The Private got in better shape for I7?


Brimmy

 

Posted

Alright, let's try again... would this build be a waste of a respec token to respec into following I7?

Should be far more viable in both PvE as well as PvP with the insertion of Taunt in the build again.

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Pvt. Ringkobing
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) Temp Invulnerability) DmgRes, DmgRes, DmgRes, EndRdx, EndRdx
01) Jab) Acc, Acc
02) Dull Pain) Rechg, Rechg, Rechg, Heal, Heal, Heal
04) Haymaker) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
06) Hurdle) Jump
08) Unyielding) DmgRes, DmgRes, DmgRes, EndRdx
10) Taunt) Acc, Acc, Taunt, Taunt
12) Combat Jumping) Jump
14) Super Jump) Jump
16) Health) Heal, Heal, Heal
18) Invincibility) EndRdx, DefBuf, DefBuf, DefBuf+Rechg+TH_Buf
20) Stamina) EndMod, EndMod, EndMod
22) Knockout Blow) Acc, Acc+Dmg, Dmg, Dmg, EndRdx, EndRdx
24) Air Superiority) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
26) Resist Energies) DmgRes, DmgRes, DmgRes
28) Resist Elements) DmgRes, DmgRes, DmgRes
30) Rage) Rechg, Rechg, Rechg, TH_Buf, TH_Buf, TH_Buf
32) Unstoppable) Rechg, Rechg, Rechg
35) Tough Hide) DefBuf
38) Foot Stomp) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
41) Conserve Power) Rechg, Rechg, Rechg
44) Laser Beam Eyes) Acc, Acc, Dmg, Dmg, Dmg+Range
47) Focused Accuracy) EndRdx, EndRdx, EndRdx, TH_Buf, TH_Buf, TH_Buf
49) Resist Physical Damage) DmgRes, DmgRes
---------------------------------------------
01) Sprint) Run
01) Brawl) Acc, Acc
01) Gauntlet) Empty
02) Rest) Rechg
---------------------------------------------

* Base Damage of Jab too small to prioritize slotting of.
* Hurdle replacing Swift as I understand its of overall greater use.
* Taunt included again - double slotted for Accuracy for use in PvP zones.
* ToHit Buff slots removed from Invincibility to being put to better use elsewhere.
* Air Superiority still replacing Punch due to its guaranteed knockdown.
* Damage Resistance slot removed from Unstoppable as it's already capping out.
* Defense Buff slots removed from Tough Hide to be put to better use elsewhere.
* Resist Physical Damage postponed to L50 to free up a pre-L30 power choice.
* General slotting of attacks for Endurance Reduction to reduce... endurance usage over time.

Defense
02,5% Melee/Ranged
00,0% AoE
15,5% Smash/Lethal/Fire/Cold/Energy/Negative
02,5% Toxic
00,0% Psionic

Resistances (without Unstoppable)
65,1% Smash/Lethal
27,3% Fire/Cold/Energy/Negative/Toxic
00,0% Psionic

Resistances (with Unstoppable)
135,7% Smash/Lethal
097,5% Fire/Cold/Energy/Negative/Toxic
000,0% Psionic

Recovery
2,066 EPS with TI, UY, CJ and INV running (normal combat toggles).
1,798 EPS with normal combat toggles and FA running.

Comments, suggestions, flames?


 

Posted

looks good enough to me, although personally I'd be taking RPD earlier, and using the extra slots in Brawl and Jab in Tough Hide or something.


 

Posted

Slotted brawl after the I7 toggle-drop changes? I wouldn't bother.


 

Posted

[ QUOTE ]
looks good enough to me, although personally I'd be taking RPD earlier, and using the extra slots in Brawl and Jab in Tough Hide or something.

[/ QUOTE ]
Yeah, I did start out with RPD at L1, but found it troublesome to cram in all the goodies I wanted, so left it out until L49 .

[ QUOTE ]
Slotted brawl after the I7 toggle-drop changes? I wouldn't bother.

[/ QUOTE ]
Doh! Had totally forgotten about those changes for some reason . Guess that frees up an extra slot to put somewhere .


