cybermitheral

Cohort
  • Posts

    543
  • Joined

  1. Im looking at only using Placate (if at all) as a kind of OHHH S**T button to break agro from a tough target if/when im in danger of dieing and no other options.
    Kind of like a T9 Godmode power without the godmode or the crash and only affects 1 target... doesnt sound that great even then so will prob skip entirely (also allows Recall Friend to be taken earlier )
  2. Im not sure if what I am about to post is the same as what your experiencing but it sounds similar.

    First let me set the scene for how I use my UI:
    Power Row 1 = most often clicked powers (so on my Brutes my attacks).
    Power Row 2 = occationally clicked powers (Brutes = Shields, Taunt, BuildUp, etc)
    Power Row 3 = Extra (Hasten, Tough/Weave, Frenzy, etc)
    I usually use the Keyboard to activate the powers (Row 1 = Numbers, Row 2 = ALT+Numbers)

    Now I recently made a Dom (Dark/Mind) and so now my Control Powers are Row 1 and Assault Powers Row 2. When my character is moving (hovering, sprinting, etc) I cant queue a Row 2 attack. So I may select my target, hit Alt+Number, as im out of range nothing happens (I get the "Out of Range" message diplayed) but the attack doesnt stay queued so when I move into range.... nothing happens.
    If I do the same with a Row 1 power (again using the KB) it does queue until I get into range and then fires.
  3. Hey Jawbreaker - you need to download another CohTitan program called Titan Sentinel.

    This also does extra things like track badges, etc.
  4. cybermitheral

    Psychic Melee

    Quote:
    Originally Posted by Knight_Marshal View Post
    He's also a herbalist/botanist know as the Lord of Thyme.
    That is why he is called The Physician as Thyme heals all wounds!
    You good sir win an Internet.
  5. This is in addition to my other idea about the Taunt power granting +AoE Def to all allies in 10-15" of the Tanker (doesnt stack from same Tanker but from multiple Tanks it would).

    My new idea is that the Taunt Aura power (Against All Odds, Invincibility, etc) also applies a debuff to all foes in range based on the Primary powerset.
    Most Primaries have a clearly defined "Shield" function:
    Defense:
    -SD (Pos)
    -Ice (Typ)
    -SR (Pos)

    Resistance:
    -Dark
    -Elec
    -Fire
    -Inv

    The other two (WP and StoneArmor) have less of a Primary "shield" and more of a combo:
    -WP = Regen and Res
    -SA = Def and Res and Regen

    Based on this my idea is that Defence based Primaries would apply a 10% Def Debuff on all foes in range of its Taunt aura.
    Resistance based would apply a -10% Resistance Debuff.
    This would not stack from the same tank but multiple Tanks aura's would stack.
    Now maybe 10% is not enough or is too much but the number crunchers can work this out better than me

    For WP it could be either:
    -50% Regen
    or
    -7.5% Res AND -45% Regen.

    For Stone Armor either:
    -7.5% Res AND -7.5% Def
    or
    -5% Res/Def and -45% Regen

    **Actual numbers to be balanced.

    These numbers are non-enhanceable/resistable and last for the standard Taunt duration (slotting Taunt ENH will not increase the Debuff durartion).

    This could also be applied to the TAUNT power itself (not sure if a powers effects can be based on a different powerset?).
    So on a SD Tank TAUNT would apply a -10% DefDebuff to all affected foes - not stacking from the same Tank but DOES stack with the taunt Aura.
    Again these numbers are non-enhanceable/resistable and last for the standard Taunt duration (slotting Taunt ENH will not increase the Debuff durartion).

    IE: SD Tank uses TAUNT on a foe in melee range.
    Taunt Aura applies -10% Def Debuff.
    TAUNT power applies a -10% Def Debuff.

    This would allow Tankers an easier time defeating foes on Solo, does not increase Tanker damage and allows multiple Tanks to benefit a team.
  6. Try to put in more Reactive Armors into your Resistance powers. At 4 you get +1.25% S/L Def.
    Getting to the S/L Def soft-cap (with 1 foe in range) is a worthwhile goal as most attacks have a S/L component and Invul can reach the S/L Resist hard-cap with Tough.
    With both the S/L Res HC and Def SC it means when you do get hit (hardly ever) you take bugger all damage (10%).

