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So, wait, is she stealing Sister Psyche's lunch-money, or is that a pre-re-design Mother Mayhem?
Be Well!
Fireheart -
Good point about the HOs and, since I'm not hunting a set-bonus, which HOs don't give anyway, I can get perfectly respectable performance on Tactics and BU from Franken-slotting, instead.
Hero Merits are looking like a fine option and I do have... many alternate characters to earn them on. I wonder what the Numina's and Miracle uniques cost in HMs...
Thanks for the guidance, CMA.
Be Well!
Fireheart -
Reading up on Whataguy and CMA's responses, I find myself agreeing and disagreeing with different parts.
Whataguy, you're right, solo and small groups, against regular enemies, and being conservative with the difficulty sliders, there is no reason that an Invulnerability Tanker should need Fighting. My guy, here, made it to L50 without Fighting and never missed it. He also didn't have Taunt - _Still_ doesn't have Taunt (though I am planning to stick it in on this respec).
On the other hand, he has never been to Cimerora, never fought Rularuu, and the toughest TF he's been on was Hess. He didn't do Dark Astoria or Croatoa, and he has only done a few Portal Corp and Ouroboros missions. He's also not an AE-baby, only ran some AE farms at 48-50 and I'll have you know, I was Appalled at how squishy he felt doing them. He's also never been to 'Monster Island'. So, yeah, I have a L50 Invulnerability Tanker who has never faced the 'top-end' content and he didn't have Fighting, growing up.
However, _I_ would like to try that 'top-end content'. I would like to time-travel, fight strange extra-dimensional monsters, and take on the 'evil' versions of the Freedom Phalanx. I would like to defend our plane from invaders from Praetoria and achieve Incarnate levels. Perfect Perry is not just my first L50, he's my Favorite character (although my human-form PB is getting a lot of attention), so I want him to be the best he can, while still fitting Me, as a player and my concept of him, as a character.
That's why I'm here, taking advice from the experts. Experts agree, capping Resistance makes a big difference and more Defense makes even more difference, so the Fighting Pool becomes an important success tool. Experts have noted that Unstoppable has a killer crash and capped Resistance and Defense makes Unstoppable... redundant.
I have noted, as the experts have, that Stun does no damage and Mag-3 Stun, but Total Focus does Mag-4 Stun and a truckload of damage too. Therefore, Stun is redundant.
Neither RPD, ResEl, nor ResEn are critical in the early game. They can be situationally useful, but they get in the way of more important things. Temporary Invulnerability and a Tanker's natural toughness are more than enough. However, each contributes important extra resistances in the later game. RPD is good all over, ResEn makes a huge difference when you start fighting Carnies, and ResEl is the most situational, resisting rarer forms of damage and protecting vs Slowness.
Energy Melee's two top-end attacks are certainly stupendous and they used to be the very definition of Awesome. Now they represent 6 seconds of being anchored, locked into an animation, and unable to react - coupled with a lot of damage... which Stone Melee's Seismic Smash, or Super Strength's Knockout Blow can match or exceed, on a DPA basis.
That means that, while you're locked into clenching your navel and staring at your hands, or hanging in the air, lit up like a X-mas tree, some other Tanker has already stolen your kill and moved on. And, if a Scrapper or Blaster should happen to attack your target, then your super-mega-ultra-SMASH top-end power is likewise wasted. They can take your target from Full-health to Dead, while you're stuck in the wind-up.
(Yeah, I'm still angry about that.)
And that's why CMA and I are not basing our builds around those powers, but taking the powers in the order I'm using. Granted, if I wasn't mulishly stubborn about Leadership, those spots would be excellent places for RPD, ResEl, & ResEn, or some other powers, like Medicine.
As for the Laser Beam Eyes, if I took that power instead of something else, then I still wouldn't have the slots to make it useful. Besides, as I said in my other post, I have Blackwand and a Nemesis Staff for the ranged stuff. Now I can add Taunt to that mix, too.
Anyway, with the various ideas for improvement CMA gave, with some crazy juggling of slots and enhancements, and the sacrifice of 50% +Regeneration, 7% +Hit-Points, 6% +Damage, and some miscellaneous unimportant bonuses, I arrived at this:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry - tweaked: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(11)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-Rchg(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(45)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Whirling Hands -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(46)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(21), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(25)
Level 20: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 22: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Def(33), LkGmblr-Rchg+(40)
Level 28: Tactics -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(34)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(40), RctvArm-EndRdx(42)
Level 32: Build Up -- HO:Membr(A), HO:Membr(37)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Resist Elements -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27), Numna-Heal(27), Numna-Regen/Rcvry+(42)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
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It comes to 40% Defense with one enemy in Invincibility, and capped by 4.
