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r0y

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Posts posted by r0y

  1. This will be my 3rd Tank in about 10 days.  I did SR/DM which is OK, when SR doesn't fail.  I am almost 50 on a SD/SM, and I have to say I am enjoying it!  Stone Melee seems to help Shield Defense survive more than it would otherwise, because of all the soft control SM's knockup/down provide.

     

    So I want to make an Invuln Tank next.   I originally thought to pair it with Dark Melee, but I have a lot of DM toons already (least of all that recent SR/DM tank from last week).  So I thought Kinetic Melee.

     

    That lasted until level 10, when I realized KM is not a good pairing for invuln.   Maybe not for anything, really.  Too bad.

     

    I'm thinking Street Justice, as I have a StJ/EA stalker and LOVE that toon!  One of my favorite melee characters.   How is Street Justice on tanks?  I do realize all the melee are better on stalkers, especially since the fast-cast assassin strike being a nice chain filler.

     

    Melee attack sets played (either tank, scrapper, brute, stalker):  War Mace, Energy Melee, Dark Melee, Stone Melee, Claws, Titan Weapons, Psi Melee, Staff, Street Justice.

     

    So I guess I should ask:  What is NOT on that list above that would pair well with Invuln, or is one set just so good it's worth a repeat (e.g. Dark Melee, I'm thinking.  Or spines?)

     

    Thank you in advance for your replies and insight!

  2. 4 hours ago, Felis Noctu said:

    We're aware that the recent update of Mids Official is *borked* in a number of ways, so for now I'm putting a halt on reports (at least in the Discord server) until we can resolve the big problems.

     

    We do have another update planned, but we don't have an estimate quite yet outside of "tomorrow". I don't think any of us are sure how these bugs managed to slip by (given we've been internally testing many of these changes ourselves for quite a while), but we're doing what we can to clean up the mess.

     

    We were all pretty amped to get anything published, really, Metalios included, so I think we just kinda jumped the gun a bit. This one surprised us just as much as everyone else! Sorry everyone!

    Ah, I thought I was going crazy when my Shield Defense tank's True Grit was showing only a 1.55% HP gain with three healths slotted.  Or Aid Self doing 3.1% heal with 5...

     

    Hopefully, it will all get figured out soon.  Thank you for your efforts, guys!

  3. 5 minutes ago, Bopper said:

    It would be difficult to add in as I dont know what you're adding it to. If the Power Transfer is slotted in stamina, that's easy enough to calculate. But if it is slotted in Lightning Field, or Ball Lightning, there's nothing I can do to help. I dont know your slotting, I dont know the number of targets you're hitting, etc. I do have a PPM Guide if you want to know how to do the calculations, however the homework for extra HP/S from procs will have to be done by the user.

     

    As for the regen procs, are you talking about Brute ATO? Or are you talking about globals like Numina, Regen Tissue, and Impervious Skin? If its the globals, those regen boosts should already be plugged into the tool (they show up in Mids so there's no extra calculation by you). The ATO proc, again, thats for you to calculate as I wont have that information. Plus, I think it stacks, so you have to factor that in too.

    Yeah, I meant to add that it would be for Auto powers and/or Toggles (if they are even treated differently when calculating).

     

    Maybe also add a "clickable heal" such as Reconstruction, Aid Self (assuming no interruption), etc. using mids' numbers (recharge, heal amount, etc).

     

  4. I ran a WP/TW tank on another server, it sure felt AT LEAST as survivable as invuln, but without a click-heal (well, dull pain) there's no "oh crap" button.  In fact, there's no clicking at all for WP, which pairs VERY WELL with Titan Weapons, as one wants to abuse the momentum bug(s).

     

    Anyway, here's the build I used (updated it with Power Transfer proc):

