Psiphon

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  1. Quote:
    Originally Posted by EricHough View Post
    RedTomax shows the AE fear as having an accuracy of 1 and the single target version as having an accuracy of 1.4 and none of the effects are listed as being autohit, so yes, it looks like both will need to hit. The single target attack has a recharge time of 6 seconds and the to hit debuff is 20s duration, so it might be able to stack. For single, big targets (like EB's or AV's) I like to just stack spectral terror as much as possible - with the amount of recharge you need to even consider taking on an AV you would probably be able to keep at least two out.
    You can only have one out at a time!

    Spawning a second one removes the first.
  2. Quote:
    Originally Posted by Fire_Minded View Post
    Im scratching my head and trying to figure out why anyone would say Earth Control is lacking or weak in any way.

    I have a Earth/Sonic Controller, and a Earth/Earth Dominator, and they dont lack a thing.

    Its prolly the same people that use Mids and forget that its a imperfect program that lies more then anything.

    Ahh well, Flame on!
    Earth has a lot of control powers but they do little damage and the mitigation from them is good but not great.
    Generally it's great for teaming as you're able to mitigate damage from multiple mobs but from a solo perspective the lack of damage can be a problem.
    Once you get Stoney though this does change.
  3. Quote:
    Originally Posted by Amy_Amp View Post
    Wrong, Earth has been known to beat Mind and Ill in some cases.

    Guide to Controller Damage Vs 1 Target

    WarTroller Single Target Damage Testing Videos
    In real play Earth doesn't come close to Illusion for damage. The testing with Illusion is distorted by the fact that no additional pool power (such as Air Superiority) was added to give it a proper attack chain and a decision not to use PA.
  4. I've got a L50 SD/SS that I absolutely love; great survivablity and very good damage.

    In regards to which secondary to choose there isn't really a bad choice and there isn't a combo that amazingly stands out, they all have their pros and cons. My advice is to go on concept and just have fun, whatever you choose it won't be gimped in any way.

    From a damage perspective I've not had any issues taking mobs down on /SS which is mailny smashing damage.

    If I was to make another Shield tanker I'd probably go with Electric Melee for the Shield Charge, Lightning Rod combo.
  5. Personally I'd go for something along these lines.

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  6. Quote:
    Originally Posted by HeroeMan View Post
    So he's 50 and all, yay, woohoo! Been that way for about a year and a half now, and I don't find many interesting things to do with them.

    I think the basis of the problem stems from the effectiveness of the character. I am not the recipe maxing, stat crunching, hardcore player who wants maxed purples, but I grab some decent stuff off the market from time to time.

    My PA currently is slotted with 2 IO recharges and an accuracy or damage I think.

    Spectral has 4/5 Eye of the Abyss on it.

    Phantasm has a set of blood mandate I believe (though I may be mixing this up with my MM )

    Some basic tips for making me realize why I loved the char in the first place would be nice. Maybe some of you have rituals for setting back into the playstyle of a toon after being away from it awhile? Thanks.

    This is roughly the build that I use.

    It's relativley inexpensive - 1 purpel set (cheap confusion) and 3 LoTG +Recharge apart from that all pretty inexpensive.

    It gives Perma PA and Hasten - with stacked siphon speed.

    It plays best as a scrapptroller using the Stone Epic to deal damage in melee while the pets pull the aggro.
    Transfusion and Transferance keep you healed and the blue bar full.
    Fulcram Shift and Siphon Power will keep you at the damage cap.

    I can solo comfortably at +2/x8 this way against pretty much all mob types, the only ones I have issues with are Malta and their AoE stun grenades.



