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Posts
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Joined
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This is my first shot at a build. The highlights include perma Hasten, near perma Benumb, 5s downtime on Heat Loss, near perma pet, and R/AoE softcap. Oh, and there are probably better ways to get the recharge than the Hecatomb in Boxing but I already have an SBE Hecatomb set that doesn't fit on my Scrapper anymore. So that isn't actually making the build any more expensive for me. Other than that, does anything seem out of place? Any advice on ways to make it better?
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Ok, looking at Mids and build possibilities I'm leaning towards Cold. Then I have the APP to choose. Conceptually I like Leviathan, but Soul fits. Mechanically Soul seems to come out on top. It allows me to have a wide range of resists, gives Power Boost for Infrigidate and Benumb to become even more powerful, and features the much loved Soul Drain. Leviathan offers less beneficial resists, but brings Hibernate and a pet that I can tolerate using on a hero (Coralax aren't directly tied to Arachnos). What are thoughts there?
Also, Cold seems like it needs a lot of recharge bonuses to be most effective. But it doesn't seem like there is a good way to get enough recharge without giving up defense (unless I take Mace Mastery which is completely out of the concept). If I aim for 32.5% defense to all positions and get a lot of recharge will I still be able to solo AVs and GMs in addition to normal content?
Sorry if my questions seem a little vague/silly. I'm just not sure how to build ranged characters really -
I have a pretty interesting concept in mind for a Water/Traps Corr. I haven't seen the animations yet though, so I'm hoping Whirlpool looks alright for a tech concept.
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I'd like to make a Defender to get a change of pace, as I mostly play melee toons (and a Peacebringer, but that might as well be melee) and want something that does more for the team than just damage. I've got a concept picked out (wizard, think Doctor Strange) and a secondary (Sonic, seems like the most useful) but just can't select a primary. The four choices I've narrowed it down to (I know, not very narrow) are in the title. The problem is each of them seems to offer something different and I want what they all offer.
Cold - Seems like the obvious choice for handling single hard targets. It clearly offers the most powerful single target debuffs. It also brings some shields for the team which could be useful. However, it doesn't seem to do much to help my own character survive if I were forced to engage a large spawn or while soloing. It also offers no heals, but Frostwork could be a good buff to bring along.
Thermal - Comparable to Cold, imo. Has many of the same strengths and weaknesses on paper, though it offers some healing and the only rez in the group.
Storm - I've always wanted to have a good Storm character. It seems to give good debuffs, has a single target heal, offers a major boost to personal survival in the form of Hurricane, and could fill in the AoE damage gap of Sonic by dealing additional damage through Tornado and Thunderstorm. However, I have read repeatedly that it's a difficult set to learn. It also seems to be a weak set against single hard targets.
Time - This one seems to have most of the strengths of Storm, trading the extra damage for stronger healing potential. My main issue with Time though is it would be strongest in melee range. I'm making a Defender to be out of melee, not to be debuffing in melee.
What are some opinions/experiences people have had with these sets (with or without /Sonic)? IOs and Incarnate powers can also come into consideration. I'm hoping to like this character enough to get it to peak performance. Time is obviously the easiest to softcap, but could I get there with the other sets? Do I need to get there with the other sets? For APP I'll probably go either Soul or Leviathan, depending on the primary I select. -
I had shelved my PB in anticipation of instant form shifts and the KD enhancement for Solar Flare. Now the character is rapidly becoming my favorite to play and will probably be my new main. So, I need a high performance build for late game content. I set the goals for myself of perma Inner Light and Light Form as well as S/L/E/N softcap with a medium purple (or two smalls). I expected to run into the usual slot crunch but ended up feeling like several powers were overslotted. The recharge numbers aren't quite there, but I'm planning on Ageless Radial Destiny. I'm assuming that the average contribution of that power will be sufficient to get me there. So, I now submit the build for consideration by more experienced Khelds than myself. Anyone see something that looks really out of place? It seems strange to me for some reason. (I also laugh at the 102% heal from White Dwarf Sublimation every 20 seconds. If I die I'm doing it wrong
).
