Rangle M. Down

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  1. Glad I wasn't sipping coffee when I read this thread or I'd be cleaning it off the keyboard and monitor.
  2. Quote:
    Originally Posted by Iron_General View Post
    You may consider trying to cap your melee positional defense rather than smashing/lethal as an alternative. In theory, this should be more potent than capping S/L defense as melee would cover more attacks. This also does not require as many kinetic combats (the triples run at least 80 million each) and wastes less slots (4 slotted brawl... meh). Regular use of consume will be necessary in this build. I have a WP/Axe with Oblit sets slotted in Cleave, Pendulum, and Whirling... I pretty much cycle exclusively through those 3 attacks, and they burn end like no other. Part of this is that Oblit has high recharge but almost no end reduction.

    Soft capping Melee is certainly a choice, and seems to work quite well for some. But be aware that approx. 70% of all attacks have a Smashing or Lethal component to it. (this detail has been mentioned several times before, but unfortunately I don't have a link to it atm. Those that are better stat/information guys will hopefully point to the correct information, even if I'm remembering this wrong.) So soft capping s/l covers said 70% of ANY Melee, Ranged or AoE attack. Which is why I tend to focus on s/l. It comes down to what works for you in the end.
  3. Let's see whatcha got going now if you've made any other changes.
  4. Here's the minor tweaks I'd make to your build. I did include Atlas Medallion in the Accolades for the +5% to endurance. Even with Sprint on and not including Pshift proc firing you'd be sitting at 3.48/s end recovery vs. 1.29 end/sec usage.

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  5. I'd certainly do things differently if this was my build. I wouldn't put more then 4 slots in either OwtS or Weave and I'd take those extra slots and put them into true grit where I'd either slot for more regen or for resistance. Resistance would be my preference and I'd lean towards using the Aegis set.

    Secondly, you've got an extra enhancement slot floating around. I'd put that into Rage, along with moving the recharge slot on AAO and the 5th slot in Battle Agility (the one holding the Red Fortune:end/recharge) there as well. This gives you 6 slots in Rage where I'd do a full set of Gaussian's, getting you sooo much closer to the defensive soft cap of 45% and giving Rage nearly 50% more "to hit bonus" and around 80% more damage bonus. Slight improvement.

    Speaking of 5th slots, I'd also take your Red Fortune:End/Recharge in Deflection and replace it with the Steadfast +3% def/resist unique... putting you over said soft cap.

    As always, YMMV.
  6. Quote:
    Originally Posted by Siefro View Post
    Personally i don't think your build is any better except for the fact that you have 10 purples slotted and i dont really have anything over slotted and finduilas this isnt how i choose my powers but it is my exact build i did the mids after he got to 50. So for the love of god, please think before we act ok?

    Uhm.. let's see. You asked for advice... they gave advice... you've snarked at their advice.... Nothing says you have to agree with the advice, but it hasn't been bad so far... To quote you " please think before we act ok?"; maybe you should also apply it to yourself.



    As Finduilas mentioned Call Me Awesome's guilds to Invulnerability: The first 20 lvls, and The Defensive Soft cap are worth while reading and will help you greatly with this build. You're slotting seems quite odd and I agree with both Finduilas and Hyperstrike that you've overslotted quite a few things and underslotted your attacks....

    In the end it's your toon. Play it how you will.

    As always, your mileage may vary...
  7. First of all you're endurance usage will more then likely catch up to you, even with Dark Consumption refilling your end bar occasionally. Most folks try and shoot for a 2 end per/sec rec. difference. (Also toggle on The Atlas Medallion under accolades, it's another one you'll want to get)

    Secondly, If you're going to use LotG for your defensive powers slot the triple for better end reduction. You'll still hit the ED cap on those powers, help reduce your end reduction and add some nice global accuracy. And you won't go under the soft cap.

