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Quote:Just throwing this out there... the best 'team support' toons I've ever played is a FF/Sonic Defender and a Plant/Rad controller. Radiation is fantastic whether you're a troller or fender, but I tend to try to duo Rads when I play them. I like the FF/Sonic because you drop the shields between fights and when the ***-kicking starts you can focus more on that than monitoring everyone's health bars or worrying about finding a new anchor.So i do have a Elec/SD scrapper Cheaply built but survives well. In groups while they fight one mob, i go and destroy another and let them come finish what i am doing. Rinse and repeat basically. Now i would like to make a toon that will Help my group out. Been considering always either a dom or a troller. But recently also been looking into a Fender, with its powers a rad/sonic. Was wondering out of all of those what would be the best for a team helping person. Open to all opinions. I know my project after this toon will probably be a tank. But at this time. Its time for me to be a heal B**ch..
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Quote:Thanks for the response from personal experience, that's exactly what I'm looking for.It does need about 2 SO's worth of ACC if you're gonna be playing on big teams or cranking up the difficulty when solo. It also really need 3ish slots of Recharge to be up often enough. The damage is already quite good (especially against large numbers of targets) so you don't really need much there so going with a Frankenslotting approach seems to be the best answer.
Here's my slotting for it:
Enfeebled Operation: Acc/Rech, Trap of the Hunter: Acc/Rech and the proc, Kinetic Crash: Rech/End, Positron's Blast proc, Explosive Strike proc.
It's a beautiful sight, especially when those three procs really start going off. >Grins<
So, until non-generic IO's, figure a standard slotting of 2 ACC's and 2-3 Rech? -
Quote:That's a pretty wide random spread of options there. I didn't find anything definitive either, so I was hoping someone would be able to tell me how much accuracy it needed to be effective and if it actually did enough damage on its own to warant slotting for damage.After a quick look in the Player Guides section I see that it can be used with:
1Acc, 1-3Dam,1-3Rech
2Rech
2-3Acc, 1Range, 3Rech
3Rech, 3Dam
3Acc/Rech, 1Slow
3Rech, 1-2Acc
So I guess 3 Recharge enhancements and maybe an Acc or 2 if you can spare the slots would be the most effeicient slotting. -
Does Carrion Creepers really need an Accuracy? Does it need 2? Does it really benefit from damage slotting, particularly on teams?
At the moment I'm wondering if I can just three slot it for Recharge and be satisfied that I'm able to use the power effectively. -
Because of its static nature, Spirit Tree is woefully limited in its utility and I don't know many people who take it... I was thinking - what if in addition to regen it also boosted recovery? That wouldn't violate the cottage rule, would fit thematically and make the power more practical to use in situations where characters would normally stand still long enough to use it. It would even make a nice little 'group rest' power for pre-Stamina teams. Thoughts?
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Quote:Got it. Thanks.Trina is in the Tiki Lounge. Either go through the doors on the villain side or use your Pocket D Teleporter. Once you're inside the lounge, she's upstairs.
Paragonwiki Says...
Edit: Linked to Paragonwiki -
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I'm at the tailor in Steel Canyon talking to the cosmetic surgeon and I can't find the option to change from male to female. A server switch necessitated a more feminine name and I'd rather have the look to go with it.
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I've been discussing this on other threads and seriously - if you're going to solo, especially big groups, Its Sonic/Eng all the way.
Very early on all you need are your three single-target blaster powers and judicious use of Hover, then once you hit SO's or so (thats when I start using generic IO's, around level 22), the sky is the limit. Immediate bad-assery.
Siren's Song to sleep the group, then either Stun or Screech to pick out who gets to die first, lather-rinse-repeat. Energy does wonders to boost Sonic's effectiveness, whether its range-boosted power-boosted Sirens or all of those stuns stacking as you cycle through your melee attacks. I've never played a more effective solo character of any archetype and she cuts through those bad guys FAST. Occaisionally I'll go through entire missions without even being hit - and that's BEFORE IO sets start coming.
Almost every IO in the build below is in place to increase typed defense, taking advantage of the excellent Scorpion shield now available to Blasters. Ultimately its not too tough to soft cap smashing/lethal defense or near enough, though I almost never need it. Except where otherwise mentioned, assume all IO's are generic level 25's, upgraded to generic level 40's when the time comes. This particular build offers about 42% defense vs. Smashing/Lethal, about 35% defense vs. Energy, about 25% defense against Neg and about 10% against everything else. But as I said - I almost never need it. This build can legitimately be done with generic IO's and be wickedly potent.
