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I was looking at this build and realized that while it might not excel in any one area it does manage to do several things decently all at the same time.
- Good AoE Damage
- Good Single Target damage
- Very Good Survivability
Not having played Dual Blades, I have to ask, are the combos critical to the set or can you just follow an attack chain that ignores them?
My thoughts for attack chains were:
AoE: BF-TE-SS (and add Caltrops in when available for large groups)
Single target: BF-NS-SS-PS-BF-NS-AS-PS
And am I crazy or is Sweeping Strike a better single target attack to put into a chain over Vengeful Strike? (so long as you can manage the End costs)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DB - Willpower: Level 50 Technology Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Nimble Slash <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (7) Kinetic Combat - Damage/Recharge[*] (15) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (5) Numina's Convalescence - Heal/Endurance[*] (13) Numina's Convalescence - Heal/Recharge[*] (36) Aegis - Resistance[*] (37) Aegis - Resistance/Endurance[*] (37) Aegis - Resistance/Recharge[/list]Level 2: Power Slice <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (7) Kinetic Combat - Damage/Recharge[*] (15) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 4: Ablating Strike <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (5) Kinetic Combat - Damage/Endurance[*] (13) Kinetic Combat - Damage/Recharge[*] (19) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 6: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (11) Numina's Convalescence - Heal/Endurance[*] (11) Numina's Convalescence - Heal/Recharge[/list]Level 8: Blinding Feint <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (9) Kinetic Combat - Damage/Endurance[*] (9) Kinetic Combat - Damage/Recharge[*] (19) Kinetic Combat - Damage/Endurance/Recharge[*] (42) Recharge Reduction IO[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (34) HamiO:Enzyme Exposure[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (43) Recharge Reduction IO[*] (45) Recharge Reduction IO[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Endurance/Recharge[*] (17) Numina's Convalescence - Heal/Recharge[*] (36) Numina's Convalescence - Heal/Endurance/Recharge[*] (43) Numina's Convalescence - Heal[*] (43) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 18: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (21) Efficacy Adaptor - EndMod/Recharge[*] (21) Efficacy Adaptor - EndMod/Accuracy[*] (34) Efficacy Adaptor - Accuracy/Recharge[*] (46) Efficacy Adaptor - EndMod/Endurance[/list]Level 22: Health <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (23) Numina's Convalescence - Heal/Recharge[*] (23) Regenerative Tissue - +Regeneration[*] (29) Numina's Convalescence - Heal/Endurance[/list]Level 24: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (25) Performance Shifter - EndMod[*] (25) Performance Shifter - EndMod/Recharge[*] (46) Performance Shifter - EndMod/Accuracy[/list]Level 26: Typhoon's Edge <ul type="square">[*] (A) Eradication - Damage[*] (27) Eradication - Accuracy/Recharge[*] (27) Eradication - Damage/Recharge[*] (36) Eradication - Accuracy/Damage/Recharge[*] (37) Eradication - Accuracy/Damage/Endurance/Recharge[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (29) Luck of the Gambler - Defense[*] (31) Luck of the Gambler - Defense/Endurance[/list]Level 30: Mind Over Body <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (31) Reactive Armor - Resistance/Recharge[*] (31) Reactive Armor - Resistance[*] (34) Reactive Armor - Resistance/Endurance/Recharge[*] (39) Steadfast Protection - Resistance/+Def 3%[/list]Level 32: Sweeping Strike <ul type="square">[*] (A) Obliteration - Damage[*] (33) Obliteration - Accuracy/Recharge[*] (33) Obliteration - Damage/Recharge[*] (33) Obliteration - Accuracy/Damage/Recharge[*] (46) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 35: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (39) Kinetic Combat - Damage/Endurance[*] (40) Kinetic Combat - Damage/Recharge[*] (40) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 38: Tough <ul type="square">[*] (A) Aegis - Resistance[*] (39) Aegis - Resistance/Endurance[*] (40) Aegis - Resistance/Endurance/Recharge[/list]Level 41: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (42) Luck of the Gambler - Defense[*] (42) Luck of the Gambler - Defense/Endurance[/list]Level 44: Vengeful Slice <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage[*] (45) Pounding Slugfest - Damage/Endurance[*] (45) Pounding Slugfest - Damage/Recharge[*] (50) Crushing Impact - Damage/Endurance/Recharge[/list]Level 47: Caltrops <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (48) Positron's Blast - Damage/Endurance[*] (48) Positron's Blast - Damage/Recharge[*] (48) Positron's Blast - Damage/Range[*] (50) Positron's Blast - Accuracy/Damage/Endurance[*] (50) Slow IO[/list]Level 49: Super Speed <ul type="square">[*] (A) HamiO:Enzyme Exposure[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Unbounded Leap - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit -
Here's my WP/SS tank build.
Not quite up to the absolute maximum numbers but very close and with no Purple or PVP IOs pushing the budget up into the multi-billions. Still a bit expensive, just not insanely so.