    In powers like Resist Energies/Elements Aegis is a good idea as with 3 slots you get +3.13 F/C Defence.

    You've also got some sets that provide Positional Def (Melee, Ranged and AoE). Typically its easier to get TYPED defences on an Invul toon using Reactive Armors/Aegis (see above) in addition to Kinetic Combats (at 4 = +3.75% S/L Def).
    Also look at adding the Steadfast Protection Unique (Res/+3% Def [all]). Its not cheap but its not THAT expensive either.

    You could alto try putting in Taunt the Mocking instead of the Zingers. At 4 you get ~2.5 S/L Def (I think) which is the numbe rof slots you've currently allocated. If you put in a 5th you get +3.75% F/C Def as well. And 6 slots gets you +7.5% Recharge.
    If you need mroe slots Id take the LOTG D/E from CJ as the EndCost is low and the extra defence from CJ you may get better from actual Set Bonuses (or the Steadfast Unique).

    Im at work and dont have time to put together a build but have another go with some of those ideas in mind and see what you prefer.
    For my Invul toons I aim for S/L RES hard-cap (90%) and S/L DEF soft-cap with 1 foe in range (45%). +Recharge is also good for A) Titan Weapons and B) Dull Pain.
  7. To those having issues with Mids taking longer to load I just had the same issue on my work pc that I dont have on my home pc.
    Now my home pc is MUCH more powerful than my work but I noticed that my Kaspersky AV was using >20% CPU usage when Mids was loading and as soon as Mids opened the AVP.exe (Kaspersky process) went down to 0% CPU.

    I added Mids as an exception (shhh dont tell my SysAdmin) and Mids opened noticably faster (by approx 7-10 seconds).
  8. Hi all,
    my first ever 50 was an EM/EA stalker that has been sitting gathering dust - apart from some minor duties as a Crafting toon and recipe holder.

    With the i22 changes Im looking at bringing him back into the action.
    Is EM/EA worth while or should I just leave him and roll a new one?


    Here is a proposed build:

