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Posts
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Quote:If more people knew about it, it would stop a lot of confusion. I thought Taunt stacked up until a few weeks ago and at one time believed Magnitude mattered in the calc. I wondered how aggro could ever be lost. Then someone posted the calc and cleared up stacking for me, which was nice.We could all read paragonwiki or remember the post when it was made about that calc
I do wish we had more info on how debuffs factor in, though.
Quote:but..I think this is what CMA was getting at.
If CE has a tick rate of 0.5s and Invincible has a tick rate of 1 sec then when it comes to getting an npc within the taunt aura CE is more likely to get a tick on the npc sooner.
A firetanks aura ticks every 2s. It could fire off just before getting to the npc which would leave more than enough time for another tanker who had also got to it, say an Invuln, to enter and get a tick to it sooner.
Taunt the back of a spawn, move to the front of a spawn (or vice versa) and you'll have it taunted within 0-2.0 seconds. You'll also get the "first available target" moment regardless of primary (or AT, for that matter), which isn't technically Taunt, but works just as well for that first round of attacks, each of which will have an animation between 0.75 and 4 seconds. After that, Taunt should be working into the equation. -
For the first part, I'm going to give the Tanker the benefit of the doubt and say that, as Aett noted up above, the level might be a key issue...
Enhancements: Most Tankers in their teens are likely using DOs and probably can't afford too many of those without a sugar daddy or market pvp. These don't give much in the way of effective bonuses, so the character may be pretty weak.
Assuming that maybe the player was some of the issue, you might want to think about...
Defensive Primaries: Levelling a defense-focused Tanker early on is just a nightmare, because you can't get enough defense for it to be useful. Everything hits quite often and hits for full squishy-equivalent damage. Cascading defense failure is also a problem. It's just an ugly ride at the start.
Resistance Primaries: Even with resistance-based primaries, you can run into a situation where you've got maybe 20% resistance to a damage type at that level (possibly even none). That means 80% of incoming damage gets through and Gauntlet keeps drawing aggro. You've got more hp than anyone else, sure, but you're going to go through it fast under those conditions.
Endurance: Pre-Stamina, tanking is often more about endurance than damage. It's really easy to floor your blue bar without quality enhancements and recovery boosts.
Once Bitten, Twice Shy: If you've ever gone on a faceplant cycle with an early-level tank, you don't want to do it again. Especially if you're used to seeing fully-developed Tankers laughing in the face of, well, everything. You may delete the toon outright. You may hang back and let others do the dirty work. Either way, it may take a bit for them to get on track.
Told Not to Tank: Ever been on one of those bossy teams? None of us would ever be that bossy, I'm sure. Still, they're out there. Could be another Tanker told them to hang back because they died too often. Could be a Controller who wanted to show them how unnecessary Tankers were. Could be a squishy who liked to throw AOE damage early and demanded protection. Could be lots of things, but they might've been brought up in less than ideal circumstances.
Never Learned: New Tanker, new to tanking. Whether you're new to the game or just used to someone else taking the alpha (assuming a willing sacrifice exists), they just might not have the hang of it yet. -
Quote:No significant damage weaknesses is still a secondary trait of WP, much like the endurance management. WP is all about the Regen, which is simply amazing. You can find builds here with 350+ hp/sec regen and capped hp. It's all passive, so you don't have to blow billions on global recharge IOs and sets or crash after a few minutes. That's what gives the set it's survivability.So why is willpower the only one sacrificing its aggro generation capability for its utility? The self rez? I love the self rez, but don't make me laugh.
Is the ability to have no significant damage type weaknesses that strong? Given that I've played fire and ice tanks, which both have a big weakness to two types of damage I'd say....No, not really. Not the way CoH is setup right now. It COULD be worth it, in theory, but there's no content in the game where this advantage is particularly game breaking.
