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Posts
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Yeah that's why I challenge myself with Pure builds, I think you can over power yaself too much and go thru the same motions unchallenged too often.
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Well I knew them days and as far as I am concerned they're best left where they are. I think you'd be flogging a dead horse with this idea as the game undeniably has moved forward a ton in terms of PvE balance based on quantities such as the aggro cap figure.
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That's actually a nicely worded guide. Worth new people keeping to, especially if they want to plan on saving respecs later.
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They're really cute. It's amazing to me what different personalities they can have and just how many emotions that are no different to human emotions really, they can express. I just love them!
What was the point of the thread? -
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I think Invuln is fine now. The last set of fixes, especially when it came to the def debuff resistance made it fine.
Invulns gained survivability by playing to their strengths. In teams where those strengths couldn't be well sustained, they simply weren't as fun. The fixes pretty much helped compensate for that. -
Quote:Frame this!I've tanked the STF on Invince without problems. I have a few IO's but not much, not a full purpled out build or anything. Really it just takes experience with the set to make it work. Just try different strategies. Fire Armor is one of the more complicated sets of Tanker primaries, and I like that.
Fire/Fire used to be the dumb lawnmower of the game but now it takes thought. Even without an ideal team make up all is not lost. Knowledge was always half of any battle. Having a build that is strategically flexible, the skill and teamwork is the other half.
Edit: RotP <3 -
Quote:Taking into account what you've just said and my lack of knowledge with Orbiting Death..My only major regret with this build is not having enough slots to crank up either Unchain Essence (not taken) or Quasar (taken) to meaningful levels of "Thoroughly Satisfying Kaboom!(tm)" through slotting.
I did a quick change to the build:
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That looks slightly better to me but then I have no idea why Orbiting Death gets so much love.
I remember thinking "Damage Aura" then watching it in action and then thinking>
>
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Dam per End = Poor
Tick Rate = Poor
Did they change it since 2005? -
Dim shift could do with being a 33 eps toggle that once clicked off has its rechg started after when the maximum duration is up. 60 sec recharge.
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I would look for one of them Force Feedback Chance for +Rechg IOs and then possibly save a ton of ingame money on Purple Rechg Sets.
I checked my Completely Pure Warshade build to that and being pure (no power pools etc) by having one of them FF +Rechgs she actually has pretty much your level of Rechg on long rechargers. Ofc there is a couple of +7.5s and a couple of 6.25s but it's as good as with that. My Eclipse is at 92.8 and yours is just under 90 and on that I wouldn't quibble. In a moment of need I could hit a +rechg accolade to bail me out.
My WS is 4 yrs old. Bless.Has all the attacks except Shadow Bolt and Orbiting Debt. Every attack (as much as I don't need them all XD ) packs about +90% atleast in damage enh buffs and by having many attacks, they rechg well enough.
Endurance bar goes up, down, up, down alot though.
I checked the acc of all the nova's attacks of your build whilst nova form is on and read 308% Acc for two of the attacks and thought "omg what needs that amount?". Its the shaving of figures down to levels that I see the need for that help with finding slots for what else I want.
I bet a pure build can be almost as good as builds that have haste and fitness pool in PvE, played right. -
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I am waiting on Martial Arts on a Blaster myself then maybe you can have Pistols/MA or Archery/MA. Scrappers have a ton going for them, I don't always see a need for an epic.
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Between Any/SR, a powerpool for a travel power and Med Pool you can easily soft cap all and have slots free.
No need for Maneuvers, Concealment or any high end costing toggle at all. With a low end build I find a basic 2 stamina slots enough making conserve power a total waste of a pick to boot.
That is for PvE purposes. -
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Quote:Here's my current build From Mid's. Just for the sake of simplicity I've uploaded a version with only Standard IO's Slotted
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Esteban Del Rio: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Pyre Mastery
Hero Profile:
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Level 1: Blazing Aura Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), RechRdx-I(7)
Level 1: Scorch Acc-I(A)
Level 2: Fire Shield ResDam-I(A), ResDam-I(7), ResDam-I(9)
Level 4: Healing Flames Heal-I(A), Heal-I(9), Heal-I(11), RechRdx-I(11), RechRdx-I(13), RechRdx-I(13)
Level 6: Temperature Protection ResDam-I(A), ResDam-I(15), ResDam-I(15)
Level 8: Consume EndMod-I(A), EndMod-I(17), EndMod-I(17), RechRdx-I(19), RechRdx-I(19), RechRdx-I(21)
Level 10: Combustion Acc-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25), RechRdx-I(25)
Level 12: Combat Jumping Jump-I(A)
Level 14: Super Jump Jump-I(A), Jump-I(27), Jump-I(27)
Level 16: Swift Run-I(A)
Level 18: Health Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Plasma Shield ResDam-I(A), ResDam-I(31), ResDam-I(33)
Level 24: Acrobatics KBDist-I(A)
Level 26: Fiery Embrace RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 28: Fire Sword Circle Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(34), Acc-I(34), RechRdx-I(34)
Level 30: Build Up RechRdx-I(A), RechRdx-I(37), RechRdx-I(39), ToHit-I(39), ToHit-I(39), ToHit-I(40)
Level 32: Rise of the Phoenix Dmg-I(A), Dmg-I(36), RechRdx-I(36), RechRdx-I(36), Dsrnt-I(37), Dsrnt-I(37)
Level 35: Incinerate RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 38: Greater Fire Sword Acc-I(A)
Level 41: Char RechRdx-I(A), RechRdx-I(42), Acc-I(42), Acc-I(42), Hold-I(43), Hold-I(43)
Level 44: Melt Armor Acc-I(A), Acc-I(45), DefDeb-I(45), DefDeb-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Fire Ball Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48)
Level 49: Taunt Zinger-Dam%(A), Zinger-Taunt/Rng(50), Zinger-Taunt/Rchg(50), Zinger-Taunt/Rchg/Rng(50)
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Level 1: Brawl Dmg-I(A)
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Gauntlet
I think by changing those powers you will be going for something very similar to what many other people have gone for. AoEs aren't economical on a Single Target unless you make them so, you can be all about AoE and still ST although not in a burst sense fight with an end friendly build, however it'll always have its end friendliest side coming from hitting the numbers.
