Hyperstrike

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  1. Quote:
    Originally Posted by Call Me Awesome View Post
    I guess we'll have to have somewhat different philosophies then Hyper;
    That's cool. These little differences are simply playstyle. And nobody says you have to be right 100% of the time CMA.

    Quote:
    I agree with most of what you're saying; I just recall situations where DP being slotted out has been critical to my survival and too many times I've had end problems when I exemp below a target level; If I'm using a power I want to optimize it's slotting.
    This is why, on most of my builds, EndRedux tends to take precedence over Recharge. Some people look at my builds and think I've gone overboard. But if you look at my main build for Hyperstrike as it is right now, he's built to degrade gracefully down to level 30. And below that level, my basic EndRedux strategy keeps me from needing to slurp blue inspies very often.

    And the only area he may have problems in is the 30-38 range where, in the build I shot him, he picks up two big-hitting AoEs. However, those AoEs are also slotted for 75% EndRedux (at lower levels he'll probably be in the mid 60's).
  2. Honestly, the Spiritual Radial branch is probably one of the best choices for an Inv/SS/Energy tank. You get a good chunk of Recharge, plus Heal. You also get Stun (which we can slot in several powers but it's usually more economical to just go straight Acc/Dam/End/Rech for SS). And finally you pick up some Leaping and a small +ToHit buff at the highest level.
  3. Quote:
    Originally Posted by Fugacity View Post
    The pile of bodies my SS/Fire/Soul brute(with 33% S/L defense) leaves behind is very messy. Very messy indeed.
    My comment was directed towards the idea of only getting a shielder to 32-33% defense. There should be no reason you don't cap a Shield defense brute.
  4. Quote:
    Originally Posted by NuclearMedicine View Post
    Hi all, can someone mod bump me on Tankers. I keep hotkeying myself off the channel somehow.
  5. Quote:
    Originally Posted by TheBruteSquad View Post
    Once you're softcapped to everything (32%+ defense in as many things as you can and then pop a purple or use Darkest Night) most of the most annoying things (knockback, energy drain) go away for all intents and purposes. Any secondary can do that with enough money and once you do it's hard to not see how far ahead /Fire is when it comes to dealing damage.
    A very messy way of doing it. It's better to get yourself to the real soft cap (45%) in Melee, Ranged, and AoE (on a Shield Slinger) so you don't have to rely on a steady stream of purple inspies just to survive.
  6. Quote:
    Originally Posted by Julia_NA View Post
    It seems like everyone who has this problem ran the game just fine.

    Why they had to update the driver check is beyond me.
    Maybe because some of the older drivers are becoming more and more incompatible and they're seeing large upsurges in support calls that they can't fix because of them?

    But no. That's not a good reason right?
  7. Okay, so you've dropped Spring Attack?

    Also, my preference is Laser Beam Eyes >> Hurl.
    LBE does less damage, but it isn't interrupted if you're flying. It's faster animating. Finally, it introduces a second type of damage to your arsenal in case you.

    Also, you're still sporting Unstoppable. Honestly. It's a waste of a power choice. It's only going to save you in very VERY specific corner cases (less than 1% of your play). And you shouldn't use it otherwise, since it's essentially a delayed death sentence. This translates into a power you're not going to use often (if ever). You're better off grabbing something else that you can actually use.

    Also, I know you want to turn Boxing into a viable attack.

    Waste
    Of
    Slots.

    You're better off using those slots elsewhere.
  8. Quote:
    Originally Posted by SchroedingerCat View Post
    I feel stupid, because this whole time I thought layered defense meant the game would check twice against every attack, like gloom would give you a negative check and a ranged check.

    now that i enlightened myself, I'm gonna rework it to have soft capped defense and then focus on recharge for perma dull pain, once I get close to that, I will go for hp then regen.

    Sheesh how embarassing!!
    No. "Layered defense" refers to the various levels of mitigating or repairing damage. Only the first of which is defense.

    • Defense: Avoiding damage altogether.
    • Resistance: Reducing damage actually taken
    • +HP: Making sure you have enough health to actually take incoming damage.
    • Heals/Regen: The ability to remove the effects of any damage after it is taken.


