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I tinkered a bit, see what you think of this:
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Mercurial Blow -- Mocking-Rchg(A), Mocking-Taunt(3), Mocking-Taunt/Rchg(3), Mocking-Taunt/Rchg/Rng(5), Mocking-Taunt/Rng(19), Mocking-Acc/Rchg(46)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Guarded Spin -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(50)
Level 4: Precise Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), GS-Acc/Dmg/End/Rech(48), GS-Acc/End/Rech(48)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Super Speed -- Zephyr-ResKB(A)
Level 10: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(23)
Level 12: Eye of the Storm -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27)
Level 14: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 16: Staff Mastery
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33)
Level 20: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 22: Serpent's Reach -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(23), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 30: Lightning Field -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Dmg/Rchg(31), M'Strk-Dmg/EndRdx(31), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Acc/Dmg(40)
Level 32: Energize -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(42), Numna-Heal/Rchg(43)
Level 35: Sky Splitter -- BrutesF-Acc/Dmg(A), BrutesF-Dmg/Rchg(42), BrutesF-Acc/Dmg/Rchg(42), BrutesF-Acc/EndRdx/Rchg(43), BrutesF-Acc/Dmg/EndRdx/Rchg(43), BrutesF-Rchg/Fury(45)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(50)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 44: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 47: Power Sink -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 49: Power Surge -- TtmC'tng-ResDam/Rchg(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 -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(37)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 16: Form of the Body
Level 16: Form of the Mind
Level 16: Form of the Soul
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
Level 50: Reactive Total Radial Conversion
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Quote:You are a Tanker. You have the ability to withstand large numbers of foes, so why ever fight less than that? AOE's allow you to damage more of them at once and multiplies your effective kill speed. Yes, IS is only a melee cone, but it's 90 degrees and nine feet long. It's not Crowd Control...but nothing is.Mmm I may have 9 attacks but not all of them are functional :P Some are mules. I just wanted flexibility in my attacks
How good is Innocuous Strikes? The damage seems ok, nothing outstanding, and its a cone, so I skipped it because I already have enough AoEs in the form of GS/Eye/Fireball
As a Willpower Tanker, your taunt is....pretty feeble. WP's aura is not strong, and Staff is not hard hitting. A third AOE will help you hold aggro a bit, which you will need, unless you plan to include taunt in your attack chain. (Which is perfectly viable.)
Also, the third set of Obi's gets you more defense and more recharge, which in a build without purples or hasten, YOU NEED.
Honestly, I was a little surprised about the no hasten thing. I was going to put that in, but I don't like doing that much surgery to peoples builds unless they ask.
Quote:Isnt Energy APP a bit of overkill in a WP tank?
Tanks must operate smoothly in the most extreme of hostile environments. I find overkill is still barely adequate if you're deep in the kill zone.
Quote:Anyway, I got some good ideas and advice from your post, thanks! -
Quote:Sigh. Now I'm a whining farmer. Hey, made it two pages before that happened.
(blink) You have a Repeat Offenders link in your sig. There's a certain expectation, there. As in, you have clue. Suck it up, your combo didn't work out, play somethin' else.
Quote:If it matters, I built the toon as a concept. You know... concept?
I'm not completely certain your notion of a 'concept toon' matches what mine is. A concept toon is one that is fun to play (for you) for non-performance reasons. For example, I have an ancient ma/sr scrap that's terrible. I mean, it stinks on ice. I love that toon, because its concept is an air-elemental that never touches the ground. Hover-scrapper for the win! I'll play it for hours, meleein' from head-height. Awesome to watch.
For me, the fact that the game now retains your toggles makes that toon MUCH more fun, because it isn't standing on the ground when I log in anymore.
Fun is what you make it. Concept trumps performance.
So why are you complaining? If you don't enjoy a CONCEPT TOON, ditch it and roll another. If you think the set is genuinely broken, post some numbers and folks will chew it over. Given the defensive potential of the set, I suspect it's damage is not only good, but excellent.
Quote:Hm, to the point though.... I actually roll a Tank if I like the Brute build... Or vice-versa. This is the first time I've regretted that. Steff Melee is different. And different sets are good.
Well-played, Dev's! -
Willpower/staff is a HIGHLY defensive combination: Why do you have nine attacks including a damage-oriented epic pool? If you want a damaging staff tanker, combine it with fire, or electric if you can't stand the redraw of burn.
