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Posts
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Quote:As I suspected would be the case. I'm looking forward to seeing what you were able to do with it.I'm working on slotting up a Shield/Stone in Mids right now to see if I can max out S/L resists and cap the defense. It' not happening. Even if you doubled all the values and gave it the defense bonus treatment, you're looking at mid-60's. I'm still working on the build, but I'm not seeing any possibility to get across the board numbers on res that would be substantial. (note: I'll be posting this build when finished)
What some people seem to be forgetting is that even high-defense sets have to devote a fair number of slots to soft-cap, slots which therefore cannot be used to slot for resist bonuses. Even with SR, which is very easy to soft-cap, I can't see how you could get near to capping resists, since it starts with no resist powers at all.
Improving resistance bonuses to the point where they're a viable choice and they'd be just that--a choice to add moderate resists to a defense build, or to improve certain resist amounts in a resistance set instead of aiming for defense. -
Quote:Hmm, I could have sworn that I got more foes than that in a wave, but that could have been just the perception on my part since the waves were so close together. ("Oh #$%@, MORE of them?!?)In my experience based on 5-7 runs with settings 0/x1/yes/no, every ambush wave consisted of 2 foes (in random combination: 2 sappers, sapper and operation engineer, 2 operation engineers). In total it was 5 or 6 waves, sometimes 2 or more spawning in very quick succession.
Next time I do the mish I'll try to keep better track. -
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Quote:By "two at a time", do you mean two foes, or two spawns? Because I was getting a least 4 or 5 foes in each ambush wave, with a sapper in each one, and almost no time between waves.Really? People are having trouble with the Panther 952 mission on base difficulty? Something screwy must be happening to you guys; my empath has no trouble soloing it at that setting. I mean, sure, it's Malta, and the spawns are pretty quick, but there's only two at a time. The only thing I find really annoying in it are the Ops Engineers--Frostfire always seems to wind up in a corner somewhere, obsessing over a handful of auto turrets, while I kill the boss. It was tough, but doable, at x0/+3; I had to burn a few inspirations.
Now granted, Tanks don't kill super-fast, but still, they were coming so fast that I could only take down one or two in a wave before the next one arrived. -
Quote:I think Frosty died in the first wave when I ran it.Two reasons. First, I was a soft capped shield scrapper, and that character has zero difficulty in main tanking the ITF. Second, Frosty got killed inside of 10 seconds. Somehow his meatshield abilities weren't overly impressive.
I was surviving until one of the four sappers got lucky and drained me dry; after that I faceplanted within a few seconds.
I had a few bad moments during this mission...they kept coming, and coming, and coming.
Luckily, however, I was playing my Dark/Mace tank, which had some advantages; Op Gloom to stun the minions, significant end drain resistance to help against the sappers, and Dark Regen.
I made it through without face-planting, but it was a much closer thing than usual when soloing one of my tanks. -
Quote:First, the shift-click won't work if you're on the Totals tab. If that's not the issue and the shift-click is not working, it's likely that you're trying to move a slot somewhere that's too high level for it. For instance, the program won't let you move a level 19 slot to a level 30 power, since you couldn't do that in game. Often you'll have to swap slots around a bit to get them where you want.I finally broke down and downloaded Mids' planner. I am still getting the hang of using it.
The help instructions say "Enhancement slots can be removed by shift+clicking on them, you can then place the removed slots into another power. Double-clicking a slot will quickly pick it up to be moved somewhere else."
Atr first this worked once or twice, but not consistently. Now I have a level 50 build with all slots and some set placed, but neither shift+clicking nor double-clicking a slot lets me remove or move the slot. I've tried toggling the "level-up," "complete," and "no slots left" states in the upper left but no dice -- shift-clicking only turns the power on and off (moves it from green to blue and removes it from the calculated totals).
What am I doing wrong?
And for maximum flexibility, I would have it on "dynamic", not "level up". You'll still have to follow the rules for putting lower level slots in higher level powers, but you can assign them and move them in any order.
Does that help? -
Quote:As far as I know, the devs have never told us if there's a specific formula for how they balance such differing effects against each other. Invul doesn't have capped DDR, but it does have a significant amount of DDR, plus a big ToHit buff and a massive HP boost/heal.Because inv isn't able to give the character a 65% damage buff and capped DDR?
