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Hyperstrike

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Posts posted by Hyperstrike

  1. Hackish 5 Minute Toss-Together Fire/Fire/Mace

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Blaster

    Primary Power Set: Fire Blast

    Secondary Power Set: Fire Manipulation

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Flight

    Power Pool: Leadership

    Ancillary Pool: Mace Mastery

     

    Hero Profile:

    Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50)

    Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(46), Thn-Acc/Dmg/EndRdx(46)

    Level 2: Fire Ball -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5)

    Level 4: Kick -- FrcFdb-Rechg%(A)

    Level 6: Rain of Fire -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(7), Rgn-Dmg/EndRdx(42), Rgn-Knock%(45), Rgn-Dmg(46)

    Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-Def(9), ShlWal-Def/EndRdx(9)

    Level 10: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13)

    Level 12: Aim -- RechRdx-I(A), RechRdx-I(17)

    Level 14: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15)

    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)

    Level 18: Blaze -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(45)

    Level 20: Cauterizing Aura -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(21), Erd-Acc/Dmg/EndRdx/Rchg(21), ClvBlo-Acc/Dmg(23), ClvBlo-Dmg/EndRdx(43), ClvBlo-Dmg/Rchg(43)

    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)

    Level 26: Blazing Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(40)

    Level 28: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29)

    Level 30: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(31), Erd-Dmg(31), Erd-Dmg/Rchg(34), Erd-%Dam(37)

    Level 32: Inferno -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), ClvBlo-Acc/Dmg(33), ClvBlo-Dmg/EndRdx(34), ClvBlo-Dmg/Rchg(34)

    Level 35: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37)

    Level 38: Hot Feet -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(40), SprDfnBrr-Rchg/+Status Protect(40)

    Level 41: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)

    Level 44: Fly -- BlsoftheZ-ResKB(A)

    Level 47: Afterburner -- LucoftheG-Rchg+(A)

    Level 49: Assault -- Empty(A), Empty(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Defiance

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(48)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50)

    Level 50: Agility Core Paragon

    ------------

     

     

     

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  2.  

    Sadly, the issue is your reading comprehension. I'm actually very glad you copied my post, to highlight your seeming inability to understand. I'll help you out, and walk you through it.

     

    No Switch.  That dog don't hunt.

     

    Your post clearly said in Post #7

     

    Invuln. 800mill deep, incarnates done right...

     

    90% resist to s/l/f/c/t, 83% to psi/ene/neg

     

    45+% def to all

     

    Massive Regen, rebirth heal and dull pain. Non-deathable.

     

    In Post #10

     

    I'm actually playing him now. I'll copy the build from pines.

     

    In Post #11

     

    Also, this is not some secret,big you use both superior tank sets, avalanche, hecatomb, Armageddon, 2 gift of the achients, shield breaker, etc etc and certain incarnates, you get the above numbers. It's expensive, but not secret.

     

    Post #12 you put up your build with no other commentary.

     

    Post #13 with an edit 9 minutes later.

     

    Kruunch, if you are the original Kruunch from live, who authored the original Kruunch's guide to invuln and ss, I'm kind of disappointed in you.

     

    Rather unkind to arbitrarily "Call BS" on me, assuming i would lie, rather than asking me how i did it, or trying yourself. There's the build. 90% s/l/f/c/t, 83% ene/neg, 87% to PSIONIC.

     

    Defense is overcap with 3 foes in range, 45% with 1.

     

    Sigh. It's not rocket surgery, all i did was play around with pines and there it is.

     

    A few pointers: jab and punch suck, air sup and crosspunch are far better. skip punch and jab, use air sup and crosspunch in their place as the build shows. the build levels fine, as i always build to play all the way up to 50. at 50, i swapped low end sets for the purples and superiors, and then on into incarnates to pick up mroe resist, more end redux and more heal. No need for rage until 49, due to the crash and the fact that tanking on teams doesn't really require it. Also, once you get all the high end sets, the damage res and the def are so high, the rage crash is meaningless, i can't even tell the difference between crash and no crash.

