Call Me Awesome

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  1. Call Me Awesome

    AE Pets

    I think they got pulled from AE completely a few patches ago (issue 15 maybe?) due to some form of exploit with them.
  2. Quote:
    Originally Posted by _Deth_ View Post

    As for must have, if you were going to pair it with other AoEs, I would be more apt to agree. Personally, I don't like it, but to each his own.
    One of the best reasons for having both Fault & Tremor is simply the control factor... with both of them you can pretty well keep an entire spawn on their butts; the damage of Tremor is actually secondary... it's roughly (I don't have the numbers in front of me now) equivalent to Stone Fist damage to an AOE.

    I usually use Tremor as an opening move since it's untargeted... I just jump into a group and hit Tremor, then target something and start my ST attack chain... as they start to stand up I hit Fault, then Tremor is nearly back up to knock them down again.

    Both of them work great as a "time out" power as well if you need a couple of seconds breathing time to pop an insp. and they recharge fast enough that you don't worry about "saving" the power for when you REALLY need it.
  3. Quote:
    Originally Posted by Jack_Power View Post
    CMA.. You owe me a new monitor. Or at least a couple of screen wipers.

    //Jack
    Now, you should know better than to blow your drink out of your nose... most of them sting something fierce.
  4. Call Me Awesome

    Turtles Mstf

    Quote:
    Originally Posted by Kyzock View Post
    I think Ghost Widow was actually tougher than Lord Recluse...well, LR AFTER the towers were down...
    She always is; her hold will one shot kill anything, and it's a cone. The best solution I've found is to either buff up the tanker with 8 Clear Mind or similar so he can resist the MAG 100 hold or to keep him soft capped for defense so it doesn't hit.

    My last STF we all ate enough purples to keep the team at the soft cap and everyone took her in melee (sounds bad, eh?) and took her down (worse?) quite quickly... since she couldn't hit us her big heal was a non-issue.

    Now now people, I was talking about her powers, not her... um... well... abilities.
  5. Call Me Awesome

    Help :)

    Quote:
    Originally Posted by Fulmens View Post
    It's very close after Freedom and Virtue- I've seen Victory in 3rd sometimes [morningish times] and others. No, I don't remember. Why am I posting? I'M TALKING AND I CAN'T SHUT UP.
    Getting in touch with your femine side?
    • - You're playing a level 35 Warshade and don't know how to get to Talos... I really wish I was making that up too.
    • - You're on a level 45-50 team running AV's and you don't understand why you're getting hit by enemies... and you're a tank.
    • - You're playing a level 50 Invuln tanker and you only have RPD from your primary and 3 powers from your secondary; but by god you've got ALL the travel pools and all the powers from them. No, wait, that idiot was back in issue 7...
    I'll have to think a bit for more, I've actually been lucky and mostly avoided the AE baby problem by either teaming with friends or PuG's built from the Guardian or Level 50 channels.

    On one hand I'm happy to see new players getting interested in the game, on the other it's a shame that so many of them are getting a highly twisted and limited experience in-game. Something really needs to be done to combat this problem.
  6. Quote:
    Originally Posted by _Deth_ View Post
    fault knocks down, tremor knocks back
    As others pointed out neither Fault or Tremor does knockback on even level or above baddies, both do knockdown.

    There are only two occasions when CMA, my Inv/Stone, does knockback with either (or any, for that matter) power:
    1. When dealing with -2 or lower mobs
    2. When dealing with mobs with KB weakness like Clockwork
    Personally both of those powers fall under the "must have" category in Stone Melee for me; I slot 5 Stupefy (skipping the proc) in Fault and Tremor is great with the PBAOE set of your choice depending on what bonuses you need. Scirocco's or Obliteration are ones I frequently gravitate to.

    On CMA Fault has 5 Stupefy and the psi proc from the Perfect Zinger set; I usually get at least 1 or 2 mobs with the proc and frequently get 5 or more.
  7. I see absolutely no good reason to swap Tough Hide and RPD; in the low levels a mere 5% defense buff is, for all practical purposes, meaningless. It doesn't become really useful until you have defense from other sources to stack with it, which means after Invincibility.

    I'd have to say I can't support moving a power that actually is useful at lower levels (RPD), albeit generally more so around 22, with one that really doesn't make any real difference until after Invincibility anyway (TH)... which, by some odd reason, is exactly where it comes available.

    Swapping Temp. Invuln with RPD however is a slam dunk for AT's that get it as a secondary. If you were actually going to swap anything else, then swap Invincibility and Resist Elements; THAT would be a useful change. Not necessary by any stretch, but it would be a useful change.