    Be aware that you've already broken the "rule of 5" when it comes to set bonuses. You're not getting all the +21.1hp, or +5% recharge bonuses that you think you're getting. Ctrl+B in Mids will bring up the "Sets and Bonuses" window showing a few things in red. You can only have 5 of any particular type of bonus, be it set or IO. Adding in the 4th LotG will put you over on the 9% accuracy as well, but you do need better end management.

    If you add in the 4th LotG in your defensive powers I'd replace the 5 slotted Glimpse of the Abyss with 4 slots of Clouded senses since you seem to be going for the 6.5% recharge there and getting your +9% acc back under the "rule of 5". Move that 5th slot to health and throw in the Miracle Unique.

    These are just suggestions and you need to determine what's best for your play style. As always YMMV
  8. Like Erin Go Braugh mentioned, there are quite a few threads in the tank forum covering both the fiery aura and axe powersets here so poke your nose around and you'll find some very good ideas and directions.

    Things we need to hear from you: What is it that would make your tank "unstoppable"?

    • Softcap defense?
    • High hit points and regen?
    • Huge recharge?

    Everyone has a different play style and one direction doesn't fit all. If you don't have the Mid's Hero Planner grab it and put in the build you're currently using and post it here. It will give the forumites a better idea of what you're thinking. Playing around with it will also give you ideas of what you might be wanting and what you can achieve as well.
  9. Quote:
    Originally Posted by LSK View Post
    So where is the next TT going to be at?

    Pst. Re-read Pep Rally's note above and you'll find the answer...
  10. Quote:
    Originally Posted by Grey Pilgrim View Post
    I think I'd prefer that to happen for Fiery Embrace, actually. That power needs some loving. Build-up is on par with, well, all the other Build-ups.

    You have me wishing now, though. Please can we have this Castle, pretty please? Fiery Aura needs a bit of tweaking, and I think BAB could make a terrific animation with it, too!

    Pssst. What did I say above...
  11. Quote:
    Originally Posted by Sarrate View Post
    Soul Drain is an incredible power since they buffed the heck out of it; I would never want to give it up for BU. In fact, if I could get SD on my Fire Melee Tank instead of BU, I'd do it in a heartbeat. (Well, after I figured out how to incorporate it into my build, anyways!)
    Ooooooh... Soul Drain metrics as a replacement for Fiery Embrace that would be awesome! Er wait, nvm. The dev's would hate that I bet.... sigh....
  12. Quote:
    Originally Posted by Finduilas View Post
    The Steadfast +Def is a global, it's always on, no matter what power you put it in. I think you can lose its effect if you exempt a number of levels below the enhancement level, but I forget what the exact rule is.
    I believe the rule for IO and Set bonuses state that they will work up to 3 levels below the IO's. So a lvl 20 Steadfast unique will still give you the bonus at lvl 17, but not at lvl 16.
  13. Quote:
    Originally Posted by ShoeTattoo View Post
    I'm also a "no" on the OP's idea.

    For over 99% of the playerbase, development time spent on PvP has less than zero value. I say "less than zero" because that development time could have been spent on activities that the PvE portion of this community might enjoy, instead of creating another virtually empty zone, as the OP suggests.

    As an alternative to the OP's suggestion, which could easily lead to confusion and irritation for PvE players who have no desire to participate in PvP, I have two suggestions:

    1. Put all "Fed Ex" missions to visit PvP contacts out as OPTIONAL missions, when they come up, instead of forcing them onto every single alt a player rolls, as they level up. Don't bother the 99% of the playerbase that has opted out of PvP with reminders about an activity that they have already, and very plainly, rejected.
    2. Make all badges and temp awards awarded in PvP zones available through other means.

    That would allow the 99+% of the playerbase who has no desire to participate in PvP to leave it entirely behind, with no losses whatsoever from refusing to participate.

    Bribing people with badges and temp powers to enter PvP zones with their PvE characters, so that they would end up offering their PvE characters as "bait" for PvPers, was never a good idea. It probably solidified the dislike of PvP for *many* players, instead of motivating them to freely participate in it.

    As I mentioned to Forbin and I guess I haven't made as clear as I've tried.

