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Quote:Procs are actually in the middle of being reconstructed right now: Moving from a percentage chance to a PPM (procs per minute) code. The reasoning is, I think, to normalize procs behavior.How often would the proc actually fire? I don't have much experience with damage procs.
As for this build, is this an existing toon? Because brutes are a better choice (much) for dm/sr. If it's a new toon, I'd advise switching to a brute for this combo.
If it's an existing toon, no worries! Scrappers do just fine. -
lol, three rebuilds, all at once....
We musta all woke up at the same time. -
Nonono....
You are a TANK. You only put one slot into your bruiser? Bad, bad, not good.
...ok, looking over the rest of the build, it's not TERRIBAD. It would certainly play well and be fun. And that's the only important thing!
But it could be better.I tinkered a bit, see what ya think:
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Titan Weapons
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(9), S'fstPrt-ResDam/Def+(11)
Level 1: Defensive Sweep -- LkGmblr-Rchg+(A), SMotTanker-Rchg/Res%(43), SMotTanker-Acc/Dmg/EndRdx/Rchg(43), SMotTanker-Acc/Dmg/Rchg(43), SMotTanker-Dmg/EndRdx/Rchg(45), SMotTanker-Acc/Dmg(46)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Rchg(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
Level 4: Titan Sweep -- Erad-Acc/Dmg/EndRdx/Rchg(A), C'ngBlow-Acc/Dmg(7), Erad-Acc/Dmg/Rchg(15), Erad-Dmg(17), C'ngBlow-Acc/Rchg(45), C'ngBlow-Dmg/EndRdx(45)
Level 6: Kick -- HO:Nucle(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), Aegis-ResDam/EndRdx/Rchg(19)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(25), Mocking-Rchg(25)
Level 12: Resist Energies -- Aegis-Psi/Status(A), Aegis-ResDam(19), Aegis-ResDam/Rchg(21)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx(33), RctvArm-ResDam(33)
Level 16: Follow Through -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(27), HO:Cyto(27), HO:Cyto(29)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31)
Level 22: Resist Elements -- GA-3defTpProc(A)
Level 24: Resist Physical Damage -- ResDam-I(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 28: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40), GS-Acc/Dmg/End/Rech(40), GS-Acc/End/Rech(50)
Level 30: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 32: Super Jump -- Winter-ResSlow(A)
Level 35: Whirling Smash -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(50)
Level 38: Arc of Destruction -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7), RgnTis-Regen+(9)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-EndMod(A), P'Shift-End%(5), P'Shift-EndMod/Rchg(5)
Level 1: Momentum
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
Level 50: Rebirth Radial Epiphany
Level 50: Spiritual Radial Paragon
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If damage is important to your concept, be a brute with this combo.
Seriously.
Fire armor is very squishy on a scrapper, and fire melee has no mitigation at all to help out. Yes, the damage is...BEYOND epic. But either have a friendly defender, or count Phoenix as part of your attack chain.
I know of what I speak: I have a claw/fire at 50. I love that toon, but three things conspired to make me set him aside:
1) Redraw of claws. It's small, but ever-so-slowly it started to drive me mad.
2) EVERYTHING RUNS. (aaaarrgrrhhbblarghble!)
3) So incredibly squishy. It's just a nerve-wracking existence.
Brutes are better, and on a fire toon, they are much MUCH better. More damage (omg, the damage on a fire brute is astonishing), more survivablility (although still not great), and more fun.
Honestly, for a concept toon and if damage is not critical to how you want it to run, if you want to have a fun play experience, make it a fire/fire tanker. The damage is still top notch and a tankers additional sturdiness will make it a much more fun experience. -
I've got two medium-high-end fire/fire tanks, and I run both of those with only 4 pts of KB resist.
Most of the time, I'm fine. Yes, occasionally I'll get ping-ponged around a bit, but I find I actually kind of enjoy that. Changes the pace a bit.
If it gets annoying, I generally pop Barrier, which drops the number of hits landing to something more tolerable.
