Call Me Awesome

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  1. Is this a leveling build or a respec? I do think you're better off with RPD in the 20's, I'd get TI and DP at level 1 and 2 respectively. A bit of reshuffling would stick Stamina in at 20 and you could toss KOB and RPD in at 22 and 24.

    I'm not sure I understand why you're 6 slotting TI; I'd leave it at 5 slots and dump the 2nd Steadfast.

    It looks like your attacks are a bit underslotted; I'd probably steal a slot from Weave and possibly Health to boost them up a bit; I'd be tempted to steal everything from Resist Elements as well. Oh, that 6th slot from TI is also more useful elsewhere.

    I'm a bit confused by your slotting of Mako's Bite in KOB and Kick (which I would replace with Boxing personally; Kick has knockback) for the 3% damage bonus but sacrificing over 10% damage from each of your attacks to get it. I'd certainly suggest stripping all slots from the Fighting prerequisite attack, they'll do you lots more good in KOB and Haymaker.

    Where your attack slotting is concerned be aware that the Kinetic Combat is extremely expensive and hard to find; you can get nearly the same def by slotting the Smashing Haymaker into Jab, Haymaker and KOB... you'll still be at 45% with that change and the Smashing Haymaker set is MUCH cheaper.

    One of the easiest ways to boost E/N defense is to grab one of the APP blasts... 3 Thunderstrike IO's gives you 2.5% E/N defense and they're relatively inexpensive. You could snag Char/Fire Blast from the Pyre APP and add 5% E/N defense pretty easily.
  2. Quote:
    Originally Posted by Berlock View Post
    One other question, will I be getting Hasten with this and attempt to perm it..? Or is that overkill?
    Well, do you want Hasten? Really it comes down to that; your survivability isn't tied to click heals or other long recharge buffs and the only click buff you have, One with the Shield, is not affected at all by recharge.

    The benefits of Hasten would be getting Shield Charge back as quickly as possible and shortening the recharge on Seismic Smash. On the other hand once your build matures you'll certainly have a full attack chain without Hasten. The Hasten question is a matter of personal preference, if you want it then go ahead, it will be useful. It isn't a requirement by any stretch however, and getting it perma will mean some seriously heavy duty IO bonuses and a boatload of cash.

    Some of my characters have Hasten, some don't. CMA, my Inv/Stone tanker doesn't have it and I don't see the need for it either... my attack chain is adequate with IO slotting giving my attacks roughly 40% recharge. I didn't try for a recharge build... while I have a few incidental bonuses they only amount to about 15% in IO bonuses.

    My only high level Shield character is a Scrapper at 50, but I didn't get Hasten on him either and haven't missed it. I don't plan on getting it on my Shield/Fire tanker, currently sitting around level 25.

    Bottom line, get Hasten if you want or skip it if you want; it isn't a key power.

    As a thought on slotting, I like the Gift of the Ancients set in my defenses... 4 of them ED caps defense and gives me some really nice endurance recovery and endurance amount buffs.
  3. Quote:
    Originally Posted by Berlock View Post
    Thanks for the support guys. I appreciate the feedback. I am not overly worried about the lack of AoE that other sets like Fire offer. I think though that it is going to have a lot of potential, not to mention somewhat unconventional.

    Also good to know about the S/L resistance. I was afraid that it may have been an issue later on.

    What about Super Speed versus Leaping for this build? Which would be better?

    As a side note. I'm aware of the lack of damage that Tankers put out versus a Brute. I'm prepared for that. The Brute is a powerhouse, but I'm looking to Tank. So I thought I'd give the blue side Tanker a shot. Shield and Stone Melee just seems fun to me and it's something I don't see around often.
    The SS vs SJ mainly comes down to preference, either will work for you. Personally I tend to go SJ for defense characters simply because Combat Jumping gives me a small def bonus for practically no end cost and it's a place to toss a pair of Blessing of the Zephyr IO's.

    SS is easier blueside than redside; the hero zones aren't as nasty to negotiate without vertical movement. I've a few characters who are runners heroside and it's workable.

