Nighmarisly bad builds: hall of fame.
I think one thing that just about everyone's done when they first get the game is slotting up inherent powers that really, really don't need slots. I have a few specific instances of very poor decisions that I made...
My first Tanker! Second character every, and first without any help from my friend who introduced me to the game. I picked Stone/Stone. At that point I only really played my first character while duoing with my friend, so I tried soloing on my Tanker. So I skimped on primaries, and by the upper teens I had all the attacks I could get, but notably I did not have Rooted. One day I teamed with my friend and fought some Circle of Thorns, and ended up respeccing more or less on the spot. However, that wasn't the end of poor decisions on that character! When I made him, I decided he'd have super speed. So he did. And no other travel power. Yes, I got to level 50 considering myself a serious Tanker whose only option when facing a six-inch-high wall was to turn off Granite and Rooted while I had a full mob's aggro, jump over the wall, and hope I could turn my toggles back on before I was dead. Shortly after I hit 50, I chose a couple powers I would be happy with getting rid of, and got Teleport. I still stubbornly kept Super Speed, though... and after Stamina went inherent, I finally picked up those couple attacks I'd lost back when I got Rooted.
My first Stalker! City of Villains was brand new, and my choice for my first Stalker was Energy/Energy. I was pretty experienced by this point, I thought, but I hadn't played Energy Melee before. So, after looking at the info for the powers I had available, I decided that Energy Transfer was just too risky (keep in mind... this is pre-nerf, when ET was godly.) Because I didn't feel I did enough damage, I picked up Barrage (keep in mind... this is pre-buff, when it did absolutely pitiful damage.) I lost interest in the character around the level 18, and he sat there for about six months while I decided that I just didn't like Stalkers. Then one day, I was talking to a friend who also played an Energy Melee Stalker, and when we got to talking builds, he was appalled... a quick respec later, and my opinion of the entire archetype changed, and after not too long he was 50. Sure, later on they made Energy Transfer a more reasonable power, but to this day that Stalker is one of my favorite characters, but Stalkers are my favorite Villain AT.
Lastly, although this is more of a case of stubborn resistance to change than newbish misguidedness, for a long time after ED... on my Empathy Defender (my first 50, and longtime main character), I kept my heals slotted with six heal enhancements, because I wanted to do as much heal as possible with them. A friend of mine kept needling me about it, saying that I could do more healing if it recharged faster or I had more endurance to work with than the over-cap enhancements would help, but it took a few months before I'd even compromise down to five heal enhancements. (Don't worry, nowadays he is very happy with his Numina and Doctored Wounds sets.)
Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!
Full, detailed character list
I was on a team once months ago where there was a Stalker in the team and I noticed he kept getting held/disoriented/etc....then noticed in his build he didn't have his mez protection power.
This stalker also had Whirlwind....and used it (sometimes to start the fight with a group of mobs).... >_> I did /tell him asking why he didn't have x power (forgot his secondary by now) and he thought it didn't do anything but I told him, "it stops you from getting held/etc" |
He was a "Medic-stalker", with TP Friend and the full medicine pool (and this was early 20s) who specialized in corpse retrieval...
When I first started playing I had no idea how to slot my powers. So I see a power can be slotted with EndRedux, Recharge, Damage and Range, I slot the power with one of each. I did that with every power I got. One enhancement of every kind a power can be slotted with.
And the amazing part is it was still almost workable. |
Randi McMan, the old-school "Iron Man" brawl-only controller, who used no pool powers save Aid Self (only out of combat) and ones that were generally seen as worse than nothing (such as taunts) or teammates only (on a solo character).
Got to either 16 or 20 with her. I don't remember how, or why.
On Monday I got my only truly intentionally gimped character to L36. It's been a slow slog but he's still trundling along.
His build you ask? Pool all the way baby!
I took an MA/SR scrapper with Storm Kick, Cobra Strike, FF and FS until 6th level. After that I took only pool powers (I started this before Inherent Fitness). When IF started I dusted him off and vetspecced him.