    Going from 0% to 5% of defense is nearly meaningless... but going from 25% to 30% is quite significant, and going from 40% to 45% actually DOUBLES the amount of protection. Defense works best when the values get higher. You'll never notice 5% of defense, but you most assuredly will notice the difference 40% to 45% makes.

    Bottom line, there's no valid reason to swap RPD and TH and there are very valid reasons to leave them as-is. This would be a poor change and a nerf to low level Invuln.
  8. Quote:
    Originally Posted by Deadly_Grimmer View Post
    How much does that build cost that can make an invuln/ tanker almost as tough as a stoner? And what is a good set up for an invuln/axe tank?
    The critical IO's are relatively inexpensive, although they've gone up since I wrote this guide. The Reactive Armor set used to cost around 50k per recipe; last I looked it was closer to 300k per recipe. I imagine the Smashing Haymaker set is still cheap but the Kinetic Combat has once again shot way back up in price.

    Mocking Beratement for taunt should still be dirt cheap... most of the recipes should be at well under vendor trash prices. The Steadfast unique is still pricey; your best bet is probably buying it with merits, I believe it's only around 75 merits... that's two of the low-mid level task forces.

    All in all, and leaving out salvage (which is at completely insane prices; I'd run a few AE missions and get the salvage via tickets) with a little patience you can probably get it done for around $20-30 million. It cost me about $8 million when I did it in issue 13. But then, it's vastly easier to actually GET influence nowadays so it's probably a wash.
  9. Quote:
    Originally Posted by Rush_Bolt View Post
    The comment is the context.

    That's the "draw" of Twitter. It allows short, immediate, off the cuff comments. Unless you see an "@NameHere" preceding the comment, the message isn't responding to anything.

    And if you do, then you can click the "in reply to NameHere" portion to see what the message is replying to.
    Ah, still sounds kind of pointless, just a series of, well and apologies for the former devs, cryptic comments.

    I guess I'm too old to appreciate things like that. <waves cane>
  10. Quote:
    Originally Posted by kybarsfang View Post
    Did anyone else see this?



    From here: http://twitter.com/CoHBABs

    I hope that's not only what we're getting but that it looks cool as well.
    Maybe I'm just too old but looking at the twitter posts is like looking at a bunch of disjointed and out of context comments. I get the feeling I'm only seeing about one word in 10 of a conversation.

    The referenced page is completely meaningless without the context for the responses. Is this typical of how twitter works? If so, why does anyone bother?
  11. Quote:
    Originally Posted by Ultimus View Post
    Is it just me? It is taking like 2 minutes to load a page or a post. Other websites seem to load fine, is there a way to fix it if it is on my end?
    Same here as well.

    It's seemed to me that the forums have been considerably less responsive ever since the changeover; it was pretty rare for it to take longer than 2-3 seconds to view a forum or thread on the old software... now a fast response is close to 10 seconds and it's not at all uncommon for it to take 30 seconds or more.

    Obviously there's something going on; I've seen the dev comments that the new system is faster but I frankly haven't been seeing it and the response times have been getting worse over the last couple of weeks.
  12. Call Me Awesome

    Tier 9 Def

    Quote:
    Originally Posted by Landrig View Post
    Hmmm, looks like I may need to IO this guy as well then, was just going to go for basic IO's and miss the named stuff.

    Oh well, looks like I'll be doing some non stop gaming for a while to ge the cash for 2 heroes now.
    I IO'd my BS/Shield about a month ago; I think the entire package ran somewhere around $60,000,000. The high ticket items were 4 sets of 5 Scirocco's and two full sets of Mako's Bite. That didn't include the 3 Membrane HO's for Active Defense I had in storage though... but those aren't critical. Come to think of it, that was before salvage prices spiked so badly so YMMV.

    If you're interested, the high points for the IO sets were CJ/SJ 2 slotted with Blessing of the Zephyr, Hack & Disembowel 6 slotted with Mako's Bite, Deflection, Battle Agility, Phalanx, Grant Cover & Maneuvers 4 slotted with Gift of the Ancients and all the AOE attacks slotted with 5 Scirocco's. Parry's frankenslotted for ED cap accuracy/damage/recharge with 30% defense. Oh, and the Steadfast Res/Def unique that I had drop on me in the 20's.

    Here's a little trick for money I used this week on a new character; I ran him in AE for a few missions and got about 4,000 tickets. I used those to buy common arcane salvage, mid level (25-40?) and sold it at Wentworths. Those 4k tickets translated into about 20 million influence that way. No really huge "I win" rolls there like you can get with recipes but it's guaranteed good steady income with the market like it is now. My average income was something like $5k per ticket.

