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The Madhouse
We're a brand new as of Today Villain Group looking for people who want to join up and help get us going!
Send a tell in-game @Warbound if interested! -
Well, near soft capped positional defenses, if possible, would be nice, but I want to do respectable damage for a brute.
EDIT: I guess since it's a resistance based AT, the best bet would probably be resistance cap, right? I really don't know too much about IO'ing builds, I'm still learning! I just want something that can survive and do a lot of damage. -
When VEAT's were getting ready to come out, I hauled *** to hit 50 on my then-Level 35 Elec/Elec Brute. He was an awesome toon and I love him dearly, but the way i built him was horrendous. He had terrible survivability, and was just a PitA t play. now that i:16 is coming and I can ditch Red Lightning for something a little more natural-looking, plus the addition to Energize to Electric Armor, i'm feeling like breathing a little life into the poor guy.
Using the 'unofficial' Mid's Update for Issue 16 (http://boards.cityofheroes.com/showthread.php?t=188393) I was attempting to work on a build, but, I became frustrated and eventually gave it up.
Is there anyone out there that has an Elec/Elec build that is both survivable, and not gimped in the Damage department? -
Originally I was going to Roll a Claws/SR Scrapper. When the proliferation notes for I:16 came out, however, I remembered how Much fun I had with My first Villain, my lvl 50 Elec/Elec Brute. It was at that point that I decided that the fast paced, frenzied world of bruting was calling me back.
So, this is where the wider community of brute players comes in. Would a Claw/SR Brute be a fun, effective, and interesting toon to play? Or, should I skip it altogether? Opinions and thoughts are more than welcome! -
That build is a lot better in terms of defense than the one I whipped up, for sure. But, the other poster has a point. 3 attacks will be a bit difficult to make headway with. Perhaps if I could find a way to have soft capped or near soft-capped defense and still take the AoE's, but not the ST ranged attacks, IE Take Suppression, the 2 Grenades, and all the melee's, that would be a suitable alternative. Any ideas?
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I was playing my lvl 35 crab the other day, respec'd him, and realize that, while I LOVE the Ranged powers and style of the set, I really wanted to use the melee stuff to. So, I decided to dual build. Simple enough, right? Well, before I go off and do that and screw him up completely...I'd like to hear from any other Melee-crab users, if there are any, and see what kinds of builds you guys came up with so I have something to go on. Thanks for any info you can provide!
EDIT: I threw a build together and am pretty surprised at how it turned out. It's just one I threw together out of boredom, though, so any Critiques are appreciated! Also, I realize that this isn't performing to his full potential overall, but I wanted to see what It would make if I went this route.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Silver Meshweaver (Melee, Pets): Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Villain Profile:
------------
Level 1: Slice T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(19)
Level 1: Crab Spider Armor Upgrade TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(3), TtmC'tng-EndRdx/Rchg:50(7)
Level 2: Combat Training: Defensive LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:30(3), Krma-ResKB:30(15)
Level 4: Combat Training: Offensive Acc-I:50(A)
Level 6: Swift Run-I:50(A)
Level 8: Combat Jumping Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(9), Zephyr-ResKB:50(9)
Level 10: Tactical Training: Maneuvers LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(11), LkGmblr-EndRdx/Rchg:50(11), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(43)
Level 12: Arm Lash Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(13), Oblit-Dmg/Rchg:50(13), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(25), Oblit-%Dam:50(42)
Level 14: Super Jump Jump-I:50(A)
Level 16: Health H'zdH-Heal/EndRdx:40(A), H'zdH-EndRdx/Rchg:40(17), H'zdH-Heal/Rchg:40(17), H'zdH-Heal/EndRdx/Rchg:40(25), H'zdH-Heal:40(37)
Level 18: Boxing Acc-I:50(A)
Level 20: Stamina P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-Acc/Rchg:50(42), P'Shift-EndMod/Acc:50(42), P'Shift-End%:50(46)
Level 22: Tactical Training: Leadership GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 24: Mental Training Run-I:50(A)
Level 26: Frenzy Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(50)
Level 28: Fortification Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(29), Aegis-EndRdx/Rchg:50(29), Aegis-ResDam/EndRdx/Rchg:50(34), Aegis-ResDam:50(37), S'fstPrt-ResKB:30(40)
Level 30: Serum Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(31), Mrcl-Heal/Rchg:40(31), Mrcl-Heal/EndRdx/Rchg:40(33), Mrcl-Heal:40(33)
Level 32: Aim RechRdx-I:50(A)
Level 35: Summon Spiderlings SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(36), SvgnRt-Acc/EndRdx:50(36), SvgnRt-Acc/Dmg/EndRdx:50(36), SvgnRt-Acc:50(37)
Level 38: Call Reinforcements SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(39), SvgnRt-Acc/EndRdx:50(39), SvgnRt-Acc/Dmg/EndRdx:50(39), SvgnRt-Acc:50(40), SvgnRt-PetResDam:50(40)
Level 41: Tactical Training: Assault EndRdx-I:50(A)
Level 44: Tough Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(45), Aegis-EndRdx/Rchg:50(45), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam:50(46)
Level 47: Weave LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
Level 49: Provoke Taunt-I:50(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Conditioning
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Using all of your wonderful advice, I tried to create a build this morning in Mid's...and I've hit a brick wall. It doesn't seem to me like I'm achieving much, and the endurance consumption on this guy is ridiculous. I'll post the so-called build I came up with.
