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Posts
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Quote:I don't see how the comic examples even remotely argue against what I'm suggesting. SGs would still have to work to get to a fully functional base, that would take exactly the same amount of prestige as it does now.Look again at what I said. Gathering that next 300-400K is easily attainable for a small group, who play once a week, in the span of just a month. With all due respect to all the small SG owners out there (and I'm one of them, believe it or not), how much easier do we need it to be? Is a month really too long to expect to wait to get the next level of base functionality for a small start-up SG?
I threw out that solo base example as a way of explaining how this system works. The Avengers and Fantastic Four, as examples, started out with nice facilities because their financial backing was from the Maria Stark Foundation and Reed Richards' patents. Same rule applies to them. The JLA originally worked out of a secret cave in Rhode Island before they were established as the premier group of the DCU and got the first satellite HQ, in the wake of their cave's hidden base being compromised.
As a base builder, I currently have seven bases that I built and maintain on Virtue. Three are fully functional. I've been in the small SG position before, and I still am.
It doesn't take much to build what you need with just a little planning, in small or solo SGs. As someone who started small (and even has a personal base), trust me, I know.
It's just a matter of setting goals and going for it IMO. Then it still feels like you've achieved something in the process. These aren't the pre-i13 Dark Ages of base costs after all.
I suspect your estimate of one month to earn 400k influence is overly optimistic, especially since you don't define what you consider to be a "small SG". But regardless, your whole argument seems to be "I had to do it, so everyone else should too." You haven't provided a single reason why providing intermediate-sized p&c units be a undesirable thing, especially if it makes base building more enjoyable for small SGs. -
Quote:Well, that wasn't clear; usually when people post builds they want a critique. My critique is that as it stands it would be horrible to play; having perma-hasten would definitely not make up for the poor attack slotting.My focus was on recharge, not defense. I can slot the tank to provide a great amount of smash/lethal def (your build looks a lot like mine in that aspect), but I wanted to see if I could perma-hasten it. It wasn't really meant to be a top choice for use - it was more of a thought experiment, honestly.
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Quote:"Put out"?!? Try avoiding using such loaded language, please. And, by the way, thanks to the prestige give-away of a couple of years ago I have three fully functional bases with more prestige than they can use, so this isn't a case of "I need more now!".I would disagree. The idea is that your group's level of activity determines the amount of shiny stuff you get. The more you work to get your SG's name out there by doing deeds to up your reputation, the more prestigious your SG appears to be, hence the term "Prestige" for the currency used to buy the group's stuff.
The more active your group, the more you get done, and then the more you're given license by the powers-that-be to make your base more befitting the status your heroes/villains have in the community.
For those who want a solo SG, you can have your Batcave, but keep in mind that Batman is a billionaire who can throw his personal fortune into whatever gadgets he wants for his personal base. That's how the Influence-to-Prestige conversion works (with Fulmens occasionally acting as WayneTech to push the resources higher).
You might not like the options as they exist, but they're built on examples that exist in the genre. It makes sense in the setting of a superhero world, which is good because that's the setting for the game we play.
In all seriousness, what would you specifically request be changed, to improve things so you don't feel so put out by an inability to get everything that people who play more often have? That's not meant as an insult but as a legit question to put this into perspective.
Look upthread. I'm not asking for every solo SG to be handed a fully-functioning base, no work required.
Currently there's a very big gap between around 400k prestige and 730K prestige where SGs literally cannot add any functional items to their bases. What I'm asking for is that the devs try to smooth out the start-up curve so SGs (not necessarily solo SGs) can gradually add functional items as they gain prestige; for example, at 500K and 600K total prestige. This would probably require reworking the way power and control items are set up since that is the current roadblock; by, for instance, adding intermediate cost p&c items/rooms between the costs of the combo unit and the current basic generator and mainframe. Allowing aux p&c items to be used with the Combo Unit is also an option.
