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Quote:Two quick things:And Superman will, if the writers need, be all-powerful one issue, and weak as a kitten the next - sometimes to the same thing.
Games don't work like that.
Trying for balance is a good thing for the health of the game. ANY game (well, any multiplayer. Single player, encounters can be scripted around expected power increases, etc.)
"Always buff, never nerf" doesn't work. Otherwise we'd have everyone one-shotting Hamidon.
Trying for balance is a good thing and should be done. Thats what designers do when they create a concept for a power, look at all the other powers sets out there for comparison, lean on years upon years of experience and then exhaustively play-test. Nothing will ever be completely balanced, but the goal IMO should be that when it comes out of the box, its pretty much balanced by then, and the specific exploits that a few gamers are able to figure out shouldn't be reason enough to make wholesale changes for everyone.
Also, I never said 'always buff, never nerf'. I said that having a never-ending list of changes to what should be a finished product - almost universally scaling them back or weakening them - should be a secondary priority to finding powers that almost no one uses and offering a realistic and playable alternative. Improving sets from within by increasing their diversity of experience rather than constantly whittling away at something that's already being widely used. The changes to repulsion Bomb I thought was an excellent example. -
Well, let's also not compare pre-ED days to now. ED was (arguably) a necessary game-changer at the time, and in turn necessitated a look at all power sets and archetypes.
The idea of Dev's looking up at a never-ending list of things that need to be 'balanced' (nerfed) and perpetually saying 'What's next?' makes me cringe. Time could be better spent and priorities better arranged than constantly trying to 'balance' things that a relative few players have managed to exploit... because then those players move on to something new and the Dev's chase them in an endless circle that leaves everybody else on the outside wondering what they are going to do with yet another character they have spent so much time and effort on now that he's been altered because of the actions of others. -
I suppose it would be best to show the build as I'm currently looking at it now and see what changes if any you guys might suggest.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Radiant Aura -- Heal(A), Heal(13), Heal(13)
Level 1: Shriek -- Acc(A), Dmg(3), Dmg(11), Dmg(27), EndRdx(29)
Level 2: Scream -- Acc(A), Dmg(3), Dmg(11), Dmg(27), EndRdx(29)
Level 4: Accelerate Metabolism -- RechRdx(A), RechRdx(5), RechRdx(5), EndMod(15), EndMod(15), EndMod(40)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Howl -- Acc(A), Dmg(9), Dmg(9), Dmg(34), Range(34), Range(34)
Level 10: Radiation Infection -- EndRdx(A), ToHitDeb(25), ToHitDeb(25), EndRdx(43), DefDeb(43), DefDeb(43)
Level 12: Lingering Radiation -- Acc(A), RechRdx(37), RechRdx(37)
Level 14: Assault -- EndRdx(A), EndRdx(46)
Level 16: Shout -- Acc(A), Dmg(17), Dmg(17), Dmg(31), EndRdx(31), RechRdx(31)
Level 18: Choking Cloud -- EndRdx(A), EndRdx(19), EndRdx(19), Hold(23), Hold(23), Hold(50)
Level 20: Tactics -- EndRdx(A), ToHit(21), ToHit(21), ToHit(46), EndRdx(46)
Level 22: Enervating Field -- EndRdx(A), EndRdx(40)
Level 24: Recall Friend -- IntRdx(A)
Level 26: Fallout -- Dmg(A), Dmg(36), Dmg(36)
Level 28: Mutation -- EndRdx(A)
Level 30: Amplify -- RechRdx(A), RechRdx(37)
Level 32: EM Pulse -- Acc(A), Hold(33), Hold(33), RechRdx(33)
Level 35: Vengeance -- DefBuff(A), DefBuff(36)
Level 38: Dreadful Wail -- RechRdx(A), Dmg(39), Dmg(39), Dmg(39), RechRdx(40)
Level 41: Oppressive Gloom -- Acc(A), Acc(42), Dsrnt(42), Dsrnt(42), Dsrnt(48)
Level 44: Dark Embrace -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
Level 47: Soul Drain -- Acc(A), RechRdx(48), RechRdx(48)
Level 49: Teleport -- Range(A), Range(50), Range(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
One of the things I'm trying to decide is if I should do away with Fall-Out, Mutation and Vengeance to add the Fitness pool in. If a team member dies it would be a significant loss considering all of the stacked toggles we'll be running, and Fallout -> Vengeance -> Mutation would seem to mitigate that eventuality pretty potently.