Drop me a line if you have any questions.
Short Form:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13)
Level 6: Hover -- EndRdx(A)
Level 8: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
Level 10: Swift -- Run(A)
Level 12: Amplify -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13)
Level 14: Hurdle -- Jump(A)
Level 16: Conserve Power -- RechRdx(A), RechRdx(40)
Level 18: Sirens Song -- Acc(A), LgcRps-Acc/Rchg(19), LgcRps-Acc/Sleep/Rchg(19), LgcRps-Acc/Sleep(37), LgcRps-Sleep/Rng(37)
Level 20: Stamina -- EndMod(A), EndMod(21), P'Shift-EndMod(21), P'Shift-End%(40)
Level 22: Stun -- Acc(A), Acc(23), RechRdx(23), Dsrnt(34), Dsrnt(36)
Level 24: Bone Smasher -- Acc(A), Dmg(25), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 26: Screech -- Acc(A), Acc(27), RechRdx(27), Dsrnt(33), Dsrnt(36)
Level 28: Energy Punch -- Acc(A), Dmg(29), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 30: Power Boost -- RechRdx(A), RechRdx(31)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 35: Boost Range -- RechRdx(A), RechRdx(36)
Level 38: Dreadful Wail -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(39), Erad-Dmg/Rchg(39), Dmg(39), RechRdx(40)
Level 41: Scorpion Shield -- EndRdx(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), Aegis-Psi/Status(45), ImpSkn-Status(45)
Level 47: Weave -- EndRdx(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Total Focus -- Acc(A), Dmg(50), Dmg(50), Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Defiance
Level 6: Ninja Run
Long Form:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Shriek- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (43) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Adjusted Targeting - Recharge
- (13) Adjusted Targeting - To Hit Buff/Recharge
- (A) Endurance Reduction
- (A) Thunderstrike - Accuracy/Damage
- (9) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Run Speed
- (A) Adjusted Targeting - Recharge
- (13) Adjusted Targeting - To Hit Buff/Recharge
- (A) Jumping
- (A) Recharge Reduction
- (40) Recharge Reduction
- (A) Accuracy
- (19) Lethargic Repose - Accuracy/Recharge
- (19) Lethargic Repose - Accuracy/Sleep/Recharge
- (37) Lethargic Repose - Accuracy/Sleep
- (37) Lethargic Repose - Sleep/Range
- (A) Endurance Modification
- (21) Endurance Modification
- (21) Performance Shifter - EndMod
- (40) Performance Shifter - Chance for +End
- (A) Accuracy
- (23) Accuracy
- (23) Recharge Reduction
- (34) Disorient Duration
- (36) Disorient Duration
- (A) Accuracy
- (25) Damage Increase
- (25) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Accuracy
- (27) Accuracy
- (27) Recharge Reduction
- (33) Disorient Duration
- (36) Disorient Duration
- (A) Accuracy
- (29) Damage Increase
- (29) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction
- (31) Recharge Reduction
- (A) Kinetic Combat - Accuracy/Damage
- (46) Kinetic Combat - Damage/Endurance
- (46) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Recharge Reduction
- (36) Recharge Reduction
- (A) Eradication - Accuracy/Damage/Recharge
- (39) Eradication - Damage
- (39) Eradication - Damage/Recharge
- (39) Damage Increase
- (40) Recharge Reduction
- (A) Endurance Reduction
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Knockback Protection
- (45) Aegis - Psionic/Status Resistance
- (45) Impervious Skin - Status Resistance
- (A) Endurance Reduction
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Accuracy
- (50) Damage Increase
- (50) Damage Increase
- (50) Damage Increase
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth
- (A) Recharge Reduction
Level 6: Ninja Run
Edit: Editted to reflect more exotic build options. -
Quote:I solo and duo a LOT. PUG's kill me with disorganization and constant afk's, so I tend to stick to a very small group of friends to play with. I'm the 'builder' of the group and I enjoy putting together really potent duo's and occaisional trio's. I've found that, paired with another good single-target damage type, say a dark melee scrapper or an energy blaster, this toon flies through even very difficult missions - they are no less effective than, say a pair of well-bult Illusion/Rads or a potent Blaster/Tank combo. Solo its the most effective character I've ever played bar none. Those melee toons you mention don't even begin to out-damage my Sonic/Energy vs. single targets, trust me, and I've yet to come across a scrapper secondary that can compare to having every foe mezzed. In my experience, I'm doing more damage than a scrapper in greater relative safety which is fine by me when it comes to soloing.Think of it this way then: The best Blaster soloer is still sort of only winning the Special Olympics since all other ATs solo better on average. Most solo a lot better. I can imagine a lot of people playing Blasters as it is unsafe and promotes a kill fast or be killed fast playstyle, where most other ATs in general are so safe it's not fair for the AI. Sleeping spawns and then soloing one by one does not fit into that category. Besides, you might as well have picked a Fire/Kin Controller (or something similar) and stun everyone while killing everyone a lot faster. While also being a magnificent force multiplier for your team.