YMMV, get as much KB prot as you want. -
Quote:I have been toying with a concept for a Fire/? character for awhile now and I've settled on Fire/MA as a great pairing for him. It also seems to be a good mechanical combination thanks to Storm Kick having +Def and Fire having Burn. Now that I have the powersets chosen I am starting to look at build directions so I can start spending the merits from my other characters on recipes for this new Tanker. As I look at my options, a few questions are starting to come up.
- Fire seems relatively squishy. Will it be able to handle being the main tank for teams and incarnate leagues?
- You're kidding, right?
A well-built fire is a TANK first, a fire toon second.
Quote:- There's a lot of attacks available to this character. What's the best chain for MA on a tank, and what powers can I skip in the combo?
Quote:- Positional defense seems to be hard to find in IO sets. Am I just not looking hard enough?
Quote:- Conceptually I am torn between Pyre Mastery and Energy Mastery. Which of them would be better, or is there another APP I should consider?
Quote:- Where is the best place to put the ATO proc?
Quote:- I've heard that Fire is getting some +absorb added in i23, is that true?
Guess we'll find out.
Quote:My build goals currently are to get 32.5% to all positions, hard cap S/L resistance using the ATO proc, and get an acceptable amount of recharge. I'm hoping to be able to use Focus Chi and Fiery Embrace regularly to help offset the lower damage of a Tanker as well. I'm almost positive those goals will have to be modified before I finish building.
By happenstance, I have been tinkering with new tank builds. I got to thinking about sd/ma a while back (a combo with truly astonishing synergy) but I was put off a bit by the low damage cap on tanks. So, I looked at the only powerset that can break the damage cap, fire. I have noodled together the below build as a fire/ma.
The new sets are completely redefining what we think of as a 'good tanker.' The example below is not nearly as tough as a 'new sets' tanker can become, but it's still pretty sobering.
Perhaps you can use this as a basis from which to tinker your own solution.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Man On Fire_I23_1: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(17), Aegis-ResDam/EndRdx/Rchg(33), Aegis-EndRdx/Rchg(39)
Level 1: Thunder Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(34)
Level 2: Storm Kick -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(34)
Level 4: Healing Flames -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(40), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), Ksmt-ToHit+(46)
Level 8: Consume -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(50)
Level 10: Warrior's Provocation -- Mocking-Taunt/Rchg/Rng(A)
Level 12: Plasma Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(13), Aegis-ResDam(27), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(42)
Level 14: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Acc/Dmg(15), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Burn -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(34)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Crippling Axe Kick -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(29), SMotTanker-Acc/Dmg(29), SMotTanker-Dmg/Rchg(31), SMotTanker-Acc/Dmg/Rchg(31), SMotTanker-Dmg/EndRdx/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Focus Chi -- GSFC-Build%(A), GSFC-ToHit/EndRdx(46), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
Level 35: Dragon's Tail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
Level 44: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(48)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- RgnTis-Regen+(A)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(45)
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 50: Barrier Core Epiphany
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In the stickied 'improve tanks' thread in the tanker forum, one of the ideas I put forward was to make all non-damaging tanker powers do at least a LITTLE damage, so that incarnate powers would benefirt tankers a little more, and give players a reason to take such stinkers as handclap.
We'll see if anything happens on that front. -
Quote:While I understand this completely (i have 4 MA toons), on THIS toon, I just really like the thunderkick animation while flying. So, I'll keep it, fully knowing it might not be 'optimal'.I know you said you were going ahead with this build but I feel I have to but in, my main being a MA/WP Scrapper, so I have a lot of experience with Martial Arts.
Drop Thunder Kick, seriously. You shouldn't ever use it, take Cobra Strike and Crippling Axe Kick, much much better damage and more opportunity for sets. I respec'd Thunder Kick out when they changed the damage scale of Cobra Strike to be one of your highest damage attacks and never looked back.
I will assuage my worries about it by telling myself I get a lot of chances to proc using it.