Also, whenever slotting was done, I tried to take into account all of the recharge, accuracy and endurance we would be getting from stacked AM's, Hasten and Tactics. I figured that slotting Shriek, Scream and Shout with endurance reduction would be very effective considering how quickly we'd be cycling through those attacks. -
Yeah, figured no Shockwave or Siren's. Maybe we'll do Choking Cloud at 18 and then switch to OP when it becomes available and respec.
I guess I'm curous about sample builds, particularly if anyone else had experience with this. We want to move fast so we want to stream line what we're doing - it may be that we don't NEED all the debuffs if it takes longer to set them than to kill or lock-down our foes without them... -
I and two friends of mine are going to embark on what we suspect will be our most dominant run on CoH. I have been playing pretty much since the beginning, while one of them has been on a year and the other about three months. The characters will be named Hears No Evil, Speaks No Evil and Sees No Evil, will be dressed appropriately and will be Rad/Sonic/Dark defenders. They will be playing together exclusively, always all three, always only them.
As the person responsible for the build, I find myself in a quandry. There are just so many tools in the box, I'm not sure what to take and what to focus on. Things like the big three of RI, EF and LR are no-brainer, and we'll be taking AM at 4th and Hasten at 6th, slotting both for recharge immediately... but then what?
My initial thought is to run three Assaults, three Tactics and three Choking Clouds. Open with RI and there you go - I'm right in thinking that three continuous AM's will suffice without dipping into the Fitness pool, yes? In game-play is that a pracical strategy, or is it better to stay at range? Things like Screech and Siren's Song seem superfulous at first glance, and then the idea of finally getting triple Oppressive Gloom's going in the Epic pool makes me question Choking Cloud early.
Anyway, I'm a touch overwhelmed trying to focus these characters and their build ahead of time, and I'd love some advice from anyone who has played multiple Rad's together before... for the moment, assume only standard SO's or generic IO's. We'll play around with sets once we have a good handle on what direction we're going in.
Thanks in advance. -
I'm just saying. I've been playing here from the beginning and have leveled literally hundreds of characters into their 30's, but only have a couple of level 50 characters. I don't suffer from altitis because I'm desperately trying to find the 'uber-build', I do it because I'm inspired by different looks, different backstory ideas and different power set combos. I absolutely love the variety of this game, and suspect there would be even more of it if the dev's weren't bound by some kind of covenant to ensure 'balance' in all things.
Facts are facts. Someone will always be stronger, faster, more capable... people didn't love Wolverine or Spider-man or Batman or The Flash because they were so 'balanced' against one another and the foes they fought. Entire teams would get together to conquer a threat Superman could level with one punch. Superman and Geen Arrow were on the same team - the SAME TEAM - and they seemed to make it work okay. That's the way the world works, in comics and in real life.
As far as the gaming world works, there will always be the min/maxers, the hardcore players willing to spend exhaustive amounts of time and influence perfecting or even exploiting aspects of the game. Let them. They make up by far the smallest percentage of players so who cares if, in their little circle, their IO's out build is 'teh uber'? The benefits to the game to constantly scaling back characters to 'balance them' and disappointing more casual gamers (the larger number by far) who never had any intent to exploit anything seem to be a case of diminishing returns. In my opinion the dev's time would be much, much better spent looking into individual powers so bad that no one ever takes them, and replacing them with options that will make the power sets even more diverse (Temperature Protection, I'm looking at you buddy).
