Atago

Apprentice
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  1. I changed my own Build a bit to make Place for Sharks/Arctic/Bile. It's not perfect, think there are some Slots that can be moved, see it as Example-Build. For higher Recharge take some LotGs, but keep in mind that END is never enough if you want to fight without downtimes. I took also Heavy Burst from the Soldierpool to get 1 more Cone Attack. Maybe this Build helps a bit. Should be easy to change some Attackpowers, if you like, without loosing Softcap.

    Villain Plan by Mids' Villain Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mage Spyder : Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(3), ShldBrk-Acc/Rchg(5), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-%Dam(9), ShldBrk-DefDeb/EndRdx/Rchg(37)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 2: Longfang -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7)
    Level 4: Combat Training: Defensive -- GftotA-Run+(A)
    Level 6: Maneuvers -- GftotA-Run+(A), GftotA-Def/EndRdx(9), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(29)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(17), GftotA-Run+(17)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 14: Suppression -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23), Achilles-ResDeb%(34)
    Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(39), Mrcl-Rcvry+(40), Mrcl-Heal(42)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit(31), GSFC-ToHit/Rchg(36), GSFC-Build%(37), GSFC-Rchg/EndRdx(39)
    Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/Rchg(34), Aegis-EndRdx/Rchg(34)
    Level 26: Mental Training -- Run-I(A)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(33), GftotA-Def/EndRdx(37)
    Level 32: Tactical Training: Assault -- EndRdx-I(A)
    Level 35: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(36)
    Level 38: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dam%(39), Posi-Dmg/EndRdx(40), Achilles-ResDeb%(40), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
    Level 41: School of Sharks -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Immob/Rng(46)
    Level 44: Arctic Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Achilles-ResDeb%(50)
    Level 47: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Serum -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



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  2. I used a Build without Weave (i skipped the whole Fighting Pool) on my SD/Stone-Tanker. But the Problem was that without Weave i got lower Recharge, less End, less HP/s and the Costs were much higher. There were only disadvantages except the free Powerslots, but the Price for these free Powerslots was too high for me. So i reconsidered my Decision and changed to a Weave-Build.
  3. Rage+Ragecrash

    Infight it's hard to see when Rages crash. Often i only realize it only after 2-3 Attacks, cause the Damage drops. It would be nice if the Debuff would be more visual.
    Maybe if we could not only select a color for the Rage-Aura, but also for the 10sec Crash(1. Color Rage active, 2. Color Crash). So i can use my Blue or green Aura for the Time Rage is up and it turns in a glowing red Aura for the time i'm debuffed. What also would be nice a different visual Effect for Rage under the Heroic-Option->Sizechange instead of Aura. While Rage is active +20% Size, when Rages Crash and in the 10sec Debuff time the Toon shrinks to normal sieze or -20% Size. This would show the Strength of Rage and the Weakness during the Crash in an impressive Way. Would be a cool Hulk-Effect, not only getting stronger but also bigger when in Rage. I think this would fit many Chardesigns well.

    P.S. The visual Effect during the 10sec Crash have to overwright the Effect during Rage, if it is doublestacked.
  4. I don't think that the +6 Tohit Unique is really necessary. BU is up often enough and the +ACC from the Sets and ACC-Bonus from the IOs is enough.
    With 2 common Recharge-IOs Active Defense can be stacked 2 times, no need for Hamis in my Eyes.
    I know the Build is very tight, but i would try to free a Powerslot for Weave. With Weave you can use more usefull Sets in the Powers instead of +Defsets.


    The following is the Build is use atm. The Build has similar Stats to yours. Bit more End/s, HP/s and higher Recharge. Some Attacks have a bit more Damage, some a bit less. But it is much, much cheaper.
    -I use Ninja Run+Jet Pack as Travelpower to free one Powerslot for Weave.
    -I use Greater Fire Sword instead of Incinerate. I don't like the DOT of Incinerate and find it less usefull than the Instant-Damage of GFS.
    -I slotted Fire Blast and use it in my ST-Attackchain instead of Scorch to have a bit more ST-Damage and a Ranged Attack for Runners, Sniper-NPCs etc..