Making such a change would in no way affect the basic formula of "more gameplay in SG mode=more shiny base stuff". Larger or more active groups would still get the shiny stuff faster; it would just create some new, smaller steps to work for instead of having to wait for all the goodies to come at once. I suspect that it would give smaller SGs a bigger incentive to keep playing in SG mode and stay invested in their base, when otherwise they might give up in the face of a seemingly unattainable goal. -
Just out of curiosity, why do you want so much recharge? Because IMO, having poorly-slotted, low-damage attacks that you can use more often is a very bad bargain.
Also, if one of your goals is melee defense, it's worth noting that S/L defense will protect you from a higher percentage of attacks than melee defense alone. Plus, typed defense bonuses typically take fewer slots than positional defense bonuses.
From the top:
Take Lightning Field. As a rule, if a damge aura is used consistently, it will account for a significant portion of the damage generated by a character. It may not seem like much, but it adds up. I think LF will be much more useful in the long run than a highly situational power like Power Surge.
Reactive Armor is a good choice for your resistance toggles, but all the Endurance IO provides is more endurance reduction (which you don't need) and a measly .63% F/C def. You'd be better off pulling those slots and using them somewhere else--Health, or Weave, for instance, both of which are currently underslotted.
Since the bruising effect was added to tanker T1 attacks, they are definitely worth using and slotting for damage. If you want a recharge bonus, try slotting Crushing Impact instead of Stupefy. The recharge bonus is smaller in CI, but at least it'll be slotted like an actual attack.
Slotting full sets of Kinetic Crash in your KU/KD attacks is not just a bad idea, it's a phenomenally bad idea, IMO. Not only does it only enhance damage to a little over 60%, (95% is what you should be shooting for) it will turn the KD in Shatter and CC into very high-mag KB, which is really undesirable for a tank. That aspect is less problematic for JB because it does KU, but there's still the damage problem. Again, I would recommend CI for JB, and Oblit sets for the two AoEs. (Note that Oblit has very little end reduction, but that shouldn't be a big problem for Electric.) If you've got some influence to spend, you could also try five-slotting Armageddon in one of the AoEs, since they give a 10% recharge bonus.
Impervious Skin is not a good choice for a final tanker build, even 5-slotted it significantly underslots for resistance. At the very least, I'd put another 4 slot set of Reactive Armor in Tough. In Static Shield, the only thing resistance enhancement modifies is Psi defense, so it's a good candidate to be two or three slotted in my book.
Health needs one or two more slots, and Stamina could use another also. (A common End Mod IO would be fine.)
If you decide to go with S/L defense instead of melee, Kinetic Combat or Smashing Haymaker would be a better choice than Touch of Death for Clobber. Those sets are also an option for Bash & JB if you run up against having too many 5% recharge bonuses.
Weave needs at least one more slot, if not two, and CJ would also benefit from another slot if you have one to spare.
Here's what I would do with your build. Hasten's not perma, but every other stat is better, especially S/L defense. And your attacks will actually do some damage!
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam/Rchg:40(45)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(19)
Level 4: Jawbreaker -- 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:50(7)
Level 6: Static Shield -- EndRdx-I:50(A), ResDam-I:50(40)
Level 8: Grounded -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(45)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(17), Mocking-Taunt/Rng:50(19), Mocking-Rchg:50(21)
Level 12: Energize -- Dct'dW-Heal:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Rchg:50(15)
Level 14: Swift -- Run-I:50(A)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal/EndRdx:40(42), Mrcl-Heal:40(42)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(34)
Level 22: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Acc/Dmg:30(25), P'ngS'Fest-Dmg/Rchg:30(34)
Level 24: Lightning Field -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(42), M'Strk-Acc/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 26: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(27), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-Acc/Rchg:50(33), Efficacy-EndMod/Acc:50(33), Efficacy-EndMod/EndRdx:50(34)
Level 28: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 30: Lightning Reflexes -- Run-I:50(A)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(50)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50)
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Level 1: Brawl -- C'ngImp-Acc/Dmg:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 26.1% Defense(Smashing)
- 26.1% Defense(Lethal)
- 7.06% Defense(Fire)
- 7.06% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 23% Defense(Melee)
- 4.88% Defense(Ranged)
- 6.44% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 47.5% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 5% FlySpeed
- 161.6 HP (8.63%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 8.25%
- MezResist(Terrorized) 2.2%
- 5.5% (0.09 End/sec) Recovery
- 38% (2.97 HP/sec) Regeneration
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 5% RunSpeed
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No one said it was an "impossible gap".