In taking out GFS and Incinerate you can still have a build that does enough damage to the endurance bar. Played with thought. I would swap them out for Burn and haste for a Fire Sword Circle-Burn-Combustion combo. Combustion being the bigger AoE is best to catch runners running out from Burn and getting them to run back in. Fireball has the same AoE size but is too long a rechg.
Burn is great DPE and can be used to save endurance on a single target. If you swapped Melt Armour out for Ring of Fire you should be able to immob a ST still and Burn, this will increase your ST damage greatly. Melt Armour for its end cost and over time doesn't jump at me looking desirable at all XD.
Consume has no Acc so I take it you are thinking ahead at times using Build up with it. I hit numbers with mine making even no end mod give me a full bar but 3 end mods is good for one target.
Temperature protection is great early if you are a flier (no leap pool) who needs a kb protection somewhere early. As you are a leaper you could postpone that till 49 and have more slots spare for Fireball which imo is lush with 5-6 slots. Taunt would then have to be sooner and I think that is one of your reasons.
Keep Char, always best to actively defend yourself against the likes of Sappers.
End red on Blazing Aura and Acrobatics as their eps is costly. 1 end red in either does more than the 3rd slot in stamina but you should find slots easy as Temp Prot doesn't help overall by being more than 1 slot for starters. Superjump can afford to lose 1. RotP, I actually love the powah, but 6 slots is OMGness.
I would like to see what happens when you make changes and then in export look on the right and select PhpBB/Zetaboards before exporting again because the build I looked at will have bugs in it. What the rest of us see will not of imported right. -
Aside from perhaps doing Hamidon I pretty much could not give a toot about what concepts or powersets people have. Its all gold to me!!!
Edit: I hope they can play tho. -
I think by others knowing what all your power choices are, it would possibly help you in getting some good ideas.
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Blasters get a damage boost and two attacks that they can use whilst mezzed.
Defenders get mezzed, have their low dps lowered even more and get defeated.
I think Defenders need either to have a couple of attacks that they can use whilst held or have scale-able mezz resistance so that they have a chance to break free and use any power. They are 50% blaster-like.
Definition of Vigilance: state or quality of being vigilant; watchfulness: Vigilance is required in the event of treachery.
Breaking free of mezz effects in order to watch over the team, especially with Confuse would fit Vigilances' definition imo. Solo, you may stand a better chance as you get cleared off of sec effects and start fighting back.
I can't see it affecting server performance at all.
Lack of Mezz protection is why I may rear guard. I don't want to heal aura anyone half the time because if I am that close to people then I may fit in the aoe of a control power that is targeting them.
Defenders definitely need a Inherent that also helps them to solo.
Keep the end discount with the change.
Edit: to add.
Medical Dictionary
Main Entry: vig·i·lance
Pronunciation: 'vij-&-l&n(t)s
Function: noun
: the quality or state of being wakeful and alert : degree of wakefulness or responsiveness to stimuli vig·i·lant /-l&nt/ adjective -
If I had to drop an attack out of /Mace it would be Bash, but one can't do that and so it has to be Pulverize. It's a shame because I like all of them but respecing out Pulverize maybe the thing.
Acc and Dam should be considered essential, how much though is the thing? You will be the target of many debuffs. With no +tohit I would consider 50% accuracy and 95% damage. STs with end red and AoEs with rechg to finish on the 6th slot. -
LotG means less slots used and so more available elsewhere. RFs are more okay on a Scrapper imo. I like a lot back for every slot I use and 4 LotGs save on 2 slots as RFs mean 6 slots.
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Quote:I am hoping that its for feedback!Question: What is your intent for posting the guide here? Are you looking for feedback or are you just posting it here before the guide section? I ask because there are a few things in the guide I don't agree with at all, but I won't elaborate unless you're looking for critiques.
Best way imo, get other people to look at it and see if they can add or disagree on before posting it in the guide section. Win/Win way of doing things..
I would remove this from the Taunt description :
Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously.
Or change it to:
Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power religiously. -
If your on the EU servers, any of them, I can come watch you play.
Whirling Hands could probably be part of the solution. How you engage the enemies another (CoT), when you can afford to exit the groups is another (Carnie) and with anything, how much fight duration is upon you before the team starts or as the enemies are being herded. I think most tanks should herd fast, kill fast, but what I mean by herd is, one group, made tighter in order for you to control and be buffed.
Another part of the solution could come from the team. Somewhere someone is always not doing something that could simplify everything, sometimes its not buff management but control management. Knowledge is half the battle and knowing what and when can be the answer. -