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This isn't a /Body build, but it's the build I'm currently working on for my main. Probably not the most efficient build out there but so far it meets my goals of S/L/E/N/Melee softcap with a single Parry. The Lethal defense is actually above the incarnate softcap allowing for safe elimination of the irritating Victorias and doubling to protect against most defense debuffs. I chose to get Melee softcap instead of F/C because I don't feel pure elemental damage is very common and a good portion of it has the Melee tag anyway. In addition, it serves to protect against some of the hardest hitting psionic attacks because a good number of them are Melee/PBAoE (including Drain Psyche, which can be a lethal debuff in large IDF spawns). Anyway, here's the build. This is still technically a WIP so forgive any horrible errors (and please point them out
)
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Rorn: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Hack- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (37) Hecatomb - Chance of Damage(Negative)
- (39) Touch of Lady Grey - Chance for Negative Damage
- (A) Steadfast Protection - Resistance/+Def 3%
- (13) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Resistance
- (A) Doctored Wounds - Heal/Endurance
- (36) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (37) Doctored Wounds - Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) HamiO:Nucleolus Exposure
- (50) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense
- (50) Winter's Gift - Slow Resistance (20%)
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (15) Reactive Armor - Resistance/Recharge
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (17) Reactive Armor - Resistance
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (19) Reactive Armor - Resistance
- (A) Scrapper's Strike - Accuracy/Damage/Recharge
- (23) Scrapper's Strike - Damage/Endurance/Recharge
- (31) Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
- (39) Eradication - Damage
- (39) Eradication - Accuracy/Recharge
- (40) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense
- (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
- (27) Superior Scrapper's Strike - Accuracy/Damage
- (27) Superior Scrapper's Strike - Damage/Recharge
- (40) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Chance of Damage(Lethal)
- (42) Touch of Lady Grey - Chance for Negative Damage
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense/Endurance
- (29) Luck of the Gambler - Defense
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (A) Basilisk's Gaze - Accuracy/Hold
- (42) Basilisk's Gaze - Recharge/Hold
- (42) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Thunderstrike - Accuracy/Damage
- (43) Thunderstrike - Damage/Endurance
- (43) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Endurance
- (45) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (46) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Chance of Damage(Energy)
- (A) Resist Damage IO
- (A) Resist Damage IO
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal
- (9) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (5) Endurance Modification IO
- (7) Endurance Modification IO
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 24.13% Defense(Smashing)
- 24.13% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 20.38% Defense(Energy)
- 20.38% Defense(Negative)
- 6% Defense(Psionic)
- 19.75% Defense(Melee)
- 16.94% Defense(Ranged)
- 8.5% Defense(AoE)
- 1.8% Max End
- 61.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 25% Enhancement(Accuracy)
- 9% SpeedFlying
- 150.6 HP (11.25%) HitPoints
- 9% JumpHeight
- 9% SpeedJumping
- MezResist(Immobilized) 9.35%
- MezResist(Stunned) 2.2%
- MezResist(Terrorized) 2.2%
- 9% (0.15 End/sec) Recovery
- 62% (3.46 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 9% SpeedRunning
- 36% GlobalChanceMod PlayerCrit
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Nevermind, my suggestion was terrible *facepalm*
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Quote:This would be why I found it an acceptable power. The damage is still pretty terrible but between this and Footstomp I should be able to keep myself and the team pretty safe by knocking everything down.Energy Torrent in melee APPs does KnockDOWN, not knockback. So, for Brutes, Scrappers, and Tankers, it is a knockDown power.