But it still can be an impossing obstacle for small SGs or those that play on an occasional basis.
And honestly, there isn't any need for it; IMO it seems like an unintended consequence of some initial design decisions by the devs that didn't hold up well under actual player usage. -
Quote:Your preferences for using--or not using--the combos may not be the OPs, and skipping Ablating Strike will lock him out of three of the four combos. I wanted to make sure he understood that was the case. Of his other picks, FA seems the least useful, so IMO it is the best option to drop if he decides he *does* want to try the combos.That's true about FA... However, it still has the powerful ToHit Debuff Resistance which cannot be replicated with IOs (at least easily). Also, if the OP doesn't want to get into IOs just yet and he has the Endurance tools from ElA, why not pick it?
As for the combos, I only use the BF > AV combo on my Scrapper with the occasional Typhoon's Edge (I like the animation and full 360 degree arc) thrown at the end. BF > AV does very nice ST damage and also respectable AoE, which is why I don't think the other combos are really that needed. -
Quote:I have no objection to "slow-unlock", or "gradual unlock", I think that's entirely reasonable. Currently, however, there's a huge prestige gulf between 400k and 730k prestige where a player literally cannot add any functionality to their base other than storage. That's got to be discouraging for all new SGs except those large enough to generate the additional prestige very quickly.They've already made some significant changes, because people weren't using bases as expected. They've made some changes [you only pay rent on things with a function, not on plotsize] that suggest that they're trying to ... avoid penalizing... people who primarily view bases as a way to make works of art.
In fact, if I remember they ADDED the combo unit to allow people to have functional starter (or single-person) bases.
The devs are neither angels nor demons. I would guess that they're trying to keep max-function bases as "slow-unlock content" (something to work for, like a purpled-out warshade) but I know less about their mindsets than you do.
Those of us who have asked over the years for this to be addressed aren't looking for an "insta-base" where any one person SG can have a base just by asking, but a way for smaller SGs to add functional items more gradually. For instance, providing a way for a SG can add another TP bay to their base at 450-500k prestige, or some other items at 600k prestige. That would still give small SGs something to shoot for, but it wouldn't seem so impossibly far away.
My WAG why it hasn't been addressed is that it's the same reason why the other myriad base issues haven't been addressed; that they haven't had the dev resources to sit down and think through how they should be implemented due to other, more pressing concerns. Cutting prices for big ticket items as they did a few issues ago was a safe, popular, quick fix; correcting the start-up cost problem would probably require adding some intermediate cost p&c items, which I suspect would take quite a bit more planning and effort on the devs' part. -
Quote:I was rather pleased by how little the Def Debuff potential of the Roman Legions mattered throughout this entire run. You'd think that an Ice Tanker with no Def Debuff Resistance would be highly vulnerable to Def Debuff Cascade Failure ...
But Ice tankers *do* have defense debuff resistance--about 50% from Frozen Armor, Glacial Armor and Wet Ice. So unless you skipped all three of those powers, that could explain why you didn't have much trouble with defense debuffs...
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Quote:Jeez, talk about arrogant.Wow.
Just because something isn't intended by design (single-user bases) doesn't mean that the devs must instantly jump to eliminate it. Nor did anyone say it was a "game-breaking exploit", but congrats on winning the hyperbole of the day award.
Bases are intended for groups, not single players. Therefore, appealing for changes based on the single-player base experience is a waste of time and energy.
I understand your point perfectly, I just happen to completely disagree with it.
You don't know for certain the devs' position on whether they would ever change the cost structure for start-up bases, any more than I do. Your conclusion that it's never going to happen is pure speculation based on statements that bases were primarily intended for groups.