HP: 3156
End: 113.6
Recovery: 4.23
Haste: 30%
Defenses:
S/L: 45%
F/C: 46.2%
E/N: 46.8%
Psi: 29.2
Resistances
S/L: 70.3
F/C/E/N/T: 11.4
Psi: 42.9
Regen: 93.1/sec (with one enemy in melee range)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
iconic: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance <ul type="square">[*] (A) Aegis - Resistance[*] (19) Aegis - Resistance/Endurance[*] (37) Numina's Convalescence - Heal[*] (42) Healing IO[*] (43) Numina's Convalescence - Heal/Endurance[*] (46) Aegis - Resistance/Recharge[/list]Level 1: Jab <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (3) Kinetic Combat - Damage/Recharge[*] (9) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Mind Over Body <ul type="square">[*] (A) Aegis - Resistance[*] (7) Aegis - Resistance/Endurance[*] (19) Aegis - Resistance/Recharge[*] (40) Steadfast Protection - Resistance/+Def 3%[/list]Level 4: Haymaker <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (5) Kinetic Combat - Damage/Endurance[*] (5) Kinetic Combat - Damage/Recharge[*] (7) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 6: Air Superiority <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (15) Kinetic Combat - Damage/Endurance[*] (33) Kinetic Combat - Damage/Recharge[*] (34) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) HamiO:Golgi Exposure[*] (9) Numina's Convalescence - Heal/Endurance/Recharge[*] (34) Numina's Convalescence - Heal[*] (43) Numina's Convalescence - Heal/Endurance[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (11) Luck of the Gambler - Recharge Speed[*] (11) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Efficacy Adaptor - EndMod/Recharge[*] (13) Efficacy Adaptor - EndMod/Accuracy[*] (13) Efficacy Adaptor - EndMod/Endurance[*] (42) Efficacy Adaptor - EndMod[/list]Level 14: Fly <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 16: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt/Range[*] (17) Mocking Beratement - Taunt/Recharge[*] (17) Mocking Beratement - Taunt/Recharge/Range[*] (31) Mocking Beratement - Recharge[*] (36) Mocking Beratement - Taunt[*] (43) Mocking Beratement - Accuracy/Recharge[/list]Level 18: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 20: Knockout Blow <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (21) Kinetic Combat - Damage/Endurance[*] (21) Kinetic Combat - Damage/Recharge[*] (27) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 22: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (23) Luck of the Gambler - Defense[*] (23) Luck of the Gambler - Defense/Endurance/Recharge[*] (48) HamiO:Enzyme Exposure[/list]Level 24: Health <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (25) Numina's Convalescence - Heal/Endurance[*] (25) Regenerative Tissue - +Regeneration[/list]Level 26: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (27) Efficacy Adaptor - EndMod/Recharge[*] (34) Efficacy Adaptor - EndMod/Accuracy/Recharge[/list]Level 28: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (37) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (40) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 30: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (31) Numina's Convalescence - Heal[*] (31) Numina's Convalescence - Heal/Endurance[/list]Level 32: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (33) Kinetic Combat - Damage/Endurance[*] (33) Kinetic Combat - Damage/Recharge[*] (42) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 35: Tough <ul type="square">[*] (A) Reactive Armor - Resistance[*] (36) Reactive Armor - Resistance/Endurance[*] (36) Reactive Armor - Resistance/Recharge[*] (46) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Eradication - Damage[*] (39) Eradication - Damage/Recharge[*] (39) Eradication - Accuracy/Damage/Endurance/Recharge[*] (39) Cleaving Blow - Damage/Recharge[*] (40) Cleaving Blow - Accuracy/Recharge[*] (45) Cleaving Blow - Damage/Endurance[/list]Level 41: Hover <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[/list]Level 44: Combat Jumping <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (45) HamiO:Enzyme Exposure[*] (45) HamiO:Enzyme Exposure[/list]Level 47: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Recharge[*] (48) Luck of the Gambler - Defense[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 49: Strength of Will <ul type="square">[*] (A) Reactive Armor - Endurance/Recharge[*] (50) Reactive Armor - Resistance/Endurance/Recharge[*] (50) Reactive Armor - Resistance[*] (50) Reactive Armor - Resistance/Endurance[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]28% Defense(Smashing)[*]28% Defense(Lethal)[*]13.6% Defense(Fire)[*]13.6% Defense(Cold)[*]14.3% Defense(Energy)[*]14.3% Defense(Negative)[*]3% Defense(Psionic)[*]17.4% Defense(Melee)[*]15.2% Defense(Ranged)[*]10.2% Defense(AoE)[*]3.6% Max End[*]30% Enhancement(RechargeTime)[*]5% FlySpeed[*]351.4 HP (18.8%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 16%[*]6.5% (0.11 End/sec) Recovery[*]88% (6.89 HP/sec) Regeneration[*]15% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Aegis[u]
(High Pain Tolerance)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[/list][u]Numina's Convalescence[u]
(High Pain Tolerance)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Kinetic Combat[u]
(Jab)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Aegis[u]
(Mind Over Body)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[/list][u]Steadfast Protection[u]
(Mind Over Body)<ul type="square">[*] 3% Defense(All)[/list][u]Kinetic Combat[u]
(Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Kinetic Combat[u]
(Air Superiority)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Numina's Convalescence[u]
(Rise to the Challenge)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Luck of the Gambler[u]
(Indomitable Will)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Quick Recovery)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.78 HP/sec) Regeneration[/list][u]Blessing of the Zephyr[u]
(Fly)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Mocking Beratement[u]
(Taunt)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 7.5% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Luck of the Gambler[u]
(Heightened Senses)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Efficacy Adaptor[u]
(Stamina)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[/list][u]Gaussian's Synchronized Fire-Control[u]
(Rage)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Numina's Convalescence[u]
(Fast Healing)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Kinetic Combat[u]
(Boxing)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Eradication[u]
(Foot Stomp)<ul type="square">[*] 1.8% Max End[*] 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)[/list][u]Cleaving Blow[u]
(Foot Stomp)<ul type="square">[*] 1% (0.02 End/sec) Recovery[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[/list][u]Blessing of the Zephyr[u]
(Hover)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Reactive Armor[u]
(Strength of Will)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list] -
Fully slotted Tanker Burn vs. even con targets should be showing at least twice what you are reporting.
You were either attacking mobs way above your level, ones with high fire resistance or both. -
If slowing the enemies run speed is what you are looking to do...
BU-Quills-Caltrops-Spine Burst = PBAoE carnage with enemies movement slowed to the floor.
Quills+ Caltrops = 96% movement deBuff, 6% over the cap for even con enemies. Additional hits from Quills can cause higher level mobs to be floored by this combo as well. -
Note: Since we don't know for certain what alterations the Devs may make to the powerset, this is an entirely speculative build. Due to my use of a customized Mids DB to create this build, I have removed the "Click this link to open build" tag as people with an unmodified DB cannot view it in the program.