Has 1.5/3.5 Endurance use/recovery and 273% Regeneration.
And with a 4th LotG +Recharge and Doctored Wounds in Dull Pain, has 55% continual Haste, without recourse to Hasten.
Best of all, it may actually be Cheaper (except for the LotGs) than my previous build, depending on the cost of the HOs.
Would that be considered 'Good Enough'?
{Edit} Additionally, I'm thinking about constructing my Second Build for the 'deep Exemplar', under 30 situations, where I basically 6-slot everything (including Brawl) with lower-level multi-aspect franken-slotting. But I'm not going to attack that until after I get this one set up.
Be Well!
Fireheart -
Sorry I didn't respond yesterday, I was doing so, but fell asleep in my chair. It was a long hard day and a certified, gold-plated Monday.
Anyway, I saved what I was writing and here it is.
Quote:1.5 million? I'm not sure I can afford that... Hmm, maybe, possibly I can. In addition to the enhancements that I Do have already, I have another 100 million, or so, I think. Still, I'm accustomed to being _poor_ and the idea of paying a million for a single enhancement is 'ludicrous', except in the case of Uniques. Perhaps it's time for me to join the 'victims of the ebil marketeers' and just get used to Paying.I don't know what your current budget is, but I just last week slotted out a Spine/Elec scrapper with 4 sets of Reactive Armor for right around 1-1.5 million per IO.
Quote:Don't think you need level 40 IO's... using level 25 instead costs you a whopping..... 2.5% resistance. Good prices are to be found in the 30-38 range; those will frequently cost a fraction of what a level 40 costs.
Quote:You don't have a chain without including Boxing? It's been awhile since I played my Stone/EM tanker, retired shortly after the ET nerf, but I don't remember it being that bad. In any case, the slotting of Smashing Haymaker & Pounding Slugfest nets you a decent chunk of S/L defense along with 8% regen at bargain basement prices. I'm really curious where you uber-folks keep this semi-mythical 'bargain basement' full of IOs that everyone is demanding, to soft-cap their builds. Gaining some more Defense would be nice. On the other hand, I find it slightly ironic that you've suggested that the +Regen in LotG is irrelevant, but the +Regen in Pounding Slugfest is significant...
As for 'needing' Boxing, out of my 130+ toons, only a couple have Hasten. I am rather firmly in the 'anti-Hasten' camp. It's useful for those characters that have some overwhelmingly important power that really does need to recharge twice as fast - like my Illusionist's PA. For my other characters, rather than 'camping the Hasten-button' so I can build an attack chain out of 3 powers, I add a 4th, or 5th attack.
The revamp to Energy Melee effectively took ET out of the basic attack chain and relegated it to a 'hard-target-only' position. When on a strong team, it often became a 'don't bother because you'll only waste it corpse-blasting' proposition. Granted, that same revamp made Barrage a winner-worth-slotting again, instead of a long-animating-waste-of-time.
So, Boxing becomes a 'waste-of-space-prerequisite', but we Have To take it if we want Tough & Weave, so what can we sacrifice? Resist Elements? But that was just enhanced with Slow-resistance, so we want that! Physical Perfection? Well, if we do that, we may as well forget the APPs entirely. One could argue that Leadership is a waste of my time and endurance, except I happen to like the bonuses.
Thus, the only viable option became 'replace an attack with Boxing' and Energy Punch was the only reasonable candidate. (For my SS/** Brute it was Jab that got the axe - which actually Improved my DPS.)
Quote:Well if you have the IO's then that's to the good. I'd be tempted to check prices on the Celerity and the Unbound Leap stealth procs; you may come out ahead selling the Celerity and buying an Unbound Leap.
Quote:Hami-O's work all the way to level 1 just like SO's do. Yes, they're degraded in effectiveness just like SO's are if you exemp far enough but they never stop working. The game treats a HO exactly like two or three SO's in a power for exemp purposes. IO's will be degraded in the same way by exemplar below a certain level so you're not buying anything there.
Quote:If Leadership works for you then great; I just tend to see it as marginal on a tank. I'm a big believer in it on Defenders who get the most return and it's quite nice on Controllers as well. Since Tankers get so much less benefit for the same end cost I tend to go with something else. Of course if you have a regular team who all run the toggles then that's something else again; a few years ago my SG had a 7 man team of Controllers, Defenders and Blasters all with the Leadership powers and steamrolled everything including Giant Monsters... the GM version of Jurassik only took 30 seconds to drop.
