mauk2

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  1. Quote:
    Originally Posted by Vox Populi View Post
    I understand the desire to be the sole protector of the team, but the other players need something to do too. A Controller can lock the other enemies down, or a Defender can debuff them, another Tank can get their aggro, etc.
    Um....

    Pet classes.

    As I understand it (I may be wrong) each entity in play has their own aggro list.

    A tanker stops getting attention at 16. (17? Heck, I dunno.)

    A master mind can keep the aggro of 96. (!) Controllers can manage 48, easy. Veats, etc, etc.

    That's a bit...off.

    I say raise tanker aggro cap to the mid-thirties. It'd help.

    Also the cheatiness is irritating. Unresistable damage on a percentage basis my ***...

    I don't play a tanker to be just as dainty as a freakin' controller, and if you're forcing me to be so, then I want the God-mode of long-range stacking buff/debuff that controllers get, too.
  2. Hmmm.

    Man, the idea of raising tanker damage caps is taaaasty.

    But.... Ehn, I dunno.

    Johnny is right, tanks hit the cap way too easy in buff-intensive situations, but I think I'd advocate for something different.

    I've been agitating for tanker resist caps getting raised to 93 or even 95 percent for a while now. Amplify our strengths, eh?

    That being said, I think all of the melee archetypes need to be rebalanced (gently) against each other, and also against the performance spectrum as a whole. Expand the performance envelope so each melee type has a uniqueness to it, something that no other meleer can achieve.

    I am very pleased to see stalkers getting addressed, they have been desperately weak for AGES now. Yay devs!
  3. Quote:
    Originally Posted by Errant View Post
    So swapping the Kismet then...

    But how to wedge in DA? Not my toon, building on commission, but the player wants a Vertical Travel power, more than just Ninja Run. Mentioned, ebcause SJ is about the only power I could think to drop for DA to make it's way back in. Or I'm dropping Vengeance, the 6% Acc, and then pirating at least Brawl's slots... More thoughts?


    Here's what I would do.

    Lookin at the build, it's a max-defense kat/wp. Not even hasten! I admire your build courage. I ditched assault, veng, and kick, took DA, stealth, and tough. Kismet goes in stealth: If you don't need it, turn it off, but frankly this build is so tough, it's gonna need accuracy more than mitigation against most stuff. (The accuracy on most attacks blows chunks, btw, but whatever the customer wants, right?)

    Turtled up, this is still softcap vs SLEN, gets a lot more FC, and can start stacking DA's to skyrocket past the iCap against all melee and lethal, which is freakin' awesome.

    Oh, I also turned on incarnates and accolades.

    End use in fully defensive mode is awful, but it's stupid overkill. Turn off stuff until you're comfortable against most content and this would play just fine.


    See what ya think:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fleur: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(5), C'ngImp-Acc/Dmg/EndRdx(39), Achilles-ResDeb%(39)
    Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), Numna-Regen/Rcvry+(36), Numna-Heal(36)
    Level 2: Flashing Steel -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(7), Erad-Acc/Dmg/Rchg(21), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/EndRdx(25), C'ngBlow-Dmg/Rchg(33)
    Level 4: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(34)
    Level 6: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(7), HO:Membr(42), HO:Membr(50)
    Level 8: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 14: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Knock%(17), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(36), Mrcl-Heal(37), Mrcl-Heal/EndRdx(37)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg(21), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(33), Achilles-ResDeb%(37)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod(50)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(43)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), S'dpty-Def(29), S'dpty-Def/EndRdx(29), S'dpty-Def/EndRdx/Rchg(39)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Golden Dragonfly -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(42), FrcFbk-Rechg%(42)
    Level 35: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45), HO:Cyto(46)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 41: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(46)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
    Level 47: Stealth -- Ksmt-ToHit+(A)
    Level 49: Super Jump -- EndRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(48), P'Shift-EndMod(48)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  4. Hey Paragons Light!

    I will be blunt: For the resources invested, your build is bad. Bad, bad, bad.

    Now it would still play like a ****: With that much invested in it it would be hard NOT to. The ONLY important thing is that you have fun!

    However, with a few tweaks, you can save inf and get a more effective toon.

    I took your build and made some tweaks. I took out unstoppable and most of the pvp sets. I got your dull pain perma and cut your hasten downtime waaaay down. I added the accolades and incarnate powers, and jacked your defense number up a ton.

