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Caulderone

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Everything posted by Caulderone

  1. Yeah, 100% uptime 0 management is a good description of what I'm after. I am torn between Ageless Radial Epiphany and Rebirth Radial Epiphany and don't want to go Barrier. Ageless fills my one hole I can't fill, recovery debuff and end drain. Mostly, they'll miss me, but when they do hit, Ageless cures it. I still recall in the old days a Ring Mistress getting lucky and it sucked. Not to mention, I think some of the Mu have power sink like auto-hit powers. Rebirth gives a giant heal and regen, which SR/ obviously lacks. I'm leaning Ageless and carrying green inspirations. Frozen Aura also can sleep all minions (when solo, anyway), reducing the number of incoming attacks by a lot, making me lean towards Ageless more.
  2. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Ice Melee Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(19), GifoftheA-EndRdx/Rchg:40(19), GifoftheA-Def/EndRdx/Rchg:40(21), GifoftheA-Def:40(21), GifoftheA-Run+:40(23) Level 1: Frozen Fists -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(9), Hct-Acc/Dmg/Rchg:50(9), Hct-Acc/Rchg:50(11), Hct-Dmg/EndRdx:50(11), Hct-Dam%:50(13) Level 2: Focused Senses -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(25), GifoftheA-EndRdx/Rchg:40(25), GifoftheA-Def/EndRdx/Rchg:40(27), GifoftheA-Def:40(27), GifoftheA-Run+:40(33) Level 4: Frost -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(13), Rgn-Acc/Dmg/Rchg:50(15), Rgn-Acc/Rchg:50(15), Rgn-Dmg/EndRdx:50(17), Rgn-Knock%:50(17) Level 6: Practiced Brawler -- EndRdx-I:50(A) Level 8: Dodge -- LucoftheG-Rchg+:50(A) Level 10: Agile -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42) Level 12: Evasion -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(34), GifoftheA-EndRdx/Rchg:40(34), GifoftheA-Def/EndRdx/Rchg:40(34), GifoftheA-Def:40(36), GifoftheA-Run+:40(37) Level 14: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(A), WntGif-ResSlow:50(48) Level 16: Combat Jumping -- LucoftheG-Rchg+:50(A), GifoftheA-Def/EndRdx:40(43), GifoftheA-Def/Rchg:40(43), GifoftheA-Def/EndRdx/Rchg:40(45), GifoftheA-Def:40(45), GifoftheA-Run+:40(45) Level 18: Lucky -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43) Level 20: Boxing -- AbsAmz-Stun:50(A), AbsAmz-Stun/Rchg:50(48), AbsAmz-Acc/Stun/Rchg:50(48) Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(23), UnbGrd-ResDam/EndRdx:50(46), UnbGrd-ResDam:50(46), UnbGrd-Max HP%:50(46) Level 24: Weave -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def/Rchg:40(37), GifoftheA-EndRdx/Rchg:40(37), GifoftheA-Def/EndRdx/Rchg:40(40), GifoftheA-Def:40(42), GifoftheA-Run+:40(42) Level 26: Quickness -- Run-I:50(A) Level 28: Freezing Touch -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(29), SprMghoft-Acc/Dmg/Rchg:50(29), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(31) Level 30: Build Up -- AdjTrg-Rchg:50(A), AdjTrg-ToHit/Rchg:50(33), AdjTrg-EndRdx/Rchg:50(33) Level 32: Taunt -- MckBrt-Taunt/Rng:50(A) Level 35: Focused Accuracy -- AdjTrg-ToHit/EndRdx:50(A), AdjTrg-EndRdx/Rchg:50(36), AdjTrg-ToHit/EndRdx/Rchg:50(36) Level 38: Frozen Aura -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(39), SprGntFis-Acc/Dmg/Rchg:50(39), SprGntFis-Dmg/EndRdx/Rchg:50(39), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(40), SprGntFis-Rchg/+Absorb:50(40) Level 41: Physical Perfection -- PrfShf-End%:50(A) Level 44: Hover -- Rct-ResDam%:50(A) Level 47: Afterburner -- LucoftheG-Rchg+:25(A), BlsoftheZ-Travel:50(50), BlsoftheZ-Travel/EndRdx:50(50), BlsoftheZ-ResKB:50(50) Level 49: Stealth -- ShlWal-ResDam/Re TP:50(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Prv-Absorb%:50(A), Prv-Heal:50(5), Pnc-Heal/+End:50(5), NmnCnv-Regen/Rcvry+:50(7), Mrc-Rcvry+:40(7) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- EndMod-I:50(A), PrfShf-EndMod:50(3), PrfShf-End%:50(3) Level 50: Musculature Radial Paragon Level 50: Reactive Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Ageless Radial Epiphany ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1495;681;1362;HEX;| |78DA6593CB6F125114C6EF0C43292F5BA4050AC5F26A7996425BAD6F17B69AB6601| 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|AF5D17D6684E2A6E16BFA91D6D1661E834FC0A7CCF833F039F3036D7602EF9978C9| |F9ACD4B7347CA47FB17F41FDC8B266CAB637C2A789FC21AFCF1F815F994E8ACF213| |EB78EFE68DDB3483FBA4452EB9EEC566A603637A0E40794850165714029F42BD8C7| |0D0D854953D2AC5947BB67B6756CEB9E7DA120E6474FD394637C5FDFC03073E80E7| |FCF436BFC0D7DEFCF93E03C3F7B9AAA8458535F70DF54F4BF4087210F2F077DE3F7| |91DEF8559FFE0F2F8CCDF2| |-------------------------------------------------------------------|