 

Posted

I dont know about superstrength, but I dont think you need a second end redux in Temp.inv if you have 3-slotted stamina.. One more slot to put somewhere..


 

Posted

[ QUOTE ]
I dont know about superstrength, but I dont think you need a second end redux in Temp.inv if you have 3-slotted stamina.. One more slot to put somewhere..

[/ QUOTE ]
In SherkSilver's planner it's listed as costing 0,32 EPS. 1x +3 SO brings it down to 0,23 EPS and 2 +3 SOs 0,18 EPS, so I don't know . Would it be recommendable to remove one of them with that cost?


 

Posted

[ QUOTE ]
[ QUOTE ]
I dont know about superstrength, but I dont think you need a second end redux in Temp.inv if you have 3-slotted stamina.. One more slot to put somewhere..

[/ QUOTE ]
In SherkSilver's planner it's listed as costing 0,32 EPS. 1x +3 SO brings it down to 0,23 EPS and 2 +3 SOs 0,18 EPS, so I don't know . Would it be recommendable to remove one of them with that cost?

[/ QUOTE ]

Well with my current tank I have just 1 end redux in each toggle and each attack iirc, and with 3-slotted stamina i have no trouble with end, even if I use fly most of the time.. Ok, I will run out of end eventually if I fight continuously while flying, but on ground i have little trouble..

This is why I dont like messing with numbers too much, you might get the wrong picture..


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I dont know about superstrength, but I dont think you need a second end redux in Temp.inv if you have 3-slotted stamina.. One more slot to put somewhere..

[/ QUOTE ]
In SherkSilver's planner it's listed as costing 0,32 EPS. 1x +3 SO brings it down to 0,23 EPS and 2 +3 SOs 0,18 EPS, so I don't know . Would it be recommendable to remove one of them with that cost?

[/ QUOTE ]

Well with my current tank I have just 1 end redux in each toggle and each attack iirc, and with 3-slotted stamina i have no trouble with end, even if I use fly most of the time.. Ok, I will run out of end eventually if I fight continuously while flying, but on ground i have little trouble..

This is why I dont like messing with numbers too much, you might get the wrong picture..

[/ QUOTE ]

True, true - what might look awful on paper may work wonderfully in reality .

Should be able to shuffle slots around to three-slot Tough Hide.

Might change one of the endurance reductions in Knockout Blow to a recharge reduction - bringing the recharge down 7 seconds. On further inspection, the second endurance reduction SO did only chip off 3 units of endurance after all.


 

Posted

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Pvt. Ringkobing
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) Temp Invulnerability) EndRdx, DmgRes, DmgRes, DmgRes
01) Jab) Acc, Acc
02) Dull Pain) Rechg, Rechg, Rechg, Heal, Heal, Heal
04) Haymaker) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
06) Hurdle) Jump
08) Unyielding) EndRdx, DmgRes, DmgRes, DmgRes
10) Taunt) Acc, Acc, Taunt, Taunt
12) Combat Jumping) Jump
14) Super Jump) Jump
16) Health) Heal, Heal, Heal
18) Invincibility) EndRdx, DefBuf, DefBuf, DefBuf+Rechg+TH_Buf
20) Stamina) EndMod, EndMod, EndMod
22) Knockout Blow) Acc, Acc+Dmg, Dmg, Dmg, EndRdx, Rechg
24) Air Superiority) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
26) Resist Energies) DmgRes, DmgRes, DmgRes
28) Resist Elements) DmgRes, DmgRes, DmgRes
30) Rage) Rechg, Rechg, Rechg, TH_Buf, TH_Buf, TH_Buf
32) Unstoppable) Rechg, Rechg, Rechg
35) Tough Hide) DefBuf, DefBuf, DefBuf
38) Foot Stomp) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
41) Conserve Power) Rechg, Rechg, Rechg
44) Laser Beam Eyes) Acc, Acc, Dmg, Dmg, Dmg+Range
47) Focused Accuracy) EndRdx, EndRdx, EndRdx, TH_Buf, TH_Buf, TH_Buf
49) Resist Physical Damage) DmgRes, DmgRes
---------------------------------------------
01) Sprint) Run
01) Brawl) Acc
01) Gauntlet) Empty
02) Rest) Rechg
---------------------------------------------


 

Posted

Private its actually quite a nice build.