    Alchemical Silver, Ancient Bone, Spell Ink and the like are the staples in that salvage range, and a full load of salvage rolls would have a bunch of those. The cheapest salvage in that range was going for 5k and the best was going for up to 100,000 depending on the time of day. The market fluctuates pretty dramatically right now.
  13. Call Me Awesome

    Tier 9 Def

    Quote:
    Originally Posted by Landrig View Post
    Thanks Awesome, I never mentioned that my Char is a BS/SD scrapper, from what I'm reading I should leave OWtS with its single slot.

    If thats the case I'll shove a def in there, cant hurt.
    Resist actually, OwtS is a resistance power, not defense. I believe my BS/SD ended up with two slots there; but I'll admit it's not a power I use a lot.

    The BS/SD combo is pretty awesome, mine's running 45% defense to all three positions (assuming 1 parry, I took the easy way out for Melee) and I'm actually getting tanker level survivability with immense damage output. Thanks to some relatively inexpensive IO slotting I'm also getting nearly the endurance efficiency of my BS/Regen... and the shield is running 8 toggles. Slotting 4 Gift of the Ancients into each of my 5 defensive powers offers a lot of recovery and bonus endurance.

    That character's become my default favorite solo character now displacing my BS/Regen and Spine/Regen from that slot. More offense and more survivability.
  14. Quote:
    Originally Posted by Moiread View Post
    I mean things like Super Sidekicking and the pad your own team without other players type stuff...I can't find a list of the things that have been announced.
    Well Moi, the big news is Posi's announcement about the Super Sidekicking and other things here.

    Otherwise we know about the ability to change the color on at least some of the power effects as well as alternate animations for some other powers. I think I recall seeing something about another round of powerset proliferation; I don't remember all the details of it.

    Anyway, welcome back!
  15. Call Me Awesome

    Tier 9 Def

    Quote:
    Originally Posted by Landrig View Post
    Quick Q about the Tier 9 Defence powers, on the Clickie ones like Moment of Glory and One With the Shield. How does an Endurance Modification Enhancement affect it?

    I would assume it leaves you with more End when it drops. Does anyone know if this is the case and if it is, is it worth it?

    Also could anyone recommend slotting for this power, I wont be IOing this character, I'm just gonna stick to doing my Main Hero and Villain for the moment.
    Several of the god mode powers also include an endurance recovery bonus while they're active; OwtS and Unstoppable are examples of this. The Endmod enhancements would increase this recovery bonus for the duration of the power; it doesn't affect the crash at all.

    Mostly it's a waste slotting these powers for endmod. MoG I'd simply slot for recharge; the base defenses will more than cap you out and the base resists are less than 5% from the resist cap. Since the power is an "alpha strike soaker" with a 15 second duration further slotting is pointless.

    One with the Shield cannot be slotted for recharge, indeed it's recharge is fixed and unalterable by any means. Personally I toss 1-2 resist IO's into it and leave it at that; after all you're going to be using it when you specifically need the +resistance so that's what you'll want to enhance.

    I hope that answers your questions; have fun in-game!
  16. I actually agree with increasing or removing the aggro cap; not for the herding reasons people are talking about but simply because there are many situations where you have many more than 17 mobs in close proximity. As a tanker my job is to keep those mobs from squashing my squishier teammates; and if I'm at the cap... easy to do on a large team... and another group gets aggro'd then I'm completely helpless to do anything about it.

    Like Kruunch I was around for the heyday of herding and I still have the original, untimed Drek mission on CMA. It was an incredible thrill to herd the entire main island of that map and stack them into one small area then unload with Seismic Smash and kill 200+ freaks with one shot. But you know, even if herding that many was still possible actually killing them would take forever in today's game.

    You see, at that time Hami-O enhancements offered 50% enhancement and there was no ED so tankers could output roughly half again more damage. Additionally it was possible to stack hundreds of mobs into one location, literally inside each other's footprints so that a single target attack would hit them all. Now, with both of those things no longer possible you'd find that level of herding to be simply a parlor trick; and an inefficient one at that.

    Kruunch isn't advocating a return to those days; I'm not advocating a return to those days. What bothers me about the aggro cap is the very thing I mentioned at the start of my post... that if you're tanking on a full team there are going to be situations where you're completely helpless to prevent an added spawn from wiping out the team. THAT is why I hate the aggro cap.
  17. Call Me Awesome

    Server Qualities

    Quote:
    Originally Posted by Nebsinne View Post
    Hello! I'm new to the game and I am curious about what are the qualities of each server? If someone could redirect to a post dealing with this or whatever, thatd be great!

