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Posts
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Joined
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Thanks, it DOES help a lot!
I'll follow your hints for the heals slotting.
Concerning Resilience, your suggestion is then to take it and don't slot it? -
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Reconstruction - Slotting 6 Miracles doesn't cap the recharge of Reconstruction, something which is quite important for this click power. Swapping the End/Rech Miracle IO for a Recharge IO will help, but because the +Recovery IO takes up a slot, it is hard to maximise both healing and recharge. You could possibly move the +recovery IO to Fast Healing (where the loss of a heal IO is less important) to put in another recharge IO.
Resilience - Without any other resistance powers, there isn't much point slotting for resist, the slots would be put to better use elsewhere.
Moment of Glory - Doesn't need slotting for defence as it already gets you well over the soft cap of 45%, although I think you've mainly used it as somewhere to get the bonuses from Luck of the Gambler from.
Overall you have some good set bonuses, but you need to be careful that these aren't at the expense of the power itself.
[/ QUOTE ]
1st of all, thanks for the feedback
Concerning the power choices: I tried Instant Healing; I kinda forgot to put it on most of the times
Jokes apart, it's a great power, but I feel it can wait since with dull pain and reconstruction I am basically already unstoppable for the levels around 30, moreover I am a team player so I will have defs by my side a lot
Presence pool is there for concept and I love it. Maybe not the best choice game-wise but concept always comes first for me. For the single target attacks, I also have the veteran sands of Mu, that's why I felt I didnt need Thunder Kick.
For the slotting, Pounding Slugfest and Kinetic Combat are maybe not the best but have useful bonuses for an affordable price and can both be slot in the same power without a big loss. I might substitute those with crushing impact later, if I get to have money enough (or if I'm fantastically lucky).
I didn' quit get the comment on resilience, can you please explain why you think it doesn't need res slotting?
For the healing powers slotting, I was actually very dubious myself since I don't know the healing invention sets very well. Could you please help me out in deciding what to slot where?
Thanks again for the kind advise -
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KB it ONLY affects the caster, and it's always active, even if you are not using the power. It's the way that kinda invention enhancement works.
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Ahhh. You know, that's actually pretty useful come to think of it. Now I won't need to pick up Combat Jumping just to slot knockback protection IO into, if I can just slot it into Increase Density, and have it affect me like that.
[/ QUOTE ]
I was able to respec the whole Leaping pool out thanks to IOs -
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one thing i have learnt and i dont really know if anyone will agree with me - those who have done it....
i played human/dwarf it was immense fun
[/ QUOTE ]
Would you mind sharing your build? I'm almost to 50 with my main finally (after ONLY 18 months, lol) and I was thinking about creating a Human/Dwarf Warshade (don't really like the look of the flying squids, even if, I must say, I find the WS ones a bit more tolerable than the PB ones). I, however, don't have a clue about how WS works, so if you could help me by providing your build as example I would be grateful
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I finally found some time to make up a new build for my MA/Regen scrapper (currently level 33), taking inventions into account. I'd like you to share your thoughts and let me know what you think about it...