Anyway, thanks Hyperstrike. That's a significantly more streamlined build. -
I wasn't really sure what to do with this build. I love the concept of the character and the play experience, but haven't ever had a high level Willpower character. My goals were kind of all over the place and I'm sure that shows in the build. I'd like to be able to double stack Rage to keep my damage up. If incarnate softcap to S/L/E/N is possible that'd be excellent too, but if not then I'd like to at least find a way to add Psi softcap to the current build. The concept requires flight and LBE. Everything else is negotiable.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Sovereign Sentry: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Mind Over Body- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Endurance/Recharge
- (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Resist Damage IO
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Superior Might of the Tanker - Recharge/Chance for +Res(All)
- (A) Luck of the Gambler - Recharge Speed
- (11) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense
- (A) Numina's Convalescence - Heal
- (46) Numina's Convalescence - Heal/Endurance
- (46) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Flight Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (21) Reactive Armor - Resistance/Endurance/Recharge
- (21) Reactive Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (27) Kinetic Combat - Damage/Endurance/Recharge
- (37) Basilisk's Gaze - Accuracy/Recharge
- (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Perfect Zinger - Taunt
- (31) Perfect Zinger - Taunt/Recharge
- (33) Perfect Zinger - Taunt/Recharge/Range
- (33) Perfect Zinger - Accuracy/Recharge
- (34) Perfect Zinger - Taunt/Range
- (34) Perfect Zinger - Chance for Psi Damage
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (34) Rectified Reticle - To Hit Buff
- (36) Rectified Reticle - To Hit Buff/Recharge
- (A) Healing IO
- (45) Numina's Convalescence - Heal
- (45) Numina's Convalescence - Heal/Recharge
- (A) Performance Shifter - Chance for +End
- (33) Performance Shifter - EndMod
- (A) Rectified Reticle - To Hit Buff
- (36) Rectified Reticle - Increased Perception
- (A) Eradication - Accuracy/Damage/Recharge
- (39) Eradication - Damage
- (39) Eradication - Accuracy/Damage/Endurance/Recharge
- (39) Scirocco's Dervish - Accuracy/Damage
- (40) Scirocco's Dervish - Accuracy/Recharge
- (40) Force Feedback - Chance for +Recharge
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Regenerative Tissue - +Regeneration
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (36) Numina's Convalescence - Heal
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (13) Performance Shifter - EndMod
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 31.13% Defense(Smashing)
- 31.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.88% Defense(Energy)
- 14.88% Defense(Negative)
- 3% Defense(Psionic)
- 17.06% Defense(Melee)
- 10.81% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 22% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 14% SpeedFlying
- 238.9 HP (12.75%) HitPoints
- 14% JumpHeight
- 14% SpeedJumping
- MezResist(Immobilized) 19.25%
- MezResist(Terrorized) 2.75%
- 20% PerceptionRadius
- 6% (0.1 End/sec) Recovery
- 86% (6.72 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 14% SpeedRunning
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The problem with customizing power effects is that it makes game balance extremely difficult. Don't get me wrong, it's great that people get to use powers they didn't want to before etc. It's just a good thing it isn't a global enhancement. I predict we might see some nerfs to powers (or powers that stop accepting this new set) as a result of the conversion. The fact is, KB is an important part of the design in some older powers. Tornado and Bonfire will almost certainly need looked it. Otherwise they turn into massive AoE damage patches.
As far as the use of KB is concerned, I use it regularly without causing any complaints. It's about the angle of your attack. If you push enemies down an open hallway that's more of an issue than strafing to the side a little and pushing them diagonally into the wall. I guess I can understand why people complain about KB. But it never bothers me, even when I'm on my melee characters. Something that's flying through the air isn't attacking me or my team. That's what counts. Good players tend to share that view in my experience. Complaints I've seen recently have been from "DFB Noobs". -
Won't ever happen. If they wanted it to be global, they could have just made a Null the Gull setting. Or allowed us to slot this in multiple powers. It's obvious that the dev team wants us to only be able to put it in a single power. My guess is they don't want to have to rebalance every set with KB to account for everyone putting this enhancement in it. Can't blame them for that.
Personally, I don't think they should have caved to the requests for this ability. It sets a dangerous precedent. People aren't fond of terrorize either, and some people don't like stuns. Are we going to see them whining for uniques to change those effects now?
