Builds or powersets that used to be 'tight'


all_hell

 

Posted

What builds or powersets did you once consider 'tight' or hard to fit in all the powers you want that aren't as hard to build now that we have Inherent Fitness?

One I'm thinking of is Super Reflexes. I was always disappointed that SR seemed to require 8 or even all 9 power picks to play it the way I would want to. Now that we have fitness for free, though, I'm very likely to go roll up a new SR character.


 

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I second you on SR. My stalker is /SR and really does need the entire power set. I'm not sure how inherent fitness will change that...automatic health and stamina still don't anything for defense.

I can still see the entire set in my future...


 

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I only did SR on my claws scrapper but it never felt tight on that build. The tightest sets for me were all of the stalker primaries - you just couldn't have fit in enough attacks, BU and Placate along with Stamina and enough secondary powers, something needed to be dropped. Now, it's an easy ride.


 

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SR is the posterboy for tight builds.

Other support/buffy sets such as Therm, Cold or Emp also come to mind as tight.


 

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I had a really hard time playing my Crab Spider because he was so tight for power picks. Just respecced him last night, his build comes together a lot sooner now and hopefully he'll run better.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

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IMO, all Stalker builds are tight because of the extra, essentially mandatory powers in the primary. (Placate and AS.) Hide is clearly extra also, but the power that Hide replaces is usually fully/partially rolled into some other power, while you often still want enough regular primary powers to fill out an attack chain in addition to Placate and AS.

I agree that SR is something of the poster boy for tight builds. Invul is close behind.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Add me to the list of people for SR. My softcapped perma-hasten fire/sr scrapper is the tightest build I ever made. I literally did not have a single spare power pick or slot in that build. To the degree that I couldn't even take a travel power.

With inherent fitness, I was able to fit in not only a travel power, but assault for extra damage and the mini-stamina in body master so I had the end to run it.


 

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I gotta go with Spider. I had to make hard choices on my Huntsman spider build in order maintain team buffs and personal damage ability. Now I have both. But yeah /SR has gotta be tops lol.


 

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Pretty much "All stalkers." My Widow was like that, as well.
Almost anything with Kinetics or Rad. Emission, as there's so much flat-out "good stuff" to pick up in those.


 

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I imagine DB/SR stalker would be the worst, at least if you want to use all the combos. My DB/EA stalker and MA/SR scrapper were both very grateful for inherent stamina.



 

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Some of my builds are still tight - most notably those that need a lot of slots for IO set bonuses (my perma-dom's, my ill/rad controller who is working on perma PA) but even those have loosened up a little with free fitness, as I was able to replace fitness on many of them with LoTG +recharge mules.

The biggest benefit I have seen even on the builds that are still tight is the fact that I can take some powers ealier in my build that I had to put off to squeeze in stamina by L20 - which makes exemplaring down much easier. I am one of those who still likes taking movement powers, mostly for concept but I always have a concept when I build my characters and this lets me fit one in even on the tightest build (ok - my claws/sr brute still isn't taking a movement power - but his concept didn't call for one anyway). Many of my characters can now run as low as L15-20 (posi and synaspe ) and have access to a very nice set of powers.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Blue_Fenix View Post
What builds or powersets did you once consider 'tight' or hard to fit in all the powers you want that aren't as hard to build now that we have Inherent Fitness?

One I'm thinking of is Super Reflexes. I was always disappointed that SR seemed to require 8 or even all 9 power picks to play it the way I would want to. Now that we have fitness for free, though, I'm very likely to go roll up a new SR character.
My widow. I neatly fit Assault in now. Have 60% damage bonuses, plus damage incarnate! I also like being free to pick up Physical perfection on toons with Tough/Weave, like most WPs and Invulns. My Brute now has SC/PP.


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Quote:
Originally Posted by Gearsinger View Post
I imagine DB/SR stalker would be the worst, at least if you want to use all the combos. My DB/EA stalker and MA/SR scrapper were both very grateful for inherent stamina.
It is bad... I had a DB/SR Brute and I never got him to 50 but I did plan his final build. No travel power (and this was pre-Ninja Run) and I did skip the first two combos, and I still had no room at all for patron powers. Probably the worst are /SR Stalkers though, since they need pretty much 8 secondary and 6+ primary powers. At least Dual Blades can make a decent attack chain with 4-5 powers if you don't care about skipping some combos (or you have huge recharge and can use a chain that outdamages combos).

Demons MMs are also a bit tight, simply because they actually have personal attacks worth taking. My Demons/Dark is going to end up with practically every power from both sets... of course by that point she won't really need anything else so I guess it's not that tight after all.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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I don't know, I always found all the Defense Sets (SR, WP, ect) to be tight. They've just gotten that good.

Stalkers are now less tight though. Since their Primary was also very power heavy.


BrandX Future Staff Fighter
The BrandX Collection

 

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I wouldn't categorize WP as a defense set.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Quote:
Originally Posted by Memphis_Bill View Post
Almost anything with Kinetics or Rad. Emission, as there's so much flat-out "good stuff" to pick up in those.
I don't consider Kinetics to be a very tight set. Yes, you want to take eight out of the nine powers, but some of those powers replace more "conventional" pool choices. Siphon Speed replaces Swift, Super Speed, and (somewhat) Hasten. Inertial Reduction replaces Hurdle and Super Jump. Transferrence replaces Stamina, while Transfusion replaces Health.

