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Well, apparently Illusion and Mind custom mobs weren't tough enough before, now even the Minions get confuse/deceive on standard. Now correct me if I'm wrong, but aren't those extreme powers? Before they were only available to Boss up on extreme.
I had a couple of minions with illusion at standard in one of my arcs; they're now officially more dangerous than Malta sappers. Speaking of sappers, Kinetic minions get Transference (-50% end drain) on standard as well.
Ah well, I guess that's a few more powersets on the "do not use" list for custom mobs. -
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Why not use the Kinetic Combat set for the attacks?
Well, the reason for this is a simple one. At the time Im writing this guide, there are two pieces of the Kinetic Combat set that are completely unavailable on the market. If that ever changes, then yes, the Kinetic Combat set is better than the Smashing Haymaker. But for now, Im recommending whats available.
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Just as a head's up for your guide, Awesome- Kinetic Combats are much more available these days, especially at level 35.
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Thanks for that update, I'll check it out. If they are easily available then I'll certainly recommend using them instead of the Smashing Haymaker; they're definitely better. -
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If they are indeed in that order, it should work. Try removing all the dependencies and redoing them starting with Boss A (if you haven't already). Boss A IS the initial goal, with no dependency at all, right? Otherwise, I haven't a clue.
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Yes, boss A is the initial goal, and isn't tied to anything on it's spawn. I haven't yet tried undoing all the dependencies and starting from the front, I will attempt that once I get home, work unfortunately intervenes at the moment
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And...1/3? There's a 1/3? Have I been lazily misreading that as 1/4? The ones I remember seeing were "first hitpoint damage" 3/4, 1/2, 1/4 and defeated.
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Oops, yeah, that should have read "1/4" AV HP, not 1/3.
I will try your suggestion of removing all spawn dependencies and starting again from boss A this evening and see if that resolves the issue. -
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I'm not sure. Are you making sure the "required" radio button is clicked to on for all of them? If you're creating them in the order you want them to happen, you shouldn't be getting that error. My arc was like that, until I changed it because it made my particular story a bit obtuse, and it worked exactly right. Are two boss events allowed on that map? Are the placements allowed as you described according to the map specs?
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All of them are required; however over the evolution of the mission things have been added/deleted, I put the hostage in first, then started working in other objectives. The two bosses have changed over that evolution as well, they started out as a standard boss type from my custom group, then when I found lots of duplicates spawning on a teamI went back and created a unique boss for each objective and put them in to avoid the duplicate issue.
The mission wasn't developed in it's current form; I put it together as a rough version, played it a few times and made numerous modifications and adjustments, adding the boss objectives as the story evolved. The last change was to chain the objectives to avoid forcing the player to backtrack to a skipped boss; that came about after one of my SG mates stealthed to the hostage and then found he had to go back and kill the bosses. That was something I hadn't considered in my original design.
The mission layout goes boss A, boss B, Hostage, AV/EB spawn, ambush spawn at 1/3 AV HP. The chain works to have boss B spawn the hostage and the hostage spawn the AV and the AV spawn his "help me out here" ambush. I get the circular dependency error when I tie the boss B spawn to boss A.
I should note that the current version does have all those events, Boss A is present at the front and boss B is present in the middle. Killing boss B spawns the hostage in the back, freeing the hostage spawns the AV/EB and the AV spawns the ambush at 1/3 hp. What I can't do is chain boss B to killing boss A. By the way, I can set the hostage/AV/Ambush to chain from either boss A or boss B. I'm using a random medium office map from the COV set. -
I've been trying to figure out how to chain several objectives in my short Lights, Camera, Mortuary! arc without success. I've 2 required bosses and a hostage rescue, for story purposes I wanted to guarantee that the hostage couldn't be rescued before first taking care of the two bosses. I originally tried to do the logical thing, defeating boss A creates boss B and defeating boss B creates the hostage. Well, MA told me I'd created a circular dependency... which has to be a bug since it's a simple A, then B, then C.
Is there any way around this? For now I've separated the bosses to front & middle with the hostage in back but that would still allow players to stealth to the back, free the hostage and have to go back and take care of the other objectives... a bit anticlimactic. I have tied the hostage spawn to the defeat of boss B but it's still a bit of a kludge allowing the player to skip boss A and then have to go back; exactly what I'm trying to avoid.
Any thoughts, or is this a "hope it'll be fixed in a future patch"? -
I've just published a continuation of my first arc, Monsters under the Bed and made a few modifications to the first arc. The story now begins with arc 14679, Monsters under the Bed and finishes up in arc 89271, The Monsters under the Bed Return!