Pros:
- Good AoE Damage - Easy to take out groups of Minions and Lts with AAO (and Build Up) fueling SC-LR-TS
- Good End Recovery
- Good Regeneration (41.9 hp/sec)
- Good Global Recharge
- No Purple IOs required
- Easy to Softcap all Positional Defenses (no Steadfast or PVP IOs Required)
Melee: 47.9
Ranged: 47.4
AoE: 46.1
(This is with Phalanx Fighting set to zero allies in range)
Cons:
- Sub-par Single target damage
- No Emergency self heal
- No room for Ancillary Pool Powers
- Still fairly expensive due to the 5 LotG +Rch, and the Miracle, Numina's, Regenerative Tissue and Kismet Uniques
Overall a very nice build for team play or soloing groups by using AoE attacks.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
SD Elec: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (3) Luck of the Gambler - Defense[*] (9) Luck of the Gambler - Defense/Endurance[*] (43) Luck of the Gambler - Defense/Recharge[/list]Level 1: Charged Brawl <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (9) Mako's Bite - Damage/Endurance[*] (13) Mako's Bite - Damage/Recharge[*] (13) Mako's Bite - Accuracy/Endurance/Recharge[*] (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (23) Mako's Bite - Chance of Damage(Lethal)[/list]Level 2: Battle Agility <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (3) Luck of the Gambler - Defense[*] (17) Luck of the Gambler - Defense/Endurance[/list]Level 4: Jacobs Ladder <ul type="square">[*] (A) Obliteration - Damage[*] (5) Obliteration - Accuracy/Recharge[*] (5) Obliteration - Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Recharge[*] (36) Obliteration - Chance for Smashing Damage[*] (45) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 6: True Grit <ul type="square">[*] (A) Impervium Armor - Resistance[*] (7) Impervium Armor - Resistance/Endurance[*] (7) Numina's Convalescence - Heal[*] (36) Numina's Convalescence - Heal/Endurance[*] (36) Numina's Convalescence - Heal/Recharge[*] (37) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 8: Against All Odds <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (11) Kismet - Accuracy +6%[*] (11) Gift of the Ancients - Defense/Endurance/Recharge[*] (17) Gift of the Ancients - Defense/Endurance[/list]Level 12: Active Defense <ul type="square">[*] (A) HamiO:Membrane Exposure[/list]Level 14: Thunder Strike <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (15) Scirocco's Dervish - Damage/Endurance[*] (15) Scirocco's Dervish - Damage/Recharge[*] (19) Scirocco's Dervish - Accuracy/Recharge[*] (31) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 16: Phalanx Fighting <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 18: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 20: Chain Induction <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (21) Mako's Bite - Damage/Endurance[*] (21) Mako's Bite - Damage/Recharge[*] (23) Mako's Bite - Accuracy/Endurance/Recharge[*] (31) Mako's Bite - Chance of Damage(Lethal)[*] (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge[/list]Level 22: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 24: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Recharge[*] (25) Numina's Convalescence - Heal/Endurance[*] (25) Numina's Convalescence - Heal[*] (42) Regenerative Tissue - +Regeneration[*] (46) Miracle - Heal[*] (46) Miracle - +Recovery[/list]Level 26: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (27) Efficacy Adaptor - EndMod/Recharge[*] (27) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (37) Efficacy Adaptor - Accuracy/Recharge[*] (37) Efficacy Adaptor - EndMod/Accuracy[*] (46) Efficacy Adaptor - EndMod/Endurance[/list]Level 28: Shield Charge <ul type="square">[*] (A) Obliteration - Damage[*] (29) Obliteration - Accuracy/Recharge[*] (29) Obliteration - Damage/Recharge[*] (31) Obliteration - Accuracy/Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (43) Obliteration - Chance for Smashing Damage[/list]Level 30: Build Up <ul type="square">[*] (A) Recharge Reduction IO[*] (40) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 32: Lightning Rod <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (33) Scirocco's Dervish - Damage/Endurance[*] (33) Scirocco's Dervish - Damage/Recharge[*] (33) Scirocco's Dervish - Accuracy/Recharge[*] (34) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 35: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt/Recharge/Range[/list]Level 38: Boxing <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (39) Stupefy - Endurance/Stun[*] (39) Stupefy - Accuracy/Endurance[*] (39) Stupefy - Accuracy/Stun/Recharge[*] (40) Stupefy - Stun/Range[/list]Level 41: Tough <ul type="square">[*] (A) Impervium Armor - Resistance[*] (42) Impervium Armor - Resistance/Endurance[*] (42) HamiO:Ribosome Exposure[/list]Level 44: Weave <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (45) HamiO:Enzyme Exposure[*] (45) HamiO:Enzyme Exposure[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 47: One with the Shield <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (48) Efficacy Adaptor - EndMod/Recharge[*] (48) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (50) Impervium Armor - Resistance[*] (50) Impervium Armor - Resistance/Endurance[*] (50) Resist Damage IO[/list]Level 49: Grant Cover <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]14.5% DamageBuff(Smashing)[*]14.5% DamageBuff(Lethal)[*]14.5% DamageBuff(Fire)[*]14.5% DamageBuff(Cold)[*]14.5% DamageBuff(Energy)[*]14.5% DamageBuff(Negative)[*]14.5% DamageBuff(Toxic)[*]14.5% DamageBuff(Psionic)[*]3.75% Defense(Smashing)[*]3.75% Defense(Lethal)[*]3.13% Defense(Fire)[*]3.13% Defense(Cold)[*]3.75% Defense(Energy)[*]3.75% Defense(Negative)[*]7.5% Defense(Melee)[*]7.5% Defense(Ranged)[*]6.25% Defense(AoE)[*]3% Enhancement(Stun)[*]45% Enhancement(Accuracy)[*]6% Enhancement(Heal)[*]58.8% Enhancement(RechargeTime)[*]246 HP (13.1%) HitPoints[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 6.6%[*]MezResist(Stun) 4.4%[*]17.5% (0.29 End/sec) Recovery[*]74% (5.79 HP/sec) Regeneration[*]6.25% Resistance(Negative)[/list]------------
[u]Set Bonuses:[u]
[u]Luck of the Gambler[u]
(Deflection)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Mako's Bite[u]
(Charged Brawl)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 28.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Battle Agility)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Jacobs Ladder)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Impervium Armor[u]
(True Grit)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Numina's Convalescence[u]
(True Grit)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
(Combat Jumping)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Scirocco's Dervish[u]
(Thunder Strike)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Luck of the Gambler[u]
(Phalanx Fighting)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Mako's Bite[u]
(Chain Induction)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 28.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Miracle[u]
(Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Efficacy Adaptor[u]
(Stamina)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.78 HP/sec) Regeneration[*] 2.5% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Shield Charge)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Scirocco's Dervish[u]
(Lightning Rod)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Stupefy[u]
(Boxing)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 35.1 HP (1.88%) HitPoints[*] 3% Enhancement(Stun)[*] 6.25% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(One with the Shield)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[/list][u]Impervium Armor[u]
(One with the Shield)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list] -
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Thanks Speed_Force ... actually you get well beyond the softcap on my build (Debuffs in Dark Melee), but very nice alternative.
