Biospark

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  1. Quote:
    Originally Posted by pikkon15 View Post
    http://boards.cityofheroes.com/showthread.php?t=215539

    Im basically wanting to try a melee version of my concept since im testing wich AT would fit better.( i dont realy wanna play a blaster, the other blueside ATs can't really fit easliy)

    srry to keep making topics about this :S
    Well if you are going for a Melee version of an Elemental Concept, Tankers have the most choices available, so I would start there.

    Next you have to decide what sets you can stand and which ones you dont like, which will pair it down to fewer choices. For instance, I am not a fan of the Ice Armor looks, so I cannot imagine myself playing an Ice Tanker. By the same logic, I also dont like stone Mallets, so I would avoid Stone Melee as well. But these are my preferences, which likely are not the same as yours.

    Maybe you could write down all the combinations and thru a process of eliminations, take away the combinations you would be less interested in graphically. That should get your list down to a more manageable group. Then play each of the combinations you are curious about up to at least level 12 (level 22 would be better) and see what you find.
    Sometimes combinations that you dont realize are fun for you can be discovered this way.

    P.S. I did something very much like this not too long ago with controllers. In the end, I could not reach a conclusion for the best choice, simply because I dont like pets. So instead, my arsenal of toons is growing as I search for 4 toons (1 for each element). Currently my Willpower-Fire-Fire Tanker is a bubble away from 41 and he is a blast to play. I am still exploring the other elements, but Tankers really do offer some good choices for elemental concepts.
  2. Quote:
    Originally Posted by DrMike2000 View Post
    For x8 its also worth pointing out that Darkest Night has a much bigger radius than Radiation Infection.

    I'd recommend Traps - build up your Ranged Defence and AoE defence second, and use Caltrops to keep melee'ers at bay.

    Oh yeah, the size on RI is definitely important when talking about handling larger spawn size.

    Didn't they reduce it's radius way back in the early days ? I seem to recall my first RAD defender's having it a little better until the size got nerfed. But that was a long time ago... and I am an old man.
  3. Quote:
    Originally Posted by BurningChick View Post
    Also, increased base damage while solo would give a magnified boost to sets with +damage which would be further magnified if you mix in -resistance.

    Essentially, you'd be giving a far bigger buff to sets that already solo well than you would to sets that do not.

    I think that's the rub with something as simple as "increase defender damage" -- it works out better for the strong offensive sets than it does for problematic ones like FF.
    Yeah, That has always been something I believed as well.

    Thats why my personal opinion is for a powerset-by-powerset review to bring everyone in line and make the "bad" soloers not suck so much. But, if that is not forthcoming, then I would be OK with a general boost, even if it also made the more "solo-friendly" Defenders better.
  4. I agree Adeon,

    Dark and Rad work very well for soloing. I didn't mention them ahead of Storm, because the OP mentioned a desire to run at x8 eventually. My experience with both Dark and Rad are that scaling up group size can be problematic for the toggles of those two sets, especially Radiation. With Toggles up, your good, but in a mezz-heavy mob, one mezz gets thru and your toast. Dark has it a little better because of better crowd control, but suffers for it by having less DPS boosting ability.

    Storm doesnt have a heal, which is the only thing I feel it really needs. So another combination for thought would be Storm-Dark and be sure to take Drain Life.

    Its all good You cannot go wrong with a defender !
  5. Quote:
    Originally Posted by AZKinger View Post
    Hi folks. Long-time player (with lots of breaks) that has only recently managed to get a toon to 50 (plant/storm troller). Been working on a tanker and scrapper but can't really decide what I want to commit to so I'm looking at Defender builds as well.

    So ... Given that I tend to mix solo and team play (probably 50/50) is there a Defender setup that can actually do good damage and run quick missions (hopefully at x8 at some point)? I have literally no experience with Defenders but from what I've read they don't really look to have the damage output necessary.

    Thoughts and suggestions?
    Storm-Sonic would do well, probably Storm-Ice if you prefer that combo.

    I am sure many, many other combinations will work as well, just these two stand out for me.