    Thanks!
    I'm not really sure what you mean by qualities, but there are some differences. Off the top of my head;
    • Freedom has the highest population, but thanks to the highest total number of players you also end up with the highest number of jerks to deal with. There are lots of good players there, but with so many players you're going to run into the really memorable idiots as well. On the plus side it's incredibly easy finding a team... on the minus side you're going to find a fair percentage of startlingly bad teams.
    • Virtue is the unofficial Role Playing server so you may find some of the people you meet a bit strange if they're playing "in character". It's also the second most populated.
    • Infinity is frequently the third most populated server and it has something of a reputation for PvP; since I don't have any high level characters there and I avoid PvP like the plague I can't say if it's deserved or not.
    • Guardian is my home server, it's relatively low population but there's enough people playing and it's very rare to run into idiots and jerks; most players are skilled and happy to assist new players.
    • Pinnacle is my second home, all in all it's fairly similar to Guardian with a lower population than the big servers and lots of good friendly people playing. Frequently referred to as the "Drunk Server" you may hear some in-jokes about the whole situation of inebriation.
    • Protector is more often than not the lowest population server of the bunch; while I do have several characters there it's not one I play regularly. From what I hear it has a good reputation for friendly helpful players. Then again, every server but Freedom has much the same reputation.
    That's all the servers I have any real knowledge about; you can tell approximately how populated each is by it's ranking on the server selection screen when you log in. The top server is the one you were last logged into, then they are in order from lowest load to highest load with Virtue and Freedom at the bottom with the highest load.

    Whichever server you decide on I strongly advise you to avoid the Architect building and play thru the regular content at least until you're in the upper teens. That'll give you a foundation for playing the game; lots of new players have gotten into the Architect missions at level one and come out as level 50 without ever learning how to play.

    Oh, and welcome to the game and enjoy your stay!
  18. Quote:
    Originally Posted by Profit View Post
    When I left I had three things on my list that would fix invulnerability.

    1. -5% def debuff in unyielding - I wanted this halved because when GDN hit, this was the only defensive value in the game I know that wasn't halved as well. I wanted this set to 2.5%. It has since been completely removed.

    2. Passives boosted to 32% when fully SO - this is the number that felt right, it added to resistance and gave what I'm calling time-to-live. With an increase in resistance, you have a slow down on the amount of incoming damage and that gives you time to hit a green, hit DP, or hit unstoppable if needed. That passives have been boosted and with IOs it is easy to hit this number on exotic damage.

    3. Swap RPD and Tough Hide - this hasn't happened yet.

    The RPD and Tough Hide swap at first doesn't seem to do anything. However, this makes the early tank game for invulnerability more survival. Invulnerability has always had a three pronged approach to tanking - defense + resistance + healing. In the early game however, you only get two of your prongs to survive. You get resistance and healing from levels 1 to 18. At 18 you get invincibility and there is +def. It is my belief that this is why INV tanks don't start feeling like tanks until level 18. And this swap not only helps INV tanks. It helps INV scrappers and brutes as well by getting all the components of INV in place so they can survive to.
    Adding the resistance values you're talking about to the passives would force a nerf in the defense... otherwise you'd have a tanker that was tougher than a Granite with none of the penalties. As it is a mature Invuln can almost equal a Granite in durability; the last thing I want is to have penalties tacked on.

    Ah, I just re-read your paragraph, you were referring to a TOTAL resistance fully enhanced of the passive + unyielding, not the enhanced value of the passive itself. I read it as you wanting the passives boosted to around 18-20% to give an enhanced value in the low 30% range.

    It's my experience that Invuln is now extremely capable at almost all levels; the pre-20 game isn't dangerous enough that Temp. Invuln, Unyielding and Dull Pain can't handle the incoming damage... once you get up to the mid-20's the set really takes off now and it can be an unkillable monster by around level 30 with a bit of IO slotting. I don't really see any need for further buffs to the set and I'd be afraid that if we got them we'd loose something more important. I've run newbie Invuln tankers thru the Posi TF in the last couple of issues; they handled things just fine.

    The RPD/TH swap would be pretty much a wash; after all the 5% def by itself doesn't mean anything until you have an additional source of defense to stack with it. What I would support would be swapping TI and RPD; that way scrappers and brutes wouldn't be stuck with the lesser power by default.

