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Posts
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Thank you for the input. Already made several changes based on your suggestions, and am now trying to find a way to get Siphon Life into the mix. Would you swap Dark Consumption out to add Siphon Life in?
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I think high Defense, high Resistance with some sort of mez protection built in like Sonic, and active mitigation are the only choices you have.
I think a phasing build is the only possibility that doesn't neatly fit on any of the above categories, but I'd call that sorta like an active mitigation since it won't always be up, and you'd have to pick and choose your spots. But I don't think that would be anywhere close to as viable as the other 3 choices. -
OK, I'm gonna give a Stone Tank a try, since it's the only tank set I've not ever given a real try before.
And, it occurs to me that the are a bit different than most others in build plan, in that you have a granite and a non-granite version. So sorta like multi-form Khelds. And, it also occurs to me that I think pretty bad at multi-form build plans. I did give it my best initial stab, but I need some advice to improve.
First, my basic goals, and they may be unrealistic; if so, feel free to free me from my delusions.
1) I want a s/l/e/n def capped granite form, with capped s/l resists. I mean, why else make a stone tank if you don't at least get that. If possible, I'd like to push the def even higher so it's getting closer to the if not all the way to the iTrial softcap. But I'll not be disappointed with just the regular softcap.
2) I want to try and offset as much of granites -recharge as possible. Through global recharge, and heavy recharge slotting on the individual powers.
3) I want a non-granite build for the times I want more mobility and damage, and for psy opponents. And I'd like this build capped to s/l/e/n and maybe even psy. It seems getting to the psy cap should be easy though.
4) Since I have no clue how much I'll enjoy this powerset, I don't want to plan to use any of the high end purps. A Fortunata Hypnosis or 2 is nothing, but a 6 slotted Hecatomb is more than I want to think about spending at this point for an alt that may mostly sit on the shelf. Same goes for the 1/2 billion cost Hami-s etc.
My rough plan is to let Soul Drain make for the -damage as much as possible and thus not stress over a lot of +Damage global set bonuses.
Now, some specific questions...
Hasten will be down, a lot, especially in Granite form, it looks like. So, is it still worth a power slot?
Is end going to even be an issue? Should I lose consume?
I ended up losing Siphon Life. Smart, stupid, or just unavoidable in a tight build?
Are there any key powers from Pools that I should make sure to try to include?
How about Stone Skin? I skipped it as it seemed less potent than tough, even though I realize it's an auto power and that made me very desirous of it, I thought I could only fit one of the 2 in. Was that a bad idea?
Lastly, I'm not 100% sold on Earth Mastery. Soul also appealed to me a fair amount. Energy has Phys Perfection for more regen, and even Mu had some appeal. But the 2 I liekd the best were earth and Soul. Earth seemed to have a bit more synergy, and also seemed like more could be done with those powers with the few enhancement slots I had left at that point.
OK, so any and all critique very much appreciated.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Rock Armor -- LkGmblr-Rchg+:33(A), LkGmblr-Def/EndRdx:33(3), LkGmblr-Def:33(3), LkGmblr-Def/EndRdx/Rchg:33(5)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Dmg/Rchg:33(5), C'ngImp-Acc/Dmg/Rchg:33(7), C'ngImp-Acc/Dmg/EndRdx:33(7), C'ngImp-Dmg/EndRdx/Rchg:33(9)
Level 2: Earth's Embrace -- Dct'dW-Rchg:33(A), Dct'dW-Heal/EndRdx:33(9), Dct'dW-EndRdx/Rchg:33(15), Dct'dW-Heal/Rchg:33(17), Dct'dW-Heal/EndRdx/Rchg:33(17)
Level 4: Shadow Maul -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-%Dam:30(27), Sciroc-Acc/Dmg/EndRdx:33(29), Sciroc-Dmg/Rchg:33(29)