So, I removed your epic pool attacks and replaced them with IS, possibly the finest attack in the set. I turned on your accolades and incarnate powers, and tinkered a few slots to get you over 3k hitpoints. I mean come on, a WP tanker without three thousand? Why bother?
Ok, to illustrate how this beast runs, I then set you to Form of Body and toggled Skysplitter with three levels of Form. Oh, there ya go, there's that 90 percent S/L resist you wanted.
Staff is a DEFENSIVE set. Set up right, this build has 51+ Melee defense, 90 percent S/L resist, and regens 100+ hitpoints a second at a minimum. You are going to be...durable.
You're not going to 'wow' anybody with your damage output, although it isn't terrible with reactive turned on.
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: Willpower
Secondary Power Set: Staff Fighting
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), Numna-Heal(46), Numna-Heal/EndRdx(46)
Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), SMotTanker-Rchg/Res%(9)
Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 4: Guarded 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 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19), SW-ResDam/Re TP(19)
Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(23), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Taunt/Rng(25), Zinger-Dam%(27)
Level 12: Mind Over Body -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), Ksmt-ToHit+(31)
Level 16: Eye of the Storm -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Acc(37)
Level 22: Staff Mastery
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Kick -- C'ngImp-Acc/Dmg/Rchg(A)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 30: Serpent's Reach -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(40)
Level 35: Innocuous Strikes -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(45), Oblit-Dmg(45), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48)
Level 38: Sky Splitter -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), GS-Acc/End/Rech(42), GS-Acc/Dmg/End/Rech(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Strength of Will -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(50)
Level 49: Resurgence -- RechRdx-I(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 -- Empty(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 22: Form of the Body
Level 22: Form of the Mind
Level 22: Form of the Soul
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Quote:It's possible, but I doubt it.My suggestion before u delete it try to post its build here and let ppl take a look at it. It might be how u built it.
Here's a clue people: Staff is a DEFENSIVE melee set. It's possibly the BEST defensive melee set. It has a power to give you +Defense that's an early AOE, and it has a power than can give you +Resist. (How many of those do we have access to, eh?)
It also has rather a lot of decent AOE damage.
Do you also want it to have single target damage, to boot? Would you like a cherry on top and sprinkles, while you're at it?
If you want a super-tough tank, couple it with willpower, or electric, or invuln. If you want a high-powered all-rounder, couple it with fire, or electric, or dark.
Super-reflexes? A defense-based set with a defensive secondary? What, you were shooting for the Incarnate softcap on SO's?
Delete the freakin' toon and be done with the whinin' already. You made a build mistake, so it goes. -
I see lots of recommendations for claw/wp, and I have to agree with that reasoning. Claws has pretty much its entire attack chain, AOE and all, by level 8. Willpower is just set and forget.
However.
I am going to go Old School here. The Oldest of Old School, a combo that has been around and awesome since Launch Day: Claws/Invuln Scrapper.
If you want to update this with a considerable boost in power, go brute instead.
A Claws/Invuln Brute is stunningly powerful by level 8, and simply increases in power from that point onward. It makes a superb 'first timer' toon. Even better, a claws/invul brute also has an amazing top end, soaring to Incarnate levels of power with no flat spots along the way. -
BS/SD was, and remains, one of the most iconic and powerful combo's in the game. I salute you for playing one.
As presented, the toon was very nice. You could play that and have a total blast with it.
That said, I could see some tinkering and tightening to be done: I did so. You now have 49 percent vs all positions, and 64 percent to melee with one parry. (This is with accolades and incarnates turned on.) You have more end and better slotting. I removed laser beam eyes, because frankly, you didn't need it.Aid self recharges in six seconds and heals for 595. You have 2100-ish hitpoints. When you hit OWTS, and you should do so regularly, you are hitpoint capped. Etc, etc.
Your defenses are stellar, but how about attacks? In a crowd, with build up, headsplitter does over a thousand hitpoints against an even con. Hard not to love that.