My response to that is two words: market merge
Positron et al were MUCH more vocal on the side of never merging the markets than they have been on the issue of start-up base costs, and yet, that happened. And AFAIK, they have never come right out and said that base costs would never change again. Even if they have, or do so tomorrow, doesn't mean they won't change their minds next month.
Besides, if I want to spend the time and effort to express the opinion that it needs to change, why do you care?
EDIT: By the way, this is certainly NOT only a single-player issue. A small SG just starting out could also find it very daunting to have to make the leap from 400,000 to 730,000 prestige to make any substantial improvements to their base. Finding a way to ramp up costs more smoothly would help every new SG, but small SGs in particular. If the devs won't improve the base building experience for a single person SG, what about a 3 person group? A ten person group? Or is building a base supposed to be enjoyable only for 50 player SGs? -
Well, this particular glitch seems to happen most frequently to bases that haven't been used in a while, but as far as I know it can happen to anyone.
But take heart! This is a well-known problem and the GMs can generally fix it very quickly. -
First thing to do is to go to the SG registar and check to see if you owe rent. If you do, pay it!
If you don't, it's probably a bug that hits bases occasionally, especially if they have been unused for a while.
Just petition in-game and explain what the problem is. Typically the GMs will "throw the switch" and you'll have power back within 24 hours. -
Quote:Yeah, and the steep climb between the combo unit and separate power and control rooms is the ONLY aspect of base building that hasn't received attention from the devs.And the devs have been just as assiduously ignoring said complaints.
Bases were never intended to be a single person enterprise. The fact that you can build a nice base solo is an edge case, not the designed usage.
People can, and do build bases on their own now and the devs have made no effort to curtail it. Letting players upgrade past the Combo unit slightly faster than they do currently is pretty unconvincing as a game-breaking exploit that the devs are trying to suppress.
More likely, IMO, is that like most other base upgrades that players have been asking for, the upgrade progression issue is one that has been backburnered due to more pressing concerns.
As such, I have absolutely no qualms about occasionally reminding them that it is an issue that I, and others, feel needs attention. -
Quote:DOT damage is anything but "bleh" when you see how much damage it has done at the end of a battle. Damage auras generally end up being responsible for a substantial portion of your total damage output.Question on the Lightning Field:
I am a low level tanker Elec/Mace and I read that I can slot Taunt in the field itself. Now I have acc x2 and taunt in it for now being low level.
Why 2 dmg slots vs taunts? I mean the dmg is bleh anyway...
And the fact that they do constant damage means that their taunt effect is pretty significant, so IME people rarely feel the need to slot them for additional taunt duration.
Standard slotting for damage auras is 1 or 2 x acc, 2 x end reduction (they typically cost twice as much as a non-damage toggle) and the rest damage.
In your situation, I'd drop the taunt slot, put in end reduction next, then add damage later in later levels. -
Quote:I'm not a fan of FA at all any more, since most of what it does can be replicated by slotting two IOs. (Rectified Reticle +Percep, Kismet +Acc) I'd drop FA entirely to make room for Ablating Strike; if a tanker plans to use the high-level combos, all DB's attacks are really a must. And unless you plan to fight a lot of high-level foes, 1 acc should be enough until you can slot for set bonuses.I'd pull the two ToHit enhancers from Focused Accuracy because they do so little. They add maybe 2% ToHit to your build, and would serve much better in LField. For the third lacking slot, I'd pull one RechRdx from Power Sink. My experience as a DB/Elec scrapper is that you don't really need it up that often.
I also think it's odd that the toggles are slotted for end reduction and the attacks are not. I know that electric armor has a powerful end recovery tool, but since attacks are the biggest source of end drain, if you don't need to slot end reduction in attacks, why bother to do it in moderate end cost toggles like Charged Armor and Conductive Shield? Seems like those slots could be used elsewhere. -
By the way, do you have the full prestige bonus you get from the the first 15 members of the SG? You mentioned a couple of others, but not whether you've brought alts, fillers, etc. to make up the 15.