    I'm looking for a new zone that is mainly PvE content. A zone that switches sides back and forth between Hero and Villains depending on the outcome of occasional small PvP windows with a specific game mechanic involved. New content for PvE'rs. New content for PvP'rs. Win-Win. On top of that, a unique zone dynamic.

    You get badges for the Villains and Hero's when their faction owns the zone, and you've got badges for the PvP'rs or the Adventurous when no one owns the zone.... what's wrong with that?

    The only truly "forced" reason for anyone who's a PvE player to join in on the PvP portion is impatience. If they can't wait until someone else has changed faction control to their side, then yes that would be "forcing them". But that still comes down to the players choice of whether they wish to join in or not.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    I'm just curious which one of you guys will be ponying up the money that NCSoft will lose from the subs cancelled by pissed off PvE players when they find themselves being forced into PvP. As much as you guys may not like it it's the PvE players that are paying the bills around here not PvP.
    Hey Forbin.

    I'm certainly not trying to force people into playing PvP. I am by no means an PvP player myself. Never found it compelling nor interesting in any of the games I've played over the years. I do have friends in this game that do enjoy it, and aren't the type that like to go around griefing anyone they find. I had to ask myself, what would it take for me to actually be willing to do any PvP, even if it was a minor amount. This is what I came up with. Is it perfect? No, but I thought it was a start.

    Just to try and be clear, the basic core idea is this. A new optional zone that is mainly PvE content that switches from Red to Blue and back using brief bouts of PvP as the mechanics for the switch. When it's PvP time no one who isn't interested in doing PvP has to go in there. When it's the PvE time, you can't be attacked as the PvP rules no longer apply. That simple.

    I understand PvP isn't a majority of folks "cup of tea" which is why I'm trying to keep it where you can join in to decide the "fate" of the zone, or just wait till it's been decided by others. I think Cryon3_0's suggested mechanic of making sure that after a bit, if one side's had it too long the other side get's increasing help to get it back until they get it back. In that way both factions gets a chance at the zone occasionally one way or another. Again, removing any need to force those that don't want to PvP from having to do so.
  15. Quote:
    Originally Posted by BrandX View Post
    Okay. I love the idea. Some thoughts however...

    1) Not 3-4 weeks.

    2) Yes to TF and SF, but all in instant missions that negate the PvP DR/Mez Protection/Use rule.

    However, your side just needs to be in control to talk to the contact. Once you start the TF or SF, you get to keep using the contact, even if the other side takes control.

    3) It opens a store to which ever side is in control. In that store, a person can buy ONE PvP IO RECIPE A DAY, at the store for 500k-1million influnece. Remember, just one a day. I'd be willing to even say limit it to account. One blue and one red. Or maybe just one toon per server period.

    However they could get one on every server.

    4) Yes to instance (no hunt, just like the TF/SF) missions, given to you by a contact in the zone.

    However, that's right, you can only get a new mission when your side is in control. If your side loses control, you have to get control back before you can continue with that contqct.

    5) Badges...always in the same spot...but blue side can only get them when they're in control and vice verse.

    This idea I support for a new zone! This would be fun! And the PvE crowd would only be hampered by hoping they can get all they want to get done, done in time!

    I love it! It's not like anyone would be forced to do the PvE content.

    And I can just imagine the fun of trying to start the TF/SF.

    "We need to get 8 people fast! We're losing, and need people here now so we can start it!"

    THen while they're waiting for one person to show up...BOOM...side switch...NOOOO!

    I love it! I support this!

    /SIGNED!

    1) As I mentioned earlier, the 3-4 weeks was a starting point. More often is certainly reasonable.

    2)That is really what I'd like to see as well. I'm just suggesting a zone that switches sides with brief bouts of PvP as the mechanism for the side switching. The PvP rules shouldn't apply in the missions.

    3)Uhm. Yeah, not going to see that happen. PvP recipes are pretty much destined to be PvP drops or WW purchases unless the dev's change their minds.

    4)That's what I was thinking too.