Hmmm.... Maybe move the purple set to TK..... -
Well, okay, I changed it again.
I swapped Spiritual out for Agility: It seems spiritual does not boost rebirth, which is where I was hoping to get the boost in survivability. (sigh) However, Agility DOES boost flight speed.
87.2 miles per hour in the air? On an always-flying concept toon? OH HELL YEAH.
So, I made that swap and tinkered a few things. Thanks to all for the advice, I would not have looked deeper into the spiritual thingy without your kind words.
Final build:
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Aerielle_I23_3: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(11), Mako-Acc/EndRdx/Rchg(42), Mako-Dmg/Rchg(48)
Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-Def/EndRdx(7), RedFtn-EndRdx(15), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(39)
Level 2: Storm Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(19), T'Death-Acc/Dmg(21)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx(25)
Level 6: Hover -- Zephyr-ResKB(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(43)
Level 8: Crane Kick -- T'Death-Dam%(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(19)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Kick -- Empty(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(45)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Ksmt-ToHit+(39)
Level 18: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 20: Focus Chi -- GSFC-ToHit/Rchg(A), GSFC-ToHit(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(37), GA-3defTpProc(37)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Dragon's Tail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Rchg(29), Oblit-Dmg(31)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 30: Weave -- RedFtn-Def(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx(50)
Level 32: Eagles Claw -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg(33), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34), SScrappersS-Dmg/Rchg(36)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(46)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(45)
Level 47: Afterburner -- Flight-I(A), Flight-I(48)
Level 49: Quickness -- Flight-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Flight-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod(40), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spectral Radial Flawless Interface
Level 50: Rebirth Radial Epiphany
Level 50: Agility Radial Paragon
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Quote:It turns out that I agree with you on your points. Hitting the 59% soft cap now has similar value to hitting the 45% soft cap before, but the trade offs can be MUCH more significant when it's even possible. At some point in many builds, even with each point more valuable than the last, no matter how good that extra defense might be, it becomes less good than what you're giving up to get it. And that's where I think I've found myself.
I think all the debuffs and autohit flying around emphasize the layering approach as well. Any of my layers may simply vanish, but it would be rare for them to ALL vanish. The more I can survive with one or two layers missing, the better. It's making me think of things like slotting my Cloak of Fear better, grabbing Assault for placate resistance (not that I've seen placates, but I'm sure they'll be out there), that sort of thing.
There is a new faction on beta which throws taunts. They yank your targeting reticle off.
It's quite disconcerting, and adds a lot of variability.
Quote:I'd already pushed resists (other than psionic) about as far as I thought I could push them realistically, but yeah, in the most recent build I'm fiddling with, my smashing/lethal resistance goes from 60% to 64%, and psionic goes from 58% to 70%, though other choices of slot use may be more valuable. I'd be picking up about 50 more hit points too, which is kind of like resistance. But mostly it's about getting 80% more recharge. But I'm also not likely to build it until I see what's coming in I23 with the new incarnate slot - something about damage or survivability buffs? Do we have preliminary numbers somewhere? Or is it closed beta right now?
We'll see what it finishes up to be, but it seems to have some promise. -
Quote:Mitigation works as you describe. Survivability doesn't. For the sake of anyone that has no idea what we're talking about...
For enemies with 50% to hit, 45% defense provides 90% mitigation, 40% defense provides 80% mitigation and 35% defense provides 70% mitigation. It's a nice, linear relationship.
While that's competely true, the joker in the deck is the fact that in the latter content, baddies with 50 percent to hit are not terribly common.Simply enough, a level 54 boss/elite boss has a 9 percent chance to hit even if completely floored. (Assuming what I think I know is accurate.)
This moves the cutoff of maximum defense mitigation from 90 percent to 82 percent. Or, L54's put through 80 percent more damage than L50's.