    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Psiphon with psiphon power: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Blind -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(7), Entrpc-Dmg/EndRdx/Rchg:35(7), Hold-I:40(13), Entrpc-Heal%:35(31)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx:40(A), Dct'dW-EndRdx/Rchg:40(3), Dct'dW-Heal/Rchg:40(37), Dct'dW-Heal/EndRdx/Rchg:40(37), Dct'dW-Heal:40(46), Acc-I:40(48)
    Level 2: Spectral Wounds -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(5), Entrpc-Dmg/Rchg:35(9), Entrpc-Dmg/EndRdx/Rchg:35(9), Entrpc-Heal%:35(34)
    Level 4: Deceive -- CoPers-Conf/EndRdx:50(A), CoPers-Acc/Rchg:50(5), CoPers-Acc/Conf/Rchg:50(15), CoPers-Conf/Rchg:50(25), CoPers-Conf:50(50)
    Level 6: Swift -- Run-I:40(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:40(A), Krma-ResKB:30(31)
    Level 10: Siphon Speed -- RechRdx-I:40(A), Acc-I:40(11), RechRdx-I:40(11), RechRdx-I:40(13)
    Level 12: Group Invisibility -- RechRdx-I:40(A), RechRdx-I:40(15)
    Level 14: Health -- Heal-I:40(A)
    Level 16: Hasten -- RechRdx-I:40(A), RechRdx-I:40(17), RechRdx-I:40(17)
    Level 18: Phantom Army -- S'bndAl-Build%:50(A), Dmg-I:50(19), Acc-I:50(19), RechRdx-I:50(21), RechRdx-I:30(21), RechRdx-I:30(23)
    Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(23), EndMod-I:40(25)
    Level 22: Speed Boost -- EndMod-I:40(A)
    Level 24: Flash -- UbrkCons-Hold:50(A), BasGaze-EndRdx/Rchg/Hold:30(31), BasGaze-Rchg/Hold:30(40), BasGaze-Acc/Rchg:30(46), BasGaze-Acc/Hold:30(50), RechRdx-I:40(50)
    Level 26: Spectral Terror -- Abys-Acc/EndRdx:40(A), Abys-EndRdx/Fear:40(27), Abys-Acc/Rchg:40(27), Abys-Fear/Rng:40(29), Abys-Acc/Fear/Rchg:40(29)
    Level 28: Inertial Reduction -- RechRdx-I:40(A)
    Level 30: Siphon Power -- Acc-I:40(A), RechRdx-I:40(34), RechRdx-I:40(37), RechRdx-I:40(39)
    Level 32: Phantasm -- C'Arms-Acc/Dmg:30(A), C'Arms-Dmg/EndRdx:30(33), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Acc/Rchg:30(33), EdctM'r-PetDef:40(34)
    Level 35: Transference -- Efficacy-EndMod/EndRdx:40(A), Efficacy-EndMod/Acc:40(36), Efficacy-Acc/Rchg:40(36), Efficacy-EndMod/Acc/Rchg:40(36), Efficacy-EndMod:40(40), Efficacy-EndMod/Rchg:40(43)
    Level 38: Fulcrum Shift -- Acc-I:40(A), RechRdx-I:40(39), RechRdx-I:40(39), RechRdx-I:40(40)
    Level 41: Fissure -- Posi-Dam%:50(A), Posi-Acc/Dmg:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/EndRdx:50(42), Posi-Acc/Dmg/EndRdx:50(43), Posi-Dmg/Rng:50(43)
    Level 44: Seismic Smash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(45), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 47: Rock Armor -- DefBuff-I:40(A), LkGmblr-Def:40(48), LkGmblr-Rchg+:40(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+:39(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 5% Defense
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 4.5% Max End
    • 25% Enhancement(Accuracy)
    • 2.75% Enhancement(Terrorized)
    • 86.3% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Heal)
    • 57.2 HP (5.63%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5.5%
    • MezResist(Immobilize) 2.2%
    • MezResist(Terrorized) 2.2%
    • 12.5% (0.21 End/sec) Recovery
    • 40% (1.7 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 3.13% Resistance(Toxic)
    ------------
    Set Bonuses:
    Entropic Chaos
    (Blind)
    • 10% (0.42 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Doctored Wounds
    (Transfusion)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Entropic Chaos
    (Spectral Wounds)
    • 10% (0.42 HP/sec) Regeneration
    • MezResist(Confused) 2.75%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Coercive Persuasion
    (Deceive)
    • 4% (0.07 End/sec) Recovery
    • 4% Enhancement(Confused)
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Karma
    (Combat Jumping)
    • Knockback Protection (Mag -4)
    Basilisk's Gaze
    (Flash)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Glimpse of the Abyss
    (Spectral Terror)
    • 2.75% Enhancement(Terrorized)
    • 19.1 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Call to Arms
    (Phantasm)
    • 2.5% (0.04 End/sec) Recovery
    • 15.3 HP (1.5%) HitPoints
    • 6.25% Enhancement(RechargeTime)
    Edict of the Master
    (Phantasm)
    • 5% Defense
    Efficacy Adaptor
    (Transference)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Positron's Blast
    (Fissure)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 3.13% Resistance(Toxic)
    Crushing Impact
    (Seismic Smash)
    • MezResist(Immobilize) 2.2%
    • 11.4 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Rock Armor)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)




