Bio Armor / Staff Discussion


Beau_Hica

 

Posted

Alright, so I've been tinkering with a lot of things lately to see some interesting combinations and one of the ones that's been sitting around on the edge of my conciousness was Bio/Staff Tank. I play Tanks about 90% of my game time, so it was only a matter of time. I think these two go really well together, when you consider the absorb mechanic in Bio. Using the combat order of priorities, I'm assuming it goes something like this:
1) Attack is initiated
2) Debuffs are implemented (damage reduction/-to hit/etc)
3) To-Hit check
4) Attack is successful
5) Resistance is implemented
6) Absorb is implemented
7) Damage is implemented

(because absorb is relatively new, I don't know where in the list it comes- I'm only assuming)

So this means that absorb effectively places another layer of survivability on a tank. The purpose of this thread is to try and exploit this mechanic to the maximum extent possible. For this purpose, I selected Staff.

Unfortunately, on mids, you cannot implement staff and bio armor together without some issues in forms So the final numbers will need to be adjusted accordingly.

Questions up front:
1) Are there any powers in Staff worth skipping? (I'm taking taunt)
2) Are there any powers in Bio Armor worth skipping? (I personally don't see a single power I could skip)

So I built a character without using the resistance buff from Sky Splitter w/ 3 Levels of Soul Protection or the Defensive Adaptation buff. I'm very pleased and somewhat excited by what I came up with. I had to use slotting I've never considered before. My goal was max defense and high HP/Regen with decent resists layered on top to exploit the absorb mechanic. I went overkill as the build has 0 DDR protection (so I think the more the merrier). After turning everything on and max'ing it out, I was stunned at what this is capable of. Then I added in -damage and +defense where I could using incarnate content and put Ageless on as a backup (all disabled when you click the link below). This isn't a powerhouse, this is a brickhouse. Let me know what you think.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Bio Armor
Secondary Power Set: Staff Fighting
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Hardened Carapace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46)
Level 1: Mercurial Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 2: Environmental Modification -- LkGmblr-Rchg+(A), S'dpty-Def(7), S'dpty-Def/EndRdx(11)
Level 4: Guarded Spin -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(5), LkGmblr-Def(5), SMotTanker-Dmg/Rchg(25), SMotTanker-Acc/Dmg/Rchg(42), SMotTanker-Dmg/EndRdx/Rchg(43)
Level 6: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15)
Level 8: Ablative Carapace -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), S'dpty-Def(34), S'dpty-Def/EndRdx(34)
Level 12: Evolving Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(48), GA-3defTpProc(50)
Level 14: Kick -- Empty(A)
Level 16: Eye of the Storm -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(42)
Level 18: DNA Siphon -- Numna-Heal(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), S'dpty-Def(23), S'dpty-Def/EndRdx(23)
Level 24: Taunt -- Empty(A)
Level 26: Genetic Contamination -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), SMotTanker-Acc/Dmg/EndRdx/Rchg(31), SMotTanker-Acc/Dmg(48), SMotTanker-Rchg/Res%(48)
Level 28: Serpent's Reach -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(29), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dam%(42)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(31), S'dpty-Def(31)
Level 32: Parasitic Aura -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 35: Innocuous Strikes -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Dam%(40)
Level 38: Sky Splitter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(50), GSFC-ToHit/Rchg/EndRdx(50)
Level 44: Super Jump -- Winter-ResSlow(A)
Level 47: Staff Mastery
Level 49: Adaptation
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 -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 47: Form of the Body
Level 47: Form of the Mind
Level 47: Form of the Soul
Level 49: Defensive Adaptation
Level 49: Efficient Adaptation
Level 49: Offensive Adaptation
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Void Radial Final Judgement
Level 50: Support Radial Embodiment
Level 50: Paralytic Radial Flawless Interface
------------


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Petition to end shutting down CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I can't view builds at work, but I did notice you had Maneuvers. Honestly, unless you're trying to softcap in Efficient mode, it's not needed. You've got Tough, Weave and CJ. Those three right there and ED capped slotting (only 1 slotted CJ) will put you at the softcap for F/C/E/N in defensive mode with 10 mobs around.