    See what you think:


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lord of the Furies: Level 50 Natural Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dmg/EndRdx(3), Hectmb-Acc/Rchg(5), Hectmb-Dam%(5), T'Death-Dam%(45)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(37), GA-3defTpProc(37), S'fstPrt-ResDam/Def+(46)
    Level 2: Sweeping Cross -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(11), Erad-Acc/Dmg/Rchg(11), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Acc/Rchg(39)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(45)
    Level 6: Dull Pain -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal(17)
    Level 8: Combat Readiness -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(17), AdjTgt-ToHit/Rchg(23), AdjTgt-Rchg(23)
    Level 10: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(40)
    Level 12: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(27)
    Level 14: Super Jump -- ULeap-Jump(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 18: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29)
    Level 20: Spinning Strike -- Ragnrk-Acc/Rchg(A), Ragnrk-Knock%(31), Ragnrk-Dmg/Rchg(31), Posi-Dam%(31), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33)
    Level 22: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/Rchg(34)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(37)
    Level 30: Boxing -- KntkC'bat-Knock%(A)
    Level 32: Crushing Uppercut -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Acc/Dmg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(45)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
    Level 38: Stealth -- LkGmblr-Rchg+(A)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam/Rchg(48)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(50), P'Shift-End%(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod(40)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  5. Quote:
    Originally Posted by Ultimus View Post
    Its been a few years (Since like Issue 6...) since I have stepped back into the tanker forum. Last Tanker I had was a Stone/SS Tanker that is now long gone.
    Huh, I'm polishing up a stone/ss/mu speedster tanker right now. VERY fun.

    Quote:
    So how are Tankers nowadays?
    Awesome, like always.

    Quote:
    One of the old things that bugged me was that Brutes and Scrappers got 75% of Tanker values on defenses but Tankers did not get no where near 75% of their damage value. Has this changed?
    Well, brutes are so good they're broken, but that's been so for ages and the Dev's seem fine with it. (Not 75 percent by any stretch these days.)

    But tankers gain huge, and I mean HUGE, benefits from incarnate powers. The interface powers that add DOT's to every damaging attack help tankers, proportionally, more than any other archetype. An incarnated tanker does GOOD damage now, you will be pleased, and it gets even better if you choose an AOE heavy toon.

    Quote:
    How is bruising?
    VERY nice. It means your t1 is no longer a punishment, which is handy. I find it also makes tankers quite modal in combat: If I'm in aggro-mopping mode, I don't care about damage so much, so I switch targets often and roll AOE's. If I'm working a single hard target, it's all ST and spam the T1 to keep the 20 percent constant. (procs in the T1 help a lot, too.) If I'm teaming and we're working a hard target, or several, I'll find myself running nothing but taunt, the T1, and whatever my heaviest hitter is, just to keep the baddies debuffed for the rest of the team.

    Bruising is teh nice.

    Quote:
    Are there any other changes? I know HP got a boost, did that make much of a difference?
    The hitpoint boost was mostly cosmetic, to make tanks look a little better than brutes. It's NICE, but makes little difference.

    Fire tanks are super awesome again. (OMG you don't know....) Dark tanks with a theft proc and cardiac incarnate are actually decent these days against oddball baddies. Electric tanks can sap as well as some troller builds.

    Invuln got fixed, and is a close second to stone now for toughest primary. Well, ok, not THAT close, but invuln is VERY VERY nice now. Unyielding doesn't root you OR debuff you any more, for example.

    Hmmmm.... That's about it since I6....

    Welcome back!
  6. Quote:
    Originally Posted by boppaholic View Post
    The reason I go with Shadow Meld is for alpha strikes when I jump into a large mob. I do use Power Sink as my attack, first attack in fact. Grounded, you right, it would be nice having more KB, but it was one power I really didn't NEED. Combat jumping (with a KB proc) does what grounded does. I just sacrifice Neg Energy resistance for defense.

    I won't be needing endurance recovery, are you wanting me to take physical perfection for the regeneration bonus?
    Yes.

    Electric armor toons have diddly for hitpoints. (This is another very good reason to look really hard at a brute for this combo.) You need every shred of regen you can muster to keep that small pool topped up, so when the hard hits land, your resists have enough to work with to keep you vertical.
  7. Quote:
    Originally Posted by Siolfir View Post
    Blasters, yes, there's not much reason that a Brute at their damage cap should do more than a Blaster at their cap with the same attack; Scrappers already do more than Brutes at their cap due to their criticals, so why increase them even further? Just to put them that much farther ahead of Stalkers again?
    Er....