[Important caveat: I do not know, and as far as I know no one knows to date, the exact effects 'plus levels' have on to-hit chances. I would assume they have the same effect as plain old levels, meaning the dev's have the ability to dilute the maximum effectiveness of defense at will as they move forward in content design. It might be nice for folks who care more about such things than I do to tinker with the numbers and see what the exact effects are.]
Quote:However, discrete effects ignored, someone with 90% mitigation can survive twice as much incoming damage as someone with 80% mitigation, who can survive 1.5 times as much incoming damage a someone with 70% mitigation. Survivability is a measure of how much incoming damage you can survive. Each increment of mitigation improves survivabilty more than the last. It's not a linear relationship.
Indeed this is so as you approach the inflection point of taking zero damage, where, of course, all the math goes 'TILT'.
However: While the impact of defense on mitigation is large, it is not nearly as large as it is commonly perceived(5 percent soak-through vs 9 percent soak-through), and reaching the point of maximal impact is considerably harder than it once was (45 vs 59).
All of this strongly indicates that layering is once again rising to prominence as the most effective strategy, assuming, the Dev's don't also render the eeffects of resistance and healing moot. (Also leaving aside debuff, buff, maneuver, and a host of other considerations.)
Quote:So other things being equal, if I can survive 10 bosses at 45% defense, I can only survive 5 bosses at 40% defense. This can and has been demonstrated in game. Other things, of course, are not typically equal, but making up that defecit takes quite a lot. It CAN work out that way, though. For instance, it might be worth dropping to 40% defense to pick up Aid Self.
And vastly oversimplified, that's what I'm considering doing. I'm dropping to 40% defense (non-lethal ranged and AoE, while Barrier is down) to improve the cycle time on Dark Regeneration from about 15 seconds to about 10 seconds.Are you picking up any resists?
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First, I am completely blown away by how awesome that movie is. What a triumph.
Second, I would bring in a Fire tanker, most likely my magic-based one, Sally-Mander.
Reasoning:
First, another lady in that sausage-fest would be cool. ScarJo did an amazing job, but more eye-candy would be nice. (I vote Jessica Alba.) Second, there's nobody in the Avenger lineup with fire-based powers. Third, there's nobody in the Avenger lineup with magic based powers.
Most important? I would love, love, love to see how a fire armor toon looks with those kinds of special effects. -
Quote:I have said for many months that fire/wp/soul is possibly the strongest all-round melee toon it is possible to build.how come i never see them? i just rolled one for something to do in my offtime and i rlly enjoy it cant wait to get it to 50 and some io's
I have mine at 50+3, and even frankenslotted with a barely credible build, I had zero trouble being a main front-line fighter on any trial including the UG, MoM, DD, and Keyes.
I'm now working up a build for it, leaning toward the below.
Highlights: 100hp/sec regen in a crowd, with the to-hit debuff stacked from dark obliteration and rttc I'm soft-capped to S/L/E/N and darn close on a bunch of other stuff, decent resists that become huge when I toss in SoW and barrier. I have maneuvers to buff the league, and the to-hit debuffs from dark oblit help to-boot. With a good head of fury GFS hit's for 600+, incinerate for 480, cremate for 400+ and gloom for 380-ish. Against hard targets the to-hit debuffs will easily stack to put me at or near the iCap, and a small purp iCap's me the old-fashioned way.
Yeah. Fire/wp is a monster.If anybody has any thoughts on further tweaks, feel free to toss them out there!
