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Lifeblood2112

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Posts posted by Lifeblood2112

  1. 29 minutes ago, DreadShinobi said:

    Does AAO actually taunt for stalkers? My assumption was that it did I outside of hide.

    I was wondering that myself(AAO) since I didn't want it to mess up hide but thought the taunt aspect would help on teams plus I want the damage buff.  I went with stj/shield btw, liking it so far.  Still undecided on /sr primary.  I know katana would synergize well with it (plus def) but I think I'd like dark melee more.  The minus to hit would equal katana's plus def plus it has a self heal.  Staff looks fun also.  I am a big sr fan and had a dark/sr scrapper who was nearly unkillable  back in arena days so still leaning toward that.  Any other advice on a primary here welcome.  I won't care so much on that toon if she is big aoe since I use stalkers in a group to kill bosses, sappers, AV's etc mostly anyway.  Blasters etc can aoe the mobs.

     

  2. 3 hours ago, Hopeling said:

    LOL, good luck with that. There are, in total, 18 StJ/SD stalkers that have gotten to 50, and 14 Ice/Ice stalkers. Of these, let's be generous and say half are Incarnated-out min/maxers. That leaves 16 people who could even possibly respond to your question, but only a small fraction of the playerbase visits the forums at all, so you're probably looking at a low single-digit number of people who could even possibly answer. But most people who visit the forums at all just lurk without posting much.

    That's basically any stalker.

    For this, are you sure you don't want to play a scrapper or brute with the Concealment pool? A stalker can certainly be durable, but without any taunt effects, you can't really tank in a meaningful way.

    Ice/Ice may not be for you here. The AoE is passable but not great, and Ice Melee in general is not known for dealing great damage. /Ice offers no help with DPS.

     

    Street Justice is a great set and suits Stalkers very well. With two melee AoEs and Shield Charge, I'd call it at least 7/10 on AoE, and you can always take Fireball or Ball Lightning if you want more.

    Thx for your info.  I'm not looking to tank per se, but at times a team with no tank/brute or a weak one, I wanted to be able to step in and do my best taunting using aoes.  Not ideal but I see this situation happen from time to time.  The idea kind of goes along with a well built toon in terms of survivability also which is always a goal for me.  I've yet to find a combo after over 85 lev 50's back in live that I couldn't soft def on without gimping.  Now, with all the new enhancement sets and such, it's even easier.

    I will go with Stj/shield, any input on what synergizes well with SR for stalkers?  I'm considering Savage.

     

     

    • Like 1
  3. 1 hour ago, Croax said:

    Shame on you @Hopeling and @Frostweaver, how dare we post here without meeting the prequisite of the OP.

     

    Oh, i don't either. I better get out here fast....

    I didn't mean to come off that way guys, I just didn't want a slew of level 25 stalkers who haven't had true experience overall with their combo yet.  To ask for incarnate players may have been pushing it but with incarnates, everything changes so drastically that I felt it would be especially helpful.  I'll edit my original post however.

     

  4. I loved stalkers back in live for both pve/pvp.  I want to make two new ones.  I'm considering:

     

    streetjustice/shield

    ice/ice

    something/sr

     

    I want to be able to solo tf's but also be decent in group teams.  I want to be able to tank if need be.  I want DPS before aoe but want aoe to be at least a 7 out of 10.

    Please only reply if your toon is level 50 or close.  Those  with incarnates feel free to add input as to how they affect the above also since they can change a combo drastically. 

    Go!

  5. On ‎9‎/‎19‎/‎2019 at 6:11 PM, arkieboy72472 said:

    I have been loving my dark/dark tank once I got my endurance issues out of the way, with all of the toggles and everything. He is hard capped with resistance to about 4-5 out of all possible types. He is very heavily IO'd out as all my guys are. On tanks, I tend to go for as many resist caps as possible and then as good of all around defense as possible.

     

    For the sake of this question, I am going to assume you take Combat Jumping, Tough, and Weave.

    Which tanks, *reasonably* slotted, can hard cap the most resists and which can hard cap the most defense?

    (in this question, *reasonably* means without skipping commonly taken powers or purposely gimping a build for the sake of outcome)

     

    Lastly, for stone tanks only, is it possible to build it in such a way that the negative effects on your run speed and recharge speed can be canceled out while in granite (in other words, zeroing out the negative effects of granite as much as possible? I have wanted to make a stone/ice tank but I was wondering about having to have a pocket Kin.