About the accuracy issue with ET; unless you're routinely facing +4 mobs you're likely going to be at the tohit cap for most everything you face with the SH/PS slotting between the accuracy slotting and the tohit buff in Invincibility, especially if you're running Tactics. You may find it worthwhile to snag the Kismet 6% tohit IO (mislabeled as +accuracy but it's most assuredly tohit) to toss into CJ. Cranking the numbers even against +4 mobs you'll have roughly an 87% chance to hit them with the Smashing Haymaker/Pounding Slugfest combo. Against +3 mobs you're at 118% tohit, effectively capped at 95%. About the only exceptions would be mobs with defense buffs like Nemesis hopped up on Vengeance. I use that slotting on CMA and I only miss when I pop a yellow because I really need to connect.
I was aware of the Kismet and its value - those times when I cannot manage Leadership in a build, I look for ways to slot that. However, the Slow-resistance from Winter's Gift is also of significant value and I like the way it stacks with Resist Elements.
87% Accuracy is not the 95+5% that I crave, but it's true that I Could achieve such accuracy with a Smashing Haymaker/Focused Smite combo.
Quote:That's up to you of course; I actually don't have Hasten on my Invuln either because I can't find a power I want to drop for it... and a slot. How many of the IO's on the Mid's build are currently on the tanker? That will make a difference in what I'd suggest doing as you really don't want to just toss anything of value if you don't have to and I don't think you really want to burn a bunch of respecs just pulling off IO's. When issue 9 hit and IO's came into the game CMA had almost 60 HO's on him... it took 6 respecs to change most of them out for IO's and I burned 2 more with issue 13 getting to, basically, the build I have today.
I'm still somewhat uncertain about burning 3 slots on Health; and Physical Perfection seems like overkill with both of the recovery uniques and good endred slotting. CMA does have both uniques but doesn't have PP and with the Cardiac alpha I cannot make my blue bar move. It didn't move a whole lot before I got the Cardiac either. Of course you know your endurance use; do you already have the uniques? Slotting 4 Gift of the Ancients in Tough Hide and Weave will go a long way toward solving endurance issues as will getting the Atlas Medallion and Portal Jockey. That will give you an extra 17 points of endurance to play with.
Chasing Physical Perfection came about after a bit of testing, actually not long after the changes to EM. I went on a relatively easy solo mission and, even with the strong EndRed slotting I have, I was constantly pausing to Rest. That's Completely unlike my previous experience, where I could solo on the old 'Invincible' setting without too much trouble and barely even stop between spawns.
I'll grant you, I didn't have a full set of IOs at the time of the testing, except for the Crushing Impact sets that I'm still using. However, the experience set me to hunting Impervium Armor and anything else I could do to balance the endurance load. I think, if I Had actually been slotted-up properly, it might not have been such an alarming experience.
The build I posted above has my 'Standing Endurance' with everything running, as 1.6/3.6 (use/recovery). So I'm confident that I will have No endurance problems with this build.
For reference, my current live build (not updated for I-19) looks like:
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Fireheart -
http://boards.cityofheroes.com//show...81&postcount=8
Solo, you ARE going to have to think extra strategically and not just charge the enemy screaming and tearing your shirt off, like a Scrapper. You'll also want to pick your enemy and watch your difficulty slider and be prepared to run-away, or die-in-place, or run-away-and-die. Or shoot one, run away, wait until they give up, then run back and Ninja-Sniper the last one in the line.
And then you can 'zing-voorp-zing-Freem! Hup-Hangtime-Ka-BLAM! and otherwise show the villains the light of your pure reason as you send them to the Zig, or wherever they go when they de-rez. One of the challenges and pleasures of playing a PB, is applying the lessons you learned as another AT - pulling, strategy and tactics, handling KB, choosing your targets and managing Aggro.
The early run can be rough, especially without a team, but get to 30 and you'll have all of the key powers, so the rest of them become shiny new toys to discover.
Be Well!
Fireheart -
Thanks for the feedback, CMA.
I'm familiar with much of what you suggest from your excellent guide, but I do have questions.
I'll concede that +5% S/L/E/N Defense is a fine trade for +5% HPs - If one can find and afford the Extremely Popular and hard to get (expensive) Reactive Armor. I didn't consider this to be an 'ultimate final' build, but more of one that can get me slotted and back in the game (instead of 'naked') relatively quickly.
Boxing is in as a replacement for Energy Punch - the equivalence is not exact, but if I Must take Boxing, I may as well use it. I don't have room for an unused Boxing and the Devs have slowed down Energy Melee to the point where I need every attack, in order to keep the chain running. Recharge is not the limiter, it's animation-time - he build HAS +50% Haste already.