    Hero Plan by Mids' Hero Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), GftotA-Def(3), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(34), GftotA-Def/EndRdx(50)
    Level 1: Scorch -- Acc-I(A)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), GftotA-Def(11), GftotA-Def/EndRdx(13), GftotA-EndRdx/Rchg(42), GftotA-Def/EndRdx/Rchg(43)
    Level 4: Fire Sword -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx(34)
    Level 6: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(7), Oblit-Dmg(7), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(29)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Active Defense -- RechRdx-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(15), Numna-Heal(15), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19), Numna-EndRdx/Rchg(27)
    Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(50)
    Level 18: Against All Odds -- EndRdx-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-End%(23), P'Shift-EndMod/Acc(27)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Run+(31), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(39), GftotA-EndRdx/Rchg(46)
    Level 24: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25)
    Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), FrcFbk-Rechg%(46)
    Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
    Level 32: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(34), RgnTis-Regen+(36), Numna-Heal/EndRdx(36), Mrcl-Rcvry+(40), Numna-Heal(43)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Dmg/Rchg(42)
    Level 41: Ring of Fire -- Acc-I(A)
    Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  5. Tanks that don't have Taunt and Tanks that don't go in first, lead the Team and try to get the Aggro are two different things.

    There are many Sets that don't need Taunt to get and hold Aggro if the Tank attacks first. /Fire with SD/ or Inv/ for Example. Why not slot them for more Damage if they are able to do this and don't sacrifie their Survivability. Some of these Tanks can dish out more Damage than many others on the Team will do SD/ and Fire/ are supposed to Tank and do Damage.

    If a Tank doesn't tank....maybe he has a worse Build or is Build for Soloing or is a Chicken, don't know, but he should play another Class or doesn't join Teams in which the PPL need a real MT.
  6. Quote:
    Originally Posted by Kibowi View Post
    I'm trying to LEARN it. It's not exactly easy though. I hear alot of people talking about Soft Cap and Procs and 5 master hero badges. Lots of this stuff I have not a clue of. I know how to load builds onto mids, and copy them, but not a clue how to load my current builds. I also have no idea what exactly to look for. Wish someone could talk to me in person and explain....

    -Kib
    It's easy: ask, ask, ask
    and
    use Paragonwiki and the forumsearch

    1. Softcap:
    http://boards.cityofheroes.com/showthread.php?t=185167
    http://wiki.cohtitan.com/wiki/Defense_Effectiveness

    2. Procs:
    http://wiki.cohtitan.com/wiki/Proc#Procs


    3. master hero badges? Do you mean the Accolades? If yes:
    http://wiki.cohtitan.com/wiki/Accolades


    What to aim in a build depends on the At, Powersets and for what you wanna use the Toon. So before anyone can give you advice we have to know these facts.
  7. I'm at work, so i don't have much time atm, so i changed the Powers of my own Build a bit (order of the Powers needs a bit of tweaking). Maybe it's worth a look. I took TT-Leadership instead of SJ. It boosts yours and your Teams Damage and can hold a set of Gaussians, cheap and very nice Set. If you really need SJ then i would Skip Omega Maneuver or Armlash. Build has similar Powers/Attributes, but is softcapped to all Positions. Both are suboptimal Attacks in my Eyes. If you want higher Recharge use LOTGs instead of the GoAs, but End will be a Problem with this Build. I would try to get the Accolades as soon as possible.