Pre-i19, this freed up five (or six) power picks and two (or three) pools; post-i19, it still frees up the two travel pool powers you'd otherwise take.


 

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I agree with everyone regarding Super Reflexes. It is going to be much easier to fit in powers from the secondary now that fitness is inherent. However, I think they should still re-arrange the powers for scrappers like the Brutes have it. Not even sure what the reasoning WAS/IS for leaving scrappers the way they are.

Another powerset that I consider tight is Empathy. Prior to I19, I had 7/9 primary powers on my defender (skipped Rez, and AP, which are worth taking) and had only 5/9 from my blast set and the rest were pool powers for extra survival and utility (NO, I did not take Medicine !). I19 let me pick up one more Primary (Rez), one more standard pool (Vengeance) and one more Utility power (Electric Fence). So thats 8/9 and there are still situations where I could see the usefullness of Absorb Pain, but I would rather have Vengeance !!!


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

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Ill/Rad!!!! Gah! Only set I've got where you need almost all the primary, secondary and epics to really be, well... an Ill/rad!

Most of my toons remained pretty much the same after the respec., except now they have 3 teleports. Well, a few got self-rezzes, too. But without more slots (and no, I'm not complaining about this!) there just aren't many new powers available that don't need multiple slots to be effective (Pool powers like combat jumping were standard on my toons before).

The only one that was really eased up on the power selection crunch was the emp/rad defender. I never had enough pool powers for that one. Otherwise? Everything that had a tight build, still has a tight build, but now they can teleport.

BTW: Please don't construe any of this as in any way critical of the inherent fitness pool - I'm thrilled with the change! I simply don't see it as much of a difference for most of my high level toons.


 

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all stalker builds


 

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Any kind of Stalker I found hard to build because of trying to get AS, BU, Placate, a decent out of stealth attack chain and good enough defences to survive past the first kill. Ninja Run and Inherent Fitness helps my builds, unfortunatly it doesn't help my dislike of the Stalker playstyle...

Also my Achery/NRG Blaster was quite tight, I like to be ranged with a couple of melee attacks to decimate things that have the nerve to get up in my face.

My Crab was tricky, true my fitnessless build worked pre-I19, the amount of blues I munched through was not funny (An entire tray every group or 2 including combining what I picked up)

Though I do have some builds that completely run out of things to pick up (No primary/secondary/pools that I want while already being at my 4 available pools) now that I don't pick up fitness... Such as a few of my MM's, Some Kins and some high end using characters/high tohit ones that don't need all or any of leadership...


 

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Any builds that rely on high recharge or defense, pretty much. Those are the most common things people IO for.


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

 

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Quote:
Originally Posted by Auroxis View Post
Any builds that rely on high recharge or defense, pretty much. Those are the most common things people IO for.
They are also the easiest things to IO for, as those are the two set bonus types that come in quantity and quality enough to be worthwhile gathering. IOing for damage is really hard when all damage boosts come in 2s and 3s, and only from a small handful of sets, whereas defence and recharge come in all sorts of values and in all sorts of sets (I think every single category of IO has at least one of the two in one of the sets available, and more often multiple instances of both)

The way set bonuses are distributed, there's really nothing else to IO for than defence and recharge.


 

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Quote:
Originally Posted by DarkGob View Post
his build comes together a lot sooner now
This is huge, and an under-recognized benefit of inherent Fitness. Tight builds not longer have to put off critical powers in the teens and at 20. This not only means that some builds that were too tight to be able to take an Ancillary pool can now do so, since they no longer need to be cramming in Weave at 41+, it also means that critical powers and prerequisites can be shoehorned in before SOs. I'm really enjoying that aspect of the change.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Quote:
Originally Posted by Eiko-chan View Post
They are also the easiest things to IO for, as those are the two set bonus types that come in quantity and quality enough to be worthwhile gathering. IOing for damage is really hard when all damage boosts come in 2s and 3s, and only from a small handful of sets, whereas defence and recharge come in all sorts of values and in all sorts of sets (I think every single category of IO has at least one of the two in one of the sets available, and more often multiple instances of both)

The way set bonuses are distributed, there's really nothing else to IO for than defence and recharge.
Some characters rely on recharge and defense more than others.

Before I19,

My Sonic/MM Blaster already had his best attack chain for both AoE and ST, and didn't rely on defense at all for mitigation anyway.

My Elec/Fire Tanker was a few percentages off my 32.5% positional defense goals, had two PBAoE's with a few seconds of downtime between them, Energize wasn't up as much as I liked and Hasten wasn't as close to perma.

I19 helped my Tanker a lot more than it helped my Blaster.


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

 

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Quote:
Originally Posted by UberGuy View Post
I wouldn't categorize WP as a defense set.
I had to go "What?" and then I realized you mean a set that specializes in the protective attribute of Defense.

I believe the OP meant "Defense" as in the Primary of a Tanker, or Secondary of a Scrapper, Stalker or Brute.