Fireheart

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  1. In the 'Tendrils' aura, we can have 'Body' or 'Eyes'...

    However, we cannot have 'Body and Eyes'.

    Why not? I could use this, please?

    Be Well!
    Fireheart
  2. Which explains why Arcanaville's Title, Avatar, and Location are all 'Arcanaville'.

    Be Well!
    Fireheart
  3. Hmm! I have no idea. Perhaps I should port over to Test and try that.

    Your argument 'against' is valid, TD_Bill, but if SaintTzu is correct, then it sounds like a Super one-tzu attack-chain...

    My argument against Leadership is that I can use the freed-up slots to put 6x Gaussian's in Tactical Training and get +2.5% Def to everything while saving Endurance.

    Be Well!
    Fireheart
  4. You could always post this suggestion on the Mids Suggestions thread, at Titan?
    http://www.cohtitan.com/forum/index.php/board,61.0.html

    I suppose the most effective way to do this would be to have two character files, one for 'current' and one for 'planned'. Sentinel's export function would make maintaining your 'current' build fairly easy.

    Be Well!
    Fireheart
  5. Goat, while I understand your pain, isn't 'battling through to the very end and defeating the big-bad' basically the whole point of being a hero? Especially on a Task Force?

    At the same time, it would be nice to see all of the original TFs cleaned-up and tightened-up. Fewer missions, better maps, how about a Patrol that actually Finds something? Like a semi-static ambush-spawn at one of the beacons? Spawns around the phone-box and despawns if/when the beacon is tagged, so it's possible to stealth it. Or maybe it turns into a running battle of fresh ambushes? Something that makes you say, "Holy Carp! Everybody Come Here! We've got a problem." instead of, "Gah! Another Patrol. Somebody stick a fresh battery in the Super Speeder and hand him a Red Bull, we'll wait here."

    Actually, 'tightening up TFs' might be a great thread on the Suggestions forum. You could list them out, along with your pros & cons, highlighting areas that could be improved. Yeah, more work for the Goat.

    Be Well!
    Fireheart
  6. I'm no fool, I was there! I saw you! You six-fingered hand-waver!

    Be Well!
    Fireheart
  7. My name is (not) Inigo Montoya, you killed my father, prepare to die!

    Be Well!
    Fireheart
  8. I swear, the last time I saw something like that, it was on the Master Account page... Like where it says something like 'Subscribed until xxx date'.

    I suppose you could always send a polite query to CS. Or, if you have an SG in common with the other account's characters, you could at least guesstimate the last time they played.

    Be Well!
    Fireheart
  9. Fireheart

    Name wipe

    On a whim, I created a new character that I wanted to call 'Enterprise', or 'Excelsior' even though I knew those might eventually get genericed. I didn't know what else to call Captain Kirk's only true love... Until I mentioned 'NC-1700' to a friend and the rest is History! 'Starship NC 17' is now going where everyone has gone before, seeking out new things and going 'pew-pew-pew!!' at them... while nearly naked.

    With creativity and good humor new names are everywhere! Don't settle for old names, they've all been used and abused and gotten dirty. Instead, make a new name for yourself!

    Be Well!
    Fireheart
  10. *whispers* "Dink is not a 'him'."

    Be Well!
    Fireheart
  11. I'm torn... On the one hand, I would Love to see some fantastic artwork like I've seen posted in this thread featuring my Main. On the other hand, this requires that I 'turn over' my precious character to the interpretation of some random relative stranger.

    What if nobody likes him enough to draw? What if I (heaven forbid!) am not completely in love with the result of the artist's work and generosity? I'm not sure which would be worse!

    But I get NO ART if I don't risk it. Besides, 'Perry' wouldn't approve of any such timidity!

    Click on a Thumbnail to see it larger - PM me, if you want higher-rez copies.


    Biography:

    Inspired by a line from the Buckaroo Banzai movie, Perfect Perry isn’t really perfect, but he has developed himself to such a level of excellence that most people can’t tell the difference.

    Peregrine Lucius Smythe, wealthy scion of SmytheCo, is bored and takes up Boxing & Martial Arts. Quite successful as an amateur, but his natural gifts and intense training cause his skills and power to build exponentially, until it is no longer ‘fair’ to fight ‘normals’. So he drops out.

    Then, an attempted robbery goes frightfully sour for the thugs, when Perry decides not to stand for it. Perry realizes he can be a Hero and signs up using his old boxing moniker, ‘Perfect Perry’.

