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Posts
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Quote:*****Spoiler alert****
According to this its...: http://www.miamiherald.com/2011/01/2...antastics.html
Freaking Quesada
Translation: YES! He'll be back. Death in a comic book only lasts slightly longer than the common cold and should be treated with the same level of seriousness.Quote:Originally Posted by JosephistoWhether the human torch comes back or not is really a question that will be answered in time." -
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If Disturbing Grandma is in it, I'm suing for the cost of my psych therapy!
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Quote:The only problem is that he has to KEEP re-casting Siphon Speed every 60 seconds.Wow! Thats pretty sick! I hadn't thought of using Siphion Speed. That build looks pretty usable to me. HA! Hasten is down to 103 seconds on only 2 IOs, nice job!

Your build, from a sustainability standpoint, is more effective. -
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Quote:Yeah, but Jim Fixx got into the fitness thing when he was in his mid-30's.And Jim Fixx, the guy who popularized jogging as a fitness activity died of a heart attack at 52...
I think staying fit like Jack LaLanne did is important and he was definitely an icon of that. But clearly that's only half of the "big picture" going on to determine how long you're going to live. The genetics half of it is going to get you no matter how active you are. *shrugs*
17 years of fitness nuttery doesn't make up for 35 years of heavy chain smoking, obesity and general unhealthy lifestyle.
My grandfather stopped smoking in his late 50's. He still died from complications due to lung cancer in his 80's.
My grandmother, OTOH, still smokes like a chimney and shows every sign of outliving EVERYONE in the family. Likely this is either because she's just too damned ornery to die or God's afraid of her and what she'll do once she's dead... -
Quote:Congrats Molten.Can it be done? Could it be done?
Yes, it was done.
Thanks to everyone who came out to Sunday night (1/23)'s ship raid, where we sucessfully planted all 18 bombs on the mothership, then partied in the bowl.
No place I'd rather be than Justice <3
This ship raid was brought to you by The Crimson Moon. Happy Wintereenmas!
It's not very hard, and because people are not used to it yet, it's slower and lower-earnings than a regular smash and grab raid. But, with practice, it should be every bit as fast and high-earnings as a regular raid.
Hopefully people will see this. -
Quote:3) The 3rd phase post inherent fitness. I decided to treat myself to the Glad Armor +3 Def IO and needed one slot for it in a Resistance power. Oh, hey, Unstoppable can be a home to it. So, now I have it purely as a mule for that IO, but it's on my tray, just in case.
To summarize, if you're leveling up using SOs, I do recommend it. If you're making your IO build, then not so much, except using it for a mule.
First, I hate you.
Second, if you're looking at a build like mine, you can take one of the Reactive Armor sets and convert it to a three-slotted Aegis. This way you get a 1.75% bump to SLEN (as the reactive Armor was already providing 1.25% bumps there, which you lose in the conversion) and a 6.125% bump to FC (3 from the Unique and 3.125% from 3-slotted Aegis).
Also, what level enhancement did you have in mind? Remember, any non-purple/PVP recipes will lose their set bonuses at their level -3.
Actually, printing out my build here shows that I botched my last respec as I accidentally slotted some 35's in the wrong powers. This is sorta important, because my build was supposed to decay it's defensive values gracefully down to level 30. -
Quote:Actually it's more durable. You can soft-cap ALL defense types save psi, and your resistances are higher EXCEPT when you're using your Tier-9 godmode.Invulnerability is no longer as tough as Stone Armor. Against S/L damage, it does fine. Against anything else, it is about as durable as a Shield Defense Tanker.
Wrong. Resistances hover in roughly the 30-33% range. Shield hovers in the low 20's.Quote:What makes Stone Armor so durable is the combination of soft-capped defenses, very high resistances (over 75%) to all but psionic, and decent healing through regeneration. Invulnerability only has one heal, which isn't very good for HP/s. Invulnerability also lacks resistance to non S/L damage.
Not QUITE sure what you're talking about. Inv, done right, doesn't REQUIRE massive healing capabilities (fast-charging DP is more than sufficient).Quote:If you want Stone Armor durability without the penalties of Granite, I would suggest going Dark or Electric Armor. Both of those have much better resistances than Invulnerability and have better healing. Set bonuses and pool powers can get their defenses up to the soft cap, or one small inspiration away, depending on how you build it. Electric has better overall resistances and can potentially reach the S/L resistance cap when the tier 4 Alpha boost is released. Dark has the best heal in the game but takes slightly more skill and planning to use.