Anyway, my two cents. If a power can pass the design and play-testing phase, then the only time to really look at it is when new complimentary powers sets or new, easily available IO enhancements become available. Data-mine a bit to find out what powers nobody ever takes and improve upon those, give players more options, rather than taking options away that they've already worked hard to earn. -
I don't know if this has been brought up before (though I'd admit to being suprised if it hasn't) and I'm not entirely sure if this is the right forum for the discussion, but here goes:
How about making the environment in which we play a touch more... interactive. And by that I mean zones or areas that actually affect in-game play. Why not have ANY instance of fire deal DoT to anyone - hero, villian or critter - who enters it. Or perhaps those giant transformers pulse with occaisional significant bursts of energy damage for any unwary enough to be standing on one or immediately next to it?
I can just imagine eyeing Paladin, unsure if the group I'm with is tough enough to take it... but then noting how close he is to a transformer station and figuring if we can just lure him a little closer... well, you get the idea.
I like the dynamic the CoT crystals bring to certain missions and I don't see any reason why we can't bring that into the standard game a little more. Thoughts? -
Quote:Speaks No Evil has the 'Reaper' drape over his face, Hears No Evil has a hood up and Sees No Evil has the Barbed Wire Wrap over her eyes, though you can't see the barbed wire since its all black. The rest of the outfits are pretty much grey skin and raggedy black clothing or fetish gear type stuff.As was said above, I'd think Lightning Field will do a good job in continuing the drain. And, definitely report your findings when you get that far.
I don't think you'll have trouble with running mobs or anything, so no worries.
Most importantly... That is a fabulous setup that the three of you are playing with.
Great job.
Hehe, it's stuff like this that makes me love this game.
The three hear, see and speak characters will have blindfold, ear covers and mouth plug?
*thumbs up*
When I play, I always have to have a good concept. Obviously I want to maximize the character's effectiveness, but within that concept, and costume goes a long way towards establishing it. I think CoH's costume options are one of the reasons I've stuck with the game so long and brought others into it. What sucks is that so few names of any real iconic status are available, especially knowing that every time you type in the perfect name and it comes up 'already in use', chances are that its probably NOT being used at all... just languishing away on someone's server.
Personally, I've always thought this game ideally suited to three man teams, though two or four are certainly good as well. Nothing I hate more than joining some huge PUG and waiting for everyone to bio, or take out the garbage or go eat or go sell while everyone else is standing around the mission door killing time. Put me on a small fast-moving team where everyone knows their roles any day. -
Quote:Oh, one other thing - this is our first time playing altogether. I've been here since the beginning, one girl has been playing with me for about a year and the other for about a month. Once we get these three leveled up we're going to try our shot with three Rad/Sonic defenders, a trio I've been wanting to try for years... their names - Hears No Evil, Sees No Evil and Speaks No Evil, all with appropriate black costumes.Lightning Field doesn't have any -Recovery.
Power Sink has a 30% chance of causing 4 seconds of -100% recovery, as do many of the Electrical Manipulation secondary powers.
Have a look here for details:
http://www.redtomax.com/data/powers/...y_Manipulation
Short Circuit is the usual source of reliable long term -Rec in a sapper build.
So, you will see a lot of damage mitigation between the two of you draining the group and applying intermittent -Rec, but it wont be absolute, they'll occasionally get a tick back in between Lightning Fields and squeeze an attack in.
You should see quite a noticeable effect though in terms of dropping the incoming damage.
Its a cool idea for a trio you've got there, by the way. Do the two of you plan to colour your Lightning Fields differently? -
Is it reasonable to think that gauntlet, taunt and taunt auras will be potent enough to keep them around?
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Quote:Yah - the little devil-girl has all of her powers a crackling black energy while the angel-girl has gold and white as her electric colors. As I said before, the visuals really are great.Lightning Field doesn't have any -Recovery.
Power Sink has a 30% chance of causing 4 seconds of -100% recovery, as do many of the Electrical Manipulation secondary powers.
