How Will You Alpha?
I've suddenly realized that if I take the Defense Alpha on some of the builds I have soft-capped, I can free up at least one slot in every defense power. As 25% Defense IO + 15% Def/globalrecharge and the 20% from the alpha should come up to 60% Def enhancement including the ED cap bypass.
Edit: I really want to see how the level shift works though, from what I've read the new TF/SFs are only accesible for someone who's unlocked the alpha-slot, and suggested to be only attempted by those who are Incarnate Whether this means the basic incarnates without the level shift, or for whatever level of incarnate can be achieved without doing those TF/SFs (From the obtainable list, I'm guessing the one talking about praetoria means from the taskforces set in that area).
I'm also curious to see how the level-shift effects the HP cap and regeneration, as those numbers typically increase as you level up.
I've suddenly realized that if I take the Defense Alpha on some of the builds I have soft-capped, I can free up at least one slot in every defense power. As 25% Defense IO + 15% Def/globalrecharge and the 20% from the alpha should come up to 60% Def enhancement including the ED cap bypass.
Edit: I really want to see how the level shift works though, from what I've read the new TF/SFs are only accesible for someone who's unlocked the alpha-slot, and suggested to be only attempted by those who are Incarnate Whether this means the basic incarnates without the level shift, or for whatever level of incarnate can be achieved without doing those TF/SFs (From the obtainable list, I'm guessing the one talking about praetoria means from the taskforces set in that area). I'm also curious to see how the level-shift effects the HP cap and regeneration, as those numbers typically increase as you level up. |
Anyway, I'm not really going to adjust any of my builds for sub-50 play with this. I still want to be able to exemp well. Basically, my Incarnate stuff is to add on to what I already have, or round out parts of my builds that I have now. I've really only gone to the trouble to have one alt build to go to for my main... not really wanting to do that for all of my characters.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Well, remember that these buffs are only available at 50. So I'm guessing when we start seeing some of the new Incarnate content, putting your defense well beyond the cap might be of interest, higher resists, etc. Hard to say at this point.
The Resistance mobs in the new Maria Jenkins arc all have Targeting Drone, so having higher than 45% defense against them would be helpful, for instance. Though I hope that new mobs aren't as annoying as they are. |
An Offensive Guide to Ice Melee
...how WILL I alpha?
I consult the hivemind for an opinion.
Here's a new project I'm tinkering with. WP/fire, aiming at being 'moderate to excellent' at most things, but absolutely top-shelf on nothing. So, high but not insane defenses, high but not insane attacks, high but not insane recharge, etc.
In this sort of a build, how should I alpha?
Click this DataLink to open the build!
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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.
How will I alpha?
To start: 33% Recharge / 33% Heal
Goal: 45% Recharge / 33% Heal / +1 LS [i20]
The stun portion is useless to me, but I don't care.
Think I'm going Cardiac on my Fire/Fire build for now. Eventually, I'll put together a Spiritual to have options there. But ugh, that will take a long time to do, I'm sure.
The other part of this decision is... what characters will you do this for? It will take quite some time to Rare and Very Rare levels with this (heh, the writer in me hates that "very." Either something is rare, or it isn't!), so I'm probably going to have to pick one Tank, one Scrapper, and one Blaster for now. Probably my Earth/Storm Controller eventually as well. I'm sure most (and the devs) would love to do this for all their characters, but it will take quite some time. Though maybe not... Castle said about 6-10 months ago that the Incarnate system would require some hard decisions from us. |
This...
which toons to play more and further sink time into. My rad/rad defender, fire/storm corruptor, and stone/fire tank will get the alpha. My fire/ice will just for badge purposes.
scrappers... my spines/invuln and fire/wp if I get around to it. But I dont see my self sinking the time for more. My ss/wp and ss/sd brutes are fun, but not my normal TF toons. Same with my sd/fire tank and ice/stone tank. Too many other toons to list out...
YMMV---IMO
Ice Ember
I don't know. I was leaning to Cardiac to get End/Resist, but that only adds 7% Smashing/Lethal and 3% everything else. So it's not enough to even cap Smashing and Lethal Resistance unless you have Tough, and if you have tough, you don't need the extra 20% that Cardiac gives.
Similarly, not going to see much from Nerve.
I don't know. I was leaning to Cardiac to get End/Resist, but that only adds 7% Smashing/Lethal and 3% everything else. So it's not enough to even cap Smashing and Lethal Resistance unless you have Tough, and if you have tough, you don't need the extra 20% that Cardiac gives.