The resists and defenses are great, too, especially when stacked with the regen & hp (edited... heh). So is the endurance management (again, passive). The +perception is nice. The exotic mez protection is nice. It gets everything and it gets it in good quantity. Well, everything except a standard taunt aura. That is the one and only weakness of the set. It also gives the Tanker AT a single option that isn't going to suck up aggro by default, which is a good thing on a lot of levels. Not everyone wants to be a meatshield.
Is this state of affairs good for people that want an everything set? No, but there are no everything sets. Build appropriately for what you want out of the character. I don't build an Invuln and then whine about how they need to give Invuln psi defense & resistance. The inadequacy of the set regarding psi damage is disclosed up front. Just like RttC's taunt aura. If you want a better taunt aura, roll something else. -
Quote:No, the taunt effect just ticks at 13.5 and refreshes at 13 back to 13.5. Invuln's ticks at 16.9 and 15.9 back to 16.9. Taunt duration remaining gets multiplied by 1000 as part of the threat calc. Nothing stacks, it just refreshes at the highest available value.Ice's Chilling Embrace tics every 0.5 seconds, twice as fast as Invuln so it grabs aggro faster.
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
Shield, with high damage (thanks to AAO), a debuff (again thanks to AAO), and a 16.9 duration taunt is the king of aggro. Debuff mod is a number between 1 & 2 (not sure of values of specific powers). AT mod is 4 (Tanker or Brute) or 3 (Scrapper). Due to their higher damage potential, Shield Brutes are the undisputed aggro kings.
Taunt (the power) can have a duration of up to about 82 seconds if slotted. That means you can have ~82000 for the "Taunt Duration Remaining" portion and refresh that as fast as Taunt comes up (10s unenhanced, IIRC). Compared to the 16900 (Invuln & Shield) or 13500 base (all non-WP), that's a huge modifier. Again, though, it doesn't stack. It just refreshes and retains the highest available level.
By the numbers, assuming equal offensive ability, Ice needs to overcome a 25% deficit to Invuln in the Threat Duration Remaining portion. It might do that through debuffs, but I don't know the exact values in play. Shield can match Ice's debuffs to some degree (possibly exceeding them, depending on the calculation), has a damage buff that will increase threat by default, and has a longer base duration.
Quote:I've played opposite lots of tankers; the only ones I've NEVER gotten aggro away from even by trying full tilt are Ice. CE really IS that good; it instantly grabs aggro and holds it with a pair of vice grips. Invuln and Shield are fantastic at aggro but let's be honest here; Ice really does beat everything else in aggro control. -
Second time in a row this has happened to me, so there's a coding issue.
On the Numina TF, the mission "Locate Scout" bugs and refuses to complete. Kill everything in the entire mission, map out every inch of every room, and it still doesn't complete. You can see a red arrow on your minimap with question marks over it in the final room, but that's it. Nothing ever happens and there's nothing left to fight. Until it completes, you can't continue on the arc.
The first time, server load was light so GM help came right away and fixed it. This time, we didn't hear back after a while and just dropped. It's not good for the game if the signature arcs are failing and people are dropping. -
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Quote:There is quite a bit of KB in the game, but it doesn't necessarily enhance most teams. I liken it to a Controller who spams an AOE hold that leaves mobs scattered all over the place, weakening the rest of the team's AOEs in the process. He's fine and everyone's likely safe, but it's become a chore at that point. The guy spamming KBs is adding scatter, which is inefficient by nature. Teams can deal with it and survival likely won't be an issue, but it's harder with the KB character than without them. If you're not making the team better and maybe even making it worse, then what purpose are you serving?The solution is for people to realize how much knockback is in this game (and not in just certain sets) and learn to deal with it, rather than learn to avoid it.
Quote:There used to be a post a month on the Suggestions forum asking for some derivative of a -KB enhancement. This went on a good 2 years by my count..........it doesn't matter how many such threads are made, knockback is not going away from this game. People either need to find a new game, or realize this fact and work with it.