    Perry is an ‘anti-Batman’ – every dark, tortured aspect of 'The Dark Knight’s world is transformed to light in Perry’s. He doesn’t have a ‘secret identity’, he has a ‘public persona’ and keeps his private life private – as much as the paparazzi will let him. He is not motivated by revenge, his family is alive and as well as might be expected. Perry is a hero because he Can, because the work is there to be done and a sense of noblesse oblige calls him to do it.

    He doesn’t have a spooky car/plane/boat/motorcycle/pogo-stick… well, actually, he does have a couple of nice cars, but they are for Driving not crime-fighting, and if he needs to fly somewhere he hires a plane, or takes the company jet. He does not have a utility-belt and costume loaded with gimmicks and gadgets for every situation, Perry’s power is self-contained.

    He does not live in a cave, he has a nice apartment in town (several actually) as well as one of those carbon-fibre and diamond, black cards that make the snooty maitre’s of top-tier hotels and restaurants go weak in the knees. Perry has no hate, no fear, no needs that he cannot supply easily and in abundance. In Paragon City, the ‘city of heroes’, even his need for meaningful work is supplied in abundance – to ‘get ahead’ all he needs is to go out and Do It.

    As a result, Peregrine Smythe and Perfect Perry are both happy, positive people who believe in the power of self-improvement, education, will, and hard work to achieve anything.

    Perfect Perry is an Invulnerability/Energy Melee Tanker. The ‘lightshow’ that manifests when he is ‘working’ comes from his intensely concentrated ‘will’, magnified by skill and training until his internal energy is a palpable force.

    Perry’s costume looks simple (and it is!), but every part is a custom-made, tailored, ‘bespoke’ item, of which he has multiple-dozens of sets, scattered about the city. Cotton-silk t-shirts and dress-boots with athletic-rubber soles are not common items, even if one shops at Icon. (Serge applauds Perry’s impeccable taste, even while utterly deploring the stark simplicity of the outfit.)

    Perry, himself, is quite photogenic, with slightly wavy, pure white platinum-blonde hair, eyes that seem to shift colors between intense green and dark blue, he almost always has a slight smile on his chiseled face. Despite the muscular power of his body, he is astonishingly limber and Fast, as some of his former boxing opponents can attest.


    Be Well!
    Fireheart
  12. In related news, over at the Paragon Velodrome, all bicycle events were cancelled when it was revealed that there were No Bicycles. The bikes on hand were revealed to be non-functional models, crafted by a clever Base designer from vent-covers and lamp parts.

    Be Well!
    Fireheart
  13. Quote:
    Originally Posted by New Dawn View Post
    I wonder what else you will reluctantly realize over time.
    You know, I really didn't expect you to mock me.

    Perhaps I will just go with tier 4 Barrier and forget about this 'problem' entirely?

    Quote:
    Originally Posted by BloodPython View Post
    I like the challenge of problem builds! So pardon me for throwing my hat into the ring here...

    What I've seen over the years in most "problem" builds is people taking too many attacks.

    "But attacks are what let us defeat things! More is better, right?!"

    In theory... We have finite slots and finite power choices, though, so it's a delicate dance of both your primary and secondary roles. Everything comes with a price, and attack-heavy builds usually faceplant in the defensive department.
    I don't think I can be accused of going light on defenses. If anything, it's simply that Fiery Aura trades some possible defensive powers for attack, utility, and buff powers. I have taken every possible defensive power except Maneuvers, which simply does not return enough Defense for the cost.

    However, I do take your meaning, in this case. Dual Blades does have a Lot of attacks, I would say Two more than it needs. If we take a point from New Dawn, I'd have to say the 1K Cuts is, indeed, the candidate most likely to be missed the least. On a straight Damage basis, it's a winner, but when you factor Damage/Animation, Damage/Second, or even Damage/Endurance, it's purely average at best. That takes out the Sweep combination and leaves Power Slice sitting all alone with nothing to do.

    Yes, PS is a Good attack and using it to 'break' combos and reset the counter is very useful, in a high recharge setting. But, of all of the attacks in Dual Blades, it is the Easiest to go without (except at Low levels, when you really need it to build an attack-chain). That just means I need to load my second build with a good Exemplaring build - perhaps one of my earlier ones.
    Quote:
    The trick is how much offense can you sacrifice to give yourself near 90% in BOTH offense and defense. If you can get a high level in both (though neither is maxed) you can do 99% of the game easily.
    With Fire, the balance is deliberately skewed by design. You cannot Get your 90% defenses. It doesn't matter how much offense you give up.