And yeah, DA or EA are real nice for resistances. So what? Resistance without enough defense to cover you and keep the enemy at their base 5% to-hit means you wind up taking more damage over time.
I don't mean to demean EA or DA. But you're comparing sets that survive for VERY different reasons than Inv does.
Here's a modified version of Hyper capped for all types save psi.
Yes, it's less durable numbers-wise than a Stoner.
In regular play the difference should be NEGLIGIBLE.
In specialized play (like Tower-buffed LR), he's going to take the same exact steps a stoner would to survive (inspies and team buffs).
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Hyperstrike: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Reactive Armor - Resistance/Endurance: Level 33
- (3) Reactive Armor - Resistance/Recharge: Level 33
- (3) Reactive Armor - Resistance/Endurance/Recharge: Level 35
- (5) Reactive Armor - Resistance: Level 33
- (5) Steadfast Protection - Resistance/+Def 3%: Level 10
- (A) Kinetic Combat - Accuracy/Damage: Level 33
- (7) Kinetic Combat - Damage/Endurance: Level 33
- (7) Kinetic Combat - Damage/Recharge: Level 33
- (9) Kinetic Combat - Damage/Endurance/Recharge: Level 33
- (9) Pounding Slugfest - Accuracy/Damage: Level 30
- (11) Pounding Slugfest - Damage/Endurance: Level 30
- (A) Recharge Reduction IO: Level 50
- (11) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 33
- (13) Reactive Armor - Resistance/Recharge: Level 33
- (15) Reactive Armor - Resistance/Endurance/Recharge: Level 33
- (15) Reactive Armor - Resistance: Level 33
- (A) Mako's Bite - Accuracy/Damage: Level 33
- (17) Mako's Bite - Damage/Endurance: Level 33
- (17) Mako's Bite - Damage/Recharge: Level 33
- (19) Mako's Bite - Accuracy/Endurance/Recharge: Level 33
- (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 30
- (21) Mako's Bite - Chance of Damage(Lethal): Level 30
- (A) Reactive Armor - Resistance/Endurance: Level 33
- (21) Reactive Armor - Resistance/Recharge: Level 33
- (23) Reactive Armor - Resistance/Endurance/Recharge: Level 33
- (23) Reactive Armor - Resistance: Level 33
- (A) Accuracy IO: Level 50
- (A) HamiO:Enzyme Exposure
- (25) HamiO:Enzyme Exposure
- (A) Aegis - Resistance: Level 35
- (25) Aegis - Resistance/Endurance: Level 33
- (27) Aegis - Resistance/Recharge: Level 33
- (27) Aegis - Resistance/Endurance/Recharge: Level 35
- (A) Perfect Zinger - Taunt: Level 33
- (29) Perfect Zinger - Taunt/Recharge: Level 33
- (29) Perfect Zinger - Taunt/Recharge/Range: Level 33
- (31) Perfect Zinger - Accuracy/Recharge: Level 33
- (31) Perfect Zinger - Taunt/Range: Level 33
- (31) Perfect Zinger - Chance for Psi Damage: Level 25
- (A) HamiO:Enzyme Exposure
- (33) HamiO:Enzyme Exposure
- (A) Mako's Bite - Accuracy/Damage: Level 33
- (33) Mako's Bite - Damage/Endurance: Level 33
- (34) Mako's Bite - Damage/Recharge: Level 33
- (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 33
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 30
- (36) Mako's Bite - Chance of Damage(Lethal): Level 30
- (A) HamiO:Enzyme Exposure
- (36) HamiO:Enzyme Exposure
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33
- (A) Defense Buff IO: Level 50
- (37) Defense Buff IO: Level 50
- (37) Defense Buff IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Aegis - Resistance: Level 33
- (39) Aegis - Resistance/Endurance: Level 35
- (40) Aegis - Resistance/Recharge: Level 33
- (40) Gladiator's Armor - TP Protection +3% Def (All): Level 33
- (A) Aegis - Resistance/Endurance: Level 35
- (33) Aegis - Resistance/Recharge: Level 50
- (40) Aegis - Resistance: Level 35
- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Eradication - Damage: Level 30
- (42) Eradication - Accuracy/Recharge: Level 30
- (43) Eradication - Damage/Recharge: Level 30
- (43) Eradication - Accuracy/Damage/Recharge: Level 30
- (43) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
- (45) Eradication - Chance for Energy Damage: Level 30
- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (A) Apocalypse - Damage: Level 50
- (46) Apocalypse - Damage/Recharge: Level 50
- (46) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (46) Apocalypse - Accuracy/Recharge: Level 50
- (48) Apocalypse - Damage/Endurance: Level 50