    ...no.

    (Goes back and re-reads what he said.) (Yep, it still says what I thought it did.)

    If Stalkers get their AT mod raised to 1.2, AND have their damage cap raised by 100 percent, they are way, WAY ahead of scrappers/brutes for damage. Check the numbers, they's fun!

    And waaaay ahead is right where they should be. If stalkers have to wear cute little ballerina slippers and dance a pretty little dance to max their performance in melee, it should be WORTH IT.

    Also, for the record, 'scrappers do more damage than brutes due to criticals' is a huge misconception. Even after the 'fury nerf' (lol) brutes do just as much damage and are still WAY more durable.
  8. Hey, I teamed with you the other day! I was amazed to see an energy melee toon, so I remember it.

    Yer toon kicks butt. Maneuvers works great for tanks, because we are a TEAM AT. Maneuvers buffs everybody nearby, which is very nice.

    I tossed together a nice inexpensive sets build for ya, see what you think:


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3), S'fstPrt-ResDam/Def+(19), Aegis-Psi/Status(42)
    Level 1: Barrage -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9)
    Level 2: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam/Rchg(19)
    Level 4: Bone Smasher -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(11), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13)
    Level 6: Combat Jumping -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(15), S'dpty-Def/Rchg(15), Ksmt-ToHit+(42)
    Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/EndRdx/Rchg(42), EndRdx-I(43)
    Level 10: Dull Pain -- H'zdH-EndRdx/Rchg(A), H'zdH-Heal/Rchg(21), H'zdH-Heal/EndRdx/Rchg(23), H'zdH-Heal(23), Tr'ge-Heal/Rchg(48), Dct'dW-Heal/Rchg(48)
    Level 12: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Whirling Hands -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Acc/Dmg(25), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29)
    Level 18: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(31)
    Level 20: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31)
    Level 22: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def(33)
    Level 24: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(33), S'dpty-Def/EndRdx/Rchg(34)
    Level 26: Tough Hide -- S'dpty-Def(A), S'dpty-Def/EndRdx(34), S'dpty-Def/EndRdx/Rchg(34)
    Level 28: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 32: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit(50)
    Level 35: Energy Transfer -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
    Level 38: Total Focus -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), Numna-Regen/Rcvry+(45)
    Level 47: Resist Elements -- ResDam-I(A), ResDam-I(48)
    Level 49: Resist Energies -- ResDam-I(A), ResDam-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  9. Taking a quick look, the huge thing I see is: TAKE GROUNDED!

    Things that do serious knockback will floor you and kill you, and there's not a thing you can do about it. 4 pt's is not enuf, ranged smashing attacks have a LOT of knockback and they're common as dirt. (Heh, get it, hurl boulder?)

    Shadow meld seems awful sexy, but the animation time just kills it for me. In a high-spin toon like this one, I doubt you'll be very happy with how it performs, especially with a weapon set. You already have a decent 'uhoh' button in DA, and a solid backup in Power Surge.

    I'd normally advise dropping SM for grounded....but then you're shanked for a pool. On an electric I'd always take the body pool myself, and stuff physical perfection full of uniques.

    Smaller things: Six slot your damage aura. Three erads and three cleaves are good. Obi's are better if you can stand the end drain. Conserve power makes this much more viable.

    Spiritual alpha is the only alpha for a speed toon.

    Use power sink as an attack. It helps. A lot. Even with the redraw.


    If I had to make it, here's what I'd go with: I dunno how much more 'survivable' it would be. If you are really worried about that, switch to a brute.



    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), LdyGrey-%Dam(7)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx(9)
    Level 2: Lightning Field -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(11), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/EndRdx(13), Erad-Dmg/Rchg(13), C'ngBlow-Acc/Rchg(48)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17)
    Level 6: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(50)
    Level 8: Divine Avalanche -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(19), HO:Nucle(21), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(45)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), GA-3defTpProc(25), Aegis-ResDam/Rchg(27)
    Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(42)
    Level 18: The Lotus Drops -- Oblit-%Dam(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Dmg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(31)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(45)
    Level 22: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-EndRdx/Rchg(34)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(33), LkGmblr-Def(34)
    Level 26: Soaring Dragon -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Tactics -- HO:Cyto(A)
    Level 32: Golden Dragonfly -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/Rchg(40), FotG-ResDeb%(40)
    Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(42)
    Level 38: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Flashing Steel -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Rchg(46), Oblit-Acc/Dmg/Rchg(50), Oblit-Dmg(46)
    Level 47: Physical Perfection -- Mrcl-Rcvry+(A), RgnTis-Regen+(48), P'Shift-End%(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 50: Spiritual Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  10. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Buffs and debuffs do have limits. I'm not sure what you would compare them to in the game that has more limits. There are "does not stack from same caster" limits, "does not stack at all" limits, and of course floors and caps for everything. I think increasing the stalker and blaster damage caps would be a nice idea though. Tanker resist I don't see changing though.
    Horse hockey.