    Some primaries to avoid if your looking for doing x8 spawns would be Forcefield, Empathy, Kinetics and probably Sonic resonance.
  6. I am very excited about a rework of Vigilance, but am in the "wait and see" mode for certain. A lot of what is being said is complete speculation, so again, we dont have enough info to even worry about it yet.

    I have noticed alot of folks seem to have it in their mind that the damage boost will somehow scale down once you get in a group. Honestly, that would be really sad if that turns out to be true. Scaling anything by group size would just be another form of the current vigilance.

    My hope is that they simply raise the defender DMG MOD to close to Tanker dmg base
    ...AND raise Corruptor DMG MOD to keep them ahead of us and behind Blasters.
    That would take care of the Solo issues most of us have.

    Then maybe have a scaling global Recharge boost based on number of team-mates, with a full team of 8 granting about 1 SO of recharge. So maybe 5% per added team-member. There would be no need to reduce the damage output, because simply joining a team and using your primary powers will reduce the overall time you can spend blasting. In essence, your DPS will suffer simply by doing your duty for the team.

    Global recharge fits the spirit of "Vigilance" and doesnt reward the defender for poor team play.

    Whatever it (Vigilance 2.0) turns out to be, I know it will make me happy.
  7. Quote:
    Originally Posted by StrykerX View Post
    I'd like to see a minor buff to /SR but I'm not sure exactly what it needs. It is a good set, especially in the SO game, but it loses out to Shield and Invulnerability (and possibly others) once you add IOs into the mix. Since the game is balanced for SOs the point is probably moot though.
    I actually think this would be fairly easy to accomplish.
    The resist scaling was a good idea on the passives but it starts too late and doesnt scale soon enough.

    Maybe something like this;

    Dodge: 10% base resist to S/L plus 1% per 3% health loss (capped at 30% @ 40% Health)
    Agile: 10% base resist to E/N plus 1% per 3% health loss (30% resist @ 40% Health)
    Lucky: 10% base resist to F/C plus 1% per 3% health loss (30% resist @ 40% health)
  8. Quote:
    Originally Posted by Heraclea View Post
    The culture on my main server (Victory) seems to be that scrappers are almost as unwelcome as Kheldians on STF runs, and are generally considered a liability. A second tanker is even worse, of course. No more than one scrapper per team will be tolerated, and that's usually considered a charity spot. Blasters are strongly preferred for DPS. This may be different on other servers.

    I think only one or two of my scrappers have the basic badges from the task force. Usually if I bring one I'll be asked to switch. My cold/ice controller and my rad/archery defender are much more popular; these characters got to 50 running task forces. I doubt that either has actually run a mission since King's Row. I'm not sure they could if they wanted to.

    I have probably run LGTF 10x and ITF 50x for every STF.

    There are other missions in the game that are almost as bad. The usual method for the invasion mission on Dr K is that only tankers and scrappers enter to take down the five portals. That has to be fun for folks sitting outside.
    This is a sober read-thru Heraclea. Perhaps I am lucky to be on a lower pop server.
    But reading this made me realize that just as in other MMOs people will devolve every challenge down into specific formulas of success (certain group mix, certain power choices, specific strategies) and anything else is deemed automatically a failure. I am sorry that this is the norm on your server, and I would rather CoX continue to be the non-typical MMO.

    As an aside, my first ever STF was done recently, and we had 4-5 Vets and the rest of us were first timers on that TF. Included on this TF were 2 Scrappers, 2 Controllers, 2 Defenders, and 2 Kheldians. Our main Tank was a Warshade. We had a few deaths, no total wipeouts, but LR went down on the second attempt. He would have gone down the first attempt, but some of us were first-timers. So although we had an odd assortment of ATs, and a Non-tanker on LR, our tactics made it thru eventually.
  9. I Like your Live Build Doomguide

    Perma-Hasten, Oppressive Gloom plus Cosmic Burst <---

    Definitely on the expensive side though hehe
  10. I just noticed that I missed Irradiate. Sorry was in a rush (heading out for work).
    But its seriously underslotted, so you will want to consider adjusting slots around to get 1-2 more (at least) into the power.

