How to build Superman v3.0 & Inv/SS+ Guide
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I think he was saying Havok's build is fun. His thread starts directly off Havok's opening post. Ah Havok, I adore him! I agree, we have all loved tweaking Havok's build to suit our own needs. Very fun to play with!
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Havok, gone but not forgotten...
The Kronos has a hold n00b!
Not forgotten at all! Hell, I hop over to the DDO boards every once in a while just to say hello to him!
I have decided I will still play Kara. I don't want her falling behind. This is my proposed respec build once I hit 35 or so. I plan to drop Taunt for Teleport Foe (It pulls, even on a miss, and can help if I ever PVP) and takes a slot from Resist Elements and Resist Energies to give 2 health for Dull Pain. Basically, keep it up permanently and make it heal more. I am leery of giving up Taunt for Teleport Foe, but TP Foe has a better range and really pisses the bad guys off. Further, it might be good for teaching a friend a lesson in the Arena. He was mocking tankers saying his blaster could stay out of range, snipe, teleport away, etc while our resists are toast in I5.
Target blaster, ready attack, rage, cast TP Foe, and KIMMIE SMASH! In theory.
I'm not a taunt bot. This is Issue 5, so grab a FF and Sonic type. I am a scrapper with punchvoke instead of crits.
Kara Lokison's proposed build.
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01)
01 : Temp Invulnerability damres(01)
02 : Punch dam(02) dam(5) dam(3) dam(3) dam(39) dam(36)
04 : Dull Pain recred(04) recred(5) recred(7) recred(7) hel(33) hel(36)
06 : Air Superiority dam(06) dam(9) dam(9) dam(40) dam(40) dam(36)
08 : Unyielding damres(08) damres(11) damres(11) damres(17) damres(17) damres(40)
10 : Swift runspd(10)
12 : Haymaker dam(12) dam(13) dam(13) dam(37) dam(46) dam(46)
14 : Hover fltspd(14) fltspd(15) fltspd(15) fltspd(39) fltspd(39)
16 : Health hel(16)
18 : Invincibility defbuf(18) thtbuf(19) thtbuf(19) defbuf(45) defbuf(45) defbuf(34)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Knockout Blow endred(22) dam(43) dam(46) dam(50) dam(37) dam(37)
24 : Hasten recred(24) recred(25) recred(27) recred(27) recred(29) recred(29)
26 : Teleport Foe acc(26)
28 : Rage recred(28)
30 : Resist Energies damres(30) damres(31) damres(31) damres(31) damres(33)
32 : Resist Elements damres(32) damres(33) damres(34) damres(34) damres(50)
35 : Super Speed runspd(35)
38 : Foot Stomp endred(38) dam(48) dam(48) dam(48) dam(50) dam(45)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Resist Physical Damage damres(44)
47 : Laser Beam Eyes dam(47)
49 : Unstoppable recred(49)
-------------------------------------------
01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
Unless they tweak numbers further, you might consider (and try it on Test to see if you like it) taking slots away from Resist Elements/Energies. Some are saying they're skipping those powers altogether, but I'm still on the fence about it. Regardless, as low as those are right now, slotting isn't going improve them much. Instead, pour these into attacks elsewhere, or pool powers which provide def/res boosts.
Now, I can see some spots those slots could go. But if you wanted truly wild, you could consider slotting up Swift. Odd, I know, but I read somewhere that fully slotted Swift is near to the same speed as unslotted Superspeed. Without the supression. I haven't experimented with this, but would like to, sometime.
Anyway, right now you're looking at 22.8% defense to everything except toxic and psionics, 90% resistance to S/L, and 60% to E/N/F/C, and 20% toxic. That's using Havok's spreadsheets of DOOOOOOOM! and adjusted numbers. Dropping the extra slots from resistance to energies and elements only drops that 60% to 56%. Dropping those powers entirely drops it to 47% (it's 7.5% with one +3 SO). So, I don't think it'd hurt not to slot them, but it is significant just to have the power.