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EM_EA_Stalker: Level 50 Magic Stalker
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Barrage -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Dmg/EndRdx(31), C'ngImp-Acc/Dmg(31)
    Level 1: Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(11), Ksmt-ToHit+(21)
    Level 2: Bone Smasher -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), C'ngImp-Acc/Dmg(33), Mako-Acc/Dmg(34)
    Level 4: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(9), LkGmblr-Rchg+(11)
    Level 6: Assassin's Strike -- SStalkersG-Acc/Dmg(A), SStalkersG-Acc/Dmg/EndRdx/Rchg(15), SStalkersG-Acc/Dmg/Rchg(17), SStalkersG-Rchg/Hide%(17), SStalkersG-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Build%(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(15)
    Level 14: Placate -- RechRdx-I(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Kinetic Dampening -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46)
    Level 20: Boxing -- RzDz-Immob%(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(27), S'fstPrt-ResDam/Def+(29)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(27)
    Level 26: Recall Friend -- Winter-ResSlow(A)
    Level 28: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(40)
    Level 30: Energy Drain -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(40), P'Shift-EndMod/Rchg(40)
    Level 32: Total Focus -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 35: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(36), Dct'dW-Heal/EndRdx(37)
    Level 38: Superior Conditioning -- P'Shift-End%(A)
    Level 41: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(42)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Hold%(45), Dev'n-Dmg/EndRdx(46)
    Level 47: Disrupt -- Amaze-EndRdx/Stun(A), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-ToHitDeb%(48)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(50), S'dpty-Def/EndRdx(50)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Musculature Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Mrcl-Rcvry+(5), Mrcl-Heal(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(3), P'Shift-End%(5), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(46)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1579;694;1388;HEX;|
    |78DA95945D53126114C79F651709040111DFF00D04511182516F6B7C4133416D7A9|
    |D6E680757DC6280019AD1CB3E40176569539799D94D9FA5E9E563947D81A2E39E3F|
    |E0B857ED0CF37B9EFF9EF33FE7D9B34B766FD9F979F5D97521B9968A6AAD96BB5D5|
    |78B4FB4AA35AB16F4BC2C8470A5B3B9F44253B7913288752EAB15352D912E69D5C2|
    |3E6F02CD5BCBDA8E56AAB56E2E3CADAAC2B9552E1713194DADE8A582CBD8ACE885D|
    |D3AEDBA8DDD1DB2A894AB75B5AE974BEE66F4B656ADEDEA95817445CF2716CBDB54|
    |4AADD5B5EA7EB3A77EEA699E7E077681ABA1881D424A11438F99233A58001F3117C|
    |F732423C7227A244373F8993D7F481E56C46B3B42C85782DF18FCC6E03706BF20EA|
    |2E518ECCBEB2EC61BF2B3EF0529D438AB5B2BFD5FA4536B4AEEF4CCF57F007B3E71|
    |B33B5CD758E28D7865CDBB1C5D0A63E8027CCE94FE047F09499A65C3BF728EC41F6|
    |5B26AD137D77A26F27FA75A2FF2EF4FD86625D5C5BB8629CDF4BCDB8E1E946DC0AC|
    |5795953BC73B4882AA23B09A638666696199F674AE4E383B76F4F32E62093E6878F|
    |7F84F37BC7C1107330C81CEAE31C8572FA709E3E9CA71FE7E8C7B906D1678462075|
    |07320C0CFF92DF51EC0EC0398ED04DE8109BC03137807A279E60DCA1936DE988665|
    |F8393FEBE80BF080F98E6246E13B0ADF207C83F00DC3378C59AF514E0839A12CF73|
    |CBE016E819BCCF03A53F10A11C13C22475CDB46DA246BD2E4357E4E53B8D741F762|
    |5C438EBDE7BA3327E029337ECC5CA57E12884D6C70FED50C980537995E7AB6497C6|
    |749CC21E500FF0A63663F1DF49DA157A94197386B2BB2748FA32D7771B29B3CE98E|
    |35E62F53F6EFB6A2482FB90FCB2153699E17F388BF620694D67F4863A8BD3EDF92E|
    |3B449499A9494499935297326256352B694D6BF0ECE63F7D07F0A7ABBE5389F1EAF|
    |8DEBFE05E1C185F5C3CB81FF75ADD3379842F63F732629C0|
    |-------------------------------------------------------------------|
    Thanks
  9. Server downtime at 10pm Sydney time tonight

    [insert standard rant about impending Daylight Savings time change which will move all downtimes 1 hr forward further cutting into gaming Primetime]
  10. Hi all,
    LAST Monday we did run a Moonfire - I always forget how long that one takes...

    Moving on (lol) after doing an 11hr shift at work I get home at 8:40 so already late.
    We ran a TinMage Mark II (wst) and then did the latest iTrial Diabolique Dilema (sp?). We only had 11 ppl on the Leage and actually completed the iTrial and got some of the badges. W00T!!!

    We then took down Adamaster is something like 45 seconds
  11. It has a 5% chance to activate each time you click the power or it 'ticks' if its in a toggle.

    IE:
    Slotted in Aim. You click Aim there is a 5% chance
    Slotted in Tactics. There is a 5% chance every 'tick' [10 secs]
    Slotted in Soul Drain and hit 1 enemy. There is a 5% chance
    Slotted in Soul Drain and hit 5 enemies. There is a 5% chance
    Slotted in Soul Drain and hit 10 enemies. There is a 5% chance
    Slotted in Soul Drain and hit 0 enemies. There is a 5% chance
  12. cybermitheral

    WP/DM Critique

    Hi LSK,
    Im not able to check your build numbers atm but the reason for Energy Mastery was for the PhysicalPerfection +Regen and also to allow me to put in the RegenTissue +Regen proc.
    Also the PP +Recovery makes it easier for me to run F_Accuracy which helps with the low acc Kinetic Combats.

    Ill look at your build and see what you've done when I get home to Mids (no Android Mids makes me sad ) lol.

    Thanks for your reply

    What would you recommend as a APP/PPP instead of Energy Mastery?
  13. cybermitheral

    WP/DM Critique

    Thanks for the ideas Atomic.
    I took your build and tweaked a bit

    In CJ I swapped the Kismet D/E for the GotA Def/Runspeed = same Def value, bit faster runspeed. Less Recovery (but I should have sufficient and I think the +Speed will be more valuable than +1.5%Recovery).