If you don't have 15 members in your SG yet, the first thing I'd do is bring in alts, and if necessary, create some filler characters to get as close to 15 as possible. It won't get you to 730K, but it'll get you closer than you are now.
Since you can't invite your own alts, let me know if you need help inviting and I logon an alt on your server to invite them. -
Thanks, Father X.
Yes, I'd planned to get the box, either locally or online.
It's too bad the booster packs and online goodies can't be bought for someone else, they would also be a nice gift! -
I've already bought and installed GR on both of my accounts, but I'm thinking of buying the Complete Collection as a gift for someone who currently has just a trial account.
GR is all I have to buy, right? None of the other CoH editions are required, for instance the GvE edition of plain vanilla CoX? -
Quote:It's like you're psychic, or something!The above is just to get you started. Someone will probably come along and post a link to the handy "guide to small bases" that was written - it's useful for a starting builder. The other thing to remember is that you can always join the global chat channel "basebuildersinc." (make sure to include the . at the end), and ask questions there - usually, there's someone available to come on and take a look at your base and help you out a little. Or show you their base.
Here's the small base guide; I found it tremendously useful when I started base building:
http://boards.cityofheroes.com/showt...ghlight=bonker
The bad news for the OP is that according to the guide, the next step up from the combo unit to separate power and control rooms is 730,000 prestige.
And yes, that stinks. FWIW, some of us have been complaining about that for years. -
FYI, there are also other kinds of 'caps', or limits to how much a particular power attribute can be enhanced, either through a player's build, or outside buffs. And most of these *do* vary by AT; for instance, the damage cap is 775% for brutes, and either 400% or 500% for other ATs. Damage resistance, OTOH, caps at 90% for Tanks and either 85% or 75% for other ATs.
More info here:
http://paragonwiki.com/wiki/Limits
Whether the various caps are actually achievable under normal circumstances is highly variable. -
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Quote:I agree in principle, I just hate seeing armors overslotted.One caveat with this, if you're slotting the GotA set you'll want to go 4 slots for the 1.8 bonus endurance. That really makes a noticeable difference in your blue bar. Slot all the GotA defense IO's and leave the End/Recharge. If you want the GotA 7.5% runspeed IO use it in place of the def/recharge IO.
If you've got the slots, and really want the +end bonus and a place to slot the LotG +recharge, I suppose it makes sense. I wouldn't do it for Deflection, however, since it limits your ability to enhance the S/L resistance in that power. -
Meant to mention that if you're interested in a weapons set, Mace is actually a better choice to pair with Dark than Axe. The stuns in Mace work really, really well with Op Gloom. I regularly stun bosses with the Clobber/Op Gloom combo on my Dark/Mace tank.
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First of all, you want to take Haymaker and AAO sooner. I'd delay Phalanx Fighting and Hasten post-Stamina to make room. I'd also take KoB at 22 and Rage at 28.
Haymaker and KoB aren't particularly good choices for the Force Feedback proc; it works best in short recharge attacks like Jab, or AoEs like Foot Stomp. I'd swap the slotting of Jab with Haymaker and drop the proc in KoB.
IMO, five slotting your defense powers is a waste of slots. I'd go with 4 LotG or 3 GotA or and the LotG +Recharge. That slotting is particularly a problem since you're not slotting Deflection for resistance. I'd cut the defense set slotting back to four in Deflection and add 2 common resist IOs. Oh, and don't use the GotA End/Rchg, that's a wasted slot. Use an IO with some defense enhancement instead.
Similarly, drop the SP Res/End and add two resist commons to True Grit, or slot two high level resist set IOs.
AAO doesn't need two end red slots, so you can use that second slot elsewhere. -
As others have mentioned, I think you're going to have huge endurance problems with this build. Even with Physical Perfection I don't think you have enough recovery to run all the toggles and still attack.
I also think you are making too many sacrifices to soft-cap to all defense types. For instance, Maneuvers has a very high end cost for a non-damage toggle, and I don't think the relatively small amount of defense it provides is going to be worth it. In general, I think a better strategy would be to either go for around 40% defense to all but Psi, or try to soft-cap S/L/E/NE and don't worry about F/C defense as much. I think either choice would give you a much more playable build than the one you posted.
