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Posts
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I'd def consider getting to that soft cap. You won't have End issues with this combo anyway, esp since the Rage crash hits every 80-90 seconds (combined with WP). But popping purps can get tedious, and you'll want to stay at the cap.
Have fun! -
I think this is one of the rare combos that doesn't benefit from Hasten. You actually get diminishing returns from Rage popping too often.
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Tweak this according to Incarnate, movement preference, etc. But I play something similar, it's solid.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Kilgore: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(25)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(13)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 4: Fast Healing -- Heal-I(A), Numna-Regen/Rcvry+(13), Numna-Heal(23)
Level 6: Mind Over Body -- S'fstPrt-ResDam/Def+(A), ResDam-I(15), ResDam-I(27)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(36)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Rise to the Challenge -- Heal-I(A), Numna-Heal(17), Numna-Heal/EndRdx(17)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Acc/Rchg(36), P'Shift-End%(39)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Knock%(39)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx(29)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(34)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 35: Taunt -- Mocking-Acc/Rchg(A), Mocking-Taunt(36), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Taunt/Rng(40), Mocking-Rchg(42)
Level 38: Strength of Will -- ResDam-I(A)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob(43), Enf'dOp-Acc/Immob/Rchg(45)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46)
Level 47: Fire Ball -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Stealth -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Marshal
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Knock%(50)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A) -
Quote:It will run you billions to get a Regen to the same point an SR gets to after 500 million spent.
This was what I was talking about earlier. Price points make a big difference. I think 500 million is a drop in the bucket to a lot of 50's in the current game. It's not even 5 LotG. Any level 50 I play has well over a billion invested. Some sets do better with less. But the fact that the potential to relatively easily drop a few billion on a toon exists, makes it hard to balance and compare. My DM/SD is an inf hog - but also a beast, probably the best toon I have. Limit him to 500 million and it's balanced.
Similar problem for Doms. If they can spend enough to perma-Dom, they get silly good. Very difficult to compare the relative set value of a perma-Dom to a non. More like impossible, imo. -
Very good points here. To clarify, I was indeed referring to non-scrapper sets as needing attention before Regen. Given limited developer time, and the fact that I play a lot of different toons, that's not a lame comment.
Strato and Arcana have already made the important points. If Devs get around to it, Soulwind's list is solid.
Again, it's easy to find situationally poor performances for Regen. Fire is always tricky, because it's only damage mitigation is hp debuff. But my Spines/Regen can be awesome. He can compete with even above average Blasters for dam output, but I doubt there's a Blaster out there who can compare with his survivability. He can do certain farms at +4/x8, just not general content. But on normal missions and pretty much any team, he's a beast. Buff him and he'd be as stupid as a Dom (who are broken). -
It's hard to analyze sets because the threshold at casual level may be completely different from the threshold at high end levels. Regen is a great example. It arguably benefits more than any of the other scrapper sets from reaching the soft cap on s/l. That is a huge mitigator of debuffs, and amplifies Regen's strength even more than it does a Resist set, IMO.
Debuff resistance is great, but I really don't feel it would change the competitive level of Regen. It's true that the set goes down fast when things go bad. But I know my WP, despite it's inherent layering advantages, suffers almost as much from massed debuffing. DP and MoG both are a solid advantage for Regen over WP.
I have no problem with seeing the most patched set in history get a little love.I just feel it's nowhere near the top of sets that could use some attention.
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Good suggestion on the powexec. It didn't work. I did another Hero Alignment mish and got "Countdown" again (even though it awarded a Hero Merit rather than Reward Merit). I haven't respecced in a while, but did do a Synapse TF. That's all I can think of - as if the Synapse TF isn't painful enough.
Anyway, thanks for the suggestions. Kind of weird, but it all worked out. -
Yeah, I have 11 unspent Hero Merits.
I've had Call To on this toon before. I'll do my next reaffirm mish and see what happens. Just wanted to know if I was overlooking something before a petition, so thanks guys.
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Right, nowhere to be seen. Unless there's some way to get rid of it other than doing non-Hero tips, I'm pretty certain it's a bug. Just seems like a weird one.
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Any idea why this power would disappear? I have only done Hero mish, and still have Hero Alignment points. I've definitely completed several Hero Alignment mish, and used to have the power in my tray. Now it doesn't show up under temporary powers when I pull up the Powers tab. Anything other than a bug that could have caused this?
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Thanks again. I hadn't considered the KB res, so that's a slot saved. I should have mentioned this toon is already 50. Fireball is great for moving teams along and holding aggro - I'm not a big fan of farming either. The only reason for Musculature is that I don't need any of the other Alphas. Purples provide Rec and Acc in addition to the recharge. Impervium Armor is great for it's max End increase, but I am going to move some things around to bump e/n def higher.
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What's in the arc "A Hero's Hero"? Wiki used to have it, but replaced it with the new one "A Hero's Epic". But the original is still available via Flashback. I believe the new one has 12 of the 14 Praetorians, sans Siege and Anti-Matter. Who's in the old one? Thanks!