Super-Jump with a full Jump IO in it is over-slotted for jump-speed. Slotting the half-n-half Jump/End is... less irrelevant. Besides, I already have that IO, switching to a plain Jump would actually cost me money. The same is true for the Celerity +Stealth, though I appreciate your suggestion. Sprint is 'toggle-stealth', since I use Power Slide to get around.
A question about the Cyto-HO slotting: How does that react to Exemplaring and Ouroboros? I had understood HOs would cease functioning if my level dropped too low? I do know the ~33% boost gets Savaged if I drop below level 30-ish?
Ah, the much-maligned Leadership... which protects ME from Confuse, Fear, Taunt/Placate, and Perception/To-hit Debuffs. On top of protecting me, if gives a little more omph to my damage and to-hit. And just happens to do the same for my comrades. I rather like Leadership.
As for Build-Up, I agree it's not very useful on most Tankers and not that great for ordinary attacks. However, other Tankers don't have Energy Transfer or Total Focus. These attacks were so formidable that the Devs felt compelled to neuter them (Yes, I'm still angry about it). I used to be able to BU-ET-TF-ET and destroy targets, but these days I can only manage BU-ET-TF and those attacks are less useful than they once were - which is why Build-Up is so 'late' in the build and why it only merits 2 slots, instead of 4-5, like it used to.
However, I still want ET to 'never' miss and be available as often as practical. So I'm a little fanatical about Accuracy and still concerned with Damage and Recharge. I'm sorry, but if I have to invest the animation-time of Energy Transfer in a battle, then 'adequate', or 'good' accuracy is not sufficient. The level 40 IOs I have slotted in there right now (matching the build) were not all that expensive - I paid 100K or less for each recipe.
In order for Hasten to compete with the +50% haste I have from these IOs, it would require slots that I don't have to spare and Attention. to see that it was clicked on time (or the sacrifice of my current Auto'd filler-attack). By the same token, Laser Beam Eyes would also require slots I can't spare, to be at all effective. Currently, I'm making do with my two Veteran sticks.
I'll look into acquiring the Reactive Armors, then decide where to get the slots from, Taunt, or Invincibility, I guess.
Thanks for the input.
Be Well!
Fireheart -
This build is aimed at leveraging solid resistance and good defense, with enhanced hit-points and regeneration. I'm not looking to soft-cap at this point, but I do want great all-around performance in PvE on teams and solo.
My main question at this point is the Taunt slotting - should I keep the 6 slots, or can I steal those and fill out Invincibility or Build-Up, or is there some other option that I'm not seeing? FYI: The crazy franken-slotting on ET is to force maximum performance from it.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Perfect Perry: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(11)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 2: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 12: Combat Jumping -- Winter-ResSlow(A)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Whirling Hands -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(19), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(46)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(21), LkGmblr-Rchg+(21), GSFC-ToHit(25), GSFC-ToHit/Rchg/EndRdx(34)
Level 20: Resist Physical Damage -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(43), TtmC'tng-ResDam(45)
Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(29), LkGmblr-Def(33), LkGmblr-Rchg+(40)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(42)
Level 32: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(45), Mrcl-Heal(45)
Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Resist Elements -- ResDam-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27), Numna-Heal(27), Numna-Regen/Rcvry+(42)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13), P'Shift-End%(43)