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Yes and no.
It's true that much of the time the debuff from DM will help close the gap but there are enough situations in the game where the attackers will avoid your melee attacks that you may notice the hole in the defenses.
- Enemies attacking from Range. Until you are able to close into melee and successfully hit them, they would still be attacking you at the lower defense values with Range and AoE attacks.
- Too many enemies in melee range. You can have up to 17 enemies attacking you at one time and it is essentially impossible to maintain DM's -tohit debuff on that many targets for very long. Especially if new enemies are cycling in to replace the ones you defeat as fast as they fall.
When fighting on a map set for 4+ players, you can often encounter multiple spawn points where you will have more enemies attacking to see this happen.
If you have a defender in the group adding to your +def or others in melee range to bolster Phalanx Fighting then you are fine, but if you are soloing a map like that (easily done after I16) or teamed with blasters then the lower Defense might become an issue.
[/ QUOTE ]
Mmmmm the "no" part is so few and far between to be negligible on my SD Tanker. Keep in mind that I'm talking about making up only 3-5% tops, which the debuffs easily do. My opener is usually SD + SC + DC, which pretty much hits all the mobs in melee range with at least one debuff if not both (covering that little gap easily).
[/ QUOTE ]
Neither Soul Drain nor Dark Consumption have any -ToHit components so of the attacks that you list, only Shield Charge is adding any mitigation and that for only 2-3 seconds through it's knockdown effect.
The only AoE power in Dark Melee which applies -ToHit is Shadow Maul which can only hit a maximum of five targets at a time. So if you are surrounded by a group of say 15 enemies, several of them will have an additional 3-5% chance to hit you due to your defenses not being at the cap.
On average, that translates to 60-100% more damage that you will receive from those attackers than you would have received if your positional defenses had been at the cap.
While it's a small difference, I learned a long time ago that CoX is a game of numbers and small numbers can quickly add up to noticeable changes in how the game plays and "feels". -
I swore that I wasn't going to make a DM/WP but after looking at this thread it may just be too tempting.
Here is my version of Vitality's build...
(just a few tweaks)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DM - Willpower: Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Shadow Punch -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(7), Dmg/EndRdx/Rchg(15), Dmg/EndRdx(29), Dam%(45)
Level 1: High Pain Tolerance -- Heal(A), Heal/EndRdx(5), Heal/Rchg(13), ResDam(36), ResDam/EndRdx(37), ResDam/Rchg(37)
Level 2: Smite -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(7), Dmg/EndRdx/Rchg(15)
Level 4: Shadow Maul -- Dmg(A), Acc/Rchg(5), Dmg/Rchg(13), Acc/Dmg/Rchg(19)
Level 6: Fast Healing -- Heal(A), Heal/EndRdx(11), Heal/Rchg(11)
Level 8: Siphon Life -- Acc/Dmg(A), Dmg/EndRdx(9), Dmg/Rchg(9), Dmg/EndRdx/Rchg(19), %Dam(34), Heal(50)
Level 10: Indomitable Will -- Rchg+(A)
Level 12: Combat Jumping -- Rchg+(A), Def(45)
Level 14: Super Jump -- Travel(A), Travel/EndRdx(43)
Level 16: Rise to the Challenge -- Heal/EndRdx(A), EndRdx/Rchg(17), Heal/Rchg(17), Heal/EndRdx/Rchg(36), Heal(43), Regen/Rcvry+(43)
Level 18: Hurdle -- Jump-I(A)
Level 20: Quick Recovery -- EndMod(A), EndMod/Rchg(21), EndMod/Acc(21), EndMod/Acc/Rchg(34), EndMod/EndRdx(46), Acc/Rchg(46)
Level 22: Health -- Heal(A), Heal/Rchg(23), Regen+(23)
Level 24: Stamina -- End%(A), EndMod(25), EndMod/Rchg(25)
Level 26: Soul Drain -- ToHit(A), ToHit/Rchg(27), ToHit/EndRdx/Rchg(27), EndRdx/Rchg(36), Rchg(37)
Level 28: Heightened Senses -- Rchg+(A), Def(29), Def/EndRdx(31)
Level 30: Mind Over Body -- ResDam(A), ResDam/EndRdx(31), ResDam/EndRdx/Rchg(31), ResDam/Def+(39)
Level 32: Midnight Grasp -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/EndRdx/Rchg(33), RechRdx-I(34)
Level 35: Boxing -- Acc/Dmg(A), Dmg/EndRdx(39), Dmg/Rchg(40), Dmg/EndRdx/Rchg(40)
Level 38: Tough -- ResDam(A), ResDam/EndRdx(39), ResDam/EndRdx/Rchg(40)
Level 41: Weave -- Rchg+(A), Def(42), Def/EndRdx(42), ToHit+(42)
Level 44: Dark Consumption -- Acc/Rchg(A), Acc/Dmg/Rchg(45), Acc/Dmg/EndRdx/Rchg(46)
Level 47: Caltrops -- Acc/Dmg(A), Dam%(48), Dmg/Rchg(48), Acc/Dmg/EndRdx(48), Dmg/EndRdx(50), Slow-I(50)
Level 49: Maneuvers -- HO:Enzym(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
[ QUOTE ]
Thanks Speed_Force ... actually you get well beyond the softcap on my build (Debuffs in Dark Melee), but very nice alternative.
[/ QUOTE ]
Yes and no.