Have a look here for details:
http://www.redtomax.com/data/powers/...y_Manipulation
Short Circuit is the usual source of reliable long term -Rec in a sapper build.
So, you will see a lot of damage mitigation between the two of you draining the group and applying intermittent -Rec, but it wont be absolute, they'll occasionally get a tick back in between Lightning Fields and squeeze an attack in.
You should see quite a noticeable effect though in terms of dropping the incoming damage.
Its a cool idea for a trio you've got there, by the way. Do the two of you plan to colour your Lightning Fields differently?
The tank - me - looks like a regular joe apart from the magical blades and gauntlets/arms that go with them. Wife-beater and jeans, pretty much.
Thanks for the response, all of you - as I said, this was sort of a secondary effect, another tool in our box so to speak, not intended as a primary strategy for most mobs. -
Quote:Will do - one more quick question since my experience with */electric is limited and I'm the one responsible for the builds: when Power Sink is fired, does it just drain or does it inhibit recovery as well for some period of time?One Lightning Field won't keep them completely drained, but two might, if the mob is drained by Power Sink first.
I actually don't recall ever having had two blasters with Lightning Field on a team at once in orer to answer this question. SO, once you find out make sure to stop back in and let us know how it goes. -
I honestly don't expect them to use many of their */electric powers... Havok Punch for a nice one-two with Blazing arrow when they Build Up, Lightning Clap for emergencies if aggro gets away from me (the tank) and that's pretty much it until 35 and 38 when they get and slot Power Sink and Lightning Field... do you know if two Lightning Fields, slotted as mentioned above, will be able to keep mobs endurance floored once it has been drained? If so it could make life awfully easy on me...
IMO, electric powers lend themselves incredibly well to the new power costuming. The 'evil' blaster has black electrical powers while the 'good' one has effects of white and gold. The visual effect really is a lot of fun, and for us that's as big a part of it as anything. -
I'm part of a trio who play together a lot, and right now we're running two Archery/Electric Blasters with a Willpower/DB tank. We're kind of planning ahead on our builds and we were thinking about - as a secondary useful effect but not a primary strategy - having both blasters take Power Sink at 35 and Lightning Field at 38.
The slotting, assuming generic IO's, will be 2 Rech/2 End Mod for Power Sink and 2 Acc/2 End Redux/2 End Mod for the Lightning Field.
My question is this - if both blasters move into a group herded by the tank and fire off Power Sink to drain the mobs completely, will two Lightning Fields (slotted as above) be enough to keep them that way?
Incidently, we're only up to level 14 or so with the characters, but we're having an absolute blast. The tank's name is Hero Conflicted - his left arm has the valkyrie gauntlet and valkyrie blade all in gold and white while his right arm is black and red cyborg with the big fanged skull at the shoulder and a black fantasy blade. The two blasters are named Angelic Whispers and Devilish Whispers and the characters look the part, complete with little angel or bat wings. Lots of fun. -
Same IO'd build, short format:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
%: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(7), Heal-I(7), ResDam-I(43), ResDam-I(43), S'fstPrt-ResDam/Def+(43)
Level 1: Nimble Slash -- Acc-I(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 2: Power Slice -- Acc-I(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 4: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/EndRdx/Rchg(5)
Level 6: Ablating Strike -- Acc-I(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/EndRdx(11), Achilles-ResDeb%(34), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(9), Heal-I(9)
Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(23)
Level 12: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 14: Quick Recovery -- EndMod-I(A), EndMod-I(15), P'Shift-EndMod(15), P'Shift-End%(37)
Level 16: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-%Dam(23)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(19)
Level 20: Swift -- Run-I(A)
Level 22: Health -- RgnTis-Regen+(A), Heal-I(48), Heal-I(50)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-EndMod(25), P'Shift-End%(40)
Level 26: Blinding Feint -- Acc-I(A), KntkC'bat-Acc/Dmg(27), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), RechRdx-I(31)
Level 28: Vengeful Slice -- Acc-I(A), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 30: Kick -- Empty(A)