    5)Same for the badges.
  16. Quote:
    Originally Posted by Cryon3_0 View Post
    i made a suggestion about this some two years ago.....

    i recently brought it back up with added changes to reflect how much the game has changed... it's very similar to your idea in fact =D i just fleshed things out a little more

    Link: http://boards.cityofheroes.com/showt...11#post2507811
    I read your proposal Cryon3_0. In general I think what you've laid out would work quite well as an alternate to my idea (if not better in general). Certainly more fleshed out in a nice direction.

    I like the idea of having costume pieces associated with the zone, adding on to the badges that we've both proposed. Especially the handedness of the costumes, I'd like to see more of those in the game anyway. The added unlock-able base items would also be fun.

    The "new exp": It seems like you are tying this new zone's "exp" and skills training too closely to PvP. You're not going to make a large percentage of the population happy if it is, especially with the rewards you're proposing. (There are people who hate PvP with a passion and I suspect this would make them feel forced into it to gain the added skills you're suggesting. Thus creating more community friction.)

    I'm really not sure what I think of your proposed skills training to take things "beyond" level 50, and I'm not sure if it would fly with the dev's either.

    Finally, using this special exp for costume slots just seems like another version of (Vanguard) Merits buying additional salvage slots.
  17. So after I'd done that last tweak to the build... I went and rearranged things... again. Talk about being a bit OCD... sigh.

    Anyway, this should be the final manner in which he'll get leveled. It drops the melee defense just under 50% but softcaps Psionics.

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

    Click this DataLink to open the build!

    Archemede's Law: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(5), S'dpty-Def/EndRdx/Rchg:40(13), S'dpty-Def/Rchg:40(17), ImpArm-ResDam/EndRdx:40(25), ImpArm-ResDam:40(42)
    Level 1: Shadow Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(19)
    Level 2: Battle Agility -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(3), S'dpty-Def/EndRdx/Rchg:40(13), S'dpty-Def/Rchg:40(19)
    Level 4: Shadow Maul -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dam%:50(7), Sciroc-Dmg/Rchg:50(15), Sciroc-Acc/Rchg:50(27), Sciroc-Acc/Dmg/EndRdx:50(33)
    Level 6: Combat Jumping -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(7)
    Level 8: True Grit -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(9), Numna-Heal/EndRdx:50(11), Numna-Regen/Rcvry+:50(17), Numna-Heal:50(33)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
    Level 12: Swift -- Run-I:40(A)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
    Level 16: Phalanx Fighting -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27)
    Level 18: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(40), Mrcl-Heal/EndRdx:40(48)
    Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(21), Efficacy-EndMod/Rchg:50(50)
    Level 22: Siphon Life -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(23), Mako-Dmg/Rchg:35(23), Mako-Acc/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:35(34), Mako-Dam%:35(37)
    Level 24: Against All Odds -- Taunt-I:50(A), EndRdx-I:50(25)
    Level 26: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dam%:50(37)
    Level 28: Soul Drain -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 30: Taunt -- Zinger-Acc/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(40), Zinger-Taunt/Rng:50(42), Range-I:50(42)
    Level 32: Boxing -- Empty(A)
    Level 35: Dark Consumption -- Oblit-Dmg:41(A), Oblit-Acc/Rchg:41(36), Oblit-Dmg/Rchg:41(36), Oblit-Acc/Dmg/Rchg:41(36), Oblit-Acc/Dmg/EndRdx/Rchg:41(46), Oblit-%Dam:41(48)
    Level 38: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39), RctvArm-EndRdx/Rchg:40(46)
    Level 41: Midnight Grasp -- C'ngImp-Acc/Dmg:41(A), C'ngImp-Dmg/EndRdx/Rchg:41(43), C'ngImp-Acc/Dmg/EndRdx:41(43), C'ngImp-Acc/Dmg/Rchg:41(43), C'ngImp-Dmg/Rchg:41(46)
    Level 44: Weave -- LkGmblr-Def:41(A), LkGmblr-Def/EndRdx:41(45), LkGmblr-Def/EndRdx/Rchg:41(45), LkGmblr-Rchg+:41(45)
    Level 47: Grant Cover -- LkGmblr-Def:35(A), LkGmblr-Rchg+:35(48)
    Level 49: One with the Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(50), ImpArm-ResPsi:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 8.94% Defense(Smashing)
    • 8.94% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 7.69% Defense(Energy)
    • 7.69% Defense(Negative)
    • 11.1% Defense(Psionic)
    • 10.2% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 12.4% Defense(AoE)
    • 32.5% Enhancement(RechargeTime)
    • 49% Enhancement(Accuracy)
    • 210.8 HP (11.3%) HitPoints
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • MezResist(Terrorized) 2.75%
    • 12.5% (0.21 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 3% Resistance(Psionic)