    I added in the GladArmor Proc as I didnt think it was that cheap. I thought it was one of those 3Bill Inf IO's (I can afford 300Mil )

    With that I am now S/C to all types except Psi.

    Moved Maneuvers to 47 ald Fly to 49.
    Removed the +Stealth Proc from Fly for the GladArmor Proc. If I really need the +Stealth I can get the Celerity or Unbounded Leap +Stealth and put it into Sprint.

    [[Mids needs to include a Black and White export option as Im never sure how the colours will look on the differrent Forums (SuperHero Blue and Villainous Red lol)]]

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(11)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), Numna-Heal/Rchg(7)
    Level 4: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Dmg(19), SMotTanker-Rchg/Res%(19)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(23)
    Level 10: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(27)
    Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(13), P'Shift-EndMod/Acc(13)
    Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(37), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(43), Zinger-Dam%(45)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Theft-Acc/Heal(37), Theft-Heal(37)
    Level 18: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34)
    Level 20: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb(33), SipInsght-%ToHit(34)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31), GftotA-Run+(48)
    Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(31), GA-3defTpProc(50)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31)
    Level 30: Soul Drain -- SMotTanker-Acc/Dmg/EndRdx/Rchg(A), SMotTanker-Acc/Dmg(39), SMotTanker-Dmg/EndRdx/Rchg(40), Sciroc-Acc/Rchg(40)
    Level 32: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(50)
    Level 35: Focused Accuracy -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 41: Physical Perfection -- RgnTis-Regen+(A)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(50)
    Level 49: Fly -- Winter-ResSlow(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Vigor Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), Numna-Heal(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1491;687;1374;HEX;|
    |78DA65944B6F12611486BFB9504A0169A5147AA302BD415BCA68D7BAB06A624A426|
    |DD59569C63A522C018426DAA57FC185AE4CDA8D5117FE1C1375EBAD4DABAE8C773C|
    |CCFB4A9B30019E33E7F29DCB1C267F7F31F0F2D283734A0B9C2FDB8DC6DAAA5DD97|
    |4EA9EBC5D2CADABD6E5956F0CDAB545E7B6536938D9EBA572B956BDE7D4A334E49D|
    |B2E36417EDFA2644152854ABE5EC9263D74A9562D0BDB9582A6E6CC95DE8BFE9965|
    |36F6C946A7E58CB2D73F842ADB49EBD5071EAC5EDB5BCDDD872EADB31292023DFF7|
    |3EF9D15A25354D151761CA545D49B03B4526C09EA870D454DF7C8A57D3500541526|
    |CCBE0892BE40AF8417C359C6F685745B04C652E93AB60D70AF85D7C0DD6621CEA6E|
    |AEDE03721F3CB947BE35DC988F12E3418CE6E9C5390311F093D8BC6EF2A6E165CE7|
    |ED6D0CFDC03CCFD4E7C7DACD3479F186362F41962CC9EF8FAE1ABFB1FEAAE2EF098|
    |7C04FE109F2066E40956A01BAF829335F22E98A983B30DF0A7C486181BE27C539C6|
    |F8AF34D71BEE321C39DC77810DC97D83ED6D6D78F7A139C4B8273F9253E619C6F86|
    |FD98E3A96ED2477AC144001C908D8DF0DC08CF89FF516ECE791FF642179F28F722C|
    |ABAE758F71CEB9E63DD86F80E72DE830BD8AFA11C18B740EB34729BE23B4CDF61F6|
    |32C2DE46C2AC8535FD96DE46159EF9E81BC44FBE02A75E93DBCAE581F88EA15E7D6|
    |C01F1F339D0B2C01D0949D227F914CF67EA19987E0EFE95732638CF09F69D66DF69|
    |F69D61DF993BC8FD4296631A3DA9E9B398DFAEE49A61AE9927F09BDD2177C13E994|
    |596FB9E65CF561C36BFD8728857B961F47AD8D3FEFF29AD2997FA72A4D1B56B3841|
    |BF8C89CF73F33F77447D3DD2681A775EE7CE8F98EDF7817C5ADE69B3FD5669663AA|
    |CB90E8DD5A139D3A159E8D02C75680A26D3B6EBF6F5CA3B059A66A1A7553DE41BC7|
    |64FB987CF3981C9165B628FF03AFDBEB1B|
    |-------------------------------------------------------------------|
  14. cybermitheral

    WP/DM Critique

    Hi all,
    well here is my take on a new Tank I just made the other day - Willpower/Dark Melee (I wish they added the new Inky animation options to Dark Melee).

