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Everything posted by PLVRIZR
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We both built to +4 your base, since when exempted, you still get to use five levels above the leader. If *you* are going to lead, then yes, you'd need to skip the 14th and 16th power. Attacks use an algorithm which matches your best defense/resist against all possible damage types. So if it's an AOE grenade, which does Lethal damage, the logic checks AOE Def and Lethal Defense and applies the attack to whichever is better for you. Then, if it hits, it uses the Lethal Resist, to calculate final damage.
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Update: Ported the SO-only build to Beta and loaded my favorite S/L farm: "Just Teh Council Empire" (Dreck map), at +3/x4. The mobs are close together, so it winds up as a x8 anyway... Wasn't faring well, until I realized the minimum level for that AE is 40. Whoops. Still did better at +14, than I would have expected... Stepped out and reloaded a 1-54 Council farm. This one was on the cargo/container ship interior map. At the far end of the opening catwalk, I tried to taunt a foursome from the two bunched groups, but got all eight anyway. 2 Lieuts (purple 29s) and 6 Minions. With knocking them down with Hand Clap and stunning Lieuts with Jab, I could have stood there, for hours, as the regen outpaced the damage (mostly a stream of 1s, from the chain guns, a few <10s from grenades and an occasional 14-17 damage from the Lieuts kicks). Used Dull Pain once, at about 80% health, just to make sure it worked. Here's the chunk, if you're interested: https://www.midsreborn.com/builds/download.php?uc=890&c=416&a=832&f=HEX&dc=78DA9592DB4EC2401086B70728940242A14034CA2D89A9C6C46BA382C6842624784F6AB3C2C65A485B0C5CFA42BE806FE121EA437878833A742758B87393F6EBFEF3CFCEEC6EAD595B7B38BF3F228276EADA4130B8B4BD1BEA67AC6968876CEC1118DA891D30A779E1DD350F0E1510B6B969D0A6D7D40BA80991A9EB51DFBE622E0BE79B18B6A84BA9D99F4EE0BB1FFAD41B8623A2F5C663D7EC527BC2BC613E9E9CB1E1288459259E7566E067B7D4E30DE4B8C55D78F4CE8439E6B1EF84CC19587610527F5E877E76E079CAC24B58B41B89A40C902522AE71572538224214AE3D439EC0F3240135B9BCCA34F205BC12CF17A412D73495F3156229AC9F5ACBCB201F5B50166B29CA6A4C5DA301F12CF70A59F46A32E71ED4CCE13E628256034F1EB57C816B6FD053117B2AE2BA1B6B7C074F293E80482A619DB2BCCA0A5284B88E3574F44AC02AF65945CDC0B5F7A1CF1AF78B358CD5B1DFBAC1F901F51B3C9F34B04EF49FD19297171F6DC9890B96F862DDA4A673AD27630A68F1DE41FB54973F0211D0F795D4F050BFFF3451C0CB2F200DE44FD293460FB282FC050A639A74
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Sorry to un-Necro a post, but I can't find where the published server volume numbers are (i.e. at what point you are forbidden to run two accounts). I'm thinking I'm remembering 1,500 users, but can't find the official reference...