His pools now are: Leaping, Fighting, Superspeed, and Leadership. His attack chain is now - Cobra Strike, Storm Kick, Vet SMaul (usually enough for minions), Kick, Jump Kick, Punch, Flurry (ok I don't actually use Flurry because I don't like NPCs laughing at me). He has a grand total of 10 toggles (not counting travel) but I rarely run more than FS, FF, Assault, Acrobatics, CJ, and occassionally the hit buff toggle from Leadership (cant remember the name right now).
The crowning moment of irony is that he will be taking Vengeance at L38, a highly situational power....just like most scrapper secondary Tier 9s (though of course this one is weaksauce in comparison ).
PS: I never intentionally inflict this character on PUGs but have teamed with friends on occasion so they could see this goof in action .
My 50s:
Prime Minister MA/SR Scrap - Protector
Captain Hit-Guy DM/Reg Scrap - Freedom
Prime-Minister ILL/TA Troller - Freedom
Ultimate Minister Inv/SS Tanker - Freedom
My first character was a Mind/Empathy Controller. I didn't take Fitness. Did I mention this was before Containment? The character still exists on a server I no longer play on. I logged into him a little while back, took one look at his build, and promptly logged him back out. I remember thinking to myself: "No wonder I hated that character."
Paragon City Search And Rescue
The Mentor Project
Burning Chick, one of my very first toons, a week or two after release.
I knew that the Speed Pool was good for fire tankers, but took Flurry instead of Hasten.
Skipped Burn.
No Stamina.
Was late in realizing that Sprint was not a substitute for a travel power.
Shelved until the devs gave out the first free-spec with I3.
OMG, bad.
******* about how bad tankers were compared to defenders, rolled a bubbler.
******* about how FF's Final 3 powers didn't gel with CoH's overall go forth and zerg vibe.
I'm apparently a slow learner since it took me until I4 or so and my dark / dark defender for me to understand CoH and how powers come together.
Where is Toggle Man now? With Inherent Fitness he surely has room in his build for even more toggles.
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And I have not respecced him since we got inherent Fitness. I believe he already has as many toggles as I could get anyway, and in any case respeccing the character when all his slots and enhancements have to be placed just so is a terribly painful process. I did it ONCE, and I do not wish to do it again.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Too many alts to list.
I can remember my first 'main' who was an AR/Dev blaster.
My main foible on that character was that I had someone gotten the idea that since I was using a gun, endurance wouldn't be an issue. After all I was using ammo, not my own energy right? Thus I never worried about fitness pool or slotted for endurance reduction. Needless to say, this didn't work out all that well.
Too many alts to list.
Once back in the day, I saw a build where a scrapper had taken Jump Kick, Flurry, Punch, and Kick. Not sure about if they were all slotted, but I definately saw them being used. Though I was, in fact, guilty of having flurry myself back when I started, but to take that many power pool attacks, you'd have to be skipping over primary powers.
Of course, that was written before inherent Stamina.