    Also, your basic endurance recovery is on the low side, due to lack of Fitness line.
    Although, it is very possible to skip fitness on an Empath, I chose to keep the fitness line for the benefit it brings solo AND on AV fights. There is enough down-time between RA that you will wish you had Stamina during that time. You could go after more Endurance recover set bonuses to account for stamina, but it will create a tug-of-war with your +recharge bonuses and buff-slotting.

    Good Luck, IOs were a little overwhelming for me on my first IO attempts, but MID's helped ALOT. You will wonder if you are playing COH or MIDS for awhile
  11. I took your build and tried to show which IO sets I would look at.
    Keep in mind that this build is not on the cheap side either.

    What you should look at mostly are the slotting in AB, Fort and your basic heals and blasts.
    There are many ways to approach the IO sets, but this build will get your Auras down to 143 sec recharge (assuming Hasten is used right after you fire them off) and decently slots most every power. Take a look and see what you like and what you dont. Work some with Mid's and, of course, ask for help if you are unsure on certain slotting plans.

    Personal note: My Empath is built along a "balanced" approach, so my buffs may not be slotted optimally for some tastes, and my offense may be over slotted to some. Because of this I dont have Rez or AP in my build and used those 2 picks to grab Maneuvers and Tactics. So there is more than one way to build an empath.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Defender
    Primary Power Set: Empathy
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Flight
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13)
    Level 1: Neutrino Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/EndRdx(21)
    Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
    Level 4: Absorb Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(5)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 8: Recall Friend -- EndRdx-I(A)
    Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(15), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(31)
    Level 12: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 14: Resurrect -- RechRdx-I(A), RechRdx-I(23)
    Level 16: Proton Volley -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(17), Mantic-Acc/ActRdx/Rng(17), Mantic-Dmg/EndRdx/Rchg(21), Mantic-Dmg/ActRdx/Rchg(39)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Clear Mind -- Range-I(A)
    Level 22: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(25), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(39)
    Level 24: Irradiate -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(25), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Rchg(36), Achilles-ResDeb%(46)
    Level 26: Regeneration Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(34)
    Level 28: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 30: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(34), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(46)
    Level 32: Adrenalin Boost -- EndMod-I(A), RechRdx-I(33), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal/Rchg(33)
    Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(46)
    Level 38: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 41: Super Speed -- Clrty-Stlth(A)
    Level 44: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
    Level 47: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(48), CSndmn-Acc/EndRdx(48), CSndmn-Sleep/Rng(48), CSndmn-Acc/Sleep/Rchg(50)
    Level 49: Mind Over Body -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
  12. Quote:
    Originally Posted by Talen_Lee View Post
    If you need to be overpowered to solo, you're not very good at soloing.
    Not sure if you were responding to me or not, but if you were.... I was trying to be funny.
    You should try it sometime.

    And additionally, I never said soloing an Empath was difficult.
    What I will say is that IOs are the ONLY thing that has IMPROVED Empath's soloing ability since launch.
    Everything else--> ED, GDN, lowering base DMG mod, have all had the opposite effect on ability to solo. Lets not forget that the Auras had their recharge increased at one point as well.
  13. Quote:
    Originally Posted by Fire_Storm View Post
    An emapth def is a great set, but the changes in the game over time, has actually made it more soloable and not as dep on a large team for xp.
    Hmmm.. If you are referring to IO set bonuses and what they can do for you defensively, then I would agree that they help solo-ing.

    But overall, ED, GDN and some other early changes really hurt Empaths ability to solo.

    For me, give me perma Hasten, perma Auras (without IO bonuses), and restore the ability to 6-slot defense into Maneuvers/Weave/CJ etc... and put their numbers back to the original launch values, 5-slot DMG enhancement into the blasts, and now we are talking solo-able Empaths. Of course other Defenders would still be BETTER soloers, but hey I can dream
  14. Homonculus,

    Perhaps I have been blessed, or just dont do enough PuGs, but I have never run across many of the problems that I keep hearing about Empathy. I "DO" however avoid PuGs as much as I am able, and group most often with Guildmates.