I'm not saying I won't be using this enhancement. All I'm saying is that I'm glad it's unique and that it's not global. I don't understand the complaints about knockback in most cases. There are a select few places (AoE/Cone focused pets like Commando, PBAoEs like Solar Flare) where I will slot this because I feel that the KB is actually harmful to the utility of the power. In cones and single target attacks, however, KB is usually better than KD. Especially since most of those powers are intended to give you breathing room and keep enemies at range. In no circumstance is KB harmful in those powers. Inconvenient, perhaps, when used without thought or practice. Not harmful though. Accusing someone of wanting people to play "their way" in this case is fairly illogical. Wanting someone to be skilled in the use of their powers is hardly unfair. If I were using AoE attacks only on single targets and single target attacks only on groups, you would surely laugh if I blamed the powers. This situation is fairly similar. -
With the revelation of the KB/KD IO, I got to thinking about the future build of my Peacebringer. With both flares, I feel that Nova won't be necessary for AoE. So, I slapped this build together. I'm pretty happy about it, but I do prefer to have some other eyes look over my builds. I'll likely have Ageless Destiny, in which case I expect that the high endurance costs and the 9 seconds of downtime on Light Form will disappear. That leaves Alpha theoretically open for Musculature. I'm aware that Gleaming Bolt is better for DPS than Glinting Eye, but I prefer being able to shoot eye beams at stuff. Other than that, I'm not particularly attached to anything. The empty slot in Solar Flare is for the KD IO that will be coming in the summer event.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Watchstar: Level 50 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Hero Profile:
Level 1: Glinting Eye- (A) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Endurance
- (40) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Damage/Recharge
- (42) Decimation - Chance of Build Up
- (42) Achilles' Heel - Chance for Res Debuff
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Apocalypse - Damage/Recharge
- (43) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (43) Apocalypse - Damage/Endurance
- (45) Apocalypse - Chance of Damage(Negative)
- (45) Achilles' Heel - Chance for Res Debuff
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (36) Numina's Convalescence - Heal
- (50) Numina's Convalescence - Heal/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (17) HamiO:Nucleolus Exposure
- (21) Hecatomb - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Rectified Reticle - To Hit Buff
- (23) Rectified Reticle - To Hit Buff/Recharge
- (40) Recharge Reduction IO
- (A) Rectified Reticle - To Hit Buff
- (23) Rectified Reticle - To Hit Buff/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (A) Doctored Wounds - Heal/Endurance
- (46) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (48) Doctored Wounds - Heal
- (48) Doctored Wounds - Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Armageddon - Damage/Recharge
- (33) Armageddon - Accuracy/Damage/Recharge
- (33) Armageddon - Accuracy/Recharge
- (34) Armageddon - Damage/Endurance
- (34) Armageddon - Chance for Fire Damage
- (34) Empty
- (A) Recharge Reduction IO
- (A) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Healing IO
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Energy Flight- (A) Flight Speed IO
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 10: Combat Flight- (A) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (13) Endurance Modification IO
- (13) Endurance Modification IO
- (A) Perfect Zinger - Taunt
- (29) Perfect Zinger - Taunt/Recharge
- (31) Perfect Zinger - Taunt/Recharge/Range
- (31) Perfect Zinger - Accuracy/Recharge
- (31) Perfect Zinger - Taunt/Range
- (33) Perfect Zinger - Chance for Psi Damage
- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Recharge
- (25) Obliteration - Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (A) Range IO
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (45) Doctored Wounds - Heal/Recharge
- (46) Doctored Wounds - Heal/Endurance/Recharge
- (46) Doctored Wounds - Heal
- (50) Doctored Wounds - Recharge
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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------------
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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)
- 23.94% Defense(Melee)
- 33.63% Defense(Smashing)
- 33.63% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 3.63% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 8% Enhancement(Heal)
- 88.75% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 144.6 HP (13.5%) HitPoints
- MezResist(Immobilized) 14.85%
- MezResist(Stunned) 4.4%
- MezResist(Terrorized) 7.15%
- 4% (0.07 End/sec) Recovery
- 38% (1.7 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
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Hmmm...Commando + KD? That could maybe, just maybe, make Mercs more effective. Still though, I'm thinking of snagging Bonfire and putting it there for my Necro. Even if it's changed to be a % chance in powers like Bonfire and Tornado it'd still be worth it IMO.