    Overall I truly don't have any problems with the current state of Invulnerability; once it matures its second only to Stone in durability and if you have a reasonably good build it'll handle the lowbie game quite nicely. The biggest lowbie problem is the long wait for your taunt aura and frankly I'd rather just tough it out as opposed to asking for something like moving Invincibility up in the power order.
  19. Quote:
    Originally Posted by Post_Apocalypse View Post
    Wait, so If i 6 slott a lvl 1 move at 40 and exemp down to 10, I keep all those current slotts? I've never heard that... I've only heard that you keep the slotts that were available at that level... Can somone Clarify this please?
    Yep, when you exemp you'll loose powers taken over that level, but the slots and the enhancements in them remain.

    For example, you're level 50 and you have a level 16 power with 6 slots. As long as you don't exemp below 16 that power is available and it has 6 slots, no matter if you slotted it at 17 or 50. If you exemp to 15 then the power is unavailable just as you'd expect.

    Now there is one caveat, your enhancement values will scale down when you exemp; your SO's would scale to DO levels below a certain point and to TO levels at another point. I've seen the table but I don't remember the specifics; I think SO's degrade slightly exemping below 30, drop to DO level close to level 20 and TO level in the early teens. You'll still have all your slots in a power, your enhancements will just be less effective.

    If I'm not mistaken I think IO's scale as if they were whatever level you're exemped to, so a level 40 IO would enhance as if it were level 20 if you're exemped to 20.

    But in answer to your question YES, you will keep all slots when you exemp so your slotting order is meaningless on a respec.
  20. Call Me Awesome

    Is this heresy?

    Did you realize you had Invincibility set to 10 enemies in range? Your numbers with only one are 37%; well short of the soft cap. While technically Invinc can buff off of 10 mobs, in practice unless you're tanking Rikti Monkeys you'll be doing well to actually get 6 or 7 in range at once... and facing an AV when you need your def the most you'll only have one.

    Oh, I wouldn't slot Unstoppable with anything but a recharge or possibly two, it already takes you way over the 90% res cap unslotted. And I'd add a third slot to Stamina.

    Combat Jumping really doesn't offer enough def to justify slotting for it so that will free up two slots. Fire/Cold damage isn't prevelant enough to justify slotting for the def; I'd stop the passives at 4 Reactive Armor. Likewise for Tough Hide; the Serendipity really isn't giving you any bonuses you need; I'd leave it at 3 common defense IO's.

    Just to give you a priority list for defense, your most important one is Smash/Lethal; get this one to the soft cap. The next one to worry about is Energy/Negative and the least important is Fire/Cold. Plan your defenses accordingly and you'll be most survivable. Remember than Elemental damage is extremely rare; that's why Resist Elements is the most skippable power in the set.
  21. Quote:
    Originally Posted by Strykr View Post
    Again, thanks for the great information. I had done the alternate build and actually went with combat jumping and now Super Jump at 14. For some reason, I like the idea of a tanker type being a jumper not a flyer, I guess more so for roleplay reasons. It might hinder me a bit not having the additional attack right now, but my original build is actually not horrible for soloing, not great either but more effective than my alt build at this time. (Also I am still earning money to reslot all my stuff on the alt build and doing so with DO's so it is expensive)

    The build planner is a really great help to me. Although I am straying a bit from the flight path, everything else is great info and I'll implement it as soon as I can.
    Nothing wrong with CJ/SJ; that's the route I took with CMA and a fair percentage of my characters are jumpers. CJ is useful for combat mobility and it provides a small amount of defense; stacked with Invincibility and Tough Hide it becomes more noticeable. By the way, CJ is so incredibly low in endurance cost there's absolutely no reason to ever slot endurance reduction in it... it uses 0.07 end per second. By comparison your armor toggles, TI, Uny & Invincibility use about 0.26 end per second each. Also, Super Jump is a lot of fun

    Anyway, you should have a solid foundation now; if you care to learn about set IO's and more complex builds you can check out my guide to soft capping the defense of an Invulnerable tanker... the link is in my signature. Don't worry about it for now though; you've enough to learn without adding another level of complexity.
  22. Quote:
    Originally Posted by Smurphy View Post
    Could you please provide some "proof"?