See what ya think:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Nephoros: Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dmg/Rchg(15), Mako-Dam%(42)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(7)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(7)
Level 4: Slice -- Oblit-Acc/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-Dmg/Rchg(15), Oblit-%Dam(46)
Level 6: Build Up -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-ToHit(42), GSFC-Build%(46)
Level 8: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13), S'fstPrt-ResDam/Def+(27), GA-3defTpProc(37)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 14: Kick -- RechRdx-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(50)
Level 20: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dmg/Rchg(40), Mako-Dam%(43)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25), Aegis-ResDam/EndRdx/Rchg(40), Aegis-EndRdx/Rchg(43)
Level 24: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 26: Disembowel -- SScrappersS-Acc/Dmg(A), SScrappersS-Acc/Dmg/Rchg(27), SScrappersS-Dmg/EndRdx/Rchg(29), SScrappersS-Acc/Dmg/EndRdx/Rchg(29), SScrappersS-Dmg/Rchg(34), SScrappersS-Rchg/+Crit(43)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Stimulant -- RechRdx-I(A)
Level 32: Head Splitter -- Oblit-Acc/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-%Dam(50)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/Rchg(37), Sciroc-Dam%(48)
Level 38: One with the Shield -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam(39)
Level 41: Aid Self -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(45), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(17)
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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Quote:I would not characterize hybrid as 'fail.'Except (at this present time) it's terrible. [Blight] is not a proper "crit", it's a chance for like 10-15 extra damage, about a fifth of what Reactive does on average, with worse chance to proc, and only when the target is at 50% or lower health. And the other half of the boost, the Containment-type effect, doesn't even seem to work.
If they change Hybrid substantially, it may be worth looking at for improving damage, but right now it's mostly fail.
.
What Hybrid is going to do, when combined with the Tanker ATO +Resist proc, is going to completely redefine what we think of as 'good' tanks.
Stone tanks? Gain nothing from these sources. BOO STONERS! The only positive is the ten points of fear/confuse resist, which will make the UG, MoM, etc a bit less of a grind. The province of the Stoner will remain budget-minded tanker builders. (A Stone/MA with ATO proc and Hybrid would be stupidly tough on TO's, or even completely unslotted. It's sick.)
The elemental tanks? Huge winners. HUGE. Fire/Dark/Elec/Ice can gain up to 50 percent resistance vs all. Holy sock monkeys!!! If they ever fix the graphics of Ice tanks, I might have to actually run one for the first time since pre-issue1. And dark armor tanks might FINALLY live up to the hype with this addition.
Willpower? Easily the biggest winner with these additions. I mean.... It's incredible.
Shield? Ok, maybe Willpower isn't the biggest winner.Although shield is throttled a bit under the low damage cap. But SD gets huge benefits from both the +resist and the +regen, as well as the status resists.
Invuln? The long-uncrowned 'second best at everything' just gets better and better. With the ATO proc and hybrid, you can ditch the fighting pool and still have a perfectly viable top-rank tanker. Or you can unslot Tough and keep only Weave, if you can stand two 'blank' power picks. The +regen is a stunning boost on top of the +resist all. Invuln sure doesn't need any help with +defense, and if for some reason you think it does, take MA. In addition, the status effect resist papers over the gaping confuse/terrorize hole, which I personally cannot WAIT for on my beloved Inv/Ax.
Hybrid is a Big Deal for Tankers.(Waits eagerly.)
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Not exactly a gap, but staff synergizes well with willpower.
You get AOE's early, with their attendant large end costs. Willpower has +end powers to help mitigate this.
Willpower has very little native +defense. Staff adds VERY healthy levels of defense via an AOE attack! Win!
Staff is very good AOE, ok single target, and very good mitigation. This synchs well with willpower to create a high-survivability toon that can fight crowds safely, thus getting the most use out of the AOE.
If I had to consider the best combo's with staff, I'd be looking at staff/electric. Staff is +def and aoe, electric is resist, damage aura, end powers, and +recharge.
The combo could be...potent. -
Quote:Invuln's get a huge boost from cytoskeleton's in Invincibility. Every invuln I roll gets three of those puppy's.Yeah, well, I'm WM/SD so I feel I need the rebirth destiny so I at least have a heal
Will get rid of the enzyme exposures at next respec then.
Cant really say I find any super nice place to put hami'Os at all tbh, but ah well, cheaper is better I guess -
Quote:I will have to say, both Broadsword and Battle Axe need a bit of a tweak.Battle Axe left a bad taste in my mouth, though. It'll be awhile before I give that one another shot. I ended up remaking the character as Titan Weapons with an axe instead.
Titan Weapons has the momentum thing.
Mace has Clobber and Crowd Control, not one but two superb powers.
Broadsword and Battle Axe are essentially clones. They have weapon redraw, slow animations, and redraw issues with many powers that could otherwise help them.