    It's possible to get a stoner to a normal run speed and even faster but not without some gimping.  Best route is to take sj for normal movement but tp for when in granite mode, then tp from mob to mob.  Stone is the best tank imo hands down.  Mine has all typed defences capped (s/l is at 59.5%) except psi and all typed damage capped except psi.  If you want to do well with Psi play a dark/dark tank.  As for dark/dark I loved mine and she could tank any AV reasonably well but is not a stoner.  As for gimping tanks it depends on what you mean.  Tanks are the only AT I play where damage, while attended to, still comes last to his sole job of meat shield.

     

  6. This is my first Savage toon.  I would appreciate any tips on the build from powers taken to little tweaks.  Thx in advance!

     

    Hero Plan by Hero Hero Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    savageShield: Level 50 Mutation Scrapper
    Primary Power Set: Savage Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    ------------
    Level 1: Maiming Slash   SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(36)
    Level 1: Deflection   LucoftheG-Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(29)
    Level 2: Savage Strike   Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48)
    Level 4: Shred    SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(31)
    Level 6: Blood Thirst   RechRdx-I(A), RechRdx-I(13)
    Level 8: Vicious Slash   Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(43), Mk'Bit-Dam%(43)
    Level 10: True Grit   GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29)
    Level 12: Super Jump   BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(37), BlsoftheZ-ResKB(37)
    Level 14: Active Defense   EndRdx-I(A)
    Level 16: Boxing    Empty(A)
    Level 18: Rending Flurry   Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(19), Arm-Dmg/Rchg(19), Arm-Dmg/EndRdx(37), Arm-Dam%(46)
    Level 20: Tough    UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(36)
    Level 22: Weave    LucoftheG-Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23)
    Level 24: Hasten    RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Phalanx Fighting  LucoftheG-Rchg+(A), LucoftheG-Def(27), DefBuff-I(27)
    Level 28: Hemorrhage   Hct-Acc/Dmg/Rchg(A), Hct-Dmg/EndRdx(40), Hct-Acc/Rchg(50), Hct-Dmg/Rchg(50), Hct-Dam%(50)
    Level 30: Battle Agility   LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
    Level 32: Savage Leap   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: Shield Charge   SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(40), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(42), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(43)
    Level 38: One with the Shield  UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39), Heal-I(40)
    Level 41: Focused Accuracy  GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46)
    Level 44: Physical Perfection  Heal-I(A)
    Level 47: Against All Odds  EndRdx-I(A)
    Level 49: Combat Jumping   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    Run-I(A)
    Level 2: Rest    RechRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift    Run-I(A)
    Level 2: Health    NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(36), Pnc-Heal/+End(48)
    Level 2: Hurdle    Jump-I(A)
    Level 2: Stamina    PrfShf-End%(A), PrfShf-EndMod(11), EndMod-I(15)
    Level 1: Blood Frenzy 
    ------------
    ------------
    Set Bonus Totals:
    16.5% DamageBuff(Smashing)
    16.5% DamageBuff(Lethal)
    16.5% DamageBuff(Fire)
    16.5% DamageBuff(Cold)
    16.5% DamageBuff(Energy)
    16.5% DamageBuff(Negative)
    16.5% DamageBuff(Toxic)
    16.5% DamageBuff(Psionic)
    22.88% Defense(Smashing)
    22.88% Defense(Lethal)
    20.69% Defense(Fire)
    20.69% Defense(Cold)
    11.63% Defense(Energy)
    11.63% Defense(Negative)
    6% Defense(Psionic)
    24.75% Defense(Melee)
    17.25% Defense(Ranged)
    20.38% Defense(AoE)
    5% Enhancement(Max EnduranceDiscount)
    45% Enhancement(Accuracy)
    77.5% Enhancement(RechargeTime)
    15% SpeedFlying
    251 HP (18.74%) HitPoints
    15% JumpHeight
    15% SpeedJumping
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Confused) 65%
    MezResist(Held) 65%
    MezResist(Immobilized) 65%
    MezResist(Sleep) 65%
    MezResist(Stunned) 65%
    MezResist(Terrorized) 65%
    22.5% (0.38 End/sec) Recovery
    40% (2.23 HP/sec) Regeneration
    30% ResEffect(SpeedFlying)
    30% ResEffect(RechargeTime)
    30% ResEffect(SpeedRunning)
    7.5% Resistance(Smashing)
    7.5% Resistance(Lethal)
    24% Resistance(Fire)
    24% Resistance(Cold)
    4.5% Resistance(Energy)
    4.5% Resistance(Negative)
    3% Resistance(Toxic)
    3% Resistance(Psionic)
    15% SpeedRunning
    36% GlobalChanceMod PlayerCrit