I figured I'd mention that since you didn't say what your goal was there. So apologies if you're going for more defense than that.

Now, I do have a build for a Staff/Bio brute. I worked up about 155% global recharge (while Hasten is up) with the Spiritual T4 alpha. This perma'd Hasten and meant that Ablative and DNA would be up about every 30 seconds (15 second overlays in duration) and Parasitic Aura being up about 66% of the time. Honestly, if you can work in even 24% Defense to S/L on top of that, you're going to be ridiculously sturdy.

To answer your specific questions:

1) I skipped the T1 in Staff, but you obviously don't have that option. Perhaps you could skip Serpent's Reach or Precise Strike. 3 ST attacks and 3 AoEs make a pretty good selection.

2) Some people will say that PA is skipable, but I think they're crazy. I honestly don't think there's one power I'd consider worth not taking.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

For whatever reason, I can't view the build with Defensive Adaptation or Soul. So this whole build is without those benefits.

I went with the extra defense to push Psionic over 45% I can see gaining a power/2 slots back and handling 44ish. I'll have to look into that... Maybe I'll even grab Hasten O.o

I didn't go for recharge because it shows Ablation/DNA with a 30 second recharge and the lowest I could get it was about 28 seconds with perma-hasten, but I'd like to see the build if you don't mind. Is it on the Brute forums?


Save Paragon one more time! http://www.cohtitan.com/forum/index....ic,4877.0.html
Petition to end shutting down CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

No slotting for stamina?


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Im trying to figure out the same thing as the other 2 mention as well as what r u trying to go for. You have way to many slots in lot of your attacks that r not needed, your end usage is way above what u will get back, with out attacking you will be out of end in no time at all. You have to decide if you are going typed def, or positional. If you are going typed the ones u have to look out for is s/l/en/neg first, then the others. I am looking at your def and u have a few over the sc for normal, and including incarnate SC which is a bit over kill. You do not need maneuvers but if u want it so badly same with focus acc both r end hogs, and u under slotted them for end. Those 2 right there is what is killing your end.


 

Posted

Here's the build. Keep in mind, numbers are difficult to rely on for Mids at the moment, but the recharge numbers are all good. The current version of Mids has the wrong base recharge for PA right now, so you'll have to do the math for 260 sec base recharge. Basically, it's up every around every 70 secs or so.

You mention wanting soft capped Psi defense, but honestly, I think you've sacrificed too much slotting to make it happen. Some armors are WAY over slotted while your heal powers are under-slotted for recharge. They'd probably be enough for any Psi mitigation you need on top of what Bio gives.

Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Er Mah Gerd: Level 50 Magic Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Bio Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment

Villain Profile:
Level 1: Precise Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg(13), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Dmg/Rchg(46)
Level 1: Hardened Carapace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), GA-3defTpProc(5)
Level 2: Guarded Spin -- SBrutesF-Acc/EndRdx/Rchg(A), SBrutesF-Acc/Dmg(15), SBrutesF-Dmg/Rchg(15), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Dmg/Rchg(25), LkGmblr-Rchg+(40)
Level 4: Environmental Modification -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(9)
Level 6: Eye of the Storm -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/Rchg(7), SBrutesF-Acc/Dmg/EndRdx/Rchg(27), C'ngBlow-Dmg/Rchg(27), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Dmg(48)
Level 8: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(11), EndMod-I(13)
Level 10: Adaptation
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Ablative Carapace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 18: Staff Mastery
Level 20: Evolving Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), S'fstPrt-ResDam/Def+(23)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 24: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(46)
Level 26: Innocuous Strikes -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 28: DNA Siphon -- Theft-Heal/Rchg(A), Theft-Acc/Heal(29), Theft-Acc/EndRdx/Rchg(29), Nictus-Heal/HP/Regen/Rchg(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50)
Level 32: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(43)
Level 35: Genetic Contamination -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Dam%(37)
Level 38: Parasitic Aura -- Theft-Heal/Rchg(A), Theft-Acc/Heal(39), Theft-Acc/EndRdx/Rchg(39), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Acc/EndRdx/Rchg(40)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(50)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
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: Fury
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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 10: Defensive Adaptation
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 18: Form of the Body
Level 18: Form of the Mind
Level 18: Form of the Soul
Level 50: Spiritual Core Paragon
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 22.25% Defense(Smashing)
  • 22.25% Defense(Lethal)
  • 10.69% Defense(Fire)
  • 10.69% Defense(Cold)
  • 11% Defense(Energy)
  • 11% Defense(Negative)
  • 6% Defense(Psionic)
  • 14.13% Defense(Melee)
  • 8.5% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 5.4% Max End
  • 4% Enhancement(Heal)
  • 46% Enhancement(Accuracy)
  • 85% Enhancement(RechargeTime)
  • 269.9 HP (18%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilized) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Terrorized) 2.2%
  • 9% (0.15 End/sec) Recovery
  • 78% (4.87 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 1 Null