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    r0y's build: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Titan Weapons
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(3), NmnCnv-Heal(3)
    Level 1: Defensive Sweep -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(34), LucoftheG-Def/Rchg+(40)
    Level 2: Mind Over Body -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(11), UnbGrd-Max HP%(11)
    Level 4: Titan Sweep -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(5), SprAvl-Acc/Dmg/EndRdx(5), SprAvl-Acc/Dmg/Rchg(7), SprAvl-Acc/Dmg/EndRdx/Rchg(7), SprAvl-Rchg/KDProc(46)
    Level 6: Indomitable Will -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(45)
    Level 8: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(45)
    Level 10: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(37), NmnCnv-Heal(40)
    Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Taunt/Rchg/Rng(46), MckBrt-Acc/Rchg(46), MckBrt-Taunt/Rng(48), MckBrt-Rchg(50)
    Level 14: Quick Recovery -- PwrTrns-+Heal(A), EffAdp-EndMod(17), EffAdp-EndMod/Rchg(34)
    Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17)
    Level 18: Heightened Senses -- Rct-Def(A), Rct-Def/EndRdx(19), Rct-EndRdx/Rchg(19), Rct-Def/Rchg(21), Rct-Def/EndRdx/Rchg(21), Rct-ResDam%(23)
    Level 20: Super Jump -- WntGif-ResSlow(A)
    Level 22: Build Momentum -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(23)
    Level 24: Follow Through -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(29)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 28: Kick -- Acc-I(A)
    Level 30: Tough -- ImpSki-Status(A), StdPrt-ResDam/Def+(31), GldArm-End/Res(31), GldArm-3defTpProc(31)
    Level 32: Rend Armor -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33), Hct-Dam%(34)
    Level 35: Whirling Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(36), SprMghoft-Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Rchg/Res%(37), FrcFdb-Rechg%(37)
    Level 38: Arc of Destruction -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40)
    Level 41: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(42), ShlWal-ResDam/Re TP(42), LucoftheG-Def/Rchg+(42)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(48)
    Level 49: Physical Perfection -- RgnTss-Regen+(A), Mrc-Rcvry+(50), Pnc-Heal/+End(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(13), NmnCnv-Regen/Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod(15), EffAdp-EndMod/Rchg(15)
    Level 1: Momentum 
    ------------

    I can stand in the monster wall solo (in the Hive), tanking herd-cap Giant Monsters.  Debuffs are a weakness, as they are for most tanks, however.

     

    Also, Martial Arts is an excellent Tank secondary, because of the +10% Melee/Ranged/AoE defense provided by Storm Kick (tier 2).  That plugs a lot of holes for many things.

     

  5. I know it's asking a lot, but I sure wish @Bopper would add in something that would auto-calculate the Power Transfer proc(s), Impervious Skin (via checkbox?), etc. keeping in mind the unusual thing with PT-proc (and Performance Shifter, others?) that have their own declining chances when slotted in auto powers, etc.

     

    Maybe I'll post this on his spreadsheet's thread:

     

  6. I was recently wondering how a Regen/Dark Melee would do, thinking of Hami raids (@Keen) I went a very different direction, chasing HP and Regen, and came up with this:

     

    But was wondering if I should dump the meaning of the set (health and regen) to try and get pre-incarnate S/L softcap...

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Anyone Still Play Regen?: Level 50 Natural Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Smite -- Hct-Dmg(A), Hct-Dmg/Rchg(5), Hct-Acc/Dmg/Rchg(7), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(9)
    Level 1: Fast Healing -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(9), NmnCnv-Heal/EndRdx(11), Prv-Heal/Rchg(11), Prv-Heal/EndRdx(23), Prv-Heal(23)
    Level 2: Shadow Maul -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(21)
    Level 4: Quick Recovery -- PwrTrns-EndMod(A), PwrTrns-+Heal(36)
    Level 6: Reconstruction -- DctWnd-Rchg(A), DctWnd-EndRdx/Rchg(36), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(37), DctWnd-Heal(37), ResDam-I(37)
    Level 8: Siphon Life -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End/Rech(42), OvrFrc-Acc/Dmg/End(42), OvrFrc-Dmg/End/Rech(43), NmnCnv-Heal(43), NmnCnv-Heal/EndRdx(43)
    Level 10: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
    Level 12: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(45), LucoftheG-Def/Rchg+(45)
    Level 14: Super Jump -- Empty(A)
    Level 16: Integration -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(17), Prv-Heal/EndRdx(17), Prv-Heal(48)
    Level 18: Dark Consumption -- Arm-Dmg(A), Arm-Dmg/Rchg(19), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(48), Arm-Dam%(50)
    Level 20: Resilience -- UnbGrd-ResDam(A), ImpSki-Status(46), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(46)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34)
    Level 26: Soul Drain -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury(33)
    Level 28: Instant Healing -- DctWnd-Heal(A), DctWnd-EndRdx/Rchg(29), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(50), DctWnd-Rchg(50)
    Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def/Rchg+(31)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 35: Superior Conditioning -- PwrTrns-+Heal(A)
    Level 38: Moment of Glory -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(39)
    Level 41: Physical Perfection -- PwrTrns-+Heal(A), Mrc-Rcvry+(42)
    Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(45)
    Level 47: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(3), NmnCnv-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(3)
    ------------

    I don't see regeneration AT ALL for any AT, so was wondering if anyone has actually PLAYED regen into incarnate stuff, etc. and what their thoughts are on build strategy.