    ____________
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    Invul has an incredible taunt aura (so does SD) and can softcap (so can SD) and has massive S/L dam-res. Ok, invul wins there.
    Invuln though has a psi hole that is pretty much impossible to close.

    Shields has no holes to damage types, great damage buff, high damage attack equivalent to ElM tier 9 and with the HO bug the ability to cap DDR.

    I'd say SD wins all round
  8. Quote:
    Originally Posted by Hejtmane View Post
    Sorry but /sr was the King of AV killing before Shield. In fact i say /sr is still the best budget AV Killer getting the biggest return for a lot less investment than shield.

    Funny how people kept saying after IO's came out and how easy it was to soft cap /sr and how it performed at the high end that it was doing to be nerfed and yet it still sits there the same as it has been for a long time. So that is the least of my worries and if anything gets nerfed on Shield it will be AAO and it's saturated numbers. Then they will need to give it a minor buff in another area to compensate.
    I would be very surprised if a nerf of some type doesn't happen when you see comments like "I see no reason to roll anything other than a Shield" splattered all over the forums.

    I would expect the devs to close the HAMI bug and possibly reduce the DDR even more.
  9. Quote:
    Originally Posted by DarkInvado View Post
    Made some more changes you should really take a look at:

    There was no Hover in that last build so I moved some stuff around to include Hover. (Also there were two Performance Shifter Procs in the build and I thought they were uniques? Unsure about that.) Changes give you the following:
    +30% More regen
    +91 HP
    +40% More recovery
    +22.5% Recharge
    +6% Accuracy
    -6% ToHit (sorry)
    Max Defense Debuff Resistance (DDR) 95%

