Biospark

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  1. Thanks for the input

    I was debating about the BotZ in Fly, I may drop them in favor of slotting up taunt.
    You are also correct about buildup, that's a power I should work into the build.
    Would lose defense in order to make that switch however.

    Also thanks for the tip on Taunt, that is not something that I had ever heard, but am pretty new to tankers.
    This is the highest level I have gotten one to date.
  2. Hello Tankers,

    Been working my Tanker up over the 2XP weekend, and getting ready to start IO-ing him.
    Below is a projected build that is my current blueprint, but I am hoping for some advice on improving the build. His main focus is Regen, +HP and "typed" defense. All of these look OK to me, but I am not happy with the globals, like ACC, Recharge and Attack Chains.

    His purpose is to be an AoE Machine, who can still plug into any group at any level and Tank. For concept purposes, Flying is a must as well.

    Any help is greatly appreciated

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Mind Over Body -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam/EndRdx/Rchg:40(15), S'fstPrt-ResDam/Def+:30(15)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg:50(34)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(17), C'ngImp-Acc/Dmg:50(34)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(9), Heal-I:50(9)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), C'ngImp-Acc/Dmg:50(37)
    Level 8: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(43)
    Level 10: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Heal-I:50(25), DampS-ToHitDeb:50(25), DampS-ToHitDeb/EndRdx:50(37)
    Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40), Zephyr-ResKB:50(46)
    Level 16: Boxing -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(21)
    Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(43)
    Level 20: Taunt -- Acc-I:50(A)
    Level 22: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Regen/Rcvry+:50(23), RgnTis-Regen+:30(43)
    Level 24: Swift -- Run-I:50(A)
    Level 26: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(27), Heal-I:40(27)
    Level 28: Stamina -- EndMod-I:50(A), EndMod-I:50(29), EndMod-I:50(29)
    Level 30: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(34)
    Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(40)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), Dev'n-Hold%:50(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(50)
    Level 49: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50), LkGmblr-Def/EndRdx:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  3. Quote:
    Originally Posted by Street_Wolf View Post
    *snort* Yeah, ok, number cruncher. I don't use IOs or play this game for uber builds. I look for what's good enough. so I guess I will take it. Sounds like there's no definite yes or no on whether it hurts aggro or not, so I'll assume if it does, it's relatively negligible.
    It all depends on your team. I have seen teams that let the Tank run in first, generate some aggro with Death Shroud and Taunt that do fine. Then there are teams where the Tank ::might:: be the first person to aggro the mob, or might not. Take your pick, but if you are on a team that doesn't have any patience, Cloak of Darkness will have an effect on the aggro you can generate. Teach your teams to wait until they see the first taunt go off before they launch their nukes at least.
  4. Quote:
    Originally Posted by Hock View Post
    BTW, for Siphon life, is it better to slot for damage or healing? Is it better to slot it with Nictus?
    Siphon is a great attack, so you can slot it like an attack, or... like I have done and frankenslot it for Healing and Damage. Just depends on how much you want it to heal.

    Base is 10% per use, slotted to max heal will get it to 18-19%. I have mine at 15%, and the damage is still in the +75% range. Make sure you slot ACC, and some End reduction or recharge if you can.
  5. Alot of good advice so far for the OP.

    Figured I could throw my 2inf in the hat as well. I run a WP/Fire Tanker and a guildmate runs a Dark/Dark scrapper, so cannot comment on Dark/Fire per se, just what I know of the two sets seperately.

    Endurance issues will be big.