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You didn't mention whether this was a pre-funded project (but I assume it is, so my example is uses mostly SOs, but four level-appropriate specials and five non-uniques. Total spend would be 10-15M, if you bought recipes and elements, rather than full /AH prices. Same about Snarks 😆...so here's what an Inv fanboy came up with: These stats do have Invincibility active with 10 mobs (defense drops from 29% to 16.4%, with only one enemy), but as a resistance build, you're almost capped with S/L and will scale to cap with the Reactive Defenses scaling resistance kicking in, when your HP starts to drop. Speaking of HP, hit Dull Pain and it jumps to 2,889. When the Preventative Medicine +absorb procs, you add another 577 HPs in absorb shield. Level 25 S/L mobs, against a tank with 3,466 HP, 30% Def and 88.2% Res, will take a while. You could hold aggro against Council and let your team farm them, all day long... Inv also comes with 50% DDR, right out of the box. Since you plan on teaming, I kept Taunt (spend another couple inf. and get the Perfect Zinger chance for +psi damage for shats and gaggles) and Hand Clap is your predominate "attack" (with a KB to KD, to keep them close to you). Again, the requested goal is to remain standing, not to be the damage dealer. Kick will be in your attack rotation, though, with +recharge, doubling your claps. Jab gets disorient enh, also to mitigate rather than cause damage. You won't have enough end to constantly use Sands of Mu or Blackwand/Nemesis Staff, I don't imagine, but having them at your disposal, would be a must. I also spent a few inf on BotZ KB protection in SJ, because at 14 points, you'll never, ever, get knocked down at this level. Inv's 10 (via Unyielding) is probably adequate, but you're planning to be THE tank, for your team(s). This would absolutely be a must for a Dark or Fire tank, unless you want to spend your time getting up, instead of knocking the bad guys down. Not nearly as unhittable as Bill's SR build, unless there are defense debuffers around, and I'm looking at you, Death Mages. The Posi TFs would be tough with a defense-only build at +3, IMHO, but it's been a LONG time since I ran SR in those, and it was a scrapper, on Live. Finally, if you want an SO only version (or a no-holds-barred/money-is-no-object version), I'll run those for you, as well. Here's the link/chunk: https://www.midsreborn.com/builds/download.php?uc=866&c=439&a=878&f=HEX&dc=78DA9552CB4AC34014BD4946D3475A6DABAD2F7CACA420F501AEC5378A0541F72596B10EC6B424A9E8D2853FE0C6BFF007FC0B1FA8E0CEB50F70E52A5E732FDA76E7407232E79C3BF7CC64CA272BD6D5FAD90268D6B263FB7E65D7760FA5172B37033B50751770584BB6AFAAE31BEEF1F8DCBC89C428992A2B725FBABE2CA1D2745CE9D97BCA51C1E930CB65E94859DA6936F07B27F0A45B0B0EC0DAAED79DD296B41BCAADA5A2C99AAA1D0438EB8B66AB27E85747D2A50049B2383F9EDC6A43554B8B5E3550D54AD9F603E99D0E609E317C6EE2F8D27EE2863A641184017A074E258047089027EE16EB34AA33349338916DC76EC63BF41AE4D58C0C715682F01EB52EEEDFD5511763BC2E0298DCCB34DBB54407E6518F73AF387B2D41388D3D93BC8F642F7105F4A4984B3DEB00B3021E30530F67EAE1757B3BF0113D99E800423DC37DB2A21D75E473B40EE4CE696D03B97ECED7CF75F92F23D266305F81B2E8850988B88121C61711E113F61DE435073FA92EFCCF18112D3F13284051FC5E8270AB55CF91BE2D58462EDA3372AF89DF0B001AFBDEFF384D7BA570E94D242605BCB5FAD3E4FF68F55FD201A52F10FB047C03F73EA274 Here are the 100% SO build Stats (Invinc still at 10 enemies):
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Interface (Incarnate Power) vagaries
PLVRIZR replied to Scarlet Shocker's topic in General Discussion
Diamagnetic isn't a bad choice for Melee characters. -
