New Dawn

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  1. New Dawn

    Ele/Ele

    In charged brawl it recharges quite quickly so why slot an acc/dam/end/rechg when it could be an acc/dam/end?

    Your passing up +HP for regen in LR, I'd think what would I rather have 0.2hp more regen per sec or 42.2 extra hp? Kismet +6 does slightly more than a +9% acc bonus.

    Stuff like that.

    I think you might be overly cautious about how much acc you can reduce to and missing out on doing some damage. If that helps. With your end returns Manuevers and Tactics with Gaussians is an option.

    Fourth slot in Build up reduces build up by 4s. If you moved it to LF as a proc you get +hp and a 20% chance to do 71 dam-ish I don't know if thats better but I certainly imagine it could be.
  2. Quote:
    Originally Posted by ClassH View Post
    2. Damage. He is slotted for 85% in most of his attacks. This is not under slotting. The difference between 85% and 99% in a power like crowd control is 136 and 145.
    AoEs hit more than one target so the difference is multiplied over them targets. Honestly it is slightly neither here or there because you could end up using a high end costing attack to take the last slither off of a mob because it was the only attack recharged at a time. People I'd imagine have build philosophies where the glass is half full rather than half empty. I'd rather hit something once than twice and so try to get more damage from an attack. Now despite having maxxed the damage in an attack I might have to take that little slither off and attack again.

    We put in IOs for a reason, you make something to suit you, people suggest what they think will suit them. At the end of the day the OP should come up with something they're happy with and not something entirely handed on a plate. I could tank with a scrapper, or a brute so the need to max out a tank completely is kind of more for being better able to concentrate on what the team is doing if anything. Altho with really expensive builds the ability to farm at better speeds is there.
  3. Okay Youmu,

    Cardiac Attack chain + Cardiac toggles = X. Your end rec must be fairly close to compensating for X or atleast you have enough to get by. If not the chance for +end in DR is good and so is the conserve energy. The second rechg slot in conserve energy might be something you can move to boost the DPE of an attack though.

    Tactics costs less than Foc Acc, it is a bit middle of the road on tohit, but it offers you and team mates +tohit and you res to confuse atleast, fear is not your issue but Foc Acc offers you personally more tohit, res to per debuff and tohit debuff. Just a mention incase you didnt consider Tactics.

    10% +run or +jump speed could be added, with PS end mods, being travel power less its an option.

    I think Build up is better than Physical Perfection, I think its equal to/more than stamina. PP is less than stamina, the more DPE you do per attack, the less times you use attacks, the less end/sec you use, the less end/sec recovery you need but build up doesn't give you the extra regen of 1.6hps which doesn't sound like a lot.

    It's entirely upto you, people apply thoughts. Alot of people tend to do builds they can comfortably exemp down with and I am kind of used to seeing that.
  4. The previous suggestions have adapted the OPs build and the big give away is that none of the builds are as close to being capped to S/L as they could be. The OP had end/rechg rather than the res in the reactive armour sets. Also when it came to the Doctored wounds the Rechg wasnt used in place of the Heal/End and so the rechg could of come down abit.

    I've been thru the OPs build and come up with something that is different and its just another persons adaptation of what the OP might be inclined to achieve.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    dog dude: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(7)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(29)
    Level 2: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(15)
    Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg/EndRdx(19)
    Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx(15)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Taunt/Rchg/Rng(17), Zinger-Acc/Rchg(21), Zinger-Taunt/Rng(23), Zinger-Dam%(23)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 14: Super Jump -- EndRdx-I(A)
    Level 16: Combustion -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/Rchg(45)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx/Rchg(27)
    Level 20: Kick -- FrcFbk-Rechg%(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(31)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(46)
    Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Dmg(37)
    Level 30: Build Up -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(31), Rec'dRet-Pcptn(31)
    Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(40)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg(50)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(43)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
    Level 44: Melt Armor -- Acc-I(A), EndRdx-I(45)
    Level 47: Fire Ball -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50), RechRdx-I(50)
    Level 49: Resist Energies -- ResDam-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    ------------
    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 -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(36), P'Shift-End%(36)



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  5. Quote:
    Originally Posted by SnowTigress View Post
    That set-up (4 Kin Combat and 2 Basilisk) would be a big improvement over what he's got there now. The original post has 4 Basilisks, a Crushing Impact Acc/Dmg/Rchg, and a generic Dmg IO in Knockout Blow. Yeah, the recharge bonus from Basilisk is nice, but not worth what you have give up for it to slot it in KOB. With 4 KC and two Basilisk, KOB would do considerably more damage per hit, Maneuvers would no longer be needed to hit the S/L def softcap, and you would still have some hold duration in KOB if that's your thing.
    Def is the best thing for tanks to go for, then for powers like Dullpain its nice to have that perma cos it means a consistent increase in HP. Then its a case of maintaining gauntlet, controlling mobs. I could go for all the recharge in the world and have attacks returning asap so that I can off load the maximum amount of damage in the least amount of time. All those attacks still cost endurance, you can use all the attacks you want but they take from the endurance bar, that bar has to recover. It's cool if you are teamed with a kin or something but I like to team with anyone. More DPS = More EPS, too low EPR to match that EPS means less DPS. On the whole a balance is nice to be where ya want to be. I don't like stopping.