    *EDIT* Just off the top of my head, 1 Fire/Kin Corruptor, 1 Fire/Dark Corruptor, 2 SS/Shield Brutes, 2 Crabs, and 2 Dark/Sonic Defenders would outdamage 8 Fire/Rads.
    Ok
    • First you have 8 AM's contributing +160% damage, +240% recharge and +480% recovery. (+20% damage/+30% recharge/+60% recovery each)
    • Second, you have 8 Enervating Fields contributing -160% damage resistance on your target, effectively tripling your damage, combined with AM.
    • Third, you have 8 Hot Feet contributing, after containment, 230DPS (36 damage per controller per tic with a 2 second tic rate x 8 controllers = 288 total damage per tic / 2 seconds per tic x 160% damage buff from AM = 230 per second) Figuring in the -res debuff from EF and you're dealing ~360DPS from Hot Feet alone.
    • Fourth, you have 8 Fire Cages which will deal, slotted up, 49 damage each every 3 seconds if spammed for a DPS of approximately 208, not counting the -160% res of EF.
    • Fifth, you have 8 Char's available that can deal 250 damage each every 2 seconds, again not counting the -160% res of EF.
    • Sixth, you have 8 Choking Clouds that will have everything held almost instantly.
    • Seventh, you have 8 Rad Infections for hard targets contributing -40% def and tohit debuff each for a total of -320%. Obviously AV's will resist this and limit it's effectiveness but you're still applying roughly a 25% debuff even on them.
    We're up to almost 700DPS of AOE damage and we haven't even mentioned the 24 Fire Monkey's contribution yet. That's more than enough to drop an entire spawn, including the bosses, in 2 seconds. The limiting factor is the speed the team can move thru the mission, not the speed they kill the mobs. There's a reason 8 man Fire/Rad teams have completed the STF in under 30 minutes; it has to do with the incredible effectiveness of stacking buffs and debuffs.

    I've been on many steamroller teams and superteams; absolutely nothing else has matched a group of Fire/Rads. My Fire/Rad solo outdamages with ease my Archery/EM blaster, my BS/Shield scrapper, my Spine/Regen scrapper... I've never played anything else that comes close. Stacking additional Fire/Rads on a team doesn't just add the damage, they multiply each others effectiveness.
  23. Quote:
    Originally Posted by Shaytanah View Post
    K, here's the revamped build. I can see a couple issues...don't take the levels slots were applied as gospel since I ended up rearranging a little bit. It's an improvement, but not perfect. Maybe we can make a silk purse this time?

    Also, I haven't finished slotting a few of them yet...

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Le French Tickleur: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection
    * (A) Luck of the Gambler - Recharge Speed: Level 50
    * (3) Luck of the Gambler - Defense: Level 50
    * (3) Luck of the Gambler - Defense/Endurance: Level 50
    * (11) Luck of the Gambler - Defense/Recharge: Level 50
    * (13) Luck of the Gambler - Endurance/Recharge: Level 50
    * (23) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    You may want to rethink this some, Deflection has enough resistance to S/L to be worth considering slotting for.

    Quote:
    Level 1: Jab
    * (A) Accuracy IO: Level 50


    Level 2: True Grit
    * (A) Resist Damage IO: Level 50
    * (5) Resist Damage IO: Level 50
    * (7) Resist Damage IO: Level 50
    * (15) Healing IO: Level 50
    * (19) Healing IO: Level 50
    * (23) Numina's Convalescence - +Regeneration/+Recovery: Level 50


    Level 4: Haymaker
    * (A) Crushing Impact - Accuracy/Damage: Level 50
    * (5) Crushing Impact - Damage/Endurance: Level 50
    * (9) Crushing Impact - Damage/Recharge: Level 50
    * (17) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    * (25) Crushing Impact - Damage/Endurance/Recharge: Level 50
    * (33) Endurance Reduction IO: Level 50


    Level 6: Active Defense
    * (A) HamiO:Membrane Exposure
    * (7) HamiO:Membrane Exposure
    * (9) HamiO:Membrane Exposure
    * (11) Endurance Reduction IO: Level 50
    * (13) Endurance Reduction IO: Level 50
    I'd really suggest pulling the endreds out of here; they aren't doing you much good. I'd put them into CJ and SJ; slotting the Blessing of the Zephyr set there for ranged defense. The travel and travel/end IO's... skip the KB protection which you have no use for.

    Quote:

    Level 8: Punch
    * (A) Touch of Death - Chance of Damage(Negative): Level 40
    * (43) Touch of Death - Damage/Endurance/Recharge: Level 40
    * (43) Touch of Death - Accuracy/Damage: Level 40
    * (43) Touch of Death - Damage/Endurance: Level 40
    * (45) Touch of Death - Damage/Recharge: Level 40
    * (46) Touch of Death - Accuracy/Damage/Endurance: Level 40


    Level 10: Hurdle
    * (A) Jumping IO: Level 50


    Level 12: Combat Jumping
    * (A) Defense Buff IO: Level 50


    Level 14: Health
    * (A) Healing IO: Level 50
    * (15) Healing IO: Level 50
    * (17) Healing IO: Level 50
    * (34) Miracle - +Recovery: Level 40
    I think you're overslotted in Health; that third heal isn't getting you much and you can use the slot elsewhere. Personally I typically leave Health with 1-2 slots and call it good.