    Concentrate on learning how best to use your buffs. Who to put them on, how best to manage your time casting them, and as Talen_Lee mentioned, enhance them well.
    I have seen many posted Emp builds where folks chase IO sets at the expense of how to best slot that particular power. Many veterans have helped me greatly regarding this, so once you have a build from Mid's worked up, please post it and I know we will give you some IO slotting advice. Also, for a really good guide regarding buffs, check out Psyonico's "how to buff" in the guides section.

    Empathy, and IMHO any Buff-centric set, is much more enjoyable to play on smaller teams, or even simple Duos. When I play on large teams, I find my "job" is quite demanding, especially on faster moving teams. So I tend to get burnt out faster while doing this. Smaller teams (3-5 players) are absolutely perfect as far as balancing work/fun.
    So, one thing I would suggest is to start small. Find a partner, if they are a good player, add them to your friends list and seek them out again. Keep adding people one at a time, and look for them when you log on, rather than going into the 'PuG' world. Form your own SG and deliberately recruit people who are good players and which play during your same "time-frame". This way, you will be more likely to log on and quickly get involved with something.

    As far as relevance, I "love" the Empathy powerset, so I am a bit prejudiced, but its a very complete powerset. With all my array of buffs and powers, I can increase a teammates: Accuracy, Defense, Damage, Recharge, Endurance Recovery and Regeneration. Oh, and I can also cast several forms of healing. What more could you ask for in a support character ?

    Folks have mentioned it, but I will emphasize it too. You need as much Recharge as you can find. Since you have played Empathy, you probably already know that, but in the time you have been away, this has not changed. Its still the number one IO bonus most Empaths go after.

    Good Luck. I hope this helps in some way.
  15. Quote:
    Originally Posted by LastPhantomZoner View Post
    Is it worth it?
    I try to be a little different with my toons so my main farmer is a elec/sr scrapper.
    Currently his only farm mission in freakshow. I don't have 2 accounts so i'm not PL'ing alt toons or anything.
    My goal is just to use him for influence to transfer between my other 50 toons. So mainly I use him for the influence gain as well as the salvage or recipe drops that he may gain.
    My question is, with that in mind is it worth it to farm freakshow mission?
    In the game I've heard both sides.

    Positive - they resurrect for more influence, easy to kill and they give better xp then some other groups.
    Negative - the don't give good xp even with the resurrections, and they don't give good drops at all.

    So I was just curious what you guys on the forums think? Do you agree or whats your opinion?
    Thanks, Zoner
    Given your goal to farm for influence and drops, I would say Freakshow would be ok prior to 50. Once you hit 50 and are IOed out for farming, I personally prefer enemies that stay dead so I can move to the next spawn/mission etc...

    Addressing your Positive/Negative; I cannot confirm for certain that they give more Influence/Drops per time frame, but I can say that running missions with them at any setting will take longer than other villain groups because of the rez. This is especially troublesome in "defeat-all" missions.
    As far as drops are concerned, they are a "tech" villain group, so you will get various salvage from that group, which some folks may consider less valuable for selling. Once again, I cannot confirm this for certain, but I seem to get fewer of the good rare salvage when fighting them, than when doing other villain groups. But I still get decent drops that will sell.

    If you are interested in farming for Merits then Freakshow is a good choice. Both the story arcs from Ouro called "Freakolympics" and "Freakshow War" are pretty decent merit rewards for a soloer. I personally like the "Freakshow War" better, but its 1 less merit per run.

    I am curious what other Vets have to say about Influence/Drop farming myself, but I would be willing to bet most folks prefer 2 villain groups to alternate between (one Tech and one Magic) and run the "magic" more often.

    Myself, I just run radios in Peregrine alone or with a partner and set the difficulty to +0/x4 or higher, depending on how crazy we feel. Can often get a Purple recipe to drop every few hours of work, sell, split the proceeds and move on to other activities as they present themselves.
  16. Quote:
    Originally Posted by Starflier View Post
    I might as well ask here: the 'no fade/pulse' (or whatever it's called) option for Dark Armor, does that eliminate the 'stealthy' graphic associated with CoD?

    I recently learned of this myself from Celidya on the scrapper forum.

