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Quote:The problem is not the immobilize per se. The problem is putting the immobilize and the movement slow in the same power. If I were to take the stun from TK and the stun from Eagle's Claw and put them both into Cobra strike, so Cobra strike had three chances to stun the same target and those stuns didn't stack the "set" would have the same number of secondary effects, but they would be less effective. The same thing is happening to CAK.
Now, if every MA attack slowed, and CAK was the special attack that also immobilized, that would be different. Dark Melee has this property where Touch of Fear has both a very strong -tohit and a fear. Stacking -tohit on a target that is feared is less beneficial than the sum of the two effects, because a target that is feared is not attacking (or at least not attacking as much). But its clear Touch of Fear didn't pay extra for that effect: Dark Melee wasn't given a limited amount of Tohit debuff and "wasted" some of it on ToF: it was basically given an unlimited amount of tohit debuff to put into all the attacks in any way the designer saw fit.
But MA's secondary effects are very clearly limited. ...
I really like where you are headed with this. My favorite Scrapper primary is (and always has been) Martial Arts. I played it and loved it even during the "smell my foot" days.
But having just recently played an Energy Melee character up to level 16 over the weekend and then hopping back on my Martial Artist, I can definitely "feel" the difference. Having a chance to stun on every attack translates into ALOT of mobs getting stunned every fight, without me actually even trying to cause this. So when you play Martial Arts, the extra effects are kinda random and less valuable as "mitigation" then even the closest set for comparison (Energy Melee).
What if "Knockdown" was Martial Arts' special effect. Code in a chance to knockdown on every attack. It doesnt solve the problem you are illustrating above, but would make up for the lack of a "consistent" effect.
Oh I also LOVE, LOVE, LOVE the idea that Umbral brings up about taking a half second out of the "floating in air" animation of EC. I want my MA to be smooth and deadly, a veritable dancing death machine. The "hold" at the top of the EC animation is a little too much "crouching tiger" and not enough "bruce lee" for my tastes. -
I didnt enjoy Time Bomb (or Trip Mine for that matter) on my Energy-Device blaster because I prefer a steady pace while playing.
Devices was setup...setup...setup....mop-up!
Just wasnt to my taste.
all this aside, one of the funniest groups I was ever on had a device blaster who did exactly what you describe Techbot. We entered the mission and the Blaster cloaks up and disappeared. We moved thru the mission and every now and then could hear the bombs going off and gunfire. On several occasions we saw the invisible blaster fly by us followed by a few mobs, only to watch them hit a trip mine that was carefully placed before we arrived. When the mission complete bell sounded, we had only explored half the map.
Some folks in the group were not impressed, but I was laughing my *** off. -
Quote:I am just guessing here Muon,Eh, I dunno. A lot of times, the debuffs (aside from sonic's -res) just aren't really important most of the time. If you're in a situation where your primary is already providing enough mitigation, you don't really need your secondary to debuff their tohit or recharge or whatnot. I know that my dark/psi doesn't usually care much that his secondary does -recharge - everything is usually trembling in fear or debuffed into smithereens already.
Besides, there's already several defender blast sets without debuffs (archery, AR, electric [and no, the end drain doesn't count], and energy), so it's not like fire would be unique. And unlike, say, electric, at least its secondary effect would be *useful*.
but I think Oedipus_Tex was referring to the secondary effects moreso than "debuffs" specifically. For example, I consider the KB of Energy, the drain of Electric and the Holds, sleeps, Immobs etc... of all the blast sets part and parcel of "secondary effects". And they are much more valuable when solo, so very important to consider.
I would also like to see Fire Blast come to Defenders, and can only speculate why this has not happened yet. Would it be any good at Defender level damage ? I am doubtfull.
In order to help it out, I would think that some kind of damage boost would be in order, because Damage IS the secondary effect of Fire Blast. IMHO -
Quote:Only one thing comes to mind regarding DB synergy for me.
Any similar advantage to one of the ATs with regard to dual blades? Any particular synergy with a secondary that performs better with a given AT?
DB is a set that you will probably want 8 of the 9 powers.
This is alot like super reflexes, which means that pairing these sets with another set that needs ALOT of its powers leaves considerably less choices for pools and epics.
So look for a secondary that allows you to skip a few powers, or play around on MID's to make sure you are happy with the number of choices left over when building the character.
Dark Armor is one set that has quite a few skippable powers( as an example ).