     

     


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  7. On ‎9‎/‎6‎/‎2019 at 3:58 AM, Heraclea said:

    I want to disagree, but I have to admit: the set's benefits do a lot more for tankers than they do for scrappers. 

    I'll say this for DM.  My DM/Sr went 57-1 in the arena duels in live with no purps or the ATO sets we have today.  A self heal and that constant minus to hit left most whiffing while trying to hit me.  It does lack aoe but normally there is other aoe on the team so I focused on the big targets with mine.  I also tanked the ITF more than once on her. 

  8. 9 hours ago, oldskool said:

    Oh, this character isn't defense soft-capped yet.  It isn't fully finished on Incarnates either.  Barrier works like a large purple inspiration for me and its always there in my back pocket.  Now that's just T1 Barrier.  It was practically free to me and I don't really plan to invest in it too far.  I also dabble in maps with Elite Bosses so having the boosted defense is welcome when I get in over my head with those.  

    I will eventually respec and at that point I will want Ageless at T4.  I just don't have the materials for that yet. 

    Edit, I feel I have the exact opposite experience with inbound damage. I usually go in and introduce myself to as many enemies as I can.  So "alpha strike" isn't really 1 group.  Its me juggling the aggro cap with multiple groups for the first few seconds until I pass judgment. 😉

    Don't respect out of consume or healing flames until you get to T3 incarns. I should have listed which ones I took but surely they are the common picks.  I don't mess with lore, not needed.  If you guys like a different approach, truth is, 42% def to fire is close enough to still not need Healing flames.  I know because I ran that way for a long time on 4/8 with EB's in map.  I also took reactive to go along with my melt armor on the incarnates and love it.  EB's die as fast now as bosses used to with melt armor and Reactive.

     

     

  9. This is not another FOTM Spines/Fire build using MU.  I have tweaked and tweaked this build for every inch of recharge while buffing my acc/to hit along the way.  I don't like seeing Quills and Blazing Fire miss...ever.  I deleted one health/end proc in health, and took stamina down to 2 slots after hitting T3 incarnates as well as completely deleting consume and healing flames.  After many hours of never using them I moved on.  I have tested this build on Fire Farms #2915 and 11612 per Warhauk's thread  (Hope I'm saying that right).  I will post time results soon. 

    What's to like about this build?  It has all the aoe goodness Fire Farmers like as well as an unusual amount of single target attacks.  Granted I don't need these often but had nothing else to take and every now and then I have left with one EB whom I like to put down fast.  They also serve as mule powers.  An alternative option would be taunt which I seriously considered but with so much aoe have all the baddies I want around me now.  It's a herd everyone and kill kill build. 

     

    Why not Mu?  A few reasons.  I didn't want an immobilize that would trap those just outside of my burn or block more from coming up close.  Fire ball is very fast and does good damage.  Why drain end when fire's secondary is...more damage!  Biggest reason...Melt armor.  Not only does melt armor lower defense which helps me to hit (Though that's rarely an issue), more importantly, it lowers resistance.  I was surprised how much faster a mob-especially ones with 3-4 EB's goes down when it's used.  Lastly, I didn't have to venture to the dark side.
     

    As always, I welcome any min/max ideas as a build is rarely perfect until it's been hashed over countless times.  I'm at about 20 lol. 

     

    One note:  There are many ways to post a build.  I would be grateful if someone could tell me the ideal way. 

     

    Edit:  For Incarnates I took:

     

    Hybrid Assault total core graft

    Ageless Core Epithany

    Ion Total Core Judgment

    Agility Total Core revamp

    and the most vital for this build to work with Melt armor....

