DP/Traps IO set help plz
Experience shows me that knockback only occurs when not using Swap Ammo. If I use a knockback IO set and use swap ammo will there be knockback applied?
- double post -
A couple of things: when you post a build, you should include the data chunk. One reason you're not getting any responses is that everyone has to enter your build by hand because the "click to open this build" link has no data, and there's no data chunk.
Since you're going with IOs, I'd recommend skipping Acrobatics. As a corruptor, you don't really want another toggle running (since you've already got so many), can you get enough KB protection from Karma: -KB, or Steadfast: -KB, or Breather of the Zephyr: -KB to avoid 95% of all knockback in the game.
You might also consider getting Super Speed instead of Stealth, and putting a Celerity: +Stealth IO in it for full invisibility in PvE.
I'd also consider eliminating Focused Accuracy. Again, another toggle, and it overlaps with Tactics.
About endurance: if this your current build, you're having problems because you have no endurance enhancements slotted in attacks. By going with IO sets, much of your end problem will by solved by virtue of most sets of five having at least an SO's worth of endurance reduction in them. You can also slot Miracle: +Rec in Health for a decent boost without sacrificing anything.
Rather than create a build for you, I'll recommend that you go for it yourself. The set bonus finder (under Window > Set Bonus Finder in Mids) is invaluable for finding sets that provide bonuses.
With the power selections you've already got, hitting the soft cap with Smashing/Lethal and Energy should be fairly easy (and will give you pretty decent Ranged defense at the same time). Sets that provide energy defense bonuses include Thunderstrike, which go in your ranged attacks; Eradication (a PBAoE set) and Cleaving Blow (PBAoE), which you can put of each into a six-slotted PBAoE attack, and so on.
Sets for Smash/Lethal defense that you might use include Enfeebled Operation (requires an immobilize), and Razzle Dazzle (provides more melee than Smash/Lethal, but every little bit helps as you near the soft cap).
If you're not familiar with soft cap, it means 45%. Anything above that in normal play is "wasted" because it won't reduce the chance of most mobs hitting you any further. This isn't strictly so, because defense debuffs are so common in the game, but it's a good target.
You'll probably need to make some different power choices and dedicate more slots to things that you might not otherwise want to in order to get a set bonus, but you've got a lot more flexibility than most people because of the Force Field Generator and Scorpion Shield.
Sets that give recharge bonuses include Positron's Blast, Luck of the Gambler: +Rech (which you can slot in any defense power), etc. Again, Mids' set bonus finder will make the job of finding them easier.
Since you got me started, I went ahead and made a build that incorporates some of the things I mentioned.
This has 47.6% Smash/Lethal defense, 56.6% Energy defense, 38.2% ranged defense, as well as 143.75% recharge and 77% accuracy. I haven't played this, but it should give you a starting point.
I have a Dark/DP defender, and I'd recommend taking all the attacks, even Suppressive Fire. Having a hold can be extremely important when dealing with dangerous mobs like Sappers.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Bonnie: Level 50 Technology Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(5), Thundr-Dmg/Rchg:35(5), Thundr-Acc/Dmg/Rchg:35(7), Thundr-Acc/Dmg/EndRdx:35(7), Thundr-Dmg/EndRdx/Rchg:35(9)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:35(A), Enf'dOp-EndRdx/Immob:35(34), Enf'dOp-Acc/EndRdx:35(37), Enf'dOp-Immob/Rng:35(40), Enf'dOp-Acc/Immob/Rchg:35(40), Enf'dOp-Acc/Immob:35(40)
Level 2: Caltrops -- RechRdx-I:35(A)
Level 4: Dual Wield -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(21), Thundr-Dmg/Rchg:35(21), Thundr-Acc/Dmg/Rchg:35(23), Thundr-Acc/Dmg/EndRdx:35(23), Thundr-Dmg/EndRdx/Rchg:35(45)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(9), Posi-Dmg/Rchg:35(15), Posi-Dmg/Rng:35(19), Posi-Acc/Dmg/EndRdx:35(19)
Level 10: Acid Mortar -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(11), ShldBrk-Acc/Rchg:30(11), ShldBrk-DefDeb/EndRdx/Rchg:30(13), ShldBrk-Acc/EndRdx/Rchg:30(13), ShldBrk-%Dam:30(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+:25(A)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+:35(A), DefBuff-I:35(17), DefBuff-I:35(17)
Level 18: Empty Clips -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(25), Posi-Dmg/Rchg:35(25), Posi-Dmg/Rng:35(27), Posi-Acc/Dmg/EndRdx:35(27)
Level 20: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(39), BasGaze-EndRdx/Rchg/Hold:30(39), BasGaze-Acc/Rchg:30(50)
Level 22: Hasten -- RechRdx-I:35(A), RechRdx-I:35(29), RechRdx-I:35(29)
Level 24: Executioner's Shot -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(42), Thundr-Dmg/Rchg:35(43), Thundr-Acc/Dmg/Rchg:35(43), Thundr-Acc/Dmg/EndRdx:35(43), Thundr-Dmg/EndRdx/Rchg:35(45)
Level 26: Piercing Rounds -- Posi-Acc/Dmg:35(A), Posi-Dmg/EndRdx:35(48), Posi-Dmg/Rchg:35(48), Posi-Dmg/Rng:35(50), Posi-Acc/Dmg/EndRdx:35(50)
Level 28: Seeker Drones -- Cloud-ToHitDeb/EndRdx/Rchg:30(A), Cloud-Acc/ToHitDeb:30(46), Cloud-Acc/Rchg:30(46), Cloud-Acc/EndRdx/Rchg:30(46)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31)
Level 32: Hail of Bullets -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), C'ngBlow-Acc/Dmg:35(33), M'Strk-Dmg/EndRdx/Rchg:35(34), C'ngBlow-Dmg/EndRdx:35(34)
Level 35: Trip Mine -- C'ngBlow-Dmg/EndRdx:30(A), C'ngBlow-Acc/Dmg:30(36), C'ngBlow-Dmg/Rchg:30(36), Erad-Dmg:30(36), Erad-Acc/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37)
Level 38: Tactics -- EndRdx-I:50(A), EndRdx-I:50(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Def:35(45)
Level 44: Suppressive Fire -- HO:Endo(A)
Level 47: Assault -- EndRdx-I:50(A), EndRdx-I:50(48)
Level 49: Vengeance -- LkGmblr-Rchg+:35(A)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:35(A), EndMod-I:35(3), EndMod-I:35(3)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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Thank you for the reply and despite making the post I completely forgot about the data chunk.