Foc acc + rage = no acc in taunt needed (i am perma rage in pvp) but i may have to have 1 acc myself. My taunt is going to 6 slots instead of 5 now. Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo but 2 acc in knockout blow is priceless so keep that.

Have taunt recharging faster with 2 recharges and keep 2 taunts as its about right.

When it comes to getting toggles back fast its the unyielding you want back asap because without that you will have no armours if held. 2 taunts in invincible will probably do more for teams in pve than a recharge and a tohit buff but I have to say though overall i like what you have done.

Footstomp, against one target in pvp, is such an end draining waste for the damage you give but against many targets its gold. Its a great way to gain attention in pve changing an acc for a recharge maybe better pve as you are hitting all targets with it more thereby cutting all targets down sooner plus knocking them up more lowering their dps.

Jab is the one power due to its recharge you could be using more than the others it has the highest end consumption rate when auto'd so 1 acc 1 end would be how i will always have it. i have invincible+foc acc+rage for additional accuracy which is more than enough.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
[...] Foc acc + rage = no acc in taunt needed (i am perma rage in pvp) but i may have to have 1 acc myself. [...]

[/ QUOTE ]
Doh! Of course. That one totally slipped my mind as well.

[ QUOTE ]
[...] Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo [...]

[/ QUOTE ]
There's only a ToHit Buff in Invincibility because it's a HO . As for FA and Rage, I just don't like going *whiff* *whiff* with my attacks, and from what I tried out in RV on Test, that's pretty much all I ever did to the villains there (could have been Eluding Stalkers, though... not sure) .

[ QUOTE ]
[...] 2 acc in knockout blow is priceless so keep that. [...]

[/ QUOTE ]
Yeah, definitely don't want to see my KO Blow go *whiff* - it's absolutely beautiful with stacked Rage !

[ QUOTE ]
[...] Have taunt recharging faster with 2 recharges and keep 2 taunts as its about right. [...]

[/ QUOTE ]
Good idea, actually. Especially since villains can just break LOS out Super Speed out of range and break Taunt that way .

[ QUOTE ]
[...] When it comes to getting toggles back fast its the unyielding you want back asap because without that you will have no armours if held. I have to say though overall i like what you have done. [...]

[/ QUOTE ]
True, true... I guess I could remove some of the ToHit Buff slots adding the least bonuses (one from each of Rage and FA or something) and put them in Unyielding as recharge reductions. It does recharge pretty slowly - especially in the heat of a battle .

[ QUOTE ]
[...] Footstomp, against one target in pvp, is such an end draining waste for the damage you give but against many targets its gold. Its a great way to gain attention in pve changing an acc for a recharge maybe better pve as you are hitting all targets with it more thereby cutting all targets down sooner plus knocking them up more lowering their dps.

[/ QUOTE ]
Yeah, only one target use I can see in PvP would be to drop a nearby Stalker out of hide before they pull off their AS (if I by accident happen to see one there - FA only reveals one layer of stealth, from what I understand).

I'll try juggling around some slots and post a revised build .


 

Posted

[ QUOTE ]
[ QUOTE ]
[...] Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo [...]

[/ QUOTE ]
There's only a ToHit Buff in Invincibility because it's a HO . As for FA and Rage, I just don't like going *whiff* *whiff* with my attacks, and from what I tried out in RV on Test, that's pretty much all I ever did to the villains there (could have been Eluding Stalkers, though... not sure) .

[/ QUOTE ]

There is only so much defense anyone can have and only so much accuracy and to hit that anyone can need to make the one with defense less effective. I am on test all the time these days and I dont miss, i pity the stalkers who dont get away.

[ QUOTE ]
[ QUOTE ]
Have taunt recharging faster with 2 recharges and keep 2 taunts as its about right.

[/ QUOTE ]
Good idea, actually. Especially since villains can just break LOS out Super Speed out of range and break Taunt that way .

[/ QUOTE ]

My concern is with PVE on that one gathering any splintered groups or pulling of mates over their heads for any reason and keeping AV's comfortably taunted as high a level as i can face them.