I like the powers I chose from the primary and secondary where they are. The Flight and fitness pools I would also like to keep where they are. Everything else, slots and enhancements included, can be moved around. Take a look at it if you like and change it around, make it better if you can. However, I have a feeling that, no matter what, this guy's going to eat endurance like mad.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Phase Distortion: Level 50 Mutation Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), Acc-I(5), Acc-I(7)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(48)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(48)
Level 4: Sonic Barrier -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(37)
Level 6: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(40)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(9), EndRdx-I(9)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(42)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Empty(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(43), Numna-Regen/Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(34)
Level 22: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 24: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Siren's Song -- Empty(A), Empty(29), Empty(29), Empty(46), Empty(48)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(50), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 32: Liquefy -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(33), UndDef-DefDeb/Rchg/EndRdx(33), UndDef-Rchg/EndRdx(33), UndDef-DefDeb/EndRdx(34), UndDef-Rchg(34)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Dreadful Wail -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(40)
Level 41: Dominate -- Empty(A)
Level 44: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(46)
Level 47: [Empty] -- Empty(A)
Level 49: Assault -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
I decided the other day to roll a toon I'd been eying since I first started playing CoH almost 21 months ago. The Sonic/Sonic Defender. unique powers, a fun challenge, and a nice debuffing toon. Then I hit a snag...
As I was planning a suitable build for my defender, I realized that I had no idea what goal to set for myself with IO's.
That said, anyone out there with a bit of experience, what goal SHOULD I set for my defender? high Ranged defense? High Melee Defense? Ridiculous Regeneration and Recovery? What will make this character useful to a team, yet keep me from getting extremely frustrated at all the death?
Any info (aside from chuck it in the bin and roll an */* Defender) is appreciated! -
I don't really know a lot about IO's yet, still getting used to the system. What sets in what configuration would be ideal for soft capping this particular toon?
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Just a quick question to any BS/SD Scrappers out there, do you think skipping Parry would be detrimental to my survivability as a scrapper, or, do you think that I could live without it? 3 Stacked it offers some pretty good buffage, but, if I skip it I can pick up Slash, which I skipped, for more damage...
Thoughts? -
Quote:Quite simply, My stoner is built for recharge and movement, and the IO's completely negate the debuffs. He's SS, so Rage takes care of the -damage and he runs at about 24mph in granite, 18 in rooted which I only switch on when I'm having trouble, which is usually reserved for AV fights. I can do this because I actually have a plus 8% recharge increase in granite w/o taking Hasten at all, which alows me to drop and re-up rooted as often as I need. He's not soft capped, but he's close (about 37% all round) and he's pretty durable to boot, most of his resistances are between 70% - 90%. Even has a little bit of Psi resistance.This is true. I really haven't spent a lot of time working on Stone builds, but it seems unlikely that it will ever cover all the debuffs. Granite is -65% rech, -30% dmg, and -X% movement speed, not to mention it can never jump** or fly.
Even if it is possible for Stone to completely negate all of Granite's debuffs, WP isn't being stopped from increasing their rech (LotGs/Hasten) or movement speed (Sprint), either.
I would be interested in seeing what people could do with a no influence spared IO build for Stone Armor.
** Unless you have 15+ Kins casting Inertial Reduction.
I do agree with an earlier post though, but I look at it like this: At the end of the day, rolling a stone tank and playing it will teach you more about tanking that any other build. Because the learning curve is so steep on a stoner in the early going, even so far as past getting Granite, you will improve as a tanker by leaps and bounds and learn better ways to tank. Bar none, for your money, the best "learning" tank. Not a tank on training wheels, mind you, but a tank that trains you to be a successful tanker. -
Hello fellow tankers! I am calling upon your knowledge and wisdom to help save me some time an inf. I created this build on mids, and as you all know Mids is 2 going on 3 issues out-of date. What I want to know is, is this build still going to do the same thing that I need it to do? Am I still going to be able to achieve better movement and better recharge through this build? Or am I going to end up wasting time/influence persuing a build that isn't going to function the way it's laid out in the Issue 13 compliant version of Mid's. Thank you and I hope you bring me good news!