    Even the excellent build you posted, with everything sacrificed to Defense, can't get out of the 30s. Grey Pilgrim's 'Defensive Fire' build only gets 20% Defense. Long ago, before Inherent Fitness, I faced a similar issue with my L50 SS/FA Brute and the advice I was given was 'Kill Faster, power-through on Healing Flames'. In other words, don't try to avoid damage, accept it and move on.
    Quote:
    Originally Posted by Jack_NoMind View Post
    A few points.

    1) It's illustrative to set your base Accuracy in Mids to 39%, which is what it's at when you're fighting +4s. Your overall accuracy is a little low; I would recommend chasing another +acc set bonus and using a Kismet. You caaaaaannn get away with what you have, but it's below my comfort level -- all those wasted swings and aura ticks!
    In which build, Jack? In my builds, I'm running around 150%+ Accuracy, so if you strip away 40% I'm still over 100%.
    Quote:
    2) Fiery Aura benefits enormously from +Recharge simply because of Healing Flames, and Consume, Burn, and Fiery Embrace (if you take it, perfectly acceptable to skip on a tank -- although FA/DB seems more Brutey than Tanky to me) all benefit from it as well. Hasten functions as a mitigation power for this set.
    Well, I kinda hate Hasten, it being just one more thing I have to Manage in a fight. However, I have about 40% Haste from Set Bonuses, so I've gotten things non-slow.
    Quote:
    3) MaxHP is always worth it on a tank. (It's almost always worth it on any character, especially melee.) You break up set bonuses, New Dawn, that would be extremely beneficial to your character in order to slot slightly better single enhancements, but you're running into ED anyway -- especially if you are willing to consider using enhancement boosters (you can get them dirt cheap if you wait for a sale and I assume you get a VIP stipend anyway). With just a few tweaks I was able to work out significantly better healing and regeneration.
    Okay, I agree that more HPs would be useful. In every case on MY builds, I am working towards maximum utility in the Powers, while still enhancing what I can. I could use Enhancement Boosters and Catalysts too, once I get things slotted like I want. Currently, this character is slotted with SOs. Which power/sets would you change, to get more... stuff? So far, I'm mostly getting people posting completely different builds, rather than helping me tweak my own (And explaining Why a given adjustment is actually better).
    Quote:
    4) You may have explained this in the thread and I missed it, but is there a particular reason you're using level 40 IOs rather than level 50 ones?
    Well, there is the issue of Exemplaring, but the main reason why all of these Enhancements are L40, is that's my default in Mids.


    Despite this thread and my general frustration with trying to come to terms with being a 'squishy Tanker', not being obsessed with damage mitigation, accepting it, and Healing it, has become the foundation of my approach to Fiery Aura. I think, with the Endurance issue addressed by my latest build, that I will consider Blood Python's theory and may, indeed, drop the Sweep combo. Frankly, in my latest gaming, I have Yet to get it to Work! Perhaps I should look at changing my trays a little, so as to Make it work a few times, before I get rid of it.

    On a related note: Any suggestions for which Alpha I should build?

    Be Well!
    Fireheart
  14. TD_Bill I'm sorry, I don't mean to 'spurn', it's mostly just ingrained habit. I agree that 140% Accuracy is probably plenty and 180% is overkill. Surveillance, with only one Acc (140%), is the only power that I Noticed missing occasionally. But since that's a stealthy debuff, I can just wait for it to recharge and try it again.

    As for procs and other special bits, yes, I've already placed bids for things like Perf. Shifter and Steadfast. Numina's looks especially pricey, so I may look into getting that with Merits.

    Here's another question: What if I drop the Leadership Pool? I could add Spring Attack? I could load TT: Leadership with a full set of Gaussian's?

    Would teammates spurn Me, without the Pool buffs?

    Be Well!
    Fireheart
  15. Hmmmm, wow, that's actually really Nice!

    And I'm a wee bit of a jerk, I spotted a change I wanted and made some sacrifices in order to get it. Then... some other tweaks. It's a bit more expensive this way, but I think I like it!

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Initial Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(9)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(11), LkGmblr-Rchg+(13)
    Level 4: Heavy Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(19)
    Level 6: Sweeping Cross -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(23)
    Level 8: Rib Cracker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(29)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(29)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Spinning Strike -- BrutesF-Acc/Dmg(A), BrutesF-Dmg/Rchg(31), BrutesF-Acc/Dmg/Rchg(31), BrutesF-Acc/EndRdx/Rchg(31), BrutesF-Acc/Dmg/EndRdx/Rchg(33), BrutesF-Rchg/Fury(33)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: True Grit -- S'fstPrt-ResDam/Def+(A), Heal-I(33), Heal-I(34)
    Level 24: Combat Readiness -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 26: Shin Breaker -- T'Death-Dmg/Rchg(A), T'Death-Dmg/EndRdx(37), T'Death-Acc/Dmg(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dam%(39)
    Level 28: Kick -- Acc-I(A)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(39), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(42)
    Level 32: Crushing Uppercut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46)
    Level 38: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(46), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(48), Sciroc-Acc/Dmg/EndRdx(50)
    Level 41: Superior Conditioning -- P'Shift-EndMod(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(50)
    Level 49: One with the Shield -- ResDam-I(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(15)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------



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    I think it could be tweaked and pushed even farther, but it will probably get more expensive, the farther we go.