Code:Be Well!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1610;769;1538;HEX;| |78DAA554DB4E1351143DD30E94A1774A29770A0285960E1035F1F2E083A062C0348| |A4413018772A0236321D3A2D6273FC0274DF4C9E08351E31F18FFC2BBBFA0A2FE41| |DD97D3D284C4179BCC5A337BF6ACB3F6DEE774E1DE4C40880767841638EB58A5D2E| |AA255DC92AEEF9255DE752D279893EE86CC9793C06EC52784E8E784D519B9218B25| |69CE15EFEC3A45E95A6BB663972B5DEAF58274A43467E1C566851FA273C5827465B| |16CD66E82B9ED6DC73C676F16CA767133404FF3D2DA818770ED615DBAA582BD13A5| |6758CB2ED9BC506C76C7CED717B04A65E9563AC1DF71B83E18001A5CA2EA1569B84| |9093D43D49C256A35895A5A85FA5575715360C86311B5E48942EB44FD92E8A3A154| |41563B4F0A9E0B441D579816591D64BD4AD6CBB23ACBB6B26C1BCB26595683B636A| |9F4264E6FFE878BCFE0C2C7C5797C5C5C1AABEA135993C80FCB1BACD764143C9830| |6E13656F114D6F31394CB7893AC0859F6585BFC78BA10484822C044C5901D00E2BE| |DF0770F2E17F9C1F493A86D9F287997BC66EF137D053B514DA30AA311B2DCDECE14| |27EA7C41EA832F89DE437A4C55185315F2F826786E5F2021AEBCC61354741B784D7| |0484B0CD2AA9D4CDF20B94B6D86AE16FABED7204AB287147B8881428FCAEB613FBD| |EC67F015D36B222FE4F5A9BC3E76D7CFBB2AC5EEC6278942D0AA016E9536B0479F0| |E3F270AC39B21D5C4A16B64F2C875A665A615A2611EFF308F3F025F8DA86D32C2DB| |6494B7C928E78D725E8AB7C91E8C704C0D6F2C43A13730CC8CEA6B66961BCADB786| |28E0F099466AAD24C9D42933E269EDA24B7EA13B4744AF57F6A82B47BF5FA5112A2| |9B42F38D21832ACFE9F51324343635AED7CFEA7FFDDE066A3AC6653CD68B0839842| |5841B08CB082B0816C21A8096C7BBEABB40CD6BF8041A3A89700AE134423C02F010| |337D7E003F420021881042082344106208DD08CF10AA46A4FE7750DDC72555E7B42| |C35E05763688C42BF0F425E8D47D37D91E92A6FB125A23F8D798FF8803E667A4294| |7E4A3475D06321F854A41B8783FD13D38722C70E458E1E8A1C0CE02FAB8F1C3C| |-------------------------------------------------------------------|
Fireheart -
Whether Tunguska had an influence, or not, I like the concept of this little cometary fragment acting as an antenna and amplifier during the cosmic ray event, possibly attracting more mass to itself, and then Perhaps being disintegrated in the second re-entry and infused into the hero's make-up. I can see his newly-awakened regenerative powers incorporating the energy-amplifying material, rather than rejecting it, in the struggle to keep the man alive.
I also like the idea of growing into his powers and sacrificing some aspects of his humanity under the exigencies of developing and accepting those powers. A (super)man is responsible for what he creates, promotes, and allows in his life.
Be Well!
Fireheart -
Yeah, I read it earlier. He's right, in that WE have seen the pictures, but you apparently forgot to send them to him? And I'll add my own reinforcement to what he said, the comic pages that I've seen try to move the story a little too fast. That could be improved by raising the data-density through Text - tell us what we're seeing, that way both threads of the story compliment each other.
You appear to have 2 stories, weaving together into one - which is fine, but we readers aren't always that quick on the uptake, so you might want to slow the pacing, slightly, at the beginning. Describe the action and the scenery in your establishing shots. You can keep some sections of the text 'Haiku-dense', terse, but full of meaning, but other parts need to be extended and expanded.
Be Well!
Fireheart -
Quote:Well, there's the problem with your thinking... PBs (in human form) have Three ranged attacks, plus a ranged Cone and ranged targeted-AoE. It's true, if you focus on DPS, then you need to use all of your attacks. You also need to stay mobile, so you can change ranges and leverage all of your attacks. In terms of DPS, your AoEs do more damage, because they hit more things - although you do have to manage your KB intelligently.Yeah... basically, PB has a lot of tools but they don't synergize as well as WS. PB has two range and two melee so to deal most dps in human form, you have to melee, which I am fine with. What I really hate is Solar Flare's aoe knockback.
I was going to try Hover thinking that most of Pbs I've seen do aerial combat but then you can't use Solar Flare in air.It's like whatever I plan out, it seems to have obstacles.
I agree, I wish Solar Flare and Luminous Detonation were Knock-Down. instead.
I don't find Combat Flight to be precise or speedy enough for me, so I fight on the ground, with Combat Jumping and Hurdle as my 'movement-power'. That's what works for me, YMMV.
Be Well!
Fireheart -
Quote:The 'best' Tanker set for your needs is *Any*.So i just came back from a year break, and i still dont have Going Rogue, so for a fresh comeback, i was thinking of making a new char, and leveling it by myself, no teams, no nothing for the first bit. Im just thinking, Scrap or Tank for what i want to do to, heres my plan.. Level my char a few levels, like around 5-6, then start farming the sewers by myself. Once i reach atleast 8-10, ill hit street hunt in Perez Park, after head to the hollows for the arcs and sooner or later, going Underground Tunnels to farm.. After that, im not sure, probly teams lol, So my question is, Which Powerset be the best job for this?
However, I want to point out that you cannot customize spawn size and density, if you are street-hunting. Not in the Sewers, either.
Honestly, for the fastest leveling, run the danged Missions!! They are no more boring and predictable than 'farming' the sewers and you have more control over the Enemies - which means you can somewhat control salvage and other drops.