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I'm working on a build for my Necro/ MM, but I'm not quite sure how to slot the pets. I figure Soul Extraction will just be my aura mule, so that I can put procs and such in the always up pets. The problem is, I'm not sure what to slot into those pets. I'm looking to give the pets the best performance, not looking for set bonuses. So frankenslotting is probably the way I want to go. Is the heal the pets get worth slotting a Heal/Something IO into them? What procs are the best to use? Is it worth putting an Achilles Heel in Grave Knights? Also, do I need to slot any control enhancements in the Lich? Sorry for the rapid questions, but I'm a little new to slotting MMs with IOs
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Necro pets are relatively fragile, but /Traps is a good pairing for them to help in that department. You also get the fun of using Detonator + Soul Extraction. Necro/Traps will also be able to slot all the pet aura IOs I believe because of Soul Extraction. -Regen in the primary you pick is really irrelevant if you go /Traps because it provides an enormous regen debuff all on its own. I think I'm talking myself into a Necro/Traps. I'm feeling my altitis kicking up again
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Well, on a Bots/FF your personal defense won't be as critical as on some other combinations. Your bots will be well beyond the soft cap in normal content, and still over it in incarnate content. So they'll actually be durable enough that you won't need to tank for them unless you want to theoretically. That said, I'm not really sure what else you would build for. There aren't really any critical powers you need to recharge frequently. You could get damage bonuses, but they'd only affect your personal attacks which deal much less damage than your pets anyway. So you might as well get some positional defense. I don't have much time to look at the build right now, but remember that your protector bots also bubble you. So you'll have some extra defense from them too. You should be able to soft cap to positional, but if it gets too expensive for you the other option is to go Mace Mastery for Scorpion Shield or Cold(Ice?) Mastery for Ice Shield. I recommend the former in that scenario so you can softcap S/L/E. But seriously, it will be pretty hard for you to horribly screw up a Bot/FF. It's a pretty solid combo.
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Hmm, nice thanks! I actually like that pretty well. It still gets a good bit of positional to help cover the holes in the typed. I'm considering a few power changes still, but I'll be using this as a template for the final build.
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Quote:I was under the impression that 80-90% of the KB in game is only mag 4 or less and doesn't stack unless it occurs in the same server tick. This is of course, a theoretical build for the moment so as I level the character I may decide that I need more KB protection. The Numina unique is in HF because of the ranged defense bonus, it's not ideal but the ranged defense is more valuable than having a small amount of extra regen and recovery all the time. Temperature Protection isn't useless. It has slow resistance. The damage resistance is just icing on the cake. I may actually look into a typed defense version of the build to see what I gain in extra slots by going that route. The Seers don't really give me problems on my /Invuln Scrapper either now that I think about it, so I'm sure this Tanker will be ok going typed defense if that proves more successful in achieving my goals. I'd like to get enough recharge to feel comfortable dropping Hasten. Not a fan of the glowing hands.A few things considering both yours and mauk first off your KB prot is to low u want to get at least 10-12 KB protection, It is hard to tank if your getting KBed every where. Second the Numa ++ is useless in the HF is a bad place since it will not activate till u use it, trey putting it in health this way it is always active. Third temp prot is pointless in the FA build for tanks since your all ready capped in the Fire res, and there is not many that uses ice, that said I am not SC or close to SC in positional on my FA and I know a few others the same way that had never had any problems with the seers in the Trials.
I think the short text description incorrectly lists just the positions. Mids and the in game power details list everything except psionics IIRC. -
The problem I have with Timebomb is it does the same thing as Tripmine in a harder to control fashion. It needs to do something else. Less damage and some kind of controlling effect perhaps. Or a controlling effect prior to the explosion. It could be a slow patch with a chance to immob until it detonates for example. Just something.