    Villain Plan by Mids' Villain Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mage Spyder : Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(3), ShldBrk-Acc/Rchg(5), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-%Dam(40), ShldBrk-DefDeb/EndRdx/Rchg(43)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 2: Longfang -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Maneuvers -- GftotA-Run+(A), GftotA-Def/EndRdx(9), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(29)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(17), GftotA-Run+(17)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 14: Suppression -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23)
    Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(39), Mrcl-Rcvry+(40), Mrcl-Heal(42)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit(31), GSFC-ToHit/Rchg(36), GSFC-Build%(37), GSFC-Rchg/EndRdx(39)
    Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/Rchg(34), Aegis-EndRdx/Rchg(34)
    Level 26: Arm Lash -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(45), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(39), GftotA-Def/EndRdx(40)
    Level 32: Omega Maneuver -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(36)
    Level 38: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(42)
    Level 41: School of Sharks -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Immob/Rng(46)
    Level 44: Bile Spray -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
    Level 47: Mental Training -- Run-I(A)
    Level 49: Serum -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(50), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. The link doesn't work, can you pls post the Data-Chunk.
  9. I love my SD/Fire/Pyre Tank most for Farming. Even after the SC-Changes he is still faster than my Spines/Fire Scrapper and my Fire/Fire Scrapper. It's so much easier to softcap a SD-tank than a SD-brute or Scrapper, so I softcapped him at lvl32 and with his 3 AOEs at this lvl (Combustion, FSC and SC) i levled faster fom 32-50 than from 1-32. After lvl 32 he died not once while soloing +2/x8 Mishs. Though i can't say anything about Brutes, i have no >lvl40.
  10. Atago

    Rage Recharge

    Hi, Killimore

    I answer your Question here, so i can link this Thread if i have to explain it to others.

    If we say that we have 100 unenhanced Damage(or 100%) + 100% from IOs and we calculate the Ragebuff and the 10sec Crash in then we get:

    258,5 DPS if Rage recharges in 130sec(but we will get the 10sec -Defhit in this case)
    120sec Rage-10sec Crash-120sec Rage-10sec Crash

    256,7 DPS if Rage recharges in 120sec(less DPS but no -Defhit)
    110sec Rage-10sec Crash-110sec Rage-10sec Crash

    304,6 DPS if Rage recharges in 65sec
    55sec DoubleRage-10sec Crash-55sec DoubleRage-10sec Crash

    300 DPS if Rage recharges in 60sec*
    50sec DoubleRage-10sec Crash-50sec DoubleRage-10sec Crash

    *Rage will overlap 3 Times at the Point of the Crash. It's better to stack it at this Moment only the needed 2 Times.

    So the answer is easy. If you can live with the 10sec -DEF then you will get the highest Damage out of it if you try to get exactly 130sec Recharge. If not then 120sec or less.
    If you want the best performance with DoubleRage you have to try to reach the 65secs, but you don't have to spend much, much Inf to get additonal 2-3sec Recharge. Your DPS will only Drop. I would aim for the 65sec, hard enough to reach them.

    Greets Atago
  11. Here is Thread with some nice Builds, but they are in Mid-Format.

    http://boards.cityofheroes.com/showthread.php?t=216944
  12. Here is my Concept-Build. It's softcapped and has good defenses. It's not too expensive.

    Villain Plan by Mids' Villain Designer 1,803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mage Spyder : Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(3), UndDef-DefDeb/Rchg/EndRdx(5)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 2: Longfang -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9)
    Level 4: Combat Training: Defensive -- GftotA-Run+(A), GftotA-Def(7), GftotA-Def/Rchg(43), GftotA-Def/EndRdx(48)
    Level 6: Maneuvers -- GftotA-Run+(A), GftotA-Def/EndRdx(9), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(29)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(17), GftotA-Run+(17)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 14: Suppression -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23)
    Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(39), Mrcl-Rcvry+(40), Mrcl-Heal(42)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg(36), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(39)
    Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(48)
    Level 26: Frenzy -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(45), Oblit-Dmg(45), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(33), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx/Rchg(34)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(39), GftotA-Def/EndRdx(40)
    Level 32: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(36)
    Level 38: Mental Training -- Run-I(A)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/Immob/Rchg(46)
    Level 44: Tactical Training: Assault -- EndRdx-I(A)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Serum -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(50), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



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  13. Quote:
    Originally Posted by Metatron_NA View Post
    Serious answers please, no "The downside is how unbelievably awesome they are!" replies.
    Ok, but this is the Point. They have no Achilles Heel like the Kheldians. Maybe the linked Comparison which shows the characteristics of NW/Fort/Bane/Crab helps a bit:

    http://spreadsheets.google.com/pub?k...rvBcD6G8uC0vXQ

    P.S.
    The Numbers Comparison: These are not fully IOed Numbers. For Example it's easy to hit softcap with Banes and Crabs too, if you like.
  14. Hi, since Issue 18 nearly all Tanker-Attacks have an additional AOE in the description, but IG it seems that they still hit only single Targets. So what does that AOE mean? Has it any effect?
  15. "Best"?
    What does this mean?
    Fastest Lvler? Safest Lvler? I think there is no best!
    Depends on what you like and your Playstyle.