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Caustic_I22_1: Level 50 Science Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), GS-Acc/Dmg/End/Rech(13), KntkC'bat-Dmg/EndRdx(15), GS-Acc/End/Rech(39)
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(5), Numna-Heal(34), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(45)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(34), GS-Acc/End/Rech(37), GS-Acc/Dmg/End/Rech(43)
Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 8: Incinerate -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx(11), GS-Acc/Dmg/End/Rech(21), Mako-Acc/Dmg/EndRdx/Rchg(40), GS-Acc/End/Rech(46)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), Ksmt-ToHit+(11), SW-ResDam/Re TP(19), LkGmblr-Rchg+(43)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- GA-3defTpProc(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(23), RctvArm-ResDam/EndRdx/Rchg(31)
Level 16: Rise to the Challenge -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(17), Mrcl-Heal(27), Mrcl-Heal/Rchg(29)
Level 18: Super Jump -- Winter-ResSlow(A)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(36)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(43)
Level 26: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg(34), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(50)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Greater Fire Sword -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(33), SBrutesF-Acc/Dmg(33), SBrutesF-Dmg/Rchg(39), SBrutesF-Acc/Dmg/Rchg(40), SBrutesF-Acc/EndRdx/Rchg(42)
Level 35: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), GJ-Acc/End/Rech(39)
Level 38: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Numna-Heal/Rchg(50)
Level 41: Dark Obliteration -- Cloud-%Dam(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg(42), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48)
Level 44: Strength of Will -- ResDam-I(A)
Level 47: Build Up -- AdjTgt-ToHit/Rchg(A)
Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
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(27)
Level 4: Ninja Run
Level 50: Spiritual Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Reactive Total Radial Conversion
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Quote:Sorry I just checked this today but is there a reason for picking Spiritual instead of Agility?
No need to apologize!
I just like spiritual, is all. Plus, the tiny little bit of healing makes me feel better about my survival. SR is a bit delicate for my hamfisted efforts so I want as many flavors of mitigation as I can manage.
Quote:Also if you picked Cardiac you could probably drop Body Mastery which lets you pick up pools like Fire Mastery, and even if you don't want to use the fire powers they make great IO mules.
If I want massive carnage, I'll trot out one of my fire tanks.Nothing says 'death' like FIRE.
Quote:If you are not set on the alpha I can have a look at what I can do, but I would think Agility is the best choice for you? I hate seeting Red Fortune sets, it reminds me of the dark days before BoTZ.
Quote:My last question, if you want me to look at the build is what attack chain do you use? So I can look at dropping dam/rech IO's for pure damage ones etc. Remember, I play this toon in the air: You haven't had fun until half a dozen people send you tells about how cool your toon looks tap-dancing on the heads of the bad guys.
Quote:Edit: On 2nd look Cardiac might make you able to take Maneuvers as well, so there are a lot of possibilities is the alpha is up for debate.
I cannot look until Tuesday next week though. -
Quote:Well....My thought even at the time was that incarnate to hit would reward defense instead of punish it. People acted like it wasn't possible to hit the incarnate soft cap, so defense was screwed. But it's quite possible on defense-based characters, and I assume everyone's figured that out by now. It's only very difficult to impossible on characters that are not defense based. So to me, it was everyone else (like me) who had soft-capped defense on top of resistance secondaries that were going to suffer.
It seems that I was wrong too, at least on teams, with Barriers flying around everywhere and other stacked buffs. I assume resistance is still just fine on teams. And I feel like I'm doing just fine still with my character solo, even if I don't feel untouchable the way I did with soft-capped defense. I can also respec to recover some of that survivability, even if not all of it.
People seemed to go through a long period of underestimating the soft cap, and then once they were convinced it was valuable, they went through a long period of OVERestimating the soft cap. Maybe we've finally reached a happy medium, but I haven't been on the forum enough recently to know, and certainly don't survey people in game. (Why ARE all these other people running around in my MMO?)
The soft cap is very, very valuable. It's also not the end all to be all of survivability, particularly on something like Dark Armor with so many other tools. Also, when I say I'm moving away from the soft cap on my character, I never WAS at the incarnate soft cap, and defense further from the soft cap contributes less to survivability, so I'm giving up less. Also, the planned build would still be incarnate soft capped to melee and lethal with a double stack of Divine Avalanche. That's a large portion of incoming damage in many groups.
In my opinion, there's two ways of looking at the contribution to mitigation of defense. The first is that the last point of defense is the best, because it increases your survivability the most, based upon time-to-defeat.
The other view is that every point of defense reduces your incoming damage stream by two percent, based upon total impinging damage.