KB-unfriendly teams can work around it, but they can benefit more by adding almost anything else. KB is something that has to be catered to and worked with, where almost everything else just fits into a natural flow. There are some good KB-using players out there, the kind of guys who attack from above or at enemies already up against a wall/corner. Those are more rare than they should be, though, and even they tend to slip up from time to time. -
On a Brute, facing redside opponents, I have to say WP. I love Invuln, but it's more of a Tanker thing for me and redside does seem to have a bit more exotic damage and psi. WP's QR (preferably with Stamina, IMHO) will also help you keep Fury up by minimizing downtime.
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Quote:Like I posted before, Invuln doesn't need sets to be good. Everything gets better with them. Resistance-focused sets improve greatly with IO set bonuses to defense. Invuln has unbelievable resist where it counts most (S/L) and something less desirable elsewhere, but it has some defense to build on if you decide to go that route. If not, you've got Dull Pain and/or Unstoppable to keep you alive against the exotics.There is no doubt that IOs and Invuln go together like PB&J.
Quote:Most of these tanks are a match for the invuln in survivability, many are a match for aggro control, many have similar if not better soloability and damage output.
While I am in no way disappointed in invuln I can't in all honesty claim that it is superior to the other armor sets.
When it comes to survivability, again we get to the question of how much you really need. Invuln will be better than most due to 90% resists to 70% of incoming damage, 30% resists (or 90% if you pop Unstoppable) to 28% of incoming damage, and a great big 0% for psi (2%). That's assuming you don't either pick missions for the character or characters for the mission.
Compared to the resists for anything other than Stone, Invuln is way ahead. Softcapping is the big benefit here. You can essentially stack the defense of the Ice set onto any Tanker, to one degree or another, and it isn't difficult to softcap to S/L on any AT. Invuln is defense-friendly, being one of the easier resistance sets to softcap (Dark being the other). If you softcap just S/L on even the weakest of the primaries, you'll end up with a very durable character. It won't necessarily be durable at the extreme levels of the game, but it'll be great for 95%+ of the content out there.
One thing Invuln doesn't have is any sort of offense. It's a purely defensive set, so if you're judging them on offensive capabilities (e.g. soloability & damage output), it'll come up short. It's not a speed farming set. It's a survivability & aggro set, great for tanking. It isn't an everything set, but nothing is and nothing should be. Players looking for aggro control and survivability in a Tanker, both typical goals, do well to take Invuln. It's not necessary, but it is helpful. -
And that's really quite a bit of the issue. Get locked in on a boss and you're punchvoking all around him, but everything else is wandering away between ticks of RttC. So you've got to either pop AOEs or switch targets more often, and likely both, if you want to hold aggro.
Gauntlet taunts for 13.5s. If you're attacking normally, regardless of the weak taunt aura, you should be able to hold a spawn or two relatively easily. Taunt helps, too (big duration multiplier, but no real damage multiplier, so even it can be overcome, if I understand the mechanics correctly). Some damage AT might steal a bit of that, but that's okay. If they whomp a target with a big orange number, it makes sense that the target might pay them some attention or at least have a chance to do so. That's not a big deal. The game's aggro mechanics are already very player-friendly, so some risk is good for the game.
WP is the best survivability set in the game. I've seen a lot of talk about defense and resists, but it's that unholy regen and +hp that really makes the set shine. When Invuln Tankers used to complain about the psi hole, someone would inevitably point to Dull Pain as de facto protection against psi and everything else. WP doesn't have any holes, it gets a passive +hp boost, and it gets gobs of regen. It's easy to get over 250hp/sec, which is better than having a pocket Emp spamming Healing Aura constantly.
If WP were really a terrible set, it'd be the rarest of the choices. As is, it's one of the most common, if not the most common, in use today for Tankers, Brutes, Scrappers, and Stalkers. It is just that good for survivability and it's really easy to manage (toggle up, go kill stuff). It has one downside that can be overcome through gauntlet & taunt, one of which it gets for free on every attack and the second of which comes easily through power choices and requires no slotting.