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
Here's the build. Keep in mind, numbers are difficult to rely on for Mids at the moment, but the recharge numbers are all good. The current version of Mids has the wrong base recharge for PA right now, so you'll have to do the math for 260 sec base recharge. Basically, it's up every around every 70 secs or so.

You mention wanting soft capped Psi defense, but honestly, I think you've sacrificed too much slotting to make it happen. Some armors are WAY over slotted while your heal powers are under-slotted for recharge. They'd probably be enough for any Psi mitigation you need on top of what Bio gives.

Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Er Mah Gerd: Level 50 Magic Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Bio Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment

Villain Profile:
Level 1: Precise Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg(13), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Dmg/Rchg(46)
Level 1: Hardened Carapace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), GA-3defTpProc(5)
Level 2: Guarded Spin -- SBrutesF-Acc/EndRdx/Rchg(A), SBrutesF-Acc/Dmg(15), SBrutesF-Dmg/Rchg(15), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Dmg/Rchg(25), LkGmblr-Rchg+(40)
Level 4: Environmental Modification -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(9)
Level 6: Eye of the Storm -- SBrutesF-Rech/Fury(A), SBrutesF-Acc/Dmg/Rchg(7), SBrutesF-Acc/Dmg/EndRdx/Rchg(27), C'ngBlow-Dmg/Rchg(27), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Acc/Dmg(48)
Level 8: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(11), EndMod-I(13)
Level 10: Adaptation
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Ablative Carapace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 18: Staff Mastery
Level 20: Evolving Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), S'fstPrt-ResDam/Def+(23)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 24: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(46)
Level 26: Innocuous Strikes -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 28: DNA Siphon -- Theft-Heal/Rchg(A), Theft-Acc/Heal(29), Theft-Acc/EndRdx/Rchg(29), Nictus-Heal/HP/Regen/Rchg(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50)
Level 32: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(43)
Level 35: Genetic Contamination -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Dam%(37)
Level 38: Parasitic Aura -- Theft-Heal/Rchg(A), Theft-Acc/Heal(39), Theft-Acc/EndRdx/Rchg(39), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Acc/EndRdx/Rchg(40)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(50)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
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: Fury
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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 10: Defensive Adaptation
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 18: Form of the Body
Level 18: Form of the Mind
Level 18: Form of the Soul
Level 50: Spiritual Core Paragon
------------
------------
Set Bonus Totals:
  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 22.25% Defense(Smashing)
  • 22.25% Defense(Lethal)
  • 10.69% Defense(Fire)
  • 10.69% Defense(Cold)
  • 11% Defense(Energy)
  • 11% Defense(Negative)
  • 6% Defense(Psionic)
  • 14.13% Defense(Melee)
  • 8.5% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 5.4% Max End
  • 4% Enhancement(Heal)
  • 46% Enhancement(Accuracy)
  • 85% Enhancement(RechargeTime)
  • 269.9 HP (18%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilized) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Terrorized) 2.2%
  • 9% (0.15 End/sec) Recovery
  • 78% (4.87 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 1 Null
Um thats a brute not a tank


 

Posted

Quote:
Originally Posted by LSK View Post
Um thats a brute not a tank
Yes, I said as much in my first post in the thread. But you can easily use this and end up having even better defense numbers, so if anything, that means it's more impressive for tankers.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

DNA: theft proc, 3 num, 2 nictus. Bio works best with +hp wherever you can get it. The theft proc means you will NEVER be out of end. EVER. Try it and you will understand. It is considerably different from how it works in DAs heal.....