    To illustrate: I was tanking a UG today. On our first run, we cruised easily up to the lichen WW, and pancaked against it.

    Huh.

    Re-run it.

    This time, we dropped the lichen WW so fast we could have gotten the 8 minute badge TWICE.

    The difference?

    Two people dropped off melee toons (brute and stalker, as I recall) and came back with debuffers.

    City of Debuff is a fact. You can whistle past that graveyard all you like.
  11. Quote:
    Originally Posted by MrInfernal View Post
    This is exactly the kind of insight that I was looking for. I will definitely implement all of these suggestions and I'm looking forward to seeing how it develops.

    Thank you very much, ClawsandEffect. You've helped me immeasurably.
    Roll it as a brute instead.

    I've got a fully tooled 50+3 fire/wp scrapper and am in the 30's with a fire/wp brute, and frankly, for this combo, the brute is quite a lot superior.
  12. Quote:
    Originally Posted by SpyralPegacyon View Post


    BUFF ALL THE MELEE THINGS

    Oy.

    ....

    Did ya miss the part in there about raising blaster damages, too? Reading comprehension yo, try it sometime.

    I find the game asinine in some ways, due to the degree to which buff/debuff overshadows EVERYTHING else in the game, due to the fact that unlike every other mechanism, buff/debuff stacks without limit. There's a reason why the influence farmers use teams of eight controllers.

    This is simply a (small) step to rebalance things. Although in all honesty, scrappers, stalkers and blasters getting their caps raised 100 percent just gives the buffers more to do. Which is why I figure the Dev's, who are desperately in love with buffbots for some reason, will actually implement this.

    The main outlier in my suggestions are the tanker resist cap increase, which, again, merely gives the buffers more to do. Play to their likes, ya see.
  13. Quote:
    Originally Posted by boppaholic View Post
    I haven't looked at Axe yet, but I will be posting some numbers for Kinetic Melee and War Mace later tonight. What exactly do you mean by no limits though? My methods haven't quite been no limits, but they have been stretching it a bit with the high recharge and whatnot.
    (shrug)

    It means what it says. I have the in-game resources to build anything that it is possible to build. Thus, no limits.

    That said, I try to not get TOO silly. Your previous efforts would be just fine.

    ...although of late, I've started equipping every new toon with both a Steadfast and a Glad 3 percent by the 20's.... I should get some unslotters, yank a few of those back....
  14. Quote:
    Originally Posted by Vauluur View Post
    I think a big part of the problem is how much needs to be changed with the Stalker. The AT itself doesn't really fit the game very well now, and needs to be changed to bring it in line with the others. The problem is it's hard to suggest a change to Stalkers that makes them different from Scrappers really. A good start would be higher HP. I don't really see why a Stalker should have such small amounts of HP. I think Scrapper-level HP would be perfectly fine. Scrappers crit more often, Stalkers crit using a different mechanic. I think it'd be fair for them to have the same HP. But, basically, no one talks about it because nobody really knows where to start. That may actually be the case with the dev team as well. It could be they're not really sure how to change Stalkers without ruining the theme of the AT. For now, I think Stalkers are doomed to a pseudo legacy status. A redesign of the AT just isn't in the cards with all the systems and content they've already got themselves working on.
    No, I don't agree. Stalkers do not need more hitpoints, they need to do incredible, jaw-dropping, shock-the-party-into-silence damage.

    Stalkers need to have their base damage mod raised to 1.2 and their damage caps raised by 100 percent. Leave everything else just the way it is. They'd hit like they're dropping bombs from orbit.

    This puts them WAY in front of ANYBODY for damage. It also gives them enormous utility on teams as buff amplifiers.

    It's simple and fast to implement as well.