     

    I rarely, if ever, use dull pain. If you play on Excelsior, i'll demonstrate it to you. I'm kinda let down man, really. Kruunch's guide to invuln put me on the path. As an after thought, and an example, i just walked through the Maria Jenkins arc tonight, facetanking all the AV's, including the AV's that spam ene/neg, without having to break a sweat.

     

    Post #15

    Being that almost all damage types have two tags, it is roughly 45 to all of one or another damage types, which would apply in all situations. With 1 foe in range. With 3, overcap. With 8, over 50.

     

    Your understanding of damage tagging is erroneous.  Tags are generally one for Typed (SLENFCTP) or Positional (Melee, Ranged, AoE).

     

    At this point you STILL have not corrected

     

     

    And you didn't attempt a retraction until you were called on it.  That's not a fault of "reading comprehension".

     

    That's either a massive goof on your part, or deliberate deception.  You pick.

     

    Your Tank is not "as advertised".

     

    Thank you for sharing the build.

     

    Discussion over.

  3. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Scrapper

    Primary Power Set: Claws

    Secondary Power Set: Willpower

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Blaze Mastery

     

    Hero Profile:

    Level 1: Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7)

    Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9)

    Level 2: Slash -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(11), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(15)

    Level 4: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(21)

    Level 6: Spin -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(23), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(25), SprCrtStr-Rchg/+50% Crit(27)

    Level 8: Fast Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(29), Pnc-Heal(31)

    Level 10: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33)

    Level 12: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(34), Rct-ResDam%(34)

    Level 14: Kick -- FrcFdb-Rechg%(A)

    Level 16: Rise to the Challenge -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(36)

    Level 18: Focus -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39)

    Level 20: Quick Recovery -- PrfShf-End%(A)

    Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), GldArm-3defTpProc(40)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(50)

    Level 26: Eviscerate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)

    Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(43)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(45)

    Level 32: Shockwave -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46)

    Level 35: Resurgence -- RechRdx-I(A)

    Level 38: Strength of Will -- Ags-Psi/Status(A)

    Level 41: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(46)

    Level 44: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(48), SprEnt-Acc/Hold/End/Rchg(50)

    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)

    Level 49: Super Jump -- WntGif-ResSlow(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Critical Hit

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(17)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)

    Level 50: Agility Core Paragon

    Level 50: Diamagnetic Core Flawless Interface

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |

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    WP is kinda easy-street for management.

    Just just pays for it in sightly lower Def/Res numbers.

     

    Still, you can build moderately tough beasts out of them.

  4. /JRanger

     

    Doing this would essentially mean maintaining multiple versions of the code, which would multiply the workload of maintaining and bugfixing the game.

     

    No - it wouldnt.

     

    Different versions of some zones - yes, that is the assets and art. The game engine would be exactly the same.

     

    STANDARD CODE RANT.

     

    Do you know what goes into a zone server?

    Have you looked at the code?

    Do you know how that ties back to the rest of the game?

    Do you know how art assets are handled by the game?

     

     

    Translation:  Yes.  It would.

  5. Temp powers (like Incarnates Hybrid and Destiny) generally aren't factored when talking about steady-state tanking.  Because you're not running at that level all the time.  It's like going "I'm Resist capped to everything!  In Unstoppable..."

     

    Things like Alpha and Interface are considered acceptable, as they're an always-on effect that only stops when you Exemplar down, like any other IO/power.

     

     

  6. Glad to help and one of the funnest experiences in the game as a Tanker is being the last person standing, and still being there when your group reforms and plows in again.

     

    I always loved the "How the HELL did you survive THAT?" I'd get from teammates.

  7. What primary has the most tankabilty. I want to be able to tank massive damage without relying on heals. I’m thinking invuln but wondering what else to do is it the best or is there better

     

    Invuln. 800mill deep, incarnates done right...

     

    90% resist to s/l/f/c/t, 83% to psi/ene/neg

     

    45+% def to all

     

    Massive Regen, rebirth heal and dull pain. Non-deathable.

     

    #ShowUsTheBuild

  8. What? Fraps might have been the best thing available seven years ago, but OBS is simply objectively better in multiple ways. Your post even admitted Fraps was a hog.