-------
Hew in drag baby

 

Posted

Quote:
Originally Posted by OneFrigidWitch View Post
DNA: theft proc, 3 num, 2 nictus. Bio works best with +hp wherever you can get it. The theft proc means you will NEVER be out of end. EVER. Try it and you will understand. It is considerably different from how it works in DAs heal.....
I thought the Theft proc only works once per activation. Does it proc per target?


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
I thought the Theft proc only works once per activation. Does it proc per target?
Yes. Why do you think it is considered a must have in DA heal? Consider what constitutes as a target in DNA and all of a sudden you will understand.


-------
Hew in drag baby

 

Posted

Quote:
Originally Posted by OneFrigidWitch View Post
Yes. Why do you think it is considered a must have in DA heal? Consider what constitutes as a target in DNA and all of a sudden you will understand.
I guess I never noticed the behavior in Dark Regen before. Of course, with all the defense I have on my IO build, I've hardly ever used it.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

I've been playing a Bio/Staff on beta and am still a little low level, so take my observations with a grain of salt.

The feel of the set and looking through the mids numbers seems to be that regen/absorb is your top tier mitigation aspect. The other layers of resist, defense, -dam are supporters of that. So, slotting will be best spent making sure regen is at the top of it's game first.
To that end, I would take out maneuvers and replace it with hasten for Parasitic Aura (helps but not perma) and perma DNA siphon.
I've even been toying with the idea of getting burnout so that PA can be available even longer for a big fight.

To me, the next biggest mitigation potential is the -Dam you can get with the set, particularly if you add in //Soul. I say this because the resist numbers are only high for sm/leth and (as you've stated) there is a huge DDR hole.

The other thing I can say is that /Staff is a bit slow on getting it's single target chain going, so it feels like single target damage is poor. You prolly already knew this though.


 

Posted

I agree on the hasten for PA and dropping man. I have a single slot hasten, and its up enough slotted with 90+% rech that whenever I need it I can.

Burnout + PA would make things _really_ interesting in incarnate trials...


-------
Hew in drag baby

 

Posted

Quote:
Originally Posted by Shadey_NA View Post
The feel of the set and looking through the mids numbers seems to be that regen/absorb is your top tier mitigation aspect. The other layers of resist, defense, -dam are supporters of that. So, slotting will be best spent making sure regen is at the top of it's game first.
I think your observation on Regen is solid, but the suggestions for slotting I don't know if I could agree with. I think recharge might have just as much benefit as regen. But I don't think it would be wise to put all your mitigation bonuses in one basket. Working in some additional S/L defense would probably have more impact.

I say that because Bio is pretty scrawny in debuff resists. If your regen gets debuffed, you'll be sorry you didn't have some other layers of mitigation worked up.

I think the ideal balance might be Rech, Regen/+HP, Defense. With Regen/HP and Defense being pretty close in importance.

Now, if we get some regen resist on Bio, I might change that stance.

[edit] Keep in mind, recharge will also have a big impact on regen numbers because Ablative and PA will be up more often.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

To answer all of the endurance questions, I will disagree with all of you up front. That MIDS chunk you're looking at is set up with 0 targets in all of the powers. Even with 0 targets, Endurance usage is 1.86/s and end recovery is 3.12/s (with one End IO in stam). If you add in targets to DNA siphon, it increases substantially. For those fights that I have to micromanage end bar, I'll just change from Body to Soul (Staff). Not to mention, the majority of the time I won't have to run focused accuracy

As far as everything else goes, I agree with Rylas: Regen is the #1 fancy of this build... but it isn't mitigation. It's effective time to live. Mitigation comes in the absorb, defense, and resist layers. With absorb and defense, I believe regen will have a solid impact on recovering what I lose from the hits I actually take, when resists do their work.

I've played with the build to some extent, and I can squeeze out a lot of recharge. The dealbreaker comes in when you look at how much you lose gaining that recharge. I don't think it's worth it. Especially considering that the main reason for recharge is for DNA Siphon and Ablative Carapace. Ablative Carapace is the #2 fancy of this build; and I have it up every 36 seconds (recharge+activation). DNA Siphon gives you more HP, regen, and all that goodness and with this build; I have it up every 37 seconds.