     

    The above build, once incarnated out (Vigor alpha, Melee Hybrid, Rebirth destiny) doesn't achieve great +rech, but it doesn't take perma-Hasten to perma Dull Pain, which is the big one. Instant Healing is what it is, etc.  The only thing Mids does not take into consideration properly is the +Regen/+Heal procs, but those will be adding a decent amount.

     

    So sitting w/o using destiny or toggling hybrid:  827% regen, 207.43% hp, means (in mids): 107.1 hp/s  (with the four hp/end accolades).  Not bad, but I'm worried that the resists aren't enough:

    image.png.43b58ac3d42f9b67ce94ee149e857bcb.png

    I don't mind keeping purples in the tray, etc.  and I'm not tanking (if I do a hami, I drop assault and pick up taunt at 49).  Fumbling through @Bopper's awesome survivability ca;d. I get this (have reconstruction ON because it's easy to keep that toxic resist up):

    image.png.68f6d7510d58df4a343ff3b8b7be2b2d.png

    I might need to boost the additional HPS line, as I have multiple PT procs, as well as Reconstruction... but for now, I left it low.

     

    Who Plays Regen?

  7. 3 hours ago, KelvinKole said:

    While reverse repel can't be done, maybe there's a substitute effect that would yield the same results? I'm thinking a taunt and range debuff that would force mobs in a radius to run to the target. Could cast on an ally tank, if the aggro cap could be ignored, to force more mobs to run to them. Or, cast on an enemy target and force mobs to run to that location. 

     

    Sorry, I know your post is 2 months old but the thread was bumped and I just saw it. Got me thinking. 

    Are you describing the Crab Spider Soldier's Omega Maneuver?  That is far too slow to be anything but a curiosity in quick 8-man teams.  The best use of them is when the player runs ahead (as most all players like to do) so they can use their powers and not see them unneeded because everyone is too tricked out.

     

    So, mechanically speaking (from limited knowledge), it seems the omega maneuver is the "reverse repel" that cheeses it with a pet who taunts (I believe).

  8. 11 hours ago, Golden Azrael said:

    Energy Melee?

     

    Any ideas on how to fix that?

     

    As for Dark Melee.  So  much promise...great out the gates with some 'not the face' smack fu...but the latter  powers in the set seem to have long cool downs.  The BU for DM takes a yawn inducing amount to come around.  What's the fix on that?  Make it faster?  Or make the rest of the power set hit harder?

     

    Azrael.

    Energy Melee can just be reverted to what it once was (near instant activation for the heavy hitters): done.

     

    As for Dark Melee (DM):  very well put, it is awesome out of the gate, 1-2-3... then things take a turn.  I think Soul Drain (the buildup) is fine as is, as it can be made "perma" (the buffs last 30s, three times longer than a normal buildup, but you need living mobs, etc).  Dark Consumption was the logical choice to monkey with (and they did on the test server, and it was wonderful for about a week, then they reverted).

     

    A PBAoE click attack would be better where Dark Consumption is, something with normalized recharge/damage/etc. (modified for needing to hit something, maybe?).  That's the easy pick; a more unusual thing would be a cone-immob attack or something.  Dark is about a utility toolset, based on debuffing living mobs (for the most part).  Continue in that vein:  make a aoe power that's both a reasonable AoE and a useful debuff/cc or something.

     

  9. 17 hours ago, SwitchFade said:

    Roy, by that level your defenses are far too low. You're getting hit much more often than you should. You're not at softcap yet, and actually should be over cap. By 40 you should be at 50% resist to m/r/a.

     

    S/l resist look good, but I think you're focusing too heavily on resist and not enough on defense.

     

    Hit 50% defenses and you're not going to sweat +4s or anything but tohit buffs, like nemmie vengeance, which is tough for everything anyway.

     

    To compare apples to apples, i can afk in the middle of a group alone, at 40, and never worry on a Kat/SR scrap, which has lower HP pool, so, you should get defenses up 10% more. And add in the reactive scaling DR. That and the built in scaling adds a ton.

     

    1 hour ago, kenlon said:

     

    How are your defenses that low at 40? I don't have a low level version of my SR/Katana build lying around, so I whipped up a quick test build in Mids (with the unofficial updates) and at level 40, using mostly level 25 common IOs, I had 57.7% Melee/Ranged/AoE defense. Three Defense buffs and one EndRx per toggle, Three Defense per auto, using Weave and Combat Jumping in addition to powerset powers. The only set IOs I used were the uniques from Steadfast Protection and Gladiator's Armor, slotted into Tough. And I didn't gimp the rest of the slotting - three attacks six-slotted, two five-slotted, three slots in PB for easy perma, two slots in Build Up.

