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Posts
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Quote:It depends on the map.
Mauk2 -I think, in the context of farming, the fire/fire brute is more survivable than the fire/fire tank. Both have the same fire resistance, but the brute deals out more damage. As for SS vs Fire, your pointing out the stun,kd, hold - that is an aspect I hadn't taken into account.
Many AE maps use under-strength baddies, to avoid the worst survivability problems. To get to 100 percent rewards, it's almost a given you need to give AE baddies defenses or to-hit buffs.
If they get bonuses to-hit, a tankers edge is very noticeable. In 'live' maps, your point stands.
Also, have the Dev's tweaked MARTy? (frowns at results on screen) -
Quote:So....I find that really, really unlikely. Double rage + fiery embrace makes my knockout blow strike AVs for roughly 1.5k damage. For one hit. Footstomp does around 400-500 and burn's initial burst damage, not even factoring in DoT, is over 600. I'm almost always above 280% damage bonus.
If Fire/Fire does more damage, I'd love to see how.
Super Strength is doing more damage than fire, while ALSO adding more survivability? How is that fair to fire melee?
Isn't fire supposed to do more damage? Because it's "the best at damage"? And it pays for having the best damage by losing its mitigation?
And yet, super strength beats it handily?
Fire needs a buff.
Fire armor already had to be heavily buffed to get it in front of shield defense, it sounds like fire melee needs another look at too.
Hello? Devs? Why is fire melee eclipsed IN DAMAGE by a heavy-mitigation set like super strength, or street justice? -
Quote:Ehn.... Maybe so. I'd almost always take more buff/debuff over a damage toon any day.Blasters bring 1 thing to the table that they do better then others. And it's something that's highly valued in this game, too. The radius of their AoE damage combined with the amount of damage they do allows them to blanket spawns with big orange numbers in ways nobody else can.
Quote:The problem with that statement is this:
1. It's not really true for all blast sets... it's just true for the AT in general.
Also: Blasters have a very large area of battlefield effectiveness. Without moving, a blaster can be effective over an area 150-200 feet in diameter. That is a serious advantage...or at least I think the Dev's believe it is. The flaw with this reasoning is that a buff/debuff toon is ALSO effective over that large of an area, and buff/debuffs stack ad nauseum, and you get into multiplicative effects, etc, etc, etc.
Quote:2. Footstomp. It really needs to have it's radius dialed down to 10'. This 1 power makes the unique property of blasters I described obsolete.
Quote:3. Blaster AoE damage isn't all that high relative to other ATs... it needs to be turned up just a bit. A sturdy Blaster is a pretty fierce beasty already.
Quote:When a team is looking for more "DPS" to round out their task force, their first choice should be blaster because they SHOULD bring the most damage to a team. Right now, I'd take a scrapper over a blaster every time. (odds are, most high level teams of 8 have at least 1 if not 2 or 3 footstompers before filling that last position anyway) -
Quote:To be perfectly honest, the BEST fire toons are tanks.thinking of making somthing with FA, how is its DPS, does it hit fairly hard? ( i love killing things fast ) how does it copare to other sets? its a fire so id assume its dps is decent at least, im looking to make somthing that kills alot, and with good speed, not just ST, AOE too, i realize it only has one AOE , is it decent?( not worried bout secondary) will this fufill my wish?
Fire/fire tanks were...unbeliveable...when the game was released.
They still are.
In my mind the big difference is Combustion. Fire tanks once built out are insanely durable and STILL do ridiculous amounts of damage. Roll the tanker, you will be amazed. -
Quote:SS/FA is more survivable than a fm/fa, due to knockdown/stun/holds. The fire/fire does quite a lot more damages.Either I misrepresented the question or you misunderstood.
I do have a fire/fire tank -true.
But, I also have a fire/fire/energy brute.
My SS/FA is now level 30. Just wondering if it was that much better than the brute.
Given the nerf to AE tickets lately, probably not.
If you're tooled up, the fire/fire is likely plenty survivable, although fa is not super durable on a brute, compared to a tank. -
Quote:My thoughts are to put the tanker ato proc in the fastest aoe you can manage.Thanks New Dawn and Mauk2, I like the chanages both of you have surgested and will look to tweak the build when I get back from work tonight. I was just wondering when the new Tank ATO come out were would you slot them? Seems to me they would be best in Dark Oblit or Soul Drain is that right I do not know much about them other than they give a very tasty boost to resistance. Any thoughts?
Barring that, I'd put into your T1 single-target attack, to give you even MORE reasons to spam your Bruiser as fast as you can go.