    With high enough levels in three or more of these, it takes Incarnate level dev-cheatery to kill you.
  9. Quote:
    Originally Posted by Call Me Awesome View Post
    I don't like the slotting of Dull Pain at all (it needs some heal,
    Well, if you don't use it that often. I tend not to need the +HP much.And 5 slots to a power you don't use often. I'd recommend going Spiritual on Alpha anyhoo. And you could always pull the extra slot from Physical Perfection.

    Quote:
    and I'm not a real big fan of Hyper's slotting of Invincibility or Weave... I'd at the least frankenslot some endred in there.
    Honestly, he shouldn't have horrendous endurance problems. If he does, usually in extended battles, that's what Conserve Power is for.

    Quote:
    Since you're already 50 I recommend finding some Cytoskeleton (Def buff/Tohit buff/Endred) HO's to toss in Invincibility and max out all aspects of the power.
    Or Enzymes. But they're just as (if not more) expensive.

    I've got a bunch of them saved up for my next alt build of Hyper. And if I didn't want to build him with flight capability (on huge models, rocket packs look like ***), I'd SERIOUSLY look at this build for myself.
  10. Quote:
    Originally Posted by Talen Lee View Post
    See, now I'm just jealous that you can log onto City at work. >:|
  11. Quote:
    Originally Posted by UberGuy View Post
    There's no way it's client side on my system. I can run four copies of CoH, have a 2 megabyte/sec sustained download speed and a 500 kilobyte/sec sustained upload speed. (Burst speeds are better for certain things like HTTP file downloads.)
    It's not. It's a server-side transaction latency issue.
    And, apparently they have no way to fix it (that they know of).
  12. Quote:
    Originally Posted by Talen Lee View Post
    I have never encountered this unless I am literally clicking too fast to see a reaction. Have you considered it might be clientside? Does this show up on multiple computers?

    Shows up on my machine at home (6/1 DSL to a gigabit LAN).

    Shows up on my laptop at home. (6/1 DSL to a gigabit LAN).

    Shows up on my laptop tethered to my 4G phone.

    Shows up on my work machine (Bonded 3/3 DSL).

    Shows up on my laptop at work (Bonded 3/3 DSL).

    Shows up on my laptop in our data center (+45Mbit)
  13. Quote:
    Originally Posted by Tulare View Post
    Thanks for all the builds and tips. My tank is already 50, he was my first 50, but he hasn't seen much action since IOs came in. One thing I keep seeing you all post is a lot of elemental defense, is there really that much elemental only damage? As far as pure type damage, I'm really only used to seeing smashing, lethal, and psionic.

    As far as budget, my main at the moment has just over a billion, and other than incarnate stuff (2 more T4s) I'd say he is done.
    It's not so much that you're going to see all that much F/C damage. HOWEVER, having your defenses rounded out against all types (save Psi of course) prevents you from getting wrecked by any enemies who tend to deal specifically in those forms of damage.

    With a capped build and a few purple inspies, you can tank Tower-buffed Lord Recluse unassisted and you become pretty much immortal for 99% of the game.

    With Psi, just try to bring your ranged defense up a bit (in the build I kicked your way, ranged is just under 21%). That's usually more than enough to keep you safe unless you're mob-diving on +4x8 Arachnos, Carnies and Rikti. And even then you should be pretty frickin' tough.
  14. doom!
    doom!
    doomdoom! Doomdoom!
    Doomdoomdoomdoom! doom!
    doomdoom! Doomdoom!
  15. Quote:
    Originally Posted by Garielle View Post
    What you fail to acknowledge is how the developers envisioned the MA system being used.
    No. I acknowledge how they envisioned it. The problem was, they were extremely nearsighted, had cataracts, and a pair of pinhole blinders on when they implemented the system.

    In short, my shortsightedness is nothing in comparison to that of the people who implemented this system and didn't know FULL DAMN WELL it was going to be used like this.


    Quote:
    They intended it to be a storytelling device.
    And the people on the Manhattan Project were looking to end a war, not start an arms race. Look how that turned out.

    If it was supposed to be a storytelling device, they should have implemented it with no rewards whatsoever and let it die a quick, painless death as nobody used it outside of a tiny "storyteller clique".

    Quote:
    The ability to level from 1 to 50 does not mean, nor should it, the ability to level from 1 to 50 in a few hours.
    Never said it should be.