  3. I am currently working on developing a build for my SR/Ice tank, who will be my main. Thematically, he needs to be SR/ and as such, I want to try to maximize his Resistances to all categories possible, given that defenses are easy for SR/. I try to build all my builds to broadly cover so that it works as well as possible against the widest range of enemies. I don't want to need to avoid any enemy group. So, this post is about maximizing all resistance categories possible using set bonus Resists, Tough, SR/ scaling Resists, and the Resist IOs. Now, I am operating on some assumptions, so if anyone has any factoids, feel free to correct me. I have been unable to find any specifics about the SR/ scaling resists other than they seem to cap out at around 50% resists and don't cover Psi/Toxic. I am operating on the assumptions that the scaling begins around 90% health and caps around 5% health for both SR/ and the Reactive Defense IO. I would like to cap resists to everything possible at 30-35% HP. Using smooth scaling (an assumption) from 90% HP down to 5% HP, that means I am looking at about 75% of the scaling resists. This gives 37.5% from SR/ and 7.5% from the RD IO. Assuming the 6.7% from Superior Might of the Tanker means that totals to 51.7% Resists. That means I need to get 38.3% Resists to every category, and as much Psi and Toxic as I can muster, too. Any above that just helps me before I get into that HP range. So, I'll reply to this with a copy of my current build plan. I am looking for information on the scaling resists, such as am I assuming how they function in a correct manner, and are my numbers close to correct. I think I used to know the numbers before shutdown, but I don't remember very much this far out, and I haven't found a good source of info. If anyone can suggest optimizations to the build, that would be welcome, too. The build is obviously expensive, but that doesn't bother me. I like having a long term goal to work towards and I have an intermediate plan in my head if not on paper yet. Edit: I end up with the following resists before the scaling Resists or the MotT proc. S/L: 42% F/C: 44% E/N: 38% (just shy of target) T/P: 41% (~55% after scaling IO and MotT proc)
  4. Thank you so much for all the work. I've been using Khy's modified version up to now, which I modified a bit on my own, too. Barring another thread for bugs/suggestions, I'll throw a couple down here. 1. Psi Melee (at least Tanker version) is showing higher than real damage as it is adding the Insight DoT to all attacks all the time. 2. Reactive Defense is showing no Resists when toggled off and +3% Resist when toggled on. I've read conflicting reports, and don't have one of my own to test yet, but it should either be +3% base all the time (even toggled off) or it should be +0% base (at full hp, even toggled on). I'm just not sure in which direction this is messed up. 3. Tanker AT enhancement Might of the Tanker's +Resist lists at 6.7% in planner. However, when toggled on it gives +8.91%. Setting it to ignore enhancements/buffs seems to fix this. edit: 4. Minor - Fitness shows up as an available pool, even though it isn't any more.
  5. Awesome. I thought that might have changed, but couldn't remember or find anything on it in my meager searching. Thanks!
  6. Can one Super Group have a base on both the Hero side and Villain side? Say, for if you created a personal SG with all your alts in it and wanted a base on each side? I'm assuming you still can't have one base that works for both.
  7. I've forgotten way to much about how this works. Does hitting incarnate softcap (58.75?) impact that?
  8. The E/N is at 3 slots, which is why I left 3 in my suggested slotting.
  9. Well, you could steal one each from Hurl and LBE. I'd reslot them as such: Hurl: 2 Superior Winter's Bite (A/D/E/R, A/D/E), 3 TS (A/D/E, A/D/R, D/E/R) LBE: 2 Superior Winter's Bite (A/D, A/D/R), 3 TS (A/D/R, A/D/E, D/E) The Winter's Bite would give you +12% F/C resists. You'd still have good enhancement values. Of course, you could do basically the same leaving them as 2 Hami-Os and 3 TS. Then, you could add one slot to Jab and one to AS and get 2 more of the slow resist bonus.
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