The only thing I don't like about the build is the S/L defense, I originally built to cover Melee as positional, and everything else as typed. Evolving Aura is typed and offers nothing to melee. So my S/L/Melee is lower than I would prefer.

Here is the build again using Hasten instead of Defensive Manuevers. I looked at what you had Rylas, thanks for posting it. I'm going back to the drawing board for some of it, especially to squeeze out more defense and rearrange some slots, but I don't have time to do it right now. Here's what I have currently (data chunk below):

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Bio Armor
Secondary Power Set: Staff Fighting
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Hardened Carapace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46)
Level 1: Mercurial Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 2: Environmental Modification -- LkGmblr-Rchg+(A), S'dpty-Def(7), S'dpty-Def/EndRdx(11)
Level 4: Guarded Spin -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(5), LkGmblr-Def(5), SMotTanker-Dmg/Rchg(25), SMotTanker-Acc/Dmg/Rchg(42), SMotTanker-Dmg/EndRdx/Rchg(43)
Level 6: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15)
Level 8: Ablative Carapace -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), S'dpty-Def(34), S'dpty-Def/EndRdx(34)
Level 12: Evolving Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(48), GA-3defTpProc(50)
Level 14: Kick -- Empty(A)
Level 16: Eye of the Storm -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(42)
Level 18: DNA Siphon -- Numna-Heal(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), S'dpty-Def(23), S'dpty-Def/EndRdx(23)
Level 24: Taunt -- Empty(A)
Level 26: Genetic Contamination -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), SMotTanker-Acc/Dmg/EndRdx/Rchg(31), SMotTanker-Acc/Dmg(48), SMotTanker-Rchg/Res%(48)
Level 28: Serpent's Reach -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(29), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dam%(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Parasitic Aura -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 35: Innocuous Strikes -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Dam%(40)
Level 38: Sky Splitter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(50), GSFC-ToHit/Rchg/EndRdx(50)
Level 44: Super Jump -- Winter-ResSlow(A)
Level 47: Staff Mastery
Level 49: Adaptation
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 -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 47: Form of the Body
Level 47: Form of the Mind
Level 47: Form of the Soul
Level 49: Defensive Adaptation
Level 49: Efficient Adaptation
Level 49: Offensive Adaptation
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Void Radial Final Judgement
Level 50: Support Radial Embodiment
Level 50: Paralytic Radial Flawless Interface
------------





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Save Paragon one more time! http://www.cohtitan.com/forum/index....ic,4877.0.html
Petition to end shutting down CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

You are still building for positional instead of type def. Not to mention u might think we do not know what we are talking bout with your end when in fact we do. Mids only shows u with just your toggles on. Now add up your attacks and your end usage will go up. If you want typed def with s/l then switch out your ToD with Kinetic Combats, switch out your GSFC with 2 Ret, and 1 common end IO. Still do not know why the obsession with psi def, unless it is for the incarnate trials, but with that you would be buffed beyond sc for psi on those, or if you constantly fighting carnies, or rikti you wont come across to many enemy's with psi attacks. But using what you have I switched out a few things to show u what i mean with those procs, and add some slots to taunt to help with reg, and s/l def.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Bio Armor
Secondary Power Set: Staff Fighting
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Hardened Carapace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46)
Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 2: Environmental Modification -- LkGmblr-Rchg+(A), S'dpty-Def(7), S'dpty-Def/EndRdx(11)
Level 4: Guarded Spin -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(5), LkGmblr-Def(5), SMotTanker-Dmg/Rchg(25), SMotTanker-Acc/Dmg/Rchg(42), SMotTanker-Dmg/EndRdx/Rchg(43)
Level 6: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15)
Level 8: Ablative Carapace -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), S'dpty-Def(34), S'dpty-Def/EndRdx(34)
Level 12: Evolving Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(48), GA-3defTpProc(50)
Level 14: Boxing -- Acc-I(A)
Level 16: Eye of the Storm -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(42)
Level 18: DNA Siphon -- Numna-Heal(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), S'dpty-Def(23), S'dpty-Def/EndRdx(23)
Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(40), Zinger-Taunt/Rng(43), Zinger-Dam%(43)
Level 26: Genetic Contamination -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), SMotTanker-Acc/Dmg/EndRdx/Rchg(31), SMotTanker-Acc/Dmg(48), SMotTanker-Rchg/Res%(48)
Level 28: Serpent's Reach -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(29), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dam%(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Parasitic Aura -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 35: Innocuous Strikes -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Dam%(40)
Level 38: Sky Splitter -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), EndRdx-I(50)
Level 44: Super Jump -- Winter-ResSlow(A)
Level 47: Staff Mastery
Level 49: Adaptation
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 -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 47: Form of the Body
Level 47: Form of the Mind
Level 47: Form of the Soul
Level 49: Defensive Adaptation
Level 49: Efficient Adaptation
Level 49: Offensive Adaptation
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Void Radial Final Judgement
Level 50: Support Radial Embodiment
Level 50: Paralytic Radial Flawless Interface
------------