    You will see I dropped Grant Cover. I did this because you needed to take hover and Grant Cover is not needed because you have stacking Active Defense now which caps your DDR at 95% hence Grant Cover is not needed. Additional changes I would make are Drop OwtS and take Hasten (makes for a lot more Shield Charge and Foot Stomp goodness) and move a slot from Conserve Power to Hasten. If you drop OwtS (really you won't miss it) move the Steadfast to the Tough Pool and replace the Psi resist IO. I would also think hard about switching Hover/Fly for Combat Jumping and Super Jump. Perhaps try that combo out on the test server first if you are not familiar with it. As a tank you want to be on the ground using that Footstomp With Combat Jumping your positional defenses would be in the low 50s while fighting giving you even more cushion from debuffing than the 95% DDR.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stormy Devereaux: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Battle Agility
    • (A) Serendipity - Defense/Endurance
    • (3) Serendipity - Defense
    • (3) Serendipity - Defense/Recharge
    • (5) Serendipity - Defense/Endurance/Recharge
    Level 1: Jab
    • (A) Mako's Bite - Accuracy/Damage
    • (13) Mako's Bite - Chance of Damage(Lethal)
    • (15) Mako's Bite - Damage/Endurance
    • (33) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 2: True Grit
    • (A) Titanium Coating - Resistance/Endurance
    • (9) Titanium Coating - Resistance/Recharge
    • (13) Titanium Coating - Resistance
    • (31) Numina's Convalescence - Heal/Endurance
    • (43) Numina's Convalescence - Heal
    • (46) Numina's Convalescence - Heal/Recharge
    Level 4: Haymaker
    • (A) Touch of Death - Accuracy/Damage
    • (5) Touch of Death - Damage/Endurance
    • (7) Touch of Death - Damage/Recharge
    • (9) Touch of Death - Accuracy/Damage/Endurance
    • (11) Touch of Death - Chance of Damage(Negative)
    • (11) Touch of Death - Damage/Endurance/Recharge
    Level 6: Active Defense
    • (A) HamiO:Membrane Exposure
    • (7) HamiO:Membrane Exposure
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    • (17) Perfect Zinger - Taunt/Recharge
    • (43) Perfect Zinger - Taunt/Recharge/Range
    Level 12: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Healing IO
    • (17) Healing IO
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Defense/Recharge
    • (19) Luck of the Gambler - Defense
    • (21) Luck of the Gambler - Recharge Speed
    • (21) Resist Damage IO
    • (23) Resist Damage IO
    Level 20: Knockout Blow
    • (A) Touch of Death - Chance of Damage(Negative)
    • (25) Touch of Death - Accuracy/Damage/Endurance
    • (27) Touch of Death - Damage/Recharge
    • (27) Touch of Death - Damage/Endurance
    • (29) Touch of Death - Accuracy/Damage
    • (29) Touch of Death - Damage/Endurance/Recharge
    Level 22: Stamina
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (25) Performance Shifter - EndMod/Accuracy
    • (46) Performance Shifter - EndMod/Recharge
    Level 24: Boxing
    • (A) Stupefy - Accuracy/Recharge
    Level 26: Shield Charge
    • (A) Force Feedback - Chance for +Recharge
    • (34) Multi Strike - Accuracy/Damage
    • (34) Multi Strike - Damage/Recharge
    • (34) Scirocco's Dervish - Damage/Recharge
    • (36) Scirocco's Dervish - Accuracy/Recharge
    • (36) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 28: Rage
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 30: Tough
    • (A) Aegis - Resistance/Endurance
    • (37) Aegis - Resistance/Recharge
    • (37) Aegis - Resistance/Endurance/Recharge
    • (37) Aegis - Resistance
    • (39) Aegis - Psionic/Status Resistance
    Level 32: Hover
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Recharge Speed
    Level 35: Fly
    • (A) Freebird - +Stealth
    • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 38: Foot Stomp
    • (A) Force Feedback - Chance for +Recharge
    • (40) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Damage/Recharge
    • (42) Scirocco's Dervish - Damage/Endurance
    • (42) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (42) Scirocco's Dervish - Accuracy/Damage
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 44: Weave
    • (A) Serendipity - Defense/Endurance
    • (45) Serendipity - Defense/Recharge
    • (45) Serendipity - Defense/Endurance/Recharge
    • (45) Serendipity - Defense
    Level 47: Physical Perfection
    • (A) Performance Shifter - EndMod/Recharge
    • (48) Performance Shifter - EndMod
    • (48) Performance Shifter - EndMod/Accuracy
    • (48) Miracle - +Recovery
    • (50) Miracle - Heal/Endurance
    • (50) Miracle - Heal
    Level 49: One with the Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 10.5% Defense(Fire)
    • 10.5% Defense(Cold)
    • 7.69% Defense(Energy)
    • 7.69% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 12.4% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 22.5% Enhancement(RechargeTime)
    • 24% Enhancement(Accuracy)
    • 15% FlySpeed
    • 337.3 HP (18%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 3.85%
    • MezResist(Terrorized) 2.75%
    • 7.5% (0.13 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 20% RunSpeed
    • 2.5% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    Nice build, thanks.
  10. Quote:
    Originally Posted by Imbeni View Post
    Try turning on Combat Jumping. It was off when I pulled up the build.
    DOH!

    Thanks, how many times did I check that!
  11. Quote:
    Originally Posted by St0n3y View Post
    Or maybe the lead Dev for Mids' happens to stumble across the thread and sees what is going on.

    It does sound like you do not have something added in Mids' or a power not toggled on. My guess is you slotted the Steadfast KB protection by mistake. I have done it from time to time too because procs are always last in a recipe set. Steadfast is just awesome enough to have two. lol
    This is a stripped out version showing the defence powers of SR slotted with L50 Enhancements - in game I'm softcapped with this.