Presuming both have soft-capped defense and capped S/L resistance, does that make Shield the better set, or Invul? Honestly, I have no idea, and my impression is that the devs don't have formal way of evaluating such questions either. -
S/L would be easiest, since a Shield tanker with Tough has about 45% resistance to S/L, IIRC. And even if it can be done, I don't see how it could be considered overpowered since Invul can do the same already.
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I also think that people are overestimating the impact that improving resistance set bonuses would have on builds. Even if as someone suggested the current resist bonuses were paired like defense bonuses are, and doubled in size I don't think it would be possible to make a soft-capped for defense, hard-capped for resistance character with any AT.
The reason is simply that there are a limited number of slots, and in many cases slotting for one kind of bonus would preclude slotting for another. High defense sets that don't need many bonuses to soft-cap generally have low native resistances and it would be a long slog to get even one resist type to the 90% cap, let alone all of them. Currently, soft-capping high resist sets takes devoting most of the available slots to that purpose, and I really don't think there would be enough slots left over to cap more than one pair of resist types. And evidently, having soft-capped defense and being able to cap some resist types is okay, since Invul has been able to do it for some time.
I suspect that if resist numbers were made more attractive it would simply give melee ATs more of a choice; they could go for hard-capping some resist types OR soft-capping defense, and I don't think that's a bad thing, or overpowered.
But as you can tell, that's just a guess on my part, so if someone wants to try the experiment assuming resist bonuses were paired and doubled, it would be interesting to see if say, a Shield tank could soft-cap and hard-cap resists, or whether an Invul tank could soft-cap and significantly raise the amount of non-S/L resists. -
I remember seeing a notice about the possibility of doing TT Justice in Praetoria--or at least partly in Praetoria. Is that on for this month, or planned for a future date?
I have a teenage tank in Praetoria all ready to go... -
Quote:I know nothing on graphic cards, and was wondering if the NVIDIA GeForce G210M is a pretty good card to use for Ultra mode?
According to this chart:
http://www.notebookcheck.net/Compari...rds.130.0.html
the G210M is well down into what they consider the Class 3, "Low to Mid-Range" cards, so I'd say no, it wouldn't run Ultra Mode well at all. For good Ultra Mode performance, you'll probably want to look for a high Class 2 or or a Class 1 card. -
Quote:Agreed. Slotting 4 Eradication is a good idea if you have the slots to devote 6 to an attack. If you only have 5 slots, it's difficult to get sufficient end reduction with just one slot from another IO set.If you have the slots, thats a good idea. I could not figure out how to get 3 more slots so I can 4 slot Eradication on my build w/o losing something.
I should mention that you want +End & +End Recovery; get all the accolades and badges that can help.
Assuming 5 slots, I usually use Eradication Damage, Dam/Rchg, Acc/Dam/Rchg, plus Scirocco's Dervish DamEnd, Acc/Dam/End. That ends up overslotting for damage, so using the Erad Acc/Dam/Rchg/End instead of the Dam/Rchg IO works too, if you don't mind paying big bucks for the Erad quad. -
The second build is a good start, but I think you could squeeze some more S/L defense out of it by moving some slots around.
Defense slots in Indomitable Will only enhances Psi defense, and CJ has a relatively low base value, so taking a slot from each won't hurt much. Also, if you use level 50 common IOs in QR and Stamina, you'll free up a slot without losing much recovery. Also, change the level 35 resistance IOs in TG to level 50 and move the Steadfast +Def there, which will free up another slot.
Then I'd use the slots to 4 slot Taunt with Mocking Beratement and 5 slot Jab with four Kinetic Combat (or Smashing Haymaker if KCs are too pricey) plus a fifth slot with some accuracy and damage.
I'd also switch the slotting in Rage to two Rectified Recticle and 2 level 50 common Recharge IOs, for the 1.88% S/L def bonus. That will get you to almost 38% bonus.