    For your shield tanker I'd suggest looking at Tough/Weave. Tough will put you really close to the S/L resist cap while One with the Shield is up and Weave will get you pretty close to the 45% soft cap. From what I remember playing around with Mid's you can get to a little better than 40% to all positions on SO's... finding that additional 5% in set bonuses is fairly trivial.
  4. Quote:
    Originally Posted by Berlock View Post
    So I have been playing CoH/CoV for a little under a year now and don't fully understand what is "good or bad" about every combination of classes but I have a friend who is "all things wizard" at this game and is a Lifetime veteran. The only problem is that he knows so much about the game that he can't help me decide on a good candidate Tanker. I've got a 50 SS/WP Brute and 40 Nec/Therm MM that are interesting but I really want to try out a Tanker. I've been playing with the idea of Shield Defense with Stone Melee but what are other people's opinions on such a build? I don't care about "Fire is the only AV/Solo... blah blah...." I just am curious about the potential of this combination and if anyone could maybe post some builds for it? I'd be most appreciative on some Tanker feedback.

    I also know about the high about of S/L resistance at higher ends but I've also heard SM overcomes that with it's awesome damage.... any feedback would be greatly appreciated.
    I could see the combo working quite well with a couple of caveats. For one, Stone Melee is quite end heavy; that might be a problem for you until you start to IO out. For another, you'll be quite weak in AOE damage... if that's important to you then I'd suggest another set. I've played /Stone Melee for almost 5 years now... CMA, my first 50, is Invuln/Stone so I know the set pretty well.

    From a durability standpoint it should be highly capable; with only minor IO set bonuses Shield is easily soft capped to all positions and you'll have the added mitigation of Fault & Tremor to knock down the entire group... with some recharge slotting you can almost keep a group on their butts full time. You've the knockdowns in the hammers as well, and Seismic Smash is a MAG 4 hold in addition to being your heaviest hitting attack. Yes, it's MAG 4, it will one shot hold a boss.

    The smashing damage I've not noticed being a huge issue overall, there's actually quite a few mobs who are weak to smashing. Those mobs generally are quite strong to lethal but weak to smashing.

    One thing you'll need to keep in mind is that no tanker is going to output the kind of damage you're used to with your Brute... damage is our secondary purpose after all. You'll find your durability to be much higher as a tank, once your build matures that is.

    If you do decide to roll up a Shield/Stone tank be prepared for some growing pains, the teens will be particularly rough due to lack of endurance and the normal teething problems of an immature defense based build. Until you get your defense above 25-30% you'll feel pretty squishy. Once you have Stamina, SO's and some endred slotting in your attacks things will get better... by the time you start to IO the character, which for me is the early 30's, you'll notice that everything is maturing nicely and there won't be many mobs who will be very dangerous to you.
  5. Your last build is much better, I've a couple of suggestions however.

    First, as Finduilas said you'll want the Acc/Dam from Pounding Slugfest... I'd swap it for the Dam/Rchg; you're unlikely to really notice the slightly slower recharge. You absolutely would notice the low accuracy without making that change though.

    Remember that Taunt is autohit, so since you're not going for the 6 slot bonus don't slot the Acc/Rchg Mocking Beratement. I'd toss the Taunt/Rchg/Rng in it's place.

    I can't remember if you said earlier, but is this character already 50? If so the absolute best slotting for Invincibility is 3 Cytoskeleton Hami O's. They may be pricey, but you're already spec'ing some pretty expensive IO's... the Numina's and the Luck of the Gambler sets are pretty expensive. Depending on your budget you may want to consider other options; the 4 Numina's and 4 Luck of the Gambler IO's will probably cost more than everything else put together. If you have the budget then there's nothing wrong with them at all, just be aware that they'll be pricey.

    If you can free up the slots another set of Reactive Armor in RPD will nearly cap out your S/L def... remember that because of the way defense works those last 5 points from 40-45% will do you as much good as the previous 1-40%. It isn't a deal breaker either way as you're already more than tough enough for all but the very toughest challenges the game can throw at you.

    Oh, I do recommend slotting Energy Torrent differently... as a tanker you really don't want to turn a knockDOWN power into a knockBACK power. I'd suggest frankenslotting a couple of Acc/Dam IO's. How about the Air Burst Acc/Dam and the Detonation Acc/Dam? They should be cheap and they'll do the job. Personally I'd prefer finding some slots and slotting it a bit better; if you're going to be using it you may as well get the most mileage out of it. If you're stuck at 2 slots your best option is a pair of Nucleous Hami-O's (Acc/Dam), they'll be the equivalent of 2 accuracy and 2 damage SO's. They will be more expensive than frankenslotting however.
  6. 4 of us just got done leveling a group of */shield scrappers... as a team they were unstoppable. We ended up with 2 Dark/Shield and 2 BS/Shield. Once everyone had Grant Cover we were so far over the soft cap defensively that nothing could touch us.