    Mids shows 42.3%

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Neutron Crusader: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite
    • (A) Empty
    • (11) Empty
    • (13) Empty
    • (13) Empty
    • (15) Empty
    • (15) Empty
    Level 1: Focused Fighting
    • (A) Defense Buff IO
    • (3) Defense Buff IO
    • (3) Defense Buff IO
    • (5) Endurance Reduction IO
    Level 2: Shadow Maul
    • (A) Empty
    • (23) Empty
    • (23) Empty
    • (25) Empty
    • (25) Empty
    • (27) Empty
    Level 4: Focused Senses
    • (A) Defense Buff IO
    • (5) Defense Buff IO
    • (7) Defense Buff IO
    • (7) Endurance Reduction IO
    Level 6: Agile
    • (A) Defense Buff IO
    • (9) Defense Buff IO
    • (9) Defense Buff IO
    Level 8: Siphon Life
    • (A) Empty
    • (27) Empty
    • (31) Empty
    • (31) Empty
    • (31) Empty
    • (34) Empty
    Level 10: Practiced Brawler
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Swift
    • (A) Empty
    Level 14: Health
    • (A) Empty
    Level 16: Dodge
    • (A) Defense Buff IO
    • (17) Defense Buff IO
    • (17) Defense Buff IO
    Level 18: Combat Jumping
    • (A) Defense Buff IO
    • (19) Defense Buff IO
    • (19) Defense Buff IO
    Level 20: Stamina
    • (A) Empty
    • (21) Empty
    • (21) Empty
    Level 22: Quickness
    • (A) Empty
    Level 24: Kick
    • (A) Empty
    Level 26: Soul Drain
    • (A) Accuracy IO
    • (40) Accuracy IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 28: Lucky
    • (A) Defense Buff IO
    • (29) Defense Buff IO
    • (29) Defense Buff IO
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (37) Empty
    • (37) Empty
    • (37) Empty
    • (40) Empty
    • (40) Empty
    Level 32: Midnight Grasp
    • (A) Empty
    • (33) Empty
    • (33) Empty
    • (33) Empty
    • (34) Empty
    • (34) Empty
    Level 35: Evasion
    • (A) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Defense Buff IO
    • (36) Endurance Reduction IO
    Level 38: Weave
    • (A) Defense Buff IO
    • (39) Defense Buff IO
    • (39) Defense Buff IO
    • (39) Endurance Reduction IO
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Touch of Fear
    • (A) Empty
    Level 47: Elude
    • (A) Empty
    Level 49: Super Jump
    • (A) Empty
    • (50) Empty
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
  12. I've just been using Mids to design a respec for my DM/SR scrapper and rebuilt the existing build which is capped to all positions according to the in game combat attributes - approx 45.3%
    Mids is showing the same build as 42.3%, is this a known bug with Mids?

    I've heard of issues with Phalanx Fighting in Shields but not in SR.
    The build uses all of the defence powers of SR, CJ, Weave, Steadfast Def/Res and a set of Gaussian.
  13. Quote:
    Originally Posted by Dispari View Post
    While true, an SS/SD Brute would outdamage this to an obscene degree while still being survivable enough that there's not much point to sacrificing that damage for Tanker-levels of survival. While I'm sure there are some niche situations where a Tanker would be better, three of my Brutes are quite capable of soloing at x8 (two at +2/x8), and I've tanked for ITFs, LGTFs, and LRSFs with Brutes, so...
    I agree with you a Brute would outdamage a Tank.

    The point I was making is that an SD/SS Tank is not low damage or a slow soloer. I Soloed mine 75% or the time - +2/x8 from the mid 30's at good speed.

    I levelled from 49 to 50 in 1.5 hours solo - running Radio missions.

    Will a SD/SS Tank outdamage a Brute - No!
    It is however very easy so softcap and it does solo very well.
    For some one who wants to make a high damage alt that is extremely survivable without spending a bucket load of money it's a good option.
  14. Mids doesn't seem to take into account the def buff for Phalanx fighting. If you got these numbers in Mids you actually need to add 3.75% (from memory) to all positions.