For Dark Melee, I'd put it in your tier 1 attack. YMMV. -
Quote:Your oversized math is incomplete.
In a passive power, the Performance Shifter proc has a 20% chance to fire every 10 seconds, granting you 10% of your maximum Endurance.
Per second, this is (MAXEND * PROCHANCE)/PROCRATE
For a base character, this means:
(100 Endurance * 0.10 %End Per Proc) / (10 Seconds / 0.20 Chance to Proc)
Simplify to:
10 Endurance Per Proc / 1 Proc per 50 seconds
0.20 Endurance per Second
An L50+5 EndMod in Stamina is worth 0.222 Endurance per Second with 100 Max Endurance, which actually makes that the best single enhancement in Stamina.
Also, most characters have more than 100 Endurance via accolades and set bonuses, so for most character's the Perf Shift proc is worth:
110 (Max End with accolades) * 0.10 / 50 = 0.22 Endurance per Second
If you slot any set bonuses with +max end it's even more than that.
(Note that Max End increases proportionally increase Recovery as well, so the 50+5 EndMod is still worth more).
While true, this case is also incomplete.
Even if you have had your recovery debuffed, or heck, even floored, the procs will keep right on firing. It may not seem like much, but I've made builds with up to 4 of the things, and yes, played builds with three.
They are immensely useful. Slot them first.THEN follow up with a second slot with the end mod.
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Quote:Hmmm.Passive scaling dam-res equation as per Arcanaville for brute/scrapper:
DR = ((60-HP%)*#of passives)/3
So it looks like it's actually 1/3 of a point of DR per point below 60% health per passive and not just .3 as per in game.
If .33~ is 75% of the value we want for tanks, it becomes .44~ or 1/2.25 of a point, so the equation changes to:
DR = ((60-HP%)*#of passives)/2.25
If a tank has all three passives and gets down to 20% health, he'll have 53.33~ dam-res to all bu psi and toxic.
10% health = 66.66~ dam-res.
5% health = 73.33~ dam-res.
Yea, that sounds appropriate. This should be entered as a bug report in game and probably PMed to the appropriate staff member with a reminder that tank SR evasion is using the wrong value table for its taunt as well.
Would it be better to have the passives start kicking in at 80 vs 60? -
That's a really nice build as-is.
That said, I could see some room to tinker.
First, I thickened up some attacks, especially dark obliteration. It's your only AOE, you want it as maxed as you can get it.
Your defenses went down to merely 'awesomely ridiculous' from the 'are you kidding me' level you had there. As is, you're utterly indestructible, but not very combat effective.
I got some more recharge by stuffing in some more purples, but I pulled the panacea and the resist proc: You don't need them, and they are very marginal.
Now, that said, this will take a full re-build once the ATO's become available, too. But it will perform like a monster, have no doubt.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
lord E: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(27)
Level 1: Shadow Punch -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5)
Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(9)
Level 4: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(11), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(15)
Level 6: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(15), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 10: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 12: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(23)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
Level 16: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(37), Mocking-Taunt/Rchg(37), Mocking-Taunt(37), Mocking-Acc/Rchg(39), Mocking-Taunt/Rchg/Rng(39)
Level 18: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), HO:Golgi(36), HO:Golgi(36)
Level 20: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(34)
Level 22: Super Speed -- Winter-ResSlow(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(31)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 28: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Soul Drain -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(43), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(48)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(50)
Level 38: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg(40), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Acc/Rchg(42), Apoc-Dmg/Rchg(42), Apoc-Dmg/EndRdx(48), Apoc-Dam%(48), Apoc-Acc/Dmg/Rchg(50)
Level 44: Dark Obliteration -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(46), JavVoll-Acc/End/Rech(50)
Level 47: Darkest Night -- DampS-ToHitDeb/EndRdx(A)
Level 49: Resist Energies -- GA-3defTpProc(A)
Level 50: Spiritual Radial Paragon
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(19), Mrcl-Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(11), P'Shift-End%(19)
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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Quote:If you have two PBAOE's, this combo with two sets of three eradications is quite attractive.I tested that on beta last week by slotting all 6 purple Scrapper's Strike split between 2 powers, Impale and Ripper (3 and 3). I had 2 ultimate increased health bonuses (6% total) and 2 ultimate increased defense in S/L (10% total) and melee (5% total).