That's the minimalist approach, but if you want to go whole-hog for S/L def, slotting Kinetic Combat in your ST attacks will give you twice the bonus of ToD. They're not cheap, but full sets of ToD aren't either. Here's a version with 43% S/L def and around 37% E/NE/F/C.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Apex: Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:35(A), Heal-I:35(3), Heal-I:35(3), ResDam-I:50(43), ResDam-I:50(43), S'fstPrt-ResDam/Def+:30(45)
Level 1: Jab -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:40(7)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 6: Fast Healing -- Numna-Heal:35(A), Numna-Heal/EndRdx:35(11), Numna-Heal/Rchg:35(15), Numna-Heal/EndRdx/Rchg:35(50)
Level 8: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/Rchg:50(37)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def/Rchg:50(37)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), P'Shift-End%:35(33)
Level 14: Super Jump -- Jump-I:35(A)
Level 16: Rise to the Challenge -- Numna-Heal:35(A), Numna-Heal/EndRdx:35(17), Numna-Heal/Rchg:35(17), Numna-Heal/EndRdx/Rchg:35(19)
Level 18: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:30(23)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Acc/Dmg:30(27), P'ngS'Fest-Dmg/Rchg:30(43)
Level 22: Heightened Senses -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/Rchg:35(27), LkGmblr-Def/EndRdx/Rchg:35(29), LkGmblr-Def:35(29)
Level 24: Boxing -- Acc-I:35(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(34)
Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(46), RechRdx-I:50(46), RechRdx-I:50(46)
Level 30: Weave -- LkGmblr-Def:35(A), LkGmblr-Def/EndRdx:35(31), LkGmblr-Def/EndRdx/Rchg:35(31), LkGmblr-Def/Rchg:35(31)
Level 32: Swift -- Run-I:35(A)
Level 35: Health -- Numna-Heal:35(A), Numna-Regen/Rcvry+:35(36), Mrcl-Rcvry+:35(36), Mrcl-Heal:35(36), RgnTis-Regen+:30(37), Heal-I:50(45)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Stamina -- EndMod-I:50(A), EndMod-I:50(42), P'Shift-End%:50(42)
Level 44: Strength of Will -- ResDam-I:35(A), ResDam-I:35(45)
Level 47: Taunt -- Mocking-Taunt:35(A), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(48), Mocking-Rchg:50(48), Mocking-Acc/Rchg:50(50), Mocking-Taunt/Rng:50(50)
Level 49: Conserve Power -- RechRdx-I:35(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 26.8% Defense(Smashing)
- 26.8% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 17.7% Defense(Melee)
- 4.25% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 12.5% Enhancement(RechargeTime)
- 12% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 267.1 HP (14.3%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 2.2%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 84% (6.57 HP/sec) Regeneration
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Hmm, well, your build looks more than a little unfocused in terms of goals. You do know that Ice uses typed defense, right? Because although you've more than hit the soft-cap for S/L, you've used some sets that give primarily positional defense (Impeded Swiftness, Obliteration) which means you've used a lot more slots than you needed to to achieve that goal.
I would recommend making your primary goal to soft-cap S/L/E/NE without EA; you've gotten there for S/L, but not for E/NE. But to do that, you shouldn't have to sacrifice attack slotting; as it is, most of your attacks are poorly slotted.
From the top:
Frozen Armor/Glacial Armor: most standard armor toggles are fine with four slots. It's ok to five slot for a specific bonus like you did with FA, but not at the cost of underslotting other key powers. Glacial Armor needs at least 2 more slots, and I'd recommend three.
Sleep sets like Lethargic Repose are a poor choice for attacks because they don't provide any damage enhancment. I'd recommend four slots of Smashing Haymaker for the S/L bonus plus an additional slot to make sure it has enough accuracy and damage.
Hoarfrost doesn't need resistance slotting, it needs Heal and Recharge. I'd recommend 5 slots of Doctored Wounds.
Six-slotting CE for 1.25% S/L defense is a lot of slots for little return, especially since you can get the same bonus with four slots of Curtailed Swiftness. (If you need it, and I'm not convinced you will.)
If there's a choice between taking Permafrost and fitting in Hibernate, Hibernate is a no-brainer, IMO, it's a much, much more useful power. Since you do want to keep the Steadfast +def, use it as the sixth slot in Hoarfrost. If you do decide to keep Permafrost, take it late, it's much less important than the the other powers you could take pre-20.