It's true that much of the time the debuff from DM will help close the gap but there are enough situations in the game where the attackers will avoid your melee attacks that you may notice the hole in the defenses.
- Enemies attacking from Range. Until you are able to close into melee and successfully hit them, they would still be attacking you at the lower defense values with Range and AoE attacks.
- Too many enemies in melee range. You can have up to 17 enemies attacking you at one time and it is essentially impossible to maintain DM's -tohit debuff on that many targets for very long. Especially if new enemies are cycling in to replace the ones you defeat as fast as they fall.
When fighting on a map set for 4+ players, you can often encounter multiple spawn points where you will have more enemies attacking to see this happen.
If you have a defender in the group adding to your +def or others in melee range to bolster Phalanx Fighting then you are fine, but if you are soloing a map like that (easily done after I16) or teamed with blasters then the lower Defense might become an issue. -
[ QUOTE ]
Have any of you looked to see if the characters getting more tickets have the Architect day jobs, while the ones that are getting less don't?
Just a thought, trying to apply Occam's razor.
[/ QUOTE ]
One: The AE Day Job only gives extra bonus tickets upon mission completed so this wouldn't effect what I am seeing where her account hits the ticket cap long before mine does while the mission is still running.
Two: I have seen the same thing happen no matter what character is logged in on her account and in the mission with me. Including characters who had never been near the AE building before.
Three: In some cases the character on my account did have the AE day job running while the character on her account did not. Her character still acquired tickets roughly 50% faster than mine did.
Something weird is going on with their system. I'm just afraid that if they try to fix it they'll just break the ticket rewards altogether. -
AS I understand it, adjusting the level in your mission determines the minimum and maximum levels that the players may be in the mission.
However, certain NPCs have specific level limits that they may not go past (either too high or too low) and if you use one of those villains in a mission it will never spawn at a level outside of those set limits. -
[ QUOTE ]
no character is flagged to get more tickets. the cap for any mission is 1500 so unless you are not finishing the mission or inviting people after you have set the mission then you should both end up with 1500 tickets.
[/ QUOTE ]
The point being made is that the characters in question AREN'T hitting the cap in the missions (either the maps are too small or they are just completing them early.)
I have seen the exact same thing on my wife's account and mine when they are run together. The character on her account (no matter which character it is) always receives 50% more tickets than the one on my account.
This is obvious in that at the point where she caps at 1500, my character is always still at the 900-1000 range on the mission.
Its very annoying. -
Kruunch, here is a slightly modified version of your build with all positional defenses at the soft cap while soloing.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Ghost of Kruunch: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(7), ImpArm-ResDam/EndRdx(7), LkGmblr-Rchg+(11), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(40)
Level 6: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx(9), LkGmblr-EndRdx/Rchg(11)
Level 8: Active Defense -- HO:Membr(A), HO:Membr(25), HO:Membr(25)
Level 10: Hover -- Zephyr-Travel(A), DefBuff-I(31), Zephyr-Travel/EndRdx(33)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Siphon Life -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Heal(34)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 28: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33)
Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 32: Boxing -- T'Death-Dam%(A)
Level 35: Dark Consumption -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 38: Midnight Grasp -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/Rchg(39), Cloud-Acc/ToHitDeb(39), Dmg-I(40), Dmg-I(40)
Level 41: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(42), Mrcl-Heal/Rchg(42), ImpArm-ResDam(42), ImpArm-ResDam/Rchg(43), Numna-Regen/Rcvry+(43)
Level 44: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-EndRdx/Rchg(48)
Level 49: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Alright, I've tried refining the concept and managed to get to just shy of the softcap in all 3 positions without having to use the insanely expensive PVP IO.
I had to drop one of the AoE powers but looking at caltrops' damage with AAO and Soul Drain running is frankly sick.
It's like having Burn+Quicksand all rolled into one power (that damages twice as many enemies per tick as well).
Not at all optimized for single target damage and the End use concerns me a bit even with DC.
Any advice?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DM SD AoE: Level 50 Technology Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(37)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(5)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(7)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(50)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11), ImpArm-ResDam(11), ImpArm-ResDam/Rchg(48)
Level 8: Hurdle -- Jump-I(A)
Level 10: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(23), Heal-I(33)
Level 12: Active Defense -- RechRdx-I(A)
Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(43)
Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(25), RgnTis-Regen+(40)
Level 26: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(36)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(46)
Level 30: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Dam%(33), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 44: Caltrops -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Slow-I(46)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
I can't say anything about Shield_slave's build only my own.
While I understand the "Hasten makes thinks die faster" concept (I have a DM/Regen scrapper after all), the problem that I am seeing is attackspeed/end consumption vs Recovery.
I just don't see where I can find the extra 0.5+ recovery per second that would be needed to fuel a hastened build.
As it stands this build can barely support its endurance needs. If I speed up the attack chain further then it pushes the build into the realm of not sustaining itself in an fight lasting more than 30 seconds.
And while prolonged fights are to be avoided on a Fire tank, sometimes they are simply something that you have to deal with.
I realize that there are some problems. Hover/Fly is a theme choice where CJ/SL would be much better for optimizing but I already have two other Fire tanks and am sick of leaping everywhere and just want a flying character this time. So I am willing to make that choice.
Also keep in mind that this build was meant for AoE carnage vs. groups of Minions and LTs and as it stands they won't survive even one cycle of Rage fueled Burn-Stomp-Stalagmites making higher recharge unnecessary.
If I were focusing on single target damage then I would find a way to add hasten, more recharge and optimize the single target attacks but right now if I have to focus on just one enemy, Stone Prison+Burn+KO Blow should ruin most villain's days.