On teams, very common melee toon combinations (ie. Elec/SD, Spines/Dark, Fire/Fire) will generally outdamage your average damage dealing Blaster both AoE-wise vs. Single (esp. hard) Targets. While also being so tough, they can in just about any situation live up to their damage potential where Blasters in general cannot. Sleep, a weak force multiplier, poor AoE and good ST-damage isn't normally what a Blaster is invited on a team for.
Sonic Blast on Defenders is the shizzle though.
I also suffer from altitis - badly - and when I am actually on big teams, I tend to run my Fire/Mental blaster, my FF/Sonic defender or my Plant/Rad controller, all obviously better suited to the task. -
Obviously Fire/ and /Energy is not useless... but what you mention is basically the only real decent combo. One of /Energy's premier powers, Power Boost is essentially a no-take, Firebreath is the only power worth using Boost Range with, Fire doesn't have any mezzes to stack with the stuns /Energy brings to the table, etc.
Better secondaries for Fire/ in my opinion would be /Ice, /Electricity or /Fire. -
Just what Ice has been looking for.
Might need to give my old Ice/Energy another looksee or roll up an Ice/Ice. Area immobilized foes getting chewed up by Ice Storm and Blizzard?
Nice. -
Quote:Are you planning on primarily teaming or primarily soloing? /Energy can be an odd bird in that it helps some primaries MUCH more than others... Fire/, for instance, despite being a very potent primary doesn't really benefit from it at all.Hello I'm thinking of building a /Energy Manipulation build.
I was thinking for primary Radiation, Psychic, Energy or Electricity and I was wondering if anyone had a suggestion on which one to take. All the others I've either got coverd with other toons or don't fit for concept reasons.
I'm leaning toward radiation because of its defense debuff but psychic is hard to resist and the idea of taking electricity and not having to worry about endurance does have its appeal too as my secondary choice. However I'm not real familiar with blasters playing mostly Red Side until now so I thought perhaps I should get some advice.
Anyway if anyone has some feedback or suggestions it would be greatly apreciated.
One of my favorite blasters is actually a blapper I solo or duo VERY effectively with, a Sonic/Energy, really maximizes the strengths of /Energy. Between huge area power boosted Siren's Songs and so much single target stun I can reliably lock down even an elite boss... its really a great, great combo.
If you consider it, just think about turning the sound down
Also, just something to consider: rad's -def secondary effect really isn't that useful at all. On the surface it seems like it might be, but its not. You have to hit something to make it more hittable? You're better off just slotting accuracy well. Ice/Energy also makes a fairly effective combo and might be something you're willing to consider, given your handle... -
Quote:I think Sonic is getting a seriously bum rap in your rankings. Due to Sirens its arguably the best solo'er and blapper of the bunch. My Sonic/Energy is a dream to solo, occaisionally going entire missions without getting hit. Lacking a specified role (team, solo, etc.) , such playstyles shoudl be taken into account when ranking primaries.Here's something I've wanted to see, but haven't actually been able to find on the forums. I know a lot of people want to build characters not just on concept, but effectiveness, and while everyone has an opinion on a specific set, I've never actually seen anyone rank the powersets. I think it would be useful to list them, but it's not only my opinion which matters but everyone who's had experience as a blaster.
Current Blaster Primaries are:
Archery
Assault Rifle
Dual Pistols
Electric
Energy
Fire
Ice
Psychic
Radiation
Sonic
For purposes of the primary set only, how would you rank them in damage output/effectiveness from highest to lowest. Yes, I know some sets are more suited to AE than others, but I'm curious to see the response when asked to list the set as a whole.
Oh, and some sets (such as Ice Blast) get powers that aren't high damage, but useful, so if you have a take on that, you can add that in too.
Let's see what everyone's opinions are.