[ QUOTE ]
[ QUOTE ]
[...] Footstomp, against one target in pvp, is such an end draining waste for the damage you give but against many targets its gold. Its a great way to gain attention in pve changing an acc for a recharge maybe better pve as you are hitting all targets with it more thereby cutting all targets down sooner plus knocking them up more lowering their dps.

[/ QUOTE ]
Yeah, only one target use I can see in PvP would be to drop a nearby Stalker out of hide before they pull off their AS (if I by accident happen to see one there - FA only reveals one layer of stealth, from what I understand).

[/ QUOTE ]

Once some are in a certain range of me i see them so yeah it appears too its basically cos i'm typing something to someone i get AS'd. I basically dont stand still otherwise. The highest AS i have had in RV so far was about 1000pts he had build up and popped a couple of rages i believe, hardly a threat at all.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Pvt. Ringkobing
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) Temp Invulnerability) EndRdx, DmgRes, DmgRes, DmgRes
01) Jab) Acc
02) Dull Pain) Rechg, Rechg, Rechg, Heal, Heal, Heal
04) Haymaker) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
06) Hurdle) Jump
08) Unyielding) EndRdx, DmgRes, DmgRes, DmgRes, Rechg, Rechg
10) Taunt) Acc, Taunt, Taunt, Rechg, Rechg
12) Combat Jumping) Jump
14) Super Jump) Jump
16) Health) Heal, Heal, Heal
18) Invincibility) EndRdx, DefBuf, DefBuf, DefBuf+Rechg+TH_Buf
20) Stamina) EndMod, EndMod, EndMod
22) Knockout Blow) Acc, Acc+Dmg, Dmg, Dmg, EndRdx, Rechg
24) Air Superiority) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
26) Resist Energies) DmgRes, DmgRes, DmgRes
28) Resist Elements) DmgRes, DmgRes, DmgRes
30) Rage) Rechg, Rechg, Rechg, TH_Buf, TH_Buf, TH_Buf
32) Unstoppable) Rechg, Rechg, Rechg
35) Tough Hide) DefBuf, DefBuf, DefBuf
38) Foot Stomp) Acc, Dmg, Dmg, Dmg, EndRdx, Rechg
41) Conserve Power) Rechg, Rechg, Rechg
44) Laser Beam Eyes) Acc, Acc, Dmg, Dmg, Dmg+Range
47) Focused Accuracy) EndRdx, EndRdx, EndRdx
49) Resist Physical Damage) DmgRes, DmgRes, DmgRes
---------------------------------------------
01) Sprint) Run
01) Brawl) Acc
01) Gauntlet) Empty
02) Rest) Rechg
---------------------------------------------


Decided to keep the ToHit Buffs in Rage because it has the highest base buff with 50%, which goes up to a lovely 78% three-slotted.

* Removed the Accuracy enhancement from Jab and ToHit Buffs in Focused Accuracy.
* * Put one slot and changed one Accuracy in Taunt to recharges.
* * Put two slots in Unyielding as recharges.
* * * Reduced recharge of both powers from 10 seconds to 6 seconds.
* * Put one slot in RPD.
* Changed one accuracy in Foot Stomp to recharge reduction. It does have an awful long recharge.


Probably missed something .


 

Posted

[ QUOTE ]

[ QUOTE ]
[...] Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo [...]

[/ QUOTE ]
There's only a ToHit Buff in Invincibility because it's a HO .

[/ QUOTE ]Hero builder allows you to place HO's you know


 

Posted

[ QUOTE ]
[ QUOTE ]

[ QUOTE ]
[...] Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo [...]

[/ QUOTE ]
There's only a ToHit Buff in Invincibility because it's a HO .

[/ QUOTE ]Hero builder allows you to place HO's you know

[/ QUOTE ]
Yeah, but unless you have an "intimate relationship" with the names of the HOs , it's easier to understand if you write it as I did - at least I think so .


 

Posted

[ QUOTE ]

Decided to keep the ToHit Buffs in Rage because it has the highest base buff with 50%, which goes up to a lovely 78% three-slotted.