Obliteration is a very poor choice for Icicles, it has high recharge, which Icicles doesn't need, and very little end reduction, which Icicles definitely does need. I'd recommend using 3 or 4 slots of Eradication instead, plus two slots of Scirocco's Dervish, heavy on end reduction. I'd recommend the same for Jacob's Ladder and Thunderstrike, though they don't need quite as much end reduction. Another good choice for Icicles is a Multi Strike set; 6 slots has plenty of accuracy and end reduction.
Speaking of Jacob's Ladder, I'd take it much earlier, since you currently only have one attack until level 14. Icicles can easily be delayed until later. And more importantly, take the Fitness Pool earlier; as it is, I'm afraid you're going to have crippling endurance problems until you get EA at 26. The Fighting Pool can and IMO, should be delayed until at least the 20s, and definitely after Stamina.
For Tough, I'd recommend using the 4 slots of Reactive Armor like you currently have in Hoarfrost and Permafrost. Weave is way overslotted; you are not going to be able to get meaningful amounts of Psi resist, so don't waste slots on it. Pull the Def/Rchg and End/Rchg slots; if you use them in Taunt to 6-slot Mocking Beratement you'll get some F/C def and a 7.5% recharge bonus.
Health needs more slots, and another in Stamina wouldn't hurt either. You want to be close to the ED cut-off on both, if possible.
Energy Absorption does *not* need taunt, Chilling Embrace and Icicles provide more than enough of that. You should aim to get EA as close to the ED cut-off as possible for Defense, End Mod, and Recharge.
Lightning Rod is a good candidate for an Oblit set, since it will benefit from all the recharge. Currently, it's poorly slotted for accuracy and has no end reduction at all.
Blessing of the Zephyr gives very poor return for slots for typed def builds, and since Ice doesn't need additional KB protection, I'd drop those and just use a Run IO.
Focused Accuracy is a complete ed hog, and since Ice has +percep in Glacial, pretty much all it's giving you is a to-hit bonus. I'd replace FA with CP instead, and use a Kismet +Def if you want the bonus. But honestly, I don't think you need Physical Perfection on an Ice tank, between Stamina and EA you should be okay end-wise without it. You might want to consider picking up Build Up or a couple of epic attacks instead.
Here's what I would do with your build; I dropped FA and Physical Perfection and picked up Hibernate and Build Up instead. If you'd prefer epic attacks, drop Build Up and Permafrost, but keep Hibernate. Note that I slotted LotG +recharges in the defense powers. If that's out of reach, budget-wise, you can replace the +Recharge with the Def/Rchg, or use another defense set like GotA instead.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
00-006: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(3), LkGmblr-Def/Rchg:50(5), Ksmt-ToHit+:30(29)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11)
Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(11), Dct'dW-Rchg:50(13), Dct'dW-Heal:50(13), S'fstPrt-ResDam/Def+:30(15)
Level 4: Chilling Embrace -- EndRdx-I:50(A), P'ngTtl--Rchg%:30(7)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Jacobs Ladder -- Erad-Dmg:30(A), Erad-%Dam:30(15), Erad-Acc/Dmg/Rchg:30(17), Erad-Dmg/Rchg:30(17), Sciroc-Dmg/EndRdx:50(21), Sciroc-Acc/Dmg/EndRdx:50(23)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Acc/Rchg:50(27), Mocking-Rchg:50(27), Mocking-Taunt/Rng:50(31), Mocking-Taunt/Rchg/Rng:50(31)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal/EndRdx:50(19), Numna-Heal:50(33), Heal-I:50(33)
Level 16: Thunder Strike -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(21), Erad-Acc/Dmg/EndRdx/Rchg:30(34), M'Strk-Dmg/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(36)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(40), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(45)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-End%:50(37), P'Shift-EndMod/Acc:50(40)
Level 22: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(25), M'Strk-Dmg/Rchg:50(42), M'Strk-Acc/EndRdx:50(42), M'Strk-Dmg/EndRdx/Rchg:50(43), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 26: Energy Absorption -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc/Rchg:50(36), LkGmblr-Def/Rchg:50(37), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(34)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Lightning Rod -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Dmg:50(48), Oblit-Acc/Dmg/EndRdx/Rchg:50(48), Oblit-%Dam:50(50)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(43), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(45), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def:50(48)
Level 47: Super Speed -- Run-I:50(A)
Level 49: Permafrost -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 11.4% Defense(Smashing)
- 11.4% Defense(Lethal)
- 10.2% Defense(Fire)
- 10.2% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 6.75% Defense(Ranged)
- 8% Defense(AoE)
- 5.4% Max End
- 43% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 37.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 295.2 HP (15.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.85%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 15% RunSpeed
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Unless it's been changed recently, yes, Mace Mastery uses a different Mace and will redraw any WM model.