I also use Sonic on my FF defender, and that -40% to -60% stacked damage res really softens up hard targets. Then again, I listen to music when I play with sound effects turned off - I've never even heard Sonic's fx, so that might be a reason I'm so fond of it. -
Just to get the conversation going, here is a basic build that I use for my favorite blaster. Its shown with SO's and a couple of specialty IO's. I use them because, generally, when a character hits 22 I buy and use level 25 generic IO's until 40th level or so before I start worrying about sets and stuff.
Don't overlook Shiver's potency against large groups of foes, just because orange or green numbers dont appear overhead doesn't mean you're not maing a difference. Through early levels, hover + chillblain is a potent way to hunt solo higher level bosses in areas like Steel and Skyway. When you're out of melee range foes have to use generally weaker ranged attacks, and those are slowed dramatically by chillblain's secondary effect.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Acc(A), Acc(3), Dmg(7), Dmg(13), Dmg(31), Decim-Build%(43)
Level 1: Chilblain -- Acc(A), Acc(36), Dmg(37), Dmg(37), Dmg(37)
Level 2: Fire Blast -- Acc(A), Acc(3), Dmg(7), Dmg(13), Dmg(31), RechRdx(31)
Level 4: Fire Ball -- Acc(A), Acc(5), Dmg(5), Dmg(11), Dmg(15), RechRdx(15)
Level 6: Hover -- EndRdx(A)
Level 8: Fire Breath -- Acc(A), Dmg(9), Dmg(9), Dmg(11), RechRdx(27)
Level 10: Swift -- Flight(A)
Level 12: Hurdle -- Jump(A)
Level 14: Aim -- RechRdx(A), RechRdx(17)
Level 16: Build Up -- RechRdx(A), RechRdx(17)
Level 18: Blaze -- Acc(A), Acc(19), RechRdx(19), Dmg(23), Dmg(25), Dmg(25)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21), P'Shift-End%(40)
Level 22: Ice Patch -- RechRdx(A), RechRdx(23)
Level 24: Fly -- Flight(A)
Level 26: Chilling Embrace -- EndRdx(A), EndRdx(27)
Level 28: Shiver -- Acc(A), Acc(29), Range(29)
Level 30: Rain of Fire -- RechRdx(A), RechRdx(34), Dmg(46), Dmg(46), Dmg(46)
Level 32: Inferno -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Freezing Touch -- Acc(A), Acc(39), Hold(39), Hold(39), Hold(40), RechRdx(40)
Level 41: Char -- Acc(A), Acc(42), Hold(42), Hold(42), Hold(43), RechRdx(43)
Level 44: Fire Shield -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
Level 47: Rise of the Phoenix -- RechRdx(A), Dmg(48), Dmg(48), Dmg(48)
Level 49: Melt Armor -- Acc(A), Acc(50), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run -
The only Willpower powers I don't take are Resurgence and Strength of Will since I generally don't plan on needing either.
I definitely reccomend taking the Fitness pool as well. More than anything, willpower is about the regen and Health will add to that. Ditto Stamina - you can never have too much endurance, especially if you intend on running Tough and Weave, which I reccomend also. -
Quote:My early experince is that KM/SD has been a blast. I'm only up to level 16 or so, but I'm looking forward to the combined effects of AAO and Power Siphon. The only downside seems to be that having a shield of pretty much any sort (I'm running an 'energy shield') obscures the animations we so love.Well, I initially had little interest in Kinetic Melee as a powerset, but then I saw the animations and pretty much instantly fell in love with it.
However I'm finding myself at kind of a loss for what to do regarding a secondary. I know /SR can be absurdly tough to kill, especially if you throw Weave and Aid Self into the mix, but /WP is pretty tough as well and feeds into my Quick Recovery addiction. (I don't have a problem! I can stop any time I want to! Honestly!)
Still, with all the debate going on about KM I'm a little uneasy and having a tough time deciding between the two secondaries, I'd love being able to solo on X8 and I know /WP is crazy strong in mob fights but I find myself a little worried about KM/WP's ability to survive fighting against that many enemies at once.
KM/SR on the other hand sounds freakishly hard to kill at the high levels, even just running on SO's. Quickness sounds very, very nice too...
So yes, I'm finding myself very torn between the two choices, and conceptually speaking either of them would work so I have no paticular preference there. What do you guys think? Bear in mind that while not aiming to be a hardcore farmer, I'd like be to able to solo on X8 fairly consistantly with this guy (Or at least X6 or so) preferably without constantly kissing the floor. I like feeling unstoppable.