    Dark Regen has an insane cost and even fully slotted, will run you 17 end per use.
    That power needs Accuracy, Endurance reduction and Heal.
    Helping my Guildmate IO out his Dark/Dark, this is what we came up with for Dark Regen;

    Miracle-Heal/End
    Miracle-End/Rech
    TheftofEssence-Acc/End/Rech
    TheftofEssence-Acc/End/Heal
    TheftofEssence-Acc/Heal
    **If you can spare the slots to 6-slot this power, then go with other suggested slotting,
    this was 5-slotted due to scarcity of slots and will yield;
    56%ACC, 82%End, 63% Heal, 41% rech
    Set Bonuses: 2.5% +recovery, 1.87%HP, 9% ACC global

    Fire Melee (if you plan on taking the AoEs) can be expensive. They will need endurance reduction, expecially if you want to also slot them to recharge faster and farm with them. The reason I mention the AoEs, is that there is a really great synergy with Dark that is much like a Fire/Fire Tank, and thats Death Shroud. You could probably melt thru spawns pretty quickly with just Death Shroud + Fire Sword Circle, assuming they are slotted well. I chose to go WP/Fire instead of Dark/Fire or Fire/Fire because I wanted the hands-off healing of willpower and the extra endurance recovery to fuel Fire's AoEs. They are expensive. Did I mention that ? Hehe

    As others have mentioned Dark has three toggles which are not too bad on the endurance bar, until you decide to add Death Shroud and/or Cloak of Fear. Then you are going to need serious endurance recovery help.

    For a Tank, I think its kind of unfair that Cloak of Shadows was not changed to something else which gave defense but not stealth. But thats just my opinion.
    The reason I say this, is that if you are planning on tanking for a team, being Invis/stealth is counter-productive to your role. I am sure there are some folks that have a way around this, but just seems like your starting from behind the aggro curve running this toggle for defense AND THEN trying to build aggro. I would probably go after tough/weave and CJ to get back the defense and Immob protection, OR... Take Death Shroud and make sure your teams give you some time to generate aggro. You can see just how many toggles you could end up with, and they will all add up quickly. So as has been mentioned +Recovery, +End, and then more +recovery.

    Get the Accolades for +End as soon as you can as well. And I highly reccommend Physical Perfection.

    Good Luck, I hope everyone has given you good ideas to work off.
  6. Biospark

    Shadow Maul

    Quote:
    Originally Posted by JuliusSeizure View Post
    I have mine set up like that. It's a great skill base (after the 5' to 7' change), but is incredibly powerful with those two procs. I believe that 3/4ths of the damage from SM benefits from the -resist proc when it fires, so the proc isn't just adding to future damage in this skill.
    Is that proc from one of the PvP sets ? Sounds like it is ?
    If so, non-billionaires like myself would be out of luck.
    Would you reccommend any particular procs for Shadow Maul (other than that one)
  7. Quote:
    Originally Posted by SkeetSkeet View Post
    Sapping endurance in record time -- Priceless.

    Shaving off thin slices of hp with /elec until at long last they finally die -- Not so much.
    Hehehe I liked this one.

    Come on now Skeet, they will eventually all be arrested, and you can admire their costumes while they stand around with no endurance.

    ooh ! my Favorite is when a Behemoth comes charging up to me all huge and scarey, then just stands there all glowery and threatening (without a blue bar). I say "Whats the matta big boy, forgot where you put that flaming sword? "
  8. Quote:
    Originally Posted by LadyMage View Post
    I feel much the same way. I learned a lot about the game from observing the other ATs when playing my empath, who was my first character to any significant level.

    Also, has the recharge on AB changed significantly in the last few months? When I left last, it required a buttload of recharge to just keep up permanently on one person, and I've heard at least one person say on this thread that they can keep it up on 2.
    I also read that, but unless you have extreme recharge, the only way you could have it on 2 people is if you cast it on a second person and watch it wear off the first person moments later. To me, thats only keeping it on one person. Just my opinion though.

    Maybe he was referring to a tag-team of Emps using AB on each other ?
  9. Biospark

    Invuln/SS

    Quote:
    Originally Posted by Finduilas View Post
    I'm glad you like the build, but I want to point out to the OP that Touch of Death and Scirocco's Dervish are not particularly great choices for an Invul tank since they give primarily positional defense, not typed. There are other choices that would give better bonuses.