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Posted

Quote:
Originally Posted by Rylas View Post
I think your observation on Regen is solid, but the suggestions for slotting I don't know if I could agree with. I think recharge might have just as much benefit as regen. But I don't think it would be wise to put all your mitigation bonuses in one basket. Working in some additional S/L defense would probably have more impact.

I say that because Bio is pretty scrawny in debuff resists. If your regen gets debuffed, you'll be sorry you didn't have some other layers of mitigation worked up.

I think the ideal balance might be Rech, Regen/+HP, Defense. With Regen/HP and Defense being pretty close in importance.

Now, if we get some regen resist on Bio, I might change that stance.

[edit] Keep in mind, recharge will also have a big impact on regen numbers because Ablative and PA will be up more often.
We're on the same page, I just worded it oddly. In my mind, gaining recharge for Bio is gaining regen because no IO bonuses are going to come close to what Ablative and DNA are doing.

And just to be clear, I didn't mean ignore the other forms of mitigation. I was just suggesting what I believe is the order of importance of damage mitigation in the set and what to focus on for IOs.
In order,
1. Regen/Absorb
2. -Dam
3. Defense
4. Resist

I think that -Dam can do more for a Bio char than Defense (haven't done the numbers) because of the significant numbers you can drive from Bio itself (you help this out with recharge). If you add in Soul, it's considerably better. Up to about 53% -Dam with DK included. This is why I'm going to make a Bio/Kin on live. Should be able to get pretty good -Dam numbers that way.

Defense is less important when IOing only because you already have an appreciable amount of it to start with. It will take less effort than some other sets to cap for e/n/f/c. Slotting for S/L is good and useful, just not as important as the other two in my mind.

Resist is just difficult to get appreciable amounts of going with IOs.

Ultimately, I'm suggesting slotting for
1. rech (affects regen/absorb and -dam)
2. health (affects regen/absorb)
3. Def (affects Def)
4. Resist (if you can)


 

Posted

A typical spawn lasts between 10 and 30 seconds, which means that DNA Siphon will be capped 90% of the time I play this toon, bringing my End Recovery up to >7/s. If you look at the activation time/recharge- there isn't a single attack that does close to that much damage on my endurance bar. The other 10% of the time, I can micromanage my toggles depending on what the team provides- until I get maxed out at 50 and then push into incarnates again. That end recovery starts at the same time I get SO's and I have a completely different leveling/slotting strategy than the link below. Either way, endurance is not and will not be an issue.

I finally had a chance to sit down and give this a good look through, and I like where Rylas went with recharge, so I adapted it to what Shadey was saying for a complete overhaul on my toon. I also had a chance to work out the defense issues, but it's still no where close to where LSK got them to. I did give up the psi defense, but I'm having trouble filling the last power. I chose Manuevers for the LotG slot- I don't see myself using grant invis or any other power that will just sit there.

I noticed Panacea was a good candidate, how expensive/hard to get are those lately?