And hey, if there's an especially good suggestion for a secondary that I'm missing, I wouldn't mind hearing it!
If only we could get some sort of smaller, buckler-type shield, especially a techy one.
To address your specific question, I say go with Willpower. The extra Endurance is huge as is the multi-layered defenses. I think that latter part is often overlooked for scrapper who team - with SR, you're capped, so those shields from your FF or Ice partner or all that accuracy debuff from your Rad or Dark teammate doesn't really do you a lot of good. Willpower accepts whatever buffs your teamates hand out and maximizes it. With SR you pop a purple and... nothing. With WP all of a sudden you have time for that crazy healing to kick in against all those mobs. Also, I think KM/SR would probably be a bit tighter build. -
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Just curious what the early returns are...
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Quote:This is what I'm playing around with now, using only standard SO's for the most part...Thanks for the advice guys. Anyone have a decent Mids build suggestion?
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Deflection -- DefBuff(A), DefBuff(11), DefBuff(11), ResDam(19), ResDam(39), ResDam(39)
Level 1: Frozen Fists -- Acc(A), Acc(48)
Level 2: Ice Sword -- Acc(A), Acc(3), RechRdx(3), Dmg(7), Dmg(15), Dmg(17)
Level 4: Frost -- Acc(A), Acc(5), RechRdx(5), Dmg(7), Dmg(15), Dmg(17)
Level 6: Battle Agility -- EndRdx(A), DefBuff(13), DefBuff(13), DefBuff(19)
Level 8: True Grit -- Heal(A), Heal(9), Heal(9), ResDam(40), ResDam(40), ResDam(40)
Level 10: Taunt -- RechRdx(A), RechRdx(25)
Level 12: Active Defense -- RechRdx(A), RechRdx(23)
Level 14: Phalanx Fighting -- DefBuff(A)
Level 16: Swift -- Run(A)
Level 18: Health -- Heal(A), Heal(25)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21), P'Shift-End%(48)
Level 22: Ice Patch -- RechRdx(A), RechRdx(23)
Level 24: Boxing -- Acc(A), Acc(48)
Level 26: Shield Charge -- Acc(A), Acc(27), Dmg(27), Dmg(31), RechRdx(31), RechRdx(31)
Level 28: Freezing Touch -- Acc(A), Acc(29), Hold(29), Hold(34), RechRdx(34), RechRdx(34)
Level 30: Tough -- EndRdx(A), ResDam(37), ResDam(43), S'fstPrt-ResDam/Def+(46), EndRdx(46)
Level 32: Weave -- EndRdx(A), DefBuff(33), DefBuff(33), DefBuff(33), EndRdx(46)
Level 35: Greater Ice Sword -- Acc(A), Acc(36), RechRdx(36), RechRdx(36), Dmg(37), Dmg(37)
Level 38: Build Up -- RechRdx(A), RechRdx(39)
Level 41: Block of Ice -- Acc(A), Acc(42), Hold(42), Hold(42), Hold(43), RechRdx(43)
Level 44: Shiver -- Acc(A), Acc(45), RechRdx(45), Range(45)
Level 47: Against All Odds -- EndRdx(A)
Level 49: One with the Shield -- Heal(A), Heal(50), ResDam(50), ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run -
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I have to tell you, I'm playing around with the build in Mids and I'm loving it. A very, very different kind of tanker in my opinion, one who controls a great deal more than just taunting and then standing there taking a pounding.
It looks like it would be very easy to get right up near the defensive soft cap, you'll have nice damage resistance and though you won't have any healing to speak of, all of your slows and control (Ice Patch FTW) will keep the damage coming in very, very slowly. Grab Arctic Mastery for your EPP and add Block of Ice so that you can stack holds with Freezing Touch and then Shiver for an excellent 'attention-grabber'.
I'm focusing my attack slotting on Ice Sword, Greater Ice Sword, Frost and Shield Charge, taking both Boxing and Frozen Fists because I have to but without any real intention of using them. The character should play to its theme nicely.
Thanks for giving me a bit of unexpected inspiration today. I love playing builds that are uncommon. -
I run a LOT of duo's and one of the best I ever ran was a pair of Illusion/Rads. Utterly dominant. The two of you alone are just fine, and if you want to invite a couple of damage dealers to the party, you'll cut through spawns like a hot knife through butter pretty much without risk.