In balance, Weave might wind up being an Inv tankers friend. Leaves a bitter taste in my mouth, but it'd be a massive boost to our defense would reduce minions to the base 5%. I hear it's also heavy in End cost. Maneuvers would not do as well, but probably be more cost effective.
Anyhoo...that's some thoughts off the top of my head. I'm looking over my build now, and ought to have something up here soon.
Hero14
SS/INV Tanker on Virtue
Superman Returns (INV/SS Guide for I8)
Looking now at dropping the slots from Resist Energies and Resist Elements, giving Hover a 6th slot, maxing Health at 6 slots (ugh!), and placing the last 2 slots into Rage (either all 3 for recharge, or one for To-Hit). Equally tempted to move two slots (likely from Health) to Teleport Foe as End Red and Range.
Who'd have though we'd be forced to become scrappers with punchvoke? Not me.
Here is my tentative stay alive in I5 build. Still considering the Fighting pool, but not yet. For now I will takes Statesman's advice to herd my own posse of 12 minions (or less with DEF slotting) and call myself a gasta rapper. I will respec to this at 35 (currently using Fly for travel at 28, otherwise same build).
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01)
01 : Temp Invulnerability damres(01)
02 : Punch dam(02) dam(5) dam(3) dam(3) dam(39) dam(36)
04 : Dull Pain recred(04) recred(5) recred(7) recred(7) hel(33) hel(36)
06 : Air Superiority dam(06) dam(9) dam(9) dam(40) dam(40) dam(36)
08 : Unyielding damres(08) damres(11) damres(11) damres(17) damres(17) damres(40)
10 : Swift runspd(10)
12 : Haymaker dam(12) dam(13) dam(13) dam(37) dam(46) dam(46)
14 : Hover fltspd(14) fltspd(15) fltspd(15) fltspd(39) fltspd(39) fltspd(31)
16 : Health hel(16) hel(33) hel(33) hel(34)
18 : Invincibility defbuf(18) thtbuf(19) thtbuf(19) defbuf(45) defbuf(45) defbuf(34)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Knockout Blow endred(22) dam(43) dam(46) dam(50) dam(37) dam(37)
24 : Hasten recred(24) recred(25) recred(27) recred(27) recred(29) recred(29)
26 : Teleport Foe acc(26) endred(34) rng(50)
28 : Rage recred(28) recred(31) thtbuf(31)
30 : Resist Energies damres(30)
32 : Resist Elements damres(32)
35 : Super Speed runspd(35)
38 : Foot Stomp endred(38) dam(48) dam(48) dam(48) dam(50) dam(45)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Resist Physical Damage damres(44)
47 : Laser Beam Eyes dam(47)
49 : Unstoppable recred(49)
-------------------------------------------
01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
My reasoning for TP Foe vice Taunt is that even when it misses, it draws aggro from 200' base range. In addition, with PVP coming, I want to smash cocky blasters who try to TP Nova me. A friend and I have been discussing tactics for PVP between us, he with his En/EM build vs. Kara, and he has been working on TPing in to Nova. Plan is to target, summon, SMASH, STOMP, SMASH, and repeat. Not sure how TP Foe works in PVP, but I really like this idea.
I want to increase my healing rate, make Perma DP even better, and make Rage come up a bit faster with ACC buff. I am Kimmie, and this is my I5 Scranker!
Expect further tweaks as I5 goes live and has rollbacks. As usual, please ignore when slots are taken.
So, I've whipped up a new build for I5 now. My previous build only used Flight and Fitness, and now I'm adding Leadership and Superspeed. I've also dropped "Resist x Damage" powers entirely from this build...I just don't see the cost-effectiveness anymore. Instead, I've...hold yourselves...picked up Tough Hide and Manuvers instead. With those, and Invince slotted for defense buffing, my defense ought to be around 42% with +2 SOs. My S/L resistance is NOT maxed here, but really only one slot from it. I could move a slot into TI to fix this, but again, not feeling inclined. With the changes in I5, I'm betting more on defense to help me out. So, my S/L resistance is around 82%, elemental/enegry at 46%, and toxic at 20%.