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Thanks for the great trade!
We were on at different times, so I sent the inf one day and got the proc the next, nolo problemo. -
Thanks! Couldn't figure out where you made up for Enfeebled's 4% of s/l, until I noticed I hadn't been including Maneuvers. Very helpful.
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Thanks for the great feedback, it definitely helped. A few questions/comments:
1) I was under the impression that going from 10 to 14 KB can make a difference with some high level content. Does anyone know if this is true?
2) The majority of e/n attacks have a s/l component, making e/n defense matter less than it might seem, though e/n Res is still important. Most of my troubles seem to come when there's a lot of incoming Psi.
3) Why take Pyre and not take take Fireball? I'm taking Musculature, so those KC sets reach max dam.
4) Is there anything that really benefits from Hasten? DP is just a few seconds short of perma, and the attack chain is pretty solid.
Thanks! -
I have no problems with the Regen set, it works great for me. But I don't take Revive - you are correct that it's pretty worthless as is. And it certainly seems thematically appropriate for Regen to have a decent Rez power.
I think Debuff Res would make Regen significantly more powerful. I know some people don't like how it feels now (which is fine - not every set is going to make every player happy). But I don't think buffing the set (ahem) is the way to go. -
Any advice on this build would be welcome. I like to do some damage, hence Fire ATT. Plus it's nice to have an AoE w/Reactive. End should be no issue, and I'll be close to the Incarnate soft cap w/Invincibility. Any insight would be welcome. Thanks!
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
TankShock post 50: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Resist Physical Damage -- ResDam-I(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3)
Level 1: Barrage -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(13), Hectmb-Acc/Rchg(13), Hectmb-Dam%(33), Hectmb-Acc/Dmg/Rchg(37), Mako-Dam%(37)
Level 2: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal(5), Dct'dW-Heal/Rchg(5), RechRdx-I(7), Numna-Heal/EndRdx/Rchg(45)
Level 4: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam(9), ImpArm-ResPsi(40)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(11), ImpArm-ResDam(11), ImpArm-ResDam/Rchg(46)
Level 10: Resist Elements -- Aegis-Psi/Status(A)
Level 12: Resist Energies -- S'fstPrt-ResKB(A)
Level 14: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 16: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Rchg(42)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23), LkGmblr-Def(25)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(23), Zinger-Dam%(29), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(43)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(27), ImpArm-ResDam(27), ImpArm-ResPsi(31)
Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(31), RechRdx-I(37)
Level 30: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(40)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(34)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Ring of Fire -- GravAnch-Immob/Rchg(A), GravAnch-Immob(42), GravAnch-Hold%(42), GravAnch-Acc/Immob/Rchg(43), GravAnch-Immob/EndRdx(43)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dam%(46), Apoc-Dmg/EndRdx(50)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(9), Mrcl-Rcvry+(29), Mrcl-Heal(34)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(31), P'Shift-End%(34) -
Hiya. Mind taking a look at this soft-capped build? Particularly for spots where Hamis offer their mysterious help. Can Lightning Field be slotted better? I'm a big fan of AoE, hence Fire. I'm not messing with redside VPP's. I'd love to get 2 more LotG, but just don't see where without giving up the cap. Thanks!
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Tankshock: Level 50 Science Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 1: Charged Armor -- ResDam-I(A), S'fstPrt-ResDam/Def+(7), ResDam-I(21), S'fstPrt-ResKB(29)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(40)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(40)
Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(7), RechRdx-I(45)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(36)
Level 10: Static Shield -- ResDam-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Knock%(23)
Level 16: Grounded -- GA-3defTpProc(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(37)
Level 24: Lightning Field -- Sciroc-Acc/Dmg(A), Armgdn-Dam%(25), M'Strk-Acc/Dmg(31)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
Level 28: Energize -- Numna-Heal(A), Numna-Heal/Rchg(29), Dct'dW-Heal/Rchg(31), RechRdx-I(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod/Acc(43), P'Shift-EndMod(45)
Level 38: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 41: Ring of Fire -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Rchg(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dmg(46), Apoc-Dam%(50)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Born In Battle
Level 0: Marshal
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A) -
What are some good ways to survive Ghost Widow? Assuming you have to be in melee range, in front of her (you know, tanking). Just bring some Break Frees? Can a Healer keep you alive once she gets you in her clutches? I know my max hp Invuln couldn't do a damn thing but rez once she got me. Or twice, as the case may be.
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Thanks guys. Going Praetorian won't unlock the VAT's.
I was thinking Necro/Dark. Slotting Twilight Grasp with ACC early is pretty easy, and the first 3 Dark Powers are enough to make 1-20 cake. -
I'm looking to unlock the Villain AT's, but don't want to play redside and will probably never do the 30 tips just to go back blue. So I'm looking for the fastest 1-20 MM (which is the fastest 1-20 AT, IMO), but I don't care about upper end powers.
Suggestions? Thanks!