The other 'sweet spot' as I see it is to slot 3 purple ATO's and three normal ATO's in the same power, for 7.5 percent defense. This would let you replace a set of Kinetic Combat and an Obliteration with two purple sets, for the +recharge. -
Quote:http://paragonwiki.com/wiki/Malta_GroupQuestions for the class: What happened here? Is a x8 spawn of +1 Malta likely to hold a Stone Tanker using Rooted with a single alpha strike? Our records do not indicate any prior experience of this happening. Was this a simple case of really bad luck causing defense to fail spectacularly? Or is there something more sinister going on? *dun dun DUHHHN*
Most likely, the RNG let them tag you with enough stuns to knock you out of Rooted. They do a lot, and I mean a LOT, of stuns. Once that happens, it's hella tough to get your mez resist back, because it takes a PILE of breakies to get out of it. I've had this happen to me a few times.
But...
You were doing Malta, at +1x8, on a HARDCORE TOON, without running granite?
It's MALTA. They're freakin' nasty!
Don't play around with the boys in black. -
Completely off-topic:
Your sig made me LOL like crazy, Gunnerkrigg Court is excellent. -
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Quote:Good advice here. I'd point you at something quick-moving with a good aggro aura and plenty of AOE to keep aggro on you.I'd say any of the melee types will work well for this. Kinetics is really at its best when it has a melee class to support. Spine or claw scrapper sounds like a good choice but a Brute can give you some of the crowd management of a Tank while still giving you the hitting power.
Who says she will not be able to do damage all by herself? Energy is almost as Blaster-y as a Defender set gets. Don't be surprised if you're needing to move quickly just to keep up with her.
SS/inv brute. Simple, iconic, effective. If you want something with even more aoe, or if you plan to slow-walk the leveling, claw/inv brute to get the lower level AOE spin. -
Quote:Your general level of defense is higher, granted. But you're using Maneuvers. While, yes, it works, it's generally considered a sign of bad build planning on an Invuln.
...It is? By who? It certainly isn't by me.
Maneuvers is a top-notch power for an Invuln, ESPECIALLY an invuln that ever plans to team. Heck, the leadership pool is almost ALWAYS a good to excellent choice.
Stop spouting your build opinions as if they're some sort of gospel. Especially when they're freakin' bad advice. -
See title.
I have a ma/wp scrap that I love to pieces, but I want more AOE. Concept rules out most epics, but I could probably tolerate the weapons pool....except it's performance stinks.
But I looked at it...and with reactive, the damage on caltrops is BEYOND respectable. Yes it takes a long time, but if ya just STACK the damn things....
Color me boggled.
Has anyone tried this? If so, are the damage numbers from Mid's even semi-accurate? How much does the -move slow them? Does the fear end when they reach the edge of the trop patch? How would you slot this, as an attack, as a slow, a combo? And the biggy: How does reactive work with this?
Any info would be appreciated. -
I tinkered a bit, dropping shockwave which is actually close to useless on an invuln. (Invuln has a very powerful taunt/defense aura, meaning it's safest in the center of a crowd. Melee cones are very bad in the middle of crowds.)
Swapped some sets, etc. The bones of the build were very good. The only expensive thing are the cyto's but they are WORTH IT. If that's too much, swap in a defense set.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Aegis Gold: Level 50 Technology Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 4: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 6: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(45)
Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 10: Follow Up -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg(46), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(48)
Level 12: Fly -- Frbd-Stlth(A)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(34)
Level 18: Taunt -- Mocking-Taunt/Rng(A), Mocking-Rchg(19), Mocking-Taunt(31), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rchg(36), Mocking-Acc/Rchg(36)
Level 20: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(50)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-%Dam(29), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(37), LkGmblr-Rchg+(37)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def/Rchg(36), RedFtn-Def(37)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33)
Level 35: Tough Hide -- S'dpty-Def/Rchg(A), S'dpty-Def/EndRdx(45), S'dpty-Def(50)
Level 38: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def(40), S'dpty-EndRdx(40), S'dpty-Def/EndRdx/Rchg(43)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 47: Resist Energies -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(50)
Level 49: Resist Elements -- S'fstPrt-ResDam/Def+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(39), P'Shift-End%(45)
Level 1: Brawl -- Acc-I(A)
Level 1: Fury
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Quote:This.The only part of Alphas that don't buff Destinies is the recharge in Spiritual. Everything else buffs everything else. Musculature's +recovery buffs Spiritual, Nerve and Agility buff the +defense in Barrier, Cardiac buffs the resists in Barrier, and Cardiac reduces the costs of casting any of them.
On characters that can use end reduction and +regen, Vigor and Rebirth are freaking wicked.
Musculature + Judgement is....GLORIOUS. -
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TY LaDiva for a smooth trade. Rarely have I spent six bills so easy.