Here we go:
Hero Plan by Mids' Hero Designer 1,20
http://www.honourableunited.org.uk/mhd.php
Dr. Moon: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Storm Kick <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage: Level 30[*] (7) Pounding Slugfest - Damage/Recharge: Level 30[*] (15) Kinetic Combat - Accuracy/Damage: Level 35[*] (31) Kinetic Combat - Damage/Recharge: Level 35[*] (34) Kinetic Combat - Damage/Endurance/Recharge: Level 35[*] (43) Kinetic Combat - Knockdown Bonus: Level 20[/list]Level 1: Fast Healing <ul type="square">[*] (A) Regenerative Tissue - +Regeneration: Level 10[*] (3) Healing IO: Level 50[*] (13) Healing IO: Level 50[/list]Level 2: Reconstruction <ul type="square">[*] (A) Miracle - Heal/Recharge: Level 40[*] (3) Miracle - +Recovery: Level 20[*] (5) Miracle - Heal: Level 40[*] (13) Miracle - Heal/Endurance/Recharge: Level 40[*] (19) Miracle - Endurance/Recharge: Level 40[*] (25) Miracle - Heal/Endurance: Level 40[/list]Level 4: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (5) Endurance Modification IO: Level 50[*] (19) Endurance Modification IO: Level 50[/list]Level 6: Focus Chi <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 8: Crane kick <ul type="square">[*] (A) Accuracy IO: Level 50[*] (9) Crushing Impact - Damage/Endurance: Level 50[*] (9) Crushing Impact - Damage/Recharge: Level 50[*] (27) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (31) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (34) Crushing Impact - Accuracy/Damage: Level 50[/list]Level 10: Dull Pain <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance: Level 50[*] (11) Doctored Wounds - Heal/Recharge: Level 50[*] (11) Doctored Wounds - Endurance/Recharge: Level 50[*] (21) Doctored Wounds - Heal: Level 50[*] (21) Doctored Wounds - Recharge: Level 50[*] (25) Doctored Wounds - Heal/Endurance/Recharge: Level 50[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Defense Buff IO: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Unbounded Leap - +Stealth: Level 15[*] (15) Unbounded Leap - Endurance: Level 50[*] (42) Unbounded Leap - Jumping: Level 50[/list]Level 16: Integration <ul type="square">[*] (A) Healing IO: Level 50[*] (17) Healing IO: Level 50[*] (17) Healing IO: Level 50[/list]Level 18: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 20: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 30[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[/list]Level 24: Challenge <ul type="square">[*] (A) Taunt Duration IO: Level 50[/list]Level 26: Intimidate <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50[*] (27) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[/list]Level 28: Dragons Tail <ul type="square">[*] (A) Scirocco's Dervish - Chance of Damage(Lethal): Level 20[*] (29) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (29) Scirocco's Dervish - Damage/Endurance: Level 50[*] (31) Scirocco's Dervish - Damage/Recharge: Level 50[*] (34) Scirocco's Dervish - Accuracy/Recharge: Level 50[*] (37) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[/list]Level 30: Resilience <ul type="square">[*] (A) Steadfast Protection - Knockback Protection: Level 10[*] (33) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (46) Steadfast Protection - Resistance/Endurance: Level 30[/list]Level 32: Eagles Claw <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (33) Crushing Impact - Damage/Endurance: Level 50[*] (33) Crushing Impact - Damage/Recharge: Level 50[*] (36) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (37) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (40) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 35: Invoke Panic <ul type="square">[*] (A) Glimpse of the Abyss - Chance of Damage(Psionic): Level 20[*] (36) Glimpse of the Abyss - Endurance/Fear: Level 53[*] (36) Glimpse of the Abyss - Accuracy/Endurance: Level 53[*] (37) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 53[*] (40) Glimpse of the Abyss - Fear/Range: Level 50[*] (48) Glimpse of the Abyss - Accuracy/Recharge: Level 53[/list]Level 38: Instant Healing <ul type="square">[*] (A) Healing IO: Level 50[*] (39) Healing IO: Level 50[*] (39) Healing IO: Level 50[*] (39) Recharge Reduction IO: Level 50[*] (43) Recharge Reduction IO: Level 50[*] (43) Recharge Reduction IO: Level 50[/list]Level 41: Web Grenade <ul type="square">[*] (A) Trap of