All I want to know is if I'm still going to be able to achieve the run speed/recharge speed in the current version of CoH that I would have had around I:13. Thanks again for any info!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Rock Hawk: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Rock Armor -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(3), LkGmblr-Rchg+:50(9), LkGmblr-Def/EndRdx:50(13)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 2: Stone Skin -- ImpArm-ResDam:40(A), Aegis-Psi/Status:50(3), Aegis-ResDam:50(9), ImpArm-ResDam/EndRdx:40(37)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/EndRdx:50(19), Zinger-Taunt/Rchg:50(23)
Level 6: Swift -- Run-I:40(A), Run-I:40(7), Run-I:40(7)
Level 8: Recall Friend -- RechRdx-I:40(A)
Level 10: Earth's Embrace -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(13), RgnTis-Heal/Rchg:30(42), RgnTis-Heal/EndRdx:30(43), Mrcl-Heal/Rchg:40(43), Mrcl-Heal/EndRdx:40(45)
Level 12: Taunt -- Zinger-Taunt:50(A), Zinger-Acc/Rchg:50(23), Zinger-Taunt/Rchg:50(29), Zinger-Taunt/Rchg/Rng:50(36)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(15), Mrcl-Rcvry+:40(15), RgnTis-Heal/EndRdx:30(29)
Level 16: Rooted -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(17), Mrcl-Heal/EndRdx:40(17), Mrcl-Heal/EndRdx/Rchg:40(34)
Level 18: Teleport -- EndRdx-I:50(A)
Level 20: Stamina -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-End%:50(50)
Level 22: Boxing -- Acc-I:40(A)
Level 24: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), HO:Ribo(25)
Level 26: Weave -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(27), LkGmblr-Rchg+:50(27)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(37), AdjTgt-EndRdx/Rchg:50(43), AdjTgt-ToHit/EndRdx:50(46)
Level 30: Crystal Armor -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(31), LkGmblr-Rchg+:50(31)
Level 32: Granite Armor -- GftotA-Run+:40(A), GftotA-Def:40(33), LkGmblr-Rchg+:50(33), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam:40(34), HO:Ribo(34)
Level 35: Mud Pots -- TmpRdns-Acc/Slow:50(A), TmpRdns-Dmg/Slow:50(36), TmpRdns-Acc/EndRdx:50(36), TmpRdns-EndRdx/Rchg/Slow:50(37), TmpRdns-Acc/Dmg/Slow:50(42)
Level 38: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40), Zinger-Taunt/Rchg:50(40)
Level 41: Minerals -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(42), LkGmblr-Rchg+:50(45)
Level 44: Foot Stomp -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(45), KinCrsh-Rchg/KB:50(46), KinCrsh-Rechg/EndRdx:50(48), KinCrsh-Dmg/EndRdx/KB:50(50), KinCrsh-Acc/Dmg/KB:50(50)
Level 47: Aid Other -- RgnTis-Heal/EndRdx:30(A), RgnTis-Heal/Rchg:30(48)
Level 49: Focused Accuracy -- EndRdx-I:50(A)
------------
Level 1: Brawl -- B'ngBlow-Acc/Dmg:30(A), B'ngBlow-Dmg/EndRdx:30(48)
Level 1: Sprint -- Run(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]0.9% Max End[*]1.5% Enhancement(JumpSpeed)[*]30% Enhancement(Accuracy)[*]73.8% Enhancement(RechargeTime)[*]1.5% Enhancement(RunSpeed)[*]1.5% Enhancement(JumpHeight)[*]1.5% Enhancement(FlySpeed)[*]5% FlySpeed[*]98.4 HP (5.25%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Immobilize) 6.6%[*]MezResist(Terrorized) 2.75%[*]22.5% (0.38 End/sec) Recovery[*]26% (2.03 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]3% Resistance(Psionic)[*]81.5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Gift of the Ancients[u]
(Rock Armor)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
(Rock Armor)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Jab)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
(Stone Skin)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Aegis[u]
(Stone Skin)<ul type="square">[*] 5% RunSpeed[*] 3% Resistance(Psionic)[/list][u]Crushing Impact[u]
(Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Aegis[u]
(Earth's Embrace)<ul type="square">[*] 5% RunSpeed[/list][u]Regenerative Tissue[u]
(Earth's Embrace)<ul type="square">[*] 4% RunSpeed[/list][u]Miracle[u]
(Earth's Embrace)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[/list][u]Regenerative Tissue[u]
(Health)<ul type="square">[*] 4% RunSpeed[/list][u]Regenerative Tissue[u]
(Rooted)<ul type="square">[*] 4% RunSpeed[/list][u]Miracle[u]
(Rooted)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Aegis[u]
(Tough)<ul type="square">[*] 5% RunSpeed[/list][u]Gift of the Ancients[u]
(Weave)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
(Rage)<ul type="square">[*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Crystal Armor)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
(Crystal Armor)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Granite Armor)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
(Granite Armor)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Aegis[u]
(Granite Armor)<ul type="square">[*] 5% RunSpeed[/list][u]Tempered Readiness[u]
(Mud Pots)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.5% Enhancement(Slow)[*] 0.9% Max End[*] 3.75% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Minerals)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
(Minerals)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Kinetic Crash[u]
(Foot Stomp)<ul type="square">[*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.47 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Regenerative Tissue[u]
(Aid Other)<ul type="square">[*] 4% RunSpeed[/list][u]Bruising Blow[u]
(Brawl)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr /> -
I made an eyeballed build last night, Wound up ditching chopped and Permafrost. I kept whirling axe, and wound up taking Arctic Mastery. Not exactly what configuration you used, but I'm assuming it has to do with the fighting pool and Hasten. Thanks for the info! As always, any info anyone can give is appreciated!