The synopsis of the now expanded story starts with Little Johnny coming to you for help after his daddy is kidnapped by monsters. You deal with the monster infestation in that arc, then you discover in the following arc that while you may have won a battle you still have to finish the war.
The first arc is level 1-54; I would suggest it for level 22 or higher. The second arc is 40+
Any feedback on goofs, mistakes or other improvements are eagerly sought! -
I've a little one mission arc titled Lights, Camera, Mortuary! It's arc 27506.
Length: Short, one medium sized office map.
Difficulty: Moderate to hard, there are a couple of bosses and one EB/AV encounter at the end.
Synopsis: Somebody's kidnapped the World Famous Action Movie Star Mr. Fabulous! A group of zombie independent film makers has snatched the actor to star in their new movie, bring him back before the zombies get him to sign on the dotted line. The Director may have other plans, however...
Custom mobs, you'll face Camera Men, Makeup, Grips, Agents, Talent Scouts and, of course, Leading Ladies and Leading Men. Welcome to the rotting underbelly of film production! The Director spawns as an AV at high difficulty; he should be fairly vanilla as AV's go.
This arc started out as a joke for my SG mates and kind of evolved from there. -
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i prefer when poeple leave comments on my arcs, i would rather have SOME feedback than none at all so i can know what i need to improve upon, if needed. one of my arcs got a few low ratings with feedback and i fixed it to compensate. i will never hunt another player down to 1 star their arcs for giving me a bad rating. i give ratings based on how good their story is, not how they rated my arc.
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Absolutely, I'm not arrogant enough to believe that my arcs are perfect by any means, I certainly want to know what works and doesn't for the people who play them. Just because it works for me and my SG doesn't mean it will work for everyone; if it's nice and challenging for a mostly-melee team but it absolutely destroys a team of squishies then something is wrong, and I'd like to know what that is so I can modify things.
I've aimed for "challenging" with my arcs, and avoiding "brutal". I'm trying to have an arc that will challenge a good team without destroying an average team. So far both of my published arcs seem to meet that criteria, I've solo'd both with a blaster, tanker and scrapper. -
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(by the way, you cannot get one-shot by anything in game, there's code to prevent that, no matter how big the hit you're always left at 1 HP).
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I haven't tried this, but I think fire/nin would be able to oneshot you via DOT, no?
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Attacks with more than one damage component still get treated by the one-shot-code (i.e., EM does both energy and smashing, but ET from an extreme EM/Nin AV still doesn't one-shot you), so I'm not sure.
If the dot is treated as a separate thing (%chance to happen, typically) then it may, but it shouldn't start applying until after the X seconds it takes for every tick, giving you time to react.
I, of course, could be completely wrong about how and when the DoT applies
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DOT will one-shot you, I've been hit at 100% for a massive attack that one-shot-coded me to 1hp, then a tic of DOT at the end and my this carpet's tasty. -
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Test your arc
Once you finish your arc, test it yourself solo. Take your biggest meanest toughest character (prefereably a melee) and test it. Then take your softest squishiest defender and test it. Now you've tested for ranged, melee, and squishy. If you didn't hit a brick wall with any of those three, then you're good to go. After publishing I suggest testing it with 8 man teams as well, to make sure the high end doesn't multiply out too hard, either. My first arc took dozens of solo runs to tone down and 4 or 5 eight-man runs to finish the job. You can make a custom MA too easy solo but impossible teamed, or to hard solo but too easy teamed.
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This was probably the toughest job I had with my "Monsters under the Bed" arc, it took a LOT of testing to reach a balance between cakewalk and omigod! One example was the AV, I'd created her with Illusion and given her the whole set... several playtests by my SG had few problems, then I tried it with a PuG... and we got handed our heads, the AV kept spamming confuse on the melee and we didn't have the ranged DPS to compensate. So I went back in and pulled Deceive, and lost PA as a byproduct. That resulted in a tough AV, but one who didn't absolutely destroy a non-optimal team.
During other playtesting we found that most of the mobs were a bit too easy, so I added the Tanglers, a LT with Plant Control and Carrion Creepers. They added just about the right amount of challenge, and having 3 other LT types they never spawned in huge numbers.
Another problem I found was one minion type, I'd given them Trick Arrow at hard giving them Flash Arrow. I ran into the mission and got hit by 3 Flash Arrows... and was completely helpless. After that I pulled Flash Arrow from the lil' guys, they simply stacked it too fast.