Here's what I would do:
Battle Axe is overshadowed by Mace in AOE, due to the cap for Crowd Control being much higher, and a larger cone. Raise the target cap for Pendulum to 10. If you really must, then lower the cap in Cleave to 5.
In addition, all of the single-target attacks in Battle Axe gain Bleeding damage, say, 1-3 ticks, depending upon the power. (See Broadsword Whirling Sword for the Bleeding mechanic.)
Broadsword also gets Bleeding damage on all of its single target attacks. Again, 1-3 ticks, depending upon balance.
Change Buildup in both sets to 'Vanquishing Attacks' or something similar. It adds +20 to hit, +50 damage to all attacks, and adds a 5 percent resistance debuff to all Bleeding ticks.
Voila.
Broadsword and Battle Axe are now competitive with and yet distinct from the other Heavy Weapon sets, with their own distinct mechanics and playstyles. Since broadsword gets Parry and an AOE Bleeding attack, it is also distinctly different from Axe.
(Axe would get more ticks of Bleeding for it's single targets vs Broadsword, again, for balance.) -
Quote:If you're looking for a test, may I humbly suggest my old AE arc209245.I am not sure if pylon test is the "true" measurement of how Scrapper VS Stalker. I know it's probably the best method we have but Stalker gets a lot more ST damage with party members around him, while Scrapper's aoe has greater potential on a larger team.
And I am also curious to find out if Scrapper's SJ is really that weaker than Stalker's.
Several people ran this a while back, and at maximum settings it is capable of stressing to failure even the most extreme brute/crab/tanker builds, and yet has been completed at maximum by blasters and scrappers as well.
Give it a whirl on a tooled-up stalker, see how you feel about it. -
Quote:T9s should not auto crit from hide(alot of the sets already have this). This is just AWESOME have 2 superior/extreme skills auto crit in a chain
There ya go, fixed that for ya.
That said, I have no issues whatever with stalkers doing ridiculous, amazing, 'holy moly lookithat' damage.
No matter how much damage they do, they have minimal game impact compared to stacking buff/debuff, so let them have fun. -
Slythetic:
You are doing what many people with fire tanks do, and that is going for more attacks from the epic pool.
Now, you can play as you wish.... But with that many attacks, you don't have anything six slotted. Why take an attack (especially on a modest damage AT like a tank) and then cripple it?
I will repeat and emphasize the advice you were given before: You do not need the soul pool. If you want it for concept, then the build as presented is about as good as you're going to manage.
If you drop the soul pool, and three attacks/toggles that go with it, you can then concentrate slotting on the attacks you gain from your primary and secondary.
And you are still a FIRE TANK. It's not like you have any shortage of attacks.
Also: I recommend you FIRST soft-cap S/L, and only after you have done that, then address E/N/F/C. S/L is paramount for a tanker's survivability.
My two cents!The important thing is to have fun!
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I am intensely interested in this.
Oh my, am I.
Since the Dev's seem utterly betermined to leave Debuff as King, the Support branch has my undivided attention for....well, every single toon I have.
I await. -
Quote:Just a little interjection, Tankers with taunt , 6 slotted taunt can have trouble out-aggroing a Brute. Taunt is just piece of a puzzle that is called threat. The Brutes damage on top of its gauntlet, along with it vicinity + auras can all stack to vast amounts of threat which versuses all that on a Tank.
I recently re-tooled my claw/inv brute, and can attest to this truth:
If I want the aggro on that toon, I darn well take it, and there's nothing a tanker can do to stop me.
I do WAY more damage, I have six-slotted taunt too, and I have the same taunt aura. -
Also:
In this build I placed the Stalker ATO in Spinning Strike. This is a targetted AOE.
I love this animation, but since I'm stalkery I can't see it very well....
Also, there seems to be some concern over ATO procs in AOE's.
Are there any concerns about this setup? Or should I go for a fast ST attack for the stalker ATO? If I do that, well, Targetted AOE sets suck.... I guess there's always a purple set. -
Quote:My intent here is to get you to converse/argue with the same standards you seem to expect from others.
That's what the ignore function is for. I highly recommend it.
That said, the recent buffs combined with the presence of two AOE's in Street Justice has finally gotten me interested in trying Stalkers again. So I'm gonna vote that change is good.
Now we'll see if it can keep my interest. Honestly, making my costume hard to see is...annoying to me. But ehn.
Out of curiosity, does a stealth IO stack with Hide? (Not good at this sneaky stuff.) -
Ah, thank you for the clue-in.