Specifically:
Death Shroud and Dark Regen both a big end-hogs, and you should be sure to have at least 60% end reduction in both. Attacks should have at least 40% end reduction, and the same for the other toggles. As it is, most of your attacks and toggles are pretty seriously underslotted for end reduction.
Another big problem: no KB protection! At the very least you need one -KB IO, though two or three would be better.
Also, Beheader and Gash are underslotted for damage. Instead of a common accuracy IO, try an IO from another set that gives both accuracy and damage. If you can only give them one slot, I like the Mako's Bite Acc/Dam/End/Rchg.
Instead of a common defense IO in CoD and Weave, use a LotG Def/End/Rchg. That will give you enough end reduction and still hit the ED cut-off for defense.
Honestly, I'd drop Maneuvers altogether and pick up another attack; Cleave would be my preference since it's the highest damaging attack in the set.
Dark Regen and Death Shroud both need another slot or two so they have sufficient end reduction. The Multi Strike Dam/End should be enough for Death Shroud, but you may have to make more changes to DR to get enough end reduction and add the Theft of Essence +End. I'd also take DR much earlier in your build. Death Shroud is a good choice to delay post-Stamina since it takes so much endurance to run. You also definitely want to get Pendulum (and Cleave, IMO) as soon as they're available, Tough and Weave can be delayed if necessary.
The Gaussian's set in Build Up is a great choice for positional def, but the return is pretty small for typed def, especially since you need slots elsewhere. I'd suggest two Rectified Reticle for some S/L and an additional recharge slot instead. That will free up three slots.
Here's what I would do with your build. I left in the PvP +Def IO, presumably you know you can afford it! This build is soft-capped for S/L/E/NE, has about 25% F/C def, and is much better slotted in terms of endurance.
Hero Plan by Mids' Hero Designer 1.803
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Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(34)
Level 1: Beheader -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(37), S'fstPrt-ResKB:30(37)
Level 4: Gash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(19), GA-End/Res:50(21), TtmC'tng-ResDam/EndRdx:50(43)
Level 8: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(17), Theft-+End%:30(21), Dct'dW-Heal/EndRdx:50(23), Numna-Heal/EndRdx:50(27)
Level 10: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(11), Zinger-Taunt/Rchg:50(11), Zinger-Taunt:50(15), Zinger-Dam%:50(15), Zinger-Taunt/Rng:50(19)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13), Krma-ResKB:30(40)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Heal/EndRdx/Rchg:30(34), Numna-Heal:50(45), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod/Acc:50(40), P'Shift-End%:50(45)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 24: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(25), RechRdx-I:50(25)
Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A)
Level 28: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40)
Level 30: Whirling Axe -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Dmg/Rchg:30(31), M'Strk-Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(34)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Knock%:35(33)
Level 35: Cleave -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), M'Strk-Dmg/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37)
Level 38: Pendulum -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), C'ngBlow-Acc/Dmg:50(43), C'ngBlow-Dmg/EndRdx:50(43), C'ngBlow-Dmg/Rchg:50(48)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 1: Ninja Run
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Set Bonus Totals:- 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)
- 26% Defense(Smashing)
- 26% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 26.6% Defense(Energy)
- 26.6% Defense(Negative)
- 6% Defense(Psionic)
- 16% Defense(Melee)
- 16.3% Defense(Ranged)
- 6% Defense(AoE)
- 11.3% Max End (in PvP)
- 18% Enhancement(Accuracy)
- 27.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 126.5 HP (6.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 3.3%
- MezResist(Terrorized) 2.75%
- 3.5% (0.06 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 5% RunSpeed
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Just wanted to mention that I think you should strongly consider taking Focused Burst. You have plenty of ST attacks, but not many tanker secondaries have a good ranged attack. And from what I understand, FB has an especially large Gauntlet radius, which makes it very useful for aggro control.