    While we're at it:

    Scrappers and Blasters get their damage cap raised by 100 percent as well. Scrappers can't get there without buffs, which makes them better on teams, and Blasters just flat out need the damage to compete with debuffs. (City of Debuff, lol.)

    Brutes are fine.

    Tankers get their resist caps raised to 93 percent.


    Voila, done. Most other AT's are pretty solid in individual niches with outliers.
  15. Why not look at something different?

    I've got an inv/ax/body toon I love to pieces.

    Assuming a 'no limits' second build keeping those selections, what's the best dps I can squeeze out of the old warhorse?
  16. First, Liz has it right: Invuln is thematically perfect.

    Second, do you worry about leveling? If not Invuln is better at the top end. I have many incarnated inv and wp's, so this is direct experience talking.

    Willpower is an easier ride, Invul peaks waaaay higher against almost everything with a proper build. I say this as a fellow who herds the Phalanx on an Inv tank without hesitation.

    Last, play what you like.
  17. mauk2

    Claws/Invuln

    Quote:
    Originally Posted by SenseiBlur View Post
    That's a really nice build all around. Only issue is I'm not even close to being able to afford those PVP IOs.
    PVP IO's are free. I've never spent a single inf on one.

    I run Tips if I'm desperately poor, or I market a bit, run some TF's, and convert merits to HM's.

    At any given time, I'll usually be piling up HM's on three to ten toons at a once.

    About once a week or so, somebody hits 30 or 35. If I need a big proc, I buy it that way.

    At some point, I'm gonna run the new 'Who Will Die' arcs for a nice potload, too.

    PVP's are cheap. All it takes is a little time and tinkering.
  18. I've had three that utterly astonished me.

    I made an elec/elec scrapper because they lowered the damage of shield charge before I got myfirst shield scrapper to 50. I wanted the full-power version, you see.

    Holy moly, SO MUCH FUN. Elec/elec with a build makes such wonderful sounds! Thunderstrike is almost better than Lightning Rod! And this was the toon that taught me the glories of melee nukers, with synchronized build up and lightning rod.


    The REAL surprise was my fire/fire tanker. I rolled it up just to have a low-grade farmer, something I could grind through radios at x8 when I was in the mood to beat stuff up. I expected so little from this toon, I leveled it without ever once opening Mids: I just took whatever powers I wanted and let the chips fall.

    At 50...I had a beast. Much, much MUCH better than any other fire toon I'd ever played, mostly because of the awesome of Combustion/Fire Sword Circle/Burn. So out of curiosity, I popped 10 billion or so into it. OMG, what a monster. Completely my go-to toon these days.

    And the third? Well, I liked the fire/fire tanker so much, I rolled an exact copy on my second account.

    Yeah, that one is a monster, too. Astonishing.
  19. mauk2

    Claws/Invuln

    Quote:
    Originally Posted by SenseiBlur View Post
    I actually kind of like that one. Think I'm going to try fiddling around with it a little bit and see what comes of it.

    The sad part is... I still can't figure out a way to make this brute more survivable than my WP scrapper @_@
    The 600 health difference seems to me would make jack all of a difference thanks to the rediculous amounts of regen a WP gets. Hrm...
    ....srsly?


    Okay, try this on for size then:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Honorah_19: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40)
    Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(46), GA-3defTpProc(46), S'fstPrt-ResDam/Def+(46)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(21), Achilles-ResDeb%(37)
    Level 4: Temp Invulnerability -- Aegis-Psi/Status(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/Rchg(42)
    Level 6: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(42), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 8: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), SW-ResDam/Re TP(48)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Knock%(36), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(39)
    Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(29)
    Level 20: Follow Up -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(50)
    Level 30: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
    Level 32: Resist Elements -- ResDam-I(A)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx(40)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 47: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rchg(50)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Invader
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Total Radial Conversion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)



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    One of these days, I'm gonna finish this monster, but frankly, it's such overkill....

    Of course, that's half the fun.
  20. First Recommendations:

    Claw/Invuln/body
    Fire/willpower/body

    If you're serious about the 4x8 and no shield, I think these are your best choices: I run council farm at 4x8 with either of those, no trouble, and both are also good 'all-rounders'.

    Not the best damage, not the most durable, but plenty good at both.