For years, everybody, and I mean EVERYBODY, seemed to weight the first method more highly.
I never did. I view all points of defense as equally valuable. 30 percent defense means you mitigate 60 percent of the incoming damage stream. If you then nest 50 percent resist inside that, then you have mitigated 80 percent of the incoming damage stream. If you then have 50 hit points per second of effective healing, then you can withstand 250dps of incoming damage forever.
In my opinion, viewing it this way leads to toons with broader performance envelopes. I will cheerfully build for 40 percent defense, if it gets me enough resists and heals to more than make up the difference in mitigated damage.
Granted, the whole picture is MUCH more complex, with debuffs, buffs, differing damage types, differing attack types, and status effects thrown in as ways to also mitigate incoming damage. Indeed, one of the simplest and most potent forms of mitigation is simple maneuverability: There is no baddie in the game that will attack you while on the run. This is why I always emphasize battlefield awareness and maneuver when I'm discussing tankers.
So in my book it's not a big deal to 'lose the soft cap', as long as your overall mitigation package is adequate to the rigors you will face. -
Quote:I also rank Battle Axe and War Mace waaaaay up there on mitigation. Against foes that are susceptible to knock, battle axe is simply superb.So I'm hearing this, for secondary powerset mitigation:
Staff Fighting --- 11.25% Melee defense for 10 seconds (stackable)
- 7.50 % +Resistance for 10 seconds
- 75 % Regen buff for 10 seconds
- 50 % Recovery buff for 10 seconds
- Knockdown in some powers.
Ice Melee --- -Recharge in almost every attack (mostly single-target)
- Frozen Aura has sleep and can be slotted with a Chance to Heal IO.
- One single target hold.
Dark Melee --- -To hit in almost every attack (mostly single-target)
- One powerful self-heal.
- An endurance leeching AoE.
- A single-target fear.
I was putting Staff behind Dark Melee for tanker mitigation, with Ice Melee third, but after looking at these lists Staff might belong on top.
With that said, who cares how much damage it deals? As long as it isn't unplayably weak -- and it isn't -- it's a golden secondary for tanks.
Of course, the downside to that now that Incarnate levels are usable in DA is that all that KD becomes KB. I don't play my axer much against Banished Pantheon, it's waaaaay too frustrating.
...ya know, it's just really annoying how the dev's have slowly whittled away at Battle Ax. (sigh) Oh, well, there's lots of things at incarnate levels that are hard to KB.
Of course, then you don't get any mitigation against them....
All right, nm, I changed my mind about Battle Ax. (depressed now) -
Nobody else?
Okies, rollin' with this. -
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Impressive sir!
All iCaps, kept the attacks, ditched stealth for CJ and improved End that route.
Lost hitpoints, but after some thought, I'm just gonna have to live with that, I think. Smearing the butter too thin....
I tinkered a tiny bit more, and made room for a five-slotted second scrapper ATO in Thunderstrike.
We may have a winner, thank you very much for getting me past my mental blocks on this one.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Aerielle_I23_1: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(11), Mako-Acc/EndRdx/Rchg(42)
Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-Def/EndRdx(7), RedFtn-EndRdx(15), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(39)
Level 2: Storm Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(19), T'Death-Acc/Dmg(21)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def(7), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx/Rchg(17), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx(25)
Level 6: Hover -- Zephyr-ResKB(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(43)
Level 8: Crane Kick -- Mako-Dam%(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(19)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Kick -- Empty(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(45)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Ksmt-ToHit+(39)
Level 18: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 20: Focus Chi -- GSFC-ToHit/Rchg(A), GSFC-ToHit(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(37), GA-3defTpProc(37)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Dragon's Tail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Rchg(29), Oblit-Dmg(31)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 30: Weave -- RedFtn-Def(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx(50)
Level 32: Eagles Claw -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg(33), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(46)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(45)
Level 47: Afterburner -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Quickness -- Flight-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Flight-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod(40), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spectral Radial Flawless Interface
Level 50: Spiritual Core Paragon
Level 50: Rebirth Radial Epiphany
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Quote:Wait, that's IT? How about a little usable information?Yeah, Krogoth says Staff is a mid-tier performer, which is exactly what I said it should be. I was wrong.
