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Nightmarer

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  1. I also added an extra digit and bought a tanker ATO for 80.111.111 million, been crying for a while already.
  2. You don't even need to have Tough toggled: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 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: Martial Arts Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Resist Physical Damage -- Ags-Psi/Status(A), Ags-ResDam(13), Ags-EndRdx/Rchg(37) Level 1: Thunder Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(33), SprMghoft-Acc/Dmg/Rchg(33), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(43) Level 2: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(42), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42), Mk'Bit-Dam%(42) Level 4: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(15) Level 6: Dull Pain -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(7), Prv-Heal(7), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31) Level 8: Unyielding -- RctArm-ResDam(A), RctArm-EndRdx(9), RctArm-ResDam/EndRdx(9), RctArm-ResDam/EndRdx/Rchg(15) Level 10: Warrior's Provocation -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rchg/Rng(11), MckBrt-Acc/Rchg(31), MckBrt-Taunt/Rng(46), MckBrt-Rchg(46) Level 12: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(13), ShlWal-ResDam/Re TP(34) Level 14: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(25) Level 16: Crane Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(25), SprGntFis-Dmg/EndRdx/Rchg(40), SuddAcc--KB/+KD(43) Level 18: Invincibility -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(19), Rct-Def(19), Rct-Def/EndRdx(21), Rct-EndRdx/Rchg(21), Rct-Def/Rchg(23) Level 20: Boxing -- Empty(A) Level 22: Resist Energies -- StdPrt-ResDam/Def+(A) Level 24: Focus Chi -- RechRdx-I(A) Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27) Level 28: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 30: Resist Elements -- GldArm-3defTpProc(A) Level 32: Tough -- ImpArm-ResPsi(A) Level 35: Dragon's Tail -- Erd-Dmg(A), Erd-Acc/Rchg(36), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(37), Erd-%Dam(37) Level 38: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40) Level 41: Mu Lightning -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(46), Thn-Acc/Dmg(48), Thn-Dmg/EndRdx(50), Thn-Dmg/Rchg(50), Thn-Acc/Dmg/Rchg(50) Level 44: Ball Lightning -- HO:Nucle(A) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(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 -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(34) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey ------------
  3. I am using both Psi/Fire and MA/Fire, might not be as effective as other combos but I find them fun to play plus I also have them ready for regular content, heck, I even tanked LR in STF with MA/Fire.
  4. Just installed version 2.6.0.1 and found the following issues: Under configuration settings, the "Updates and Paths" section ALWAYS reverts to defaults, no matter how many times I tick the "check for updates on startup", set the new folder path and untick the "Load last file at startup", next time I open it, it's reverted to default. I also noticed something about "Spiritual" and "Agility" Alpha powers. WHatever their rchg buff is, it never appears on totals although the recharge is applied directly to powers, except Phantom Army. Got a troller with 63.94 secs recharge on Phantom Army before Spiritual but said recharge is exactly same with Spiritual and Agility, all other powers recharge is reduced except this one. If I put "Ageless", the recharge of PA is reduced to 53.87 seconds and the Total Rchg Bonus goes from 172.5% to 242.5% but that does not change either with either Spiritual or Agility.
  5. I'd say try T1 or T2 of Reactive and same for Degenerative and see which one does better for you.
  6. There are several types of enhancements sold by vendors. At lvl 40, you should buy your enhancements from the store in either Brickstown or Founder's Falls, there's a specific store for your origin and those are called SO's, you can equip them 3 lvls before the enhancement lvl and they will lose effect gradually during 5 lvls until their effect is zero once you have overlevelled them by 2. Another option are Invention enhancements (IO's) which you can craft yourself (with Salvage that drops while you kill enemies and recipes that also drop or you can purchase at any invention table )or in the the AH under "Invention: Stat" (For example "Invention: Accuracy". These have the advantage that their stats do not decrease by lvl so they offer always same % and the usual rule of thumb is that lvl 35 IO's are roughly equivalent to lvl 50 SO's. At lvl 40, you should have a decent quantity of salvage so my advice would be to equip lvl 40 IO's either crafted by yourself or purchased in the AH and forget to replace them again, those would be solid even at 50, once you get to know more of the game and more of your char, then you can dabble into "Set IO's" which are basically IO's with certain associated global bonuses, but as I said, I'd forget about those until you know better the game and especially your char.