- (A) Healing IO: Level 50
- (48) Performance Shifter - Chance for +End: Level 50
- (A) HamiO:Enzyme Exposure
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Miracle - +Recovery: Level 20
- (48) Numina's Convalescence - +Regeneration/+Recovery: Level 33
- (50) Regenerative Tissue - +Regeneration: Level 30
- (A) Endurance Modification IO: Level 50
- (50) Endurance Modification IO: Level 50
- (50) Performance Shifter - Chance for +End: Level 33
Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 16.63% Defense(Smashing)
- 16.63% Defense(Lethal)
- 16.94% Defense(Fire)
- 16.94% Defense(Cold)
- 17.25% Defense(Energy)
- 17.25% Defense(Negative)
- 6% Defense(Psionic)
- 11.31% Defense(Melee)
- 18.19% Defense(Ranged)
- 13.81% Defense(AoE)
- 1.8% Max End
- 15% Enhancement(RechargeTime)
- 182.72 HP (9.75%) HitPoints
- MezResist(Held) 6.6%
- MezResist(Immobilize) 12.65%
- MezResist(Terrorized) 2.75%
- 34% (2.66 HP/sec) Regeneration
- 15% RunSpeed
- 4.5% XPDebtProtection
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Set Bonuses:
Reactive Armor
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Temp Invulnerability)- 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
(Jab)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Jab)- 8% (0.626 HP/sec) Regeneration
(Resist Physical Damage)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Haymaker)- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Tough)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.782 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
(Knockout Blow)- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Super Jump)- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
(Resist Energies)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Resist Energies)- 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
(Resist Elements)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Foot Stomp)- 1.8% Max End
- 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
- 2% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Laser Beam Eyes)- 16% (1.252 HP/sec) Regeneration
- 56.22 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
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Quote:A wise man once said:Effective? If anything it can be frustrating when everything you have recharges faster than you can mash buttons, but having everything up whenever you might need it is great, it gives you alot of options.

Quote:Unless your attack chain is Headsplitter, Headsplitter, Headsplitter, you dont' have enough recharge.
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Quote:Actually the next stage of the build would likely be 2 enzymes and one LOTG Global Recharge in all of the areas that are now 3xDefBuff.As far as that goes, I have a suggestion for YOUR build (Hyperstrike):
Level 22: Weave
* (A) Defense Buff IO: Level 50
* (36) Defense Buff IO: Level 50
* (36) Defense Buff IO: Level 50
trade one of those def buff IOs for a set piece with def/end. You'll still hit the ED cap for defense enhancement, but you'll get some end reduction on a power that costs a fair amount of end to run.
Currently, between Stamina, PP and the two PF procs, I rarely have issues with endurance management unless I scrapper-lock. -
Okay now a quick run-down on your current build.
Too many attacks.
I know, right now, you're stocking extra attacks because your build evolved naturally and the slower reload times pushed you to fill in the spaces.
On rebuild you should NOT need them all.
On your secondary.
Jab you have to keep.
Drop Punch.
Keep Haymaker. Better damage than Punch and some nifty knock-up.
Drop Hand-Clap. You WANT your enemies gathered around you. It keeps your armors boosted. Knocking them back makes you squishier.
Make a choice between Hurl and LBE. I have a preference for LBE. It's lower damage than Hurl, but you can still use it when hovering.
On Foot Stomp, unless you're mounting a set in there for particular bonuses (like recharge), franken-slot the crap out of it. You can easily shave off a spot and still have a power with high accuracy, max damage, and good end-red and recharge. FS is your gravy-train power. KO-blow is more spectacular, but FS is what gets the ladies...