     

    I have to assume that you a) skipped getting any pool defense powers (which is a mistake) and b) didn't actually fully enhance your powers. This isn't a SR issue, this is a build issue.

    To answer both of these (essentially) same questions, the build was just done on the fly as I just made the toon in response to this very thread.   By the evening of the day (yesterday, about 6 hours later) I hit 50 with it and reformulated the build.   Originally, I only had 1 slot in the auto defense powers (LotG globals) so Agile, Dodge, Lucky were not working as hard as they should have.

     

    So now, at level 50 (just unlocked alpha, no slotting), it looks like this:

    image.png.0177b44828d7526a0c832fec0b1bed21.png

     

    I did end up dropping Midnight Grasp and Dark Consumption, as they were not really adding anything and I'd much rather have a real heal for "just in case" situations.  My current, and possibly final build, is this:

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Roo Oy-v2_aidself: Level 50 Natural Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Sorcery

    Hero Profile:
    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(43)
    Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39)
    Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), LucoftheG-Def/Rchg(15), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43)
    Level 4: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(5), Arm-Acc/Dmg/Rchg(5), Arm-Acc/Rchg(7), Arm-Dmg/EndRdx(7), SprAvl-Rchg/KDProc(15)
    Level 6: Practiced Brawler -- RechRdx-I(A)
    Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(9)
    Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rng(11), PrfZng-Taunt/Rchg/Rng(45), PrfZng-Dam%(45)
    Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-EndRdx(27), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19), Prv-Heal/EndRdx(19), Prv-Heal/Rchg(21)
    Level 18: Kick -- Empty(A)
    Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(48)
    Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33), IntRdx-I(34)
    Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(25), Ags-EndRdx/Rchg(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(33), ImpSki-Status(37)
    Level 26: Quickness -- Run-I(A)
    Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31)
    Level 30: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
    Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
    Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(37)
    Level 38: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), DefBuff-I(46)
    Level 41: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(50)
    Level 44: Spirit Ward -- Prv-Absorb%(A)
    Level 47: Mystic Flight -- WntGif-ResSlow(A)
    Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50)
    Level 1: Brawl -- HO:Nucle(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- RechRdx(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(3), NmnCnv-Regen/Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(3)
    ------------

     

  10. 14 minutes ago, Bopper said:

    Here are some minor tweaks to the build to address some of the things you were wondering about. Since you had no endurance problems, I moved PS out and Miracle out, in went Power Transfer (2 piece also gives 6% regen) and plugged in Numina for 20% regeneration. I also found a slot in your build to replace a generic defense IO for a LotG defense, which gives 10% regeneration. I also removed Arcane Bolt and replaced it with Spirit Ward. That let me move the Preventative Medicine Absorb proc into Spirit Ward, and I put the extra slot into Rune of Protection to give you the +7.5% HP. Here's the build.

      Reveal hidden contents

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Roo Oy-v2_aidself: Level 50 Natural Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Sorcery

    Hero Profile:
    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(7)
    Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11)
    Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/Rchg(13), LucoftheG-EndRdx/Rchg(15), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def(17)
    Level 4: Shadow Maul -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(19), ScrDrv-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(23)
    Level 6: Practiced Brawler -- RechRdx-I(A)
    Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(25), DefBuff-I(25)
    Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(27), MckBrt-Taunt/Rng(27), PrfZng-Taunt/Rchg/Rng(29), PrfZng-Dam%(29)
    Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-EndRdx(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34), Prv-Heal/EndRdx(34), Prv-Heal/Rchg(36)
    Level 18: Kick -- Acc(A)
    Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(36), CldSns-ToHitDeb/EndRdx/Rchg(36), CldSns-Acc/EndRdx/Rchg(37)
    Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39), IntRdx-I(39)
    Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(40), Ags-EndRdx/Rchg(40), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(42)
    Level 26: Quickness -- Run-I(A)
    Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43)
    Level 30: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
    Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
    Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45), LucoftheG-Def/Rchg+(46)
    Level 38: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), DefBuff-I(46)
    Level 41: Spirit Ward -- Prv-Absorb%(A)
    Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48)
    Level 47: Mystic Flight -- WntGif-ResSlow(A)
    Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50)
    Level 1: Brawl -- Acc(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 -- HO:Micro(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(19)
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    ------------

     

    The major changes, you now have 232% regeneration instead of 196%. You also have 136.125% HP instead of 128.625%. Let's see what those two changes do with your build. Also, the PT proc will add an extra 4.7 HP/s.