    Solo my BS/Shield is without doubt the fastest killing and one of the most durable characters I've played. Built to the soft cap that character can do some really silly things like tank the ITF.

    The only downside is that the characters were a bit late blooming, we were pretty squishy until level 28.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Huh... So then it may not be my audio drivers and setup, but something in the game? Odd. But then why start now? My hard drive died last Tuesday, but up until Monday CoH played fine, and everything in here is exactly the same. Even the replacement hard drive is identical to the one it replaced. Could drivers be doing this?

    Here's something which might help - does anyone have any idea how I can test my speakers for surround? My motherboard used to have a built-in Realtek sound card, and its control centre had this sort of test which would just call out the channels, like Front Left, Centre, Front Right, Rear Right, etc. I can't seem to find a programme that does this anywhere in the Internet.

    P.S. Can I call you Awesome?
    Ok, I just went to Asus's site and DL'd the latest drivers for my onboard sound, which is SoundMax Digital HD audio, 7.1 setup. Enabling 3D audio in COH no longer gives the muffled, slow, low pitched sounds (yay) however I do randomly loose game sounds altogether. Opening the audio options and changing to non-3D then back to 3D fixes the problem for a few seconds to a few minutes.

    No problems at all with 3D audio in several other games I've tried... Mass Effect, Fallout 3, KOTOR 2, Champions Online. Unfortunately COH still doesn't like 3D audio on my rig.

    It's strange, the new drivers fixed the bad sound issue, but somehow at random times I completely loose game sounds now. Heck, I'll stick with the non-3D game sounds, they work perfectly.

    Re- the name, it dates back to when I first started playing COH... running around in AP as a baby blaster the civies would frequently say something like "You're Awesome!". After I got tired of getting killed as a newbie blaster who didn't know what he was doing I rolled a tank... at that point the name seemed an obvious choice.
  8. I've had the exact same issue with my setup as well; so far I haven't found any solution other than to leave 3D sound disabled. My issue actually appeared on my old rig with a SB XFi Gamer card and has continued to the new Mobo with built in sound. I just figured COH didn't like something in my machine.
  9. Quote:
    Originally Posted by Werner View Post
    Correct me if I'm wrong, but I think the absolute impractical sustainable maximum defense debuff resistance on a Shield Defense scrapper is 87.91%. The practical maximum is more like 76%. I think we're all falling for a Mids' bug. Specifically, Mids' isn't ED-capping the enhancement to DDR, just like it isn't capping the healing enhancement applied to the +regeneration uniques. I think you have to calculate the DDR yourself if you want the correct number, and believe me, you want the correct number here, because it makes a HUGE difference.

    The absolute impractical maximum would be six +3 Enzymes in both Active Defense and Grant Cover, with enough global rechage to double stack Active Defense. In that case, your ED-capped enhancement is 81.47%. Active defense is 17.3% DDR, so 17.3% * 1.8147 * 2 = 62.79% DDR. Grant cover gives 13.84% * 1.8147 = 25.12% DDR. Put them together and you have 87.91% DDR.

    In practice, you would probably have something more like three even-level Membranes in Active Defense, and the equivalent of 3 SOs worth of enhancement in Grant Cover from some set. That would be 17.3% * 1.56 * 2 = 53.98% from Active Defense, and 13.84% * 1.56 = 21.59% from Grant Cover for a total of 75.57% DDR. You might have Active Defense triple stacked some of the time depending on your global recharge, so you WOULD have periods of capped DDR. So it seems to me the main game is to maximize the amount of time you spend with Active Defense triple stacked if you're trying to get to the cap.
    I'm not sure about that Werner, I have DDR monitored on my BS/SD scrapper and as long as AD is double stacked (only about 40% of the time on my build, I haven't invested the massive $$ into recharge bonuses) I maintain capped 95% DDR according to the in-game numbers. It drops to the 75-80% range with AD single stacked. That's with AD slotted with 3 Membranes and BA & GC slotted ED cap def.