Be Well!
Fireheart -
Masterminds get the **/Secondary power values, just like Corruptors and Controllers. The biggest change is the reduced AoE of the heal - making it much more difficult to keep your roving pets healthy. I swear, there are times when I can be standing 'right next to' the pet that needs healing and still 'miss' healing them.
Be Well!
Fireheart -
Unfortunately, a Mids Export/Import only covers the visible build and not the alternate, so I couldn't see what you had there.
Here's what I think I'll be aiming for in the immediate future, any useful comments are welcome:
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Kitsuneko Fireshock: Level 48 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(21)
Level 1: Electric Fence -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(5), TotHntr-Immob/Acc(7), TotHntr-Acc/Immob/Rchg(15)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(21)
Level 4: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(5), Posi-Acc/Dmg(11), Posi-Acc/Dmg/EndRdx(23)
Level 6: Rain of Fire -- Det'tn-Dmg/Rng(A), Det'tn-Dmg/EndRdx/Rng(7), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(23)
Level 8: Combat Jumping -- Winter-ResSlow(A)
Level 10: Havoc Punch -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(11), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/Dmg/KB(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(29)
Level 20: Aid Other -- Heal-I(A)
Level 22: Aid Self -- Heal-I(A)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Blazing Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Acc/Dmg/Rchg(27)
Level 28: Thunder Strike -- Acc-I(A), Acc-I(29), Empty(31)
Level 30: Tactics -- Empty(A), Empty(31)
Level 32: Inferno -- Empty(A)
Level 35: Power Sink -- Empty(A)
Level 38: Shocking Grasp -- Empty(A)
Level 41: Bonfire -- Empty(A)
Level 44: Fire Shield -- Empty(A)
Level 47: Char -- Empty(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Empty(31)
Code:Be Well!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1356;638;1276;HEX;| |78DAA5936B8B125118C7CFA89BB9DE355757D76C97162469302AE8F2A2DA4D2B5A4| |1B6E85525930E3A69E3308ED016541F607B5D6D4497375D20E84244F499AAFD06D3| |73395E40E84D03FBFFCFFCCEFF3CCFCCF1D9DADDF321211E9D114A78BDA70D068D3| |55047B7E76A5ADB68262F1BCE6068EADDFE81AA61EB834EBFD9F50B211665AAB1A9| |996DBDA5E222EF2C8E56AE0C2DAB6F3B6AA5A7371DDB681ACE56A3A6998635EC698| |ED137E397CC8E6EEBA6A38E6E42F57EBFA76EE89A6598ED303DD4F416EC34F5E868| |A9A5DB838E61F16AD568771CC8262A96D154AB3DED8E0E2DB0FB56065EF238FC9D1| |5A3CBF58A276079E1794AB677876CDF73B2D674EE3521DF1BB23DCF14B4C80ED939| |608ACC29FFA8B706EA9539EF47AEF7996CFE2BD9C277B275D039999BFBC40DBF904| |5BE4DE716E0D4FD9C13FE9C17511B1E02726BE09E876ADF270B3D20CB3C24AB4022| |C83925F89203AFC8D250312C8B8605A10E3C446538CAE11887ABC0E2B25D9CBF3CC| |15F9EE02F5FE22FCF43D1A42C9A3C48A8002825518A5102505AF6492F13CAB05DC0| |F1E215CF22F7C9729F2C37B80D9A93815C965BB3ED77E112493FDE73E93C11E6178| |114E45B148874E17E857E4E57AC10E9C1FDAACCAC12790B675D94A448E43D9092C2| |A444E41D10556654221F809425291359F28D074C087EDD8D6944A1BA6F3C5D42295| |168D9379A38F7BFAE1FA151B3C0E63CE855943ACA3594EB2837506EA26828B7509A| |28EECFF1EEE8097CA19328A7504EA3A46220DB98F4E3A4055142286194084A14258| |69244C9A2BC407103B1F1BF8AFB0B6A28F26C95C37400BFA75191D09F69C4F3B43B| |411E659BE7F6B1673214E5E9B3E6413B3473FC4766C8B1197274864CCEF82F61AA3| |71E| |-------------------------------------------------------------------|
Fireheart -
-
Quote:I agree, that the Snipe is a situational power, but I also found Firebreath to be persnickety in targeting and sometimes difficult to line up, particularly in a dynamic fight, besides, it requires me to get much too close to the scrimmage. Not that I'm averse to being in the middle of the fight, but I don't feel that's the best place for a Blaster, unless they're carrying a Lot more mitigation than Fire/Electric can manage.You could do something like this. Personally I don't find sniper attacks that useful or anything other than pulling but if you really wanted blazing bolt you could get rid of firebreath, swap it with rain of fire and get pretty much anything else that interests you at level 20. That would open the slots up to deck out blazing.