Level 6: Mud Pots -- C'ngBlow-Acc/Dmg:33(A), C'ngBlow-Dmg/EndRdx:33(46), C'ngBlow-Dmg/Rchg:33(46), Sciroc-Acc/Dmg/EndRdx:33(46), Sciroc-Dam%:33(48)
Level 8: Rooted -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(42), Numna-Heal/EndRdx/Rchg:50(43)
Level 10: Taunt -- Mocking-Taunt:33(A), Mocking-Taunt/Rchg:33(11), Mocking-Taunt/Rchg/Rng:33(11), Mocking-Acc/Rchg:33(13), Mocking-Taunt/Rng:33(13), Mocking-Rchg:33(15)
Level 12: Recall Friend -- Winter-ResSlow:33(A)
Level 14: Teleport -- Zephyr-Travel/EndRdx:50(A)
Level 16: Hasten -- RechRdx-I:50(A)
Level 18: Crystal Armor -- LkGmblr-Rchg+:33(A), LkGmblr-Def/EndRdx:33(42), LkGmblr-Def:33(42)
Level 20: Brimstone Armor -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:33(21), RctvArm-EndRdx:33(21), RctvArm-ResDam/EndRdx/Rchg:33(23), RctvArm-ResDam:33(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:33(A), RctvArm-ResDam/EndRdx/Rchg:33(25), RctvArm-EndRdx:33(25), RctvArm-ResDam:33(27)
Level 26: Minerals -- LkGmblr-Rchg+:33(A), LkGmblr-Def/EndRdx:33(40), LkGmblr-Def:33(40)
Level 28: Soul Drain -- Oblit-Dmg:33(A), Oblit-Acc/Rchg:33(31), Oblit-Dmg/Rchg:33(34), Oblit-Acc/Dmg/Rchg:33(37), Oblit-Acc/Dmg/EndRdx/Rchg:33(37), Oblit-%Dam:33(37)
Level 30: Weave -- LkGmblr-Rchg+:33(A), LkGmblr-Def/EndRdx:33(31), LkGmblr-Def:33(31)
Level 32: Granite Armor -- LkGmblr-Rchg+:25(A), LkGmblr-Def:33(33), LkGmblr-Def/Rchg:33(33), ImpArm-ResDam/EndRdx/Rchg:33(33), ImpArm-ResDam/EndRdx:33(34), ImpArm-ResDam/Rchg:33(34)
Level 35: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg/Rchg:30(36)
Level 38: Midnight Grasp -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), KntkC'bat-Knock%:35(45), HO:Nucle(45), Mako-Acc/EndRdx/Rchg:50(45)
Level 41: Salt Crystals -- LgcRps-Acc/Rchg:50(A), LgcRps-Acc/Sleep/Rchg:50(48), LgcRps-Acc/EndRdx:50(48)
Level 44: Quick Sand -- ImpSwft-Dam%:30(A)
Level 47: Stalagmites -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(50), Det'tn-Dmg/Rchg:50(50), HO:Nucle(50)
Level 49: Assault -- EndRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(39), Numna-Heal:50(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(39), P'Shift-EndMod:50(39)
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Quote:I guess there were 3 then. I was aware of 2, one of which you mentioned, 1 you didn't.There are two different workarounds for the team window bug (star swapping, leader entering last); there are no workarounds for borked XP or a badge not awarding right. So the team UI bug isn't quite as urgent.
Guessing the costume stuff was just there and ready to go so thrown in.
The one you didn't mention, just in case anyone needs it:
A quick kick and re-invite once in the mission also fixes it. Useful in case the star swap doesn't work or you are unwilling to give up the star. -
Quote:going back to the Regenerative Tissue proc point, it would be more advantageous planting it into Fast Healing and then placing the Numina Heal into Health - you will end up with about 18% more regen over all
Wow, you're right, that's a fairly sizable upgrade, and easily accomplished. Many thanks. -
For massive durability on SOs alone: Stone...
For less massive durability on SOs alone, but not a lot less and no penalties that will slow down your killing speed if you plan to solo a fair amount: Invul...
Runner up: WP. The regen combined with decent resists and def which can be had without any IOs using only WP and pool powers is pretty nice. -
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And since there really is nothing random during the making of a new alt, it should probably just be 'make,' or 'create.'
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Quote:It's worthwhile to note, that in my experience, the biggest downside to any Def soloing is mez. Sure, you can wait till lvl 50 and 5-15 iTrials to get Destiny to get some mez protection (none of the Epic or Patron sets offer Defenders any mez resistance last I checked), but Traps, Sonic, and Force Field all off a defender mez protection at a fairly early level...Very well said Hatred666. I would add that Forcefields insulation shield also has endurance drain protection which is beneficial in addition to the other defense numbers of that power.