    I roughly need an attack chain of 20s, 5s to recover, attack for 20s. The 5 secs is the time taken to go to and consolidate the next group, so my build can regain endpoints 20% slower than I can use them. I have hastened conserve energy to help get to what is a difficult goal.

    The more damage you do in an attack chain the less times you would have to use the attack chain. I prefer the weapon you have to use only once.
  6. Plenty of Inv builds around lately for a headstart.
  7. I'm not saying that Youmu is incorrect to defend his build decisions. It's good to do that, I was just thinking that if it was me I'd be thankful for the effort given so far and show it so as not to scare people off from trying further.

    I knew this one scrapper who seemed to argue over what everybody else would do (what people will do for themselves is hopefully right for them and their playstyles) and be thankless for their input. He was left with what I would call a limited build.

    I did have build suggestions albe them minor as all they tend to be but would prefer to see where the build is at so far.
  8. Quote:
    Originally Posted by Mantic View Post
    @New Dawn: What you did is very different, and I'm intrigued.

    Your version is geared to playing in hover mode and trades Psi for a soft cap practically across the board. Hurl and hover mode aren't compatible, but since you hadn't also included laser beam eyes that's a straight across swap for the Thunderstrike set. I can see this requiring a slow pace to avoid endurance failure (especially if running the Maneuvers toggle I tacked on to bring E/N over the cap when needed), but the offenses seem decent for a tanker, so given a tray full of reds and blues, it could probably take down some pretty big targets. I didn't spend much time with this (yet); just a few little changes though and it makes me excited to try it. I still want to rearrange the slotting order to be exemplar-able, but I will likely go with this:

    No what I did was leave hover and fly in the wrong places. Also a LotG could of gone there. Hover has a resistance to -fly and so if necessary you can kite without an immob, a flightless AV who has a -fly attack. It was 2 mins work, exactly as I said because I am like that. Uncompetitive working with what people have done and two mins to spare between gaming.

    I wouldn't touch Whirlwind with a barge pole, but Superman can spin to go underground. Just look at some of the slotting suggestions. I have an Inv/SS and if I was to do the best build I could come up with I would be posting my own build and I like everyone to be different, authentic and original.

    Edit: Just looking at your build it wouldn't take much to swap out maneuvers for combat jump. Ideally in a well played team Manuevers would be there pretty much for a Scrappers or a Brutes benefit. I don't believe that they're a Tanks priority or concern unless you can spare it if needed.
  9. Quote:
    Originally Posted by LSK View Post
    Very simple you say you have end issues well maneuvers is a big end hog fo very little help with def. Also who said anything about 2.5 bill for an IO? Your Knockout blow is poorly slotted for damage that is one of your major attacks and u have it slotted for holds.
    I used to have my KoB slotted with Dam/Mez's so I had the best of both worlds and swore by it. I swore by it because in them days I had less defense so active mitigation when it worked had a nice impact on my survivability.

    I think without checking I have 4 dam IOs from a set giving me 3.75% S/L def and 2 hold IOs that give me 2.5% def to E/N. More defense makes me less reliant on the hold but I can reapply the hold pretty quickly if needed maybe even before the previous hold duration expires depending on what I am kablamming.

    Manuevers is something that could be endurance hungry and not needed on a Inv/SS. With sets alone, you can soft cap to all but psi quite easily, and then still have a damaging tank, what you may lose in rechg bonuses and so dps you can gain back in dpe and so dps.
  10. When I ask for suggestions I am pretty grateful for the time whether or not I see anything useful or not. Usually I may not agree with the builds as a whole but I might look at the slotting in some of, or even one of the powers and think "**** me why didnt I think of that?" . In this thread I see that already.

    Worse thing one can do is scare people off from trying to come up with ideas, not so much from defending what was originally done but from being thankless to the effort when doing so.
  11. I'll be fair, you are more likely to get help when you've posted what you can do on a build. It's not for us to just say "here accept our reality", we could get a better insight on what you value.
  12. I am so not convinced with the poison set. So not convinced. It's alright in some aspects but really you're limited on personal survival. Being limited on that just means its pointless being alright in everything else. I think maybe some debuffs of secondary effects are too highly regarded that not enough -tohit is involved.
  13. Quote:
    Originally Posted by Smiling_Joe View Post
    The biggest advantage Nova has over human form now isn't damage - it's proc potential.
    I find the range useful. Some enemies, you might fight LF Human, LF Dwarf and they'll take you down. If you're LF Nova then they will be limited to what attacks they have left that they can hit you with, which usually means significantly lower dps if anything.
  14. This would come down to soloing potential.