All this said, I wouldn't be opposed to WP getting a 2 second duration on RttC's taunt. It'd still be a weak taunt aura, but at least it wouldn't have a gap. -
Isn't it about time Blasters got something that fits a "Natural" origin a bit better? Martial Arts is a melee set that seems perfect for a Blaster secondary. Has there ever been any discussion on this?
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KB doesn't work on all teams. Melee-heavy teams, AOE-heavy teams, and teams that count on a tight group will tend to be diminished overall when any meaningful KB is added to the mix. Yes, you can run into the perfect KB companion, who only knocks things into the melee characters and otherwise improves the team's efficiency. That player is kind of rare though, despite posts in this thread to the contrary.
It isn't fair to the KB-heavy character to require that they not do KB, just like it isn't fair to the non-KB characters to have to chase down their targets and bring scattered mobs back under control. Often, the best answer is for the KB-heavy character to find a more KB-friendly team. Sometimes they realize this on their own. Sometimes the team kicks them without giving them a chance.
I haven't had to kick a KB-heavy character from a team, nor has my one KB-heavy character (Warshade) ever been kicked. On the other hand, I've gotten a lot of tells complaining about KB characters on teams and I suspect those tells have happened regarding my Warshade on some PUGs. Those teams seem to disband a bit quicker than normal, too, as players get frustrated. -
Happy to include my Invuln/SS in the effort...
Invuln/SS - Capped w/ DP - Tanked Mitos, not Hami - Yes (alt build open) - @Streetlight -
Stone gives up damage and recharge. Invuln has weak resists to exotic damage and none to psi. Dark is weak to energy and doesn't have native -KB. Every set has upsides and downsides. WP's downside is that it has a weak taunt aura. It does everything else very well and still has full-strength Taunt and punchvoke. If it were to get a full-strength aura, then it needs to lose something appropriately important to make it less of an "everything" set (e.g. regen rate).
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1. Fury
2. Power Siphon
3. Against All Odds
4. ???
5. Profit!
Looking into make a new Brute and I've been avoiding both KM and SD so far. This would give me the defense I love, plus self-buffs to damage from Fury, Siphon Power, and Against All Odds. I'm a little leery about the weak (and late) AOEs from KM, but SC should help there.
Anyone out there giving this combo a shot? If so, any advice on whether or not to make the build and/or things to look out for? -
I'll second War Mace, but I'd also throw in Fire. War Mace adds great AOE and mitigation, while Fire also has AOEs, but trades mitigation for more damage. Both should be high-threat options.
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Quote:Haven't had problems with Furious Flea (Inv/SS Tank) under any circumstances (raids, TFs, whatever). He's a regular RWZ raider and absolutely invincible on the Mothership. Doesn't even have problems with Psi, thanks to slotting. That "huge amount of exotic damage" isn't all that huge, after all. Flea isn't even naturally softcapped.I suppose the ability to essentially ignore s/l damage is something of a big deal. But, does your love affair with the set remain when running the huge amount of exotic damage foes in the later hero game? I tend to run a lot of Shard, RWZ, old Maria/Tina etc. S/L does little under those conditions.
Quote:Would you be tempted to switch sets if another option came up without concept constraints and WP's anemic taunt aura?
Invuln's resistance to S/L is a huge factor. Even though you're looking at ~30% to everything else, that S/L resistance will help see you through almost any fight. The defense bonus of Invincibility scales to be at its best when potential damage is at its worst. When enemy numbers fall off and Invincibility becomes less effective, the threat to the Tanker is also reduced to the point where ~30% resist to exotic damage is sufficient. Throw in Dull Pain and Unstoppable and you have what should be a nearly unkillable character. Invuln's biggest weakness isn't really the exotic damage, it's the endurance cost and lack of an endurance builder.