    OOPS just checked and it does, sure it never used to !

    When designing my DM/Shields I was working on the fact that Phalanx fighting def buff wasn't in Mids, on the basis that it is Shields is incredibly hard to softcap.

    I'm getting numbers similar to Uni and in order to do that I need to drop the Hami's used for DDR.

    I'm seen various people saying that their /Shield has soft cap to all positions and DDR capped and others quoting capped Def and perma Hasten.

    Based on what I can get out of Mids soft capping is hard enough let alone DDR or having room for LoTG +Recharge etc.

    Has anyone got a build with capped def and DDR with Hamis?
  15. The easiest way to softcap SR is:
    take all of the defensive powers from SR, Combat Jumping and Weave and 3 Slot with Def Buffs.
    Slot the Steadfast +Def/Res in Tough
    Slot a set of Gaussians in Focused Accuracy from Body Mastery Epic.

    This will take you over the softcap to all positions.
  16. Quote:
    Originally Posted by Bill Z Bubba View Post
    Defenders and Tanks: Anemic damage output makes them poor for soloing.

    Hi Bill,

    I've got a SD/SS tank that is certainly not low damage!
    Obviously damage is relative, you tend to be at the cutting edge so your expectations are high. I'm sure if you rolled an SD/SS Tank you would be pleasantly surprised.

    In the scheme of the game and other ATs it does good damage and is highly survivable on a small budget.
  17. Quote:
    Originally Posted by Kallandra View Post
    Is there a way of getting the updater to work for the EU please? I've tried all this and NOTHING is working.
    I finally got mine to work.

    Went to the folder with the cohupdater.eu.exe
    Deleted the cohupdater.prv
    renamed cohupdater.eu.exe to cohupdater.exe and ran it
    It connected and said that it will install to C:\etc.... and do I wish to proceed
    Said yes and it started to download
    After a few seconds I cancelled the download
    Renamed the cohupdater.exe back to cohupdater.eu.exe and ran it directly

    Worked fine.

    Hope this helps
  18. Quote:
    Originally Posted by Carnifax View Post
    Yep. DM/Shield is also jumping up and down and trying to attract my attention for the same reason. I've got a DM/WP Brute and have a ridiculous attraction towards set combos with interesting synergies.

    Stop it Soul Drain & Against All Odds. Leave me in peace.
    Ditto!

    Started a DM/SD today.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    I'll probably win the comparison, but it will be close I think. If my character was Fire/SD it would be a different story, but I try to avoid FOTM combos whenever possible. (meaning I won't play something just because it's powerful, but if I come up with an idea for a character that requires those sets FOTM status won't stop me)

    My scrapper isn't 50 yet, or IOed at all, so it will be a while before I'm willing to run comparisons. I'm sitting at level 38 (yay MoG!) and I'm not entirely sure exactly how I'm doing his final build yet.
    Running the comparison now shouldn't be a problem, the only IO' sets in the build are for capping defence -Gaussians in Focused Accuracy and the Steadfast Def/Res unique.
    So I've got no Epic damage at all either.

    The criteria I was going to set was:
    No Epic damage - I haven't got any and I'm not willing to respec.
    No Red or Yellow Inspirations.
    I won't use Veteran damage powers during the Rage crash.

    This way we should get a reasonable comparison of the Basic Sets.

    We would need to do this AE as I'm not prepared to chase specific missions.
  20. Quote:
    Originally Posted by SterlingSteel View Post
    For the last couple of days, I've been thinking about rolling a new tank, namely because we are looking soon at a mass influx of Dual Pistol blaster/defenders. Someone's gotta keep them alive.

    The plan was to roll out a Stoner, and I headed over to the boards to see if there was anything new on the subject. Then I found this thread.

    My SG has seen two ice tanks roll through in two years. Both complained about endurance, 50 toggles, etc. A couple of times, some of our elite tank players have fiddled with the concept of rolling a Ice tank, only to say, "to hell with this".