     

    OBS is made for streaming, so it's designed to have a minimal performance impact.

     

    Or you could have posted something explaining Why like Rhass did instead of sounding snarky.

     

     

    ^^^^^^

     

    Pretty much this.

  9. Tanks have a general survivability edge over Brutes.

    Brutes kill things faster, negating some of the need to rely on that survivability.

     

    In a "stand there and just take it" contest, unless the RNG gods are REALLY angry with you, the Tank will outlast the Brute.

    Not terribly LONG.  But it'll survive longer.  (You don't have to outrun the bear, you just have to outrun the next guy...)

     

    But for most of the content, they're more or less indistinguishable, save that the Brute kills stuff faster.

  10. Here's a quickie rework (as I'm not terribly familiar with Staff.

     

    Only thing I changed is Boxing <<< KICK.  As you can put a FF: +Rech proc in there.

     

    Hero Plan by Hero Hero Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Electric Daisy: Level 50 Technology Tanker

    Primary Power Set: Electric Armor

    Secondary Power Set: Staff Fighting

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Leadership

    Ancillary Pool: Energy Mastery

     

    Hero Profile:

    Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5)

    Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(34), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(40)

    Level 2: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7)

    Level 4: Guarded Spin -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(27), SprMghoft-Rchg/Res%(33)

    Level 6: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), RctArm-ResDam/Rchg(9), UnbGrd-ResDam/EndRdx/Rchg(11)

    Level 8: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(13), GldArm-3defTpProc(15), StdPrt-ResDam/Def+(15)

    Level 10: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(46), PrfZng-Taunt/Rchg/Rng(48), PrfZng-Acc/Rchg(48), PrfZng-Taunt/Rng(48), PrfZng-Dam%(50)

    Level 12: Energize -- RechRdx-I(A)

    Level 14: Lightning Field -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(19), SprGntFis-Rchg/+Absorb(21)

    Level 16: Eye of the Storm -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(42), Mlt-Dmg/Rchg(42), Mlt-Acc/EndRdx(43), Mlt-Acc/Dmg/EndRdx(43), Mlt-Dmg/EndRdx/Rchg(43)

    Level 18: Lightning Reflexes -- Run-I(A)

    Level 20: Staff Mastery

    Level 22: Kick -- FrcFdb-Rechg%(A)

    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27)

    Level 26: Power Sink -- RechRdx-I(A)

    Level 28: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(29), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(33)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(31), ShlWal-ResDam/Re TP(50)

    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)

    Level 35: Innocuous Strikes -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37)

    Level 38: Sky Splitter -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40)

    Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), Rct-ResDam%(50)

    Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(45)

    Level 47: Conserve Power -- RechRdx-I(A)

    Level 49: Physical Perfection -- RgnTss-Regen+(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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(45), Mrc-Rcvry+(45)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46), EndMod-I(46)

    Level 1: Combo Level 1

    Level 1: Combo Level 2

    Level 1: Combo Level 3

    Level 20: Form of the Body

    Level 20: Form of the Mind

    Level 20: Form of the Soul

    Level 50: Cardiac Core Paragon

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  11. And before someone tries to bring up Super Reflexes.

     

    Even in a Rage crash, it's still above soft-cap for Melee & AoE.

    For Ranged, it's at 41%.

    Again, eat an Inspie or pop Elude if you must.

     

    Villain Plan by Hero Villain Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Why Did I Take Elude?: Level 50 Magic Brute

    Primary Power Set: Super Strength

    Secondary Power Set: Super Reflexes

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Pyre Mastery

     

    Villain Profile:

    Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(39)

    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(5), ShlWal-ResDam/Re TP(45)

    Level 2: Haymaker -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(23), Mk'Bit-Dmg/EndRdx(25), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36)

    Level 4: Focused Senses -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-Def/EndRdx/Rchg(45)

    Level 6: Agile -- LucoftheG-Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(45), Rct-ResDam%(46)

    Level 8: Knockout Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(13)

    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)

    Level 12: Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40)

    Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), StdPrt-ResDam/Def+(19), GldArm-3defTpProc(19)

    Level 16: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(17)

    Level 18: Rage -- RechRdx-I(A), RechRdx-I(21)