the Hunter - Accuracy/Immobilize: Level 50[*] (42) Trap of the Hunter - Accuracy/Recharge: Level 50[*] (42) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50[*] (46) Trap of the Hunter - Endurance/Immobilize: Level 50[/list]Level 44: Moment of Glory <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (45) Luck of the Gambler - Defense/Endurance: Level 50[*] (45) Luck of the Gambler - Defense: Level 50[*] (45) Luck of the Gambler - Defense/Recharge: Level 50[*] (46) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[/list]Level 47: Shuriken <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage: Level 35[*] (48) Entropic Chaos - Damage/Recharge: Level 35[*] (48) Damage Increase IO: Level 50[/list]Level 49: Exploding Shuriken <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 50[*] (50) Positron's Blast - Damage/Recharge: Level 50[*] (50) Positron's Blast - Damage/Endurance: Level 50[*] (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase IO: Level 10[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+6,75% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+8% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+8% Defense(AoE)[*]+59% Enhancement(Accuracy)[*]+9% Enhancement(Heal)[*]+5% Enhancement(Immobilize)[*]+28,8% Enhancement(RechargeTime)[*]+5,5% Enhancement(Terrorized)[*]+180,8 (13,5%) HitPoints[*]+4% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Held) (Mag 2,75%)[*]+MezResist(Immobilize) (Mag 7,15%)[*]+MezResist(Terrorized) (Mag 2,2%)[*]+6,5% Recovery[*]+38% Regeneration[*]+2,84% Resistance(Fire)[*]+2,84% Resistance(Cold)[*]+3,13% Resistance(Negative)[*]+1,26% Resistance(Toxic)[*]+6,89% Resistance(Psionic)[/list]------------
[u]Set Bonuses:[u]
[u]Pounding Slugfest[u]
(Storm Kick)<ul type="square">[*] +8% Regeneration[/list][u]Kinetic Combat[u]
(Storm Kick)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,75%)[*] +20,1 (1,5%) HitPoints[*] +3,75% Defense(Smashing)[/list][u]Miracle[u]
(Reconstruction)<ul type="square">[*] +2,5% Recovery[*] +25,1 (1,88%) HitPoints[*] +5% Enhancement(Heal)[*] +1,88% Defense(AoE)[*] +1,88% Defense(Psionic)[/list][u]Crushing Impact[u]
(Crane kick)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +15,1 (1,13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Dull Pain)<ul type="square">[*] +MezResist(Terrorized) (Mag 2,2%)[*] +1,26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[*] +1,26% Res(Toxic, Psi)[/list][u]Unbounded Leap[u]
(Super Jump)<ul type="square">[*] +4% JumpSpeed[*] +20,1 (1,5%) HitPoints[/list][u]Glimpse of the Abyss[u]
(Intimidate)<ul type="square">[*] +2,75% Enhancement(Terrorized)[/list][u]Scirocco's Dervish[u]
(Dragons Tail)<ul type="square">[*] +10% Regeneration[*] +3,13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[*] +3,13% Defense(AoE)[*] +3,13% Defense(Psionic)[/list][u]Steadfast Protection[u]
(Resilience)<ul type="square">[*] +1,5% Recovery[*] +20,1 (1,5%) HitPoints[*] +Knockback (Mag -4)[*] +3% Def(All)[/list][u]Crushing Impact[u]
(Eagles Claw)<ul type="square">[*] +MezResist(Immobilize) (Mag 2,2%)[*] +15,1 (1,13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2,5% Resistance(Psionic)[/list][u]Glimpse of the Abyss[u]
(Invoke Panic)<ul type="square">[*] +2,75% Enhancement(Terrorized)[*] +25,1 (1,88%) HitPoints[*] +9% Enhancement(Accuracy)[*] +6,25% Enhancement(RechargeTime)[*] +3,13% Resistance(Psionic)[/list][u]Trap of the Hunter[u]
(Web Grenade)<ul type="square">[*] +5% Enhancement(Immobilize)[*] +25,1 (1,88%) HitPoints[*] +9% Enhancement(Accuracy)[/list][u]Luck of the Gambler[u]
(Moment of Glory)<ul type="square">[*] +10% Regeneration[*] +15,1 (1,13%) HitPoints[*] +9% Enhancement(Accuracy)[*] +MezResist(Held) (Mag 2,75%)[*] +7,5% Enhancement(RechargeTime)[/list][u]Entropic Chaos[u]
(Shuriken)<ul type="square">[*] +10% Regeneration[/list][u]Positron's Blast[u]
(Exploding Shuriken)<ul type="square">[*] +2,5% Recovery[*] +1,575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[/list]
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Thanks! -
[ QUOTE ]
>I would take increase density, and early, if you plan to slot
>it with a KB protection IO . That way, you'll have KB
>protection, also when exemped at low levels;
Doesn't Increase Density already protect against knockback? Or does slotting KB protection IO into this stops the caster from knockback too?