FF has a lot to offer, especially to a team, but not a ton of offensive help. Sonic has a nice chunk of -res, even more on a team. Traps, though, has a ton of tools on offense for cracking the toughest of opponents, but it can be hard to leverage your powers as effectively on a fast moving team.
If you can handle relying on Break Frees and no bad luck incidents to avoid mezs, then Cold and Rad will also be big time heavy hitters vs AVs/GMs... Dark and Storm not far behind them. Hmm. Now that I think on it, maybe move Dark up to with Cold and Rad. -
You did not choose a bad combo at all. One of the best for AOE destruction. Plays sorta like a blaster except with +End tools, team Def buffs, and pretty nasty debuffs..
Before you get your def capped, it could be a bit rough, as you can easily grab a TON of aggro, but once you lean when to cut loose, when not to and/or get your defenses up, you'll have a very nasty defender on your hands.
Just happens to bloom a little later than a lot of other defs. -
Quote:Very nice catch. Great suggestion, thanks.While I agree that CJ doesn't need the Enzymes, I think it's a good idea to slot it for at least some defense. The reason why Maneuvers is usually slotted more heavily is not because its base defense value is greater than CJ--it's not, it's slightly less--but because it has a MUCH higher endurance cost.
I would use the following slotting:
CJ: LotG +Recharge, LotG Defense, Kismet +Acc
Weave and Maneuvers: they have the highest end cost of the defense toggles, so the Enzymes will help the most there; try Enzyme, LotG Defense, and LotG +Recharge. If you want more end reduction, you can use a Def/End instead of Def but I don't think that will be necessary for WP.
Heightened Senses: Currently it's very underslotted, so I'd move the slot you don't need in CJ and use it in HS for a LotG Defense.
Unless I'm mistaken, that will both increase your defense and reduce your endurance costs. -
I may still be misunderstanding you.
Let me try to clear up all the confusion..
On what I assumed your previous advice meant, I shuffled the Hamis from CJ and into Manuvers, and the other 2 LotGs from Manuvers into CJ, thus keeping the sets intact, and upping my end redux total.. Now, you said that wasn't what you intended...
As things stand I have now
CJ:
1) LotG:+Recharge (25)
2) Kismet +Acc (11)
3) LotG: Def (33)
4) LotG: Def/End (33)
Weave:
1) LotG: Def (43)
2) LotG: Def/End (43)
3) LotG: +Recharge (25)
Maneuvers:
1) LotG: +Recharge (25)
2) Enzyme
3) Enzyme
If I understand you correct you think it should be:
CJ:
1) LotG:+Recharge (25)
2) Kismet +Acc (11)
Weave:
1) LotG: Def (43)
2) LotG: Def/End (43)
3) LotG: +Recharge (25)
4) Enzyme
Maneuvers:
1) LotG: Def (43)
2) LotG: Def/End (43)
3) LotG: +Recharge (25)
4) Enzyme
If this is correct, you're giving incorrect advice, or Mid's math is off. Mid's indicates that this change would save me .03 End per second, but at a cost of about .4 Def total across the board. Granted, we are talking about fractions here, but I think it makes a difference given that I think the game uses only whole numbers in it's calculations, and rounds the fractions. If so, that .4 in some places could be a noticeable, though granted minor, reduction. But it could be the difference between effectively at the softcap, and effectively at 44%. I'm not sure how big a difference a single whole percentage point actually makes in real gameplay, but it sure seems to matter to most conventional design wisdom.
If I'm wrong on any of my assumptions, please clarify and set me strait. If Mid's is known to have some math issues on this front, please let me know, as I've generally assumed it's calculations were pretty spot on...
Or maybe you're thinking CJ is weaker than it is. You stated that a (obviously theoretical) 100% enhancement to CJ would only gain you 1%. This can only be true is CJs base value was 1%. Mid's shows CJs base value for a tank at 2.5% which I'm almost positive is correct. That being the case, even a 50% enhancement (which isn't theoretical) has more effect than your example.
So, I'm a bit confused and hoping you'll clear up our miscommunication woes.
Thanks for taking all the time to explain, I appreciate it.
Quote:I think you missed the point of my suggestion. Combat Jumping needs no actual 'enhancement' - the endurance cost is so little that EndRed enhancements barely affect it. The same is true (relatively) for the Defense bonus in Combat Jumping - if you were able to enhance it 100%, you would still only gain 1% to your Defense total.