    The "No Fade or Pulse" option is what you want on Cloak of Darkness.
    You will still have a smokey graphic associated with the power, but your character will not fade out and be invisible.
  17. Not sure what kind of work-around you are looking for.

    If you are looking for a cheaper build that doesnt use the Kinetic Combat IOs, here is a much cheaper build to work off.
    I swapped a few powers around to get Hoarfrost into the build, and I also set up travel and other powers to my style.
    Please take this build only as one way of looking at the combination.

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  18. Quote:
    Originally Posted by Celidya View Post
    I made a MA/dark but i just can't get into it for now at lvl 6. Damn, i forgot how i hated the low levels. I think it even feels worse with fast attacks since i spend most of my time waiting for them to recharge on top of having no combat flow at all.

    For DM/DA, i can hardly imagine it being decent AoE at least on my criterias. But then i'm used to Spines. I tend to prefer fast recharging attacks that i can spam very often rather than long ones and playing my DA/DM tank i felt i was always waiting for the interesting attacks. Though i could probably get away with the anims using a fire blast/SL/fire blast/MG chain (i HATE the punching) and it would even be an interesting concept for a melee character, i know i'll just miss a spamable pbaoe attack. And i don't really like the Shadow Maul animation too anyway.

    By the looks of it, i'll make everything and just stick with the one i'll enjoy the most in the low levels,
    Yeah, having made a trillion alts myself, the low levels are rather annoying. A character doesnt become memorable until after SOs to me. One thing I do is grab Air Superiority and/or Boxing to get 4 fast attacks during the pre-SO levels, then respec out later to a better chain once I have SO-level recharges in place.

    Good Luck Celidya !

    Let us know what you finally decide on. I am betting on the Fire/Dark myself, based on what you have said.
  19. Lewis,

    Travel powers seem to vary alot from person to person. I personally love Swift because I turn off travel powers inside missions alot, but I am starting to warm up to hurdle+combat jumping for inside doors. Not knowing how you move around in missions, my first question would be, do you SS or Hover in combat ? If you use Hover during combat and SS for stealthing, I would keep it the way you have. You could drop the KB IO in Hover for something else.... LoTG ? eventually ?

    Otoh, if you are like Biospark and use SS to move around alot, then trade swift for hurdle, and maybe trade Hover for FLY, for those situations that require more vertical movement. The defense you gain from Hover is minor enough to ignore, especially if you only use Hover to get vertical.

    Finduilas makes a good point about Smashing Haymaker, I had forgotten there was another cheap way to get S/L.
    Your build has ALOT of Accuracy, so it might be worth looking at. But from the sounds of it, you really want to keep the recharge more than the ACC. Good Job on getting 5 slots into ET, I looked at the build again and again and it totally slipped my mind to move the power to 47 DOH!

    The following build gets rid of your overcaps, trades a little ACC for more recharge and more S/L defense.
    The 4-piece Kinetic combat in E.Transfer could be Smashing Haymaker or Crushing Impacts as desired.
    I agree with Finduilas, unless you are running a specific arc for merits or AE where Fire/Cold is prevalent, I think F/C defense around 30% is plenty good enough.

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  20. Rangle M. Down,

    I hope you dont mind that I took your build and made the adjustments from my thoughts.
    Your build looks much closer to what I would aim for on Willpower ( 700%+ Regen)

    UnicyleP,

    I posted a data chunk in my previous post to illustrate what my thoughts are for an expensive revamp of your build. Although I am Willpower/Fire, many of the set IOs are the same, and the end result for Regen, Defense, HPs and globals are all very similar. Even without the Kinetic combats, if you left 5 pieces of Crushing Impact in the melee attacks, you can have over 20% S/L defense adding in Weave.
  21. Hello Uni,

    My current main tanker is a WP/Fire, but my first ever tanker was a Fire/Energy and I loved it back in the early days. I will just offer my thoughts on the build you posted, but I am far from an expert on Energy Melee, so maybe something will spark an idea for you.

    Because of my distaste of the long animation on Total Focus, you could consider dropping it and just keeping E.Transfer as your big hitter, and pickup Energy Torrent in its place. Personally, I would also try and find a way to get Weave into the build as well, since you already have Boxing and Tough. You could possibly drop Energy Punch to grab it. That reduces your overall number of attacks, but Barrage+Bone Smasher seem pretty solid as fillers between ETrnsfer, ETorrent and Whirling Hands.