    Interface Reactive Total Core Flawless

     

     

     

    Villain Plan by Hero Villain Designer 2.23
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    xRaptorxFinalBuild: Level 50 Magic Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    ------------
    Level 1: Barb Swipe   SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Rchg/HoldProc(39)
    Level 1: Fire Shield   Ags-EndRdx/Rchg(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), GldArm-3defTpProc(21), StdPrt-ResDam/Def+(33)
    Level 2: Spine Burst   SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(7), SprAvl-Rchg/KDProc(23)
    Level 4: Lunge    Hct-Acc/Rchg(A), Hct-Dmg/EndRdx(5), Hct-Acc/Dmg/Rchg(7), Hct-Dmg/Rchg(13), Hct-Dam%(48)
    Level 6: Combat Jumping   LucoftheG-Rchg+(A)
    Level 8: Impale    Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9), Apc-Dmg/Rchg(11), Apc-Dam%(11)
    Level 10: Super Jump   Jump-I(A)
    Level 12: Boxing    Empty(A)
    Level 14: Tough    Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/EndRdx(17), Ags-EndRdx/Rchg(17)
    Level 16: Weave    LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(31), Ksm-ToHit+(40)
    Level 18: Blazing Aura   SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(19), Erd-%Dam(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(25), SprBrtFur-Rech/Fury(25)
    Level 20: Stealth    LucoftheG-Rchg+(A)
    Level 22: Hasten    RechRdx-I(A), RechRdx-I(23), RechRdx-I(40)
    Level 24: Quills    ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dmg/EndRdx(34), ScrDrv-Dam%(36), Erd-%Dam(43)
    Level 26: Ripper    ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(27), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dmg/Rchg(39), ScrDrv-Dmg/EndRdx(42)
    Level 28: Burn    Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(43)
    Level 30: Build Up   RechRdx-I(A), RechRdx-I(42)
    Level 32: Temperature Protection  Ags-Psi/Status(A), Ags-ResDam(33), Ags-ResDam/Rchg(33)
    Level 35: Fiery Embrace   RechRdx-I(A), RechRdx-I(40)
    Level 38: Char    Acc-I(A)
    Level 41: Melt Armor   ShlBrk-Acc/DefDeb(A), ShlBrk-DefDeb/EndRdx/Rchg(42), ShlBrk-Acc/Rchg(43), ShlBrk-Acc/EndRdx/Rchg(46), ShlBrk-DefDeb(50)
    Level 44: Fire Ball   SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
    Level 47: Throw Spines   Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(48), Rgn-Dmg/Rchg(48), Rgn-Dmg(50), Rgn-Dmg/EndRdx(50)
    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    Run-I(A)
    Level 2: Rest    RechRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift    Run-I(A)
    Level 2: Health    NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(36)
    Level 2: Hurdle    Jump-I(A)
    Level 2: Stamina    PrfShf-End%(A), PrfShf-EndMod(13)
    ------------
    ------------
    Set Bonus Totals:
    8% DamageBuff(Smashing)
    8% DamageBuff(Lethal)
    8% DamageBuff(Fire)
    8% DamageBuff(Cold)
    8% DamageBuff(Energy)
    8% DamageBuff(Negative)
    8% DamageBuff(Toxic)
    8% DamageBuff(Psionic)
    18.5% Defense(Smashing)
    18.5% Defense(Lethal)
    37.25% Defense(Fire)
    37.25% Defense(Cold)
    6% Defense(Energy)
    6% Defense(Negative)
    6% Defense(Psionic)
    16% Defense(Melee)
    6% Defense(Ranged)
    31.94% Defense(AoE)
    74% Enhancement(Accuracy)
    80% Enhancement(RechargeTime)
    30% SpeedFlying
    106.8 HP (7.13%) HitPoints
    30% JumpHeight
    30% SpeedJumping
    MezResist(Confused) 71.25%
    MezResist(Held) 71.25%
    MezResist(Immobilized) 71.25%
    MezResist(Sleep) 71.25%
    MezResist(Stunned) 71.25%
    MezResist(Terrorized) 71.25%
    22.5% (0.38 End/sec) Recovery
    46% (2.87 HP/sec) Regeneration
    45% ResEffect(SpeedFlying)
    45% ResEffect(RechargeTime)
    45% ResEffect(SpeedRunning)
    2.25% Resistance(Smashing)
    2.25% Resistance(Lethal)
    30% Resistance(Fire)
    30% Resistance(Cold)
    4.5% Resistance(Energy)
    4.5% Resistance(Negative)
    6% Resistance(Toxic)
    11% Resistance(Psionic)
    30% SpeedRunning
    1 Null

