billion, and other than incarnate stuff (2 more T4s) I'd say he is done. -
So I have put this together reading some posts here and there. I am hoping you guys will take a look at is and tell me if there are any major foul ups, or just some improvements I should make. I thought Spring attack would be fun, but I also love the animation of Hurl, so I am undecided there. Also I don't have to have the +Perception, just thought it would be nice, so maybe I could improve my recharge one more time by dropping it. Thanks in advance.
P.S. I am also starting to think I could go without the Steadfast + defense and save a little money, but 3% to all is nice.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
inv ss soft cap: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11)
Level 6: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx(27)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(15), Zinger-Taunt(17), Zinger-Dam%(17), Zinger-Taunt/Rng(19)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(23), Rec'dRet-ToHit(34), Rec'dRet-ToHit/Rchg(36), Rec'dRet-Pcptn(46)
Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(21), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(23)
Level 22: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(40)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(31)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 30: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), S'ngH'mkr-Dmg/Rchg(33)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), EndRdx-I(36)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Weave -- DefBuff-I(A), DefBuff-I(42), EndRdx-I(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48), Efficacy-EndMod(48), Efficacy-EndMod/Rchg(50)
Level 49: Spring Attack -- Dmg-I(A), Dmg-I(50), EndRdx-I(50)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/EndRdx(43), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(46)
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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Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 22.38% Defense(Smashing)
- 22.38% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 32.5% Enhancement(RechargeTime)
- 8% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 105.4 HP (5.63%) HitPoints
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 7.15%
- 20% Perception
- 3% (0.05 End/sec) Recovery
- 36% (2.81 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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For the Alpha I am considering Cardiac, mainly because I have a Rage crash and Hasten crash to deal with.
Lore, not sure, but you guys are making Warworks sound good.
Interface, nor sure at all.
Destiny, rebirth with +regen.
Judgement, probably Void (love it on my scrapper), but Vorpal might be interesting. -
Another way to think about it to is this. SR has slow resistance (which is wonderful) and faster movement with Quickness. Inv has 2 "oh noes" buttons, Dull Pain as many have mentioned, but don't forget Unstoppable (yeah the crash is nasty).
I have an Inv tanker and a SR scrapper. The SR can do insane things, but it really only takes a few bad rolls to wonder why I am in the hospital. That can happen with Inv, but you usually see it coming from Psi damage, so you can try and avoid/prepare for it.
I like both advantages to be honest.
Edit: I haven't had my tank in a trial yet, honestly haven't touched him much since IO sets came out (going to soon though), but on my SR in trials I find myself at 87%-ish a lot to all positions, at least once I was 153% to all. That being said, and depending on the members of the League, Inv is going to gain a lot more from buffs in trial, imo anyway. -
I went Grav/FF. Since I knew I would be busy controlling I want a secondary that was easy to manage. FF brings defense to the team, as well as Toxic and End Drain resistance. Wormhole has been great tool on teams, though I usually use it to let them drop from the ceiling. When there are 2 groups of mobs that are split you can fix that, or even take one group and put it on whatever (the Tank, any area patch that someone used, the Tank).
Just got him to 32 and wow Singularity can be aggressive.She is like my own personal bodyguard when she charges someone into a corner and repel exploits them, lol.
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The link Celestial Lord put up is a good place to start. If you have any questions about Obsidian Operations I'd be happy to answer them for you.
My global is @Tulare. -
I have a SR scrapper who is sitting at just over 50% on all postions, and a Traps Defender that is just great with bonuses and procs, I really am not sure I have any idea on how to work this build though. I would like any tips/insight.
A few things. I didn't take the Midnight Grasp, just not interested in it, I thought Spring Attack would be a nice addition instead. I am not looking to do +4/+8 by facerolling. I would like to be able to tank trials when needed, and I do have a character that is pretty much done and has just over 1 billion inf, but I would like to avoid burning it all. I don't have to have the energy mastery pool, I just took since I usually take it. Thanks for any help.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Warwall natural: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-EndRdx(5), TtmC'tng-EndRdx/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(7)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 2: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), ResDam-I(40), Heal-I(42), Heal-I(42)
Level 4: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(7), Oblit-Acc/Rchg(9), Oblit-%Dam(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11)
Level 6: Indomitable Will -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def/Rchg(43)
Level 8: Rise to the Challenge -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-EndRdx/Rchg(25)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(13), Mocking-Taunt/Rchg(13), Mocking-Taunt(15), Mocking-Rchg(15), Mocking-Taunt/Rng(17)
Level 12: Quick Recovery -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Rchg(19), Efficacy-EndMod(19), Efficacy-EndMod/Acc(21)
Level 14: Fast Healing -- Heal-I(A), Heal-I(42)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36)
Level 18: Heightened Senses -- RedFtn-Def(A), RedFtn-EndRdx(27), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(31)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Super Jump -- Jump-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 26: Boxing -- Acc-I(A)
Level 28: Soul Drain -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(31), RechRdx-I(31), RechRdx-I(33)
Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx(37), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-EndRdx/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 32: Strength of Will -- ResDam-I(A)
Level 35: Dark Consumption -- RechRdx-I(A)
Level 38: Spring Attack -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Weave -- RedFtn-Def(A), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx/Rchg(50), RedFtn-Def/Rchg(50)
Level 47: Physical Perfection -- EndMod-I(A), Heal-I(48), EndMod-I(50)
Level 49: Resurgence -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(43), Efficacy-Acc/Rchg(45), Efficacy-EndMod/Acc/Rchg(45)
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 13.63% Defense(Smashing)
- 13.63% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 17.69% Defense(Melee)
- 8% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 40% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 140.6 HP (7.5%) HitPoints
- MezResist(Held) 8.25%
- MezResist(Immobilize) 11%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 8.8%
- MezResist(Terrorized) 2.2%
- 3% (0.05 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
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I got my Scrapper into an UG Trial last night, I actually really enjoyed it. Not sure I enjoy Keyes, seems like more a test than in game fun, but UG was very good. Long, but very good. I think I might enjoy it more on my Defender, but we'll see.