    Also, though I understand it's for set bonus, given that Invul doesn't need KB protection, using the BotZ -KB IO is a very expensive way to get a rather small F/C def bonus.
    Yeah, I would normally focus on "typed" bonuses. I think what attracted me to this build was the 300% regen and the global benfits like recharge. And it still managed to be softcapped to S/L.. The person that made this build did something very interesting overall, I thought.
  10. Quote:
    Originally Posted by Hock View Post
    I have a 50 BS/Regen & 37 Kat/WP Scrap, 50 WS, 34 SS/WP & 40 EM/Elec Brute but I cant help coming back to DM. I also have a 50 DM/FA Brute who was my first toon I ever made the first day CoV came out and I loved DM lvling it but FA feels to squishy. Now for x2 XP weekend i want to make a blueside DM toon but which should I go with 2ndary wise, I'm torn between /WP & /SD. WP seems to be more a single target monster where as SD is an AoE monster. I'd love for him to be great at TF's and farming when needed, but mainly for TF's and I feel he'd be my main. Any suggestions?
    DM would pair well with either of them.
    Actually, I think DM pairs well with just about anything. Its a bag of tricks for every occasion.

    But DM offers more to supplement Shields than it does to Willpower, and Vice Versa.
    Siphon Life provides a missing element of Shields survival (healing).
    Willpower OTOH gains somewhat from SL, but with double-stacked Health/Fast Healing and Stamina/Quick Recovery, two of the nice DM powers (Siphon, Dark Consumption) lose some of their strength.

    Shields will benefit immensely from Siphon Life, Dark Consumption and the -Acc secondary in your attacks will really help out till IOs really start boosting your survival.

    Finally, just the thought of Soul Drain +Saturated AAO + Shield Charge just makes me smile.

    P.S. Just read your sig thats too funny !
  11. Biospark

    Shadow Maul

    Quote:
    Originally Posted by Vitality View Post
    How useful is Shadow Maul if you have the Sands of Mu bonus power?
    There is no comparison between the two. Shadow Maul, simply by the fact you can slot it out is better in every way. I think Sands does more damage than an unslotted Shadow Maul, but thats about it.

    My DM/SR used Sands of Mu in order to delay actually taking Shadow Maul, and pick up more of my defenses. But as soon as I picked up Shadow Maul (12th iirc), Sands came off the bar and hasn't been used since. As far as chaining them, I guess you could, but the activation on both is terrible, so unless you are surrounded by a horde of villains and know that you will be smacking 3+ mobs with each, I don't see any reason to use em both.

    Because, I believe (although not 100% certain) that Sands uses more endurance than Shadow Maul.
    I know for certain it recharges slower than Shadow Maul.
  12. Biospark

    DM/SD or DM/SR

    Quote:
    Originally Posted by Werner View Post
    Generally, the main point of the recharge bonus with SR is to do better damage. Shield Defense still beats it for damage, so not really a positive in favor of SR.

    Honestly, I can't think of anything that DM/SR does better than DM/SD.

    Maybe one... if the nerf comes, it won't be SR getting nerfed.

    Hehe Thats a sober thought Werner.

    It seems that everyone would sway you towards shield defense as the better secondary.
    I will also say that DM (especially Siphon Life) are exactly what both these sets need to jump start them to 50. SR especially needs it since it has no +hp power and no "real" resistance. The main playstyle difference that I have seen is that SR requires more power picks in order to create its baseline "defense". Shields requires fewer picks for defense and gains some real nice optional powers (like Shield Charge).