I learned a lot about just how nasty seemingly minor powers could stack up with larger numbers. Currently the arc is solo-able on Unyielding with my BS/Regen scrapper, and solo-able with caution on Tenacious with my Archery/EM blaster, both characters are 50. 8 man teams ramp up the difficulty a bit, but it's doable with a decent team. I think it's pretty close to what I was aiming for now, a challenging but not brutal arc.
I'm still working on polishing dialogue in the arc, that's certainly something that's deceptively difficult. -
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I've been polishing my two arcs, I'd appreciate any feedback both pro and con.
Arc 14679 - Monsters under the Bed!
Little Johnny's been seeing Monsters and they've made off with his Daddy!
3 missions, unique mobs, the MOnsters under the Bed, or MOB Inc. Beware of Tanglers!
Arc 27506 - Lights, Camera, Mortuary!
Someone's kidnapped Mr. Fabulous, the World Famous Action Movie Hero! Bring him back before crew call!
1 mission short, Mr. Fabulous has been snatched by a group of independent zombie film makers. Defeat the Leading Lady, the Legend in his own Mind and free Mr. Fabulous! The Director may have other plans however.... ROLL CAMERAS!
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I just ran 14679 "Monsters under the bed" with a lvl 50 ice/ice blaster solo on rugged. Honestly I didnt enjoy this arc much. I rated it 3 stars (I was probably being a little generous). I was going to rate it a one, however having a Kinetics ally was great and the disclaimer in the story description said "soloable with good dam/defenses"; being a blaster I have terrible def, so the disclaimer was perfect, adding another star.
What I liked; the Vixxen looked great. Parents vomiting was very cool. The EBs were very tough but not ridiculous. Had a Kin ally to help.
However, the story was too bare bones for me. The enemies all looked way too similiar. The maps were way too big for the number of objectives (use smaller maps!!). Worst of all was the guard group included a plant controller: twice when rescueing someone I had to stand next to them for 20 seconds (after all the critters were dead) waiting for all the carrion creepers to spawn so I could access the rescuee. You need to remove the plant whomever from the guard group.
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Thanks for the critiques, I'll look into fleshing out the missions a bit. The map sizes were the medium ones, getting a smaller one locked me into a static map... I wanted the map to randomize.
So adding another objective or two for the first two missions and diversifying the mob appearance a bit? All of the mobs were intended to follow a theme; with the Ankle Biters, Pointy Sticks and Critters being the tiny nuisance mobs and the Vixxens ramping the difficulty up a bit and the Tanglers being very visually distinctive due to the special threat they posed.
I deliberately included the Tanglers as a normal LT mob because I found the group a bit flat without them, they're visually very distinctive to aid in targeting them; they need to be taken out first. Like Malta Sappers, the Tangler's Carrion Creepers made them a dangerous mob to be dealt with quickly. I guess the trick for the guards is to have a separate mob faction that doesn't include Tanglers?
Anyway, I'm not surprised the arc was tough for a solo Blaster, I didn't have any real difficulty with a BS/Regen Scrapper but several mobs would cause a squishy problems. -
I've been polishing my two arcs, I'd appreciate any feedback both pro and con.
Arc 14679 - Monsters under the Bed!
Little Johnny's been seeing Monsters and they've made off with his Daddy!
3 missions, unique mobs, the MOnsters under the Bed, or MOB Inc. Beware of Tanglers!
Arc 27506 - Lights, Camera, Mortuary!
Someone's kidnapped Mr. Fabulous, the World Famous Action Movie Hero! Bring him back before crew call!
1 mission short, Mr. Fabulous has been snatched by a group of independent zombie film makers. Defeat the Leading Lady, the Legend in his own Mind and free Mr. Fabulous! The Director may have other plans however.... ROLL CAMERAS! -
Just put a bit of polish on my arc #14679, Monsters under the Bed. The final AV was a bit tough on a non-optimal team so I toned her down somewhat. The overall arc should be tough, but it shouldn't be brutal. Beware of Tanglers!
I've also put up a little one-shot mission where you rescue "The World Famous Action Movie Star Mr. Fabulous" from a group of zombie independent filmmakers. It's arc #27506 Lights, Camera, Mortuary! Warning, The Director will be an AV at high difficulty; he should be relatively vanilla as AV's go. -
Arc Name: Monsters under the Bed!
ID # 14679
Faction: Neutral
Creator @Call Me Awesome
Difficulty level: Can be tough to very tough depending on AT's, some nasty LT's and bosses. AV at the end of the arc. Playtested successfully with several team combinations.
