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Posts
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Here's my prosposition at a build: Vet rewards: Ghost Slaying Axe and either Nem Staff or Blackwand. Yes you may have to use a lot of blues and Rest often but you could chose to not use Maneuvers. Tactics and Kismet +6% ACC and +acc IO set bonuses make the Vet powers more reliable. I would also use all rechargeable temp powers possible-- wedding band, bat, hammer, revolver.... .
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Posi challenge 2: Level 46 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Smite -- P'ngS'Fest-Acc/Dmg:18(A), P'ngS'Fest-Dmg/EndRdx:18(3), B'ngBlow-Dmg/EndRdx:18(3), P'ngFist-Acc/Dmg:18(5), P'ngFist-Acc/Dmg/Rchg:18(5), B'ngBlow-Acc/Dmg:18(7)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx:18(A), S'dpty-Def/Rchg:18(7), GftotA-Def:18(9), S'dpty-Def/EndRdx/Rchg:18(9), S'dpty-Def:18(11), GftotA-Def/EndRdx:18(11)
Level 2: Focused Senses -- GftotA-Def/EndRdx:18(A), GftotA-Def:18(13), S'dpty-Def/EndRdx/Rchg:18(13), S'dpty-Def/Rchg:18(15), S'dpty-Def:18(40), S'dpty-Def/EndRdx:18(40)
Level 4: Shadow Punch -- P'ngFist-Acc/Dmg:18(A), P'ngFist-Acc/Dmg/Rchg:18(15), B'ngBlow-Acc/Dmg:18(17), B'ngBlow-Dmg/EndRdx:18(17), P'ngS'Fest-Acc/Dmg:18(40), P'ngS'Fest-Dmg/EndRdx:18(43)
Level 6: Maneuvers -- S'dpty-Def/EndRdx/Rchg:18(A), GftotA-Def:18(19), S'dpty-Def/EndRdx:18(19), S'dpty-Def:18(21), S'dpty-Def/Rchg:18(21), Ksmt-ToHit+:18(23)
Level 8: Air Superiority -- P'ngFist-Acc/Dmg:18(A), P'ngFist-Acc/Dmg/Rchg:18(23), P'ngS'Fest-Acc/Dmg:18(25), P'ngS'Fest-Dmg/EndRdx:18(25), B'ngBlow-Acc/Dmg:18(27), B'ngBlow-Dmg/EndRdx:18(27)
Level 10: Practiced Brawler -- RechRdx-I:15(A), RechRdx-I:15(29), RechRdx-I:15(29), RechRdx-I:15(31), EndRdx-I:15(43), EndRdx-I:15(43)
Level 12: Siphon Life -- Theft-Acc/Heal:18(A), Theft-Heal:18(31), Mrcl-Rcvry+:20(31), Numna-Regen/Rcvry+:30(33), Acc-I:15(33), Theft-Acc/EndRdx/Rchg:18(33)
Level 14: Tactics -- EncAcc-ToHit:18(A), Rec'dRet-ToHit:18(34), EndRdx-I:15(34), EndRdx-I:15(34), EndRdx-I:15(42), EndRdx-I:15(42)
Level 16: Swift -- Empty(A)
Level 18: Health -- RgnTis-Regen+:18(A)
Level 20: Combat Jumping -- Winter-ResSlow:10(A)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- P'ngFist-Acc/Dmg:18(A), P'ngFist-Acc/Dmg/Rchg:18(37), B'ngBlow-Acc/Dmg:18(37), B'ngBlow-Dmg/Rchg:18(39), P'ngS'Fest-Acc/Dmg:18(39), P'ngS'Fest-Dmg/Rchg:18(39)
Level 1: Sprint -- ULeap-Stlth:18(A), ULeap-Jump:18(36), ULeap-EndRdx:18(37), SprngFt-Jump:18(45), SprngFt-EndRdx:18(45), SprngFt-EndRdx/Jump:18(45)
Level 2: Rest -- RechRdx-I:15(A), RechRdx-I:15(36), RechRdx-I:15(36), RechRdx-I:15(46), RechRdx-I:15(46), RechRdx-I:15(46)
Level 1: Critical Hit
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I got my first 50, an energy/energy blaster, on the weekend before CoV went live. So I started playing in Feb '04 and that toon made 50 in November '04.