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Yes, you can increase Psi defense/resistance, as Emperor Steele's build shows, but it would be very difficult, if not impossible, to get both a substantial amount of Psi def/resist *and* soft-capped S/L/E/NE defense.
Personally, I think even with the "typed only" Psi attacks, you'll get a sturdier, better, all-around tanker by going the soft-capped route than trying to fill the Psi hole.
Unless of course, you're planning to concentrate on Psi enemies. And if you're going to do that, a primary that already has Psi resists like Dark, Electric or Willpower is a much better choice, IMO. -
I believe that having 9 2x2 rooms is the most space efficient use of the 8x8 plot, even though it's very limiting in terms of aesthetics.
Most people either go with the setup you describe, or drop one of the porter rooms in favor of a 2x2 medbay. (I don't know about you, but there are hazard zones that I visit very rarely, so having space for 20 zones isn't too much of a hardship.)
BTW, aren't there 22 blue-side zones now that there's a beacon to Pocket D? -
Quote:Hmm, I would definitely want more accuracy than that, unless you're assuming some significant global bonuses for accuracy and/or to hit.Here's how I would slot it...
Theft of Essence: Acc/End/Rech (30)
Theft of Essence: Chance for +End (30)
Touch of the Nictus: Acc/End/Rech (50)
Harmonized Healing: Heal/End/Rech (40)
Numina's Convalesence: Heal/End/Rech (50)
Doctored Wounds: Heal/End/Rech (50)
Acc: 38.60%
End: 95.05%
Heal: 61.70%
Rech: 95.05%
I've got mine slotted as follows:
Eradication: Acc/Rchg, Acc/Dam/Rchg, Acc/Dam/End/Rchg
Theft of Essence +End
Numina: Heal/End, Heal/End/Rchg
Using top level enhancements that gives you:
54.38% accuracy (plus the Kismet +Acc)
62.93% end reduction
47.70 heal
75.02 recharge
I could probably squeeze a little more end reduction and heal out of it by not using the Eradications, but I think it's a fair trade-off for the E/NE defense and +end bonuses. -
Quote:As a general rule, armor sets that are focused primarily on defense can soft-cap with relative ease to most types and all positions. SR, EA, Shields, and Ice fall into this category, though it's also true that if the sets exists as a tank set as well scrapper/brute set, it will be easier to soft-cap the tank. There are also sets like Stone and Invulnerability, and to a lesser extent, Willpower, that have both resistance and a fair amount of defense. Again, soft-capping is possible, but is easier and less expensive for a tank than it is a brute or scrapper.I'm not by mids, and even if I was I struggle with all the IO possibilities. Can Ss/Fire Brutes reach the Softcaps? I was under the impression--probablly wrong--that even with IOs only a Granite Brute can cap S/L damage and Defense. I'm not even sure if a Fire/SS Tank can reach the S/L and defense softcaps.
Money isn't an issue. I have time and resources. I just didn't think it could be done
Not true?
I should mention--I'd like to avoid insps every second.
Ion Flow
Primarily resistance sets like Fire, Electric, and Dark tend to have no or very little in the way of "native" defense, so to soft-cap they have to rely on pool powers and IO bonuses to reach the magical 45%. Not suprisingly, that makes it much more difficult to soft-cap, though it is doable, especially if the player concentrates on one type or position, like S/L or melee, and tank will have an easier time doing so than the other melee ATs.