    Here are the new numbers from that build plugged into the spreadsheet. *Note...for some reason I can't paste screenshots right now. I'll try to add them into another post*

     

    I have done several similar things in the updated build (see my reply above); however, the spirit ward vs. arcane bolt is a good idea!  I think I'll add that.  I wasn't sure if it was worth chasing the 10% LotG bonuses, if it is, I now have 2 spots (Agile and Lucky) to add them in (which would make regen 276%).  I am trying to keep as close to 59% defense (pre-incarnate) for my positional.

  11. That is a most excellent utility!  However, I've re-tuned my build since I hit 50 tonight.  I moved some slots around and added the regen procs (all three), as well as the +hp procs.

     

    Using your logic of spamming siphon every 11s, and aid every 23s (so it's apples-to-apples, the reality is, siphon is part of my attack chain and is the second-most damaging attack!  So I hit it every 5s or so).  I adjusted the additional HPS to 64.214 (56.3 + 3.229 for Pana-proc + 4.685 for PT-proc).  Defenses and Resists changed, as well.  Build as follows:

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Roo Oy-v2_aidself: Level 50 Natural Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Sorcery

    Hero Profile:
    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(43)
    Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39)
    Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), LucoftheG-Def/Rchg(15), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43)
    Level 4: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(5), Arm-Acc/Dmg/Rchg(5), Arm-Acc/Rchg(7), Arm-Dmg/EndRdx(7), SprAvl-Rchg/KDProc(15)
    Level 6: Practiced Brawler -- RechRdx-I(A)
    Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(9)
    Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rng(11), PrfZng-Taunt/Rchg/Rng(45), PrfZng-Dam%(45)
    Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-EndRdx(27), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19), Prv-Heal/EndRdx(19), Prv-Heal/Rchg(21)
    Level 18: Kick -- Empty(A)
    Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(48)
    Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33), IntRdx-I(34)
    Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(25), Ags-EndRdx/Rchg(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(33), ImpSki-Status(37)
    Level 26: Quickness -- Run-I(A)
    Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31)
    Level 30: Agile -- LucoftheG-Def/Rchg+(A), DefBuff-I(36)
    Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
    Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(37)
    Level 38: Lucky -- LucoftheG-Def/Rchg+(A), DefBuff-I(42), DefBuff-I(46)
    Level 41: Arcane Bolt -- Acc-I(A)
    Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(50)
    Level 47: Mystic Flight -- WntGif-ResSlow(A)
    Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50)
    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 -- Clr-Stlth(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(3), NmnCnv-Regen/Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(3)
    Level 50: Agility Core Paragon 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Ageless Radial Epiphany 
    Level 50: Melee Core Embodiment 
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    ------------

    So plugging in those numbers, I got:

    image.png.ab8bf2fb5910e449cc68824049e7c1ec.png

     

    image.thumb.png.e1727247ed8d81b22ba504352a3d92b5.png

  12. That is an awesome thread / chart!  Thank you!

     

    So if I am 2-slotting Health, currently using Miracle & Panacea (my go-to for +end), and I'm really not needing +end, I should change that to Panacea + Numina, since I likely won't hit that high of HP (SR has no +maxHP).  I might even pull out the PerfShifter End and replace it with PT-proc & PerfShifter-proc in Stamina.

     

    However, do those numbers actually matter in real-world play?  In my SR/DM tank that I'm currently working on, I have a planned build where I put a Regen proc in Tough (toggle), and a 3-slotted health with RegenTissue, Panacea, and Numina.  Stamina will have PerfShifter-proc + PT-proc.  Assuming I'll get the "big four" Accolades and with my current IO-slotting, I should have approx. 2410 HP (according to Mids).  What kind of regen/health ticks would I realistically see (every 10s or so)?

  13. Just now, Bopper said:

    The proc is useful in stamina, especially on a tank. 

     

    Or are you talking about dark consumption? That I'd just load with damage procs

    I was thinking of the endurance proc, how often does it go off if put in stamina?  On my test character (level 46, I believe) it did 92 hp.  Even if I got that 3 times a minute, that's not worth a whole lot when I have (currently) about 2,000 hp.

  14. I recently made a SR/DM tank, and it's ok to play.  However, as one would expect, DM lacks AoE.  Shadow Maul is really good since the tanker changes, but the "other two" AoE's (which really aren't AoE's, but it's all DM has) are just "meh" and "useless" - that is, Soul Drain (meh) and Dark Consumption (useless).