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  18. Rangle M. Down

    The Accolades

    Quote:
    Originally Posted by Forbin_Project View Post
    This. Accolades happen when they happen. I'm playing this game because I enjoy the content and the people I meet. I'm not one of those pathetic little build nazi's that sit in the dark moaning in ecstasy over what accolade bonuses a character may have.

    "20% more HP and 10% more end . . .Oh yeah . . . Oh Yeah . . .OH YEAH!"

    No. You sit there for other reasons... er uhm. I mean... uhm. NVM.
  19. Shield at the moment, but that's because I haven't made an Elect tank yet.
  20. What are you hoping to do with the toon? What do you consider "better"? Each has it's pluses and minuses, but without a bit more information it would be hard to say what's better for you.
  21. I am by no means the best at Mids myself, but I think I do ok. I have a SD/DM tank as well and this is what I'm planning for him. Mind you he is only in his teens so I'm not sure how he'll play as I work towards this. The plan is for him to be sitting over 50% in all Positional defenses and nearly soft capped in Psionics alone. This is with Phalanx Fighting set to 0. Although this shows me taking taunt at lvl 50 I suspect I'll try and work it in earlier, shifting everything else down. His end use/recovery is a little suspect in my mind and I may have to work on it down the line but here it is for your perusal. Hope it gives you some ideas.


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

    Click this DataLink to open the build!