[/ QUOTE ]
KB it ONLY affects the caster, and it's always active, even if you are not using the power. It's the way that kinda invention enhancement works. -
[ QUOTE ]
I'll get enough reds for that lol, I'm asking if people that make the (silent partner) team whether they want to help me on the final mish, that way they get the badge and we beat the AV (hopefully).
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Keep us up-to-date, I have some characters that I don't mind staying locked in TF for some time and then come back into play just to grab a shiny badge -
I have been so lucky to be granted another, unexepected, totally-free saturday! So, I'd like to do the new Rikti's TF. I don't really have an idea of how long is it gonna take, so I'll just leave the decision of when to begin for later, after some that are interested have shared their availabilities, and after some who already done it can tell us how long is it gonna take. Me, I'm up for it at anytime, provided we don't finish after midnight CET (23:00 UK time) since I have a tough day on Sunday, so this is my only limitation
So, join if you feel like it!
1) Blue Rush - Kin/Sonic Defender -
My main is a Kin/Sonic. It's a great combo, that you can solo proficiently with the right build, though I feel that, like any defender's, it really shines in teams.
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After reading this topic, I kinda have the sensation that I will never be able to roleplay an english or american character, being english not my mothertongue...
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I believe both are good powers - I find Screech to be useful also because it can be slotted with some nice Stun sets, to add variety to your IO slotting
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On my Def I have left out Scream to take Screech. Screech has a very, very nice -Res component, stackable with your other sonic attacks, and can be useful also against bosses and LTs if properly slotted.
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And that's good for me!
you know, I just love my Defender, and as a Kin I get to stand not too far from the enemies... Still, I never get to see the AVs models much when fighting, since I am gonna have tankers and scrappers in front of me kickin [censored]. So, how stupid it may sound, I look forward to leveling my tanker just to get the chance to see the cool AVs face to face
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[ QUOTE ]
If you are going for concept (like I do), then of course it's a completely different matter.
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All my toons are concept made so that is why I refuse to take anything like Hasten. And I don't really see the need for it since, according to Mid's Hero Designer, my heal will recharge in four seconds easily and Transference in 15 with Fulcrum Shift in 27 seconds. Fly is also for concept. The reason I dropped ID is because it has such a short duration (My Increase Density thread). If I do manage to fit it into my build I will only use the intitial slot for the Res Dmg.
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Well but if you slot it more than once for the res damage, you will see that the defense you're giving to the others wlll increase a lot. However, there's a topic about that so let's close it here
as for Hasten, you made me curious. How can hasten not-fit concept wise in a build for a Kinetic, that's all about speed? would you like to share this? Im really curious! apart from the fact that I will always take hasten to be able to spam more SS and FS... more and more -
I would take increase density, and early, if you plan to slot it with a KB protection IO
. That way, you'll have KB protection, also when exemped at low levels; can be very useful if you plan to exemp a lot (I know I will do it after level 50). In any case don't skip ID, its very useful, especially against certain AVs. I know its duration is short but you don't need to keep it up all the time on everyone, just buff the whole team in the beginning and with you on their side they'll be over the fight in less then 60 seconds
jokes apart, I usually buff all before the fight and during the fight buff those that need it the most (blasters for mez prot and tankers for the dam resistance). Slot it with 3 defs and your mates will become killing machines.
You don't really need Stamina, you could save 3 picks imho with a properly slotted transference (2 acc, 2 end mod, 2 rech). A single transference hit will refill your entire end bar. If you take hasten and stack its recharge with that of syphon speed (spam it, like carni said!) you can have transference up so fast you won't have a problem, even with toggles running (provided you have any, I dont really know the psi set). You can just keep a couple of blue insps for real emergencies, and that's it.