I guess stalkers have not been played enough for people to form build expertise. (shrug)
I'm kinda liking this, though. It will be a different melee experience.
We'll see how I manage. -
No one has any opinions? Hrrrm.
Guess I'll just hafta play it out and see what I think. -
Welll, I finally have decided to try a stalker again. My playstyle is a bit brutal for the fine instrument that is the Stalker, but we'll see how it goes.
I got a good name, a nice backstory, and a good costume. I then sat down with Mid's and worked up a build.
It seems a little...low...on the defense. And Mid's seems fraught with stalker bugs. But the numbers...hold my interest.
I kind of wanted incarnate cap vs all, but that ain't happening, lol.
If anybody has any advice, I'd be all ears.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Comisar Revenant: Level 50 Natural Stalker
Primary Power Set: Street Justice
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg/End/Rech(3), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), GS-Acc/End/Rech(37)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(31), SW-ResDam/Re TP(40)
Level 2: Sweeping Cross -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(3), Sciroc-Acc/Rchg(5), Sciroc-Dmg/Rchg(13), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg(37)
Level 4: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(40)
Level 6: Assassin's Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), GS-Acc/Dmg/End/Rech(9), GS-Acc/End/Rech(37)
Level 8: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(46)
Level 10: Entropy Shield -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(39), Ksmt-ToHit+(46)
Level 14: Boxing -- Empty(A)
Level 16: Kinetic Dampening -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39), GA-ResDam(40)
Level 18: Spinning Strike -- SStalkersG-Rchg/Hide%(A), SStalkersG-Acc/Dmg/EndRdx/Rchg(19), SStalkersG-Acc/Dmg(19), SStalkersG-Dmg/EndRdx/Rchg(21), SStalkersG-Acc/Dmg/Rchg(21), FrcFbk-Rechg%(36)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 26: Shin Breaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg(29), Achilles-ResDeb%(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 30: Energy Drain -- SW-Def/Rchg(A), SW-Def/EndRdx/Rchg(50), SW-Def(50)
Level 32: Crushing Uppercut -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Energize -- Panac-Heal(A), Panac-Heal/EndRedux(36), Panac-EndRdx/Rchg(36), Panac-Heal/Rchg(42), Panac-Heal/EndRedux/Rchg(45)
Level 38: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 41: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), P'Shift-End%(46)
Level 44: Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 47: Disrupt -- Amaze-EndRdx/Stun(A), Amaze-Stun(48), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(50)
Level 49: Overload -- Dct'dW-Heal/Rchg(A)
Level 0: Born In Battle
Level 0: Force of Nature
Level 0: High Pain Threshold
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42), RgnTis-Regen+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Quote:Possible, yes, with effort.Hey, thanks a lot for all the feedback! I have tomorrow off so I will probably decide what to go with then.
With shield tanks is it still possible to cap DDR by stacking active defense? if not do they struggle against significant defense debuffs?
No, they don't struggle assuming you play even a little bit actively. -
Quote:I'm interested in your recommendations for my 1st tank in about 7 years. My original toon was ss/inv back in 2004 but I've been mostly playing brutes, scrappers and well, everything else ever since. I really like the new ATios and want to try the new tanker one. I'm also tired of getting beaten down by arachnos at x8.
Survivability and being able to tank for teams at +2 or better are important to me. Having enough damage to run 0/8 solo and kill Ebs on my own (in under 10 min) is important too. I am done with Ss for now so that is off the table. I was thinking about sr/tw, shield/dm or maybe something with ice but I am open to suggestions and would appreciate your recommendations. Inf is plentiful so no restrictions there....
Thanks!
A fully tooled-up fire/fire/energy is the cure for what ails ya. -
Quote:I Support This Suggestion.I'm wondering if it's possible to add a new rank for enemies.
Say, one level above EB, one below AV.
Call them 'Generals' and only have them spawn for those encounters you want a bit more challenge to, without the PtoD.
There is a very very large gap between EB's and AV's. It would be darn handy to have a baddy class that clocks in at around 10,000 hp's and slots neatly between EB's and AV's on all their numbers.
Call them Villains, call them Captains, call them whatever you like, but it would greatly improve the 'tunability' of encounters. Your AV is too easy? Give him a pair of these guys as loyal bodyguards. (Think the old Bond villain Odd Job.)
Heck, just use standard bad guy models for them, and jazz them up with special colors or something.