    Level 20: Evasion -- Rct-Def(A), Rct-Def/EndRdx(21)

    Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(43)

    Level 24: Combat Jumping -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-Def/EndRdx/Rchg(46)

    Level 26: Hurl -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(31), SprBrtFur-Rech/Fury(31)

    Level 28: Lucky -- LucoftheG-Rchg+(A), LucoftheG-Def(29)

    Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(46)

    Level 32: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)

    Level 35: Quickness -- Run-I(A)

    Level 38: Elude -- RechRdx-I(A)

    Level 41: Char -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43)

    Level 44: Melt Armor -- AchHee-ResDeb%(A)

    Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)

    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)

    Level 1: Brawl -- Empty(A)

    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: Fury

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5)

    Level 50: Agility Core Paragon

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  12. Basically Rage bumps your +Damage and +ToHit.

    However, when it wears off, you experience a damage crash (you're not doing NO damage, but VERY little).

    Worse, your Defense crashes as well.

     

    There used to be a bug, whereby if you had Rage double-stacked, you'd be able to avoid the Defense crash (but not the Damage crash.

     

    From Xaeon's point of view, it's not worth taking on a Defense-centric set BECAUSE of said crash.

     

    Never mind thaton such sets you can USUALLY over-build your Defenses to compensate for it.

    Also, contrary to popular delusion, dipping below soft-cap is NOT an automatic death sentence (like Invulnerability's Unstoppable crash is).

    The game provides all sorts of mitigation options.

     

    Defense Soft Cap simply provides maximum mathematical safety.

     

    Case in point.  On this build, you can experience a Rage crash and your Melee defenses remain above Soft-Cap.

    Your others dip into the mid-30's.  Oh no!  Eat a Defense inspie before the crash and be done with it...

     

    In short, the Rage crash is real.

    The concerns about it are overblown.

    Because...DRAMA!

     

     

     

    Villain Plan by Hero Villain Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Level 50 Magic Brute

    Primary Power Set: Super Strength

    Secondary Power Set: Shield Defense

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Pyre Mastery

     

    Villain Profile:

    Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)

    Level 1: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11)

    Level 2: Haymaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(17)

    Level 4: Battle Agility -- LucoftheG-Rchg+(A), LucoftheG-Def(21), ShlWal-ResDam/Re TP(23), LucoftheG-Def/EndRdx(46)

    Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25)

    Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(31)

    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(31)

    Level 12: Kick -- FrcFdb-Rechg%(A)

    Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(34)

    Level 16: Against All Odds -- EndRdx-I(A)

    Level 18: Rage -- RechRdx-I(A), RechRdx-I(34)

    Level 20: Phalanx Fighting -- LucoftheG-Rchg+(A), LucoftheG-Def(34)

    Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(46)

    Level 24: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(36)

    Level 26: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(39)

    Level 28: Grant Cover -- Ksm-ToHit+(A)

    Level 30: Maneuvers -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(39)

    Level 32: Foot Stomp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(40), SprUnrFur-Acc/Dmg/Rchg(40), SprUnrFur-Dmg/EndRdx/Rchg(40), SprUnrFur-Acc/Dmg/EndRdx/Rchg(42), SprUnrFur-Rchg/+Regen/+End(42)

    Level 35: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(45)

    Level 38: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46)

    Level 41: Char -- SprEnt-Rchg/AbsorbProc(A)

    Level 44: Fire Blast -- Apc-Dam%(A)

    Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)

    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)

    Level 1: Brawl -- Empty(A)

    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: Fury

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), EndMod-I(21)

    Level 50: Agility Core Paragon

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  13. And here's a more min-maxed version.