    I can also say that Cimeroans have to really work to cascade my def below 40%, the only times I've seen it happen were when I had the aggro cap on me and the RNG decided it didn't like me.
  10. Quote:
    Originally Posted by Glifted View Post
    Okay, here's what I've come up with. I'm sure all of you can do better (and for some reason Mids won't let me choose Energy Torrent without picking three Energy Mastery powers, but I guess you all can overlook that.)
    There's a good reason Mid's won't let you get Energy Torrent without first taking two other powers in the pool, that's because it requires two of the first three powers to be available. In order to select Energy Torrent you will have to have two of the four lower tier powers, I'd suggest Conserve Power, Laser Beam Eyes and Energy Torrent in that order.

    A quick glance at your build shows a few problems. First, the travel pools are incorrect in the current Mid's build... that means that you must take Hasten (or Flurry which I do NOT recommend) before you can take Super Speed. That means your posted build is impossible to recreate in game. Hasten MUST come before Super Speed, the game will not allow you to do it the way you have. The only exception to that is for 60? month veteran players. Mid's is currently bugged in the power order for the travel pools so your build as it stands is invalid.

    Second, you're slotting your attacks for positional (Melee/Range/AOE) defense, not typed (Smash/Lethal/Energy/Negative/Fire/Cold). That's costing you quite a bit of benefit, Invuln already has a decent base of TYPED defense, these do NOT stack with positional. I suggest slotting your attacks with Smashing Haymaker for the Smash/Lethal defense, that's going to be far more effective and far cheaper. Finish out the last two slots with a couple of Pounding Slugfest for a small regen bonus and you'll be at the ED cap anyway, even slotting level 25 IO's.

    Third, you can stop your armors with 4 slots of Reactive Armor, that 5th slot bonus is fairly pointless and you will want slots for your 41-49 powers. Likewise Tough Hide is overslotted as is Build Up (which I always skip on a tanker anyway). Combat Jumping I would stop at 2 slots, just the BotZ set.

    In order to reach the survivability levels Invuln's capable of you will need the Fighting pool for Tough & Weave; that'll also put some squeeze on your available powers since it means taking Boxing, Tough & Weave. Slot Tough with 4 Reactive Armor and Weave works great with 4 Gift of the Ancients. Boxing is a throwaway prerequisite that typically is left at the base slot.

    Remember, the goal is to reach 45% defense vs Smash/Lethal damage and as much as possible Energy/Negative defense. Focus on the S/L first, it accounts for over 75% of all damage you'll take. Then think about E/N defense as it's the next most common. Fire/Cold is very rare so don't worry about it; the small amount of F/C damage should be handled adequately by the "incidental" defenses you'll get with Invincibility, Tough Hide & Weave.
  11. Call Me Awesome

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    Quote:
    Originally Posted by Aggelakis View Post
    Note: Putting gototray at the beginning/in the middle of macros makes the macro misbehave. It needs to be at the end, as CMA demonstrates here (I edited the human macro to put gototray at the end). Everything after gototray disappears if you use it in a macro.
    Oops, you're right, I did have a boo boo there... my bad. I was going from memory and forgot that little idiosyncrasy. I'll correct my earlier post.
  12. Quote:
    Originally Posted by Glifted View Post
    Here's the deal -- three and a half years of play time, and while I understand how the IO sets work, I still don't understand the more subtle aspects of the system. I've found some very good information to help my dust-covered Invul/EM tank, but I'm pretty sure that dyslexia or an overpriced art school education has left me slamming my head against the keyboard whenever I try to use Mid's. (I'm not saying that the program is bad -- I'm saying that numbers cause anxiety.)

    So here's hoping that some of the gurus around here can at least point me in the right direction, because I'm a little bit lost with my tank, who turned 50 and then got extremely boring to play. Survivability is an issue, yes, but I'd like to focus on DPS if it's at all possible, with the travel power being either SJ or SS. I'd also like to stick with Energy Mastery for both concept and utility, though really it's because Energy Torrent is a great way to knock baddies down while Whirling Hands is recharging. I realize that I haven't given you all a lot to work with...

    ... and I promise to keep messing with Mids until it makes sense.

    Thanks again for your time and effort, everyone.
    Look at my soft cap Invuln guide for some suggestions (linked in my signature); it'll absolutely solve any survivability issues and doesn't sacrifice any offense to do it. It's written from a "secondary neutral" perspective and works equally well with any secondary.

    On the /EM side I imagine you want the heavy hitters, while I do have a Stone/EM tank at 50 I haven't played her since shortly after the EM nerf so I'm unsure of the best choices there anymore.
  13. Call Me Awesome

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    Quote:
    Originally Posted by Westley View Post
    Not what I was looking for, but thanks.