Super Reflexes would be one to consider avoiding for the same logical reason. -
I have tried Dual Blades quite a few times and could never stick with it, but for whatever reason it was using Tankers (I dont play villain side). On a Lark, I decided to try one more time with a scrapper this time, and what do you know, It was alot better.
Here is the reason why, I believe; Scrappers (obviously) do more damage so it just feels stronger than Tankers, who seem very anemic at lower levels with DB. I realize that DB gets better at higher levels, but Scrappers get their attacks sooner than Tankers and this REALLY helps DB mature faster.
This same thing happens in reverse on Tankers. I played Shield scrappers for almost 9 months and was frustrated with their performance, trying to get out of the lower end levels was brutal. I tried every combination I could stand and nearly gave up, until I tried a Shield Tanker. That extra boost of Defense, HPs, and getting the Defenses MUCH sooner, was all it took to make Shields work well at the lower end.
Bottom line; At level 50 it really doesnt matter, but throughout the early game take the AT that will mature faster in the area you need most. -
Quote:Maybe he didnt know about targeting thru the player. Thats how I heal with a Kinetic, target melee toon in need, hit Transfusion, BAM 90% of the time the person I want to heal gets hit with the heal. The only hard part is trying to get the heal off before the target critter diesThat's the problem right there. The kineticist cites him running into melee as a problem, when his heal only works on targets in melee.
Additionally, Buffs should be refreshed when they drop, but I try to do that before a fight starts or as a battle is winding down, so they will be fresh at the start of the next battle. And if someone is out of range when they come up in my buff cycle, guess what, they wait till next cycle or when the battle winds down again and I notice they are not buffed. -
Quote:Dark Miasma was my first defender primary to get past level 22.So I mostly play redside support toons, but I have a few heros. Anyway I wanted to try out a defender. After failing with a ff/sonic, emp/psy and TA/A, I went with Dark/Ice. This set is freaking awesome!! I had no idea defenders could solo like this. I'm only level 20 and I'm at 0x3 with no problems. Just thought I'd share.
It is a truely exceptional set that offers great group benefits and solo-ability without being overpowered in either area.
Keep on Defending !! -
Quote:Blasters do get Melee powers in their secondary. In fact Energy Manipulation has a full Attack Chain. This is one of the reasons I mentioned that Defender melee DMG mod would need to be increased. Currently it is 0.55 (not 100% positive) which is VERY LOW. It would need to be somewhere between this and Tanker numbers (.65 to .75 IMO).I would say blaster would be squishier then defenders, after all they don't have near as many buffs/debuffs to keep themselves alive. So I can see defenders getting melee after blasters get melee.
There are also several defender powers that are effective closer to the people in the middle of combat, maybe not FF, but traps and some other sets do play well up close.
Also, I have yet to play a defender that cannot function in melee range. It takes a particular mind-set and tactics, but can be done. Also, lets not confuse surviving in melee range for dominating in melee range. I really like the Idea of the Assault sets being proliferated to Defenders/Corruptors, but for Defenders to get straight-up melee sets, It would make alot more sense to add a new AT with an inherent that lets them survive melee range better.
someone suggested something like this once. -
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Quote:Ooooh ! Water Control would be very cool. But can you imagine the animation nightmare that would be, judging by the comments we have heard regarding "whips".
EDIT Just to gush: For example, I'd like to see what a set that was a half a step between Illusion and Ice Control would look like. Low to moderate damage, somewhat PBAoE based, with a combo of pets (but fewer than Illusion) and debuffs (but somewhat less than Ice). Water Control could actually be built somewhat to that route, and might even conceptually work with -Damage as the secondary effect. -
Quote:I REALLY REALLY want to see something like that.I actually agree with this. Why can't defenders get melee sets?
One thing they would have to do is raise the Defender dmg mod for melee.
I think currently it is at 0.55, so maybe 0.65 at least (preferrably 0.75).
Just think of all the fun combinations.
And after Going Rogue ; Kinetic - Kinetic MeleeOh yeah!
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Quote:End Drain on a team is well worth the effort !Last night, I was on a team doing a mission full of Nazi Werewolves, and basically following my normal chain of events: drop a tar patch, debuff the ugliest bad guy, follow the tank in, hit Short Circuit, follow up with Ball Lightning, then area heal, and by that time, SC is back and I can hit it again. Tesla as needed.
About halfway through the mission, the tank says to the group: Holy sh*t, you have a ton of end drain! My bar has barely moved the whole mission.
Sort of made my whole night.
I think I might sacrifice one of my End Drains in SC for a recharge. I think you guys might be right that the best End Drain enhancement I could have is being able to do it again right away...