While we're on the subject, YOU DID NOT TAKE KO BLOW! FAIL! Turn in your tanking license! KOB is your best single-target damage-doer. PERIOD. UNSLOTTED it's doing more damage than your fully-slotted Haymaker is!
Take Rage AS SOON AS YOU POSSIBLY CAN. Delaying it only dooms you to mediocre damage output.
On your primary.
You've got your armors WAY (WAY WAY) overslotted for End-Red.
Your toggle powers while endurance hungry are NOT the best way to manage endurance. Your attacks consume FAR more endurance on a per-second basis. Shift your endurance management strategy to your attacks. Also, if you're that hurting for endurance, make use of brawl as a filler to allow your blue bar to refill a bit. It'll lower your damage output, but you're a tanker, you're built to survive, not throw out ungodly damage.
You've taken Resist Elements and Resist Energies WAY too early. They're not going to factor in with your enemies until MUCH later in the game. As such, they're wastes of power choices that early on. Those choices could be better served by pool powers.
Dull-pain is overslotted. If you're looking for maximum effect, slot two Heal/Recharge and two Heal/End/Rech. In 4 slots you'll be at 91% heal and recharge and the endurance kick will be slightly lessened. Once you're durable enough, I'd just three-slot it for recharge. That way it's more or less always up when you need it.
SLOT INVINCIBILITY FOR DEFENSE (unless you're slotting Hami-Os in there for Def/End/ToHit.). Don't worry about adding extra taunt in there. Had this been prior to the changes in i13, I'd say slot a Zinger proc in there too and turn it into a damage aura. But that doesn't work anymore (was GREAT while it did though).
As you're apparently looking to build for superior toughness, the omission of Unstoppable is actually a good choice. While Unstop is an okay "oh crap!" button, unless you can kill your opponents inside the timer window, you're essentially boned either way.
Additionally there's the problematic duality of:
- If you're already tough enough, Unstop is completely superfluous because you'll almost never use it.
- If you're already tough enough and it's killing you anyhow, Unstop isn't going to make a huge difference. Plus, by the time you think to actually hit it, it's already too late.
On your pool powers.
Hasten is taken a bit early.
Consider taking Leaping for Combat Jumping (extra defense) and Super Jump (for superior vertical movement capabilities).
Take Boxing instead of Kick. If you're going to use it, Boxing has a stun component. Kick has a Knockback component. As I said before, reducing the number of enemies around you (except by killing them) = BAD!
You got Tough but no Weave? Use one of those freed up power choices and take Weave. In fact, I'd start by taking the rudiments of the fighting pool BEFORE you take the Leaping Pool (see my build above for reference).
On your Epic.
I approve of Energy Mastery.
I wouldn't waste my time with Energy Torrent. You don't have enough slots to make it matter. You may want to think about taking Hover as I did to eliminate the need for buying jet packs (or, if you're actually as long-term (and uninterrupted) a veteran as your forum date suggests, just take Fly, though Hover can be used to give you a small defense boost too).
Now, I'm assuming that you've two-slotted Rage, Hasten and Conserve Power because you're going to be putting a Spiritual Incarnate boost in right?
That could work (in lieu of my brute-force three-slotting). You just have to watch out for slows. And you're going to notice a greater performance falloff when exemping. But it'll allow you to do nifty things, like using those extra slots to six-slot FS and LBE with procs to boost your damage (albeit infrequently).
Well, hope my little dissection of your build helps. -
Okay, first off, hit up Call Me Awesome's guide to Softcapping an Invuln tanker.
GREAT resource.
Also, here's a copy of my actual build as it stands at this moment. Feels like playing a Stone tanker, without the slowness and damage reduction.
Note: YES, my build is STUPID expensive now. Most of my purples were acquired back in i12 (when they were an order of magnitude cheaper) and much of the rest acquired over a 4-5 month period after i13 hit. Even so, with a bit of frugality and some long-term bids you can acquire 90% of the stuff I have loaded.