This build has maxed out attacks (save for LBE), boosted by perma-rage, Tactics and Assault. Health is unslotted, but I do have perma-dull pain going on with Hasten. And that is the other side of this build, strong attacks with Hasten mean I'll be trying to end a fight as fast as possible. Solo, I'll probably only run Manuvers for defense, but in groups I can slow down my attacks and boost others with Tactics and Assault. Yes, my defense slots went into Tough Hide instead of Manuevers, because Manuevers can be turned off. TH is always with me. I can't buff my friends if I'm down.
Other extra notes: six-slotted Hover instead of Flight this time, for the def bonus and because I'm learning how evil supression really is. Esp with toggles. I envy Kimmie's use of TP Foe for PvP battles, but I don't PvP much...heck, I don't even keep Brawl in my attack chain. I did find supression is a killer in PvP, more so than PvE.
Any thoughts or comments, I encourage them. I'm trying to achieve a balanced solo/team build here, without gimping myself (I5 has done enough damage).
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01)
01 : Temp Invulnerability damres(01)
02 : Punch dam(02) dam(3) dam(3) dam(34) dam(40) dam(45)
04 : Dull Pain recred(04) recred(5) recred(5) recred(34)
06 : Air Superiority dam(06) dam(7) dam(7) dam(33) dam(37) dam(45)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(11) damres(13)
10 : Swift runspd(10)
12 : Haymaker dam(12) dam(13) dam(17) dam(33) dam(37) dam(43)
14 : Hover fltspd(14) fltspd(15) fltspd(15) fltspd(17) fltspd(34) fltspd(40)
16 : Health hel(16)
18 : Invincibility defbuf(18) defbuf(19) defbuf(19) defbuf(36)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Knockout Blow dam(22) dam(25) dam(29) dam(33) dam(37) dam(43)
24 : Hasten recred(24) recred(27) recred(27) recred(31) recred(31) recred(31)
26 : Maneuvers endred(26) defbuf(50)
28 : Rage recred(28) recred(29)
30 : Tough Hide defbuf(30) defbuf(36) defbuf(36) defbuf(46) defbuf(48) defbuf(50)
32 : Tactics endred(32) thtbuf(50)
35 : Super Speed runspd(35)
38 : Foot Stomp dam(38) dam(39) dam(39) dam(39) dam(40) dam(43)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(46) recred(46)
44 : Laser Beam Eyes dam(44) dam(45) dam(48) dam(48)
47 : Assault endred(47)
49 : Unstoppable recred(49)
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01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
Hero14
SS/INV Tanker on Virtue
Superman Returns (INV/SS Guide for I8)
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With the changes in I5, I'm betting more on defense to help me out. So, my S/L resistance is around 82%, elemental/enegry at 46%, and toxic at 20%.
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You may want to check out this thread.
I think some of the numbers you are using are incorrect.
<ul type="square">[*] With 30% from TI and 5% from Unyielding, you will have about 47% S/L resistance.[*] With 10% from Unyielding, you will have about 22% Ele/Ener reistance.[*] With 5% from Unyielding, you will have about 11% Tox resistance.[/list]Not criticizing er anythin', jus' wanted to give you guys a heads up on the tested numbers in the Training Room.
Greetings all!
I'm new around here, and decided to use this build as a tutorial to the game to help me learn the ropes of grouping, how various game mechanics work, etc. etc.
I've read most of this thread, and have one simple question: Is this Build still viable after I5? I don't really care about it being optimized as I am just learning, but is it still all-around playable?
Thanks in advance,
-Insectar-
Yup, yup. I'm using one of Havok's Ultimates Spreadsheets to calculate my values, based on my planned slotting using +2 SOs (which, I'm a thinking, is the same as an SO++). However, on double checking I did notice my value for Unyielding was off (20% instead of 10%), so I've corrected it. I've been combing the forums, using the values I find. BuffyASummer's notes are the best I've seen.