I have tinkered with it a bit though and pushed the melee defense up to 17.7% (w/o hover running) and that should be fairly noticeable.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fire SS: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- Dmg/EndRdx(A), Acc/Dmg/EndRdx(3), %Dam(17), Acc/Dmg/EndRdx/Rchg(31), Acc/Dmg/Rchg(31)
Level 1: Jab -- Dmg/EndRdx/Rchg(A), Acc/Dmg(3), Acc/Dmg/EndRdx(15), Dmg/Rchg(33), Acc/Dmg/Rchg(34)
Level 2: Fire Shield -- ResDam(A), ResDam/EndRdx(15), ResDam-I(17)
Level 4: Healing Flames -- Heal/EndRdx/Rchg(A), Heal/Rchg(5), EndRdx/Rchg(5), EndRdx/Rchg(9), Heal/Rchg(34), Heal/EndRdx/Rchg(34)
Level 6: Haymaker -- Dmg/EndRdx/Rchg(A), Acc/Dmg(7), Acc/Dmg/Rchg(7), Acc/Dmg/EndRdx(9), Dmg/Rchg(40)
Level 8: Hover -- Flight-I(A)
Level 10: Consume -- EndMod/EndRdx(A), EndMod(11), EndMod/Acc/Rchg(11), EndMod/Rchg(37), Acc/Rchg(37)
Level 12: Plasma Shield -- ResDam(A), ResDam/EndRdx(13), ResDam-I(13)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Burn -- %Dam(A), Dmg(19), Acc/Rchg(19), Dmg/Rchg(36), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(46)
Level 20: Knockout Blow -- Acc/Dmg(A), Dmg/EndRdx/Rchg(21), Acc/Dmg/Rchg(21), Dmg/Rchg(45), Acc/Dmg/EndRdx(46)
Level 22: Health -- Heal(A), Heal/EndRdx(23), Regen/Rcvry+(23), Rcvry+(36)
Level 24: Stamina -- End%(A), EndMod(25), EndMod/Acc(25), EndMod/Rchg(36), EndMod/Acc/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Rage -- Build%(A), ToHit/EndRdx(29), ToHit/Rchg/EndRdx(29), Rchg/EndRdx(31), ToHit/Rchg(42), ToHit(43)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- ResKB(A), ResDam(33), ResDam/EndRdx(33)
Level 35: Taunt -- Taunt/Rchg/Rng(A), Taunt/Rng(40)
Level 38: Foot Stomp -- Dmg(A), Acc/Rchg(39), Acc/Dmg/Rchg(39), %Dam(39), Acc/Dmg/EndRdx/Rchg(40), Dmg/Rchg(46)
Level 41: Stone Prison -- Acc/Dmg/EndRdx/Rchg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Acc/Dmg/Rchg(43)
Level 44: Quick Sand -- Slow-I(A), Slow-I(45), Dam%(45)
Level 47: Stalagmites -- Dam%(A), Acc/Dmg/EndRdx(48), Dmg/EndRdx(48), Dmg/Rng(48), Acc/Dmg(50)
Level 49: Weave -- Rchg+(A), Def(50), Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
[ QUOTE ]
I have the famous ABko fire/ss on freedom. The 2 builds posted above are terrible.. you need hasten on fire/ss and u will need better endurance than 2.21 and 2.46.. even with consume coming up every 65 sec u will run dry. 2.65 final end use and over i suggest. Plus slot out those sets! whats with 4 slotted posi blast? u scared of better recharge for heal flames and rage stacking? and for the Smothers child build try 4 or 5 slotting a set in stamina. 5 slots of normal IOs is a waste..u only gain 0.01 end per sec and miss out on 1.88% Hit point buff or 10% regen depending on the set you use. I play my tank like regen scrapper..u will get hit and take damage ..u must be aggressive enough to kill and be able to heal back the damage b4 u are overwhelmed. also slot better Acc IOs in KoB. even with rage 26% acc will miss enough times for dark armor stalkers to laugh at u.
[/ QUOTE ]
First. Paragraphs are your friends. Walls of text are hard to read.
Second. Your advice is contradictory and confusing. First you insist that the build requires Hasten to speed up the attacks and then also insist that there isn't enough endurance recovery in to to sustain what is already there.
As the build already has Consume, Stamina, the +recovery Miracle IO, the Numina +heal/+recovery IO, a Performance Shifter Chance for +End IO and 16.5% Recovery bonuses from IO sets I really don't see where much more is likely to come from in that area..
If possible, could you elaborate as to where the extra endurance to power the extra attacks from Hasten is supposed to come form? -
[ QUOTE ]
That's just... excellent!
You need a hand rubbing emote tho.
[/ QUOTE ]
I tried to do basically that with the /em knuckles emote as there are a few frames that look perfect but I never could get the capture times just right.
[ QUOTE ]
[ QUOTE ]
QR
What does "You have traded Nothing, for 1,000,000,000 influence." mean?
[/ QUOTE ]
Look at his power tray.
He rolled a new character just for the screen shot and transferred all is inf to that character for the screenie.
[/ QUOTE ]
Exactly.
-
At long last..
As the cream must rise to the top, so to have I risen above the plebeian masses to join the ranks of my fellow Plutocrats...
And now all of the Goldbrickers.... Layabouts.... and Slug-a-beds that surround me shall know the true meaning of fear! For what good is money if it can't inspire terror in your fellow man?
http://i241.photobucket.com/albums/f.../Excellent.jpg
(and yes, Monty there was created for the express purpose of celebrating this august occasion)
-
[ QUOTE ]
What does any of this have to do with the changes to PvP drops?
[/ QUOTE ]
It doesn't.
I was responding to this post:
[ QUOTE ]
Not necessarily. You can make groups that fight back using just minions (though experienced players will have a better idea of how to fight back) but the real problem are design gaps with certain enemies and only having exactly one cherry picked enemy.
[/ QUOTE ]
Regarding AE missions which have enemies with only one damage type.
You chimed in to argue my points so I assumed that you at least knew what was being discussed.
Evidential not.
Nice try at changing the subject away from an argument that you were losing though. -
[ QUOTE ]
Or one could just build a shield/ss tank with assault and farm absolutely safe and be at damage ap all by himself all day against 95% of all dev created enemies. I use a shield/fire melee tank and my damage stays around 250% i make up the rest with reds i gain from the killing.
[/ QUOTE ]
Shield/anything can make for very nice farming builds but you do need to keep an eye on the character while running content with swarms of enemies just in case several of them all get lucky on a streak and do some serious burst damage through the +def.