So, in the build as you have it, Combat Jumping should have 2 slots, one for the +ToHit and one for the +Recharge. Maneuvers and Weave should get the extra slots, so they each have 4 and add an HO: Enzyme. That will not only improve your Defense More, but reduce your Endurance Use significantly without disturbing your existing IO Set bonuses.
Effective and efficient.
Be Well!
Fireheart -
I'm probably missing something, but why a Ribo Hami in Icicles? I can't see what Resistance effects are going to benefit from enhancement, and if nothing does, wouldn't a generic End Redux 50 work better for less inf?
And, not to nit-pick, since you did say it's a quick and dirty build, but the Oblit in Lightning Rod is probably going to be a lot more expensive than using one of the Taunt sets Acc/Recharge IOs to achieve the same results.
Quote:Here you go, a quick and dirty build for you.
It almost hits Incarnate trial soft cap on it's own, and it does hit it when you use Energy Absorption.
End recovery is a little low, but when Energy Absorption is available every 27 seconds or so, it shouldn't be an issue at all.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(37), HO:Nucle(45)
Level 2: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(23)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(46)
Level 6: Wet Ice -- EndRdx-I(A), EndRdx-I(7)
Level 8: Chilling Embrace -- HO:Micro(A), HO:Micro(9), Empty(9)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(34)
Level 12: Icicles -- Erad-Dmg(A), Erad-Acc/Rchg(13), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(34), HO:Ribo(37)
Level 14: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(15), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/Rchg(46), HO:Nucle(46)
Level 16: Thunder Strike -- Erad-Dmg(A), Erad-Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Acc/Dmg/Rchg(40), HO:Nucle(43)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), RechRdx-I(21)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(42)
Level 26: Energy Absorption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36), HO:Nucle(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
Level 38: Lightning Rod -- Erad-Acc/Rchg(A), Erad-Dmg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(40), Oblit-Acc/Rchg(40)
Level 41: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43)
Level 44: Shiver -- ImpSwft-Dam%(A), TmpRdns-Acc/Slow(45), TmpRdns-Acc/EndRdx(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31)
Level 4: Ninja Run -
Log out in the Midnighter's Club, Hospitals, and Universities... You'll end up with a Rez and a Heal for your efforts..
I mean, you'll never end up being the party designated healzor, but you're playing a SoA, so you sorta have other priorities. But just adding the 2 day powers in give you even more versatility. -
Quote:Ah yes, thanks for clarifying. I find it SO annoying that I tend to forget it's there.Indeed, thank you. It is such a great power, but casting it every minute with its three and a half second animation is a bit rough even for me, and I loved the way Kin played before they made the buffs AoE. With Dark Extraction (and old multiple controller pets) it is worth repeat castings thanks to multiple pets, but it is still less often than every minute and one pet can last over 3 minutes. VS is just annoying to use. Gun Drone is arguably worse, but for some reason VS bothers me more.
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Quote:Pretty sure there are 2 other ways to get those Sets already.....That one change would make that POS set worth it.
Although I must confess the PVP sets annoy me to no end: The Dev's resort to rank bribery to get people to play PVP, mainly to shut up the incredible whining of the three PVP players who actually enjoy that sort of idiotic gankfest, and set off the worst AFK farming since the game was begun.
Oh, excellent work, guys.
I really hope there are ways in the future to get those sets without paying a slack-*** AFK farmer in body parts. -
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Quote:I was thinking a very similar thing here. If we grabbed the folks asserting that blasters are dead because buffs/debuffs rule all and pure DPS is irrelevant, and brought them into the same room with the folks asserting that defs are dead because more damage rules all and buff/debuff numbers are irrelevant, and got the to shake hands, would they annihilate each other in a cataclysmic release of energy?So after the Blaster thread and this one, am I to assume that;
Blasters are useless because Corruptors have debuffs and make the team do more damage, despite having lower direct damage themselves.
Whilst;
Defenders are useless because, while they have stronger debuffs that make the team do more damage, Corruptors deal better direct damage.
I wonder what could possibly be wrong here...