The IO's can all be replaced with SO's and you could replace the dam/accs with vanilla damages, but I find getting whatever acc/dam thats cheapest really helps to get the most out of powers.
Leadership is there because fitness is now inherent, and with stam + power sink you'll have an excess of end anyway. You could yank the bonus sockets out of them though and put them anywhere else you want. Another option instead of leadership could be superspeed and stealth or grant invis and invisibility.
I nabbed the elec ancillary to add another aoe to fire as well as a second hold, but you could go with something else if you wanted to.
I agree, on Leadership - I like those powers and don't care if they only give a small boost for a Blaster (or a Tanker), as every little bit helps. For Pool powers, I'm leaning towards Leadership and Fighting, with a small consideration for Medicine (not needed, but could be useful), and Electric, Fire, or Force, for the APP.
My initial build shows SOs, mainly because that's what I have right now, but also to establish my usual pattern of slotting 2Acc, 1EnRed, 2Dam (or 1Mez, 1Dam). I find that a good SO-build can flow, naturally into IOs and I generally retain an SO build of all of my characters, regardless of level, as a baseline for comparison purposes with the IOs. When I shift to IOs and Sets (which I usually do around level 27-28 - so Now would be good) I generally follow that pattern of strong Accuracy and Endurance, followed by Utility, Damage, and Recharge.
I will have about a million Inf available for this build (at level 28), with level 30 IOs and SOs filling the gaps, so it needs to stay practical, but I can probably get some Thunderstrikes and such. The key (to me) is to have a strong basic structure to build those extra levels onto.
So my question is more along the lines of: Is there a power that I took, which I shouldn't, or is there a power that I didn't take, which I Should? Is the added durability from the Fighting Pool worth the 3 slots? Should I take Medicine?
Be Well!
Fireheart -
... And a little 'education' wouldn't hurt, either.
So, I am not a new player, nor am I new to Blasters, however, my main experience is with Tankers, Controllers, and Scrappers. I'm also a terrible alt-o-holic. So, I play this character a bit sporadically, but recently hooked up with a very good team and... the character simply gained experience about twice as fast as _I_ did. I'm looking at level 28 with only the vaguest idea of how I got there and a faint sense of inadequacy, like I might not be able to do the character justice, when I play her again.
However, I'm not a total noob and I have experience with other Blasters, Defenders, and a level 33 PB, so I'm hardly hopeless. I have some solid ideas about what I'm supposed to do, both in Playing and Building the character. I also do Loads of research, right here on the forums. Unfortunately, I'm not seeing very much that applies to this particular situation, so I'm throwing it open to you Pros.
I'm using this I-19 respec/rebuild as an opportunity to tighten things up and straighten them out. I'm looking to build her for mainly Ranged PvE, both solo and teams, but with a nasty electric surprise for any mob silly enough to run up and try to touch her, in the form of a mean 'one-two punch'.
Please bear in mind that, while I AM looking for a road-map to 50, the current Focus is what to do at level 28 (and a little beyond). I don't need and can't use your uber level 50 Purpled & Proc'd build, I need something practical for level 28-30. I'm also hoping for a bit of education about not just what to take, but Why to take that and not something else, so some discussion of your choices would be useful.