    I went with SR simply because I want to be softcapped with at least one of my toons and it would be nice to do it without spending a billion influence. Well, that and I also decided I wanted to pair Shields with something else.
  13. Biospark

    Invuln/SS

    Just wanted to mention again that the build is not mine. I wish I could remember who posted it so I can give them the credits, but I liked the build enough to save it for my INV/SS character (whenever I can get around to playing him more).
  14. Biospark

    Invuln/SS

    Quote:
    Originally Posted by The Questioner View Post
    Hey guys. Being slightly new to tankers, although i guess i have some experience having a scrapper obsession, I took a one look at Invuln/SS and it was love at first sight. (not literally ) Anyways, I was wondering, is this a good combo? Ive been working up a storm on mids and have been quite suprised at what damage i can get with it. Does anyone have some suggestions or just great builds? I have about 7 bill.
    Thanks in advance guys.

    Here is a build that someone else posted that I liked alot. I apologize to the creator of this build for not giving a shout-out. This build seemed like a very good "budget" build for this combo. There are other builds that would be more expensive, but I am not sure how much better they would be than this one. Hopefully you get some ideas from this, like I have.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(42)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(40)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Unyielding -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(9), ImpArm-ResDam/EndRdx/Rchg:40(9), ImpArm-ResPsi:40(11)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11)
    Level 12: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg:50(37)
    Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
    Level 16: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(17), Numna-Heal:50(17)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I:50(37)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(21)
    Level 22: Knockout Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:30(23), T'Death-Dmg/Rchg:40(23), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(37)
    Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(34)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx:50(27), Ksmt-ToHit+:30(31)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(29), RechRdx-I:50(29), RechRdx-I:50(50)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Resist Energies -- ImpArm-ResDam:40(A), ImpArm-ResPsi:40(33), ImpArm-ResDam/EndRdx/Rchg:40(33), S'fstPrt-ResDam/Def+:30(33)
    Level 35: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(36), ImpArm-ResDam/EndRdx/Rchg:40(36), ImpArm-ResPsi:40(36)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dam%:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(45), Mrcl-Heal/Rchg:40(45), Mrcl-Heal/EndRdx/Rchg:40(45), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(46)
    Level 47: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
    Level 49: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50), Zephyr-ResKB:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  15. Biospark

    Mind/Storm solo?

    Quote:
    Originally Posted by Ben_Arizona View Post
    Honestly, Gale isn't even all that great at the beginning. It has its uses, but it's never going to be an all-the-time power.

    On the other hand, I'm not sure there are any powers that give you quite the kind of safezone that Hurricane does. Hurricane is a beautiful, beautiful power, Tornado is another great staying-alive tool (once you've learned how to use it as such rather than fixating on it as a damage power) and the stealth from Steamy Mist synergizes quite well with the low-aggro Mind powers (although +stealth IOs have rather deflated primary/secondary stealth powers for a lot of people).
    Yeah Storm is a great set. I really want to get a character to 50 one day with Storm.

    I didnt mean to imply that Storm doesnt offer protection either, but when you look at the hefty endurance costs that come with that protection, you can begin to see why I lean toward Radiation. Dont want anyone thinking that Rad is "more" defensive than Storm. Its just easier on the Endurance bar and comes sooner and (in general) can be used with fewer slots invested (My opinion).
  16. Biospark

    Mind/Storm solo?

    Quote:
    Originally Posted by Verren View Post
    Hiya folks,

    I am going to roll up a Mind/? troller, this char will be mostly solo then teams at 50. How does Mind/Storm solo? Will another combo with Mind work better?

    I definetly have my heart set on Mind, i just want the best secondary for soloing, thanks!


    I chose Radiation instead of Storm for its Solo-friendliness. Although Storm was a close second. The fact that healing is available in Radiation was the tipping point in favor of RAD.
    I have never liked that Gale was forced on you. A power that works well at first, but later, either doesnt get used at all, or used under limited circumstances.
    From a damage dealing standpoint, Storm probably holds better cards, but I like the survival tools in Rad better. They come sooner and work quite well even with minimal slotting.
  17. Quote:
    Originally Posted by JuliusSeizure View Post
    My experience is that targeting geometry almost always matters for AoE attacks. Not only is a Tank's Combustion hitting more targets in a team setting, but because the Tank naturally clumps foes on their person better than any other AT their FSC is also generally hitting more targets.
    The only real issue with combustion (to me) is that it has a long activation time and its damage is spread over time. This makes it Ok for a tank, but something to consider when using it on teams.