As a side note, it was not my first toon nor my first blaster. My first toon was a BS/ Invuln scrapper who did make it to 50 about 2 yrs ago. My first blaster got deleted and I then made the energy/ energy but I still have a screen shot of it. -
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the same mob has his to hit debuffed by 50%, he is doing a total of 50% damage over time. you have no defense at this time.
1) he debuffs your defense by 10%, 10% of nothing is nothing, so this does nothing and there is nothing to stop you from making this mob into nothing by killing him like it were nothing.
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Yes there is a fallacy in your thinking. I'm not inclined to butt my head against the equations for calculating whether or not an attack hits. So my 2 bits:
So in this scenario, 10% of nothing is NOT nothing-- you now have -10% defense and are more likely to get hit by the next attack. Debuffs are subtractive after any resistance to that debuff is applied. -
Have you tried requesting in coalition chat if any1 from that sg is online? Try over a period of time and if you don't get any response, you could probably assume the sg is dead.
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There used to be back when Hamidon spawned as an AV with a level. Since they changed that a while back they only drop at level 50. The ones you see with buy histories are ones that people had acquired before the change. They are usually very expensive because there will never be any more of them than are currently circulating.
[/ QUOTE ]Nope. People used to exemplar down just prior to Hami going down, and they would get level 52 HOs. Devs changed it so that Hami only ever gives out level 50 HOs now, no matter the combat or security level. (As long as you are security level 47 or above. Level 45 and 46 characters cannot select HOs.)
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In addition, I have a few lvl 46 and 47 HOs from the good ole days still hanging around in storage. -
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Just as a reference, my CoH folder is 2.97 GB while my CohTest folder is 2.87 GB. -
Most self-heals (not those powers that give +HP) have a +resist to toxic and can be enhanced. True Grit, Sonic buffs (2 of them), Dark Embrace, Granite Armor, and Tier 9 resist-based powers all can enhance toxic resist but are not solely toxic resist.
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Any good mix of players that know what they are doing, know the weakness of their and other sets, can work well togther and blast through all content. The differing teams may not always do so in the fastest way possible through all the content but they might do it in the safest way possible. For example:
My SG has 3 "super" teams.
We have a group of Rad/ Ice defenders, actually about 12 of us I think, all about the same level. We required certain powers choices, namely Leadership pool, AM, and Ice Breathe. Capped damage, perma AM, insane amount of +to hit, -def, slow and -resist.
Then we also have a group of 6 (I think) ___/ electric defenders. Primary was up to the individual and no certain power was required. Its great to see mobs w/o endurance just after we jump in. We also did not have a requirement that we only play together so have have drifted apart in lvls. Electric has long been tooted as the worst offensive (meaning damaging) ranged attack set, but when no one has any endurance to attack you, it doesn't matter how long it takes to defeat your foes.
And then there's the 1 blaster/ 7 defenders.
Blaster is fire/fire for Hot feet goodness and aggro magnet.
Defender primaries are 1 Kin, 1 Rad, 1 Sonic, 1 Emp, 1 FF, and the last 2 spots: Cold Dom, Dark, Storm, or another Rad for flavor or whomever is available at the time. We are having another go at this team this Sunday, ITF I think. -
I took 1 of these to 50 as well. I suggest Fighting pool and then go for IO set bonuses of +HP, +recharge, +recovery and if you can, try to get some +def. Even a little bit of defense can make a difference.
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Hasten does nothing for WP? How so?
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WP has almost no powers that need +recharge. SoW has a fixed recharge time of 6 minutes. Many people do not take Resurgence, but if you are dying before it can recharge, change tactics or difficulty or find friends. Toggles have a recharge period if you turn them off or are defeated, just wait for them.
(Went back and fixed that about Hasten doing nothing for WP-- posting without thinking things all the way thru and kids distracting me) -
Hasten costs no endurance to activate but does have a modest -end component when it ends. If you can make it perma, then there is no crash, I think. But some will say if you have enough recharge to make Hasten perma, then why do you need Hasten? Also, keep in mind, Hasten does very little for WP.