    What I'm trying to do it create a macro that turns off all my toggles so I can switch on my Warshade from whatever form I'm in back to human instantly. All from one button instead of having to have both the Dark Nova AND Black Dwarf icons on my tray.
    Here's the standard Warshade triform macros:
    /macro nova "powexec_toggle_on Dark Nova$$goto_tray 9"

    /macro dwarf "powexec_toggle_on Black Dwarf$$goto_tray 8"

    /macro human "powexec_toggleoff black dwarf$$powexec_toggleoff dark nova$$powexec_name gravity shield$$goto_tray 1"

    The first will put you into nova form and change your bottom tray to tray 9, substitute goto_tray 9 for whichever tray you have your nova powers in.

    The second will put you into dwarf form and change your bottom tray to tray 8, again substitute the "tray 8" for whichever tray your dwarf powers are located in.

    The third will drop you out of either form, activate your S/L resist shield and change your bottom tray to tray 1.

    Personally I tend to use /bind instead of /macro for form shifting... I bind the nova form to button 4 on my mouse and dwarf to button 5; they're the two thumb buttons on the mouse. For human form I bind that to the "h" key. That layout would look like this:

    Nova form
    /bind button4 "powexec_toggle_on Dark Nova$$goto_tray 9"

    Dwarf form
    /bind button5 "powexec_toggle_on Black Dwarf$$goto_tray 8"

    Human form
    /bind h "powexec_toggleoff black dwarf$$powexec_toggleoff dark nova$$powexec_name gravity shield$$goto_tray 1"

    <edited to correct the mistaken binds for Human form>
  14. Dang, I just was informed that the party here starts at 3 EST, not the 5:30 I was thinking so I'm afraid I'm out.

    Sorry guys, I'll be out until around 9 EST.
  15. I have the axe on a couple of characters, picked when vet rewards first entered the game. It was a mistake; the only mobs the axe is good against also tend to debuff your tohit making it unlikely you'll hit them with it.

    Sands works against all mobs and it's a cone AOE.

    Axe only really works well against ghosts and so forth, it's single target and with their tohit debuffs it's usually futile using an attack with unenhanceable accuracy.

    Ah well, the two characters with the axe are all long since 50, and were long before vet rewards appeared so it's not like it's a vital part of their chain... it isn't even in their trays. In order for the axe to really be useful it needs some kind of buff, right now the choice is a no-brainer.

    The Nem staff and blackwand choice is tougher as both have benefits and drawbacks; that's as it should be in my opinion.
  16. Quote:
    Originally Posted by EvilGeko View Post
    I think your reasoning is sound here, but the reward for Hamidon needs a buff. Personally, I would do so by giving HOs themselves attributes that are different than purples but still very good.

    I would rescind the ancient nerf to HOs that lowered their 1.5x bonus (i.e. 1.5 x what an equivalent SO gives) to 1.0. I would also allow HOs to keep their bonus at all levels. Finally, I would allow some level of choice over HOs. Probably via making the drop from Hami some kind of token that you trade in for the HO you want.

    The reason for the nerf to HOs (that the raid was considered too easy) relates to a raid that no longer exists. And it also doesn't take into account ED or Inventions which would minimize the impact of such a change.
    I'd agree with this, and here's a thought. Leave the Synthetic HO's from STF/RSF at the current levels and only boost the "genuine article" HO's back to the issue 4 levels. That gives incentive for running Hami instead of the STF/RSF.

    I'd much prefer increasing the zone cap to get back some of the feel of the old raids but a HO change would aid the fairly moribund event in gaining popularity.
  17. Hmm, sounds like fun; I'm not sure when everyone's arriving for Thanksgiving though... I may be able to play the first hour or so.

    I suppose I'm a "possible maybe"

    Oh, I'd be bringing CMA, my young shield/fire lives on Pinnacle.

    (Figures he may get away with playing while preparations to host 20 people for Thanksgiving are under way... wishful thinking?)
  18. Quote:
    Originally Posted by Tyrrano View Post
    Update. Took some lunch time and removed hard drive and the memory SODIMMs, used compressed air to clean out the heat sink area and around the processor. Still nothing. I also tried booting it with an external monitor attached. No dice there, either.