Since I made the post I have been working on learning more about IO sets and rebuilding the character. This is what I have so far:
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Airial: Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/EndRdx(39)
Level 2: Caltrops -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(37)
Level 4: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 6: Swap Ammo
Level 8: Bullet Rain -- JavVoll-Acc/Dmg(A), JavVoll-Dam/Rech(45), JavVoll-Dam/End/Rech(46), JavVoll-Acc/Dmg/End/Rech(46)
Level 10: Acid Mortar -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(23), AnWeak-DefDeb(23), AnWeak-Acc/DefDeb(29), AnWeak-Acc/Rchg(33), AnWeak-DefDeb/EndRdx/Rchg(34)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), RedFtn-Def(13), RedFtn-Def/EndRdx(15), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 18: Acrobatics -- EndRdx-I(A)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), Lock-Acc/Hold(36), Lock-Acc/Rchg(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx(29)
Level 26: Piercing Rounds -- JavVoll-Acc/Dmg(A), JavVoll-Dam/Rech(46), JavVoll-Dam/End/Rech(48), JavVoll-Acc/Dmg/End/Rech(48)
Level 28: Seeker Drones -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(39)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), ExStrk-Dmg/KB(48), ExStrk-Acc/KB(50), ExStrk-Dam%(50)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 38: Time Bomb -- Oblit-Dmg(A), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 41: Scorpion Shield -- SW-Def/EndRdx(A), SW-Def/Rchg(42), SW-EndRdx/Rchg(42), SW-Def/EndRdx/Rchg(42), SW-Def(43)
Level 44: Focused Accuracy -- EncAcc-ToHit(A), EncAcc-ToHit/Rchg(45), EncAcc-ToHit/Rchg/EndRdx(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- Panac-Heal(A), Panac-Heal/Rchg(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal(A), Panac-Heal/EndRedux(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(37)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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50.6% range defence (wasting 5% on the soft cap somewhere)
35% damage biff
22.5% end recovery
In light of your suggestion about acrobatics, super speed and surpression I am going to rebuild again and see what I get.
Thanks again
It is interesting comparing the builds. You manged to terrific EndRec compared to mine (184% vs 158%) and use less endurance completely (0.97/s vs 1.73/s). Once the shooting starts I run out of End much faster.
You managed a 134.75% recharge to my 85%. The above EndRec accomodates that nicely.
You managed great accuracy ensuring what damage you do counts. I pile on the damage with much less chance of hitting (+77% vs +34%).
This is great. Thanks. I will rebuild the character with all this in mind.
One question, is it worth slotting for a damage boost?
1. With Traps regardless of Arch type you can get full positional Defense cap via set bonuses. If your not obtaining that your short changing yourself.
2. In regards to your IOs. Have you checked the in game prices for some of those IOs ? If not maybe you should. If your gonna spend that kind of money you should have a good build.
3. To gain Defense cap you do not need any PvP or Purple IOs.
4. After obtaining Defense cap your next course of business is Recharge. With high recharge you can have double Triage Beacon ( which I will get to ), Double Acid Mortar and multiple poison traps out.
5. Triage Beacon you don't have it and you should. With Triage Beacon slotted properly your regeneration with one out should be in the 500 range. With 2 out you will of course be over 1000.
Finally I am positive if you do a search for Traps in this forum you will find tons of builds that are better.
If you don't understand the game mechanics you should read up on info in my signature as it will help you understand what a good build and a bad build are. Otherwise someone will post a build and you not knowing better will think it is good. And then you will try to improve this bad build. Which in the end really just gives you a very, very, very expensive build that is still crappy.