(Are you guys sure on the end drain from Ball Lightning? I feel like I hit a good 25% of a red minion's bar with that...)
I doubled checked Ball Lightning in-game and it is indeed 7% base.
Here are three different slotting setups that I have used on short circuit
4-slot (Totals: 42% Acc, 92% EndMod, 92% Rech)
Efficacy Adapter (EndMod/Rech), Efficacy Adapter (EndMod/Acc/Rech)
Performance Shifter (EndMod/Rech), Performance Shifter (EndMod/Acc/Rech)
6-slot (Totals: 33% Acc, 87% Dmg, 69% EndMod, 80% Rech, 15% EndRed)
Efficacy Adapter (EndMod), Efficacy Adapter (EndMod/Rech)
Eradication (Dmg), Eradication (Dmg/Rech), Eradication (Acc/Dmg/Rech)
Eradication (Acc/Dmg/endRed/Rech)
6-slot (Totals: 38% Acc, 73% Dmg, 83% EndMod, 85% Rech)
Efficacy Adapter (EndMod), Efficacy Adapter (EndMod/Rech)
Efficacy Adapter (EndMod/Acc/Rech)
Eradication (Dmg), Eradication (Dmg/Rech), Eradication (Acc/Dmg/Rech)
all of these setups work fine for group sapping, depending on whether you want damage as well from the power or maximum "drain". I will re-state what a couple folks have said as well reharding Hasten. It really helps to get Short Circuit back as fast as possible. -
Quote:Very good question !For controllery attacks (tesla, electric fence, shocking bolt), does the end drain/end drain over time still take effect if the mag isn't high enough to affect the target? Basically, would those serve to keep a harder target low, even if they couldn't control it?
Had to go in-game to test this, since Honestly didnt know the answer.
Not sure on Shocking Bolt, but Tesla and Electric fence DO NOT drain if you miss with the attack. Additionally, it appears that Electric Fence does its drain in a DOT simultaneously with the damage (which I also didnt notice before).
It doesnt appear that the drain is a seperate roll from the attack, so If the power hits for damage, it will drain as well. The only random part is whether their recovery gets stopped and you get a small amount of endurance added to your own bar. -
Absolutely True Dr.Mike
One of the things that I have done before (when I had 1 endmod in each attack) is to use Short Circuit, then cycle attacks on the toughest target while waiting for Short Circuit to cycle. Against Lts or problem mobs, you can Tesla+Short Circuit and then cycle CB/LB and usually have them drained before SC recharges. This gives you alot of breathing room.
When leveled below 39 I find the idea of enhancing the drain in the ST attacks much more attractive, but even so, I would only slot more than 1 spot in Short Circuit.
Now that I have spent alot of time at 50 with this powerset, I feel very weakened when de-leveled and cannot hit SC+Powersink. One of the down-sides to Electric Blast really.
For a Defender, I really feel that something is missing pre-ancillary. Just not sure how to prove it to the devs. -
Quote:I wasnt positive on the numbers so I had to check on it Dr.MikeBall Lightning drain 7% of the Blue bar, or 14% when slotted. That extra 7% is not very much return for 3 slots in my opinion.
Similarly, the single target blasts drain between 5% and 7% of a blue bar.
According to Mid's (cannot check in game @work atm),
Charged Bolts, Ball Lightning, Tesla : 7% base drain
Lightning Bolt : 10% drain
Zapp : 15% drain
Voltaic : 6% per blast
Short Circuit : 35%
Thunderous Blast : 40%
Are CB and LB different values in-game than the 7% and 10% showing on Mids ? -
Quote:You are absolutely correct New DawnI used to do this on excel except with the secondaries damage levels and control levels. It's alright if you enjoy getting into it as it takes alot to really get into and keep doing as the game keeps changing. At no point should anyone I feel be influenced by these things in deciding what tankers work best. They have to be played differently. Most survivability models assume a brain dead player in the middle of mobs where as I have no doubt that the Devs like to lean nearer assuming a skilled player amongst some brain dead mobs.
Although trying to put scenarios down to encompass all likely possibilities would require a neural network or database to really get down to the heart of gameplay.
The fact that every villain type is different and then you have minions, lts and bosses all with different values really complicates things in a hurry. Then there is mob behavior. Does it stay back and shoot, run in to melee? How long before it decides to switch tactics? Does the player force this switch? etc, etc, etc
What I am attempting on my models is to just look at three minions as the baseline, come up with relevant models, then I can spawn a model with three Lts and another with 3 Bosses. Do this for every damage type, and come up with a summation based on what percentage of the game is represented by each type and villain. This will get me an average performance throughout the game, and also individual summations for each damage type and villain type.