Level 32: Tough -- EndRdx-I(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
Level 38: One Thousand Cuts -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
Level 47: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(50), Heal-I(50)
Level 49: Resurgence -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run -
Trying again, using the advice given:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
%: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance- (A) Numina's Convalescence - Heal
- (7) Numina's Convalescence - Heal/Endurance
- (7) Healing IO
- (43) Resist Damage IO
- (43) Resist Damage IO
- (43) Steadfast Protection - Resistance/+Def 3%
- (A) Accuracy IO
- (3) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Accuracy IO
- (3) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Aegis - Resistance/Endurance
- (5) Aegis - Resistance
- (5) Aegis - Resistance/Endurance/Recharge
- (A) Accuracy IO
- (11) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (34) Achilles' Heel - Chance for Res Debuff
- (45) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Heal
- (9) Healing IO
- (A) Mocking Beratement - Recharge
- (23) Mocking Beratement - Taunt/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Endurance Modification IO
- (15) Endurance Modification IO
- (15) Performance Shifter - EndMod
- (37) Performance Shifter - Chance for +End
- (A) Eradication - Damage
- (17) Eradication - Accuracy/Recharge
- (17) Eradication - Damage/Recharge
- (21) Eradication - Accuracy/Damage/Recharge
- (21) Eradication - Accuracy/Damage/Endurance/Recharge
- (23) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Regenerative Tissue - +Regeneration
- (48) Healing IO
- (50) Healing IO
- (A) Endurance Modification IO
- (25) Endurance Modification IO
- (25) Performance Shifter - EndMod
- (40) Performance Shifter - Chance for +End
- (A) Accuracy IO
- (27) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (31) Recharge Reduction IO
- (A) Accuracy IO
- (29) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Endurance Reduction IO
- (33) Aegis - Resistance/Endurance
- (33) Aegis - Resistance
- (33) Aegis - Resistance/Endurance/Recharge
- (A) Eradication - Damage
- (36) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (37) Eradication - Accuracy/Damage/Endurance/Recharge
- (37) Eradication - Chance for Energy Damage
- (A) Eradication - Damage
- (39) Eradication - Accuracy/Recharge
- (39) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (40) Eradication - Chance for Energy Damage
- (A) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Numina's Convalescence - Heal
- (50) Healing IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run -
I've already got a crazy expensive pie-in-the-sky IO'd out build... I would post it below, but for some reason I can't seem to figure out how to export it without all of the coding gibberish coming up. Primarily I use Kinetic Combat, Aegis and Eradication sets to bolster typed defense - remember that Willpower uses typed defense, not positional, so the benefits you get from something like Guissan's Fire Control would be minimal if any. Something that isn't really mentioned when discussing WP's tanking abilities is the complimentary chain knock-down that a well crafted Dual-Blades set can offer.
The final stats for the build I've put together - without using any level 50 purple sets or accolades - is shown below. If anyone can help me figure out why my forum exports keep showing up as they did above, I'd appreciate it.
+21.8% s/l defense (37.5% total)
+13.9% f/c defense (44.7% total)
+12.4% e/ne defense (43.1% total)
+3% psi defense (29.1% total)
68.7% damage resist vs. s/l
42.1% damage resist vs. psi
11.7% damage resist vs. all else
+17.6% (+330.3) hit points
+66% regen (668% total with 1 foe in range of RttC, 1012% with 8 in range)
+7.2 max endurance
+13.3% accuacy
+30% recharge
+20% run speed
Again, that's without purple sets, hami-o's or accolades... and its pretty pie-in-the-sky considering my sudden and unexpected bouts of altitis. Also, no travel power to speak of - between the ninja run, swift, jet pack, temporary travel powers and various teleport abilities I find I do just fine without them. theoretically I'd have a couple of Blinding Feints stacked most of the time, so that's another +20% to hit and another +60% damage, but this character wasn't designed as a damage machine. -
Fireheart - I was suprised to see that you did not take Taunt, particularly considering how weak WP's taunt aura is generally considered to be. This is what I'm working with, the basic non-IO'd build with just a couple of priority specialty enhancements. Any critique is welcomed.