    Looks like this month's subscription to CoX is going to be a waste. :P
    It does sound like something died; it kind of reminds me of the symptoms on a work desktop that fried it's video card. That machine powered up the fans, then sat there doing nothing... opening it up revealed that the card overheated and popped a half dozen capacitors. As I recall it sat there with fans spinning and giving regular momentary flashes of the HDD activity light. Fortunately it was a desktop, not a laptop, so I just replaced the blown vid card. (It was amazing just what the card looked like, the capacitors had popped and peeled away just like a kernel of popcorn)

    Unfortunately troubleshooting hardware on a laptop is a bit tougher; many of them you can't replace components on. If there's a PC repair shop near you it may be worthwhile to at least see what they have to say before you give up. About the only good news is that I doubt your hard drive is a problem so you'll at least be able to get data off of it. Small consolation I know.
  19. In my experience playing a soft capped Invuln the medicine pool isn't necessary; the few situations where it might be useful are easily covered by the occasional inspiration.

    Res Energies is useful, as much for the resistance to end drain as the energy resistance; I generally toss it in at 49.

    Were you intentionally skipping a travel power? Also, I'd consider replacing the ToD set in Bone Smasher; it's melee defense primarily and you're really looking for typed defense. It's also pretty pricey.

    Personally I think Dull Pain can easily do without that last recharge, that slot might be more useful somewhere else. It's only saving you 12 seconds and I've found DP isn't needed more than once a mission on average with a soft capped build. Heck, it's only against really tough things that I need it at all... most missions don't move my HP bar more than 5-10%.

    I'd slot a pair of Blessing of the Zephyr into CJ (and SJ as well if you get it) for the Ranged/E/N defense; your E/N def is fairly low.

    I'd suggest dropping the Med pool, snagging SJ and a doing bit of reslotting. My personal opinion is that Build Up is skippable, but I know other players swear by it... I tend to more swear AT it myself.

    Currently you're over the soft cap for S/L defense but considerably short of it in E/N/F/C... think about boosting the E/N portion a bit.
  20. That's a pretty pricey build there, my BS/Shield has comparable defenses and excellent offense in a considerably cheaper package. I also have One with the Shield and it's quite useful for the really silly stuff the build is capable of. This has been by far the most effective mob killer I've played and it's nearly unkillable short of an enemy with significant tohit buffs (Quartz DE, I'm looking at you)

    The expensive items in my build are the Steadfast unique and the Miracle unique. If I hadn't already had them on hand the Membrane HO's in Active Defense would've been in the 70 million range also, but the added DDR from slotting HO's is a minor consideration... going with three standard recharges would buy you almost as much.

    Here's the build, I'd estimate I spent roughly 150 million or so on it, mostly over time from 32 - 50.

    <edit> I designed around Parry providing the additional melee defense so I only had to find set bonuses for Ranged & AOE. One Parry takes Melee to the soft cap. </edit>

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

    Click this DataLink to open the build!

