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Posts
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Joined
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Just now.
TimeSpace Manipulation: Range successfully converted to Luck of the Gambler: Defense/Increased Global Recharge Speed.
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Ok. Worked with what you've given me and considering the advice that Doomguide gave that I do agree with, this is what I came up with. Doomguide's right in that the extra HP will go farther than the extra defense will when you can just pop a small purple inspiration just to get to the iDefense softcap.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Shining Lotus: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (9) Touch of Death - Damage/Recharge
- (27) Touch of Death - Accuracy/Damage/Endurance
- (34) Touch of Death - Damage/Endurance/Recharge
- (40) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance/Recharge
- (11) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Recharge Speed
- (A) Mako's Bite - Accuracy/Damage
- (5) Mako's Bite - Damage/Endurance
- (11) Mako's Bite - Damage/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense/Endurance/Recharge
- (46) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Crushing Impact - Damage/Endurance
- (9) Crushing Impact - Damage/Recharge
- (15) Crushing Impact - Accuracy/Damage/Recharge
- (19) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Damage/Endurance/Recharge
- (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Serendipity - Defense/Endurance
- (13) Serendipity - Defense/Recharge
- (15) Serendipity - Defense
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (34) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Serendipity - Defense/Endurance
- (17) Serendipity - Defense/Recharge
- (25) Serendipity - Defense
- (A) Accuracy IO
- (A) Aegis - Resistance/Endurance
- (21) Aegis - Resistance/Recharge
- (21) Aegis - Endurance/Recharge
- (33) Aegis - Resistance/Endurance/Recharge
- (50) Aegis - Resistance
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Crushing Impact - Damage/Endurance
- (23) Crushing Impact - Damage/Recharge
- (23) Crushing Impact - Accuracy/Damage/Recharge
- (33) Crushing Impact - Accuracy/Damage/Endurance
- (36) Crushing Impact - Damage/Endurance/Recharge
- (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Recharge Speed
- (31) Serendipity - Defense/Endurance
- (36) Serendipity - Defense
- (A) Serendipity - Defense/Endurance
- (29) Serendipity - Defense/Recharge
- (29) Serendipity - Defense
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
- (39) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (42) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (45) Mako's Bite - Chance of Damage(Lethal)
- (A) Numina's Convalescence - Heal/Endurance
- (46) Numina's Convalescence - Heal/Endurance/Recharge
- (46) Numina's Convalescence - Heal
- (A) Numina's Convalescence - Heal/Recharge
- (45) Numina's Convalescence - Heal
- (45) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Performance Shifter - Chance for +End
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (25) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (7) Performance Shifter - EndMod/Recharge
- (7) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint- (A) Run Speed IO
- (A) Recharge Reduction IO
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If you're still looking to hit 50% AoE Defense, my suggestion you would be to switch Air Superiority for Hover and move the slots over to Tough so it's six slotted. 5 Aegis set IO's and the Steadfast Protection Res/+Def IO. I think you would have enough attacks and recharge to maintain a decent DPS attack chain. You would end up sacking some melee defense but you are well over the softcap anyway. I got home late yesterday so I couldn't look at the build in Mids, I'll try to work something up when I get home today.
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Quote:Hmm...Hey everyone!
2) Little to no impact on the art team or powers team. The goal here is to come up with ideas that are easily applicable to several scenarios.
I'm having a flood of ideas, I'll probably just PM you a list. But here's an idea, hopefully it's not to difficult to do.
Intervals where the EB's/AV's are immune to positional typed attacks, much like the parts of Hamidon are, so I'm assuming it's already coded in. So for example there are intervals where Melee attacks do nothing, intervals where Ranged attacks do nothing, and intervals where AoE's do nothing.
Or the opposite, intervals where ONLY one positional type of attack will work. -
/signed
I have two catalysts on a toon that I can do nothing with, since that toon has a set of superior ATO's now. -
Just realized that would remove the melee def. bonus, so unless you rework the build entirely you may not want it.
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Ok. Looking over the build again one more time...
-I'd get a few more LotG +7.5% Rech IO's when you can. (If you're on a budget, don't worry about it too much.)
-I recommend the Achilles' Heel: Chance for Resistance Debuff IO for Crippling Axe Kick, suggesting swapping it for the Touch of Death proc IO.
-I'd rework the slotting for Evasion. Needs more EndRedux.
-I'd drop the Steadfast KB IO. One KB Protection IO and Practiced Brawler gives you enough KB Protection, you don't need anymore. I suggest more EndRedux or a Res/End IO if you're using Tough frequently.
-and finally...Swap a EndMod IO in Stamina for one Performance Shifter: Chance for +Endurance IO. Two EndMod IO's get you to the point of Diminishing Returns. Also you can slot another one in Phys. Perfection because it isn't a unique. -
One more thing to keep in mind. 45% is the softcap for defense, anything above that does not make you harder to hit, with only exceptions being enemies with to hit buffs or defense debuffs. (ex: Nemesis, Devouring Earth) For incarnate level enemies the soft cap is 59%. If you see yourself playing a lot of incarnate level content, the IO set defense bonuses will be useful. If you're looking for something more like an all around build, you may want to choose other set bonuses.
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I'm at work right now, so no Mids, but...
1) I immediately notice is that you're missing the Steadfast Protection: Resistance/Defense IO.
2) You really don't want Kinetic Combat IO's when you should be slotting for positional defenses (M/R/AoE) instead of typed defense (S/L).
3) Move the Numina's Convalescence: Regeneration/Recovery IO into Health. You don't get the benefit it gives in Aid Self. -
Two words: Bling Gnome.
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Quote:Mind Link does not accept regular endurance reduction enhancements.Hey, I didn't design the change, I'm just trying to explain how it works. I think they should just let Mind Link be slotted directly for recharge already, it's kinda silly that it can't be.
Cytos will still reduce endurance cost, though, in any power that accepts cost reduction. Burnout is the only power I can think of that costs endurance but cannot be slotted for it; in any other power, Cytos will work fine. -
Alright.
Makes no sense to me why IO's work in this manner but HO's do not. It really should be one way or the other, but so be it.
What really kills me, isn't really the Membranes, it's the Cyto's. I assume now they won't reduce the endurance usage either. -
R2-D2 Portable Wet Bar...
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...I was seriously considering quitting drinking... I think that plan has just been thrown out the window. -
Where? Link?
Edit: Do you mean this?
"Hamidon, Synthetic Hamidon, Titan and Hydra Enhancements will no longer incorrectly enhance attributes other than those specified by the enhancement."
Membranes specifically enhance To Hit Buffs, Defense, and Recharge. I do not see how Membranes won't boost Mind Link's recharge.
Can a red name clarify, please? -
Question: If this will be the case. Why would IO's, like for example an Def/Rech IO would work when technically you should not be able to enhance recharge for Mind Link when Membranes enhance the same thing?
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Edit: Strange. It finally just went....never mind.
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Allow me to introduce you to the welcoming committee.
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Quote:Taxi FTW.The thread title made me think of this:
http://www.youtube.com/watch?v=j6FmbMiIxws -
Minor quip but...or it's because the game is rated for Teens. Putting arrows in people's heads is kind of a no-no for games not rated Mature. I don't think the devs could get away with it.