Also, just remember that he was built primarily for playing with a pair if archery/electric blasters with the occaisional larger team.
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.707[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
[color:#B3CAF7]Level 50 Magic Tanker[/color]
[color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Willpower[/color]
[color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Dual Blades[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fitness[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
[color:#489AFF]Hero Profile:[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]High Pain Tolerance[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Heal[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](7)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](7)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](43)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](43)[color:#B1C9F5], [/color][color:#7AA4EF]S'fstPrt-[/color][color:#7AA4EF]ResDam/Def+[/color](43)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Nimble Slash[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](3)[color:#B1C9F5], [/color][color:#5EAEFF]EndRdx[/color](13)
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Power Slice[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](3)[color:#B1C9F5], [/color][color:#5EAEFF]EndRdx[/color](13)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](34)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](45)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](46)
[color:#4FA7FF]Level 4:[/color] [color:#B3CAF7]Mind Over Body[/color] [color:#489AFF]--[/color] [color:#5EAEFF]ResDam[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](5)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](5)
[color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Ablating Strike[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](11)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](11)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](34)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](45)[color:#B1C9F5], [/color][color:#7AA4EF]Achilles-[/color][color:#7AA4EF]ResDeb%[/color](46)
[color:#4FA7FF]Level 8:[/color] [color:#B3CAF7]Rise to the Challenge[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Heal[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](9)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](9)
[color:#4FA7FF]Level 10:[/color] [color:#B3CAF7]Taunt[/color] [color:#489AFF]--[/color] [color:#5EAEFF]RechRdx[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](23)
[color:#4FA7FF]Level 12:[/color] [color:#B3CAF7]Indomitable Will[/color] [color:#489AFF]--[/color] [color:#5EAEFF]DefBuff[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](48)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](48)
[color:#4FA7FF]Level 14:[/color] [color:#B3CAF7]Quick Recovery[/color] [color:#489AFF]--[/color] [color:#5EAEFF]EndMod[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]EndMod[/color](15)[color:#B1C9F5], [/color][color:#5EAEFF]EndMod[/color](15)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]End%[/color](37)
[color:#4FA7FF]Level 16:[/color] [color:#B3CAF7]Typhoon's Edge[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](17)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](17)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](21)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](21)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](23)
[color:#4FA7FF]Level 18:[/color] [color:#B3CAF7]Heightened Senses[/color] [color:#489AFF]--[/color] [color:#5EAEFF]DefBuff[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](19)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](19)
[color:#4FA7FF]Level 20:[/color] [color:#B3CAF7]Swift[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Run[/color](A)
[color:#4FA7FF]Level 22:[/color] [color:#B3CAF7]Health[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Heal[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](48)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](50)
[color:#4FA7FF]Level 24:[/color] [color:#B3CAF7]Stamina[/color] [color:#489AFF]--[/color] [color:#5EAEFF]EndMod[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]EndMod[/color](25)[color:#B1C9F5], [/color][color:#5EAEFF]EndMod[/color](25)[color:#B1C9F5], [/color][color:#7AA4EF]P'Shift-[/color][color:#7AA4EF]End%[/color](40)
[color:#4FA7FF]Level 26:[/color] [color:#B3CAF7]Blinding Feint[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](27)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](27)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](31)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](31)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](31)
[color:#4FA7FF]Level 28:[/color] [color:#B3CAF7]Vengeful Slice[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](29)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](29)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](34)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](45)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](46)