    Obviously going for +Regen as well as S/L Res and S/L Def.

    Took the Vigor Alpha as it has +Healing as its primary and also +Acc (Kinetic Combats dont do a lot for Acc on their own).

    Have I missed anything obvious? This is my first WP Tank.

    I put the Might of the Tanker Proc in Shadow Maul as I heard it has a greater chance of firing off in AoE powers vs ST.
    I also put 3 other MotT ATE (ATO/ATIO/??) in Soul Drain plus an A/R (the REcharge time is halved using 4 slots - not too bad I think )

    Anyway here is the build.
    For those with no Mids (work/iCraps/etc):
    Defense:
    S/L 43.2%
    F/C 33.8%
    E/NE 39.4%
    Psi 27%

    Resistance:
    S/L 71.6%
    F/C/E/N 14.2%
    Psi 45.5%

    HP/End:
    MaxHP: 3358
    Regen
    1 Foe: 818% - 114.5 HP/s
    5 Foes: 1048% - 146.7 HP/s
    10 Foes: 1335% - 186.9 HP/s

    EndUse: 0.86/s
    EndUse w/F_Acc: 1.29/s
    EndRec: 4.17/s


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(11)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), Zinger-Dam%(50)
    Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/EndRdx/Rchg(5), Numna-Heal/Rchg(7)
    Level 4: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Dmg(19), SMotTanker-Rchg/Res%(19)
    Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal/Rchg(23)
    Level 10: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(27)
    Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(13), P'Shift-EndMod/Acc(13)
    Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(37), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(39), Zinger-Taunt/Rng(43), Zinger-Dam%(45)
    Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Theft-Acc/Heal(37), Theft-Heal(37)
    Level 18: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(34)
    Level 20: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb(33), SipInsght-%ToHit(34)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
    Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(27), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31)
    Level 30: Soul Drain -- SMotTanker-Acc/Dmg/EndRdx/Rchg(A), SMotTanker-Acc/Dmg(39), SMotTanker-Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
    Level 32: Resurgence -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50)
    Level 35: Focused Accuracy -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg(43), Mako-Acc/EndRdx/Rchg(48)
    Level 41: Physical Perfection -- RgnTis-Regen+(A)
    Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Hold%(45)
    Level 47: Fly -- Winter-ResSlow(A), Frbd-Stlth(48)
    Level 49: Recall Friend -- Empty(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Vigor Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), Numna-Heal(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1652;700;1400;HEX;|
    |78DACD944B6F12611486BFB920A580BD500ABD5181DEA02D2DD1B52E6C35694A426|
    |DD59569C6668AA4041048B4EEFC01BA70A15B8D49535DF8734CD4ADB756ABAE8CB7|
    |8A8779DFD026F3079C303CDF9CEF9C39EF39736672B717022F2EDE3DA7B4C0F9925|
    |5AFAFAF59E52DBBE6C95985E2866A1D5E39A3B0AE2FD89B76B96E67AE164BA56AE5|
    |965D8B702367976C3BB360D5B6B054817CA552CA2CDB56B5582E049D8B0BC5C28D8|
    |65CF971556A5DF63AEB3509A9566A0DAB51AC94438BD5E24666B16CD70ADBEB39AB|
    |DEB06BDB51D1B024E73B9FFC692D554D53C5643169AA1309B02349C6C1CE8870C45|
    |4DF7D8A87C4E40509D95B014F5E2257C16C5D572A6BAAF712A3218FA15DD61C9BB9|
    |42AE812756C11FE26B509371A03B39BB3F93FB60EF1EF9C670623E488C07319AA71|
    |BF7E90F831F65CFEB246F1A5EE6ECA3863EE6EE67EEB7E2EBA34E1F7DA28C89D267|
    |90317BE2EB87AFEE7F803A038FC887E04FF109A2579E6019B6B10A3851256F82E91|
    |A38C39EFD92D82EC676B1CF49F639C93E27D9E7B12EC3E9C75810DC97D81E6AEBE9|
    |83DE38FB12675F7E8B4F88CF31E4471F4F75903ED20BC60360BF0C6F987D0EF33ED|
    |943E5E4D4652F82FB1911EA9DA5DE59EA9DA55E437C07D8E701CEDD20E72DC6F98B|
    |71EE4CF11DA2EF106B18664DC32130462D7FA4A61185673DF21A9A275E8293AFC83|
    |BCAE127F11D855E6DF41E7A9EBD0F3E16D704F6F4C40E6C93BB60EA19F857E2C7F9|
    |7CC6596F8AF5A6586F9AF5A6379173AE083E97A198424D6AEA2CDEAB2792739A39A|
    |79FC26F6687DC05FDD28B0C35678650CFDC216A1F97BD79ECA9F9A61CEAA0B3FDD6|
    |29CDB17C3DB2E8DA15C4E94BE8F31CE7FD8B2BEADB9145D338E93A277DD86C7F0DE|
    |4D7F24E99ED6F4A33EDDA9D7759B22ECB6997E58CCBB2ECB2E44DA66DEBF675CB97|
    |049666BEB3A51EEB6BC7D6D6B1F5F563EBFFFD08CBAB96A5D67FCBA091E9|
    |-------------------------------------------------------------------|
  15. Hi all,
    tonight im planning on doing simple things Hero side.
    Paper missions, bank missons, Hero Tips, etc on my new Darm/Mind Dom (currently 33).