Heck, I've had my SS/Inv brute built similarly (with slightly cheaper substitutes) since around level 30 and he's a freaking monster now.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Hyperstrike: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Reactive Armor - Resistance/Endurance: Level 33
- (3) Reactive Armor - Resistance/Recharge: Level 33
- (3) Reactive Armor - Resistance/Endurance/Recharge: Level 35
- (5) Reactive Armor - Resistance: Level 33
- (5) Steadfast Protection - Resistance/+Def 3%: Level 10
- (A) Kinetic Combat - Accuracy/Damage: Level 33
- (7) Kinetic Combat - Damage/Endurance: Level 33
- (7) Kinetic Combat - Damage/Recharge: Level 33
- (9) Kinetic Combat - Damage/Endurance/Recharge: Level 33
- (9) Pounding Slugfest - Accuracy/Damage: Level 30
- (11) Pounding Slugfest - Damage/Endurance: Level 30
- (A) Recharge Reduction IO: Level 50
- (11) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 33
- (13) Reactive Armor - Resistance/Recharge: Level 33
- (15) Reactive Armor - Resistance/Endurance/Recharge: Level 33
- (15) Reactive Armor - Resistance: Level 33
- (A) Kinetic Combat - Accuracy/Damage: Level 33
- (17) Kinetic Combat - Damage/Endurance: Level 33
- (17) Kinetic Combat - Damage/Recharge: Level 33
- (19) Kinetic Combat - Damage/Endurance/Recharge: Level 33
- (19) Pounding Slugfest - Accuracy/Damage: Level 30
- (21) Pounding Slugfest - Damage/Endurance: Level 30
- (A) Reactive Armor - Resistance/Endurance: Level 33
- (21) Reactive Armor - Resistance/Recharge: Level 33
- (23) Reactive Armor - Resistance/Endurance/Recharge: Level 33
- (23) Reactive Armor - Resistance: Level 33
- (A) Accuracy IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33
- (A) Reactive Armor - Resistance/Endurance: Level 35
- (25) Reactive Armor - Resistance/Recharge: Level 33
- (27) Reactive Armor - Resistance/Endurance/Recharge: Level 33
- (27) Reactive Armor - Resistance: Level 35
- (A) Perfect Zinger - Taunt: Level 33
- (29) Perfect Zinger - Taunt/Recharge: Level 33
- (29) Perfect Zinger - Taunt/Recharge/Range: Level 33
- (31) Perfect Zinger - Accuracy/Recharge: Level 33
- (31) Perfect Zinger - Taunt/Range: Level 33
- (31) Perfect Zinger - Chance for Psi Damage: Level 25
- (A) Defense Buff IO: Level 50
- (33) Defense Buff IO: Level 50
- (33) Defense Buff IO: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 33
- (33) Kinetic Combat - Damage/Endurance: Level 33
- (34) Kinetic Combat - Damage/Recharge: Level 33
- (34) Kinetic Combat - Damage/Endurance/Recharge: Level 33
- (34) Pounding Slugfest - Accuracy/Damage: Level 30
- (36) Pounding Slugfest - Damage/Endurance: Level 30
- (A) Defense Buff IO: Level 50
- (36) Defense Buff IO: Level 50
- (36) Defense Buff IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33
- (A) Defense Buff IO: Level 50
- (37) Defense Buff IO: Level 50
- (37) Defense Buff IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Reactive Armor - Resistance/Endurance: Level 33
- (39) Reactive Armor - Resistance/Recharge: Level 35
- (40) Reactive Armor - Resistance/Endurance/Recharge: Level 33
- (40) Reactive Armor - Resistance: Level 33
- (A) Aegis - Resistance/Endurance: Level 35
- (40) Aegis - Resistance: Level 35
- (42) Aegis - Psionic/Status Resistance: Level 35
- (A) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Armageddon - Damage: Level 50
- (43) Armageddon - Damage/Recharge: Level 50
- (43) Armageddon - Accuracy/Damage/Recharge: Level 50
- (43) Armageddon - Accuracy/Recharge: Level 50
- (45) Armageddon - Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
- (A) Apocalypse - Damage: Level 50
- (46) Apocalypse - Damage/Recharge: Level 50
- (46) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (46) Apocalypse - Accuracy/Recharge: Level 50
- (48) Apocalypse - Damage/Endurance: Level 50
- (A) Healing IO: Level 50
- (48) Performance Shifter - Chance for +End: Level 50
- (A) Defense Buff IO: Level 50
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Miracle - +Recovery: Level 20
- (48) Numina's Convalescence - +Regeneration/+Recovery: Level 33
- (50) Regenerative Tissue - +Regeneration: Level 30
- (A) Endurance Modification IO: Level 50
- (50) Endurance Modification IO: Level 50
- (50) Performance Shifter - Chance for +End: Level 33
Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 23.63% Defense(Smashing)
- 23.63% Defense(Lethal)
- 6.125% Defense(Fire)
- 6.125% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 13.31% Defense(Melee)
- 8.625% Defense(Ranged)
- 4.563% Defense(AoE)