Anyhoo, my corrected numbers are 60% S/L, 23% Energies and Elements, and 10% toxic. Yikes. I might need to move some slots into TI to balance things. Thing is, I know I can't do anything for the RxD's...I just can't spare the slots. But if nothing else, S/L needs to be as high as possible.
Thanks for catching that.
Hero14
SS/INV Tanker on Virtue
Superman Returns (INV/SS Guide for I8)
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Greetings all!
I'm new around here, and decided to use this build as a tutorial to the game to help me learn the ropes of grouping, how various game mechanics work, etc. etc.
I've read most of this thread, and have one simple question: Is this Build still viable after I5? I don't really care about it being optimized as I am just learning, but is it still all-around playable?
Thanks in advance,
-Insectar-
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Havoc's original build ought to still be playable. It's always been well rounded, and will continue to work in I5 so long as you're willing to accept the Developer's revised ideas of how to play a tanker. Many of us feel that vision is too limiting, and we want to hold on to the variety we had before, so we're proposing new builds to try and regain a sense of what we had before.
Hero14
SS/INV Tanker on Virtue
Superman Returns (INV/SS Guide for I8)
[ QUOTE ]
Greetings all!
I'm new around here, and decided to use this build as a tutorial to the game to help me learn the ropes of grouping, how various game mechanics work, etc. etc.
I've read most of this thread, and have one simple question: Is this Build still viable after I5? I don't really care about it being optimized as I am just learning, but is it still all-around playable?
Thanks in advance,
-Insectar-
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You talkin' 'bout Havok's build on the first page?
As is, after I5, that build will be very different. Smashing/Lethal resists (most common) will be almost halved and Elemental/Energy resists will be almost thirded. That's quite a change in playability.
Remember that after I5 you will earn a free respec (re-specification), which will enable you to change your powers and slotting. So you don't have to worry about your current build will shape up in I5; you will have the opportunity to correct it.
What would I do to Havok's build to make it more playable in I5?
I would 6-slot Temporary Invulnerability with damres enhancers in order to cap my S/L resistances at (or near) 90%. I would 6-slot Invincibility with defbuffs because you will now need to rely more on defense due to the lack of Ele/Ener resists.
Where would I get those extra slots from? Resist Elements and Resist Energies. At a base resistance 7.5%, it's hardly worth spending 10 slots to fill them right up with slots.
OK, after Capn_Canadian pointed out my superior math skills I tossed the build and started from scratch. Back to my current build order, with modifications. So, here's attempt #2. This time, hoping the math holds (I double checked my I5 values), my S/L resistance is up to 95.2% (capped to 90), energy/elements is 33%, and toxic holds on at 10%. Gods, I'm going to hate zombie vomit now. Defenses is a more modest 34%. I'm torn...I could boost that by moving slots from TH or Manuevers to Invinc, but that requires mobs in range. Havoc's spreadsheet is assuming 3 mobs right now. I don't want to have to keep herds of mob-cattle around me at all times, so I've leaned a bit more on TH. Y'all think that's OK? Should I move 'em back to Invinc? At 3 mobs, moving two slots would boost my defense up to 37%..but as the number of mobs goes up, so would that defense, and faster than what I have down now. Ah...numbers, numbers. I'm just not the number cruncher Havoc is.
Oh, and I put Resist Energy and Resist Elements back in. Unslotted, because at their low numbers it isn't really worth it, but the base 7.5 goes up to 9ish with a +3SO, so that's definitly nothing to sneeze at.