Without further ado, here's our work so far (Expensive):

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Doh!: Level 50 Mutation Tanker
Primary Power Set: Bio Armor
Secondary Power Set: Staff Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Hardened Carapace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(50)
Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 2: Environmental Modification -- LkGmblr-Rchg+(A), S'dpty-Def(3), S'dpty-Def/EndRdx(11)
Level 4: Guarded Spin -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg(5), SMotTanker-Dmg/Rchg(7), SMotTanker-Acc/Dmg/EndRdx/Rchg(19), SMotTanker-Acc/Dmg/Rchg(21), LkGmblr-Rchg+(34)
Level 6: Inexhaustible -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/Rchg(43), Panac-Heal/+End(43)
Level 8: Ablative Carapace -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 10: Adaptation
Level 12: Evolving Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(50), GA-3defTpProc(50)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Eye of the Storm -- FrcFbk-Rechg%(A), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Dmg(17), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Rchg(37)
Level 18: Taunt -- Mocking-Taunt/Rng(A)
Level 20: Staff Mastery
Level 22: DNA Siphon -- Theft-+End%(A), Dct'dW-Heal(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal/EndRdx/Rchg(42)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Genetic Contamination -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(31), Erad-Dmg(34), FotG-ResDeb%(34)
Level 28: Serpent's Reach -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(29), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Parasitic Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(46)
Level 35: Innocuous Strikes -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37)
Level 38: Sky Splitter -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40)
Level 41: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), S'dpty-Def(48), S'dpty-Def/EndRdx(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Jump-I(A)
Level 1: Prestige Power Slide -- Jump-I(A)
Level 1: Prestige Power Quick -- Jump-I(A)
Level 1: Prestige Power Rush -- Jump-I(A)
Level 1: Prestige Power Surge -- Jump-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 10: Defensive Adaptation
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 20: Form of the Body
Level 20: Form of the Mind
Level 20: Form of the Soul
------------


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Posted

For the last power, ever thought about Spring Attack? it's a nice way to start a battle and you could have it up ever 41 seconds or so with only one slot. It won't be used much for damage with 1 slot, but for mitigation and speed it could come in handy.


 

Posted

Quote:
Originally Posted by Beau_Hica View Post
I noticed Panacea was a good candidate, how expensive/hard to get are those lately?
Ok first this answer the proc u mention is expensive, but there r ways around it. You can go a couple of ways, 1 get lots of hero/vill merits depending on what side your running, 2 Get lots of emporium merits, or 3 get your self a cheap PvP IO and just keep converting till you get the proc. As for your last you can go with spring attack, or you can go with hover. It will give u some extra def, and u can put another LoTG + recharge in there and it will cost u less end. I know u keep saying you wont have much problems with end, but every littl bit counts, gives the same def bonus as maneuvers at a lower cost of end.


 

Posted

Can you run combat jumping and hover at the same time?

Spring Attack is fun, but if I take it I will lose one of the LotG 7.5% recharges.

As far as the Panacea goes, the non-proc enhancements are fairly inexpensive? I get back into town tomorrow so I can check that. I noticed that the bonuses on Panacea line up to exactly what Shadey is looking for.


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Posted

Quote:
Originally Posted by Beau_Hica View Post
Can you run combat jumping and hover at the same time?
Yup!


 

Posted

I'm considering this combo (though probably for a brute rather than a tank) for when Bio Armor goes live. I've played a lot of melee combinations, though I'm not a min/maxer by any means, and the possibility of nine different combat mode combinations (sixteen if you count "not using a mode" in each of the powers) sounds like an interesting diversion.

The thread has covered IO strategies and what to build for in pretty good detail. Does anyone have any thoughts on leveling this combination, or on SO builds? (Incidentally, I mean "leveling through ordinary gameplay"; I don't have the patience for farming or powerleveling.) How much form-switching (in both primary and secondary) might realistically be involved?


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

For leveling a brute, you could easily stay in "efficiency mode" both w/ staff mastery and Bio Armor. Never worrying about endurance and keeping solid attacks going.

I typically use a LOT of inspirations when I play, so I will probably switch "modes" based on what I don't have lol. We'll see.

As for the leveling question, that's a complicated question. The difference will probably boil down to what "mode" I find enjoyable the most and building around that. It might not need as much endurance management or something similar. We'll see.

I should name this reply "we'll see"


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