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While trying to lay the foundation of a build for my newly-made Ice/Axe tanker, I find that I can't really identify any stinkers in either set for the purpose of skipping. Maybe Hibernate or Permafrost could be skipped, Except that Hibernate makes for a great panic button. Maybe Chop, I'm not sure.
If anyone out there has played this build and acn give me some insight into what works and what doesn't with this particular build, I'd be grateful. -
I have a build in which a level 40 set is used. Do I have to slot those IO's when my character is around lvl 40, or, can I slot them any time after I've reached lvl 40?
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Honestly, I believe that the patch is designed to fix the end of the Barracuda SF. It's ok if the tailor acts a little wonky for a while if it means I can save myself some frustration.
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Aha! I see what the problem is. None of the characters are moving. I noticed because I had a cape that seemed to have entirely too much starch in it lol. Looks like they uploaded that bug from the test server to live.
EDIT: Also, the NC Store is down for maintenance. Perhaps my Science Pack guess wasn't too far fetched after all. -
I'm on. First thing I noticed is my character aura's are missing or messed up in the character select screen. Also, they look whacky in the Costume Editor also.
Maybe they jumbled some code while they were fixing farms or....maybe releasing the Science pack -
I want to do a BA toon. I have for a long time. I don't like to re-use powersets so I don't want a WP/BA or Inv/BA. I hate the ice and stone animations and am not a fan of the Fire set. Basically, it comes down to this.
Is it too much of a hassle to build a DA/BA toon, or should I make a BA brute and use Energy or Super Reflexes or something? Help! -
And let's not forget that the electricity pattern that was only on the tops is now on the pants, boots, and gloves. Hooray!
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Anybody here know of an up to date guide for a Stone/Stone tank? Or even if it's a viable build?
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And if we don't, I can tell you, people are going to go ape**** over it being in the pictures. myself included. I'm not paying to get lied to. That's why I pay alimony.
EDIT:
I do love everything else that this issue is offering, though, I would like some more details. My only beef is this costume thing we're discussing ATM -
Ok, I read this entire thread looking for a secondary Red post, and have decided to ask the question outright until I get a red reply, because I agree that the picture having misinformation is neither fair nor nice. It would be like advertising on the box with a picture of a villain with a chain fighting a hero with a shield. So I ask this, and pray.
Are the costume pieces displayed in the teaser pic the actual costume pieces that are being included in this, our wonderful and glorious new CoH/CoV Expansion? Or is it just a marketing scheme designed to fill us with joy, only to shoot us down when it actually drops? -
[ QUOTE ]
It's going to be Tyrant. The Praetorians got access to Ouroborous and decided to go take over Rome. They meant to go back into THEIR dimension's time, but Lord Nemesis hijacked their portal and sent them to ours because he thought it would be a good distraction for him as he continues to assemble a massive dalek army to attack the Time Lords.
[/ QUOTE ]
For the Who Reference, you have earned an unlimited supply of win! Congrats! -
[ QUOTE ]
Sexy Jay:
I don't know if this has been mentioned before (I didn't see it in this thread), but I have a toon which I play in SuperGroup mode most of the time, though I have his costume settings all set to "current color" (no supergroup costume colors). But when I change his costume slots, some of the colors are switched. When I go into SG settings, I see two or three pieces switched to supergroup colors, even though I had previously set them all to "current color". I reset all colors to "current", then switch back to my previous costume slot, and some of THOSE colors are set to SG colors... Am I doing something wrong? Is this due to going to the tailor in SG mode or setting SG costume color choices in SG mode? Or is it some kind of bug?
normal vs. SG mode
-Captain Spith
[/ QUOTE ]
And upon close inspection of this thread, I have found confirmation of my above point.