Enemies: The Monsters under the Bed! Custom enemies with some interesting twists.
Synopsis: Little Johnny has a problem, his imaginary monsters have stolen his daddy.
Length: Medium-long, 3 missions on medium sized maps; NO kill all missions.
I've played the arc solo with a scrapper and it was doable but highly challenging, I recommend taking a team, the end bosses and AV are pretty tough. Beware of the Tanglers!
Gladly accepting feedback positive and negative and any suggestions for improvement via PM. The arc is still a work in progress. -
Arc Name: Monsters under the Bed!
ID # 14679
Faction: Neutral
Creator @Call Me Awesome
Difficulty level: Can be tough to very tough depending on AT's, some nasty LT's and bosses. AV at the end of the arc. Playtested successfully with several team combinations.
Enemies: The Monsters under the Bed! Custom enemies with some interesting twists.
Synopsis: Little Johnny has a problem, his imaginary monsters have stolen his daddy.
Length: Medium-long, 3 missions on medium sized maps; NO kill all missions.
I've played the arc solo with a scrapper and it was doable but highly challenging, I recommend taking a team, the end bosses and AV are pretty tough. Beware of the Tanglers!
Gladly accepting feedback positive and negative and any suggestions for improvement via PM. The arc is still a work in progress. -
Common terms for inspirations, typically referred to as Small ____, Medium ____ or Large _____. For example, Small Blue = a first tier catch a breath inspiration.
BF - break free inspiration, frees you from mez and protects you from mez.
Wakie - awaken inspiration, a self rez inspiration
Blue - catch a breath inspiration, restores a % of your endurance
CaB - catch a breath inspiration or Blue
Green - Respite, or heal inspiration, heals a % of your hit points
Yellow - Insight or to-hit inspiration, increases your to-hit making it easier to hit certain enemies.
Orange - Sturdy, or damage resistance inspiration, increases your damage resistance
Purple - Luck, or defense buff inspiration, increases your defense
Red - Enrage, or +damage inspiration, increases the damage your attacks do -
I haven't played a Brute of any description to a significant level; but with that said the overall build looks pretty solid. Expensive, but solid.
You're at just shy of 43% S/L which should be plenty. I don't know what prices red side are, but that would be an extremely expensive build based on blue side prices.
One suggestion might be to pull the LotG from CJ and 2 slot the Zephyr set, it'll add to your ranged and E/N def. With the low base on CJ the def slotting isn't buying you a lot, and you're not a tank after all... offense is frequently more important than defense on a Scrapper so I assume the same holds for a Brute. -
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cookies and stuff too the things I can't have anymore!
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Ulli help! Ulli eat cookies for Noire!
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Thanks Ulli !!
Ill keep making them you eat them
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Ulli humanitarian is!
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Hmm, vegetarian.....
Humanitarian... -
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But one thing I'd like to add, for a not very expensive build/guide, I think I have already spent 60 or so million.
I have yet to get the 3% Def unique, the Market prices are way too high, 70 million, so I am saving up Merits instead, 120, which isnt so bad.
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Well, the core defenses are all cheap; I outfitted an exemp build, designed for exemping below 30 with all of the IO's I listed except for the Steadfast, and I bought and crafted level 20-25 versions for less than 10 million about a month ago, including crafting costs and salvage. In fairness, I had a number of rares in storage so I didn't have to buy any high ticket salvage.
I went into the second build with only about 12 million on the toon and had everything done with about 3-4 million left over. That included a full set of SO's for anything I wasn't slotting an IO into. I haven't yet gotten a second Steadfast for the exemp build and probably won't bother; for anything under level 30 the ~40% def is plenty. For anything over 30 I'll be running the main build anyway, with capped S/L & E/N.
That covers the shopping list for the defenses... it doesn't include things like Doctored Wounds for Dull Pain or Efficacy Adaptor for Stamina and so forth. It's also based on the prices I paid a month or two ago and the market may have changed. Heck, last night I sold a bunch of Clockwork Winders for 150,000 - 200,000 each! For salvage that usually costs 1-2k.
My main level 50 build includes a lot of additions to the basic list as well as a bunch of HO's I've been slowly unslotting during respecs. All together including the regen and recovery bonuses I have probably comes in at around 50+ million. The HO's are all from 3 years of Hami raiding prior to issue 9; I haven't bought any of them. -
Nice explanation Bill; like a lot of us this is something I've been asked several times in-game. It's one of those "easy to do, but the how isn't obvious."