    Maybe (big maybe) do a Moonfire?
  16. Ice armor (Def) DOES have a Damage aura - sorry I didnt clarify I meant BRUTE Def sets dont get damage auras...
    apart from Stone Armor which I obviously forgot about
  17. I really enjoy my KM/EA Brute and while it may not be the BEST combo in the game if thats all ppl play the game would be boring with only 1-2 combos available per AT.

    It DOES have low resistances but it is a DEF set so thats what you get.
    It doesnt have a damage aura because it is a Def set and no Def set gets a damage aura.

    Its +END/Def power is fun to use. I usually slow for EndMod not only so I get mroe End back but also to drain my foes End by something like 50% (exact numbers escape me as Im not home) of their Endurance.
    The +Def is only a small amount but when saturated is 7-8 percent which is a nice buff.

    /Inv can get its S/L Def softcapped with IO Sets along with its S/L Res close to hardcap.
    Are you able to use IO's? If not good luck softcapping anything (except /SR).
    /Inv has no damage aura.
    /Inv has no +rech/-end (foe)/+end/+Def/+EndDis/+Regen
    /Inv DOES have a +MaxHP

    If you only care about %Min/Max enjoy your SS/Inv character.
    if you only care about Farming enjoy your /Fire Resistance character and Firefarms.

    If you want to try something different try everything - go nuts - find what you enjoy and dont. While spending hours and hours on a bad combo (for you) may "waste" time you can only go so far based on others recommendations.

    If your worried about the lack of Resistance /EA has carry some Orange Insps.
  18. Where in the world is Metacore?
    Well Im right here actually (droll).

    I have been missing from the worlds of CoV/H for a few days of late (since last Friday) due to house-sitting with no Internet access.
    I am due back home this Friday/Sat.

    Im not sure how much gaming I will get done as I will have company this weekend but Im planning on showing my gf the game and she seems... intrigued by it (maybe im being overly hopefull that she may want to join us Superhores/Villains ).
    Good thing I have a laptop she can use for a F2P account.

    Anyway looking forward to some OMGXP runs on my new Dark/Mind dom (just got to 27 and 3 slotted my AoE Hold which LOOKS awesome (visually - although the purple tone I used may need to be tweaked some).
  19. I still think my idea of helping Blasters ESCAPE mez rather than ignore it has merit :
    http://boards.cityofheroes.com/showp...4&postcount=34

    What about adding to Defiance a +MezResist value so as you are mezzed however many stacked Defiance's you have reduces the duration by [num_defiance x MexResist].
    As you are mezzed you still attack using the 3 available powers and any Defiance those attacks generate is added with their +MezResist.