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This build is a modified version of the one mauk2 posted. I had to pull out the Leadership pool in order to squeeze in Fly. I also added LBE, as I like having a permanent non-VIP ranged attack on each melee character. My personal preference is for Eagle's Claw over CAK. I'm sure CAK is probably more efficient for DPS, but I love the animation for Eagle's Claw. The build actually looks fairly sturdy, and still gets the melee soft cap, but I'd like to see the defense numbers get up a little higher. The reason I'm so stuck on positional defense is because I intend to be out front on trials with this character. The less likely Seers are to land Drain Psyche the better, and I can only assume that some exotic damage types are going to become more common in the trials as time passes. As far as planning for the Hybrid Slot comes along, I don't think I want to go into the melee option. Planning for a 50% uptime defense boost isn't going to help me 100% of the time. I'd rather get the radial assault, since that circumvents the damage cap and allows me to deal out additional damage against hard targets to help the team. All that said, here's the build. Any glaring mistakes or good chances for improvement?
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Watch Fire: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield- (A) Aegis - Resistance/Endurance
- (3) Aegis - Resistance/Recharge
- (3) Aegis - Endurance/Recharge
- (5) Aegis - Resistance/Endurance/Recharge
- (5) Aegis - Resistance
- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (7) Touch of Death - Damage/Recharge
- (9) Touch of Death - Accuracy/Damage/Endurance
- (9) Touch of Death - Damage/Endurance/Recharge
- (11) Touch of Death - Chance of Damage(Negative)
- (A) Mako's Bite - Accuracy/Damage
- (11) Mako's Bite - Damage/Endurance
- (13) Mako's Bite - Damage/Recharge
- (13) Mako's Bite - Accuracy/Endurance/Recharge
- (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (15) Mako's Bite - Chance of Damage(Lethal)
- (A) Numina's Convalescence - Heal/Endurance
- (17) Numina's Convalescence - Endurance/Recharge
- (17) Numina's Convalescence - Heal/Recharge
- (19) Numina's Convalescence - Heal/Endurance/Recharge
- (19) Numina's Convalescence - Heal
- (21) Numina's Convalescence - +Regeneration/+Recovery
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (23) Kismet - Accuracy +6%
- (A) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (25) Obliteration - Damage/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Endurance/Recharge
- (27) Obliteration - Chance for Smashing Damage
- (A) Mocking Beratement - Taunt/Recharge/Range
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Gladiator's Armor - TP Protection +3% Def (All)
- (29) Aegis - Resistance
- (31) Aegis - Resistance/Endurance
- (31) Aegis - Resistance/Endurance/Recharge
- (A) Multi Strike - Accuracy/Damage
- (31) Multi Strike - Damage/Endurance
- (33) Multi Strike - Damage/Recharge
- (33) Multi Strike - Accuracy/Endurance
- (33) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Knockdown Bonus
- (A) Aegis - Resistance
- (37) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Superior Might of the Tanker - Accuracy/Damage
- (45) Superior Might of the Tanker - Damage/Recharge
- (45) Superior Might of the Tanker - Accuracy/Damage/Recharge
- (45) Superior Might of the Tanker - Damage/Endurance/Recharge
- (46) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
- (46) Superior Might of the Tanker - Recharge/Chance for +Res(All)
- (A) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (46) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (A) Steadfast Protection - Knockback Protection
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Swift- (A) Run Speed IO
- (A) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Recharge
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Set Bonus Totals:- 21% DamageBuff(Smashing)
- 21% DamageBuff(Lethal)
- 21% DamageBuff(Fire)
- 21% DamageBuff(Cold)
- 21% DamageBuff(Energy)
- 21% DamageBuff(Negative)
- 21% DamageBuff(Toxic)
- 21% DamageBuff(Psionic)
- 15.69% Defense(Smashing)
- 15.69% Defense(Lethal)
- 19.13% Defense(Fire)
- 19.13% Defense(Cold)
- 14.75% Defense(Energy)
- 14.75% Defense(Negative)
- 6% Defense(Psionic)
- 25.38% Defense(Melee)
- 19.75% Defense(Ranged)
- 18.19% Defense(AoE)
- 6% Enhancement(Heal)
- 34% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 14% SpeedFlying
- 238.9 HP (12.75%) HitPoints
- 14% JumpHeight
- 14% SpeedJumping
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 9.35%
- MezResist(Immobilized) 6.05%
- MezResist(Sleep) 1.65%
- MezResist(Stunned) 8.25%
- 4.5% (0.08 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 2.52% Resistance(Smashing)
- 2.52% Resistance(Lethal)
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 2.52% Resistance(Toxic)
- 2.52% Resistance(Psionic)
- 29% SpeedRunning
- 2.5% XPDebtProtection
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I have been toying with a concept for a Fire/? character for awhile now and I've settled on Fire/MA as a great pairing for him. It also seems to be a good mechanical combination thanks to Storm Kick having +Def and Fire having Burn. Now that I have the powersets chosen I am starting to look at build directions so I can start spending the merits from my other characters on recipes for this new Tanker. As I look at my options, a few questions are starting to come up.