Also, if you have flight, inertial reduction is not gonna be that useful. If you're not going for concept choices you don't really need a travel power with IR and Syphon Speed. If you are going for concept (like I do), then of course it's a completely different matter. -
[ QUOTE ]
If you want survivability, inv/Ice is a fairly solid combo. On the other hand, if you want damage, it's probably not
[/ QUOTE ]
Well I did make a tank for the fascination to be able to withstand a million enemies attacking me with a bold smile, and also to be able to look at the AVs in the face in later levels, so maybe my choice wasn't bad at all. With this toon, I am interested in teaming, not in going solo (for that, I have my MM and my MA/Regen Scrapper), so...
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Oh, and drop Thunder Kick, it really isn't that useful. I wouldnt take Crippling Axe Kick either, but it has some fans, so I guess that's a matter of "taste".
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I'd suggest to take Stamina, and take it earlier. I am no fan of the fitness pool, and I skip it whenever I can, but on my MA/Regen, after level 26 approx I started to feel the need for Stamina despite quick recovery. That's because MA has lots of good attacks, and most of these do not take long to recharge, so you find yourself constantly kicking [censored]... Add Integration to the mix, go in a big team with huge enemies' spawns, and sooner or later you'll end up without endurance-or at least that what happened to me all the time. I used the veteran respec and threw Stamina in, and now I'm a much happier scrapp(i)er.
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You know, the main effect of this topic on me has been to let me wonder if my poor Inv/Ice tanker, currently level 14, will ever be good in game as it is in concept (my primary reason for the power picks)...
or how much tweaking it will take me to let his build be an efficient one... Please tell me that you can help with the build, ok? It all looks terribly difficult to me in this moment with all these maths and fine tuning talks going on
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The main problem, in my humble opinion, is that a tanker needs a very refined build to be efficient. While a scrapper or a defender with a poor build would still be useful and fun to play, my feeling (and is only a feeling, since my only tank is level 14) is that the Tankers need a very though-out, well constructed build to be able to do what they do better: take aggro and take hits without face planting... ESPECIALLY in the lowest levels. It's right that you do not have to necessarily herd the world to have fun with a Tanker, but personally I feel a downside to the team when I go head on with a group of foes and get killed in a second, while I'm the one who should be acting as a wall for my teammates, to help them do their stuff without having to run around avoiding enemies that can squish them fast.
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[ QUOTE ]
I think you need EndRedux on Phase Shift. You know about the temp power version of Phase Shift that it's really easy to get? If that's the power you want for concept, you may be able to save a few power slots.
Aside from that, it's not hugely like I've built my Kin/Son, but I think it's a good build!
[/ QUOTE ]
Honestly, I didn't know about that temp power! However, if I should take that (by what mission, btw? would I take it also if I was exempled, in case I outleveled it?), I'd have 3 slots that I would need to substitute with defensive powers... in order to keep the enhancement sets I placed in Inv and Stealth. What would be your suggestion ? Pick the fighting pool? or the tactics? Would the tactics pool allow for KB protection enhancements?
Thanks for your feeback, btw -
It was damn tough, but we were tougher!
Here, the heroes were starting to gather around Statesman, who had issued a distress call...
After fighting their way through Circle of Thors, Arachnos, after capturing Dr. Aeon and kicking the [censored] of the Lord Recluses Lieutenants, it came the time to confront the great Spider Count of Chaos himself!
First, the heroes destroyed the proud of his fleet, the Arachnos Flier (well, they actually defeated SOME arachnos fliers...)!
Then, after a hell of a time spent to destroy the four towers who made him invincible, it was time to take on Lord Recluse face to face!
After defeating the leader of Arachnos and crashing his plan for conquest, the heroes regrouped around Statesman for their well-earned badge and for a group shot of the unforgettable combo that just SAVED THE WORLD!!!
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Blue Rush - Defender Kin/Sonic
Sulin - Defender Kin/Psy
Dutchess of Ice - Defender Emp/Ice
Wolf_McLaud - Controller MC/FF
Lucus - Blaster Elec/Elec
Starforce - Blaster En/En
Code O (I hope I got it right!) - Scrapper Kat/Something
still one space left! Any tanks looking for the Saved the World badge ?