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Quote:Not bad!Here is My Stone/Dark Tanker he is currently at 40
http://www.cohplanner.com/mids/downl...17FF01333CF7A5
I'd do a few things differently, though.
Try this on for size:
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+(A)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(40)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Rchg(13)
Level 4: Shadow Maul -- Cloud-%Dam(A), Cloud-ToHitDeb(13), Cloud-Acc/ToHitDeb(17), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(39)
Level 6: Mud Pots -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx(7)
Level 8: Rooted -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(17), Mrcl-Heal/Rchg(23), Mrcl-Heal/EndRdx/Rchg(23), Mrcl-Heal(25), Mrcl-Rcvry+(25)
Level 10: Taunt -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rng(15), Zinger-Taunt/Rchg/Rng(39), Zinger-Taunt/Rchg(39)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- EndRdx-I(A), S'fstPrt-ResDam/Def+(15)
Level 16: Siphon Life -- Nictus-Acc/Heal(A), Nictus-Heal(27), Nictus-Heal/HP/Regen/Rchg(27), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21)
Level 22: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(36), GSFC-ToHit(36), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
Level 24: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(34), Winter-RunSpd/Jump/Fly/Rng/EndRdx(46)
Level 26: Vengeance -- HO:Membr(A)
Level 28: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Dmg(29), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(42)
Level 30: Super Jump -- ULeap-Stlth(A)
Level 32: Granite Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/Rchg(33), LkGmblr-Rchg+(33), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 35: Dark Consumption -- Efficacy-EndMod/Acc(A)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), FrcFbk-Rechg%(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
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Quote:It really depends on how many people get into the purple Enhancement Conversion business, how many people buy ATIOs,
Looking into a crystal ball, I expect the ATO's to provide a serious up-tick in purple demand.
Here is my reasoning:
Most melee ATO sets are a rich source of S/L defense bonuses. Namely, two half-sets of ATO's provide 7.5 percent S/L in a single power, which neatly displaces a set of four Kinetic Combats and a set of six Obi's in two OTHER powers.
This allows many/most melee builds 'headroom' to slot in two sets of purples without losing defense. This means for the cost of reslotting three powers, I can get 1-ish percent more S/L and 20 percent global recharge. (!!!!!!!)
On that tradeoff, suddenly, PURPLES ARE WORTH IT FOR MELEE.
And there are a lot, I mean a LOT, of melee toons out there.
I'm glad there's going to be a lot more supply, because I suspect it's going to get mopped up fast.
But, ehn, I could be wrong. -
Quote:Ehn.This isn't just rain. This is a flood of biblical proportions! This is "get purples and PvPs for every character you have now, and every character you will ever create".
As I said, in most of my builds, purps are dead weight, and I already HAVE all the pvp's I can eat.
However, if you make it to trillionaire status, I vote we have a meetup on Test and have us a mass teabagging emote to celebrate.
Heh, that'd be a fun screenshot. -
Quote:Try using /getglobalname anansi
then send that global a tell.
Worked for me.
I recently got back my very first toon name, Invictus, on Infinity.
Worked it out with the fella that had it, he graciously gave it up and REFUSED payment.
A class act.
And now, I have my very first toon, rebuilt the way I woulda made him in the first place.
I Am Pleased. -
My thoughts:
Budget?
I know yer a long-time player, so I'm assuming you have resources.
Titan Weapons is all about the AOE. Arc of Destruction is AMAZING. TW also likes recharge, both to fuel momentum builders and to get the Buildup clone up as much as possible.
On the Invuln side, you want Invincibility with 3 Cyto's and every other power, EXCEPT Unstoppable. UnS is very skippable on a scrapper. Confront makes a superb place to slot a Taunt set. Taunt sets have among the best set bonuses in the game.
Depending on how tough you wanna be, the fighting pool is optional, as long as you understand that Defensive Sweep is only smashing and melee. If you want to be REALLY tough, take the fighting pool AND defensive sweep.
I strongly recommend the leaping pool: Combat jumping is +defense and a place for a LoTG proc, superleap is solid movement and a place for the Winter's Gift proc.
The body pool is a great choice, especially since the abundance of AOE's gives many places to slot Obliterations, which are fantastic but expensive on Endurance. A lot of AOE's with Obi's means you want as many Endurance powers as possible, all with Performance Shifter procs in them, and as many with End IO as you can manage.
You should have two single target attacks. One of them gets five purples and the -resist proc, the other should get the Scrapper ATO, half regular and half purple.
This will rank among the toughest scrapper builds, and still have more than adequate damage, especially on the AOE front.
Most of all, have fun!