Hero14
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01) dam(5) dam(36) dam(42)
01 : Temp Invulnerability damres(01) damres(3) damres(3) damres(11) damres(15) damres(36)
02 : Punch dam(02) dam(5) dam(34) dam(42)
04 : Dull Pain recred(04) recred(7) recred(7)
06 : Resist Elements damres(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(15) damres(36)
10 : Haymaker endred(10) dam(13) dam(17) dam(34) dam(42) dam(50)
12 : Hover fltspd(12) fltspd(13) fltspd(17) fltspd(40) fltspd(40) fltspd(40)
14 : Hurdle jmp(14)
16 : Health hel(16)
18 : Invincibility defbuf(18) defbuf(19) defbuf(19)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Resist Energies damres(22)
24 : Knockout Blow endred(24) dam(25) dam(34) dam(43) dam(43) dam(50)
26 : Tough Hide defbuf(26) defbuf(27) defbuf(27) defbuf(37) defbuf(37)
28 : Rage recred(28) recred(29) recred(29)
30 : Hasten recred(30) recred(31) recred(31) recred(31) recred(33) recred(33)
32 : Super Speed runspd(32) runspd(33)
35 : Maneuvers endred(35) defbuf(37) defbuf(46)
38 : Foot Stomp endred(38) dam(39) dam(39) dam(39) dam(43) dam(50)
41 : Assault endred(41)
44 : Conserve Power recred(44) recred(45) recred(45) recred(45) recred(46) recred(46)
47 : Laser Beam Eyes dam(47) dam(48) dam(48) dam(48)
49 : Unstoppable recred(49)
-------------------------------------------
01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
Hero14
SS/INV Tanker on Virtue
Superman Returns (INV/SS Guide for I8)
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This time, hoping the math holds (I double checked my I5 values), my S/L resistance is up to 95.2% (capped to 90), energy/elements is 33%, and toxic holds on at 10%. Gods, I'm going to have zombie vomit now.
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Not to mention that Devoured spit is Toxic too, I believe; thank God there's only a few of them in most DE missions instead of the hordes of Zombies you see in the lower levels.
Good luck, Hero, and remember that Star, Styg, and I are going to try our best to help you make it to 50!
Insectar, yes, Havok's build is very very good and well rounded. You've come around during a time of change, so we are trying to salvage aspects of this build now that it will no longer even come close to maxing Resistances. For I4, this build was perfect for making a tanker who could also do damage and feel heroic. With I5, our Defense/Resistances/Taunt all take hits, and we are trying to figure out how best to adjust for them.
Havok's build remains a great basis!
Statesman says we need to herd our own posse of 12 minions to get our Defenses back to where they were in I4, and just a few more will max Invincibility's DEF boost. My build has 4 slots for DEF in the hopes of hitting that cap a bit sooner for when I need to thin my posse out.
Welcome to the "'Do not herd, except you guys over there who need to herd 12 now. Good luck doing that! I love you guys, really, don't you feel it?' - Statesman" era.
'Welcome to the "'Do not herd, except you guys over there who need to herd 12 now. Good luck doing that! I love you guys, really, don't you feel it?' - Statesman" era.'
~A
I'm definitely becoming a fan of the 6-slotted health camp, myself.
What's Havok's forum name on DDO? I'm there as greyhawke115. Unfortunately didn't make the first alpha, but here's hoping for soon . I was actually encouraged that they pushed out the release date.
Havok is Havok there, while I'm SvZurich there.
There is something to be said for keeping it simple.
Kimmie, who also didn't make first Alpha, and doubts I will make it into CoV's Beta before the pre-order CoV key gets me in. Annoying as I failed to make the CoH and WoW betas last year, and almost didn't buy those games as a result.
Just retweaked my build for I5, this time deciding I will keep Taunt and Fly, yet still add in TP Foe. Yes, I am violating the Supergirl build a bit, but I5 won't let Kara be as tough as she needs to be to wear the name Supergirl.
I dropped RPD and Superspeed. Sacrilegious, yes, but my S/L resistance is high enough for my tastes, and I can heal whatever cuts I receive. I am nearly maxing both hover and health, keeping fly, and moving up Unstoppable. I could easily drop a slot from Hover or Health to add another recharge to Rage.