    Quote:
    In the beginning, they attempted to identify farms and lock them. For that reason, those who created the farms usually asked that they NOT be rated, it order to avoid calling attention to them. They realized this was a futile effort since weeding them out simply required too many man hours, and was therefore too costly, so they stopped bothering.
    Again, shortsighted implementation. Unfortunately, as much as I like and respect the guys and gals at Paragon, this is nothing new for them.

    Quote:
    This, logically, lead to the conclusion that using MA for farming was perfectly acceptable. This lead to the creation of even more farms. The number of farms far outweighed the number of actual "story" based arcs, so those players who are more interested in story content stopped bothering. A good number of casual story writers slowly gave up as well, as it wasn't worth the time and effort to put together a solid story that no one was going to play. There are a few exceptions to this, but most of the people who loved the idea of creating actual stories have had their hopes dashed.
    I repeat. At this point, they need to just kill rewards in AE completely. At this point, the system is so crippled by anti-exploit and anti-farming measures that it's about as useful as Info Terminals that still dot the city.
  16. Quote:
    Originally Posted by Zwillinger View Post
    For something that requires an entirely new build, it's very difficult to put on the brakes on support for every product in the West that NCsoft supports.
    So, instead, you drop a known-broken build because some sales schmuck with no software engineering experience decreed "IT WILL BE THUS!"?

  17. Quote:
    Originally Posted by SchroedingerCat View Post
    However, from pure numbers standpoint - I don't want to be smashing with tons of damage. If I wanted that, I'd go be a brute or scrapper.
    If you're ALREADY at defense cap, relatively endurance-stable, and have a sustainable attack, WHY THE HELL NOT?
  18. Quote:
    Originally Posted by Heliopause View Post
    The production servers are down for maintenance for 6 hours which is annoying. Are other online games down for maintenance for such long periods of time? Also, the US being the bulk of game players why don't they do the maintenance like around 3 am Eastern time or something. Thanks
    If you're truly that bored, and a book or movie or what-not-online can't hold your interest I have only one suggestion for you.



  19. At this point Paragon just needs to go "**** it, we lied about being able to level in AE" and remove rewards from AE so that it can become the Ghost Town system they intended it to be from the beginning, to be removed from the game 2-3 issues from now..
  20. Quote:
    Originally Posted by dugfromthearth View Post
    ignore enhancements and everything else in the world - pretend there are just 2 resistance powers, one at 60% and one at 30%.

    To balance these for power selection you make the 60% one cost END, so you choose 60% costing END or 30% auto. In theory, this makes you choose when you make your character which one you want. In practice you take both and it is a moot point.

    For play, you want the reverse. The way resistance works, 60% reduces damage you take by 60%. Stacking an additional 30% reduces the damage you take by 75%. With 60% res you take 40 out of 100 dmg, with 90% res you take only 10.

    Now 60% res is enough to solo and even tank on small teams, 30% really is not.
    So if 60% is auto, you can choose to run just on that or to pay END to get 90% res.
    If on the other hand 30% is auto it is not practical to just run on that and you always pay the END to get 90%.

    So to sum up:
    With 2 res powers 60% costs END, 30% auto, characters will always take both and always have both on.
    With 2 res powers 60% auto, 30% costs end, characters will always take both but sometimes have just one on and sometimes both.

    One basically removes all meaningful decisions, the other at least give you a meaningful decision during play.

    Ideally I would set this up with 3 res powers: 60% auto, 20% costs END, 10% costs even more end. Then you could choose to take 40% dmg for free, 20% dmg costing end, or 10% for a lot of end. You would really be able to make meaningful decisions during play about END cost vs resistance.
    Uhm. Okaaaaayyy...

    Want to give us a specific reason why this would make any sense and what sort of problem it solves?
  21. If you could, post the data chunk please?

    With the recent attack on the Titan Network, the Data link doesn't work right now.

    Just from looking at it, it looks like you're 4-slotting your ST attacks. Bad.
    You're using Red Fortunes in defense. Waste of slots.

    Also, you're trying to rework a set that's straight typed damage into a positional damage cap. For the "psi hole" no less. STOP IT.

    Quite literally, you are NOT going to see anything CLOSE to enough pure psi to make such an ugly beast worthwhile.