    Archemede's Law: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection
    • (A) Serendipity - Defense: Level 40
    • (5) Serendipity - Defense/Endurance: Level 40
    • (17) Serendipity - Defense/Recharge: Level 40
    • (25) Serendipity - Defense/Endurance/Recharge: Level 40
    • (42) Impervium Armor - Resistance: Level 40
    • (42) Impervium Armor - Resistance/Endurance: Level 40
    Level 1: Shadow Punch
    • (A) Smashing Haymaker - Accuracy/Damage: Level 35
    • (3) Smashing Haymaker - Damage/Endurance: Level 35
    • (9) Smashing Haymaker - Damage/Recharge: Level 35
    • (19) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
    Level 2: Smite
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (3) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (19) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    Level 4: Battle Agility
    • (A) Serendipity - Defense: Level 40
    • (5) Serendipity - Defense/Endurance: Level 40
    • (15) Serendipity - Defense/Recharge: Level 40
    • (27) Serendipity - Defense/Endurance/Recharge: Level 40
    Level 6: Shadow Maul
    • (A) Scirocco's Dervish - Damage/Endurance: Level 50
    • (7) Scirocco's Dervish - Damage/Recharge: Level 50
    • (7) Scirocco's Dervish - Accuracy/Recharge: Level 50
    • (17) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (40) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (42) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
    Level 8: Combat Jumping
    • (A) Gift of the Ancients - Defense: Level 40
    • (9) Gift of the Ancients - Defense/Endurance: Level 35
    Level 10: True Grit
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (11) Steadfast Protection - Resistance/Endurance: Level 30
    • (11) Numina's Convalescence - Heal: Level 50
    • (33) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (33) Numina's Convalescence - Heal/Endurance: Level 50
    Level 12: Active Defense
    • (A) Recharge Reduction IO: Level 50
    • (13) Recharge Reduction IO: Level 50
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 16: Swift
    • (A) Empty
    Level 18: Health
    • (A) Miracle - +Recovery: Level 40
    • (40) Miracle - Heal: Level 40
    • (48) Miracle - Heal/Endurance: Level 40
    Level 20: Stamina
    • (A) Efficacy Adaptor - EndMod: Level 50
    • (21) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (21) Efficacy Adaptor - EndMod/Endurance: Level 50
    • (50) Efficacy Adaptor - EndMod/Recharge: Level 50
    Level 22: Siphon Life
    • (A) Mako's Bite - Accuracy/Damage: Level 35
    • (23) Mako's Bite - Damage/Endurance: Level 35
    • (23) Mako's Bite - Damage/Recharge: Level 35
    • (33) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
    • (37) Mako's Bite - Chance of Damage(Lethal): Level 35
    Level 24: Against All Odds
    • (A) Taunt Duration IO: Level 50
    • (25) Endurance Reduction IO: Level 50
    Level 26: Phalanx Fighting
    • (A) Luck of the Gambler - Defense: Level 50
    • (27) Luck of the Gambler - Recharge Speed: Level 50
    Level 28: Shield Charge
    • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
    • (29) Scirocco's Dervish - Damage/Endurance: Level 50
    • (29) Scirocco's Dervish - Damage/Recharge: Level 50
    • (34) Scirocco's Dervish - Accuracy/Recharge: Level 50
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
    • (37) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
    Level 30: Soul Drain
    • (A) Multi Strike - Accuracy/Damage: Level 50
    • (31) Multi Strike - Damage/Endurance: Level 50
    • (31) Multi Strike - Damage/Recharge: Level 50
    • (31) Multi Strike - Accuracy/Endurance: Level 50
    • (37) Multi Strike - Accuracy/Damage/Endurance: Level 50
    • (40) Multi Strike - Damage/Endurance/Recharge: Level 50
    Level 32: Boxing
    • (A) Empty
    Level 35: Tough
    • (A) Reactive Armor - Resistance/Endurance: Level 40
    • (36) Reactive Armor - Resistance/Recharge: Level 40
    • (36) Reactive Armor - Resistance/Endurance/Recharge: Level 40
    • (36) Reactive Armor - Resistance: Level 40
    • (46) Reactive Armor - Endurance: Level 40
    Level 38: Weave
    • (A) Luck of the Gambler - Defense: Level 50
    • (39) Luck of the Gambler - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Defense/Recharge: Level 50
    • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 41: Dark Consumption
    • (A) Obliteration - Damage: Level 50
    • (43) Obliteration - Accuracy/Recharge: Level 50
    • (43) Obliteration - Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (48) Obliteration - Chance for Smashing Damage: Level 50
    Level 44: Midnight Grasp
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (45) Crushing Impact - Damage/Endurance: Level 50
    • (45) Crushing Impact - Damage/Recharge: Level 50
    • (45) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (46) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    Level 47: Grant Cover
    • (A) Luck of the Gambler - Defense: Level 35
    • (48) Luck of the Gambler - Recharge Speed: Level 35
    Level 49: Taunt
    • (A) Range IO: Level 50
    • (50) Range IO: Level 50
    • (50) Range IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 8.94% Defense(Smashing)
    • 8.94% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 7.69% Defense(Energy)
    • 7.69% Defense(Negative)
    • 9.25% Defense(Psionic)
    • 10.2% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 12.4% Defense(AoE)
    • 25% Enhancement(RechargeTime)
    • 56% Enhancement(Accuracy)
    • 231.9 HP (12.4%) HitPoints
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • 10% (0.17 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)
    • 6.25% Resistance(Negative)




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    After I initially posted this I tweaked the build again. This is my slightly updated version giving me a little better recovery.
  22. Quote:
    Originally Posted by Finduilas View Post

    Oh, and I noticed that in your sample build you had 4 slots assigned to Phalanx Fighting--remember that slotting for defense in PF doesn't help you, just your allies. Most Shield tanks throw a common defense IO in the base slot and call it done.

    Hope that helps!