     

    While I have Soul Drain currently 6-slotted with the Gauntlet ATO set, mostly for the enhancements (strong recharge, strong damage, great acc, ok end reduction) I'm mostly happy with it, the buffs will be perma by the time I incarnate, so it's got that going.  Damage-wise, it's not bad, but for something up as often as a nuke (120s default recharge), the DPA is terribad.

     

    The worst power, and one I wish they would have stayed with when testing/tweaking on the beta early this year (2020) is Dark Consumption.  Now, Dark Melee is NOT endurance intensive at all, neither is SR (really), so I am never concerned about endurance.  Maybe on some other set it's a concern, but here, I only took it for another damage PBAoE to follow Soul Drain, and it's really unimpressive.  On an even LONGER default recharge (180s), it does even LESS damage than soul drain.  I can see why every build for anything DM skips it.

     

    So I was wondering if the new Chance for Heal proc in Power Transfer (end mod set) would make it a ghetto heal.  NO.  Not at all.  Shittiest proc I've ever used.  At level 44 I tested it in Dark Consumption.  It fired off every time.  But just ONE time for like 92 hp (which was the 5% stated in the proc description).  No stacking at all.  Ten mobs?  1 heal for 92.  One mob?  1 heal for 92.  Awesomesauce.

     

    So I am wondering:  Is there ANY way to make Dark Consumption NOT a skippable power?  What about the two STUN procs (end mod and taunt), they seem weak, anyone test those?  Currently, I'm thinking to 4-damage proc it (3 PBAoE + taunt/psi) and 2-end/rech (Efficacy for +HP)... or should I just drop it and re-take Midnight Grasp or some other power?

     

    Maybe Dark Melee still needs some love, because there's not a lot in there.  I dropped Midnight Grasp, as it really isn't adding much to my damage chain, and put in Touch of Fear (4-slotted cloud senses) and it is an OK -ToHit debuff that lasts a decent while.  Good for Bosses/AVs/etc.  Siphon Life is pitiful healing, at about 10% or so (Mids is way too generous, something is off); I usually 4+2 slot it (dam+heal), it's a decent attack and I might just change it to a 6-slotted damage power, as even 2 heals is really weak.  On my level 46(?) SR/DM, siphon life with a 53% enhancement to the heal does about 1/3 the heal that aid self does, but it has about half the recharge as aid self, which means it will never be close if one needs a self heal.

     

    Here's the planned build, should I decide to keep it:

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Roo Oy-v2_aidself: Level 50 Natural Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Sorcery

    Hero Profile:
    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(43)
    Level 1: Shadow Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(34), SprMghoft-Acc/Dmg/Rchg(34), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(39)
    Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), LucoftheG-Def/Rchg(15), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43)
    Level 4: Shadow Maul -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(5), ScrDrv-Acc/Dmg/EndRdx(5), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Acc/Dmg/Rchg(7), SprAvl-Rchg/KDProc(15)
    Level 6: Practiced Brawler -- RechRdx-I(A)
    Level 8: Combat Jumping -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(9), DefBuff-I(37)
    Level 10: Taunt -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(11), MckBrt-Taunt/Rng(11), PrfZng-Taunt/Rchg/Rng(45), PrfZng-Dam%(45)
    Level 12: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-EndRdx(27), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19), Prv-Heal/EndRdx(19), Prv-Heal/Rchg(21)
    Level 18: Kick -- Acc(A)
    Level 20: Injection -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(42), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(48)
    Level 22: Aid Self -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33), IntRdx-I(34)
    Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(25), Ags-EndRdx/Rchg(25), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(33)
    Level 26: Quickness -- Run-I(A)
    Level 28: Soul Drain -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31)
    Level 30: Agile -- LucoftheG-Def/Rchg+(A), DefBuff-I(36)
    Level 32: Dodge -- LucoftheG-Def/Rchg+(A)
    Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(37)
    Level 38: Lucky -- LucoftheG-Def/Rchg+(A), DefBuff-I(42), DefBuff-I(46)
    Level 41: Arcane Bolt -- Acc-I(A)
    Level 44: Touch of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(50)
    Level 47: Mystic Flight -- WntGif-ResSlow(A)
    Level 49: Rune of Protection -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-EndRdx/Rchg(50)
    Level 1: Brawl -- Acc(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 -- HO:Micro(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(3), Prv-Absorb%(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3)
    ------------

     

  15. 15 hours ago, MTeague said:

    You will however, *hemmorage* endurance at first with Dark Armor. 

    Definitely need to be strategic on what toggles to run vs not until you slot up some.

    Best way around that is the Theft of Essence proc in the Dark Regen:  end problems go away.