    Be Well!
    Fireheart
  16. Okay... I was happy with my previous build. Really, I swear I was!

    And Endurance Use was still a mess. If I wasn't careful, I could run out at the worst time. So, I'm reluctantly recognizing that Leadership is just not helping me that much.

    With my load-out, I'm carrying +80% Accuracy in Everything! Even I am willing to admit that's... a little silly. So Tactics was for my Teammates and... I'm the Tanker, not the Defender, shouldn't they be 'supporting' me, rather than the other way? And Assault was adding +10% Damage... Which is kinda paltry AND IF I was willing to give up Leadership...

    Well, I could add Energy Mastery to my build! And that would completely solve the whole endurance dysfunction issue from both sides.

    Add that to a few other ideas I had and it looks a little better. Now I will have a 2 End/sec standing advantage (and 2 fewer toggles to clutter my trays).

    I still don't have respectable Defense, but I'm also not willing to give up all that Crushing Impact gives me, in exchange for Kinetic Combat. Iff it were Melee Defense... I might consider it, but I don't have the slots to 6-slot my attacks. Besides, Touch of Death sucks.

    Here's what I've got:
    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kitsuneko Ten-tails: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Dual Blades
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Nimble Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
    Level 2: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 4: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17)
    Level 6: Healing Flames -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19)
    Level 8: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Sciroc-Acc/Rchg(31), Sciroc-Dam%(43)
    Level 10: Combat Jumping -- Krma-ResKB(A)
    Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(48)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Typhoon's Edge -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), Sciroc-Dmg/EndRdx(25), Sciroc-Acc/Dmg/EndRdx(33)
    Level 18: Burn -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(27), MotTanker-Acc/Dmg/Rchg(27), MotTanker-Dmg/EndRdx/Rchg(29), MotTanker-Acc/Dmg/EndRdx/Rchg(40)
    Level 20: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 22: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), MotTanker-Rchg/Res%(46)
    Level 24: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 26: Kick -- Acc-I(A)
    Level 28: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(45), RctvArm-EndRdx(45)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
    Level 35: Sweeping Strike -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(42)
    Level 38: One Thousand Cuts -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(42)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(45)
    Level 47: Temperature Protection -- GA-3defTpProc(A)
    Level 49: Rise of the Phoenix -- OvForce-Dam/KB(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Slide -- EndRdx-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A), Numna-Heal(46), Numna-Regen/Rcvry+(46)
    Level 2: Stamina -- Efficacy-EndMod(A), P'Shift-EndMod(37), P'Shift-End%(37)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    .
    Be Well!
    Fireheart
  17. Interesting choices Hyperstrike. And it looks affordable, too.

    I went ahead and applied the build I posted, then ran the Intro to Ouroboros arc again, on live. Only, this time I teamed with a friend, a L30 Crab... double Defense auras, double Leadership, double Assault... And I was prepared for the level-limits with proper trays and strategy...

    So we left a bloody smear across time and space and had a blast.

    However, Endurance was and is a continual problem. We were learning to manage it a little better - mostly by pacing ourselves.

    Oh, and, something I didn't notice on Test, but with a full evening of adventures on Live, I noticed it - This character is Wicked Friking FAST! Mental Training stacks with Swift and there were times when I was checking to see if I'd been Speed-Boosted, or something, because I was almost flying right off ledges and zipping in and out of melee like my spider-cape was on fire, or something!