My typical layout for most characters is:
*Defense - 3 types, either melee/range/aoe or smash/energy/fire depending on the character.
*To-Hit
*Last Hit Chance - this way I know if I'm wasting my time and need to eat a yellow or two.
The last slots vary by character; a tanker would monitor 3 types of resistance for example while a blaster might monitor damage buffs. -
You're welcome, and it's interesting to hear that the Zinger set will go into Invincibility again... I had the proc there in issue 9; when they removed the ability to slot it in issue 10 I put it into Fault on my respec. I wonder if the ability to slot it now in the aura is an undocumented change or if it's a bug?
The history of that change was that one of the taunt procs, the Triumphant Insult disorient proc, was actually hitting the TANKER instead of the mobs when slotted in an aura. The devs weren't able to fix that bug so as a kludge they removed the ability to slot taunt sets into auras. -
Well, as a quick, off the cuff glance I'd think about pushing your Energy def a bit higher, possibly by sacrificing some S/L since you're over cap. One easy way to push it a bit would be by 2 slotting the Zephyr set into CJ/SJ. 3 Pounding Slugfest would get you 8% regen and 1.25% E/N defense, since you're over your S/L cap already you could sacrifice a set of the Kinetic Combat. By the way, do you already have those Kin Combat IO's on hand? They're pretty hard to come by on the market, the rare ones I only see selling every few days.
Another thing, you can't put Taunt sets into Invincibility anymore, that changed back in what, issue 10? Anyway, you won't be able to slot that Zinger proc there.
What you have will certainly work however, except for the Zinger proc in Invince. -
Put in your bids and then go do something else, they'll probably fill in a day or so. Check the last 5 sold to see how often those items generally appear.
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That's a good build, the only issue is the Kinetic Combat set is, at least at the present time, very hard to come by. You're completely sacrificing your epic and any ranged attack though; something that can be problematic in certain situations like Ghost Widow on the STF.
That build does certainly get the basic job done, and done well. Overall quite similar to mine; I went with CJ/SJ for my travel and stuck with IO's I could obtain at the time; the Smashing Haymaker. It should be highly survivable.
Here's mine; built with sets that are currently inexpensive and easily available on the market:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Call Me Awesome: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(5), RctvArm-ResDam/Rchg(42)
Level 1: Stone Fist -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(34), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(42)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(9)
Level 4: Heavy Mallet -- B'ngBlow-Dmg/Rchg(A), B'ngBlow-Acc/Dmg(17), S'ngH'mkr-Acc/Dmg(17), S'ngH'mkr-Dmg/EndRdx(31), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(34)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 8: Unyielding -- HO:Ribo(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx(46)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(11), Zinger-Taunt/Rchg(13), Zinger-Taunt/Rng(13), Zinger-Acc/Rchg(15), Zinger-Dam%(42)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I(21)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(48)
Level 22: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(25), Stpfy-Acc/EndRdx(27), Zinger-Dam%(27), Stpfy-EndRdx/Stun(43), Stpfy-Stun/Rng(46)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(45)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
Level 28: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(40)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(46)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Tremor -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(36), RechRdx-I(36), RechRdx-I(37)
Level 38: Seismic Smash -- HO:Nucle(A), RechRdx-I(39), S'ngH'mkr-Acc/Dmg(39), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48)
Level 49: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]14.9% Defense(Energy)[*]14.9% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]13.6% Defense(Ranged)[*]3% Defense(AoE)[*]4% Enhancement(Heal)[*]3% Enhancement(Stun)[*]21.3% Enhancement(RechargeTime)[*]7% Enhancement(Accuracy)[*]140.6 HP (7.5%) HitPoints[*]MezResist(Immobilize) 14.3%[*]MezResist(Terrorized) 4.95%[*]9% (0.15 End/sec) Recovery[*]32% (2.5 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]2.5% Resistance(Psionic)[/list] -
The entire build is designed around one foe in melee range, obviously the more you gather the better off you are, but you can't count on having a saturated Invincibility. Against large numbers of enemies Invuln was always very well off defensively, the problem was the defenses dropped off sharply just when you needed them the most, against one hard target such as an AV.
While I have yet to run an STF with this build I've run many with my old builds. By the numbers you need 75% def to floor Lord Recluse while the blue tower's up, with this build that means you'll need 3 small lucks per minute. Once the red tower dies though your resists should be more than adequate to keep you alive while the team kills the blue.