    The following is based on what I read from here:
    http://wiki.cohtitan.com/wiki/Resistance_(Mechanics)

    Quote:
    Resistance to status effects follows a different formula:
    SufferedDuration = AppliedDuration / (100% + TotalResistance)
    So 75% resistance to Sleep duration, for example, would not cause all Sleeps to affect the character for only 1/4 of their normal durations. Their durations would be divided by 1.75, which is roughly only a 43% reduction.

    More importantly, the formula means that achieving 100% or more resistance to effect durations does not cause them to end instantly. 100% resistance actually only cuts their durations in half, 200% cuts it to a third, 300% would cut it to a fourth, and so on.
    So for example:
    Defiance adds say +75% MezResist per stack.
    If you have 4 Defiance you have (4x75) 300% MezResist.
    Based on the above this would reduce the MezDuration to a quarter (so a 10s Mez lasts 2.5s).
    If during that Mez you get 2 more Defiance's stacked (before any of the current Defiance expires) you would have 450% MezResist which would make that 10s Mez last only 1.8s.

    ~~This is obviously not counting the time it takes for you to fire those 2 attacks and the MezDuration already ticking over
    Let say the Mez lasts 30s by default.
    4xDefiance (300%) = 7.5s
    Time taken to fire those 2 attacks = (say) 3 secs.
    Remaining MezDuration = 4.5s.
    Addition Defiance from 2 attacks (2x75 = 150%) = 450%
    New Remaining MezDuration = 0.81s


    This way you still get mezzed but by doing what Blasters are MEANT to do (attack and damage) not only do you do more damage (standard Defiance) but you also spend less time Mezzed without getting MezProtection (which is prob too much).

    Maybe +75% MezResist is too much? Im sure this could be balanced better or even have the value based on the amount of +Dam Defiance grants:
    http://wiki.cohtitan.com/wiki/Defiance


    Quote:
    Damage Bonus = 6.6% * Activation Time / Area Modifier
    where
    Area Modifier = 1 + (0.15 * radius) - ( 0.0003667 * radius * (360 - arc) )
  20. Which is why on my Dark/Dark Defender I usually open with Fearsome Stare

    Just made my Dark/Mind Dom this morning before work so didnt get much time to play but Im itching to get home, order pizza and load up CoV
  21. i22 is coming!!!!
    Wednesday (approx 7am lol) Sydney time.
    Like most of you I will have work during the day but as soon as I can get out will be logging in to make my new Dark/Mind DOM (already got the name reserved and costume done haha).
  22. What about adding to Defiance a +MezResist value so as you are mezzed however many stacked Defiance's you have reduces the duration by [num_defiance x MexResist].
    As you are mezzed you still attack using the 3 available powers and any Defiance those attacks generate is added with their +MezResist.

    The following is based on what I read from here:
    http://wiki.cohtitan.com/wiki/Resistance_(Mechanics)
    Quote:
    Resistance to status effects follows a different formula:
    SufferedDuration = AppliedDuration / (100% + TotalResistance)
    So 75% resistance to Sleep duration, for example, would not cause all Sleeps to affect the character for only 1/4 of their normal durations. Their durations would be divided by 1.75, which is roughly only a 43% reduction.

    More importantly, the formula means that achieving 100% or more resistance to effect durations does not cause them to end instantly. 100% resistance actually only cuts their durations in half, 200% cuts it to a third, 300% would cut it to a fourth, and so on.
    So for example:
    Defiance adds say +75% MezResist per stack.
    If you have 4 Defiance you have (4x75) 300% MezResist.
    Based on the above this would reduce the MezDuration to a quarter (so a 10s Mez lasts 2.5s).
    If during that Mez you get 2 more Defiance's stacked (before any of the current Defiance expires) you would have 450% MezResist which would make that 10s Mez last only 1.8s.