    Scrappers not having this power is not be a real loss, because FSC with good recharge and Fireball will be plenty for AoE damage with less activation time.
  18. Willpower on a scrapper is very survivable compared to other scrappers.

    My reccommendation is to take every secondary power as it opens up (if you are taking that power) and fit all your primary and pools in between. A willpower scrapper can take some nasty alpha-strikes solo before your defense gets built up a little, so you can always do tactical retreat and let your green bar fill up, then re-engage.

    My MA/WP scrapper was the first Martial Arts scrapper that I was able to get out of the 20s and into 30+ territory ever. WP is that good

    The biggest difference between my WP/FIRE Tanker and my MA/WP scrapper are how many mobs they could handle pre-SO. The scrapper was running +0/x1 and doing well, but I was not as comfortable with him on larger hordes. The Tanker OTOH, was fighting +0/x3 with only DUAL ORIGINS He was tough then and now at 25, he is a monster and my future farming character.
  19. My main Tanker is currently a WP/FIRE, and I went this route rather than scrapper for the following reasons;

    1) There is nothing sweeter than having Fast Healing/Quick Recovery both by 12th level.
    In the end this does not matter, but its a very fun boost in those early levels.

    2) I love WP as a set. It offers tiered survival of +regen +def and resistance. It also offers a +HP boost which paired with the highest HP AT in the game is an amazing survival edge.

    3) If you play a Tank, and WP is the defense of choice, FIRE is certainly a great way to assist in the Taunt-gap of WP. If you need more info on this, I reccomend Heraclea's excellent guide on WP Taunting.

    In summary, WP will work very well on both ATs. I have levelled a MA/WP and it was amazingly fun and easy. I simply chose Tanker to see if it was the same or better than on a scrapper and was surprised how much better it works on a Tanker. IMHO
  20. Biospark

    MA/INV or MA/WP?

    My thoughts,

    Getting to 50, definitely gonna say Willpower, it has all the tiered goodness you could ask for and a "Hands-off" approach that really feels nice on a scrapper.

    After you reach 50, I am not certain, and by no means an expert, but I would bet the "Top-end" performance for a fully IO-ed INV would survive more punishment than the WP character.
  21. Archery comes to mind. Very Range oriented.

    for secondaries, you kind of have to decide based on your concept.

    Since you already have done Devices, maybe that would be one you would skip, but its defintely a thematic and synergistic fit for an "at-range" style.
  22. Quote:
    Originally Posted by Postagulous View Post
    Went in to transfer my toon's money, save her costume, and then delete her. While in Pocket-D, I was asked to join a pug. I did and warned them that I was energy^2 and I'd try to control the kb.

    Half through the first mish I asked if her kb was irritating/ridiculous. The tank responded that it wasn't a big deal as they were just crashing into walls [warehouse mish] and it wasn't irritating him. Another person said it was fun.

    I'm not deleting her.
    Congrats ! And sorry for not coming to this thread sooner to offer encouragement.

    My Main Blaster is Energy. I LOVE the graphics and the visceral feel of the set.
    All that other stuff regarding teams and how to play them while on a team is something I just consider the challenge of playing the powerset. If my team doesnt like the powerset, there is always another team, or solo work. Cause I will not give up something as cool as energy blasts.

    If you want an example from the other side, I love the Radiation emission set as a whole, but playing it on a team can be... trying. But I would not jump on my teammates for dropping my anchors or KB-ing them across the map. In that situation, I just challenge myself to anticipate my teammates (outsmart them if you will) and see how long I can keep a debuff toggle up under fire.
  23. Quote:
    Originally Posted by DJ-Everyman View Post
    Thanks guys, both of you have been very helpful.