Similarly, not going to see much from Nerve. |
But yeah, on a Tanker it's at its best if you're just a little short of the softcap - a nice alternative to the Glad Armor 3%, or possibly a complement. And extra accuracy is always good if you're going to be wailing on 54s.
Well, Radial Nerve looks positively nutty on a /Cold or /FF Controller. 95% to-hit against nearly everything, longer holds, better defense buffs...
But yeah, on a Tanker it's at its best if you're just a little short of the softcap - a nice alternative to the Glad Armor 3%, or possibly a complement. And extra accuracy is always good if you're going to be wailing on 54s. |
Why not just get more recharge so you can have sleet up more frequently (not that it's really down, but... there are lots of really juicy powers that /cold has) ?
Yeah. I think this is one case where Invulnerability just having a little bit of everything doesn't work in its favor. And since the set is primarily passives and toggles, Spiritual isn't a huge thing for the set either. Dull Pain currently recharges in 150 seconds right now, so it's got 20 seconds of down time. With Spiritual Core Paragon, it would recharge in about 132 seconds. That is a full 18 seconds faster. My Dull Pain currently heals for 80.6% of my health and adds 59.5% to my maximum health. It would go to healing 90.6% of my health and adding 65.2% to my maximum health.
The 80.6% is 1510.43 Health, the 90.6% is 1694.16 Health. I'm not sure what the new health cap is for tankers, so it's possible that I won't hit the cap anymore with the 59.5% (Edit: After checking the new health cap, I still hit it with just the 59.5%, so the extra + health goes to waste)
But really, it looks like 180 health 18 seconds faster.
So yes, it doesn't look like any of the Alpha slots will do much to improve tanking. I just get to choose which one will do the most to improve my offense. That's kind of disappointing.
If I'm understanding the Alpha correctly.. for a Nerve Radial it's 20% Defense Buff to individual powers, 1/3 of which is beyond ED. That should help my Invunerability/SS tank a bit.. since CJ and Weave should get the full benefit and even Invincibility should get a boost per enemy in range. Even if not- a simple Cardiac boost will go a long way to easing my End worries...
"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat
Spiritual on my Stone/Mace.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
I was tinkering with an Invuln/Mace build for I19, and I realised that the Nerve Radial Paragon works remarkably well in this. I can underslot accuracy in the attacks, and get roughly 2.5% defense to all but Psionic.
Now, I'm a bit new at this, but...
With the Radial Paragon, we have:
Softcapped to S/L/E/N, capped S/L resist.
38% Fire/Cold defense, ~30% E/N/F/C resist
~13% Psi defense and resistance.
Hasten to 120s up/45s down
Dull Pain averaging a 6s downtime (I'm smoothing out the Hasten numbers to an average buff)
And, of course, a 33% Taunt enhancement in Invincibility and all attacks, making holding aggro a non-issue.
It could use a couple more slots freed up somewhere, and endurance is a little bit tight (1 EPS over toggles, plus one-slotted Stamina), but this is at least an idea of the room that an alpha slot can give an Invuln tanker.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(13), S'fstPrt-ResDam/EndRdx(33)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(15), Dct'dW-Rchg(45)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(29)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(33), ImpArm-ResPsi(46)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(34), Zinger-Acc/Rchg(34), Zinger-Dam%(40), Zinger-Taunt/Rng(45)
Level 12: Boxing -- Acc-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(27), Aegis-ResDam(37), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam/Rchg(50)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-EndRdx/Rchg(19), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 20: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(42)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 28: Build Up -- RechRdx-I(A)
Level 30: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-Psi/Status(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(36), Erad-Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Crowd Control -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/EndRdx(40)
Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 44: Whirling Mace -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(48), Erad-Dmg(48), M'Strk-Dmg/EndRdx(50), M'Strk-Acc/Dmg/EndRdx(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
------------
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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On my Elec/Fire Tank, I'm gonna go with Spiritual. Recharge+Healing lets me cut a slot from Hasten and Energize, and with the extra powers I19 gave me, I can put those slots to good use.
I shifted some stuff around from my original build, and ended up just where I wanted, with 32.5% positional defense, without the use of expensive IO's. That means I will be softcapped to everything with a single small purple inspiration. Along with that, the Spiritual tree lets me have Hasten and Energize up very close to perma(Energize also being more effective), and both of my PBAoE's will be up very often. The build is just where I want it, and I can't wait to get spiritual!
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Janus Firestorm: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
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Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
I'm going for the recharge bonus on a lot of my tanks because it will offer the most immediate benefit. I'll probably reevaluate that after i20.
@ED 20% ignoring 2/3 of ED gives very approximately 13%
30*1.13 = 33.9%
So about +4% resistance to s/l for the Alpha Slot.