I like Willpower for pure survival, especially with large quantities of lower-difficulty (+2 or less) enemies. The weak taunt aura helps survival quite a bit, since it can stand in a pack of enemies, get all the benefit of RttC, and essentially limit threat to punchvoking and taunt. It's a great set for standing next to an Invuln Tanker. It doesn't have a click heal, but you can stack a lot of +hp naturally and take advantage of that great regen. I like Unstoppable over Strength of Will, if only because it delivers on the promise of godmode. Outside of SoW, it doesn't have anything that interferes with attack chains, so it is nice for DPS builds. QR also helps characters maintain long-term power use, something that Invuln can have trouble with.
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Invuln's probably my favorite. Good defense, good resist (amazing resist to the most common damage in the game), a really nice heal/hp buff, and a long lasting godmode Tier 9. What's not to like?
You don't even need sets to make it very solid. You can do quite a bit just with SOs. For example... Click this DataLink to open the build!
With Common IOs and just a couple cheap set IOs, you get something like this... Click this DataLink to open the build!
Good stuff! -
I run a DB/WP Brute with a Common IO build. Originally, I had the attacks to pull off Attack Vitals, Weaken, and Empower. It was fun and I could cycle easily between them. Unfortunately, mobs just seemed to last too long when I was using that build. I got tired of the levelling slog and pretty much shelved the character.
I recently switched to Attack Vitals + Sweep setup and combat appears to go much smoother (still plenty fun). I get some slow animations, sure, but the damage and knockdown help. All attacks are slotted 2xAcc, 2xRech, 1xDmg, 1xEnd to help maintain combos and Fury.
I went with Tough & Weave for survivability and ditched the travel set for Ninja Run and 2-slotted Swift, Hurdle, and Sprint (run or jump at over 60mph). -
It was an exercise in expense, but this build has just about everything a pure meatshield could want. You could drop one of the GOTA 7.5 mules for Hasten to get more global recharge, but the build should have enough for a passable attack chain as it stands. Tough remains toggled off and is used only as an IO mule...
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Stone Skin -- Aegis-Psi/Status(A), ImpArm-ResPsi(11), S'fstPrt-ResDam/Def+(11), ImpArm-ResDam(13), ImpArm-ResDam/Rchg(15)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(5)
Level 2: Earth's Embrace -- ImpArm-ResPsi(A), Dct'dW-Heal/EndRdx(43), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46), Dct'dW-Rchg(46)
Level 4: Heavy Mallet -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(9)
Level 6: Mud Pots -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(36)
Level 8: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48)
Level 10: Recall Friend -- EndRdx-I(A)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(50), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(15)
Level 16: Swift -- Run-I(A), Run-I(17), Run-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), RgnTis-Regen+(19), RgnTis-Heal/EndRdx(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(31)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 24: Boxing -- Stgr-Acc/Rchg(A), Stgr-Acc/EndRdx(29)
Level 26: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam(31)
Level 28: Weave -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(29)
Level 30: Fault -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37), Amaze-ToHitDeb%(37)
Level 32: Granite Armor -- GftotA-Run+(A), LkGmblr-Def(33), LkGmblr-Rchg+(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 35: Tremor -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45)
Level 38: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Seismic Smash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 44: Rock Armor -- GftotA-Run+(A)
Level 47: Crystal Armor -- GftotA-Run+(A)
Level 49: Minerals -- GftotA-Run+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
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Agreed that no AT is necessary, but would add that the opportunity cost of choosing one AT over another can diminish a team. For instance, eight blasters can DPS their way through almost everything. Seven blasters and one tank can do so faster, more easily, and more safely. The aggro management and tightly packed groups let any team do whatever they do more efficiently and more safely.
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Tough helps a lot with everything but Stone/*, as mentioned above. Weave helps with everything, but is at its best when stacked with enough +Defense to softcap you to all three positions (melee, ranged, AOE) or at least smashing/lethal. You can get by without either. However, I'd still recommend it for any Tanker, Brute, or Scrapper and it isn't terrible for other sets if you've got the powers to burn.