So...... 2012 .... maybe -
One thing that you have to consider is animation times.
Dont get the wrong idea, I would LOVE to have animation options for every power in the game.
But how do you offer a wide range of animations that all fit within a standard time-frame. On a power that has a long animation currently (1.67+ sec), do you design new animations that fit exactly inside that time-frame, or in the case of an animation with a shorter duration, do you tack on a "wait" period to make up for the full original duration.
On a current fast power (1.5 sec or less), what do you do with an animation that has a much longer "wind-up". Do you "hurry-up" the frames so that this animation "fits" in the original animation window or do you monkey around with the game engine. Either way, I would be unhappy with a cool animation being "sped-up" or "slowed" to fit inside a particular time frame.
Worse yet, what if you set the DPA according to the animation time to account for max recharge. Talk about min-maxing. Every person would not only figure out how to slot best and build best, but we'd be discussing which animation is the best one for an attack chain.
I personally was very happy with the animation changes to Martial Arts and Super Strength.
It gave me the opportunity to do away with the funky CAK animation and the Punch attack from SS. If you look at the alternate animations though, I believe that they had to "fit" inside the existing power's animation with as little "hold" time as possible.
/signed More animations Please ! -
Heya Dechs,
Thats a great analysis tool. Good work !
I would like to copy some of the concepts over to my own Defender analysis that I have been working on, if you are OK with that. -
Since you did not mention it, I am assuming that you have not reached level 41 and higher yet. Once you are there, you can supplement Short Circuit very well with Powersink (Electric Mastery) or Power Buildup (Energy Mastery). I use Electric Mastery because it is more thematic and will drain a mob dry with Short Circuit + Powersink. I often lead with Ball Lightning beacause Powersink fills my blue bar completely, so I can use alot of endurance before then.
For slotting I shoot for Endurance drain only on Short circuit and try to hit 60% drain.
If you want to add drain to Ball Lightning, I would make sure that it is 6-slotted with 5 slots for a damage set and then 1 End Mod.
I used to slot some end mod in Lightning Bolt and Charged Bolts, but decided that set bonuses helped me out more.
Congrats on finding out how fun "sapping" can be. -
Quote:Thats awesome ! Thanks DraggynnQuite often is a 15% chance, which is nothing to scoff at. If you happened to take an immobilize at some point (electric fence is open to all defenders), the Gravitational Anchor Chance for Hold Proc has a 25% chance of going off.
I will have to get one of those for Electric Fence -
Quote:I have struggled with this very same issue on both my Emp/Electric and my Kin/Electric.Hello all
I've been having a blast with my Kinetic/Electric Defender and have reached a point where I'm starting to look into fleshing out my defenses (I solo a lot) One area that I'm having problems with is stun resist/reduction. I've been looking at I/O set bonus, but not having any luck. The ones I've searched for from Red Tomax are four set deep and are really only 1-3 percent which I think is a bit unrealistic to slot for. Is there any suggestions on how to get some stun reduction/resist for a defender? Thanks in advance for any help!
For my empath (Level 50), I have 2 builds nearly IOed out. One for solo and one for Teams. On my solo build I took Acrobatics and the Fighting Pool and focused on +def to S/L/E/N. Once this build is completed I will be around 26-27% Defense S/L and 32-33% E/N.
Currently, I am at 20%+ S/L and 26% E/N and combined with Acrobatics I get some decent protection solo. You might also want to consider the Aegis status resist proc in tough for reducing the duration of stuns etc... Often I can "ride them out" while solo. To be honest though, Break Frees are your only guaranteed method of dealing with these effects, so keep your tray stocked with them. As a Kinetics (and Empath), I have found that its better to raise the difficulty of mobs solo rather than the quantity. Tesla cage can only keep one person locked down, and even with the duration enhanced, you will have a hard time against multiple mezzers.
On my team build I went with the Leadership pool and do not worry about these effects as much. I just carry break frees for teaming mainly. They are less needed while solo.
The following builds are my Solo and Teaming builds. These are the best I have been able to come up with over the last 9 months or so. Hopefully you can get some ideas for your Kineticist from them. Almost forgot, the Hold proc in Devastation is REALLY nice. It procs quite often.
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Very good post !
Its great to see someone take the time and effort to make sense of this power (or any power, for that matter, that is commonly advised against).