- 15% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 140.56 HP (7.5%) HitPoints
- MezResist(Immobilize) 13.75%
- MezResist(Terrorized) 2.75%
- 4% (0.067 End/sec) Recovery
- 50% (3.912 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3% Resistance(Psionic)
- 5% RunSpeed
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Set Bonuses:
Reactive Armor
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Temp Invulnerability)- 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
(Jab)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Jab)- 8% (0.626 HP/sec) Regeneration
(Resist Physical Damage)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Haymaker)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Haymaker)- 8% (0.626 HP/sec) Regeneration
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Combat Jumping)- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.782 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
(Knockout Blow)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Knockout Blow)- 8% (0.626 HP/sec) Regeneration
(Super Jump)- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
(Resist Energies)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Resist Elements)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 3% Resistance(Psionic)
(Foot Stomp)- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Laser Beam Eyes)- 16% (1.252 HP/sec) Regeneration
- 56.22 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
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Quote:Honestly, I highly doubt that's his Hasten's recharge value before Hasten's own recharge. Is it even possible get that much recharge without Hasten's own? That's about 165% or so recharge almost.
It's expensive, but yes.
Just a cursory (and really bad) brute force attempt on a fire/fire dom netted me 153.8% recharge. Outside of Hasten and no FF proc.
Recharge is just under 128 seconds.
Kick Hasten on, and it's recharge drops to just under 107 seconds. Perma.
I'm sure, with a bit more experimentation, I could probably squeeze a few more percent out. I wouldn't make any promises about how effective it's going to be though. -
Quote:Question, is that 122.34s before or after you go into Hasten?With my IO bonuses, I got hasten down to 122.34s. According to Mids, hasten recharges in 120s with a cast time of 2.508... so does that make me "perma?"
If before, technically yeah. Because once you go into hasten you never come back out. -
Quote:If it's within a set group or it's warned ahead of time? I have no problem with that. But it's the random jackalope that you get once or twice a year that will not only have a near useless concept character that will join your team and then become very pissed off about any questions about it.
The classic: The petless mastermind.
2nd Runner up: The pug stalker
3rd Runner up: bow defenders
__________________
Currently listening to Tim Finn's Big Canoe
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Feel free to show up whenever you want!
The event's open to all. -
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Quote:Actually not a dumb question. I've pulled boners like that in the past too.I'm sure this is a stupid question, but I have to ask: if he's in the lava getting smacked by a brute at 75% fury and his bar isn't moving, had he perhaps already hit the surrender point? He isn't going to take any more damage past that point.
But no. His bounding box was NOT blue and his HP bars were full.
Honestly, I know this sounds like I'm lying or crazy. This is why I'm so ticked off over this.
I take three runs at him and can't hurt him even a little. Then, on a fourth and last run, I walk right over the top of him. Doing nothing different and playing carefully.
I dunno. -
Quote:Nope. I basically waited for the first bifurcation, whacked it, waited for the second bifurcation, whacked it, then dragged him into the lava.Is there any chance that one or more bifurcations were out and you simply didn't see them? I recall several times where Trapdoor summoned bifurcations at quite a distance from himself. On one occassion, I didn't realize he had summoned one until I noticed my attacks were having little effect, and I had to go hunting for it.
I made sure to circumnavigate the room and the catwalks. So unless he popped one off the map someplace... -
Another year, another level.
So, what was it like? Y'know. Back before...dirt?
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It really shows just how awesome you are and why this game is so great . . . . . . . . . . YOU are the hero!