     

    I love dark armor.  In fact, if I become really disheartened at this new SR/Dark Melee tank I just made (currently level 40), I'm making a Dark Armor/something tank (MA would be brutal for the defense in T2 kick).  I had at least 2 DA tanks, and a DA scrapper on live (Spines/DA - the blender build!).  Dark is an excellent armor set, but not for the new or feint of heart.

  16. 21 hours ago, kenlon said:

     

    Hah. Try Tanker SR sometime - that'll break you of those silly notions right quick. But even for the lesser versions of the set, you still have staggeringly good Defense Debuff resistance. With only a pair of common defense IOs in each power: 93.23% resist for Brutes and Scrappers, 82.87% for Stalkers. Defense cascades are not a problem for SR. And there's a lot less untyped damage around than there used to be.

    I made an SR/dark melee tank (build posted above).  He's currently level 40 and IO'd out as best can be for the level; he works when he works, but every now-and-then:  BAM!  Alpha strike death.  It's embarrassing for a tank.  Most tanks you can see you're failing and can react.  SR often gives no indication when a colossal fail is imminent.  The scaling resist sucks, as you have to already have low health for it to kick in, so it does literally nothing for the alpha that gets through (5%).

     

    Then you go fight things like Rikti, Arachnos, etc. and you'll REALLY feel the pain.  It's not a BAD set for tanks, but it's FAR from the "OP" that others describe it as.  Again, unless one's idea of end game is running scanner missions in PI and cherry-picking council...   I was doing an Mothership Raid with my SR/Dark, and the +4 rikti were working him.  So it leads me to think that SR is also not so great with +4 mobs as a tank.  I'll find out.  All I can say is what I have experienced.

     

    image.png.651679117ccd7c02767ef0af52c787fd.png

    (probably should have had CJ instead of SJ on, but you get the idea).  Looks good on paper (even in game's paper) but actual performance has not been as survivable as other tanks I have (bio, WP, it is better than Rad, but resist-only sets are worse than defense-only ones!)

  17. 1 minute ago, MTeague said:

    Now I feel an evil desire to make an EA map full of Dark Melee/SR and Dark Blast/SR mobs.

    "How fast can this mission be voted off the island?"  😄

    Funny you should mention that... similarly, I am making a Dark Melee/SR tank right now...  Not sure what I'm going to do/where I'm going with it, but this is my initial build (not to thread-jack, but...)

     

     

    • Like 1
  18. 2 minutes ago, aethereal said:

    Also, I haven't explored the numbers very well, but I play a /bio brute and as far as I can tell, bio's debuff resistance is awful.

    Yeah, they do not have much other than Endurance Resist (85+%) and some slow (30%), but no defense debuff resists (which is why many take Ageless radial-side).

  19. 5 minutes ago, MTeague said:

    My take on it is, "slot well, choose your powers well, and SR becomes just as layered".

    • You should be able to build up a fair amount of resistance via set bonuses, certainly to at least the common damage types.
    • and you don't even need to get hardcap resistance via set bonuses if you have 3 passives plus reactive defensive unique all giving you scaling damage resist
    • between Preventative Medicine Absorb Proc, Panacea Proc, Power Transfer Proc, you can get quite a bit of passive healing that just happens for maintence to help maintain you between hits that do sneak in. 
    • Physical Perfection and/or Medicine tree are quite doable to add to a build

    The easiest thing I do is take Aid Self.  It's amazing with just 1 interrupt IO (0.6s interrupt) I can cast it even when I have a DoT on me.  That's more than enough, usually.  Where I see SR fail in end game is when one tries to tackle an AV (e.g. lord recluse, tyrant, anything on Magisterium, etc).

     

    Of course one can slot to make up the discrepancies, but that's a bit of a different issue from the OP's some sets are nowhere near as good as Bio.  Because whatever you can do to help SR, you can do to make Bio and others even better.  However, I do understand your points and they are, of course, valid.

    • Like 1
  20. While I love this idea, just for the fact it'd be nice to add people to it, like a regular arc, I think the coding changes might be too massive for this.  You're being auto-sidekicked down to level-appropriate range, not sure that can be done outside of a task force instance.

     

    It would be that or REMOVE LEVELS completely from missions/arcs/tf's, etc.  Make it all SCALABLE, which is also a massive code-change undertaking, but would be cool.  I think Guild Wars 2 did this with their zones.  Other games, too (SWTOR, etc).

     

    The GW2 solution solves a lot of problems but would be a monstrous undertaking, but I'd love it!