The WP builds I posted have the advantage of essentially having the same levels of defense while also possessing enough inherent regeneration to compensate for those "lucky streaks" even if the player were to wander away from the keyboard for five minutes to go make a sandwich.
Thus pushing them into the realm of basically "zero risk" characters. -
[ QUOTE ]
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[ QUOTE ]
In other words, /fail.
[/ QUOTE ]
If you're talking from a paper analysis of it, you've done something wrong.
If you're talking from experience, the tanker was doing something wrong.
[/ QUOTE ]
So you think him posting some uber tank build is representative of how broken risk vs reward is?
If so, you're doing something wrong.
[/ QUOTE ]
If you think that my tank build is "uber" then you are doing something wrong.
That build isn't even maxed out.
I limited it to the IOs I already have on hand +about 500 million influence for the rest I need.
If I had gone all out and given it an unlimited spending budget then you would have seen a truly Uber build. -
[ QUOTE ]
[ QUOTE ]
Since the character has essentially zero risk of being defeated no matter what damage types are mixed into a mission, exactly how would the logic of "no risk = no reward" apply to this character?
[/ QUOTE ]
Great, the tank can survive alot, whoopee-do...it's suppose to genius. However, it's damage output is the limiting factor in this case. Sure it can produce nice damage but even this uber tank you've created is nothing compared to a evenly built blaster, scrapper, dominator, brute, stalker in terms of raw damage.
In other words, /fail.
[/ QUOTE ]
Meh. Is that the best you can come up with?
The Tank doesn't matter because it can't do damage?
(although the one listed above would do decent enough damage for a non-fire tanker)
I anticipated that lame answer so here is a scrapper that is nearly as insanely hard to kill...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fire WP: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Fire Sword -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- ResDam/EndRdx/Rchg(A), ResDam(11), ResDam/EndRdx(11)
Level 2: Cremate -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(7), Dmg/EndRdx/Rchg(7)
Level 4: Mind Over Body -- ResDam(A), ResDam/EndRdx(9), ResDam/EndRdx/Rchg(9), ResDam/Def+(13)
Level 6: Fast Healing -- Regen/Rcvry+(A), Heal(13), Heal/EndRdx(40), Regen+(46)
Level 8: Build Up -- Rchg/EndRdx(A), ToHit/Rchg/EndRdx(15), ToHit/Rchg(15), ToHit(17), ToHit/EndRdx(17), Build%(36)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- EndRdx/Rchg(A), Heal(40), Heal/EndRdx(40)
Level 16: Rise to the Challenge -- Heal(A), Heal/EndRdx(37), EndRdx/Rchg(37)
Level 18: Fire Sword Circle -- %Dam(A), Acc/Dmg/EndRdx/Rchg(19), Acc/Dmg/Rchg(19), Acc/Dmg(21), Dmg/EndRdx(21), Dmg/Rchg(23)
Level 20: Quick Recovery -- EndMod(A), EndMod/Rchg(36), EndMod/Acc/Rchg(37), Acc/Rchg(45), EndMod/EndRdx(46), EndMod/Acc(46)
Level 22: Stamina -- EndMod/EndRdx(A), EndMod(23), EndMod/Acc/Rchg(25), Acc/Rchg(43), EndMod/Rchg(43), EndMod/Acc(45)
Level 24: Boxing -- Acc/Dmg(A), Dmg/EndRdx(25), Dmg/Rchg(31), Dmg/EndRdx/Rchg(34)
Level 26: Incinerate -- Acc/Dmg(A), Dmg/EndRdx(27), Dmg/Rchg(27), Dmg/EndRdx/Rchg(29)
Level 28: Heightened Senses -- Rchg+(A), Def(29), Def/EndRdx(34)
Level 30: Tough -- ResDam(A), ResDam/EndRdx(31), ResDam/Rchg(31), ResDam/EndRdx/Rchg(34)
Level 32: Greater Fire Sword -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/EndRdx/Rchg(33)
Level 35: Weave -- Def(A), Def/EndRdx(36)
Level 38: Strength of Will -- Empty(A), ResDam(39), ResDam/EndRdx(39), ResDam/Rchg(39)
Level 41: Combat Jumping -- Rchg+(A), Travel(42), Travel/EndRdx(42), ResKB(42), Def(43)
Level 44: Maneuvers -- HO:Enzym(A), HO:Enzym(45)
Level 47: Confront -- Taunt/Rchg/Rng(A), Taunt/Rchg(48), Rchg(48), Taunt(48), Acc/Rchg(50), Taunt/Rng(50)
Level 49: Super Jump -- Travel(A), Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
(Note: the empty slot in Strength of Will is for the PVP +def IO)
Essentially softcapped defenses, 60-92 hps per second regeneration along with Fire Scrapper damage and utterly insane endurance recovery (Thanks to Iggy_Kamakaze for the starter build it is based upon).
An expensive build but no more so than one that relies on multiple purple or PVP sets.
Fire Scrapper damage + ridiculous survivability = Farming machine with essentially zero risk in 99% of the Dev designed mission content in the game.
I can also build several other, similar Tanks, Scrappers and Brutes in the same manner. (the only reason I posted the tank first is because that build will be what I am using for my own WP/SS tank shortly)
In other words...
Your argument? /massive fail.
-
[ QUOTE ]
Don't Rularuu enemies have ridiculous ToHit AND -Def powers? Of course there is always the outlier example of trying to solo the Hamidon...
[/ QUOTE ]
As I said, 99% of the content would be a walk in the park to a character built like that.
While there are obscure things in the game that might be a problem, the vast majority of the level 50 content would be utterly trivial to survive for that build.
Are you saying that you believe that the only missions where such a character should receive rewards are ones which are loaded with either Rularuu or the Hammidon?
The point is that the Risk vs. Reward argument being thrown around regarding "being virtually immune to a damage type" would have us believe that anytime this character walks into a mission that wasn't loaded up with swarms of AVs or mobs with buggy untyped damage that bypasses all defenses then he shouldn't be allowed to receive any merits, influence, tickets, salvage or recipes for his efforts...
...which is patently ridiculous.
-
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
I thought they removed the exp from the summoned demons?