    Fire_Minded's post has inspired me. Not necessarily to prove him right or wrong, but just to see if I can have fun designing a damage-minded tank (yes, I have only played the "hit me in the face 100 times tank) built around Ice Armor. I'll roll it out this week and see where it takes me.
    An Ice Tank doesn't really have any End issues, yes you run lots of toggles but you have Energy Absorbtion on a fairly short recharge to refill your End bar and Hibernate which refills both health and Endurance.

    If you want to get some damage out of it, your best bets are probably /Fire or /Super Strengh. SS would be my personal choice as it offers some mitigation with Knockdown and EA would allow you to counter the End crash in Rage.
    Hibernate would be an oh c*** button if you did lose all of your End after a Rage crash and your toggles dropped.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    I was actually going to use a Fire/Regen for the test. It has a nice mix of single target and AoE. And you can go ahead and use Ice Storm, I was going to use Fireball so it's only fair. I consider the whole build, not just primary and secondary, if you want to use Air Superiority in you attack chain, go for it (can't see why you'd want to in this case, but not breaking a rule)

    Edit: I didn't choose Fire/Regen in any attempt to weigh the outcome in my favor, I chose it because I already have one.

    Also: I almost never use Mid's while I'm actually leveling a character, I use it for a final build or as a sort of scratch pad to figure out what direction I'm going with it. Why use a piece of paper when there's a program that already has all the information in it?
    Hi Claws,

    I wouldn't mind running a comparison between your Scrapper and my SD/SS Tank.

    A SD/SS is obviously one of the higher damage tanks so it would be interesting to see how it compares to a Scrapper.

    If you fancy it let me know - it's not a challenge as I fully expect the Scrapper to win but as I said it would be interesting.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    I thought I had crunched those out at one point, but I'm not finding the spreadsheet.

    Gut answer? No tank will ever compare to a scrapper on damage output when comparing equally IOed out builds.

    Tanks lower damage cap and complete lack of critical hits means the scrapper wins.
    I disagree on this.

    It's not only about the damage cap and crits it's also about having the tools to deliver the damage.

    My SD/SS out damages my DM/SR over a mission because DM/SR hasn't got the AoE of SD/SS.

    So there are exceptions
  23. Hi all,

    I've got level 50 Tanks and Scrappers and I know that Scrappers have higher damage modifiers and damage cap.

    My question is - realistically, without external buffs (soloing) how much damage will each output?

    I've got a L50 SD/SS Tanker and with AAO and stacked Rage he does great damage, by how much would the current FOTM FM/SD outdamage me?

    If it's easier to work out, how does a SD/FM Tank compare to an FM/SD Scrapper?

    There are lots of posts on SD Scrappers and how great they are but I've seen no real comparison data compared to the Tank counterpart.



    Thanks
  24. Quote:
    Originally Posted by PrincessDarkstar View Post
    Aren't most of the truly dangerous Psi powers also non-positional? Malaise springs to mind.

    I would think resistance would be the best bet if you want to be as strong against Psi as you can be in all situations.

    Positional defence would still be best though, because that has the added bonus of protecting you against almost everything else at the same time.
    I believe that there are a couple of psi powers that a non-positional but not many and not enough to cause a problem.

    I run my SD/SS Tank at +2/x8 and can solo Carnies and Arachnos, I've also soloed the Clockwork King (EB) and Psi Clockwork on the same setting without issue.
  25. Quote:
    Originally Posted by Mr_Enigma View Post
    Late-game and IOs allow SD to pull way, WAY ahead of SR. As Fury Flechette said, with IO's, there's nothing SR can do that SD can't.

    I have a softcapped elec/shield. He is an AoE damage powerhouse, steamrolling everything in his path. Shield Charge and AAO make it possible. Just tonight I reworked his build in Mid's to give him softcapped defense AND perma-hasten. Show me an SR that can compete with that.
    I agree with this.

    Having said that I'm currently levelling 2 SR Scrappers not Shield. The reason - I play lots of alts and an SR outperforms (survivability wise) a Shield while levelling and can be softcapped on a small budget.

    So IMO if you want to pile loads of cash into a single character and make him amazing go Shield, if you want a very good alt on a budget go SR.