    Pssst Finduilas. That's Grant Cover you're thinking of. Phalanx's base defense doesn't get enhanced, only the amount you get when teammates are close by.
  23. Rangle M. Down

    The Accolades

    As someone with a severe case of altitis (22 alts on Justice alone) I've only focused on getting Accolades for a few of my characters, not all. I have a few lvl 50's with none of them, and a few with most of them.

    The reason for that: Some need them, some don't, and working towards some of them can be downright booooring.....
  24. Quote:
    Originally Posted by Aggelakis View Post
    This is a great idea, although I wouldn't limit it by such a huge margin. Every three to four weeks? WAY too long! Each side only needs a little time to get done with the zone.

    I'll give an example from a game most of you hate: WoW.

    Wintergrasp is a controllable PVP zone, and was WoW's first "open world" PVP zone (instead of being an instanced battle ground). It's pretty epic.

    You fight for the control of Wintergrasp Keep (WoW does this by utilizing their "vehicle" mechanic, which replaces your powers with a set of powers specific to the vehicle you are driving; this is not necessary in CoH, but would be interesting!).

    When a faction controls the zone, everyone of that faction (whether they participated or not) gets a global +experience buff in Northrend (the continent where Wintergrasp is located), and there is a dungeon in the castle there that's only available to the winning faction. Every few hours, a new battle can be fought and control may or may not swap. If no one participates in the battle, the previous winner wins by default and keeps the buff/dungeon control. It is not uncommon to see control switch sides several times a day.

    It's REALLY fun, and this is coming from someone who generally hates PVP (because I am terrible at it).

    http://www.wowwiki.com/Wintergrasp - lots more info on Wintergrasp. If City did this, they wouldn't have to copy it, code line by code line, but Wintergrasp is an example of a highly successful controllable PVP zone.

    *puts on flame retardant suit* OK, WoW-haters, lay in! I'm ready!

    I'm not familiar with the Wintergrasp Keep area, nor the areas Roderick mentioned, as I've never played WoW. (I never played Everquest either.) I am thinking that this could have a bit of the Wintergrasp Keep feel to it and be a fun thing.
  25. Hey Memphis. The idea is the second one, a new zone. I wouldn't want to set this across the rest of the game in spite of others reading it that way. (I thought I'd made that clear in the opening statement. I guess not. ) It would be something specific to the concept. The 3-4 weeks between events was a starting point to gauge initial reaction. Not opposed to having it occur more often.
    1. True, there isn't much of a PvP population here. Although it's stretching it to think it would bring some of them back or add more, I think it might garnish a bit of interest in that community. I mentioned it to a friend of mine who does PvP in the game and he liked the concept.

    2. The reason I went with the three modes was to make clear delineations of when the PvP power rules were in effect. Leaving it so the rules only occurred during the Grey time frame as you put it. I would hope that it would get more use then some zones: Boomtown for instance. Unfortunately I could be quite sadly mistaken.


    3. Valid points about the contacts and people getting frustrated by not being able to do missions in the zone if it's owned by the other faction. But if the information is up front about the possibility of not being able to finish things because of faction changes that has to be considered by the player as part of the risk/reward for being in that zone. Same with any of the PvP zones currently.


    4. Unfortunately, community friction will occur no matter what anyone does. (Just spend a few minutes reading the unnecessarily vitriolic and bile filled responses that litter the forums.) Again, part of the reason I want to limit the PvP aspect into the form I have is to avoid the AS'ing by stalkers etc. when the zone is owned by the one side or the other in an attempt to limit such friction. But as with any other PvP zone, when it is the open "Grey" season, it's still open season.
    I would want a manner in which the players would be warned before going out into the zone when it was "Grey" that they would be entering what is now a PvP zone. If they'd logged out in the zone, instead of coming back at the mission door they could come back at an area similar to what I believe is in RV, an area that is protected by police drones/arbiter drones that would be safe from getting attacked by the opposite faction.

    Really, I have no idea if this concept would even work within CoH's mechanics. I do appreciate the logical discussion. You've brought up some good points and food for though.