[color:#4FA7FF]Level 30:[/color] [color:#B3CAF7]Boxing[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 32:[/color] [color:#B3CAF7]Tough[/color] [color:#489AFF]--[/color] [color:#5EAEFF]EndRdx[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](33)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](33)[color:#B1C9F5], [/color][color:#5EAEFF]ResDam[/color](33)
[color:#4FA7FF]Level 35:[/color] [color:#B3CAF7]Sweeping Strike[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](36)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](36)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](36)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](37)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](37)
[color:#4FA7FF]Level 38:[/color] [color:#B3CAF7]One Thousand Cuts[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Acc[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Acc[/color](39)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](39)[color:#B1C9F5], [/color][color:#5EAEFF]Dmg[/color](39)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](40)[color:#B1C9F5], [/color][color:#5EAEFF]RechRdx[/color](40)
[color:#4FA7FF]Level 41:[/color] [color:#B3CAF7]Weave[/color] [color:#489AFF]--[/color] [color:#5EAEFF]EndRdx[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](42)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](42)[color:#B1C9F5], [/color][color:#5EAEFF]DefBuff[/color](42)
[color:#4FA7FF]Level 44:[/color] [color:#B3CAF7]Combat Jumping[/color] [color:#489AFF]--[/color] [color:#5EAEFF]DefBuff[/color](A)
[color:#4FA7FF]Level 47:[/color] [color:#B3CAF7]Fast Healing[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Heal[/color](A)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](50)[color:#B1C9F5], [/color][color:#5EAEFF]Heal[/color](50)
[color:#4FA7FF]Level 49:[/color] [color:#B3CAF7]Resurgence[/color] [color:#489AFF]--[/color] [color:#5EAEFF]RechRdx[/color](A)
[color:#489AFF]------------[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Sprint[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 2:[/color] [color:#B3CAF7]Rest[/color] [color:#489AFF]--[/color] [color:#5EAEFF]Empty[/color](A)
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Gauntlet[/color]
[color:#4FA7FF]Level 6:[/color] [color:#B3CAF7]Ninja Run[/color] -
Thanks for the response. I gotta say, I'm loving the character. He's the first tank I've ever played that didn't feel like 'TAUNT... blah... blah... blah... TAUNT... blah... blah... blah...'
He's only level 12 so far, though and I'm curious - how will he compare with the upper level tanks when he gets there? With no tier 9 power to speak of, can he tank with the likes of Stone, Shield or Invulnerability? -
40 views so far and no one can tell me if they think CJ or SoW would be better? Just an opinion, guys, thats all I'm asking for...
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I've leveled a Scrapper to 50 with this combo in reverse and enjoyed doing it - I found the mass chain-knock down ability of Sweep and Attack Vitals as a Combo was as effective mitigation as any of my defensive powers and thought it might translate well to a Tank.
I'm going to be teaming primarily with one or two archery/electric blasters (themed team) and my quick question was this:
Assuming for now just standard IO slotting and that I've taken the fighting pool. I have a slot available that I can either place Strength of Will in or Combat Jumping. With Stamina and Quick Recovery I don't expect to need SoW's endurance boost and I'm not entirely certain how often I will be using it at all - would the small but constant defensive bonus from CJ benefit me more than the occaisional more potent use of SoW? -
My two favorite Doms are Plant/Earth and Mind/Fire though which I enjoy the most is pretty much determined by whomever I'm playing at the time... Ditto what was said about Carrion Crawlers - its a game-changer.
When I run the Mind/Fire girl (Sinsear), I tend to use Mass Hypnosis and focus on single target attacks early on in the build, letting the AoE come later than most when I've got the lock-down to back it up.
My first dom was a Plant/Fire named Defoliator who was probably the best of both worlds - gotta love how Seeds clusters your enemies for Fire Breath.
All things considered, Plant/Earth is probably the best for me personally because of the playing style and the visuals. Ditto what was said above about Creepers being a wicked power, and don't discount the benefits of using Seeds and Mud Pots once you get it. Tremor, Fissure and Mudpots feels like plenty of AoE to me, especially considering the little 'assist' you're getting from Seeds. Throw in a little Rooted Water Spout from the epics late-game and you're set when it comes to AoE damage...
Plus - and this can't be said enough - it's just really, really cool. -
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