  21. I think there are a lot of sets and powers that could benefit from a review.  From what I understand, there is a to-do list to bring some (or many) of them into a more "normalized" (for lack of a better word) consistency, so the disparity isn't so obvious.  At the same time, I agree that there needs to be such disparities for the thematic players, or at the very least "it's nice to have variety" - there will ALWAYS be a Flavor of the Month (FOTM), right now and for the entirety of Homecoming, it's been Bio Armor. 

     

    Should all armor sets perform as well as Bio, or should Bio be re-tooled to bring it down to the rest (which is I think what was going to happen before the shut-down, but I could be wrong).  Maybe this is the question.  It could also be asked of Titan Weapons.

     

    It would be nice to see the glaring, silly holes filled (e.g. dark's knockback), and there are some armor set powers that really could use a buff or something (e.g. Fire Armor - why do we rarely ever see it outside of farming?  That's why.)  The issue with the "new" armor of Bio, is that it is IDEAL.  It is a LAYERED system.  Defense, Resist, Regen, Absorb, Heal.  Very strong.  Some sets like SR (who someone actually thinks is "absolutely OP" in end-game, lol) is a one-trick pony.  Granted the scaling resistance stuff added near the time of shut-down (and I think buffed since SCORE) is helpful, but SR is not at all OP in the end-game, unless your idea of end game is council missions from a police scanner.

     

    SR (and any purely defense set) suffers an issue that ALL defense suffers:  if it works, it's OP, if it doesn't, it's terrible.  Well, the game cannot have 100% defense, so there's always a case when defense fails and man, is it noticeable.  Unless you have layers backing it up.  If SR was to allowed work, it would be OP, but the massive amounts of defense debuffs and non-positional/non-typed damage really work it.  SR was the corner the devs painted themselves into, IMHO, you can tell by what they did for Ninjitsu (lol).

     

     

    • Like 1
  22. Plus by using powexecAUTO you do not get the "hum hum" of a power not ready (powexecname).

     

    Also, I use the /bind s "+backward$$powexecauto <Destiny>" for my travel-interrupting Destiny clicky (e.g. Ageless); it's been a fairly simple thing to train my brain to move backward once in a while to fire it off.   I keep the various WASD auto powers in a separate tray so I visually see what's up/whats fired off, etc.

     

    It's a much better system than the silly bindloadfile stuff.  I use that for inspiration combining:

    Spoiler

    *** One-Key Combining Inspirations into REDS ***
        (T1, T2, T3 - all w/ no rez/breakfrees, turned off @P2W).  Make three (3) text files in <CoH Directory>\data (ex: E:\Games\CoH\data) called SRed.txt, MRed.txt, and LRed.txt - each containing the single keybind (Numpad 0, if you want another key, change it in the files) below:

     

    SRed.txt
        NUMPAD0, "inspcombine Catch_a_Breath Enrage$$inspcombine Insight Enrage$$inspcombine Luck Enrage$$inspcombine Respite Enrage$$inspcomine Sturdy Enrage$$bind_load_file MRed.txt"

     

    MRed.txt
        NUMPAD0, "inspcombine Take_A_Breather Focused_Rage$$inspcombine Keen_Insight Focused_Rage$$inspcombine Good_Luck Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Rugged Focused_rage$$bind_load_file LRed.txt"

     

    LRed.txt
        NUMPAD0, "inspcombine Second_Wind Righteous_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Resurgence Righteous_Rage$$inspcombine Robust Righteous_Rage$$bind_load_file SRed.txt"

     

    *** If you turned off T1 (small inspirations), then use these two (2) text files:

     

    MRed.txt
        NUMPAD0, "inspcombine Take_A_Breather Focused_Rage$$inspcombine Keen_Insight Focused_Rage$$inspcombine Good_Luck Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Rugged Focused_rage$$bind_load_file LRed.txt"

     

    LRed.txt
        NUMPAD0, "inspcombine Second_Wind Righteous_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Resurgence Righteous_Rage$$inspcombine Robust Righteous_Rage$$bind_load_file MRed.txt"

     

    Now, in your keybinds.txt file (default game directory, not the in the .\data directory) add this to your file:
        NUMPAD0, "bind_load_file MRed.txt"  OR  in-game, type:  /bind NUMPAD0 "bind_load_file MRed.txt"


    This is just a kick-off.  Now, in game, when you press the 0 key on the number pad, it will convert ALL tier 2's (that you have 3 of) into Reds.  Press it again and it will convert ALL tier 3's (that you have 3 of) into Reds.  Nice.  Spam Numpad0 and you're golden.  Gotta have at least 3 to combine.


    Edit as desired, if someone wants something OTHER than reds, let me know and I can whip up a custom one.

     

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