    Sword of Damocleve Current: Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Mako-Dam%:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(3), Mako-Acc/Dmg:35(3), Mako-Dmg/EndRdx:35(7), Mako-Dmg/Rchg:35(7), Mako-Acc/EndRdx/Rchg:35(17)
    Level 1: Deflection -- GftotA-Def:35(A), GftotA-Def/EndRdx:35(13), ResDam-I:30(15), ResDam-I:30(25), GftotA-Def/Rchg:35(39), GftotA-Def/EndRdx/Rchg:35(43)
    Level 2: Slice -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(5), Sciroc-Dmg/EndRdx:35(5), Sciroc-Acc/Dmg:35(15), Sciroc-Acc/Dmg/EndRdx:35(19), RechRdx-I:35(43)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:35(19), ResDam-I:35(39), Mrcl-Rcvry+:40(43), Mrcl-Heal:40(45), Mrcl-Heal/EndRdx:40(46)
    Level 6: Combat Jumping -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(40)
    Level 8: Parry -- P'ngS'Fest-Dmg/Rchg:30(A), P'ngS'Fest-Acc/Dmg:30(9), Mako-Acc/Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg:35(11), Mako-Dmg/EndRdx:35(13), Mako-Dmg/Rchg:35(17)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(46)
    Level 12: Hurdle -- Jump-I:35(A)
    Level 14: Super Jump -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(39)
    Level 16: Against All Odds -- EndRdx-I:35(A)
    Level 18: Health -- Heal-I:50(A)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
    Level 22: Battle Agility -- GftotA-Def:35(A), GftotA-Def/EndRdx:35(23), GftotA-Def/Rchg:35(23), GftotA-Def/EndRdx/Rchg:35(37)
    Level 24: Phalanx Fighting -- GftotA-Def:35(A), GftotA-Def/EndRdx:35(25)
    Level 26: Disembowel -- Mako-Dam%:35(A), Mako-Acc/Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg:35(27), Mako-Dmg/EndRdx:35(29), Mako-Dmg/Rchg:35(31), Mako-Acc/EndRdx/Rchg:35(40)
    Level 28: Grant Cover -- GftotA-Def/EndRdx:35(A), GftotA-Def:35(29), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def/Rchg:40(48)
    Level 30: Whirling Sword -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(31), Sciroc-Dmg/EndRdx:35(31), Sciroc-Acc/Dmg:35(34), Sciroc-Acc/Dmg/EndRdx:35(40), RechRdx-I:50(42)
    Level 32: Head Splitter -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(33), Sciroc-Dmg/EndRdx:35(33), Sciroc-Acc/Dmg:35(33), Sciroc-Acc/Dmg/EndRdx:35(34), RechRdx-I:35(34)
    Level 35: Shield Charge -- Sciroc-Acc/Rchg:35(A), Sciroc-Dmg/Rchg:35(36), Sciroc-Dmg/EndRdx:35(36), Sciroc-Acc/Dmg:35(36), Sciroc-Acc/Dmg/EndRdx:35(37), RechRdx-I:35(37)
    Level 38: Build Up -- AdjTgt-Rchg:35(A), AdjTgt-ToHit/Rchg:35(42), RechRdx-I:35(42)
    Level 41: Boxing -- HO:Nucle(A)
    Level 44: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(45), ImpArm-ResDam/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(46)
    Level 47: One with the Shield -- ImpArm-ResDam:35(A), ImpArm-ResDam/Rchg:35(48)
    Level 49: Weave -- GftotA-Def/EndRdx/Rchg:35(A), GftotA-Def/Rchg:40(50), GftotA-Def/EndRdx:40(50), GftotA-Def:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  21. Use power selection to maximize your resistance and then focus on pumping as much defense as you practically can will yield you the best results, the Shard is a special case and tough for everyone.

    You just found one of the worst cases for most tankers, the Rularuu are simply brutal with tohit buffs, def debuffs and Psi damage. That enemy group is designed to rip apart a tanker so you'll have to exercise rather more caution than normal.

    Most characters have an enemy type that gives them special trouble, Nemesis for example are tailor made to make a Controller's life difficult. Rularuu simply make problems for a wide range of players.
  22. Quote:
    Originally Posted by New_Dark_Age View Post
    In my neverending quest to make a god I was wondering what ATs can almost make their god mode permanent with the right build and investing in IOs. I am assuming the most likely canidates are Elec Armor and SR ATs with natural recharge powers plus Hasten.

    What builds can almost Perma their god mode or at least have their god mode up for 50% of the time in battle ? I am not just looking at Melee ATs but others as well that get God Mode powers in their Ancillarys/Patrons. What Ats and build are they and how can near Permagod mode be achieved ? Is it worth it ?

    Thanks
    Stone Armor tanker. Granite, the tier 9 armor is a toggle and if that isn't a "make you unkillable" power there isn't one in the game. I realize that isn't what you were really looking for but it's the true perma god mode.

    A Warshade can perma Eclipse which grants +res based on how many mobs it hits so they can have capped (85%) resistance to all but Psi so long as there are mobs available to fuel Eclipse.

    A SR scrapper can easily have soft capped defenses making Elude fairly pointless as it won't increase your survivability outside of a few edge cases. Shield likewise can soft cap vs all positions giving you, in effect, a perma god mode. If you want to invest in the set bonuses most AT's can soft cap their defenses to at least one position, many can soft cap all three but it may well take a highly specialized build that sacrifices too much effectiveness.

    Traditional tier 9 defensive powers like Elude, Unstoppable and the like aren't perma-able anymore... I think the best you can do is roughly 50% uptime. Fortunately IO bonuses can make most tier 9 powers superfluous.
  23. Quote:
    Originally Posted by stever View Post
    OK, OK!
    • The new Hami is better.
    • More efficient, challenging to more people.
    • More ATs get to, have to, play a part.
    • IF you manage to get in, You may have a better, more rich experience.
    BUT,
    I, like many others here, ran over a hundred of the old Hami.
    I, like many others here, have only run in 3 or 4 of the new Hami.
    I have TRIED to run about 15.
    *

    The new Hami requires that you actively research.
    Read the forums,
    Know the global channel or people planning them.
    You need to know ahead of time,
    And carefully schedule so you can be one of the 50.