    For me it's easy:
    Meleeclass
    Getting defeated is bad.
    Not too clicky.
    I don't like downtimes btw the fights.
    The Toon have to lvl fast enough >lvl30. For me ~1h for each Lvl btw 30 and 40, and ~2h for the lvls above lvl40 is fast enough. For that the Toon has to be able to run the Missions in +1 or +2/x8 in a fair Time. /x8 to get the full XP-Bonus.

    Before lvl30 many Toons and Powersets sucks in Sologaming, but there you have to hang on. I preferr a Toon that sucks at lvl20 but Shines at lvl30 and above instead of having a Toon that seems to be perfect at lvl20 and sucks the whole Way from lvl30 to lvl50, cause this Way is much longer than the Way before.

    So, there are some Powersets that are able to do this, some not. I had the easiest time with my:
    SD/Fire Tank - was very easy from lvl26 on and the fastest lvler allover
    Elec/SD Scrapper - was fastest after lvl 35
    Spines/SR Scrapper- was very easy once i hitted softcap, but needed longer to take the Spawns down than the other.

    I think besides SD-Tankers that many Tankers have not enough Damageoutput to feel like a Superhero and many Scrappers and Brutes have enough Damage but not enough Tank to stand a /x8 Spawn without Oh, sh*t-Moments till they are fully IOed and higher lvl. A MA/Stone Brute or Dark/WP Scrapper will lvl slower. A SD/Elec or SD/Fire Tanker will level faster than many Brutes or Scrappers. A Invul/Ice Tanker will laugh the x8 Spawns in the face and he will have enough time for it cause he needs hours to take them down:-))
    What i wanna say is that it depends mainly on the Powersets you take.
  16. AOE-Scrappers, AOE-Brutes and AOE-Tanks (soloing at /x8 boosts the lvling-speed by a large amount). The Scrappers and Brutes kill faster, but will also die faster.
  17. Stone Melee's Tremor-Animation is looking very weird on some Chars. The Groundpunch-Animation from SS or a new Animation where the Toon smashes his mallet on the ground would be much cooler.
  18. SD/Fire/Pyre tank

    Softcap it at lvl27 with some IO-Sets and switch to +2/x8, when soloing

    Combustion at lvl 4
    Shield Charge at lvl 26
    Fire Sword Cyrcle at lvl 28
    Fire Ball at lvl 47

    No mini AOEs with small Cones or 8" Range, so bringing the AOE-Damage to most of the Targets around you is very easy. With AAO + Build Up you can kill entire +2/ x8 Spawns in no time. With some LOTGs, Crushing Impacts, Oblits aso. SC and BU are up all ~30 Seconds.
    Easy play->jump in and stand in the middle and laugh the NPCs in their faces then hit BU, SC, Combustion, FSC, Fire Ball. After that kill the 2 Lieutnants that are lft and move to the next spawn. At this time BU and SC should be up again.
  19. Crab Spiders/Bane Spiders
    Crab/Banes should not use Guns anymore once they hit lvl24 and choosed the Way to go. Once you hit lvl 24 there should be alternate Weapon Animations in the Soldier Pool. One variation that uses the Crab Pack if you choose Crab Spider and one that uses the Mace instead of a Gun, if you choose the bane Spider.

    For me it would be OK to use the Crab/Bane Spider Animations for it. Think this would be the easiest way and it could be changed fast.
    F.E. Crab Spider:
    Single Shot
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Channelgun with Gunsound and Muzzle Flash instead of the red Beam

    Pummel
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Slice

    Burst
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Longfang

    Heavy Burst
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Longfang or as Supression with Gunsound and Muzzle Flash instead of the red Beams

    Wide Area Web grenade
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Crab Spider-Venom Grenade

    Bayonet
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Armlash or Slice

    Venom Grenade
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Crab Spider Venom Grenade

    Frag Grenade
    1. Option Soldier, same Animation with the Gun as now
    2. Option Crab Spider, same Animation as Crab Spider Frag Grenade

    Similar then for the Bane Spider.