    I'm guessing Empathy/Radiation.
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  16. I think SRs should test their builds farming Shadow minions or KoA at the +4x8. This is where I think real problems will exist other than heavy/constant 80ft range and less AV hits. Jade Spider could be a bit of a XD too. But other than that I don't see much to fear.
  17. I did what I expected to do now that I've finished playing. Hyperstrike met my expectations but I would of done different. If I take an attack I will slot it, because I will use it, particularly AoEs. Also I felt more end rec would be nice to keep moving. For most the game don't need to be anymore than softcapped, when on a trial, being def buffed is likely, if not thats what an insp tray can be for. It took me 5 mins, using a template, could be errors but its only a suggestion not a "accept my reality" type thing. I don't come to the forums to tell people they are wrong.

    Hero Plan by Mids' Hero Designer 1.94
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Superman: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    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: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg/EndRdx(9)
    Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15)
    Level 4: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/EndRdx(25), Aegis-EndRdx/Rchg(37)
    Level 6: Jacobs Ladder -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(17), C'ngBlow-Acc/Dmg(17), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Rchg(19)
    Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(15), Aegis-ResDam/Rchg(21), Aegis-ResDam/EndRdx/Rchg(23)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(36), Mocking-Rchg(36), Mocking-Acc/Rchg(37)
    Level 12: Boxing -- Empty(A)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), DefBuff-I(31), Rec'dRet-ToHit(31), Rec'dRet-Pcptn(33)
    Level 20: Thunder Strike -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(48), C'ngBlow-Acc/Dmg(48), C'ngBlow-Dmg/EndRdx(48), C'ngBlow-Acc/Rchg(50)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx(33), GftotA-Run+(34), LkGmblr-Rchg+(43)
    Level 24: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(42)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
    Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(50)
    Level 32: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(43)
    Level 35: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39), RechRdx-I(39)
    Level 38: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), C'ngBlow-Acc/Dmg(45), Erad-Acc/Dmg/Rchg(45), Erad-Dmg/Rchg(45), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(46)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(23), Mrcl-Rcvry+(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(31), P'Shift-EndMod(33)
  18. Quote:
    Originally Posted by Dual Hammer View Post
    you can get to level 50 instantly and have unlimited of all enhancments
    Are you asking or replying? Either way; unclear.
  19. Same here, I've looked at the build, the expense on it. Expense tends to weigh better on a Tankers offense, defensively I'd say that an Inv/Elec could be soft capped to all but psi, perma DP, very enjoyable and durable for less. I'd have to look at it later, I have a CoP and stuff to do, but that's what I think can be achieved.
  20. On top of what Aett said, there is the test server. I remember having romantic notions of what my character was going to be like when I took certain powers and then once getting the powers I wasn't living the dream. With the test server, no matter what you do, you are not costing yourself anything except time but then you could be saving it in the long run.
  21. I think perhaps an additional prob is finding out what each slot actually does. I see 3 flight speeds in flight, I go to window , advanced totals, misc buff, turn fly on and see how far over the flight cap you are. A simple end slot there and a run speed in swift would of done, allowing you 2 slots to be put elsewhere and actually do something for the build rather than nothing. Read what each slot offers you.

    I realize that you are making a build that lasts against psionics. I've yet to do that, I doubt I will. Rather than take the concealment pool for slotting small amounts of +rechg I'd of just taken haste. Super man don't hide.

    Here is a Superman Build I wouldnt have, mainly cos I took some build in my archive that I didn't do and only spent two minutes turning it into Superman, but its just to throw in some ideas for anyone wishing to be Superman.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1417;709;1418;HEX;|
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    |05FD329E075|
    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Sarrate View Post
    My above calculations are with DOs. With SOs, all you'd need is toggles, passives, CJ, and Steadfast.
    I got the continuity of the thread. I was just thinking out loud for myself. I think going for soft cap with DOs might cost me as a respec. Some people may feel that CJ is the obvious thing because its right before SJ. I'm like screw CJ because I find SJ limiting for an SR tank quite frankly so wouldnt want to at anytime be with leap pool in the build at all. 22 so easily achieved could have myself level up build that takes me right to my final build. Then with any changes of heart I got myself enough respecs left over for a complete revamp.

    Edit: Med pool, Flight, Haste and Fight pool upto Tough would be my choice of additions.
  23. Toggles + Passive + Weave should be enough to hit soft cap I'd of thought. Not that I would take weave. If one may as well slot to skip it then its a free spot for something else. I wouldnt add Combat Jump neither. Trying to think here what I'd do:

    I'd want to compensate for -def slightly, boost my accuracy, boost my end rec, boost my rechg for more flex over time. Cardiac.

    Maybe best pair with DM, SS or even Ice Melee. -Dam from patron.

    If with Aid self plenty of interrupt reduction, maybe +heal although +hp would be better...or say screw it I have enough SRs!
  24. If the weakest member of the team can be played by a brain dead key mashing zombie and do well then there is a prob...
  25. New Dawn

    Time Bomb?

    When you've almost soloed a small or large group and found yaself dead just before you got the better of them. Time bomb +-/ trip mine might of been the thing to of done.