And if so, assuming we could find a safe place, and maybe some way to capture and use some that energy, would there be any down side to doing so? Would that be pure win/win/win or what? -
Quote:Actually, a lot of these are pretty good ideas (except I'm not sure about VS, since I can't puzzle out what you're referring to), but, I wanted to jump on one particular idea of yours and perhaps even expand on it.That being said, there are still many, many things that could be done to improve the blaster state without making them just like the other ATs.
Nukes that don't crash (maybe a modestly faster recharge as well).
They could get a bonus to their move speeds, the better to facilitate moving in and out of melee. Possibly even added control and friction.
Snipes with some advantage (for starters, it could gain a defiance bonus that actually represented its full animation time).
Offensive toggles do not shutdown when mezzed, just suppress.
Perhaps some +perception/perception debuff resistance to Aim and maybe even Build Up.
They could regain the endurance advantage they once had over other ATs.
As the AT that is designed to "require" ally support, I think they should be able to benefit from it more than they currently do. While raising the HP cap or resistance cap are ideas along this vein, there are other unique things that could be done that do not infringe as much on making them more like scrappers. The unique things may be harder though, because they would likely require new techs.
More specific stuff could be done for individual sets, Swap Ammo could be made to matter more, /Devices could be given a once over, VS could be made less of a hassle, Blazing Aura could be altered, etc.
Specifically, the movement bonus. Obviously a move bonus isn't considered game breaking, as movement powers are for sale now, and are given away as a bonus to vets in one fashion and two ATs (the heats) in another. Why couldn't blasters be given a real movement edge of some sort? It could also solve one of the big genre related holes the game has. Almost every super hero in the games source material has some sort of travel power. But there are some super heroes that are defined almost entirely by a travel ability. But in this game there is almost no real 'travel' oriented heroes. All heroes mostly have equal access to the same travel abilities, with the same limitations and caps.. Giving blasters some noticable travel edge, like a free travel power with an higher base, higher cap, and/or higher suppressed total could sorta fill that niche market. You'd have to invest some time and build effort to really make that advantage really noteworthy, but it would be a unique edge that you could only get by being a blaster. Wanna play the fastest runner in the world, then you'd have to start with a blaster AT, etc.
I have no idea what the best workable numbers would be. It would require a lot of thought and testing, etc, but it could easily be a way to give blasters a little more Cool-factor, and a real, specific, numerical edge, something that was uniquely theirs, butthat if well thought out probably wouldn't be game breaking. -
Quote:I can tell off the top of my head
A single blaster will outdamage any single corruptor or defender, almost every time, its possible some real outliers might tie up, but thats not what we are talking about here.
Once you get to about 2 or 3 corruptors or defenders, it shouldnt really too much the buff set they are all about balanced, mostly.. sort of.
Blasters will fall behind the cor/def team, because of the stacking effect, and the more you stack, the better it gets, this has been known for years.
So when you are making a TF/trial, whatever.
Add a buff/debuff always is a better value given the choice between the two because they make 7 other players better.
So all you have to do is give a shout for xxxxx tf buff/debuff needed, even if you have to take a blaster to fill it out, it still stacks your buff/debuff.
If I totally agreed with that comment, then all ATs are superfluous, except Defenders. They have the best buff/debuff numbers in the game. And igf it all comes down to buff/debuffs, they win. Nobody else has the buff/debuff set as a primary and the defender level numbers. And now defs are getting fire as a blast set. It's an all rad/fire world now, and the other ATs are just allowed to hang out in it as long as the defenders care to keep them around.
Oh, I guess I do totally agree with your logic. The key thing here is, the other ATs are allowed to stay and be different because
1) Other people like to play them..
2) Most defenders players even occasionally want a change of pace.
:P -
Quote:Dang, I can't believe I saw the acrobatics and then totally forgot to mention it. Yeah, I'm completely with LSK, that choice doesn't make sense to me at all. If 10KB isn't enough, I'd rather free up a slot from elsewhere and slot a KB IO from 1 of several different sets. You could easily get the Karma one for cheap and fit it in a lot of different powers.First off what are Planning to do with this build? You have a few over the cap in certain areas and remember the rule of 5. Also why did you take acrobatics? When you have unyielding active you already have 10 KB protection, plus acrobatics is a end hog. You would be better off if you put in DW in DP and 5 slot it instead where you could put the extra slot some where else like in taunt to get it 6 slotted, plus I would lose some of the slots in stamina. I would also put in a steadfast protection +3 def in there some where that will help out with your def.