However, I'm not sure what you mean by the "S/L and defense soft-caps"; since S/L is a type of defense. If you're referring to S/L resistance, it has hard caps of 75% for scrappers and 90% for brutes and tankers. If that's what you're talking about, I believe that you're right that only Granite brutes can cap S/L resistance without external buffs; IO set bonuses are too small, slot-heavy and expensive to be worth using for that purpose. However, on the tank side, Invul tanks can cap S/L resistance with just their own resistance powers plus Tough, as can Granite tanks. If you count click T9 powers, I believe some of them would cap S/L too, but I couldn't give you a list from the top of my head.
Does that help? -
Quote:I always recommend slotting Dark Regen well for accuracy; not only does it help for single targets, but also in the case of accuracy debuffs. Not having an attack hit usually won't lead to face plant, having Dark Regen miss at a critical certainly can. I learned this after some bitter early experiences with Nerva Spectral Demons when I couldn't get DR to hit to (literally!) save my life.Best thing I can do is link to my build I posted on the forums here.
I find there are two ways to slot Dark Regeneration, depending on how you want to tank and where you feel you have trouble.
The first way I know assumes you have trouble tanking large groups of foes. In this method, you focus on end reduction and recharge with a hint of accuracy, knowing that in a large group of foes, you'll always hit enough enemies to fill your health bar even without heal enhancement.
The second way fits more accuracy and healing at the cost of some recharge, and is intended to work better against tough targets, such as AVs, EBs, or monsters. Since there is only the one target to heal from, you need to be able to hit and you need it to heal a lot. -
Quote:Yes, I know they're cones; as I mentioned I've got a level 50 WM tank. (And a level 47, for that matter)The KB sets were slotted for the 7.5% recharge, since the 5% recharge from Obliteration was already maxed out. While they're definitely not required, the knockback can be controlled by herding mobs up against a wall or a corner and just KBing them into the wall/corner (the two AoEs slotted with KB -are- cones).
Shatter and CC are two of WM's best attacks; having to either constantly chase KB'd mobs around or herd enemies into corners before using them is NOT my idea of fun.
And I understand that you slotted the Kinetic Crash sets for the recharge bonus, I just feel that having the additional recharge is not worth the significant downsides of slotting attacks with sets like Stupefy and Kinetic Crash. -
Quote:None of these things would change one iota under what I proposed. SGs would have to earn the prestige to create a fully functioning base; smaller SGs wouldn't have all the stuff that a larger, more active SG would have until they earned the prestige to do so. (The SAME amount of prestige.)It can be done. If you want to stay small, then your penalty isn't that you can't have all the stuff the big kids have. You just might have to wait a little longer to earn it. I don't see this as a horrible game-breaking problem for small SGs anymore. If you want it faster, recruit more people or be more active or spend inf to boost your Prestige.
A small SG should not receive additional concessions or special base gear beyond what already exists just to let them get to where the big groups are in terms of function. It's not needed. Just earning what's already there is easily done if you're willing to actually earn some Prestige. Like I said, this was a problem before i13 slashed the costs on everything. It isn't really an issue now IMO.
I thought it was implicit when I said that the intermediate p&c items would fall between the combo unit and the current generator and mainframe in cost, that they would also fall between them in functionality, but if it wasn't, I'll be explicit. The intermediate items I proposed would NOT provide the same amount of functionality as the more costly items. They would be an intermediate step in both cost and functionality.
Given that, your argument that this would somehow be a 'gimme' for small SGs makes no sense, other than the fact that they could build their base to an intermediate level of functionality that didn't exist previously. They still have to earn the same amount of prestige that a large SG would to get the same functionality. What is the downside of that?
BTW, I13 did not reduce ALL base costs. The costs for plot upgrades, larger rooms and big-ticket functional items were drastically reduced, and rent was as well. IIRC, the costs for the starter p&c items and the rooms needed to house them changed little, if at all. -
For me, it's both. After having leveled a Mace tanker to 50 in the days when both Shatter and CC did high-mag KB, and subsequently being part of the campaign to change it, I can personally attest to how un-useful and IMO, unfun it is for a tank to have two multi-target attacks with KB. I think every tank primary has a least one power that relies on foes being in melee range to do damage, provide damage mitigation or give buffs of some kind; even if used carefully, frequent KB means you won't get as much benefit from those powers than you would otherwise.