Take a Fire/* Tanker with 46.8% S/L resistance (assuming 3 resistance SOs). For every 100pts of S/L he is hit with, he takes 53.2pts. Add Tough (again, with 3 resistance SOs) and that 46.8% becomes 70.2%. Now he only takes 29.8pts per 100pts dealt. Damage has been reduced by 44% by adding Tough. S/L being the most common damage, this is very useful.
Take an Invuln/* with 66.6% S/L resistance, currently being hit for 33.4pts per 100pts dealt. Add Tough and that goes up to 90% (softcapped). Now he's only taking 10pts per 100pts dealt. In this case, admittedly the extreme, S/L damage has been reduced by 70% by adding Tough.
Pure defense sets will benefit the least from it, but it's still nice there. If nothing else, it shaves off 23.4% of incoming S/L damage and serves as a prereq for Weave. -
You'd need to pop a small purple to softcap and I haven't moved the powers around to my liking, but here is a recharge-heavy build I was toying with this morning...
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(9), Aegis-ResDam/EndRdx(11), LkGmblr-Rchg+(25), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def(37), RedFtn-EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(40)
Level 4: True Grit -- ResDam-I(A), Dct'dW-Heal(40), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(43)
Level 6: Build Up -- RechRdx-I(A), AdjTgt-ToHit/Rchg(7), AdjTgt-Rchg(9)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(15), Mocking-Rchg(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(23)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21), M'Strk-Dmg/EndRdx/Rchg(23)
Level 20: Phalanx Fighting -- Ksmt-ToHit+(A), GftotA-Run+(45)
Level 22: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(45)
Level 24: Hurdle -- Jump-I(A), Jump-I(25)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(31)
Level 28: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 30: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 32: Greater Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: One with the Shield -- ResDam-I(A)
Level 41: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(45)
Level 44: Boxing -- Acc-I(A)
Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 6: Ninja Run -
Quote:The key question is whether or not you have slots to spend on an IO mule.Hi Guys,
am running a Kat/WP scrappie and have taken Boxing as a precurser to taking Tough & Weave. I have no intention of using Boxing and the first slot is lying there empty.
I have read a few of the guides that have WP as a secondary and most have Boxing/Tough/Weave and have slotted Boxing with an Accuracy or Damage IO.
Is there something more useful like a Global Proc or something that I could slot that would be of some benefit to my overall build? Use it as a mule slot.
Thanks
If you don't have the spots to spend, then my answer would depend on when you take Boxing. If you take it late, then it doesn't really need to be slotted at all (you'll have a full attack chain from other powers, even when exemplared). If that open slot bothers you or if you take it early, I'd recommend either an Accuracy IO or an Acc/Dam IO or even a Hami Nucleolus if you've got influence to burn. That way, you'll have something to fill in the attack chain when exemplared.
If you do have the slots to spend...
Accuracy: Absolute Amazement x4
Defense E/N: Pulverizing Fisticuffs x3, Pounding Slugfest x3, Stupefy x6
Defense F/C: Stagger x3, Razzle Dazzle x6
Defense S/L: Kinetic Combat x4, Razzle Dazzle x5
Defense Melee: Touch of Death x6, Razzle Dazzle x5
Defense Ranged: Mako's Bite x6, Stupefy x6
Defense AOE: Razzle Dazzle x6
Hit Points: Stupefy x3, Mako's Bite x3, Touch of Death x3, Kinetic Combat x3, Razzle Dazzle x3
Recharge: Absolute Amazement x5, Stupefy x5, Crushing Impact x5, Stagger x5
Recovery: Absolute Amazement x2, Stupefy x2, Razzle Dazzle x2
Just look at what you'd like to get in light of how many slots you have available and make your choices.
In my personal opinion, +HP is always nice on a */WP, so I'd be tempted to 3-slot Stupefy as a baseline. With a full six slots available, I might 3-slot both Stupefy and Razzle Dazzle for the +recovery and +HP.