  7. I'd go for Superior Conditioning and Physical Perfection besides Laser Beam Eyes. Both are useful with just base slot so you can use slots somewhere else. For what is worth, Energy Torrent is very useful as a form of dmg mitigation since it's not Knockback, it's Knockdown so you won't be throwing enemies around plus also adds some AoE dmg, although not a lot of it. Of all the powers in Energy mastery, Focused Accuracy is the one I find almost useless since Synapse nerfed it. It's still an end hog for what little it offers since it was changed from +To Hit to +Accuracy.
  8. I got plenty of chars without Epic pool for concept reasons although, for a Batman based char, it's a shame Brutes don't get Munitions Mastery as Scrappers do since throwing Shurikens might mimic the whatever gadgets bat shaped Batman throws (can't remember their names, sorry).
  9. This is the one I'm planning for myself when I get to lvl my StJ/SR since I wanted a Daredevilish char. Maybe I'll add a couple purple sets in Exploding Shuriken and Shin Breaker. Hope you get ideas from it: Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Street Justice Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Weapon Mastery Hero Profile: Level 1: Initial Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42), CrsImp-Acc/Dmg/EndRdx(43), CrsImp-Acc/Dmg/Rchg(50) Level 1: Focused Fighting -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(5), Rct-Def(7), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(11), Rct-Def/Rchg(17) Level 2: Heavy Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(25), Mk'Bit-Dmg/Rchg(25), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(40) Level 4: Focused Senses -- RedFrt-EndRdx(A), RedFrt-Def(5), RedFrt-Def/EndRdx(7), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(11), RedFrt-Def/EndRdx/Rchg(50) Level 6: Combat Readiness -- RechRdx-I(A), RechRdx-I(13) Level 8: Rib Cracker -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Dmg/EndRdx/Rchg(21), CrsImp-Acc/Dmg(21), CrsImp-Dmg/Rchg(43), CrsImp-Acc/Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(13) Level 14: Super Jump -- Jump-I(A) Level 16: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/Rchg(43) Level 18: Spinning Strike -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(23), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), SprFrzBls-Rchg/ImmobProc(37) Level 20: Quickness -- Run-I(A) Level 22: Agile -- LucoftheG-Rchg+(A), LucoftheG-Def(23) Level 24: Boxing -- Empty(A) Level 26: Shin Breaker -- CrsImp-Acc/Dmg/EndRdx(A), CrsImp-Dmg/EndRdx/Rchg(27), CrsImp-Acc/Dmg(27), CrsImp-Dmg/Rchg(48), CrsImp-Acc/Dmg/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(50) Level 28: Lucky -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/Rchg(29) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(48) Level 32: Crushing Uppercut -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Evasion -- RedFrt-EndRdx(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(40) Level 38: Caltrops -- Dmg-I(A), Dmg-I(39) Level 41: Shuriken -- Acc-I(A) Level 44: Exploding Shuriken -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(45), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/Rng(46) Level 47: Stealth -- LucoftheG-Rchg+(A) Level 49: Invisibility -- LucoftheG-Rchg+(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(15), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 50: Musculature Total Core Revamp ------------
  10. Since CoH was launched a few months before WoW, I'd say that the problem was, as always, NCSoft. Had they done their job as a publisher, WoW might have become a mere anecdote and all MMO's out there would be trying to be "the CoH killer" but since NCSoft did nothing for the game except getting money from it, WoW's marketing and publicity made it the most famous MMO ever.
  11. If you are talking AE farm, AE foes are designed to have zero resistance so I'd say the -HP is far more useful. If you are talking farming normal missions, then it depends on which enemy group are you fighting.
  12. DM/Fire is an awesome combination, especially if you softcap your scrapper to s/l def,, which is not really hard.
  13. I'd like Ice Melee or Dual Blades with it but mainly because I have the right concept chars for both of them. If you were pondering Claws/DA then I guess DB/DA is the closest combo so you won't be repeating primary. Stone Melee might also be fun with Fault and Oppressive Gloom working together. Kat/DA is also a good match since the -def from Kat works fine with CoF and DS.