    Quote:
    Level 16: Battle Agility
    * (A) Luck of the Gambler - Defense: Level 50
    * (19) Luck of the Gambler - Defense/Recharge: Level 50
    * (25) Luck of the Gambler - Defense/Endurance: Level 50
    * (33) Luck of the Gambler - Endurance/Recharge: Level 50


    Level 18: Super Jump
    * (A) Jumping IO: Level 50


    Level 20: Stamina
    * (A) Performance Shifter - EndMod/Recharge: Level 50
    * (21) Performance Shifter - EndMod/Accuracy: Level 50
    * (21) Performance Shifter - EndMod: Level 50
    * (31) Performance Shifter - Chance for +End: Level 50


    Level 22: Boxing
    * (A) Disorient Duration IO: Level 50


    Level 24: Taunt
    * (A) Perfect Zinger - Chance for Psi Damage: Level 50
    * (40) Perfect Zinger - Taunt: Level 50
    * (42) Perfect Zinger - Accuracy/Recharge: Level 50
    If you're slotting the zinger set I'd suggest the full set. If you're only slotting 3 then DON'T slot the Acc/Recharge; Taunt is autohit so the accuracy is wasted. Personally I'd consider the Mocking Beratement set for this build; the additional endurance would be very welcome.

    Quote:

    Level 26: Shield Charge
    * (A) Armageddon - Accuracy/Recharge: Level 50
    * (27) Armageddon - Accuracy/Damage/Recharge: Level 50
    * (27) Armageddon - Damage/Recharge: Level 50
    * (34) Armageddon - Damage: Level 50
    * (37) Armageddon - Damage/Endurance: Level 50
    * (39) Armageddon - Chance for Fire Damage: Level 50


    Level 28: Knockout Blow
    * (A) Hecatomb - Chance of Damage(Negative): Level 50
    * (29) Hecatomb - Damage/Endurance: Level 50
    * (29) Hecatomb - Damage: Level 50
    * (31) Hecatomb - Damage/Recharge: Level 50
    * (33) Hecatomb - Accuracy/Recharge: Level 50
    * (37) Recharge Reduction IO: Level 50


    Level 30: Tough
    * (A) Aegis - Resistance/Endurance: Level 50
    * (31) Aegis - Resistance/Recharge: Level 50
    * (34) Aegis - Endurance/Recharge: Level 50
    * (36) Aegis - Resistance: Level 50
    * (50) Aegis - Psionic/Status Resistance: Level 50


    Level 32: Phalanx Fighting
    * (A) Luck of the Gambler - Recharge Speed: Level 50


    Level 35: Rage
    * (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    * (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    * (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    * (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    * (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    * (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


    Level 38: Hurl
    * (A) Apocalypse - Accuracy/Recharge: Level 50
    * (39) Apocalypse - Accuracy/Damage/Recharge: Level 50
    * (40) Apocalypse - Damage/Recharge: Level 50
    * (45) Apocalypse - Damage: Level 50
    * (50) Apocalypse - Damage/Endurance: Level 50
    * (50) Apocalypse - Chance of Damage(Negative): Level 50
    Hurl is generally looked down on by most tankers as a rather long animating attack. If I were looking for a ranged attack for late game I'd pick up an APP power.

    Oh, this is level 38; get Foot Stomp here! I'd also suggest Rage come earlier as well.

    Quote:
    Level 41: Foot Stomp
    * (A) Empty
    * (42) Empty
    * (42) Empty
    * (45) Empty
    * (46) Empty
    * (46) Empty


    Level 44: One with the Shield
    * (A) Empty


    Level 47: Weave
    * (A) Gift of the Ancients - Run Speed +7.5%: Level 40
    * (48) Gift of the Ancients - Defense/Recharge: Level 40
    * (48) Gift of the Ancients - Defense/Endurance: Level 40
    * (48) Gift of the Ancients - Defense: Level 40


    Level 49: Against All Odds
    * (A) Empty
    Big problem here, Against All Odds should be MUCH earlier! It's available at level 8; I'd get it then.

    Overall it's a bit better than before but the power order is off, in some cases such as AAO it's horribly off. Modifications I'd suggest would be dumping Punch, slotting Jab & Boxing, dump Hurl and pick up one of the APP's; my favorites are either Energy or Pyre. And, of course, moving AAO up to the teens at the latest.