Actually, Cardiac Boost makes toggle man possible. Hero Plan by Mids' Hero Designer 1,92 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Spines Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Lunge -- EndRdx-I(A) Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/Rchg(21), ImpArm-EndRdx/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(37), EndRdx-I(50) Level 2: Death Shroud -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(5), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(7) Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(13), ImpArm-EndRdx/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(34), EndRdx-I(48) Level 6: Super Jump -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(40) Level 8: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(33) Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-EndRdx/Rchg(34), EndRdx-I(50) Level 12: Assault -- EndRdx-I(A), EndRdx-I(13), EndRdx-I(42) Level 14: Tactics -- EndRdx-I(A), EndRdx-I(15), EndRdx-I(43) Level 16: Super Speed -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(43) Level 18: Quills -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx(21) Level 20: Jump Kick -- EndRdx-I(A) Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(23) Level 24: Cloak of Darkness -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-EndRdx(37) Level 26: Hasten -- RechRdx-I(A) Level 28: Cloak of Fear -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(29), SipInsght-Acc/EndRdx/Rchg(29), Cloud-Acc/EndRdx/Rchg(31), SipInsght-ToHitDeb(37) Level 30: Whirlwind -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(43) Level 32: Kick -- EndRdx-I(A) Level 35: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(40) Level 38: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam/Rchg(39), ImpArm-EndRdx/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(40), EndRdx-I(50) Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(46) Level 44: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46) Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48) Level 49: Combat Jumping -- EndRdx-I(A) Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Cardiac Core Boost ------------ Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- EndRdx-I(A), EndRdx-I(33), EndRdx-I(42) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(34) Endurance per second burned: 3.31 Endurance per second recovered: 3.72 (with accolades) 3.41 (without) |
The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
Once back in the day, I saw a build where a scrapper had taken Jump Kick, Flurry, Punch, and Kick. Not sure about if they were all slotted, but I definately saw them being used. Though I was, in fact, guilty of having flurry myself back when I started, but to take that many power pool attacks, you'd have to be skipping over primary powers.
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The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction
The other day I was doing an STF and we had a widow on the team who only had one attack.
Oh sure, they were level 50. And had other powers. But only one of them was an attack. They had the entire leadership pool, and all the powers you could think of, but not attacks. In combat, they just stood there. Looking pretty. |
Other bad build: waaaay back when perez park was the placed to grind, I got on a team with my rad/rad. Trying to figure out the game, the team leader gave me this advice: "Don't use your toggle powers. They use so much endurance you can't heal. Only shoot enemies the tank hits, otherwise they will kill you. Don't shoot more than your first attack, because the later attacks cause more and more aggro! Slot your heal only with recharges, it comes back way too slowly otherwise."
I'm not kidding. And yes, I did it. After all, the leader must have known what he was doing. He had a level 37 character. (He told me so!) So, my radiation defender followed the crowd hunting slime monsters, dutifully firing off his heal six slotted for recharge. "You're doing great!" my team raved.
.....
Lastly, although this is more of a case of stubborn resistance to change than newbish misguidedness, for a long time after ED... on my Empathy Defender (my first 50, and longtime main character), I kept my heals slotted with six heal enhancements, because I wanted to do as much heal as possible with them. A friend of mine kept needling me about it, saying that I could do more healing if it recharged faster or I had more endurance to work with than the over-cap enhancements would help, but it took a few months before I'd even compromise down to five heal enhancements. (Don't worry, nowadays he is very happy with his Numina and Doctored Wounds sets.)
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Needs a lot of work that I can't bring myself to do right now.
Sometime in 2005 I teamed with a Tank who had not taken any of his toggle powers, so it was not uncommon to see him getting knocked behind us, as well as getting Confused, Feared, etc. Watching a Tank charge into battle only to get knocked back thirty feet was quite a hoot, which made up for being such a drag on the team.
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He played a Superman-style character. And he was opposed to doing basically everything standard in the game based on his Superman concept.
He was Invuln/SS Tanker. First, he didn't take any toggles. He said it wasn't right for someone's invulnerability to be something they can turn off and on. So he only took the autos. He six-slotted them all (back when that was something you could do) and just had the RES/DEF they provided. He also had six-slotted Health so he could regenerate from the damage he took.
Even though his mez protect was a toggle and in no danger of him taking it, he didn't want it anyway. He said Superman gets thrown and knocked around all the time, so he should too.
He didn't take Rage, nor slot any of his powers for accuracy. Superman isn't about always hitting, he said. He just swings super hard and it hurts when he does hit.
I also recall him having SS, fly, and I think SJ. So he could run faster than a speeding bullet and leap tall buildings, etc.
So there you have it. My friend, the no-toggles, no-accuracy Tanker. And he just loved it. Back in the day, I don't think anyone knew any better. But looking back at it now makes me laugh.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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My first char, an elec/elec blaster. But from what I hear, it's just about any elec/elec blaster.