  14. Also, with a bit of awareness and anticipation, end / health crashes can be counteracted upon happening so no big deal. I guess after what devs did to the Blaster nukes removing their endurance crash and reworking them, probably something like that might have been on the pipes for some T9 Defensive sets although, I'm afraid we'll never know.
  15. Nightmarer

    /Dark Advice

    I once removed OG on my DM/DA Scrapper thinking it did nothing for me, next thing I know, I went from owning ITFs to be perma-vengeance bait. As I said, there's a balance in DA that imho requires of all available tools at your disposal. Maybe OG or CoF are not noticeable against certain groups and yet, they might be your key to survive others. I pretty much plan all DA chars on a similar way, for some reason, I try to keep them under the 1.20 end/sec mark because I guess at a time is where I found the limit to keep them playable or to have them swallow blues like there's no tomorrow. I guess that has changed now with Incarnate tools but just in case, I still try to keep them below that. In this case it's 1.35 with Cardiac Alpha but with Ageless, shouldn't be a problem I think. Villain Plan by Mids' Villain Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Spines Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Power Pool: Flight Ancillary Pool: Mu Mastery Villain Profile: Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43), Acc-I(45) Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(9) Level 2: Lunge -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), Acc-I(40) Level 4: Spine Burst -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 6: Murky Cloud -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(36), UnbGrd-Max HP%(36) Level 8: Combat Jumping -- Krm-ResKB(A), LucoftheG-Rchg+(13), ShlWal-ResDam/Re TP(15) Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13) Level 12: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48), RechRdx-I(50) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Dark Regeneration -- Mlt-Acc/EndRdx(A), ScrDrv-Acc/Rchg(17), TchoftheN-Acc/EndRdx/Rchg(17), Prv-EndRdx/Rchg(45), Prv-Absorb%(45), DctWnd-EndRdx/Rchg(46) Level 18: Quills -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx/Rchg(40) Level 20: Death Shroud -- Mlt-Acc/EndRdx(A), Mlt-Acc/Dmg/EndRdx(21), Mlt-Dmg/EndRdx(21), Mlt-Acc/Dmg(25), ScrDrv-Acc/Dmg/EndRdx(50) Level 22: Cloak of Darkness -- Rct-Def/EndRdx(A), Rct-ResDam%(23), Rct-Def(23), Rct-Def/EndRdx/Rchg(40) Level 24: Boxing -- Empty(A) Level 26: Ripper -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg/Rchg(27), SprUnrFur-Dmg/EndRdx/Rchg(46), SprUnrFur-Acc/Dmg/EndRdx/Rchg(46), SprUnrFur-Rchg/+Regen/+End(48) Level 28: Cloak of Fear -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(29), SphIns-Acc/ToHitDeb(29), SphIns-Acc/Rchg(48), SphIns-ToHitDeb/EndRdx/Rchg(50) Level 30: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 32: Throw Spines -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury(34) Level 35: Oppressive Gloom -- HO:Endo(A) Level 38: Weave -- LucoftheG-Rchg+(A) Level 41: Mu Lightning -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(42), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(43) Level 44: Stealth -- LucoftheG-Rchg+(A) Level 47: Hover -- LucoftheG-Rchg+(A) Level 49: Invisibility -- LucoftheG-Rchg+(A) 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Cardiac Core Paragon ------------
  16. Nightmarer

    /Dark Advice

    1.- Very reasonable indeed, it will boost your survivability all the way. WIth the right sets, you don't even need Weave to get S/L softcap. 2.- I don't have the figure on top of my head but CoD always gives same amount of def, stealthed or not. You can check it in Mid's anytime. 3.- I think CoF is definitgely worthy. DA has a very good balance and all toggles help. Also, the -To Hit will work fine with your softcapped S/L def.
  17. True, although many other primaries also offer other forms of dmg mitigation, such as Stone Melee, Mace, Ice... in this case I have been partial to DM from pretty much I started playing but I am sure the result would have been same or similar enough with other forms of dmg mitigation
  18. Still at 39 so not fully there yet but on final build plan, Soul Drain should be around 45 secs rchg (not taking Hasten for concept purposes) and I don't have DC.