/thread.
Mid-tier on what metrics? On damage only? ST or AOE damage? Did that include any weighting for mitigation? If so, how much? If not, why not?
Details, man! I'm still saying Staff Fighting is a superb set that does good damage AND is the most mitigation you can get on a tanker, to boot. -
Ok, I have a very VERY old concept toon I rolled up...a lonnng time ago.
I have never cared too much about performance on this toon, but frankly, I want it to at least not embarrass me. And if I'm gonna invest, I might as well go full-tilt.
So, this is a flying martial arts scrapper that fights in hover. Never touches the ground unless I absolutely have to. (Cursed Oro portals can't be triggered while flying, grrr.) Flight, hover, afterburner, are totally going to stay. I really want iCap to all positions, but all I could manage was Melee. I want permahasten as well, and 95 percent to hit against +4's.
I'd like more hitpoints, better end, iCap to all positions, and to not lose quite so much to the red 'over 5 limit' penalties, while keeping permahasten.
There's no holds barred on this build, PVP's, ATO's, 53HO's, whatever works.
Hopefully people can see some tweaks I'm missing.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Aerielle_I23_1: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(25)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(15), LkGmblr-Def/EndRdx/Rchg(36)
Level 2: Storm Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(13), T'Death-Dmg/EndRdx(19), T'Death-Acc/Dmg(21)
Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(15), LkGmblr-Def/EndRdx/Rchg(25)
Level 6: Hover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(13), Frbd-EndRdx(37), Frbd-Fly(43), LkGmblr-Rchg+(46), Ksmt-ToHit+(46)
Level 8: Crane Kick -- Mako-Dam%(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(19)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Kick -- Empty(A)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(21), Frbd-Stlth(45)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(43)
Level 18: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(43)
Level 20: Quickness -- Flight-I(A)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResPsi(37), S'fstPrt-ResDam/Def+(37), GA-3defTpProc(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 26: Dragon's Tail -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Acc/Dmg(27), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(31)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(34)
Level 32: Eagles Claw -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg(33), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx(46)
Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(39)
Level 41: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(42), RgnTis-Regen+(45)
Level 44: Stealth -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(45)
Level 47: Afterburner -- Winter-ResSlow(A), Srng-Fly(48), Srng-EndRdx/Fly(48)
Level 49: Focus Chi -- GSFC-ToHit/Rchg(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Flight-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), Numna-Heal/EndRdx(40), Numna-Heal(42)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Acc(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spectral Radial Flawless Interface
Level 50: Spiritual Core Paragon
------------
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Quote:Correct, and especially if there's an oopsie in the implementation, so that while Mid's is reporting 'should be' numbers, the game is using 'what really is' numbers.Problem there is that you can't rely on Mid's. Their numbers are not 100% accurate.
I'll wait and see if the folks digging at it find anything. -
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If you want a smash damage defensive brute, staff is by FAR the better choice over SS.
If, on the other hand, the animations give you the creeps, then a good sturdy ss/wp is a lot of fun. -
(shudder) Some people like DA, but it was just about my worst slog to 50 ever. I pull it out every now and then, look it over, and stick it back in exile.
Quote:I'd honestly like to see Staff Fighting evaluated for its tanking benefits. I'd like to see those plusses and minuses added up. It seems to me that it might be the second-best tanking secondary after Dark Melee. Then again, since I don't know how long staff's buffs last or if they're stackable, it might actually be number one.
Also, don't forget martial arts on a tank: That's another really strong tanking set, although staff beats it handily. SD/ma is a bit of an outlier and a BEAST on paper.
Quote:Evaluating a tanker secondary for damage output is like measuring the speed of a Porsche's windshield wipers. Yes, they're important, but they do not contribute to the vehicle's primary purpose.