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
For what it's worth, here is the build I currently use for my DP/traps Cor.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Dirgehunter: Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- Acc-I(A), Acc-I(7)
Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rng(9), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(11)
Level 4: Caltrops -- Slow-I(A), Slow-I(13)
Level 6: Swap Ammo
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dam%(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(17)
Level 12: Acid Mortar -- Achilles-ResDeb%(A), Dev'n-Hold%(19), ShldBrk-Acc/DefDeb(19), ShldBrk-Acc/Rchg(21), RechRdx-I(21), LdyGrey-%Dam(23)
Level 14: Pistols -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 16: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Rchg+(29), DefBuff-I(29)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 22: Poison Trap -- Lock-Rchg/Hold(A), Lock-%Hold(34), G'Wdw-Dam%(34), NrncSD-Dam%(34), RechRdx-I(36)
Level 24: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 28: Seeker Drones -- Stpfy-Acc/EndRdx(A), Stpfy-Stun/Rng(40), Stpfy-EndRdx/Stun(40), Stpfy-Acc/Rchg(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(42)
Level 30: Boxing -- Empty(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-%Dam(45)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 44: Super Speed -- Clrty-Stlth(A)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Rchg+(50)
Level 49: Triage Beacon -- Heal-I(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Chemical Ammunition
Level 6: Incendiary Ammunition
Level 6: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), P'Shift-End%(50)
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If you don't understand the game mechanics you should read up on info in my signature as it will help you understand what a good build and a bad build are. Otherwise someone will post a build and you not knowing better will think it is good. And then you will try to improve this bad build. Which in the end really just gives you a very, very, very expensive build that is still crappy.
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lol thanks for the reply. I'll check out the links. I really do appreciate it.
Xiroth, that is a fasinating build. It hhas definately sparked my imagination. Thank you.
I have a build. I suspect it is not perfect and I have not checked the markets on prices. So without further ado...
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Rebuild: Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Caltrops -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(45), TmpRdns-Acc/EndRdx(45), TmpRdns-Rng/Slow(46), TmpRdns-Acc/Dmg/Slow(46)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Dam%(15)
Level 10: Acid Mortar -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(46), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
Level 12: Triage Beacon -- RechRdx-I(A), RechRdx-I(48)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21), RedFtn-EndRdx(21)
Level 18: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(19)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(39)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Dam%(29)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(37)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def(43), GftotA-Def/EndRdx(45)
Level 44: Aid Other -- Heal-I(A)
Level 47: Aid Self -- H'zdH-Heal/Rchg(A), H'zdH-Heal(50)
Level 49: Resuscitate -- IntRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- H'zdH-Heal(A), H'zdH-Heal/Rchg(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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Don't waste your time posting a build unless your positionally defense capped.
You don't need the medicine pool.
You don't need Scorpion Shield.
You don't need 3 sets of red fortune, actually you don't need any.
Start looking at the set you can slot in these powers. Sometimes you need to slot some powers you normally don't want to in an attempt to obtain defense cap. As an example Web Grenade.. * HINT*
Poison Traps usually is 6 slotted with Lockdown. You get the defense bonus and you get the lockdown proc. Between that proc and the effect of poison trap you can hold 10 mobs. That lock down proc will go off long after you thought your poison traps was done. * HINT *
In Mids click on window tab on top and click on set bonus finder. You want the sets with the highest bonuses for a particular defense.
Instead of placing Red Fortune look to place some other defense set with other bonuses, maybe a unique that has a recharge bonus. The most you might need is 3 from a defense set like that. That would free up 3 slots from each power for a total of 9 slots. *HINT*
A build is NOT something you make in 20 minutes and post. A build is something you work on for hours and maybe days.
If I am telling you that you can obtain typed defense cap then either I messing with you and it cannot be done
OR
I have a Traps build or maybe I have a Traps build in mastermind, corruptor and defender and I know it can be done.
Trust me once you learn this stuff everything is easier. You start to make builds and start to know what IOs your gonna need for the build just by reading the powers.
Mids is a very powerful tool with a bunch of bells and whistles. You need to check all that stuff out.
I said this before I will say it again the search feature and the advance search option on these forums really do give you some good answers.. * BIG HINT*
Can't wait to see your next build
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
At the risk of wasting my time or others for that matter I have spent many minutes on build this. I suspect I might finally be getting it despite my inability to use search or the Mids toolset.
That said I do like the idea you pose about the triage beacon. I normally ignore it but am willing to try it. Would be useful for AV fights.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(23), Enf'dOp-Acc/Immob/Rchg(25), Enf'dOp-Acc/Immob(25)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Caltrops -- Posi-Dam%(A)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(43), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(45), ShldBrk-%Dam(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(31)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(43), DefBuff-I(50)
Level 18: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Dam%(21), Range-I(23)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 24: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29)
Level 28: Seeker Drones -- SipInsght-%ToHit(A)
Level 30: Boxing -- Acc-I(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(43)
Level 41: Weave -- LkGmblr-Rchg+(A), DefBuff-I(42), DefBuff-I(42)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Vengeance -- Heal-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(42)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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That PvP IO you put in tough cost 2 Billion INF.
Why did you stop short when slotting Luck of he Gamblers ? Look what slotting 3 would have given you. 10% regeneration and 12 extra hit points.