- Fire seems relatively squishy. Will it be able to handle being the main tank for teams and incarnate leagues?
- There's a lot of attacks available to this character. What's the best chain for MA on a tank, and what powers can I skip in the combo?
- Positional defense seems to be hard to find in IO sets. Am I just not looking hard enough?
- Conceptually I am torn between Pyre Mastery and Energy Mastery. Which of them would be better, or is there another APP I should consider?
- Where is the best place to put the ATO proc?
- I've heard that Fire is getting some +absorb added in i23, is that true?
Thanks in advance for responses, the CoH community is usually exceptionally helpful. Any other important notes you can think of are welcome as well of course
My build goals currently are to get 32.5% to all positions, hard cap S/L resistance using the ATO proc, and get an acceptable amount of recharge. I'm hoping to be able to use Focus Chi and Fiery Embrace regularly to help offset the lower damage of a Tanker as well. I'm almost positive those goals will have to be modified before I finish building. -
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1.) TP is fine. I love it how it is, even in combat situations. Not that I'd be super upset about a faster cast time and lower end cost.
2.) If you don't like TP, don't take it. Personal distaste for a power is no reason to deny the possible uses that other people have found for it.
3.) If you like CO Teleport (not really sure why you bother with that game or it's teleport, but to each their own) then you can easily emulate it with Fly + Invisibility and leave my Teleport alone. -
To clarify, I suggested Boxing (from the Fighting pool) not Brawl. The ST chain using purely melee attacks would be significantly lower performance than the standard Bolt > Blast > R Strike chain. But then, it only really matters if you're trying to solo AVs and pylons. For day to day stuff, you can probably get away with it.
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Well, since you won't be getting Nova leveling up you should take and use the shields. You'll also need a third melee attack in Human form to achieve a pure melee attack chain if you don't want to use your blasts all the time. I suggest Boxing. You could also just use Sands of Mu if you have it and it fits the concept. You will need Proton Scatter and Luminous Detonation early on to have any AoE damage in a Human/Dwarf build.
You'll find the combination most effective if you are in Human most of the time and shift to Dwarf when mezzed or facing particularly dangerous opponents. I just got my Tri-Form to 21 earlier today and even with all three forms I'm still in Human 80% of the time. The reason for that is that Human form is where your main ST damage is. For me I open by boosting myself with Inner Light, fire off the Nova AoEs (You'll use Human AoEs instead) and mop up with Radiant Strike and Incandescent Strike. Glinting Eye and Gleaming Blast finish off runners pretty easily. Dwarf comes into the mix when I'm mezzed or expecting to be mezzed, when I need to use Sublimation, and when it is convenient to use the knockdown in White Dwarf Flare. Peacebringers really don't have a lot of powers that you rely upon in every fight - only Inner Light and maybe the heals at the low levels. The rest are tactical choices. For instance, I use Super Speed and Stealth to sneak up to Voids/Quants and hit them with Incandescent Strike. Inspirations keep me from taking too much damage during the animation and they are either held or dead when it finishes. I've been having a blast with the character, it just takes a little getting used to (and a few keybinds).