    On the flip-side, just kinda going off your current build, here's what I came up with as a brute-force.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Martial Arts
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
    Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 4: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
    Level 6: Cobra Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23)
    Level 10: Warrior's Provocation -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Rchg:50(27)
    Level 12: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(34)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(29), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
    Level 20: Focus Chi -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(33), DefBuff-I:50(34)
    Level 24: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/Rchg:50(36)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36), DefBuff-I:50(36)
    Level 28: Crippling Axe Kick -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(45)
    Level 30: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
    Level 32: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39)
    Level 35: Dragon's Tail -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 38: Eagles Claw -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(46)
    Level 41: Gloom -- Thundr-Acc/Dmg/Rchg:50(A)
    Level 44: Darkest Night -- EndRdx-I:50(A)
    Level 47: Dark Obliteration -- Posi-Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Super Jump -- Empty(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50), Numna-Heal:50(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(46), EndMod-I:50(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1441;631;1262;HEX;|
    |78DA7594DB72D250148677208894D0420F506C39B694165A84B1F7DAB376CA0C5AF|
    |596894C0A29113A2438F6D2A7F0D627F0C6D37B78F6CA17B0D537888BAC7F509331|
    |037CD96BAFF5EF7F1FD8F5A7BBCACB83673785A4EC18AA6936EFABBDAE3608D4D5B|
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    |22354FE48627B2E9891C79220D797CC3C07F283ABE4FECDF2918E0EC|
    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Colt_Martin View Post
    This is my build with Spring Attack. If you replace Spring Attack with KoB, and slot it with Crushing Impact, (everything except accuracy/damage) KoB does 50.75 DPS. In the build I have linked, Spring Attack does 6.76 DPS (x7.5=50.75). These number don't include the additional 33% chance of 107.1 fire damage to each enemy beyond the first with Spring Attack. None of my Mid's links seem to work for me, but hopefully they work for you
    Just suggested this build in another thread. Maybe it'd be more to your liking?

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 4: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(13), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
    Level 6: Boxing -- Empty(A)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(21), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(23)
    Level 12: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(25)
    Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 16: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/Rchg:50(29)
    Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
    Level 20: Knockout Blow -- S'ngH'mkr-Dmg/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(31), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(34)
    Level 24: Super Jump -- Empty(A)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(36)
    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
    Level 30: Spring Attack -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
    Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
    Level 35: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39)
    Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
    Level 49: Physical Perfection -- Heal-I:50(A), P'Shift-End%:50(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(42), Mrcl-Rcvry+:40(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(43), EndMod-I:50(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  23. Damn boards....

    Okay:

    • Attacks underlotted for Accuracy.
    • Health, Stamina and PP overslotted.
    • Spring Attack taken WAY late and underslotted.
    • 4-slotting "Endurance-free" resists.
    • Taking Obliterations means your EndRedux on Foot Stomp SUCKS.
    • Invincibility overslotted. I know you want to make sure you hit. Do yourself a favor. Toss a Mako Triple or Mako Quad on each of your ST melee attacks.
    • Resist Energy and Elements taken at a time when they aren't needed. SJ taken way early (especially if you have Ninja Run).

    Here's a rework that lands you within 1% of softcap on ALL types and doesn't make any truly major modifications. The two most expensive items are the uniques in Health. And those can be done away with if you so desire (they're relatively cheap with Alignment Merits though.




    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 4: Haymaker -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(13), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
    Level 6: Boxing -- Empty(A)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(21), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(23)
    Level 12: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(25)
    Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 16: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/Rchg:50(29)
    Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
    Level 20: Knockout Blow -- S'ngH'mkr-Dmg/Rchg:35(A), S'ngH'mkr-Acc/Dmg:35(31), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(34)
    Level 24: Super Jump -- Empty(A)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(36)
    Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
    Level 30: Spring Attack -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
    Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
    Level 35: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(39)
    Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
    Level 49: Physical Perfection -- Heal-I:50(A), P'Shift-End%:50(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(42), Mrcl-Rcvry+:40(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(43), EndMod-I:50(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  24. Hyperstrike

    Spybot 2

    Quote:
    Originally Posted by Call Me Awesome View Post
    I've had to do this numerous times... you can spend hours attempting to repair whatever's wrong and come up empty or you can spend hours backing up, reinstall everything and be good to go. Most of the time when something goes bad in a big way I find I'm better off to bite the bullet and reinstall from scratch.
    Agreed. I hate having to advise people to "back and blast", but from a simple time-management standpoint, it makes more sense.