This is what I have atm. I have him incarnated but its before the new stuff came out so I need to see if I need any incarnate changes.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(15)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/Immob:50(34), Enf'dOp-EndRdx/Immob:50(43), Enf'dOp-Acc/EndRdx:50(43), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Immob/Rng:50(48)
Level 2: Empty Clips -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 4: Caltrops -- Ragnrk-Knock%:50(A)
Level 6: Kick -- Acc-I:50(A)
Level 8: Bullet Rain -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(11), Posi-Acc/Dmg/EndRdx:50(15)
Level 10: Swap Ammo
Level 12: Triage Beacon -- Numna-Heal/Rchg:50(A), Numna-Heal:50(13), Numna-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(46)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 16: Acid Mortar -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(17), ShldBrk-Acc/Rchg:30(17), ShldBrk-DefDeb/EndRdx/Rchg:30(42), ShldBrk-Acc/EndRdx/Rchg:30(42), ShldBrk-%Dam:30(42)
Level 18: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(19)
Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(21)
Level 22: Poison Trap -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(23), Lock-Rchg/Hold:50(23), Lock-EndRdx/Rchg/Hold:50(40), Lock-Acc/EndRdx/Rchg/Hold:50(40), Lock-%Hold:50(40)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25)
Level 26: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/EndRdx:50(29), GSFC-Build%:50(31)
Level 28: Seeker Drones -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(34), Stpfy-Acc/EndRdx:50(37), Stpfy-Stun/Rng:50(39), Stpfy-Acc/Stun/Rchg:50(39), Stpfy-KB%:50(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
Level 32: Hail of Bullets -- Sciroc-Dmg/EndRdx:30(A), Sciroc-Acc/Rchg:30(33), Sciroc-Acc/Dmg:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:30(34)
Level 35: Trip Mine -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Hasten -- RechRdx-I:50(A)
Level 41: Super Speed -- Clrty-Stlth:50(A)
Level 44: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(45)
Level 47: Suppressive Fire -- Dev'n-Acc/Dmg:35(A), Dev'n-Hold%:35(48)
Level 49: Charged Armor -- Aegis-Psi/Status:50(A)
Level 50: Musculature Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Scourge
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
Level 10: Chemical Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(46)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(5), P'Shift-EndMod/Acc/Rchg:50(50), P'Shift-Acc/Rchg:50(50), P'Shift-EndMod/Acc:50(50)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1508;684;1368;HEX;| |78DA6593D96F126114C56760E8421740E85EBAD08DD2826DD4F86862ABA6A624C45| |65F0969A72D0901C280B6BE68D5474DB48B3EB96FF5C517B7BFCAE5C5A5EB789973| |0A244C32F97D73E7DE73CF7CF3DDE8EA74E3C74BEBE714D535954A18467C2A93CB1| |5B2F94CAE766E21A9A71774BB2257ADDCFED2ABF895447A595F8C4C1712A9782C69| |E43329C3577E7BBEB0B41499CF25B2866726BDA2E7F4743E72BC688A6532A9C8C5E| |4F24A3E995E76594FB37A6251CF192BC96CE3F173565E3AAD87B9ACAE2F765CC826| |1722E50ED1423C9A30F27A6EAD5D8C8DCA3DEC5678990EE5A9605253B46760CD73F| |205E87C0936BF0277D58ADA87AA15EBDF06438FC80DF0E416B9098E485F949B9AFA| |097AA1CFE0F817F22B18FE06EE49811D358AFDACCD8AD964871D8C393A9137EAC6C| |617B56BA95D47ED3A6A3BA9DD4CEDA0D4D45B864C735FD880B5BD610E7E1BAF92F3| |60380ADAA551137295A63659F835E540E0E2BEB854BB1573DB483B38AA910EB2063| |C945A0FF46C9E16F438E1233DA0263DBDCCF132C7C71C9F1B3C12B4D043CB6FEC55| |EB1FF22F38F28FDC25F7408FE8B751BF8DFAEDD46FA7BE57723A90E3E87883BACEB| |7E43BB0FB3DB903F67C004DA9EBA2B7AE5B3C37B7C1C17570F80E7997BC07B64A5F| |3FBDF9E9AD87DE7AE82D2CFFB297FFBFF78662ED6BDF1A791DFFBB6F15ECBF89B82| |2D602F414D887CF8103F2903C02074DB2781A8501F134C433303406DD018905792E| |83F5C837247DCC3AF5A63A761FB1F10760483C4790AF465E0B02322B3B605EEA26A| |83F7106DFD8AD9566AF78644D5399AD8C84E122A695A64C51E96CA69C67068AA79E| |EB818AF560C5BADE5D9A3AF3BB53F4E844658F1F95B120623FCB319B7A0D8E6D9CA| |03027EA5739C7A13EE1346F80DA2638B9456E938FC189AAAF0F554526AB22A7AB22| |A7AA2297BDD2805FFB1F1698E9BB| |-------------------------------------------------------------------|
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 did not three slot LofG because I was focused on three bonuses only... defence, recharge and recovery. If it did not meet those I ignored it. Anything else that came along was a happy accident.
That said I do have three slots, I both Weave and FFG. I better take advantage of it.
As for the the expensive IO, well, I have yet to check out the prices. I'll do that.
I'll check your build out when I return from work.
Thanks for the assistance!
As a general rule, if you dont want to expend a ******** of inf, do not use any purples or PvP IOs. Anything else, you can get with H/V Merits, and reward merits
|
I must admit this has been a fascinating process for me: It is interesting how IO sets in powers that having nothing to do with other powers can so greatly enhance the other power! I reviewed my builds posted and I can certainly see the evolution of understanding. Granted I have been rather slow picking up on the points.
Here is the last build I will post. I do need to verify the costs to ensure I have not lost my mind.
Thanks for the help guys. This has been a good start to my career with IO sets.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Villain Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(29), Enf'dOp-Acc/EndRdx(29), Enf'dOp-Immob/Rng(31), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(31)
Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Dam%(5)
Level 4: Caltrops -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Dmg/Slow(46)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(15), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-%Dam(21)
Level 12: Super Speed -- Clrty-Stlth(A), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(50)
Level 14: Boxing -- Acc-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), GftotA-Def(17), GftotA-Def/EndRdx(17)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Weave -- LkGmblr-Rchg+(A), GftotA-Def(25), GftotA-Def/EndRdx(25)
Level 26: Maneuvers -- LkGmblr-Rchg+(A)
Level 28: Triage Beacon -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(37), H'zdH-Heal/Rchg(46), H'zdH-Heal/EndRdx/Rchg(46), H'zdH-Heal(48)
Level 30: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 32: Hail of Bullets -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Dam%(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(45), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Seeker Drones -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/EndRdx(48)
Level 49: Burnout -- RechRdx-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(45)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Your link is broken and you should always post a data chunk for that reason.
I was instructed if your go back and quickly edit the thread it will break the link to the build. So I am assuming you jumped back in real quick to fix something and broke it.
I have issues or am wondering about burnout but I will hold judgement when I see the build.
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 have continued to tweek after thinking long and hard about my play style. This is what I have now.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Villain Profile:
Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(29), Enf'dOp-Acc/EndRdx(29), Enf'dOp-Immob/Rng(31), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(31)
Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Dam%(5)
Level 4: Caltrops -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Dmg/Slow(46)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(11)
Level 10: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(15), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-%Dam(21)
Level 12: Super Speed -- Clrty-Stlth(A), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(50)
Level 14: Boxing -- Acc-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), GftotA-Def(17), GftotA-Def/EndRdx(17)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Weave -- LkGmblr-Rchg+(A), GftotA-Def(25), GftotA-Def/EndRdx(25)
Level 26: Maneuvers -- LkGmblr-Rchg+(A)
Level 28: Triage Beacon -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(37), H'zdH-Heal/Rchg(46), H'zdH-Heal/EndRdx/Rchg(46), H'zdH-Heal(48)
Level 30: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 32: Hail of Bullets -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Dam%(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(45), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Seeker Drones -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/EndRdx(48)
Level 49: Burnout -- RechRdx-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(45)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1482;681;1362;HEX;| |78DA6594D94F135114C667DA29B42CB6A52C65A9D0B295420B8DBEA3801A1330447| |D6F263240938636332D427CF2519F5C1F45312E98185F5CFF16F15F707971611D4F| |E7FB689B7492C9EFCEB9E77CE7DC7BEEDC858DB99677976E4F2BAA7F36A75B56663| |66F9AA542316F365ED18B2553CFB915791AE58D54A63257F5B51563293557D27399| |C5AC55CCE7ACF6EAEC4C69793975DDD40B96D2B498CFE752D70A86B1D4EA0C2F665| |7568BD9B515BFF3356FE84B8669AD660B2D27DF05991CB850C8DE485505E78DF5AC| |5E5CD5D7320BBA5534CCCDB09413977724A0F0B13DCA13415A531AB6C8A760CB337| |21B3CF51CDC536B62EFA98EADEF3EF9003CFD907C443E0647252FC26D4D7D0F3DD7| |07F223A87D22BF80FB12E0468CEADE814EF22D18173D8F2368DB63016C7759BB91D| |A5E6A7BA9DDF499A4F6A1C4FAB8169F2A5922B24E17D8E62635B0DD4336808392AC| |19B9DDCD3E97A337F695DC05D3DF40557C5B914769ED41EE2389F523DEE5EFC07A0| |25ED5D10E68C2514D714B5C103E6AB00B73D130782C08B1F6D06FE4E9FC03F6FC25| |FF81D13D70681F8C896E07753BC6514F27A9C95C17EBEA625D612FEA09B3AEA0F87| |4C347E9A6CF81A01736AD771A7E43E7C0E47972069C9C0527A46711F62CC29E8DB1| |6709F62CC1F39060EF9212D3CF98FE75D8066E921BE42618BD052AB2EC18F72A768| |03D183C248FC863EE910D8E944F9D30246B1DC6BA3CC32F38F7927C058EBE2677C8| |37EC87C4C67946E2DCA789F21991FEA577499E9136F11DE79E8E4751B72DDF29D4E| |D4A95FF53F19FDC22B74157A7A24CF16C4DB187DF9BE43FA3969A84ED67D5A6AA27| |FBCF3EFDA8F58FC3FF57ADFF1DA93124FE77C13EAD7207947F3DDB56127596A93A4| |BBACE72A6CE72B6CE72B96AB1E7EB6617B5CA8DA2A88EC517A8DC17F650F97EE038| |56331EAC19FF070785EC3E| |-------------------------------------------------------------------|
As for Burnout it is a power I have never seen before. I think I might substitute Seeking Drones with Time Bomb. That would allow me to place two at the feet of and AV at nearly the same time. If I understand the power correctly.
Okay Schnoodle or anyone else that might be interested.
Let me preface my statements with the following.
I did NOT figure out how this game works on my own. I didn't do any of the math revolving around this game. That was done by smarter gamers then me.
But...
What I did was read what these people posted. At first few times I glazed over it I started reading then just heard blah,blah,blah. So I got it half right.
Then I notice first hand that I wasn't doing as good as someone with a similar build so I started reading again. This time I read this stuff over and over. I opened up different tabs and started comparing the numbers and opening up mids and looking at stuff.
The next thing I did was started collecting all these builds that players where posting up that were known to be good.
This is what I learned. Some were good and some honestly were just okay. But what you start to see is the common IOs being pushed out.
To me I fell in love ( if one could I guess ) with Traps. Traps is just a well rounded set. As I mentioned any Arch Type ( Mastermind, Defender, Corruptor ) that has Traps can without a doubt get defense capped. Defender fortunately because of how they are buffed because they are Defenders get better Defense and Debuff numbers. So if your brought up a unslotted Traper in Defender and Corruptor you will notice the difference in numbers for stuff like FFG and Acid mortar. Corruptors of course get a DPS increase that Defenders do not.
Since Defenders for example get better numbers it means they can slot less to obtain the same defense numbers. Which means they have less endurance issues. Defenders are like turtles they can shell up and just survive slowing pumping out damage as long as they keep the defenses going.
I eventually after asking many questions I discovered this concept is pretty much in every Arch Types. But for the 6 years I have been playing I would have to say 4.5 years have been frankenslotting concept build. It was only after my first semi defense capped Dark Electric Defender that Bio Spark and Adeonhawk helped me out with and explaining some stuff to me along the way. Did I really just go holy cow this breaks this game.
What I also learned that you CANNOT, CANNOT, Again in big letters CANNOT mix in concept builds with min and max builds. UNLESS your concept fits these arch types power sets to a tee. Example dark knight time warped to the present time aka Shield defense, broadsword scrapper or tank. Ninja aka Willpower, katana, a gadget boy with robots aka Mastermind robot, traps, etc.. You get my point.
Beyond all of that if you want to truly have a maxed out non purple build you are going to have to work your concept around the build. Make the build you want to max out and formulate your concept / story / background around that toon. Of course not matter how hard you trying some stuff just is not going to work out math wise in these builds because of IO sets.
If your want a concept build then your gonna have to make some compromises and accept your gonna be lacking. Your just not gonna be defense capped if your want to be Cosmic energy healer guy aka Energy blast empath healer..
There are exceptions. I made a Whips Traps mastermind with the last pet only that is defense capped and can solo with the aid of incarnates 4/8 missions. Before incarnates I was doing 2/8 solo. But again I cheated and used Traps. To me its a fun build and I consider it my challenge build. Its the build that I would bring out to make a point for example. I have done Pylons with him, fought AVs and taken screen shots for moments when someone says something like it can't be done or just say things to say them but really have no clue.
Personally over last year and a half or might be 2 years when I came back I went ahead and respeced all my 20 or so toons to defense cap type toons.
Here is another thing I have learned.. How to call out when someone post up a build that says can do something it can't. You will be SURPRISED how many people say something is it really isn't or tell fantastic stories about how with caltrops they took on an AV and a bunch of other mobs 10 levels higher then them ( true story, the player is gaming and posting).
You need to know that these guys are full of garbage or your gonna spend tons of your money trying to mimic a build that just does not work as advertised.
Personally all my builds can do 4/8 unless I state otherwise, and I do when they can't. Again there are always exceptions to these rules that many conform to. The simple rule is no one expects anyone except for certain types of builds to handle mobs like Malta and Longbow or even Carnies on a 4/8 setting because of the unique debuffs and mobs they have compared to other NPC types. I will tell you though any toon that has Barrier can handle those mobs while Barrier is active. I have a Huntsman build with 3 perma pets that can handle them because of the max resistance barrier offers.
I am not telling people that they need to live this game to learn this stuff. I didn't. I did spend some time not playing though to read and grasp these concepts.
As I mentioned if you look around you will see that Traps is pretty much my build posted. Of course people will switch some stuff in and might put purple sets in where they can, but that is not for me. The average player really can't afford 3 or 4 purple sets. To me I would rather sell those sets and use that money to bank 5 or 6 other toons. Plus many of the players posting post up these fantasy builds but really never intend to make one themselves, let alone can afford the money to make one. They are just posting up builds to show off. Nutshell some guys might have one or two or even three 10 billion INF builds but they probably will not have 10 or more of those types of builds. Those extreme players are more limited to 3 or 4 toons that they just really use and really max out. Of course there is always the exception.
So now we come to your build.
Its as simple as this.
You bring up Mid and you bring up my build and then you bring up another instance of Mids and put your build in. You then compare the 2 builds. And your job is to beat my builds numbers. So 45% is the defense cap. If your make yours 47% but your regeneration is 50% lower then mine I don't consider you beating me. If your numbers match mine but your overall DPS excluding for example Gaussian build up proc ( meaning don't count that proc because it shows always working in mids ) is lower you lost.
You need to look and wonder why in the world did I six slot my endurance ?
Why in the world did I pick up power sink ?
Its because the build has endurance issues. Issues I could not fix by picking up Cardiac. So this why I picked power sink. 2 mobs will fill up my endurance bar. This allows me to have some blue inspirations on hand but I can use the reds for increasing my DPS and not worrying about making blue inspirations.
If you look at your build you will have endurance issues. You will not be able to sustain long fights without decreasing your attacks.
Your not defense capped.
Your regeneration is 100 points lower then mine.
Understand I am not beating you up. I am just point stuff out to you.
I know in your mind your thinking, I get you dude but I don't want a mimic of plainguy build. I want my own. I get it.. But if your looking to max out with certain powers your just limited to the IO sets these powers afford you.
So that is the best I could have done with that build. Beyond putting purples in it. Putting purples in it would free up a bunch of slots I could put other places. Thus maybe allowing me to remove power sink and picking a different Alpha.
IF someone post a better build I would switch in a heart beat and use any techniques learned into other builds. Perfect example of this is using Vengeance to place another LOTG + recharge. Just never dawned on me up until making my SOA Huntsman build. I seen someone post a build with that power in it and it was exactly what I needed get my build perma. It was the ONE dumb IO I was short.
So I hope all this stuff has made sense to you and anyone else who took the time to read this mess of a post.
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
He never said he wanted a min and max build.
That said, I don't know anything about anything so I'm just gonna use your build on my toon for now, plainguy.
I'm slowly learning how things work in this game. So the only thing that separates someone who does missions at 4/8 from someone struggling to do them at 0/1 is that they have more defense?
Your not defense capped. Your regeneration is 100 points lower then mine. |
I find this concept odd. Defense suggests you don't get hit. I.E. being hit is avoided. If the character is not hit or more realistically minimally hit why so much regen?
Just to be sure you are suggesting that 45% is defence cap (the numbers say so) but you must also have lots of regen?
I find this concept odd. Defense suggests you don't get hit. I.E. being hit is avoided. If the character is not hit or more realistically minimally hit why so much regen? |
The first one is why softcap is important written by Dechs Kaison. I am not sure if he figured that stuff out or pulled together someone else data or collaborated with others. But regardless he is the one that promotes it and has put it up on his blog to keep it available. It used to be on the forums and that is where I originally read it but with the changes to the forums he was smart enough to know and keep it safe.
If you take the time to really read it and read it slow until you really grasp the work you will see that hitting 45% defense you have a 1 in 13 chance of getting hit by a minion and it increases by assorted bosses.
What happen is link number 3. Attach Mechanics will explain that the game has a streak breaker rule. Basically it works for everyone, you and the NPCs. Nutshell after missing a lot you get a chance to auto hit.
So now if your defense capped and running a mission solo on a 4/8 setting. You will have a bunch of mobs coming at you. You could have 20 or 30 mobs on you. There is also a aggro cap. When you get the chance to run a mission on such a high setting or join a farm and end up dieing you will start to notice that even though there are 100 bad guys around only a certain amount will be attacking. Simply again the system is set up that you just won't get attacked by 100 bad guys. As one guy dies another will aggro on you. The problem comes in when you have so many attacking that Streak Break game mechanics comes pretty fast for all those bad guys. So at one point you will get hit probably down to half health from all the hits getting in. If its really fast paced you could get a bunch of streak breakers going which end up being trouble.
This is why the regeneration. This is why you want to have enough recharge to get 2 Triage beacons out. Because the over lapping help keep you on top.
Here is the big issue with Traps. FFG, Acid Mortar and Triage Beacon are pets.. So EACH OF THOSE will get aggro just like you. So end result you and your pets can obtain a bunch of aggro. Much more then a solo Tank, Brute or Scrapper. Because of the pets.
When your looking to farm what you need to do is set up with all this stuff behind you. Basically you set up and then move up in front of Triage beacon at the tip of the point where your still benefiting from the regeneration. You then drop Caltrops down in front of you to prevent mobs from getting behind you. Then you open up with some cone attack to get all the aggro you can so the pets do not get aggro.
The best way to do this is in some narrow hallway or area. As an example in the Crey fire farm I would just set up at the door. I would pull to that spot. I would lay down mines as I cleared so mobs would blow up as they came to me. I would then need to kill them a second time because they ressed back up.
It not as fast as a scrapper, tank or brute but it worked and it worked with all my traps toons.
As another example on TIP missions I would run on a difficulty setting of 2/6 ( the bad guys are 2 levels higher then me lvl 52 and I am equal to a team of 6 players ). I used this setting because to me it was the easiest / safest setting to run but still have a good chance of getting a TIP mission to drop. When I had 3 TIP missions which is the max, I would work in reverse. I would zip to the end of the TIP mission complete the mission and then work my way back to door. Since I completed the mission I now had a TIP mission slot open. I would fight my way back to the door until another TIP mission popped. I would then hit the exit button. Once I did the first 2 this way I had 3 missions left. 5 is max for the day. So I would then run and lower my setting to -1/1 and just zip to the end of the next 3 and complete the TIPs for the day. On those -1/1 settings I didn't need anything but FFG because of course it was that easy.
So you know there are 3 positional defenses and 7 typed defenses. Positional is ranged, melee and aoe. Typed is the type of damage, energy, fire, smash, lethal, etc.
Positional beats out Typed because ranged defense protects you from all typed damage. The game is smart to pick the best numbers you have. So if you have 30 range defense but 45 fire defense, it will pick the 45 when dealing with fire attacks and 30 for any range attack that is not fire.
You could go higher then 45 in your build to compensate for debuffs from enemies or you could just eat a purple inspiration. On my Robot Traps my defenses are in the 50s with the bubble the pet gives me. Incarnate Trial defenses number are 59. Because of the debuffs the mobs give you in the Incarnate Trials you need to be at 59.
But again This is why you need to read those links. As an example the Limits link will tell you what your Arch Type limit is for resistance and such. So why go 80% resistance on your blaster if 75% is the max. As another example Corruptors have a max hit point with set bonuses of 1600. So why go nuts trying to get 1800 or if you notice your set brings you up that high you might as well slot for something else because your wasting 200 points for nothing. BTW the hit point link is at the bottom of the Limits wiki page.
This is also why you will hear about Range cap hover blasters.. Basically someone makes a Blaster and gets his range defense to 45% and then picks up hover. This way he can hover out of melee range of the mobs. Thus he is pretty much forcing the mobs into Range combat.
Again on the Cray Fire farm I could NOT follow the same tactic I did for Traps because the ceiling was just too low. But what did was I would run into the elevator banks where the ceiling was very high. I would then pull to there. So I farmed with all my toons leveraging the defense cap one way or another.
Another not endurance ratio. You want at least 2 points of endurance when you subtract use from recovery. If its less you will need blue inspirations during regular game play. This can be an issue during long fights especially against AVs when its just the AV fighting because now your not getting any inspirations to drop.
So those are the things you need to think of when making a build. Players might obtain one goal but failed to look at the others. Or a player might create a Gimmick build. As an example relying on Vengeance to obtain defense cap. That of course requires someone to be dead at all times to use vengeance on them. This is common when creating a simple farming toon, AOE Blaster with vengeance. Getting someone to play dead in the center of a ambush mission is not difficult since your offering them free levels. If you announced that you were looking for a player for that you couldn't stop the tells fast enough. You would have players tagging you and asking you every time they see you on afterwards.
Again sorry for the long winded info. But it was obvious you were not sure about the defense cap and why the regeneration. So I figured I would try to fill out some more of the game mechanics you might come across regardless of arch type.
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
Thank you
I am a returning player that left shortly after IOs came out. I understand the gist but I need some guidence. Things have changed and I have not kept pace. I have read many opinions but I now seek specific helpe with my build.
My DP/Traps Corr is lvl32. I am really enjoying the build. I will take it to 50. I have not completed any respecs yet. I am happy to rebuild to better fit IO sets. It appears that Def is better than Res for Corrs. It also seems I should build for global recharge. That said I am finding End drain particularly hard atm.
This is my current SO build now fitted with a combination of lvl 35 IOs and SOs. As I said I will gladly respect to accomidate the best possible build for me. My budget is 150mil.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Bonnie: Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- Acc(A), Acc(3), Dmg(3), Dmg(5), Dmg(5)
Level 1: Web Grenade -- Acc(A)
Level 2: Caltrops -- Slow(A)
Level 4: Dual Wield -- Acc(A), Acc(7), Dmg(7), Dmg(9), Dmg(9)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Acc(A), Acc(11), Dmg(11), Dmg(13), Dmg(13), RechRdx(15)
Level 10: Acid Mortar -- Acc(A), Acc(15), DefDeb(19), DefDeb(19), DefDeb(21)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Force Field Generator -- DefBuff(A), DefBuff(17), DefBuff(17)
Level 18: Acrobatics -- EndRdx(A)
Level 20: Poison Trap -- Hold(A), Hold(21), Hold(36), RechRdx(36), RechRdx(37), RechRdx(37)
Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Stealth -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(27)
Level 26: Piercing Rounds -- Acc(A), Acc(27), Dmg(29), Dmg(29), Dmg(33), RechRdx(36)
Level 28: Seeker Drones -- Acc(A), Acc(43), ToHitDeb(43), ToHitDeb(46), ToHitDeb(48)
Level 30: Maneuvers -- EndRdx(A), DefBuff(31), DefBuff(31), DefBuff(31), EndRdx(48)
Level 32: Hail of Bullets -- Acc(A), Acc(33), Dmg(33), Dmg(34), Dmg(34), RechRdx(34)
Level 35: Trip Mine -- Acc(A), Acc(37), Dmg(40), Dmg(40), Dmg(40), RechRdx(43)
Level 38: Tactics -- EndRdx(A), ToHit(39), ToHit(39), ToHit(39), EndRdx(48)
Level 41: Scorpion Shield -- EndRdx(A), DefBuff(42), DefBuff(42), DefBuff(42), EndRdx(50)
Level 44: Focused Accuracy -- EndRdx(A), ToHit(45), ToHit(45), ToHit(45), EndRdx(50)
Level 47: Assault -- EndRdx(A), EndRdx(50)
Level 49: Vengeance -- Heal(A)
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(46), EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Thank you everyone. I look forward to your opinions and ideas.