What has always bothered me about repel is the per target cost. This seems (on paper) to be a balancing factor between "Kinetics" and "Forcefields", since that set also has a repel type power. But since Forcefields is primarily about "knockback" you can leverage this effect more efficiently than "Kinetics".
:::Edited::: having reviewed repulsion field, it appears that I am wrong. There is a per target cost to the FF version as well. They appear nearly identical. I have never used the FF version.
I have used repel. In fact, my very first Kinetic defenders stubbornly took it despite all the "commonly" held wisdom to skip it. What I found was that in situations where you have only a few mobs to deal with, the cost was worth the effort to use the power. Unfortunately, in many MORE situations, the "per target" cost makes the power extremely in-efficient.
I really like the idea of "procs" being added to this power though, so definitely something to "re-visit".
Thanks for posting -
I am 100% in support for proliferation of any kind which will provide powersets to ATs that currently dont have them.
My personal suspicion regarding Going Rogue is that part of the reasoning behind this expansion was to speed up (sorta) the whole proliferation process. Fire Blast is a perfect example. Your choices for Fire Blast on the Hero-Side is currently Blasters only. Many folks (including myself) that play only hero-side cannot play a fire-blast Defender, but after GR we can roll up a Fire Corruptor and take it Hero-Side. They could still give Fire Blast to Defenders, but I suspect that we may see less proliferation after GR and more NEW SHINY POWERSETS.
Given the choice between a Powerset that is proliferated or a totally NEW powerset, I will take something new every time. I also suspect that they (Devs) have determined that this has a greater chance of attracting new subscribers than proliferation. But I have been wrong before. Just as an example, I held onto a character name for over 2 years waiting for "Shields" to come about. When they finally announced that Shields was being added, I reactivated my account not long afterwards.
What Powerset do I want to see: STAVES (Polearms, etc...)
For Proliferations I am still waiting for DARK for Controllers as well. -
These are my thoughts on DUO synergy (Having done alot of DUOs)
Scrappers need a defensive boosting Defender (or Controller); They have decent damage, but have alot of room for more defense(survival).
Tankers need an offensive boosting Defender (or Controller); Their survival is very decent, but can get good mileage from debuffs and damage boosts.
Blasters have good synergy with every AT, but IMHO get the most from Controllers. These two ATs don't get in each others way (for the most part, there are exceptions)
Defenders and Controllers; see above.
Villains; sorry, your on your own since I dont play them much at all. -
Quote:One of my SG members was asking pretty much the same thing.I recently got two pieces of Impervium Salvage, one of which I sold for a considerable sum. I'm currently leveling an Invulnerable/Dark Melee tank (Legendary Alien).
As many of you know, the only REAL hole in Invulnerability's resists/defense is psionics. I'm not really interested in building a "high-dollar" build. The only thing I'm really interested in doing with this build is plugging the psionics hole, at least in part, and without having to invest TONS of influence, if that is possible.
So...that is the question. Can this be done? I've got about 5 million influence so far (The build is at level 18.) Shoring up psionics defense/resistance I don't see as a necessity until I hit level 40....so I've got time to build up some excess influence if I need it. What sets do I need to purchase and what salvage will I need, and what is the earliest level that I can pick up worthwhile sets?
Thanks for the help.
The following build is about the most we could come up with to plug the Psi weakness.
In order to do this you will;
A) Spend ALOT more than 5 million Influence
B) Sacrifice the ability to soft-cap Energy/Negative
Since I have not played Invulnerability past the teens yet, I cannot really tell you which is better from personal experience, but many of the Vets here will tell you to focus on S/L/E/N
and then get as much Fire/Cold/Psi as you can without sacrificing the former.
I do like the suggestion above of getting your regen as high as possible. That could help out considerably.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
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Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ImpArm-ResPsi(40), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), C'ngImp-Acc/Dmg(43)
Level 2: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(46), ImpArm-ResPsi(46)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Swift -- Run-I(A)
Level 8: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResPsi(11), ImpArm-ResDam/Rchg(29), ImpArm-EndRdx/Rchg(31)
Level 10: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(15)
Level 12: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg(37)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(17), RgnTis-Regen+(17), Mrcl-Rcvry+(45)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg(34)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/Rchg(27), LkGmblr-Rchg+(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(33), ImpArm-ResPsi(33)
Level 35: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(36), ImpArm-ResDam/Rchg(46), ImpArm-EndRdx/Rchg(48)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(45), ResDam-I(50)
Level 44: Hurdle -- Jump-I(A)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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