Titan Weapon / Energy Aura build question - Overload or Confront
blarg. I had a nice long post typed, but hit backspace at the wrong time and my post got deleted.
I would keep Overload, the +HP is wonderful. You are not perma energize or hasten. Try to get more +Recharge. If you drop Overload, you want to focus on +HP as well.
Why are you using Mako's, Oblit and Touch of Death. Those are positional defense sets, not typed defense.
Why are you chasing recovery bonuses, you are an EA scrapper. Tough needs better slotting, slot Damp Field and Energy Protection with 3 Aegis, Reactive Armors in Tough. Put the proc in damp field.
Those are my thoughts. You can always pull with a punch in the face.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Thanks for the input I made the changes and noticed the resistance numbers jump up.
As far as the +recharge to be honest I'm a bit stumped without getting into Purple sets combined with incarnates.
I can get it down to 34 seconds, 4 seconds short with incarnates though.
I will keep working on this, now that you have given me some ideas.
I went for the regeneration on the way to the hit points. I figured it didn't hurt.
But without a doubt just making those changes made the build better so thanks
P.S. There is a option to undo if you right click on a blank part of the page. I've deleted stuff accidentally sometimes.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I've had the same debate for my TW/EA brute. On a softcapped build, OL becomes a 3min Dull Pain with some +recovery and you can mitigate the crash with Energy Drain if you have good timing. IIRC OL's crash is just on the blue bar.
However, then there's trying to figure out when it's best to use OL. It gives +hp but it doesn't heal you like DP does. I'm thinking start a fight and if it's looking bad and you've already used Energize you can pop OL for some more longevity. Or would you always use it preemptively?
Confront, on the other hand, would probably get more use. I considered the options based on the fact that either power would only be working with the base slot as shown in this build that I've posted in another thread. I've put OL in with just a common Heal IO. If it was Confront I would just use a common Range IO.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), HO:Nucle(37), Achilles-ResDeb%(50)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(40)
Level 2: Titan Sweep -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(3), Oblit-Dmg(5), Oblit-%Dam(11), Oblit-Acc/Rchg(34)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(40)
Level 6: Follow Through -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 8: Build Momentum -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(9), RechRdx-I(45)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43), Winter-ResSlow(46)
Level 14: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(45)
Level 16: Energy Protection -- S'fstPrt-ResDam/Def+(A)
Level 18: Rend Armor -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(37), Achilles-ResDeb%(48)
Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 24: Boxing -- Acc-I(A)
Level 26: Whirling Smash -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), Erad-Acc/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(48)
Level 28: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Rchg(31), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(45), RctvArm-EndRdx(46)
Level 32: Arc of Destruction -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-%Dam(34)
Level 35: Energy Drain -- LkGmblr-Rchg+(A), HO:Membr(36), HO:Membr(36), Efficacy-EndMod/EndRdx(36), P'Shift-EndMod/Rchg(50)
Level 38: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(39), S'dpty-Def(39), S'dpty-EndRdx(39)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(42), S'dpty-Def(42), S'dpty-EndRdx(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Overload -- Heal-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Heal(46), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Momentum
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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I am attaching the Data Chunk if anyone is interested in looking at the build. But in a nutshell its defense capped and perma Energy Drain, which means with large groups my defenses will be over kill and endurance should be no issues.
My question is between Confront and Overload.
My thoughts on this are Confront will allow me to pull the boss at least on Incarnate missions or TF missions. So it has some use on a team especially when they need a puller.
Overload I look at as a panic button when something goes wrong. I do hate the drain at the end of timer on this power though. I do know its instant death if I time this wrong or the fight last longer then expected. I've seen this happen already to other players on the team, also the request to wait because Overload was wearing off.
But I'm just not that sharp on Confront or Overload to make a good decision. I see it on paper and I like Confront as I think I might be using it more, but I also thought World of Confusion was nice on paper as well, but didn't like it when I spec'ed into it with my defender.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives