Pine's Build Challenge!
Well, looks like no bites, so I will post my build for any constructive criticisms.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam/Rchg(5), Aegis-Psi/Status(5)
Level 1: Thunder Kick -- HO:Nucle(A)
Level 2: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(11)
Level 4: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(33), Winter-ResSlow(50)
Level 6: Static Shield -- ResDam-I(A), ResDam-I(23)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23)
Level 10: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(29)
Level 12: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(29), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 14: Warrior's Provocation -- Mocking-Taunt/Rchg/Rng(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 18: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam/Rchg(27), Aegis-EndRdx/Rchg(21)
Level 20: Kick -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam/Rchg(34), Aegis-EndRdx/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 26: Power Sink -- Efficacy-EndMod/Rchg(A)
Level 28: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 38: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(45)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-Build%(50)
Level 47: Darkest Night -- DampS-ToHitDeb/Rchg/EndRdx(A)
Level 49: Lightning Reflexes -- Run-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(15), Numna-EndRdx/Rchg(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(17)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 50: Ion Radial Final Judgement
Level 50: Cardiac Core Paragon
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Reactive Radial Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 50: Barrier Radial Epiphany
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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.
Man, that's tough.
What's the reason for having so many level 30 sets, though? Planning on exemplaring? Seems to be all over the place, with 50's in Energize (12) and 30's in Tactics (44)
The build loses a lot of effectiveness at that lower level (like, the lack of Cardiac for example) anyway..
This is about the best I can do without sacrificing too much.
It did drop below Ranged def cap, but that's not too terrible important IMO.
You might consider swapping out Cardiac for Spiritual - you'd be super incredibly close to Perma Hasten, enough so that it might be more useful to drop a tad more defense to perma Energize.
If you did go to level 50 enhancements you'd be pretty well unkillable for a few issues to come, I'd wager, with good damage output as well.
Edit: if damage isn't the primary concern, you could drop a couple slots from the attacks, swapping out Kinetic combat for Touch of Death (same DEF boost with 4 parts, instead of 6) as well as in Storm Kick, and go for another full set, or some extra slots in another power.
-Proud leader of Captain Planet's Magical Friends
I always slot level 30 IOs. I exemplar a lot. My survive-ability will have no drop until after level 30, (Maneuvers and CJ give me that little extra defense). Thus level 30 IOs. Just because I do not have access to, say Tactics, I will still get the IO bonuses. So your point about tactics is moot. I grabbed tactics for the defense from Gaussian's, as well as the +to hit for I-Trials as well as the fear and confuse resistance. Losing cardiac will drop my resist about 10% and I will need to eat blues and use Power Sink more often, not much of a drop imo. Every power pick was chosen intentionally and at the right level for exemplaring.
The only reason Energize has 50s is because I care too much for those 10-15% lost from using 30s, and 5% recharge isn't going to be really needed at lower levels. The LotG def and def/end got me .5% more defense than the 30s. Doesn't really matter but I like the even 45% for ranged defense. I also felt that little +HP and +regen wouldn't matter when exing.
I would rather drop some AoE defense than Ranged Defense.
If I slot Kin Combats they are Typed defense, Touch of Death is positional. Would take 8 slots to get the same positional defense as 6 Touch of Death. Not sure if you realize what you are saying.
I will think about using Spiritual. That should not drop my survive ability too much.
*edit*
Spiritual doesn't cut it, just drops a few seconds off, but not enough to justify losing almost 10% resistance.
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.
Just because I do not have access to, say Tactics, I will still get the IO bonuses. So your point about tactics is moot.
... If I slot Kin Combats they are Typed defense, Touch of Death is positional. Would take 8 slots to get the same positional defense as 6 Touch of Death. Not sure if you realize what you are saying. I will think about using Spiritual. That should not drop my survive ability too much. |
For some reason I had thought Kin combat was positional, my mistake there. It's been a while since I've done this, I tried, really.
Your lvl 50 survivability will drop a touch if you switch to Spiritual since the +RES really helps to shore up the resist you lose out by using 30's over 50's. If you're slotting 50's, you won't really notice. However, if your Endurance is fine, you might consider switching over to Resilient instead, that'll basically cap your S/L. Basically, you'd be getting some extra Regen out of Spiritual from your skills, in addition to a little more Energize. Unless you get Hasten to perma you may or may not really notice a difference, but you'd be dropping a fair amount of resist.
-Proud leader of Captain Planet's Magical Friends
Resilient gives me 4.5% more resistance over all, which is nice (almost S/L cap). But that is all it gives. To Hit and Immob, whoo friggin hoo.
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.
Which, really, how is Resilient ever better than cardiac? At least with cardiac you get a HUGE amount of end reduction. Resilient, all it gives is res. No other Alpha only gives you one good bonus, but a primary draw, and a secondary (dam, end mod | Acc, defense | Recharge, heal | Hold, range | Heal, end red)
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.
Which, really, how is Resilient ever better than cardiac? At least with cardiac you get a HUGE amount of end reduction. Resilient, all it gives is res. No other Alpha only gives you one good bonus, but a primary draw, and a secondary (dam, end mod | Acc, defense | Recharge, heal | Hold, range | Heal, end red)
|
I personally use Spiritual on almost all my toons (ele/ele included, closest I have to your build) which makes me use endurance even faster.
I agree, though. Resilient doesn't offer you much past the 13% extra Resistance enhancement, but it can be quite significant. Musculature can be the same way on a lot of characters, and even completely worthless for some, due to low damage cap and existing damage buffs.
I'm glad to have the new Alphas though, because while they might not be shining beacons, they do provide you more to fall back on in cases where you don't need A and B, and just want more of either. I don't think I'll ever have a character that would benefit more from Vigor than from Spiritual, I'm not planning on playing Willpower... but who knows what the future holds?
-Proud leader of Captain Planet's Magical Friends
Thanks for the help in letting me see the build from different angles
Really wish I could increase it, even if ever so slightly, without losing what I have already.
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.
Best I could come up with after several atempts.
Melee:46.8 Rng:45 AoE:46.2
perma hasten, energise 0.86s from perma (though if the force feedback proc in Dragons tail procs you sould be able to get energise perma as well). I ran out of slots so I took vengence and dropped a lotg in it, you can replace it with taunt or take another attack and move slots from thunder kick into it; dropping the lotg and veng still leaves hasten perma nad enegisse 1.47s from perma. The trade off is this isn't as emempler friendly as your build, it took a few attempts so by the end i wasn't paying attention to the levels ech power was taken at, I'd rearrange the order of the power picks if actually playing it.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Armor
- (A) Aegis - Resistance
- (9) Aegis - Resistance/Endurance
- (9) Aegis - Resistance/Endurance/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (13) Crushing Impact - Damage/Endurance/Recharge
- (37) Crushing Impact - Accuracy/Damage/Endurance
- (40) Crushing Impact - Accuracy/Damage/Recharge
- (50) Crushing Impact - Damage/Recharge
- (A) Obliteration - Damage
- (3) Obliteration - Accuracy/Recharge
- (3) Obliteration - Damage/Recharge
- (5) Obliteration - Accuracy/Damage/Recharge
- (5) Obliteration - Accuracy/Damage/Endurance/Recharge
- (7) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (46) Luck of the Gambler - Defense
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Empty
- (A) Aegis - Resistance
- (13) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (A) HamiO:Ribosome Exposure
- (46) HamiO:Ribosome Exposure
- (A) Obliteration - Damage
- (15) Obliteration - Accuracy/Recharge
- (15) Obliteration - Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Endurance/Recharge
- (19) Obliteration - Chance for Smashing Damage
- (A) Aegis - Resistance
- (31) Aegis - Resistance/Endurance
- (31) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (19) HamiO:Cytoskeleton Exposure
- (21) HamiO:Cytoskeleton Exposure
- (33) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Panacea - Heal
- (23) Panacea - Heal/Endurance
- (23) Panacea - Endurance/Recharge
- (25) Panacea - Hea/Recharge
- (25) Panacea - Heal/Endurance/Recharge
- (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
- (27) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
- (29) Superior Might of the Tanker - Damage/Endurance/Recharge
- (31) Superior Might of the Tanker - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (29) HamiO:Cytoskeleton Exposure
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) Force Feedback - Chance for +Recharge
- (36) Armageddon - Damage/Recharge
- (36) Armageddon - Accuracy/Damage/Recharge
- (36) Armageddon - Accuracy/Recharge
- (37) Armageddon - Damage/Endurance
- (37) Armageddon - Chance for Fire Damage
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Endurance/Immobilize
- (42) Enfeebled Operation - Accuracy/Endurance
- (42) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (43) Enfeebled Operation - Accuracy/Immobilize
- (A) Dark Watcher's Despair - Recharge/Endurance
- (45) Dark Watcher's Despair - To Hit Debuff
- (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (45) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (48) Blood Mandate - Damage/Endurance
- (48) Blood Mandate - Accuracy/Endurance
- (48) Blood Mandate - Accuracy
- (50) Blood Mandate - Damage
- (50) Blood Mandate - Accuracy/Damage/Endurance
- (A) Run Speed IO
- (A) Empty
Level 1: Prestige Power Dash
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
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OK, fiddled with it a little. Grabbed powers I would rather have and switch some slotting around.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-Psi/Status(5), Aegis-ResDam/Rchg(5)
Level 1: Thunder Kick -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(7), SMotTanker-Acc/Dmg/Rchg(7), SMotTanker-Rchg/Res%(9)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(31)
Level 6: Super Speed -- Winter-ResSlow(A)
Level 8: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21), Stpfy-KB%(21)
Level 10: Static Shield -- ResDam-I(A), ResDam-I(17)
Level 12: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(25)
Level 14: Warrior's Provocation -- Mocking-Taunt/Rchg/Rng(A)
Level 16: Tough -- Aegis-ResDam(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(27), Aegis-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(29)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 20: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31)
Level 22: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
Level 24: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(48)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/Rchg(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 32: Lightning Reflexes -- Run-I(A)
Level 35: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(48)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 44: Dark Obliteration -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 47: Darkest Night -- DarkWD-Rchg/EndRdx(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Panac-Heal/+End(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(15), P'Shift-EndMod(15)
Level 50: Agility Core Paragon
------------
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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.
I probably would only put two Io's in stamina and 3 in health. Two perf shifters and then 2 numias and a miracle. I also prefer to stack def with either 2 or 4 lotg. If you could make room for hover and stealth, that would be an extra 15% haste. And they are both very useful powers. If you 2 slot them with lotg, that would probably give you more regen than health 6 slotted. An extra lotg in combat jump would tack on another 10% regen
Actually, I'm rethinking this. You showed me something. Pancea, thats very nice, so 4 in health would be optimal. I can drop one in haste for that. Thx for the pointer. I'm thinking that would be about an extra 600 hp and 90 end a minute. Its actually probably higher than that. There is a cumalitive effect. It was explained to me in a statistics class. If you put 20 people in a room, there is over a 100% chance that two people will share the same birthdate. If you put two people in a room, there is a 1/365 chance they will have the same birthdate. If you put 4 people in a room, there is a 1/182.5 chance, with 6 people a 1/92 chance etc. To put this another way, knaussians has a 5% Chance for a buildup. After 2 seconds, thats 10%, after 3 seconds thats 20%, after 4 thats 40%, 5 thats 80%, 6, thats 160% chance. Then it restarts. So statisically speaking, thats about 1000 hp per minute, and 150 end. Well at the very least, considering you struck out every time, based on my toons hp, 750 hp and 117.5 end. Thats why those procs rule.
I really don't know where to start, dazedandconfused, but... Sticking to game mechanics, that's not exactly how these procs work - they check only every 10 seconds at the moment. Some of the proc mechanics is getting reworked and I believe the Panacea and Gaussian mentioned will be included in those changes. Also, I'm afraid that's really, *really* not how mathematical statistics works. If the person who told you so teaches somewhere, please get them fired giving that example as proof of incompetence.
hasten is a whopping 4 seconds faster!
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Martial Arts
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perma jump is ---> /up 1
I probably would only put two Io's in stamina and 3 in health. Two perf shifters and then 2 numias and a miracle. I also prefer to stack def with either 2 or 4 lotg. If you could make room for hover and stealth, that would be an extra 15% haste. And they are both very useful powers. If you 2 slot them with lotg, that would probably give you more regen than health 6 slotted. An extra lotg in combat jump would tack on another 10% regen
Actually, I'm rethinking this. You showed me something. Pancea, thats very nice, so 4 in health would be optimal. I can drop one in haste for that. Thx for the pointer. I'm thinking that would be about an extra 600 hp and 90 end a minute. Its actually probably higher than that. There is a cumalitive effect. It was explained to me in a statistics class. If you put 20 people in a room, there is over a 100% chance that two people will share the same birthdate. If you put two people in a room, there is a 1/365 chance they will have the same birthdate. If you put 4 people in a room, there is a 1/182.5 chance, with 6 people a 1/92 chance etc. To put this another way, knaussians has a 5% Chance for a buildup. After 2 seconds, thats 10%, after 3 seconds thats 20%, after 4 thats 40%, 5 thats 80%, 6, thats 160% chance. Then it restarts. So statisically speaking, thats about 1000 hp per minute, and 150 end. Well at the very least, considering you struck out every time, based on my toons hp, 750 hp and 117.5 end. Thats why those procs rule. |
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.
I've been field testing it. So evil, you say its about 10 seconds a tick, I gauged it at a second, which is really overpowered. In my field tests, I would say its about every 5 seconds a tick, which would be about 50 pts every 15-20 seconds and 11 end every 15-20 seconds. That is about 30 regen/rec, Tho its been ten years, the math is mostly right, i don't know the exact curve. The important thing here is I'm explaining how this curve works. I'm just saying at 20% you would think 1/5 ticks, I'm saying its 1/3.5 And I've shown you why.
When did we start discussing the panacea proc?
You brought it up for some reason.... and then argued for it... then Evil chimed in.
Procs in toggles check for procage every 10 seconds because that is when Auto powers are 'refreshed'. So that means that every 10 seconds, for the Panacea proc, you have a 20% chance for a 3.45% heal and 7.5% endurance. These are percentages, not strait numbers. Different characters will see different numbers, but the % will never change.
So, algebraically speaking, for every 60 seconds, you should see it proc at least 1 time and maybe a second. 10 seconds = 20% chance of proc --> 60 seconds = 120% chance to proc. If we assume that you are guaranteed 1 proc per minute minimum, you would divide out those 60 seconds by 60 and the %heal by 60 as well to get your regen/sec -> 3.45%/60 = .000575%hp/sec regen.
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.
Again, that's not how probability works. Since there's only a chance for it to trigger, let's see how often it does *not* trigger - the complementary event to this would be that it triggers at least once. Let t=0 start at a proc check and let t=60 be the last check of a minute; this is actually 61 seconds but it will illustrate the point. So, checks against the 20% chance will occur at t=0, t=10, t=20, t=30, t=40, t=50, t=60 - in total seven chances in the time frame selected.
Probability of the proc *not* triggering at a given time is 100%-20% = 1-0.2 = 0.8
The chance of the proc *not* triggering in a number of consecutive checks is 0.8^(number of checks), with seven checks this gives
0.8^7 = 0.2097 (rounded off to four decimal places)
This is almost 21% - so there's about 21% chance you get no benefit at all from your slotted proc during 61 seconds with time stated as above. Looking over 120 seconds and still including the endpoints t=0 and t=120 as a proc chances this comes out as
0.8^13 = 0.0550 (again rounded off to four decimal places)
In two minutes and one second, there's a 5.5% chance you won't see the proc trigger at all. Or, saying we have 1000 people playing within the given time period with a slotted proc, 55 people may not see a proc trigger during a 121 second period. The other 945 players may have it trigger at least once or more pushing the benefit above the expected average numbers.
I have no luck with random events, so I avoid procs for hp/end like the plague and instead rely on global bonuses like the Miracle: +Recovery or Numina's Convalescence: +Regen/Recovery. To ever state that a proc always performs spot on the average values for each individual is a dangerous thing to do; to say that it should provide the stated benefit over time for the whole population using it is a whole other matter.
Oh, and I'm sorry for thread-jacking but things like this really gets to me, since people may end up slotting based on chance instead of reliability and see how it fails them when it's needed the most.
I think we can say, the heal is crap.... the +end is nice though.
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.
My experience with the panacea proc is good...it seems to trigger as often or more often than the perf shifter...
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
I have an Electric Armor/Martial Arts Tanker. I currently have a build that gives me 85% Smashing/Lethal Resistance, 90% Energy Resistance, 47.5% Melee Defense, 45% Ranged Defense, and 46.6% AoE defense. Hasten is 19 seconds from perma and Energize is 6 seconds from perma. 57.5% Global Recharge.
I want to first, see if anyone can match these numbers, and next if anyone can get Hasten and Energize perma. (Also would be cool to have Aid Self in the build too). Also I am using Soul Mastery's Darkest Night for even more mitigation.
I don't want to post the build I have quite yet. Wanna get yall's creative juices flowing.
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.