    P.S.
    And there should be the possibility to turn Fortifications ugly, brown Aura off, an option with minimal FX, or so. ATM SoAs have no Customization/alternate Animations to choose of. Why?
  20. If i compare the Stats of my lvl50 Shield Tanker to the Stats my Crab will have at lvl50 i the Crab will have similar positional Def, higher damage-specific Def, higher Resistances, more HP + 60-80% Serum-Heal. So I can understand thinking about using a Crab as Tanker.
    In this case i think the main Aggrotool would be the AOE-Damage. Go in first, shoot first and take the Alphastrike for your team. With that you will help weaker teams enough (Remember that Redside-ATs are designed to do well without any pure tankerclass). Infight it will be difficult to hold the Aggro vs. bigger Spawns due to the lack of Gauntlet and an Aggroaura even if you take Provoke, but in return you get enough other Powers to support the Team: Damagebuffs, Tohitbuffs, Defensebuffs, Res-/Defdebuff, Webgrenade with it's -50% Recharge.
  21. OK, think i will go without Pets and Omega Maneuvers. This is the concept-build i made last night. I tried to avoid the more expensive Sets (I'm a bit low on Inf after IOing some of my other Toons in the last Weeks):

    Villain Plan by Mids' Villain Designer 1,703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mage Spyder : Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(3), UndDef-DefDeb/Rchg/EndRdx(5)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
    Level 2: Longfang -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9)
    Level 4: Combat Training: Defensive -- GftotA-Run+(A), GftotA-Def(7), GftotA-Def/Rchg(43), GftotA-Def/EndRdx(48)
    Level 6: Maneuvers -- GftotA-Run+(A), GftotA-Def/EndRdx(9), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(29)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Tactical Training: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(11), GftotA-Def(17), GftotA-Run+(17)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 14: Suppression -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg(23)
    Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21), RgnTis-Regen+(39), Mrcl-Rcvry+(40), Mrcl-Heal(42)
    Level 18: Boxing -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/Rchg(42)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(27), P'Shift-End%(27)
    Level 22: Tactical Training: Leadership -- GSFC-Build%(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-ToHit/Rchg(36), GSFC-ToHit(37), GSFC-ToHit/Rchg/EndRdx(39)
    Level 24: Fortification -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/Rchg(40), Aegis-EndRdx/Rchg(48)
    Level 26: Frenzy -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(45), Oblit-Dmg(45), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(33), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx/Rchg(34)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(39), GftotA-Def/EndRdx(40)
    Level 32: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
    Level 35: Combat Jumping -- Ksmt-Def/EndRdx(A), Ksmt-Def/EndRdx/Rchg(36)
    Level 38: Mental Training -- Run-I(A)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/Immob/Rchg(46)
    Level 44: Tactical Training: Assault -- EndRdx-I(A)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Serum -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(50), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Conditioning
    Level 0: Ninja Run
    ------------



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    |-------------------------------------------------------------------|

    Maybe i take Aim instead of Serum, i'm not sure about it atm. and will decide later on.
  22. I mainly played Tanks, Scrappers and Brutes. With them the tactic while soloing was easy...jump in and burn the AOEs, target the lieutnants and use the ST-Attacks till AOEs are up again. I don't know what tactic is the best soloing large Groups(+2/x8)with a Crab and what attacks to use.
    Hold the NPCs at range with Web Grenade, then use Poison Grenade, Supression or maybe jump in and use Frenzy? Should i take Heavy Burst too? And how useful are the Pets and Omega Maneuver for a Soloplayer(i have to solo 75% of the time)? I have no Room for all of them in my Build so what Powers would you say are essential for soloing? What tactic do you use with your Crab and what are your Experiences soloing larger Groups?