    I'd also suggest getting the Steadfast Def/Res unique IO for an additional 3% def; True Grit is a good place for it. Based on your earlier build I assume price isn't even remotely a consideration. With the Steadfast and CJ you're 0.7% short of the def soft cap without Weave, so it can be skipped also. (this assumes 2 slotting BotZ into CJ/SJ) Dropping Punch/Hurl/Weave opens up room for Char/Fire Blast/Fire Ball from the Pyre APP.

    Here's kind of what I'm talking about; it still could use some modification but this is your build with the critical changes; this is assuming a HUGE bankroll however:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Le French Tickleur: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(11), ResDam-I(13), ResDam-I(23)
    Level 1: Jab -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Acc/Dmg(7), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx(43), T'Death-Dam%(43), T'Death-Dmg/EndRdx/Rchg(45)
    Level 2: True Grit -- S'fstPrt-ResDam/Def+(A), ResDam-I(5), Heal-I(15), Numna-Heal(19), Numna-Regen/Rcvry+(23), Numna-Heal/EndRdx(36)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(9)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(13)
    Level 14: Health -- Heal-I(A), Mrcl-Rcvry+(15), Mrcl-Heal(17)
    Level 16: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx(25), LkGmblr-EndRdx/Rchg(33)
    Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-End%(31)
    Level 22: Boxing -- Dsrnt-I(A)
    Level 24: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(34), Mocking-Taunt/Rchg(40), Mocking-Taunt(42), Mocking-Rchg(42), Mocking-Taunt/Rng(42)
    Level 26: Shield Charge -- Armgdn-Acc/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/Rchg(27), Armgdn-Dmg(34), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(39)
    Level 28: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(29), Hectmb-Dmg(29), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Rchg(33), RechRdx-I(37)
    Level 30: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(33), ImpArm-ResDam/Rchg(34)
    Level 32: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 35: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 38: Foot Stomp -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg(46), Sciroc-Acc/Dmg/EndRdx(50), RechRdx-I(50)
    Level 41: Char -- HO:Endo(A)
    Level 44: Fire Blast -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/Rchg(45), Apoc-Dmg(46), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: One with the Shield -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    * 9% DamageBuff(Smashing)
    * 9% DamageBuff(Lethal)
    * 9% DamageBuff(Fire)
    * 9% DamageBuff(Cold)
    * 9% DamageBuff(Energy)
    * 9% DamageBuff(Negative)
    * 9% DamageBuff(Toxic)
    * 9% DamageBuff(Psionic)
    * 8.63% Defense(Smashing)
    * 8.63% Defense(Lethal)
    * 8.94% Defense(Fire)
    * 8.94% Defense(Cold)
    * 7.38% Defense(Energy)
    * 7.38% Defense(Negative)
    * 4.88% Defense(Psionic)
    * 10.5% Defense(Melee)
    * 11.8% Defense(Ranged)
    * 10.2% Defense(AoE)
    * 4.05% Max End
    * 79% Enhancement(Accuracy)
    * 67.5% Enhancement(RechargeTime)
    * 10% FlySpeed
    * 253 HP (13.5%) HitPoints
    * 10% JumpHeight
    * 10% JumpSpeed
    * MezResist(Held) 5.5%
    * MezResist(Immobilize) 4.95%
    * 22% (0.37 End/sec) Recovery
    * 58% (4.54 HP/sec) Regeneration
    * 7.56% Resistance(Fire)
    * 7.56% Resistance(Cold)
    * 3.13% Resistance(Negative)
    * 5% Resistance(Toxic)
    * 10% RunSpeed
  24. Quote:
    Originally Posted by Local_Man View Post
    I'm thinking it was something like 23 or 24 minutes, but I'm not sure. Call Me Awesome may remember better than I do . . . (As one gets older, the memory is the first to go . . .)

    Yours is a pretty amazing time, though. Was it a team of Fire/Rads? Or some other combination? I could see something like 7 Fire/Rads and a Stone Tank to hold the aggro.
    You rang?

    I wasn't on the team, but I believe I remember the time was somewhere around 24-26 minutes; there was a contest a while back with teams racing the STF. The Frad team won and I believe second place was somewhere around 50ish minutes... I imagine the forum purges have deleted the threads by now.

    Unfortunately I haven't had that kind of success, I think our best run was something around 1 hour, 20 minutes.

    <edit>
    Well, either my search-fu is weak or the threads are gone, I wasn't able to find the discussion. Anyone from that team around to set the record straight?