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Quote:The contacts do indeed tell you what origin they're into. Major Decoy ran science contact missions first because after level 30, I didn't know where to get enhancements if not buying them from contacts. I didn't learn about the "stores" in Founders Falls and Brickstown until much later.I must be mis-remembering, because it seems to me the contacts pretty much tell you what kind of origin theyr'e into: Science/tech, magic/science, that sort of thing, as well as what kind of enemies you'll be battling against (Tsoo, Nemesis, etc.)
So yes, there are themed contact missions from 1-50. The problem is that, past level 30 or 35, you end up running all the different themes just to level to the next set of science themed missions. Or, at least, that was the case before newspaper missions. -
This is what I came up with for Inv/KM.
I like passive regeneration as well as Defense.
Smashing Haymaker can be swapped out in favor of Kinetic Combat, and if you do that, You only need two sets, and the other two melee attacks can be slotted with Crushing Impact.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Invincible: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Kinetic Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Quick Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- Mrcl-Heal/Rchg(A), H'zdH-Heal/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
Level 4: Smashing Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Acc/Rchg(13), Mocking-Taunt/Rchg/Rng(27), Mocking-Taunt/Rng(29), Mocking-Rchg(29), Mocking-Taunt(34)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 20: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34)
Level 24: Body Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), Ksmt-ToHit+(37)
Level 28: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(39), ResDam-I(39)
Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(40)
Level 32: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(40)
Level 35: Burst -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Dmg/Rchg(43)
Level 38: Concentrated Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(46), P'Shift-End%(46)
Level 47: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Unstoppable -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), RgnTis-Regen+(15), Heal-I(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(17), EndMod-I(17)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
Quote:No, not even that. Procs will exemplar all the way down, as long as you have access to the power. If you put a level 50 Performance Shifter: Chance for +End in Stamina, you'll always benefit from it. If you put it in Quick Recovery on your Willpower Scrapper, you'll lose it at level 14. If you put it in Physical Perfection, you'll lose it at 35.The level of a proc has nothing to do with how it functions, the only thing it controls is when you can slot it and how far it exemps.
Set bonuses will not exemplar down.
Luck of the Gambler: Global Recharge is a set bonus. Steadfast Protection: +3% defense is a set bonus. Blessing of the Zephyr: Knock-back Resistance is a set bonus. Any bonus that doesn't require the power to be active is a set bonus. -
With an Invulnerability Tanker, you're at the Hit point cap with Dull Pain up, so I'd advise the +Regen version instead of the +hit point version. So go Radial Rebirth.
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Quote:Luck of the Gambler: Def/Global Recharge only costs 200 merits.The three most expensive recipes I can think of are:
Luck of the Gambler: Def/+ Global Recharge (varying levels - 50 gives a bit more defence, lower levels are good for levlling builds )
Kinetic Combat: D/E/R, level 35
Miracle: +Recovery unique, level 20
If you're looking to raise money, buy these with Hero merits and sell them for over 100 million each.
These cost either 240 merits or 2 Alignmnet Merits (= 100 merits + 40 million), so it would probably be worth converting normal merits to alignment ones to buy these. -
A discussion of how tankers should have devastating attacks is really approaching the game from an alternative design approach and is better suited for discussion about a new game than it is for one that's been around for seven years.
I am not concerned with Tanker damage at all. My main, Major Decoy, an Invulnerability/Super Strength tank, does not use Rage; I still have no trouble soloing missions. I don't feel like I need more damage.
There are certainly times when I find that I need to use taunt because a Claws/Invulnerability scrapper is stealing aggro if I don't, so I wouldn't mind better aggro management tools.
If I were to boost tankers, there are a couple of things I'd try:
1) Revert back to the first incarnation of Gauntlet, warn tanks to be careful with Energy Transfer.
Not a serious consideration, but it was a lot of fun while it lasted.
2) Give every tanker attack a PBAoE heal, normalize the heal value by casting time.
There would be a benefit from having more than one tanker on a team, and it would increase tanker survivability. I wouldn't have this heal affected by slotting. -
Stone Armour. With Granite you can get 90% resist all but psionic, 45% Defense all but psionic, and about regenerate about 54 hit points a second. And that's without using Earths' Embrace.
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I think I use that blue on Secular Energy as the primary. His secondary is the bright teal.
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Quote:You can get better than 45% Smashing/lethal/Energy/Negative/Fire/Cold defense on the invulnerability tank withTrue, at least SR'll let me try out some other sets than the good ol' Thunderstrike and Gaussian. :-) I think I'll try that and see how I like it.
Thanks all for the feedback, much appreciated. Definitely got food for thoughts there.
Three sets of four Reactive Armour
Two sets of three Aegis
One Steadfast Protection +Def
Invincibility, Tough Hide, Combat Jumping, and Weave all slotted with 54.16% Defense enhancement.
And Storm Kick.
And that'll get you to the Incarnate Soft-cap with ten enemies in range. -
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Relevant question:
How big is your head Zwillinger? -
Well, the health issues of the breed. They have breathing issues, their eyeballs are prone to popping out of their skull and need to be manually re-inserted. The same gene that gives the tail its curl can lead to spine problems.
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The language has been set to German. I've reset this option a number of times with changing EU and North America, and every time the NC launcher starts up again, it's still English and the game still launches in English.
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In case it's not clear, I was wondering how I might be able to go back to a German client. I don't want to have to change my keybinds again.
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When the new NCSoft launcher came out, I downloaded it and, for whatever reason, the default language was set to German. I was fine with that, the game still launched with the NA client and I played in English.
When Freedom launched, the game started playing with the German client. All of my keybinds broke, but it wasn't a problem. I reset my keybinds and got used to playing with the German client.
Today's update has me back on an English client, and I really don't feel like resetting my keybinds again. I have a lot more characters now. I downloaded the EU client, but that's still playing in English, despite having the default language set as German still. -
Quote:So you mean that you don't bother slotting for set bonuses or that you don't slot anything but standard Invention Origin Enhancements?I think you misunderstood what I was trying to say (probably my fault.)
I ONLY slot IO's... I don't think I've had a training, dual or single origin enhancement in one of my characters since my first four months playing.
What I meant was I don't even think of slotting SET enhancements like Mako's Bite, Positron's Blast, etc until I hit 50. Even if I get a drop of one I plan to use, I just sell it straight away. I stick with normal IOs until I hit 47th level.
Because the first one is fairly rational, but the second one is rather limiting. -
Quote:I used to have this mindset, but with one of my tanks I discovered that, for the cost of a full set of Single Origin Enhancements at level 22, I can instead get Invention Origin Enhancements that will last until level 47.Anyway... Since I am always focused on level 50 I decided I was going to completely ignore Invention Set Enhancements until I could slot them at 50th level. What's the sense of spending all that influence on something you're going to replace six or seven times as you upgrade them?
On a character with four attacks, each four slotted with Single Origin Enhancements, I'd get 33% accuracy, 66% damage, and 33% recharge or Endurance reduction.
With the same character, I can now get 34% Accuracy, 70% damage, 30% Endurance Reduction, 8% range, and 36% Recharge all with just level 25 enhancements. And I don't have to buy new enhancements for that power until level 47 if I don't want to. -
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Well, you can make the thorn pattern less visible by putting a different pattern on the tights.