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I don't think you're likely going to get much more numbers on the resistance side of things. Not without sacrificing a significant amount.
That said, you can gain a fair amount of ground it seems on the def front. Just upping to Kin Combat from Smashing Haymaker will give you a 1.88% s/l def boost. Losing some of the overslotting in a few places you can perhaps spend the slots to great effect elsewhere...
I think the Generic Def IOs in Invince and Weave aren't worth the slots. They gain you no set bonuses, and only amount to .7% def. If you lost those, you'd have to slots to play with. Lose at least 1 slot from the End set in stamina (which will cause you to at least lose 5% global recharge). Spend those 3 slots maxing out taunt, and the 6 slotting either Perfect Zing or Mocking B. Both will give you back at least the 5% recharge, plus give you either 2.5 or 3.13 s/l defense. I'd say that's a fair trade. Might also think about shuffling the slots around in the spots where you're over the rule of 5. For example, the 6 slotted Eff Adapter in Stamina isn't getting you the HP or the Regen bump. So I'd consider going a whole different direction there.
All in all, tho, it looks a very solid build, but you can tweak some more defense out of it, if you want without giving up much at all. I think you may be able to reclaim a slot or maybe 2 from Dull Pain. I think it's overslotted for end reduction and heal (as you're way over the ED cap), and not slotted aggressively enough for recharge. With a little bit of massaging, you should be able to free up at least from 1 slot up for use elsewhere.
If you really have a lot of Inf to spend, you can always use the extra slots on the PVP IOs +Def and +Resistance. I prolly wouldn't, but it would be a easy way to up the def and resistance across the board.
Well, cheers and good luck. -
OK, thanks again all.... I looked over all the suggestions....
@Dechs
Very good suggestion. I looked and looked for a place where I could do that easily, and don't see one without significant changes. I'm up against the rule of five sadly in several areas that limits easy minor changes.. I could drop the regen proc and leave the slot int he exact same spot, and add a Miracle Def/any and that would pick up a 1.88% HP bonus, but I not sure how to tell if that would be a net improvement at the end of the day. That said, I'm not likely to make that change regardless, as I doubt the total utility upgrade is worth the loss when exempted down. Obviously, this is subjective depending on how much you exempt. Oh, and although the build doesn't reflect it, the actual IO in that slot is a level 10, not a lvl 30. If you could explain how to figure the numbers on the non-exempted end, tho, I'd appreciate it..
@Fireheart
Thanks, I'm a total bonehead. I was able to swap the Enzymes to Maneuvers to get he most out of their increased end reduction. And the moved the LOTG: Def and LOTG Def/End to to CJ. I therefore didn't hash up any riles of 5, and didn't lose any of the set bonuses I had, and the overall def stayed exactly the same. I was hoping it would have got a tiny bumb, but the were all hard up against the ED enough that such wasn't the case. I did save a good chunk of end expenditure, though. Thanks again for that catch.
@Doctor
Very impressive build. I had to stare at it for a while to figure out all that you did. In the end, though, I think for my play style your build gives up too much for the extra 2.5% global recharge and the extra 5% e/n def. I play on +3 and +4 enough that the lower accuracy numbers would bother me, especially if I was going to try and use any combos.. Also losing Assault, Tohit debuff resistance, all the extra aggro control tools, the higher HP cap, SoW, and the exemplar oriented build was a little too much for the extra 5% defense for my particular play style. I totally wish I could softcap everything, of course, but at the high end it's always full of carefully weighed trade-offs, and the cost is just a might high for what I like to play. But for those looking for for alternatives, it is a very impressive build, and I appreciate you taking the time to share it with those others interested in the WP/DB tank combo.
@Everyone
If any of you would like to throw some ideas my way on the Fire/Fire/Fire tank thread I started, I'd love to hear from ya and this is just the sort of feedback I need, although in truth I think I may just need to start a less zombified thread on that topic, so stay tuned... -
Thanks for the feedback both of you. I'll play about a bit and see if I can make some improvements along those lines. I'll doubt I'll respec for those changes unless they are far more dramatic that I anticipate, but who knows.
And, at the very least, the fellow I'm posting it for can learn from my mistakes and your suggestions, so it's still much appreciated, even if I'm not the beneficiary.