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I had (have maybe, not sure if I deleted or not) an AR/Sonic. Got him to 22, teams seemed very happy when I showed up, especially with the "hula-hoop of death", but wow I could not manage my end.
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Wrecka just hit 50 last night. Even got in some Incarnate stuff thanks to my friend starting some teams, the usual iTrial runners were a bit cold that night. He went 1-43 on Protector, and had been siting there a while, brought him over and wham 50.
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Last night, for my birthday, the SG let me choose whatever TF I wanted to do. I figured Synaspe since I like the Babbage ambush, we actually had enough people to run two teams and made a race out it.
I have really only soloed Wrecka for 43.4 levels, last night was pretty sweet. Being in something like a TF and just going off on boss after boss was awesome.
Before we started I did see the crazy amounts of defense though. From the group, mostly 50s before we started the TF with shields and manuevers I was at 83% to all 3 positions. Even down at that TF level I did feel pretty unhitable on a team. I'm definitely going to team more on this guy, never knew I would like it so much.
Thanks for all the advice. I really am getting the feeling now that everything is open, and when I get to 50 just see what I think will make Wrecka the strongest he can be. -
I have a Bots/Traps that I love, however he has been sitting at 47 since I started my Traps/AR Defender on Exalted. This is a great combo, but it can be dependent on what is going on as to how great it is.
IMO: As far as Traps goes. If you are on a team doing easy content, low settings, and just steam rolling everything it is unlikely you will feel like you did much, nor anyone will notice you did much. Now if you are on a AV/Monster killing team, or a TF, or a team doing missions at +2-+4/8 then you show up big time.
IMO: As far as AR goes. Great set, just great. I didn't take Bean Bag, thought about at 50, but took recall instead. I also didn't take the M30 Grande, I'd rather keep things packed together. Everything else is great, even Burst, depending on play style you may not use it much, but you can slot Shield Breaker in it. -
With the things you all have told me, and playing Wrecka a few times in the last couple of days, I'm actually pretty excited to get him to 50. Thanks for all the input.
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Thanks for the input. I jumped on Wrecka tonight, took down Ghost Widow set to +0/+3, and then did the first Sig arc with the same setting. Few rough spots in the arc, but never even thought about lowering the difficulty until I stepped in the first mission. I think he might be ready for +0/+5, but that can wait for tomorrow.
Grabbing what looks to be a bubble a mission, solo even, he'll be heading to incarnate stuff soon. I'm feeling some Scrapper Lock coming on. -
Could have left this alone, and on some level probably should have, but I won't.
The way this thread went is actually a good thing. Someone came off like this, I read it this way, all that stuff tends to lead to one thing. This server has competitive people and SGs, and that is a good thing.
I have been so pleased with the way people are progressing on the Incarnate trials. I've had some nights where over the course of a few hours several different people have stepped up to lead, and have used their plans for the best way to do it. It is hard to say who does the best, given that if you end up with the best players, your plan can really look great.
I can't speak for Matt, but I can speak what I think. Matt wants to be on top, he wants Obsidian Operations to be on top. It is one of the strongest characteristics that makes him an excellent leader.
I have played this game on and off since beta, and I have never been in a SG like this. I would get random invites here and there, I eventually ended up in one on Protector (Sacred Sword) that was run by a Canadian couple that I have become good friends with since. However being in a SG with this many people, this many exceptional players, and the pride that we have in one another is all pretty new to me.
In closing competition is really what will sharpen us all and make this server stronger. Just like I am proud of the Obsidian Ops, I'm proud of this server and want to see us really push each other and become "the" server.
Starting a SG probably isn't easy Sypher, but way to go stepping out there to do it. If you are planning on the being the biggest, I guess I need to step up my game to help us stay ahead of you. God bless man, go for it.