    So, in anticipation of further levels, I finished the build.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grand Inquisitor Bob: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Bash -- Acc(A), Acc(3), EndRdx(3), RechRdx(5), Dmg(5)
    Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(7)
    Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(7), DefBuff(9), DefBuff(40)
    Level 4: Combat Jumping -- DefBuff(A)
    Level 6: Kick -- Acc(A)
    Level 8: Super Jump -- Jump(A)
    Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(13)
    Level 12: Pulverize -- Acc(A), Acc(15), EndRdx(15), RechRdx(17), Dmg(17)
    Level 14: Poisonous Ray -- Acc(A), Acc(19), EndRdx(19), RechRdx(21), Dmg(21)
    Level 16: Venom Grenade -- Acc(A), Acc(23), EndRdx(23), RechRdx(25), Dmg(25), Dmg(40)
    Level 18: Shatter -- Acc(A), Acc(27), EndRdx(27), RechRdx(29), Dmg(29)
    Level 20: Tactical Training: Assault -- EndRdx(A), EndRdx(45)
    Level 22: Tactical Training: Leadership -- EndRdx(A), ToHit(40), EndRdx(43), ToHit(43)
    Level 24: Cloaking Device -- EndRdx(A), DefBuff(31), DefBuff(31), DefBuff(31)
    Level 26: Placate -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 28: Mental Training -- Run(A)
    Level 30: Surveillance -- Acc(A), EndRdx(33), RechRdx(34), RechRdx(34)
    Level 32: Crowd Control -- Acc(A), Acc(34), EndRdx(36), RechRdx(36), Dmg(36)
    Level 35: Tough -- EndRdx(A), EndRdx(37), ResDam(37), ResDam(37)
    Level 38: Weave -- EndRdx(A), EndRdx(39), DefBuff(39), DefBuff(39)
    Level 41: Call Reinforcements -- Acc(A), Acc(42), EndRdx(42), RechRdx(42), Dmg(43)
    Level 44: Build Up -- RechRdx(A), RechRdx(45), ToHit(45)
    Level 47: Maneuvers -- EndRdx(A), EndRdx(48), DefBuff(48), DefBuff(48)
    Level 49: Tactics -- EndRdx(A), EndRdx(50), ToHit(50), ToHit(50)
    Level 1: Brawl -- Acc(A)
    Level 1: Conditioning
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(46), Heal(46), Heal(46)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(9), EndMod(11)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    This character is just Begging for the Agility Alpha.

    Be Well!
    Fireheart
  18. Well, I ported it over to Test and ran with the build I last posted... Sure enough, Kick is too many attacks for my tray. Except! When I exemplared to single-digits it took forever to kill stuff with only one attack. So I built a quick exemplared tray with extra 'junk' attacks and... it was still painful, but at least I had Bash and Kick!

    Bayonet turned out to be every bit as fierce as I expected. Nice big chunk of damage... And it seemed like the whole game would just... pause, while the rifle was whipped out, readied, thrust, recovered, and then the mace was pulled out for the next attack... often while the enemy tried to run away. So, as good as that was, I think I shall choose a different attack for that slot.

    General experience with the build: It does not exemplar to Low levels, well. Mid Teens was completely doable, but took a more cautious strategy. In the 30s... Wow, what a crazy ride.

    Stealth makes strategic reconnaissance possible. You can go in and have a look at the mobs, make a plan, and Execute Them. Defense is really good, on SOs, but not quite up to diving into a big +X mob and surviving. 3-4 yellows was little trouble, 2 orange was okay, Reds and anything more... well, we'll call that 'exciting'.

    As described, Hide + Surveillance + Shatter makes yellows and some oranges... just explode. Tougher ones, you might have to beat on a little, then Placate and Shatter again... and that's usually all it takes. Presumably Build-Up would make this even nastier, but I'm not sure if I'll have room for it - we'll see.

    Most of the time, my strategy was to clear out smaller packets of minions and take the bosses nigh solo. If I pulled a larger crowd, popping Venom Grenade helped reduce the problem, but I did get overwhelmed a time or two. Sometimes, I'd play it with lures and running battles, duck away, wait for stealth to tick, turn back and SMASH! When I didn't have Stealth, leading off with Venom Grenade softened up clumps of mobs quite nicely. Bear in mind, this was Solo - If I'd been with a team it would have been a bit different.

    So, barring further commentary and argument, I believe I will install this build on live... shortly.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grand Inquisitor Bob: Level 39 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Bash -- Acc(A), Acc(3), EndRdx(3), RechRdx(5), Dmg(5)
    Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(7)
    Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(7), DefBuff(9)
    Level 4: Combat Jumping -- DefBuff(A)
    Level 6: Kick -- Acc(A)
    Level 8: Super Jump -- EndRdx(A)
    Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(11), DefBuff(13), DefBuff(13)
    Level 12: Pulverize -- Acc(A), Acc(15), EndRdx(15), RechRdx(17), Dmg(17)
    Level 14: Poisonous Ray -- Acc(A), Acc(19), EndRdx(19), RechRdx(21), Dmg(21)
    Level 16: Venom Grenade -- Acc(A), Acc(23), EndRdx(23), RechRdx(25), Dmg(25)
    Level 18: Shatter -- Acc(A), Acc(27), EndRdx(27), RechRdx(29), Dmg(29)
    Level 20: Tactical Training: Assault -- EndRdx(A)
    Level 22: Tactical Training: Leadership -- EndRdx(A)
    Level 24: Cloaking Device -- EndRdx(A), DefBuff(31), DefBuff(31), DefBuff(31)
    Level 26: Placate -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 28: Mental Training -- Run(A)
    Level 30: Surveillance -- Acc(A), EndRdx(33), RechRdx(34), RechRdx(34)
    Level 32: Crowd Control -- Acc(A), Acc(34), EndRdx(36), RechRdx(36), Dmg(36)
    Level 35: Tough -- EndRdx(A), EndRdx(37), ResDam(37), ResDam(37)
    Level 38: Weave -- EndRdx(A), EndRdx(39), DefBuff(39), DefBuff(39)