    If you are willing to be a bit more fragile in exchange for more damage:

    fire/electric/soul
    spines/fire/body
    claw/electric/body
    claw/fire/body

    Those last two are quite delicate but do AMAZING damage. I have a claw/electric in the 30's and a claw/fire at 50, they are a lot of fun but a little too dainty for my hamfisted play style.

    Most important: HAVE FUN.

    I recommend getting a character concept that makes you smile. You'll have fun with it, no matter what.
  21. Quote:
    Originally Posted by Gearsinger View Post
    Keep in mind that this is just a sample of one player's preferred play styles. There are dozens of classes not represented in that list.
    And there are what, over a hundred varieties of brutes? At a minimum?

    Speaking of brutes, you want claws/inv/body.

    Trust me.
  22. Quote:
    Originally Posted by UberGuy View Post
    I wouldn't want it identical to Fiery Embrace.

    First of all, there's no reason why wielding a broadsword would make my damage aura or pool attacks or other non-sword attacks should do any extra smashing damage. Any FE-like behavior of the set should be restricted to the sword attacks themselves. But if that's the case, then all our other powers lose the benefit of +damage that Build Up gives today. That's why I propose that a (small) amount of bonus smashing damage be added with Build Up that affects Broadsword attacks only, while leaving the existing +damage in place.

    But we want the bonus damage to benefit from damage buffs, otherwise it doesn't scale with slotting or things like AAO or Fulcrum Shift, so that means the bonus damage also benefits from Build Up (unless they play games with timing, which I wouldn't like for such powers due to the potential for latency-augmented race conditions with activating other powers). That means the bonus damage scale needs to be chosen with the knowledge that it will basically always at least start with Build Up's benefit. (The two effects don't have to have the same durations, but the bonus damage probably shouldn't be much longer, if longer at all.)

    Yeah, I see your point, but that's WAY complicated. Just make it a Fiery Embrace clone, swap damage types, and call it a day. You get 95 percent of the verisimilitude you want for 5 percent of the coding effort.

    But maybe I'm just lazy.


    Quote:
    This would, by the way, make BS/FA hit like a truck. Which I don't see as a problem, I just thought I'd mention it.
    BS/FA ALREADY hits like a truck. This would make it hit like a freakin' asteroid.

    And that is how it should be, the combo needs some help in my opinion.
  23. No new tanks in my immediate future, since my last tanker project, an OMG extreme stone/ss/elec, is only about 90 percent done. Once I finish that, I might start another a few months down the road.

    With the new Incarnate powers coming, with another buff for Resist-based toons, I might work up an elec/martial arts tanker. That could be VERY interesting.

    Or maybe I'll dust off my ancient dark/dark. I never could make that combo work for me, but the new Incarnate stuff and Tanker sets has me re-looking that concept again.

    Or maybe I'll finish up my elec/stone. What a monster.....

    Or maybe I'll work up my wp/fire. Has some serious potential, that toon does....

    (sigh) Hueg game is huge.....
  24. Quote:
    Originally Posted by Jaeph View Post
    Thanks for the reply, very informative. I may have to make a fantasy-themed character so I can keep my questing motif. :-)
    Oh, then the ONLY choice is BS/sd. Seriously, you can make a BETTER looking fantasy toon in this game than in ANY other, and then it even performs like a monster.


    Heck, I could see a whole GAME made, fantasy-only, based on the CoH engine and it would be KILLER.
  25. Quote:
    Originally Posted by Errant View Post
    Cobra's Strike and Crane Kick are functionally identical for D/E/R, one delivers KB, the other Stun.

    Eagle's Claw, while having less than optimal DPA, has STYLE and grants a Crit bonus to your next (queued) MA attack. I love EC followed by Dragon's Tail on my MA/Inv, but a Self-Empathy may not want to be as surrounded. It is also delicious when EC is followed by Crippling Axe Kick or CS(K).

    If only room for one, I'd hold onto EC over CK, even on a Self-Empath... I don't wanna chase my toys more than I need to. You could easily drop both though, and not suffer heavily. Finally, if ya just need a throwaway 49 power... Grab CK and Drop a level 50 Acc IO or an Acc/KB. Hilarity results.
    Heh, 'Self-Empathy."

    This is more than reasonable advice. I could make a case for skipping both crane and eagle, if I was looking for a more 'street' martial artist, and the DPS of MA is not terrible.

    Also, if regen is not set in stone, may I suggest electric armor? It has a damage aura, and like regen, has no taunt aura, so the runnin' will be about the same.