    The 12 or so I mentioned above that I failed to make it in, were back soon after the new Hami was novel. It might be easier now, but I don't know, or try much anymore.


    With the Old Hami,
    • I would be running around doing missions, and The Call would go out!
    • "Hami is up! Let's go kick A**!"
    • No problem advertising it big. Everyone could go participate.
    • Broadcast alerts! Messages in Global channels!
    • 1 or 2 teammates would say "Hami!! I gotta go!"
    • The population of PI would drop drastically.
    • People who were younger than 45 would wish they could join in.
    • Heroes dropped what they were doing to go fight the threat.
    • And for a while, you and a lot of Heroes would go and be part of the Major Event!
    Now, it is more of a side occurrence. Kind of a secret to keep till you make sure your buddies make it in. The general pop might or might not know it is going on, or even hear about it much after.

    I know the ways the actual raid is better now.
    But I kind of miss the Major Event status of the old raid, and how the effects of it seemed to ripple through the whole city.


    * ETA: I might have exaggerated a little when I said many here ran hundreds of the old Hami, but only a few of the new one...
    But several posters here said that, and it does reflect my experience.
    .
    You may have hit the nail on the head here; I'm certainly in the hundred plus old school raids attended group and I think you're right with this. Technically the new Hami probably is better, but the zone cap causes it to loose the special-ness that old Hami had.

    I've been to I think 4 new Hami raids including the first successful test server one. Admittedly all of them were early in the process so they were rather disorganized but it was an overall disappointing experience. Now with the zone cap many don't bother trying anymore... and that same zone cap causes problems since you need specific AT combinations, or at least the earlier strategies did. I'll admit I haven't paid any attention to Hami since probably issue 10 so I imagine strategies have evolved. If you end up with lots of scrappers and no controllers you'd have to try and get people to leave so you'd have room for the AT's you need.
  24. Quote:
    Originally Posted by Ironblade View Post
    It can, if you have it enhanced for Taunt. My invuln has no ranged attacks and handles this fine. In the aggro calculations, damage is a factor, as well as proximity to target so a tank at range has both of those factors working against him/her. However, remaining duration on the Taunt also affects the numbers and that's where you can compensate.
    That all depends on your team, my Invuln with Taunt fully slotted out (full Perfect Zinger set) will still loose aggro to the team's scrappers and blasters if I don't include a ranged attack. Believe me it came as a surprise to me the first time I saw it too. I switched to alternating taunt/Nemesis Staff vet power and had no further issues. Now if the team is all ranged attackers then you're right, you'll hold aggro. If you've melee or short ranged high damage teammates then they'll have a tendency to strip aggro.

    If you've a couple of scrappers with any kind of aura (shield, invuln etc.) then you're very likely to shed aggro without a ranged attack. I've seen another tanker loose aggro on the STF to a couple of blasters attacking at short range; the tank in question was slotted ~90% taunt duration. Since he was friend and I worked with him on his build I'm fairly sure of his slotting.
  25. Here's my standard method for handling GW.
    • Buff the tank to the defense soft cap (45%) OR keep 8 clear mind/increase density or similar mez buffs stacked on him.
    • The tank stays at range, at least 20', preferably 40'+ from GW and taunts AND uses a ranged attack. The last is critical, taunt alone will NOT hold aggro from the rest of the team reliably.
    • If possible, immobilize GW to hold her in place. If not you can use PA to "barricade" her or the tank will simply have to stay out of range. If I can do this with a Granite + Rooted tank there's no reason for any tanker to have trouble.
    • Once the tank has ranged aggro everyone attack GW. Don't worry about avoiding melee, as long as the tanker has aggro from range GW will not use her Dark Regeneration heal.
    • The only person GW will be attacking is the tanker; just stay behind her to avoid the cone of her hold. If the tanker's out of melee range then you're golden.
    That's the standard strategy for dealing with Ghostie if you have a competent tanker. Alternately you can have everyone eat some purples to get to the 45% soft cap and simply take her in melee, her heal has to hit in order to work. Soft capped defense = her heals don't hit anything.

    Unless something very strange has happened with the last patch the standard strategy will work just fine. That's the method I used my last STF run a few weeks ago.