    Level 1: Brawl -- Acc(A)

    Level 1: Conditioning
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(9), EndMod(11)
    ------------
    ------------



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    Be Well!
    Fireheart
  19. Oh, excellent! I hoped you'd contribute, TDB.

    Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I did post an all-SO Crab Spider build back before Freedom came out, so I have given SO'ed VEATs some thought and I think they can perform pretty well. Banes have access to such a large number of defense toggles, you can almost soft-cap melee and AoE, even with SOs. As long as you're smacking down the debuffers and other difficult opponents with sneak attacks, your defenses are not going to be severely tested anyway.

    Try to add a third Defense SO to both versions of Maneuvers and Weave. And don't neglect Cloaking Device. It does suppress to half value in combat, but that's still more defense than Combat Jumping, so it's worth slotting.

    Since you are planning to run two different versions of Tactics, and Tactical Training Offensive, AND you have Build Up, I think it's safe to say that you don't need to double-slot your attacks for accuracy. One each should be sufficient. Convert all those extra accuracy SOs to damage.

    If you want to maximize your melee damage, you'll want Placate so you can make multiple sneak attacks.
    Hmm, I basically tossed in those final powers as leftovers from the various builds that I was cribbing from, including one you posted (with IOs). I'd definitely like to see a freshly crafted SO build, or a link to your old one!

    If past experience is any guide, I will consistently forget to use Build Up, and possibly Placate, as well, but I'd happily port a solid build with Placate over to Test and try it out. Does it equate to 'Click to Crit', or...?
    Quote:
    What is the purpose of Wide Area Web Grenade? Since this is a melee build, your DPS is going to be highest if you open with an Executioner's Strike and then allow your victims to bunch up for Crowd Control. Keeping them webbed to the ground so you have to go get them doesn't seem very useful. Mace Beam Blast, on the other hand, does damage and has useful crowd control applications, especially when you slot it with the Overwhelming Force KB-to-KD enhancement (it's not an IO).
    Exe-Who? I don't recall seeing that power in any builds, or in Mids.

    As for WAWG, well I do have a L24 Huntsman that I brought up 'the hard way' and I loosely based this build off of that, replacing ranged attacks with melee. I do see your point about the web being counter-intuitive. I have fond memories of "Web! Venom! Frag! Spraay!" followed by maniacal laughter and the fall of spent brass.

    That might not apply here, but I don't have experience with a Bane's fully-developed defenses, so I wasn't sure if they could stand up to a melee-scrum like my Tankers would enjoy. I like Tankers a lot, so I thought it might be fun to try building a Soldier to that spec, even if he comes out more equivalent to a Scrapper. I figured the Web would allow me to shape the battle a little better? Perhaps I can re-juggle things and slip Bayonet, or Frag, or Poisonous Ray into that space?
    Quote:
    I can see how you might need Kick as a filler attack since you lack set bonuses and Hasten, but there's no way I would slot it up like a main attack when your real heavy-duty attacks are still incomplete.
    Well, I 'have to' take an attack from Fighting. If I must take it and I don't have something Obviously Better, then I may as well make it count and put it to work. The other thing that led me to give it a little priority, is imagining going on a DFB with only one attack - that's a long break between Bash and Pulverize and, I'm sorry, but the 'mace beam' attacks are pitiful - I'd be better off with the standard Soldier's gun.