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01)
01 : Temp Invulnerability damres(01)
02 : Punch dam(02) dam(3) dam(3) dam(5) dam(17) dam(37)
04 : Dull Pain recred(04) recred(5) recred(29) recred(29) hel(50) hel(50)
06 : Air Superiority dam(06) dam(7) dam(7) dam(9) dam(17) dam(37)
08 : Unyielding damres(08) damres(9) damres(11) damres(11) damres(13) damres(13)
10 : Hurdle jmp(10)
12 : Haymaker dam(12) dam(15) dam(15) dam(34) dam(37) dam(40)
14 : Fly fltspd(14) fltspd(34) fltspd(34)
16 : Health hel(16) hel(46) hel(46) hel(48) hel(50)
18 : Invincibility defbuf(18) thtbuf(19) thtbuf(19) defbuf(33) defbuf(33) defbuf(33)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Knockout Blow endred(22) dam(36) dam(36) dam(36) dam(43) dam(45)
24 : Hasten recred(24) recred(25) recred(27) recred(27) recred(31) recred(31)
26 : Taunt recred(26)
28 : Rage recred(28) thtbuf(31)
30 : Resist Energies damres(30)
32 : Resist Elements damres(32)
35 : Hover fltspd(35) fltspd(45) fltspd(45) fltspd(46) fltspd(48)
38 : Foot Stomp endred(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Teleport Foe endred(44) rng(48)
47 : Unstoppable recred(47)
49 : Laser Beam Eyes defdbf(49)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
Great guide
Kimmie, this looks like a good I5 build. But I would pull the 2 To Hit Buffs in Invincibility & replace them with DEF Buffs. Maxing out Invincibility's per mob DEF buff is the most effective damage mitigation available in I5. The per mob ACC Buff from Invincibility was lowered on Test & Rage by itself should provide all of the ACC-boosting you need in I5, generating a 60% ACC Buff. If you feel the need for more ACC, slot additional To Hit Buffs in Rage. But if you stick to the Devs' intent in I5 & fight mostly even cons or thereabouts, you won't need that much additional ACC. Havok had it in his I4 build in order to fight purples effectively. That likely won't be as much of an option in I5.
Liberty
Mister Mass - 50 Inv/SS/NRG Mut Tank [1236]
Doc Willpower - 50 Grav/FF/Psi Mag Controller
Baron Wonder - 50 SS/Elec/Mu Mag Brute
Sound Bight - 50 Son/Son/Mu Tech Corrupter
Thank you! I actually am considering replacing the To-Hits in Invincibility with DEF when I hit 32 (29 now, still saving up for level 35 SOs). I am also toying with the option of pulling another slot from both Hover and Health to add to Rage as more ACC slots.
Currently on Live, I can ignore Forcefields on Rikti drones and Sky Raiders, and still hit purples often. With I5, purples will be BAD so DEF would be the best payoff for Invincibility. My only question now is whether or not Rage is good enough for hitting often with 1 ACC slotted.
Kara won't have to respec at all for this build. The powers I needed to strip slots from are still ahead of her, so I can hoard my respecs for rollbacks/tweaks/I6. My I5 goal is to be well rounded for all challenges by maximizing diverse abilities. I think this build is a very good base for that.
Thank you again! Off to quest for 32 to switch slots over!
Just curious but how's come you go with hover so late in the game and then add more slots to it instead of fly?
That is all that matters! So long as your toon is fun to play for yourself, you win! I am hoping to find a happy I5 medium to play as well. So far, Kara is being kept, Skadi is gearing up for Ice blaster controlling, and Hela is working to recreate Kara's playstyle as a scrapper in I5.
I love being able to shrug off hits and wear the foes down. I love protecting any teammates. I love soloing! If Kara can still do all of the above under I5 and be viable, I will play her adorable self!
If not, a controlling Ice blaster and a Dark Armor scrapper should still be viable.
I still prefer Kara, but don't want to get too attached to her before she is taken away by the changes. Would rather get the alts up to around 14 or 20 by then.