Since you seem to be waffling on another power pool, I suggest you transfer your toon to the Test server and try each set out. That way you don't blow a respec. Medicine, Fighting and Leadership are all viable options but...
Medicine Pool-- Self heal is probably the best power for you. Waste of a power to get to it though unless you are going for healing badges. It is your job to kill things before they kill other members of your team so Resuscitate may not be a good fit. but to each his own really.
Leadership- each power here has a good team buff but really the best 2 picks for you as a brute might possibly be Maneuvers and Tactics.
Fighting Pool- each of the 2 attacks, Kick and Boxing may help fill out an attack chain and I believe they help maintain/build Fury. Tough and Weave will help your survival. -
Listing my lvl 50 tanks in order of them reaching 50:
Ice Armor/ Fire
Fire Armor/ SS
Ice Armor/ Axe
WP/ EM
Fire/ Fire
Invuln/ Stone
Shield/ SS
Now, I enjoyed playing all of them to 50, but the one that I have completely fallen in love with is the Shield/ SS. Poor Invuln/ Stone made 50 right before i13 came out. It was an older tank, just one I never played much. Both SS and Stone Melee give good mitigation and that "smash" feel, But the combination of FootStomp and Shield Charge put Shield/ SS over the top for me.
The Shield toon is approaching 3 mil SG prestige, and I cannot count the amount of merits he has earned. And I have his anti-thesis, a SS/ Shield brute who is only 25 right now.
The only thing that might be more fun for me would be Shield + Electric Melee. But with Going Rogue coming soon, I bet ElM doesnt get proliferated to hero-side. I would roll a Shield/ ElM brute but I already have a brute and stalker with ElM and don't have the initiative to start 1 yet. -
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* Shield Defense
Played by: _______ and former Fire tankers.
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Darn it! Someone finally figured me out! -
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Whenever it comes out, it wont be soon enough.
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Naughty, naughty, you have cross-posted (posting the exact same thread in more than 1 section). It is good manners to refrain from doing so not to mention against the rules.
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Rating tanks for survivability? Well, let's be honest, it is not a simple process. Ideally you should have a 3-dimensional chart noting primary, secondary and foes. Stone should be broken down to 2, with and without granite. Then you should go even farther and add in whether you are going for solo or team performance.
So a true comparison would be a breakdown of each primary (8 if you count Stone twice) and secondary (9) for a total of 72 possible combos. Then compare them against each foe both solo and teaming. And if you want to mudddle the waters even more, add in Epic power pools and other pool powers.
Given all that consideration, there is still the person's individual playstyle. One person can get their tank to do incredible things and still someone else will fail horribly given the same build. -
I think you've done a good job.
Just want to put in my observations about OwtS:
This power is not your typical "Oh, SH__!" power like Unstoppable or SoW. Its moderate +resist is not enough in itself to halt that impending DOOM moment. Better to use OwtS early, before jumping into a hot frying pan. OR If you find that the Sh__ has hit the fan, better to eat inspires to fix the problem and then use OwtS to ensure you stay stable. Activation/ rooted time of OwtS can be a killer but clicking multiple inspires allows you to do other things as well. -
Generally my sg has:
1 tank, 2-3 debuffers, 1-3 buffers, fill in with damage dealers.
What you need is a team to gel together. Either Players that are used to each other or are willing to take advice and listen to the leader.
Geas of the Kind Ones and Shivans help.
We also do unusual teams for the STF and are not afraid at failing it. We do 1 Blaster/ 7 defenders, all trollers, and even tried an all tanker run. The all-Tanker run we stopped after our allotted time expired- we had another event scheduled that night too. -
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I don't need to put an anti-Blapper rant in this thing, do I?
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I hope not, but if you told me to keep my Fire/Fire blaster at range, I'd cry.
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Keep your Fire/Fire blaster at range.
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A blaster with max HP, great Regen, and as much resist as possible can stand right next to those AVs. I've seen it; I've even done this myself.