    As for slotting it, I haven't given it any priority over the main attacks - they all have 5 slots. (5 pieces of Crushing Impact would be my usual choice for melee powers, and occasionally a 6th slot for some special feature.)
    Quote:
    In general, I would try slotting all your melee attacks with 1 Accuracy, 3 Damage, 1 Recharge and 1 End Cost Reduction, then tweak as needed. If you give Bash a bit of extra recharge so it's consistently available between bigger attacks, you may be able to unslot Kick.
    That would certainly work, if I never Exemplared or ran Ouroboros.
    Quote:
    And, if this build were being played by a Premium player with some reward tokens... I actually think Sands of Mu would make a better backup attack than Kick. You have so many accuracy buffs that it should be sufficiently reliable.
    Yes, well, I do have all of the Vet attacks, so Sands, Blackwand, & Nemesis... And the To-Hit bonuses are more significant - good point about being able to get away with a little less Accuracy, I'll have to test that.

    One issue with this concept, which does not apply with my other melee characters, is that this really doesn't have a full attack chain at low/middle levels, like a regular Tanker might. That might be mitigated by replacing WAWG with Bayonet - at least in the teens and beyond.

    And ultimately, despite my initial plea for 'no IOs', I do plan to slot IOs. Only, every time I ask for build assistance without 'requiring' that it be SO Only, someone will come along and plonk down some 'ultimate' build, as if it were the be all and end all Answer to my problems... And they're always completely un-usable at whatever my level is and/or impossible without a lot more resources than I have available. Usually, I can't even use them as a Guide, because they're leveraging some particular aspect to be 'awesome' and sacrificing general utility in order to do it.

    So, I build on SOs, with an eye towards IO Sets, but without going too far and a focus on being completely functional 'right now' at a given level and when Exemplared. I can always respec and re-balance when I reach that higher level, if necessary.

    So, here's what I have now:

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grand Inquisitor Bob: Level 39 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Bash -- Acc(A), Acc(3), EndRdx(3), RechRdx(5), Dmg(5)
    Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(7)
    Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(7), DefBuff(9)
    Level 4: Kick -- Acc(A), Acc(11), EndRdx(13), RechRdx(13)
    Level 6: Combat Jumping -- DefBuff(A)
    Level 8: Super Jump -- EndRdx(A)
    Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(15), DefBuff(15)
    Level 12: Pulverize -- Acc(A), Acc(17), EndRdx(17), RechRdx(19), Dmg(19)
    Level 14: Bayonet -- Acc(A), Acc(21), EndRdx(21), RechRdx(23), Dmg(23)
    Level 16: Venom Grenade -- Acc(A), Acc(25), EndRdx(25), RechRdx(27), Dmg(27)
    Level 18: Shatter -- Acc(A), Acc(29), EndRdx(29), RechRdx(31), Dmg(31)
    Level 20: Tactical Training: Assault -- EndRdx(A)
    Level 22: Tactical Training: Leadership -- EndRdx(A)
    Level 24: Cloaking Device -- EndRdx(A)
    Level 26: Mental Training -- Run(A)
    Level 28: Tough -- EndRdx(A), EndRdx(31), ResDam(33), ResDam(33)
    Level 30: Weave -- EndRdx(A), EndRdx(33), DefBuff(34), DefBuff(34)
    Level 32: Crowd Control -- Acc(A), Acc(34), EndRdx(36), RechRdx(36), Dmg(36)
    Level 35: Maneuvers -- EndRdx(A), EndRdx(37), DefBuff(37), DefBuff(37)
    Level 38: Tactics -- EndRdx(A), EndRdx(39), ToHit(39), ToHit(39)
    Level 41: Placate --
    Level 44: Build Up --
    Level 47: Surveillance --
    Level 49: Combat Training: Offensive --

    Level 1: Brawl -- Acc(A)
    Level 1: Conditioning
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(9), EndMod(11)
    ------------
    ------------

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    I'm interested in alternatives, if anyone has one, suggestions for improvement, and any other useful commentary anyone has to share!

    Be Well!
    Fireheart
  20. There is nothing in this build that can use Hasten, so I'd ditch that.

    Here's how I built mine - No Purples, yet, so that aspect might be improved.

    Hero Plan by Mids' Hero Designer 1.96
    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 -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
    Level 2: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(9), Numna-Heal/EndRdx/Rchg(11), Numna-Heal/Rchg(11)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21)
    Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
    Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(29), Mocking-Taunt/Rng(36), Mocking-Rchg(37)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Whirling Hands -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(29), MotTanker-Acc/Dmg/Rchg(31), MotTanker-Dmg/EndRdx/Rchg(31), MotTanker-Acc/Dmg/EndRdx/Rchg(31), MotTanker-Rchg/Res%(33)
    Level 18: Invincibility -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34), LkGmblr-Rchg+(50)
    Level 20: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
    Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(37)
    Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(37), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 28: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit(40)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(42), RctvArm-EndRdx(42)
    Level 32: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(42)
    Level 35: Energy Transfer -- C'ngImp-Acc/Dmg/EndRdx(A), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(45)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48), RgnTis-Regen+(50)
    Level 47: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
    Level 49: Resist Elements -- Aegis-Psi/Status(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Slide -- EndRdx-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(13), Numna-Heal(13), Numna-Regen/Rcvry+(15)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(17)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 4: Ninja Run
    Level 50: Cardiac Radial Boost
    ------------



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    Be Well!
    Fireheart
  21. Okay, let's pretend that I'm a Freemium player and that I've been dropped on my head a few times and know Nothing about SoAs. That's why we're building with SOs in this exercise.