    Bio-

    With your experience where would think I need to concentrate more on? If I wait until 28 to go for more defense with Invincibility should I worry about Resist Elements or Energies, or concentrate more the martial arts for Focus Chi, Cobra Strike or others? Would working on a different pool power been an even better idea than trying to gather more attacks?

    I was thinking of Teleportation or Leadership at this point.
    DJ,
    I am by no means an expert on Invulnerability. MY SG leader plays an Invuln Tank, so I can speak from his expertise (RL Brother) and from my more limited experience. So here are my thoughts;

    I personally LOVE passives, so I would fit in Resist Energies and Resist Elements (the former first). Some folks will steer you away from them, but once you start slotting IOs, having those passives will be pretty attractive.

    For Defense, you absolutely want Invincibility as soon as it opens up (28 iirc) and slot it up as soon as you can fit in the slots. On melee characters, I am a big fan of Combat Jumping +Weave to lay the ground work for my overall defense. But that means taking an attack like boxing/kick. In general they offer little to a scrapper's normal attack rotation, so I usually just 2-slot Boxing with Pounding Slugfest for the 8% regen set bonus and take it off my bar. If you find yourself tight on pool or power picks, then you could just take Maneuvers + CJ, or even CJ by itself and get the rest of your defense from IO sets.
    There are alot of options.

    For attacks, as I mentioned, the sample build has 5 attacks in it. Thats probably more than you need, since you will probably want Dragon's Tail and Eagle's Claw. Add in Cobra Strike and you are looking at 8 attacks (Way more than you will need at 50). So, my advice would be to play them all, figure out what your playstyle is. Some folks skip Cobra Strike and go all-out dps. If thats your thing, then you will probably want Storm Kick, Crane Kick, Crippling Axe Kick and then 1 more attack of choice or opportunity (Like Air Superiority, Thunder Kick, Cobra Strike or Eagle's Claw). Once you determine which 4-5 attacks you really want, then respec your build to remove the excess attacks.

    Teleportation.... well, this pool has always been and probably always will be simply for concept. If your character concept is a porter, then go for it. Otherwise, you may have a hard time fitting in all the pool choices to help your survival out.

    For me Fitness is a must, followed by a travel pool like leaping

    you could go: Fitness, Leaping, Leadership, Teleportation

    or... Fitness, Leaping, Fighting, Teleportation

    or even.... Fitness, Fighting, Leadership, Leaping

    just some ideas. I hope this helps.
  24. Quote:
    Originally Posted by Justaris View Post
    Pretty much the only reason I can see is a preference for ranged combat. I've played with Empaths before, especially those that consider themselves 'healers', who were aggro-phobic to an extreme degree. They'd use this not only a justification to neglect their secondaries but also to hang way back with HA on autofire.

    OG/Dark Pit works pretty well for me, but if a player didn't care to get into melee range regularly (for whatever reason), then there's not much point in taking OG and, by extension, not much mileage in Dark Pit without it.
    Yeah, melee phobia would be a good reason I guess. What I expected to hear was that Dark has 2 cones and moving in and out of melee range would annoy some folks. One of the ways I reduce my overall aggro is to have the +stealth IO in Superspeed. Helps me get into melee range with less fuss.

    I have actually had OG on Biospark before, but respecced out of it cause of nothing to stack with it, but I can guarantee you that if Electric blast had a stun, I would be using OG.
    Its safe to say that I REALLY like OG for a defender.
  25. Quote:
    Originally Posted by DJ-Everyman View Post
    What's the easiest, or rather cheapest way to respec?

    I can most likely find a way to do that and from your response I can already see that should solve most of my problems if not all.

    I usually level a character up to 22 and then plan a build in Mids, and switch to my second build at a trainer and do a pseudo-respec that way. Just make sure that you slot only store-bought enhancements in your "Build-1", and of course you will need the influence to re-slot the "Build-2" since it will be empty.