    When it comes to IOs, I can tell your build is sitting right where all my WPs are, 5-slots on each attack, and hoping to maybe, someday put Kinetic combats in them to boost S/L def. Dont forget to get the Steadfast 3% def in either tough or, like I have, in High Pain Tolerance.

    My last thought is regarding Physical Perfection. Since you have both Stamina and Quick recovery as well as Health/Fast Healing, this power really offers only a slight boost.
    My plan for both my WPs is to not take it at all, but since you want ET, you could go with just the base slot and plan on either putting the Perf Shifter Proc or the Regn Tissue Proc and call it a day. This could give you some valuable slots to put elsewhere for other powers/IO sets.

    Hope this helps in some way

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1407;708;1416;HEX;|
    |78DA9D544B4F135114BED38765DAA96D298552A0400B944729B0F391E8423062242|
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    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Celidya View Post
    There's a third choice, something like "no impulsion" or something, i don't remember. Anyway, it works well and i choose it for ALL my dark characters It's only for CoD so it won't be in the whole powerset menu. The option is there for Obsidian shield too but i never noticed an effect.
    Ahhh Thanks !
    I saw the "No Fade or Pulse" option, but assumed it was just for the GFX.
    Didnt even think it was referring to the Character on the No Fade part.
  23. Quote:
    Originally Posted by Celidya View Post
    Cloak of darkness used to be an issue for me as well but now thanks to power customization it can be "invisible" so, i don't mind anymore and it it was really the only bad thing about /dark for me.
    Just curious, I dont see the option for minimal GFX on Dark, like there is on Willpower and Super Reflexes.
    How do you make Cloak of Darkness invisible?
  24. Quote:
    Originally Posted by Andferne View Post
    So I still have not settled on exactly which powers to drop or change out. Trying to hold out until the new Issue releases for when we can pick up the Epic Power pools at level 20
    I am pretty sure that you will unlock the Epic ATs once you get a character to level 20.
    Which refers to Kheldians for us Hero-side folks. Since I have already unlocked them by having a level 50 character, this will change nothing for me, unless I decide to start playing villains (not likely).

    Ancillary power pools will still be available starting at level 41.
  25. Well for what its worth, since I have not spent as much time playing as you have, my main Tanker is a Willpower/Fire and my main Scrapper is a Martial Arts. I personally love both these melee sets, but for different reasons.

    Here is my take on Martial Arts; Its my favorite melee set because of the beautiful animations. I tried MA/DA once thinking the stacking stun possibilities would be cool, but dropped it because using cloak of darkness would pretty much negate the visceral fun I have watching the character fight. About the only thing I could do was add an aura and/or hasten to see him fighting. Its still quite a good combo, but I feel Martial Arts needs to be seen to be enjoyed.

    I rolled and played a Dark/Fire tank for awhile and thats what made me settle on Fire Melee, although I switched to willpower because I needed the extra endurance recovery. Fire Melee is very good at AoE damage which I am sure you know, but everytime I play around in Mids with scrappers, I get jealous of their Fireball base damage compared to a tankers and wish I had rolled a Scrapper. But eh, he is still very fun.
    I can imagine the blazing, firespitting scrapper who is a puff of smoke would be hellishly cool in battle. So, my personal thought is of the two, Fire/Dark would give you quite a unique experience. Heck, now I am getting interested in one.

    As far as Fear, you probably know as much about it as I do on how the Ticks will reduce the mitigation you get from cloak of fear, but with how much endurance it would take to run both Fire Melee and Dark Armor, you may consider just taking Death Shroud along with your standard defensive toggles and skip both OG and CoF. Just my 2 cents.

    Let us know what you decide. Both sound very fun.

    P.S. I am with you as far as the Electric side of things, since it was originally villain-side. But looking at the Electric Melee and Defense, my personal tastes favor the Defense and not the Electric Melee. There are powers in the set I just Dont like at all, like Thunderstrike.