    Please, for the love of holiness, do not just plop down your Purple Incarnate PvP build and say, 'There, that's what you want!' I cannot use it.

    My concept here, is to make a Melee Bane with a few AoE enhancements/grenades. At the moment, this character is level 39 - don't ask me how I got to 39 without learning anything about SoAs (see head-dropping). I do have a Ranged Huntsman, but that's a different character. My playstyle is solo and small teams in PvE missions, with a side of SF/TF.

    I've been doing my research, reading about Huntsmen, Banes (& Crabs), checking out various builds, trying to figure out how to get what I want, but it's all very confused(ing) and there doesn't appear to be a lot of consensus. All of the builds are highly colorful, specialized and tweaked to within an inch of their lives. Here's what I have extracted from them so far - I do have a respec available, so major problems might be addressed.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grand Inquisitor Bob: Level 39 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Bash -- Acc(A), Acc(3), EndRdx(5), RechRdx(23), Dmg(27)
    Level 1: Bane Spider Armor Upgrade -- ResDam(A), ResDam(3)
    Level 2: Combat Training: Defensive -- DefBuff(A), DefBuff(5), DefBuff(7)
    Level 4: Combat Jumping -- DefBuff(A)
    Level 6: Wide Area Web Grenade -- Acc(A), Acc(7), EndRdx(11), RechRdx(21)
    Level 8: Kick -- Acc(A), Acc(9), EndRdx(9), RechRdx(25), Dmg(34)
    Level 10: Tactical Training: Maneuvers -- EndRdx(A), DefBuff(11), DefBuff(17)
    Level 12: Pulverize -- Acc(A), Acc(13), EndRdx(13), RechRdx(23), Dmg(37)
    Level 14: Venom Grenade -- Acc(A), Acc(15), EndRdx(15), RechRdx(21), Dmg(37)
    Level 16: Super Jump -- EndRdx(A)
    Level 18: Shatter -- Acc(A), Acc(19), EndRdx(19), RechRdx(25), Dmg(37)
    Level 20: Tactical Training: Assault -- EndRdx(A)
    Level 22: Tactical Training: Leadership -- EndRdx(A)
    Level 24: Cloaking Device -- EndRdx(A)
    Level 26: Mental Training -- Run(A)
    Level 28: Tough -- EndRdx(A), EndRdx(29), ResDam(29), ResDam(34)
    Level 30: Weave -- EndRdx(A), EndRdx(31), DefBuff(31), DefBuff(31)
    Level 32: Crowd Control -- Acc(A), Acc(33), EndRdx(33), RechRdx(33), Dmg(34)
    Level 35: Maneuvers -- EndRdx(A), EndRdx(36), DefBuff(36), DefBuff(36)
    Level 38: Tactics -- EndRdx(A), EndRdx(39), ToHit(39), ToHit(39)

    Level 41: Build Up -- Empty(A)
    Level 44: Surveillance -- Empty(A)
    Level 47: Combat Training: Offensive -- Empty(A)
    Level 49: [Empty]
    Level 1: Brawl -- Acc(A)

    Level 1: Conditioning
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(27)
    ------------
    ------------



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    Be Well!
    Fireheart
  22. Thanks for sharing. Except for Kinetic Combat (Not Cheap!) this is a fairly reasonable build. I wish there were Positional Defense bonuses short of 6-slotting. All of that typed defense is... not wasted, but fighting uphill for minimal synergy.

    I agree that not having a self-heal makes this set really difficult sometimes. The Power Pool revamp is looking promising.

    Be Well!
    Fireheart
  23. I'm a what? That doesn't even make sense. You must be a Bee-hived Space-slu... er Space-siren to think that!



    Be Well!
    Fireheart
  24. I find that, when I have one of those middle-level characters who is almost, but not quite ready for a new tier of Enhancements, or whose build is old and ugly, I can drop into a DFB and fill out a level or so. Even if completely 'naked' of Enhancements, or if they've gone mostly-red, I can do well in DFB and get over the hump.

    Be Well!
    Fireheart
  25. Valley

    Be Well!
    Fireheart