    ~~This is obviously not counting the time it takes for you to fire those 2 attacks and the MezDuration already ticking over
    Let say the Mez lasts 30s by default.
    4xDefiance (300%) = 7.5s
    Time taken to fire those 2 attacks = (say) 3 secs.
    Remaining MezDuration = 4.5s.
    Addition Defiance from 2 attacks (2x75 = 150%) = 450%
    New Remaining MezDuration = 0.81s


    This way you still get mezzed but by doing what Blasters are MEANT to do (attack and damage) not only do you do more damage (standard Defiance) but you also spend less time Mezzed without getting MezProtection (which is prob too much).

    Maybe +75% MezResist is too much? Im sure this could be balanced better or even have the value based on the amount of +Dam Defiance grants:
    http://wiki.cohtitan.com/wiki/Defiance
    Quote:
    Damage Bonus = 6.6% * Activation Time / Area Modifier
    where
    Area Modifier = 1 + (0.15 * radius) - ( 0.0003667 * radius * (360 - arc) )
  23. <29/02/2012 - 14:14:54>
    <DC01 performing system check...>
    <Error... Could not find leaf row in nonclustered index '%.*s' that corresponds to data row from logical data page %ld, row offset %d during update index attempt...>
    <Attempting retrieval of listed data...>
    <Partial retrieval complete>
    <WARNING: Data corruption in progress of retrieved data>
    <29/02/2012 - 14:17:47>
    <"...Chronos is failing. My attempts to cause .....ed. They all..... again and the rest of the group is still unaware. These "Time" beings need to realise that Time is not the only power ..... day will learn this.
    The Time "leaders" and their pets are still trying to regain their power - yet look at how slowly they are progressing. For beings of POWER over Time they sure are taking their Time (ohh thats good Ill....
    .... ArchChronos is the weakest of the Leaders so he will be the first ....."
    >

    <Data corruption complete. 23% of data retrieved>
    <Continue system check...>
    <CAUTION: Possible data corruption detected in sectors 100254, 100488, 124443, 124455>
    <Analyse sectors...>
    <Corruption occured 29/02/2012 - 14:17:49>
    <Attempting retrieval of corrupted data...>
    <29/02/2012 - 14:20:02>
    <Retrieval failed. Continue system check...>
  24. Hi all,
    last night we did a final run of the Kahn TF (45+).
    We were light on the debuffs so Reichsman took some time to defeat but once down the 4 AV's melted (Vanessa and Nemi were already less than 25% health due to the AoE's firing off).
    We then joined BAF/Lambda iTrials and I called it at that point.

    My new job is taking its toll on my ability to stay awake late into the night so Im finding more often lately that by 10:30 its time for me to log off.
    Plus other RL changes are taking my time away from the game to some extent.
  25. Shield Defence is a POSITIONAL DEFENCE set so your S/L, F/C, etc will be low.
    However (as you can see) your Positionals are quite high (45% is the target but not always possible without gimping the rest of your build).

    Dont look as much at the Typed numbers - focus on the Positionals (for Shield Defence).

    Shield Def can get some "OK" S/L Resistance numbers using Tough and putting a RES IO in Deflection. Probably around the 45% mark (guess) which isnt too bad as most attacks will miss you.

    Defence Sets will never get very high Resistance numbers outside of using the Tier9's (and then only some have +Res T9's).

    It looks like we have overloaded you with all the numbers/details. Dont worry this happens . It took me a while to get my head around all this stuff.

    Looking at the different Scrapper Secondaries:
    Shield Defence/Super Reflexes use Positional Defense.
    Energy Aura/Ice Armor use Typed Defense.
    Invul is a Resistance based set with a small Typed Defense bonus.
    Willpower is Regen/Resistance based with an even smaller Typed Defense bonus.
    Regen is Regen based (duh lol) with a small Reistance bonus and no Defense.
    Fire/Electric are Reistance with no Defense at all.
    Dark is Resistance with a small Positional AND Typed Defense bonus.

    I can understand your questioning as peopel all over the place are focused on S/L only.
    Some Armors can get all Positions or most Typed softcapped (45% Defense).
    These are the Defensive sets.

    Reistance based sets can only get softcapped to 1 (generally) so they focus on S/L as that is the best IF YOU HAVE TO CHOSE 1 ONLY.

    How best to make your toon survivable is based on the Sets chosen. There is no "Do this for all Scrapper secondaries" (which is a good thing for diversity).