[/ QUOTE ]

It is not 50%, I don't know where they got the 50% from the hero planners but from running about 5 mission with Herostats on my Brute it is in the 20-25% range, 50% would mean unenhanced powers would be capped to 95% even against purple minions which is certainly not the case. On my tanker I still miss occasionally and I run perma-Rage so I expect it is the same as the brute.

However FA + Rage gives you more than 50% to hit buff which is pretty extreme, effectively negating any defensive powerset in PvP.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
[ QUOTE ]

Decided to keep the ToHit Buffs in Rage because it has the highest base buff with 50%, which goes up to a lovely 78% three-slotted.

[/ QUOTE ]

It is not 50%, I don't know where they got the 50% from the hero planners but from running about 5 mission with Herostats on my Brute it is in the 20-25% range, 50% would mean unenhanced powers would be capped to 95% even against purple minions which is certainly not the case. On my tanker I still miss occasionally and I run perma-Rage so I expect it is the same as the brute.

However FA + Rage gives you more than 50% to hit buff which is pretty extreme, effectively negating any defensive powerset in PvP.

[/ QUOTE ]
So the buff of FA and Rage is about the same... duly noted .

I think I'll keep the enhancements in Rage, though .


 

Posted

[ QUOTE ]

So the buff of FA and Rage is about the same... duly noted .

I think I'll keep the enhancements in Rage, though .

[/ QUOTE ]
Yes, good plan, after all you get Rage earlier.

There is a possibility that FA is 25% and Rage is only 20% but even so I still think it is worth putting the ToHit Buffs in Rage.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
Yes, good plan, after all you get Rage earlier.

[/ QUOTE ]

Its a fair enough good point that i didnt see, seeing as i havent really pvped that much in warburg. Usually it was with people interfering with my badge hunting plans.

My tank does do pve and pvp at times (Recluses Victory on test mainly now) but i cant go all out slotting for pvp although having the slots would be nice but my priorities are a little different much more pve.

i personally wonder if the accuracy buff in rage is scaleable to how many accuracy (slots) buffs you have anyway but ive always used it for damage purposes.

Note to Private: rather than 3 end reduxes on foc acc it may be better taking the 3rd and putting it on temp invulnerability to get overall lower end usage. (A type of observation i think ive got from one of unthings tips before.)


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
10) Taunt) Acc, Acc, Taunt, Taunt

[/ QUOTE ]

Accuracies on taunt?!?!?? whats up with that, its a "auto hit" power anyways


@EU Brimmy - Union and Exalted servers

 

Posted

[ QUOTE ]
[ QUOTE ]
10) Taunt) Acc, Acc, Taunt, Taunt

[/ QUOTE ]

Accuracies on taunt?!?!?? whats up with that, its a "auto hit" power anyways

[/ QUOTE ]
Not in PvP.


 

Posted

isnt it? the times i've been in Arena with my friends its been working as it would against the npc's... hmm.. ah well, nvm then


@EU Brimmy - Union and Exalted servers

 

Posted

[ QUOTE ]
isnt it? the times i've been in Arena with my friends its been working as it would against the npc's... hmm.. ah well, nvm then

[/ QUOTE ]
As I understand it, Taunt - as it is now - has a base ToHit of 50% in Arena/PvP with a 50% chance of applying a lowered duration Taunt effect on the target.

I7 allows slotting of Accuracy to increase the 50% ToHit chance.

You were probably just lucky it always seemed to work for you .


 

Posted

On further inspection, moving one of the endurance reductions from FA back to the initial slotting of TI might indeed be a better idea.

The third enhancement in FA brings it down 0,04 EPS (from 0,34 to 0,30 EPS).
The third enhancement in TI brings it down 0,05 EPS (from 0,23 to 0,18 EPS).
(Hammerfall's probably still right here with the math )
(Especially since the FA drain is still bigger than TI)

Though, TI will be used MUCH more than FA (only sporadically in Recluse's Victory, where I also have Conserve Power to migate some of the drain), it's better over time .



 

Posted

just one question, i saw that youve put in air superiority, why did you take that instead of punch? thought about it and couldnt come to terms with it, since both powers iirc have moderate damage, knockdown, about the same recharge and punch actually have a chance to disorient. you like the looks dont ya?


@EU Brimmy - Union and Exalted servers