  19. Tbh deleting it was the right choice, Savage I found it underwhelming at higher lvls while Dark Melee gave me all the survivability I lacked before with Siphon Life. Can't be happier with my DM/Bio, the dmg is incredible and he's tough as nails.
  20. There's a broom option so you can always use the broom instead of the mop
  21. On Invuln, I always try to softcap S/L def, then crank up +rchg (I usually never take Hasten) and +HP and so far it works for me. This is a build I made for a friend's Spines/Inv and so far he's very happy with it: Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Spines Secondary Power Set: Invulnerability Power Pool: Leaping Power Pool: Leadership Power Pool: Flight Power Pool: Concealment Ancillary Pool: Soul Mastery Hero Profile: Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45), CrsImp-Acc/Dmg/EndRdx(45), CrsImp-Acc/Dmg/Rchg(46) Level 1: Resist Physical Damage -- UnbGrd-Max HP%(A), ResDam-I(50) Level 2: Lunge -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42), CrsImp-Acc/Dmg/EndRdx(42), CrsImp-Acc/Dmg/Rchg(43) Level 4: Spine Burst -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(50) Level 6: Dull Pain -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(7), Prv-Heal(7), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23) Level 8: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(9), RechRdx-I(9) Level 10: Temp Invulnerability -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(15) Level 12: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(13) Level 14: Super Jump -- Jump-I(A) Level 16: Unyielding -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(21) Level 18: Quills -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(19), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(31) Level 20: Resist Energies -- StdPrt-ResDam/Def+(A) Level 22: Resist Elements -- Ags-ResDam/EndRdx/Rchg(A) Level 24: Maneuvers -- Rct-Def/EndRdx/Rchg(A), Rct-Def(25), Rct-Def/EndRdx(25) Level 26: Ripper -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 28: Invincibility -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(29), Rct-Def(29), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(34) Level 30: Hover -- LucoftheG-Rchg+(A) Level 32: Throw Spines -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(36), DefBuff-I(50) Level 38: Dark Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40), Dvs-Acc/Dmg/EndRdx/Rchg(43) Level 41: Moonbeam -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(46), Dcm-Dmg/EndRdx(46), Dcm-Dmg/Rchg(48), Dcm-Acc/EndRdx/Rchg(48), Dvs-Acc/Dmg/EndRdx/Rchg(48) Level 44: Shadow Meld -- LucoftheG-Rchg+(A) Level 47: Stealth -- LucoftheG-Rchg+(A) Level 49: Invisibility -- LucoftheG-Rchg+(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey ------------
  22. Parry's defenses are not a matter of consensus, it offers def to Lethal / Melee, period, up to you if you want to use it or not. As you have been told, it disrupts the attack chain for a dubious benefit but I know some people swear by it so at the end of the day, it's your char and your call. Regarding Rune of Proptection, never used it but seems one of Synapse's shitty powers trying to bring shiny things instead of doing useful work and regardoing Unstoppable, you've had plenty of advice on this thread regarding it, again, it is all up to you but again, some people will say you're crazy if you don't take it. Probably the biggest mistake is trying to build a char from other people experience and hearsay instead of experimenting it yourself and getting to know its strengths and weaknesses since you're always the best judge of what your char needs and doesn't need based on your own playstyle but can't blame, building chars without knowing them seems to be the dominating trend.
  23. Very true, thing is, there are always specific set bonuses to chase after. In the Invuln case, I usually focus in S/L def to be softcapped and s/l dmg res to be also capped, then +rchg, +hp and +regen trying not to gimp my attacks. I also often choose some powers just as mules, such as hover, but usually they're just to occupy base slot, anything more than that is usually overslotting unless you fight while floating. This game is unique in many senses, one of them is that, in terms of dmg, the longer you stay alive, the more dmg you deal, especially on brutes since, the longer you keep fighting, the more your fury bar grows, hennce why I always tend to defense and dmg res first.
  24. Not sure what you're after, I see low resistances, low defenses and low rchg plus a lot of underslotting on one side and overslotting on another. You somewhat addressed the psionic dmg issue but tbh, it's a lot of sacrificing to fix just a small issue that all invulns cope with one way or another.
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