[/ QUOTE ]
The summoned demons don't matter. People farming the mission just avoid the summoning portals.
All of the other demons in the mission are still worth XP and still only have fire based attacks.
[/ QUOTE ]
Meh, is that really your best arguement?
[/ QUOTE ]
Obviously a better argument than you can pose if that is all that you can manage for a response.
I've proven through example that missions consisting of mobs with a single damage type are considered valid by the devs as evidenced by their own work.
And frankly the whole "Missions that have virtually zero risk vs. reward to a character are an exploit!" argument is also pointless.
Here is an example of a character that is essentially "unkillable" by 99% of the level 50 content in the game.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
iconic: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: High Pain Tolerance -- ResDam(A), ResDam/EndRdx(19), Heal(37), Heal/EndRdx(43), ResDam/Rchg(46)
Level 1: Jab -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dmg/EndRdx/Rchg(9)
Level 2: Fast Healing -- Rcvry+(A), Regen/Rcvry+(7), Heal-I(19), Heal(40)
Level 4: Haymaker -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(5), Dmg/EndRdx/Rchg(7)
Level 6: Air Superiority -- Acc/Dmg(A), Dmg/EndRdx(15), Dmg/Rchg(33), Dmg/EndRdx/Rchg(34)
Level 8: Rise to the Challenge -- HO:Golgi(A), Heal/EndRdx/Rchg(9), Heal(34), Heal/EndRdx(43)
Level 10: Indomitable Will -- Def/EndRdx(A), Rchg+(11), Def/EndRdx/Rchg(11)
Level 12: Quick Recovery -- EndMod/Rchg(A), EndMod/Acc(13), EndMod/EndRdx(13), EndMod(42)
Level 14: Fly -- Travel(A), Travel/EndRdx(15)
Level 16: Taunt -- Taunt/Rng(A), Taunt/Rchg(17), Taunt/Rchg/Rng(17), Rchg(31), Taunt(36), Acc/Rchg(43)
Level 18: Swift -- Run-I(A)
Level 20: Knockout Blow -- Acc/Dmg(A), Dmg/EndRdx(21), Dmg/Rchg(21), Dmg/EndRdx/Rchg(27)
Level 22: Heightened Senses -- Rchg+(A), Def(23), Def/EndRdx/Rchg(23), HO:Enzym(48)
Level 24: Health -- Heal(A), Heal/EndRdx(25), Regen+(25)
Level 26: Stamina -- EndMod(A), EndMod/Rchg(27), EndMod/Acc/Rchg(34)
Level 28: Rage -- Rchg/EndRdx(A), ToHit/Rchg(29), ToHit/Rchg/EndRdx(29), ToHit/EndRdx(37), ToHit(37), Build%(40)
Level 30: Mind Over Body -- ResDam/Def+(A), ResDam/EndRdx(31), ResDam/Rchg(31), ResDam(42)
Level 32: Boxing -- Acc/Dmg(A), Dmg/EndRdx(33), Dmg/Rchg(33), Dmg/EndRdx/Rchg(42)
Level 35: Tough -- ResDam(A), ResDam/EndRdx(36), ResDam/Rchg(36), ResDam/EndRdx/Rchg(46)
Level 38: Foot Stomp -- Dmg(A), Dmg/Rchg(39), Acc/Dmg/EndRdx/Rchg(39), Dmg/Rchg(39), Acc/Rchg(40), Dmg/EndRdx(45)
Level 41: Hover -- Travel(A), Travel/EndRdx(46)
Level 44: Maneuvers -- HO:Enzym(A), HO:Enzym(45), HO:Enzym(45)
Level 47: Weave -- Def/Rchg(A), Def(48), Def/EndRdx/Rchg(48)
Level 49: Strength of Will -- EndRdx/Rchg(A), ResDam/EndRdx/Rchg(50), ResDam(50), ResDam/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
With softcapped defenses and 92 - 150 HPs of Regeneration per second (variable based upon having one to ten enemies in melee range) this character could survive almost every encounter devised by the devs outside of taskforces currently in the game while the player was AFK indefinitely.
Riddle me this, Caped Crusader...
Since the character has essentially zero risk of being defeated no matter what damage types are mixed into a mission, exactly how would the logic of "no risk = no reward" apply to this character?
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[ QUOTE ]
[ QUOTE ]
This is very good, but there seems to be a bug in the way Mids is calculating the Eznyme enhancements.
When I replace them with Straight Defense IOs the overall defensive scores drop (even though the IOs have a higher actual enhancement value per slot).
If you slot Weave and HS with Defense IOs you end up with 44.5% in Energy and negative.
[/ QUOTE ]
That is no bug, Enzymes enhance defense by 33.3%. This is a relic from waay back. Def debuff enhancers used enhance things by 33% while def buff enhancers enhanced powers by 20%. I believe it was around I4/I5 where def debuff enhancers were dropped to 20% to match def buff - this was for PvP equality so debuffs weren't unfairly stronger than def buffs.
For whatever reason, Enzymes weren't modified. Due to how HOs work, you can use Enzymes (def debuff) to enhance def buff powers. This lets you squeeze out more def with fewer slots than you normally could.
No doubt, it's a bug, albeit a pretty mild one.
[/ QUOTE ]
Interesting.
I'll have to remember that (and hope that the Devs continue to forget about it). -
[ QUOTE ]
But if you're interested on seeing a FM/WP on the cap...
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|01E122C25B34F9830041841042182182104598438823A4103 208EF10C647801F02D|
|A|
|-------------------------------------------------------------------|</pre><hr />
[/ QUOTE ]
This is very good, but there seems to be a bug in the way Mids is calculating the Eznyme enhancements.
When I replace them with Straight Defense IOs the overall defensive scores drop (even though the IOs have a higher actual enhancement value per slot).
If you slot Weave and HS with Defense IOs you end up with 44.5% in Energy and negative.
Trivial to fix but something to take note of in any case.
I also noticed that you duplicated the Steadfast +def IO, presumably to simulate the PVP +def IO.
Great job though any way you look at it.. Now I know how to make my WP tanker basically indestructible.