     

     


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    |-------------------------------------------------------------------|

  10. 20 hours ago, Warlawk said:

    Defenses look good, the main thing that would worry me is the global rech feeling a bit low. I think this would probably be better for content outside of AE than most dedicated farming builds but you're going to end up having to use those cones in your core attack chain I think while farming. It's possible (likely) that my own bias against cones in kicking in, but I'm not a fan of that. Should do pretty well though, I wouldn't anticipate any issues there really.

    Thank you.  I will take a look at other builds to see how they are gaining more recharge.  Right now I'm doing 8/3 with bosses and EB on non io'd build but it's not easy or efficient.  I have however, mastered my attack chains so like the idea of keeping more spines attacks.  The resistence/def debuff makes kill a mob with bosses so much faster it even surprised me.  Can't wait for better recharge on that also.  Thx again.

  11. I recently did my own build which inadvertently differs from the extreme push to using Mu.  It also has all but one spines power so does very well  against bosses or higher.  The numbers look very strong and superior to most builds I've seen posted.  I'm posting my build without any incarnates for an easy comparison.  Someone please critique this build before I spend big money slotting it.  All comments welcome.  I had 84 lev 50's back in the day with some very strong builds but back then my farmer was a fire/kin/stone troller.  This time I went Spines/fire brute.  There are various ways to post a build also so if you could direct me as to the ideal one I would appreciate that.

     

    http://www.cohplanner.com/mids/download.php?uc=1438&c=684&a=1368&f=HEX&dc=78DA6594C94F535114C6EFEB7B95A99596A9CC149002C53E5A4013A7101521189A1049DC928A4F7C49034D5BB075E77FA08071E3000E5B57323824E8CEA85197C6FFC161E1C685A987F77DA9C4BEB4F9F57EF77CF79E7BDE3D8DE7C63C4F276E8C2AADEA6C3291C9CC9E492F652D773C316FCFE94AA9F2DC85442ABB98CE95C9A0C6999C8D5B49CB326752F68295698434665DB1163296396E5BE9FCECE9A5744279A6171793E6949590B879AF3318B7E7AF666554E98C66529675D9EFFC9C5C58B633F6253B6967F3FE73297BCE9CCEA765A344262BEB35CAD63DF27D1B527C0A6E75D3502A66A8EE5BE0A115728D5C0543B7C1CD3D9BE6787535A239DAC128390C0603C23643BD0B3154150CEDA4CB99731D238F83C609F0C029705BA275785C7A5CDCBD3237017A26C106A9A11B3928773DF6FC207B9571AF32136B950F9251B03242C6C080182AE01142D344ABA256559047E9A2787962EF90EE44F978621F2B3078043424B61AB14635336BF781BD7F945395FEDF60B80EFA960CFDF0B8FDEB58BF66837C08363C021B1F934FC017E2AA756A5C70D5AEE104752B60FF2AD82539D5637D57FD80C27A642FF951AA17600E8165689D79F23A790DECCE81E151E4F049BC4DAC7C13BDCD8C6DE61A21AE11A2F7A5A08537B0E52E6E56EB3DF23ED8FE805C07C31BE07BD9AF0D5EAD8DF9F7933B820E9EB583EF28C877148C81AF64B68BFEAEFFEAF0454787ECBDFD9E6668BF3C4AF5F146F6BD919AD61A2AF21A8CED825FC537C0F30C3C439E8737C92D721B8CEC90CFC1CF721E93F533475CBC4FE430181B228F825E79A751E619E53D6B358A5D2D9FBD9B1B2E51A2254AAC44192E51464A9471A3F82F5098DA3F1B41CDA68D62E72B8DB5ADF0153BBBF0AD52E6D9C11A3D3FFE692EED22FBA91377ACFB3C3AFFFB7E5F1F7C3FF7FBEEA03E1EF6405D10317F0198ACD4DD

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