So, can you help me fill out this build?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Kitsuneko Fireshock: Level 48 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Hero Profile:
Level 1: Flares -- Acc(A), Acc(3), EndRdx(9)
Level 1: Electric Fence -- Acc(A), Acc(5), EndRdx(7), Immob(15)
Level 2: Fire Blast -- Acc(A), Acc(3), EndRdx(9)
Level 4: Fire Ball -- Acc(A), Acc(5), EndRdx(11)
Level 6: Rain of Fire -- RechRdx(A), EndRdx(7), Range(15)
Level 8: Combat Jumping -- DefBuff(A)
Level 10: Havoc Punch -- Acc(A), Acc(11), EndRdx(13)
Level 12: Aim -- RechRdx(A), RechRdx(13)
Level 14: Super Jump -- Jump(A)
Level 16: Build Up -- RechRdx(A), RechRdx(17)
Level 18: Blaze -- Acc(A), Acc(19), EndRdx(19)
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: Blazing Bolt -- Empty(A)
Level 28: Thunder Strike -- Empty(A)
Level 30: [Empty]
Level 32: Inferno -- Empty(A)
Level 35: Power Sink -- Empty(A)
Level 38: Shocking Grasp -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A)
Level 2: Stamina -- EndMod(A), EndMod(17)
Code:One of my questions is about Shocking Grasp - Looks pretty, but is it Useful?| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1189;507;1014;HEX;| |78DAA552DB6ED340105D374E4D1A3B4E1A7129452A54AA84FA60810089CB03D0920| |0A291A282FA0444AEB3B29758B6653B127DE303F8053E04F14D5CFEC0CCECCE266D| |2C9E5829E7EC9E3D33E3ECCCE8F30B9BB12F4F99E11CC67E514C0E004B9E37477E2| |882FE1B5116F384CFD29B4391F3224A8399C518DB22D7E4D84F423EF5F05245DED6| |376FE75996E6A537887950E62210E5D964E427229BC77E29D2A4F73A8978CE93D2D| |31B7B9CA6B177C4FD4C24A1AB0F539E1791C81C791E8A302AE1F6E269739089C01B| |A679C0A104563FBB061FF9007ECF985ED59A24B3C1D6882F598AA74B4F437B4CE27| |5F2746CC5CF810CCA67FC23DF0150833C8D957C1BE439046A92A7D95BA9D5557C05| |CE96F230CB545A08D4A2B896CE496C53FC00A8AD3C469B72DBC457C1E3504EA7A3B| |408C825BF4BBE2EF110A847F57A54675333D5AB2EAE97381F54620B05F609F6DBA4| |6C4B451A5F81B043F28E9467B0DF95EF5BB15DA9C4B0DF23CFDE327465DD30171D6| |4D2C08E6ACAD85C748E1952B965EA6656FFB5BEDBBA56EB187BF10E618C7082F01E| |E103C247041FE1142140A87E2CA2DD87F8418F101E233C41B88CC3F0159D16F6B48| |D602338081D0417A18BD047B88EF00DA16A75179358FD841C8641FFBFAF3AF7EBBC| |46D3F0FBBCB6A1B43F4BCD30D6694288EFD45E7ABFA6DCAD29F76BCABD9AB27CE1B| |F000F2836| |-------------------------------------------------------------------|
Be Well!
Fireheart -
Quote:To a certain extent, that would be WAI.I have a Fire/Ice but I know half of the time the only reason why he survives is due to Healing Flames and Ice Patch.
Fire/ can make great use of the mitigation in a Secondary. Add Burn to your Ice Patch and you should be golden.
Be Well!
Fireheart -
I'm going to have to buy a Phys-X card, just so I can properly enjoy those thunderbolts...
Be Well!
Fireheart -
Okay, so it looks like you dropped this in the wrong spot, since you must have Meant to submit this to the (Re)Design thread: http://boards.cityofheroes.com//showthread.php?t=204518
My main comment would be, 'What do you dislike about your existing costume' and 'Where do you want to go with this, next?'
Be Well!
Fireheart -
This clearly has some wicked theme-music going... Something like Cowboy Bebop. "Devil in my Face Blues"
Be Well!
Fireheart -
Try reading Abnormal Joe's introduction to Tanking: http://boards.cityofheroes.com/showthread.php?t=208495
That may make your choices easier.
After that, TRY STUFF! Yes, I know it might seem like a waste of time, but every Primary and Secondary is different. They each Play differently, with different strengths and weaknesses. We all have particular combos that we like, but We are not You and you may not enjoy the things we like.
If you'd like to see a bunch of different Tankers doing their thing, at various levels of ability, come on out to Tanker Tuesday sometime.
Oh, and Welcome to the world of Tankers.
Be Well!
Fireheart -
I don't think good boobs ever go out of style, they are eternal. However, when boobs go bad...
Be Well!
Fireheart -
If you haven't, already, you might wish to read these two guides:
http://boards.cityofheroes.com/showthread.php?p=2706481
http://boards.cityofheroes.com/showthread.php?t=208495
They each talk about strengths and weaknesses of Tanker Primaries, as well as looking at the way they can be played for maximal utility.
Be Well!
Fireheart -
Looks like her, SM. I like what you did with that costume.
Be Well!
Firehart -
I have to agree. I never saw the point in Eliminating someone. Frankly, the drop-outs will keep the pool of artists from being too large and with a sheer points total, long-term participants will have the advantage anyway. It seems to me that the arguments over who was and wasn't 'allowed' to compete caused the most disruption in previous Battles.
I say, let the artists enter and leave the contest, at will. The ones that stick with it will have as much chance of winning as the ones that submit a few awesome arts. In fact, give Everyone who participates one point each month, just for being active!
Be Well!
Fireheart