    Hero Plan by Hero Hero Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Invulnerability

    Secondary Power Set: Fiery Melee

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Teleportation

    Ancillary Pool: Pyre Mastery

     

    Hero Profile:

    Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), ImpArm-ResPsi(5), Ags-Psi/Status(5)

    Level 1: Scorch -- CrsImp-Acc/Dmg/Rchg(A), CrsImp-Acc/Dmg/EndRdx(7), CrsImp-Dmg/EndRdx/Rchg(7), CrsImp-Acc/Dmg(9), CrsImp-Dmg/Rchg(9)

    Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13)

    Level 4: Combustion -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(19), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(21)

    Level 6: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(25)

    Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27)

    Level 10: Taunt -- PrfZng-Dam%(A)

    Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31)

    Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31)

    Level 16: Breath of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34)

    Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(36)

    Level 20: Kick -- FrcFdb-Rechg%(A)

    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36), Rct-ResDam%(37)

    Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(50)

    Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(40)

    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)

    Level 35: Incinerate -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(43)

    Level 38: Greater Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45)

    Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(46), SprEnt-Acc/Hold/End(46), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(48)

    Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50)

    Level 47: Super Jump -- WntGif-ResSlow(A)

    Level 49: Recall Friend -- Tim&SpcMn-Stlth(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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)

    Level 50: Resilient Core Paragon

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |D88D7F98E8FC9C|
    |-------------------------------------------------------------------|

     

  14. Okay: Health and Stamina slotting

     

    BARE MINIMUM

     

    Health:

    Panacea +HP/End

    Numina's Convalescence +Regen/Recovery

    Miracle + Recovery

     

     

    Stamina:

    Performance Shifter Chance for +End

    Endurance (Set or Generic)

    (Optional) Endurance (Set or Generic)

     

     

    Quick Recovery:

    Performance Shifter Chance for +End

    (Optional) Endurance (Set or Generic)

     

    The reason to go for the Perf Shifter proc first is that, even when completely drained, it still gives you a bump of Endurance faster than your simple Recovery will.

  15. What exactly does "stop sending all buffs" do?

     

    Basically all the medallions/icons that show under your status bar?  (Where your health and Endurance are showing?)

    It basically turns those off.  Not just for YOU, but it stops broadcasting that stuff to the whole league.

    Considering we have 40-50 people (plus pets), all HEAVILY buffed, that's a LOT of needless traffic to and from the server.

  16.  

    Correct me if I'm wrong, but there are more pylons these days and/or a few have been moved around.  I noticed this when I did a raid on Homecoming for the first time... there's a pylon directly North of pylon 7 (I think I have the number right -- the one close to the back end of the ship / section that's below the ground surface).  I think there may be 1 or 2 others that are different or new, but I noticed that one right away, because I'd never seen it before.  I wondered if I had somehow just never noticed it before, maybe I always went straight to pylon 7 and half the team went and killed this other pylon, but then I realized that the drop ship was a new thing too, so they'd made a change on the SCORE server, and apparently added at least one pylon.  Your map confirms that I wasn't just crazy and had never noticed it, because you don't have it on your map either.

     

     

     

    Yes, there are.  This is part of an older guide I created that pre-existed 19 & 20.  And I don't have a map that both shows the pylons and is free of the raid pathing and pylon numbers.

     

    Looking to see what I can do to replace.

     

    Okay!  The joys of an ultra-high resolution screen!

    Max the map out and screencap!

    A little Photoshop and VOILA!

     

    Pylon order updated!

  17. I promise I'm not just following you around Hyperstrike...guess we are just interested in the same stuff (although from different view points).

     

    I have no problem with you having your own opinion.

     

    Everybody's gotta be wrong at some point.

     

    And maybe, some day, it'll even be MY turn!

     

    ;)

     

    Seriously though.  As long as everyone stays moderately civil, I have no problem with the conversation, and we can always agree to disagree.

     

    I don't think people who don't see things the way I do are inherently evil.  (Well, not much...)  =)

  18. Sure it’s an attainable goal, but in the 6 years this was a secret server, all we got was the one TF.  Not just in Kallista, but in the entire game (content wise).

     

    You got a bit more than that.  Finishing the zone, physically, took no small amount of effort.

    In the mean time, you have projects for various things going on and various things "falling over" and needing fixing.

    You also have multiple projects partially implemented or tried, failed and dropped as well.

    Honestly?  The BIGGEST beneficiary of the last 7 years has been BASES.

    Go look at the base editor as it exists NOW and tell me multiple kilo-buttloads of work didn't go into that.

     

     

    With a sufficiently large and trusted dev crew?  Sure.  Things can speed up.

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