^---this x100 Hasten is one of the keys, for sure. Rage and double Rage make up some of the difference, as well. Invincibility takes to-hit enhancements, so the Gaussian build up proc goes off constantly and automatically. 6-7 seconds between stomps isn't that bad...they're just getting up when being put down, again 😆 Once incarnated, you get to pick another great AOE. I choose Mighty, to go along (thematically) with Stomp, but take Ion, if you want max damage. I also use all six Armageddon's in Stomp (fire damage proc makes a big difference) and liberally use Melt Armor for debuffing. Sure I get blinded by Arachnos (no Focused Accuracy), but also get Char to hold Sappers. Even blinded, your AOEs still cause damage. Agree that waiting until 38 for Stomp takes patience, but even at the lower levels (especially once you get Invincibility), you can tank pretty much anything and teaming is the key. SS isn't ever the greatest pick for speedy map clearing, for sure, but it teams so perfectly with Inv, that it makes up for it in safety. Here's my favorite tank and my go-to for just a silly fun time, at any level, in any content, even fire farming hitter support. Numbers are with one stack of each AT special, 5 mobs for Invinc, Hasten, one stack of Rage, Resilient Core and Melee Core (Tough toggled off, lol). Add in Dull Pain and Ageless and it's really ridiculous. NUTCRCKR https://www.midsreborn.com/builds/download.php?uc=1562&c=764&a=1528&f=HEX&dc=78DA65945B53126118C7DF8545012141445014150F80CA0A6A331DA70B4BC7038DA3D62D83B52113830CA09333D54C33D9E1AEACC6CFD04D1FA0ACABFA029D3CD457F05069DA153DECFF1961869D81DFB3FF7DDEE7F4BEBBD13B972D6F461F5C1292653815CFE562B3F1F46D356B8C2EE6E3F9E4425AD065BD7A6D76787A78623AB6745A095793E28557ECB27A4B4DE754652CBDB4984AABD9F85C3295CC2F7BF871544DA9AA32B398217B269F55D389FCBCB04C2D2CA49449359E49A61356ED66249998CFD39D59BB9BC9A8EA4DBB6652DC642E89A0F62B99E40D656A39ABC6A2F15C5ECD2EBBA99210FD3E9BE84F2A565AD08920197E59E85CC41659C8037A2122B2E8330BBE0A06F154D634DB13D0FB18EC7C04F6AC301F825F28BE84F8B274A847FCBFA07C04561D83967FE0575AA3473E9D7E42D2E21827C1E628F88D7C0C1CD73004AD6A10340F807D1166187C1714A21A6BF4D587E8CD78049A8F41CB01D84F3D9B508330E5749AE6A2EDAB8126D5FC84E6F5C07F839CAD1CDBEAC51C4FB5327D60A81D5428762DCFB3F607D6DBB6C1862DD0BD098636B89EEFE026E5B14B06AD6FFB1F687523985BDD38D83E0676BE468D11CAE7E07C8E57D897FA97CC1760C32AE87ECEFBF98C75EAD9C97D392790AF690C6C1F073B46411DF9BAE02B5C2BC8BD45F536F23E35FE465D4DBFC0E67DAE770FECDF0507A85E8F76680AC2D34B70C8424FB15B78F62D7C4EBD7E709B72B4E299DCCACFDABA98ECD3D609F6074099E2F9B82F9F13E7A3C3C6AC07FD0E7088EAE982AFA1EB22FAEA3EC33C0B06CF31CF833D17401FE50960AD1428F612318AA046590C52DC5E3EE7BD77096E3AABF7C0D07DB0780C14EE5BF9883D897C020F2C4284797D785DA7CD29F29EF9010CCA27EF77A1593E798F314C8A3159AE55A1E6299997902679E0B7633E798F851482B65BAE05A0ED95349D741DF3EB1EC7CCFD3B3827FB251F495A434EFF2ACFADBC9E025D225CA1442A94C10A65A84231D94EBE2A85047D09223C158BAB64AF3B4A769DB364AF15755EFBD657D2E3E6923D5766FF075A61F010 Hasten on autocast. Level 50 content attack chain: Taunt (with psi damage)/Herd/Stack, Mighty, Melt Armor, Rage, Stomp, Jab, Haymaker, KoB, lather, rinse, repeat. Usual props to Hyperstrike and Infinitum for build advice, as all my Inv builds have copied/borrowed/stolen from them 😁
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Second this. So durable, so satisfying. Incarnated = immortal (for now).
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And wouldn't it be capitalized, as a formal name? 😉
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I'm aware, and have also made significant scratch...but it's a giveaway, so buying attuned versions seemed in line with what MarineX was asking. Catalysts routinely go for $1.5M, so add that to your recipe plan.
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Great list, but you'll be hard pressed to find any of the PVPs for $5M or less, these days.
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Unbreakable Guard +7.5% HP. Currently in the $4M range.
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...and keeping it a single slot, you can use the Perfect Zinger chance for Psi damage proc, to insult them to the level of causing damage 😝 I use this model, on all my tankers.
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Stone tank in Granite armor doing Martial Arts. Close second is staff and the breakdancing moves. I also agree with Mighty Judgement (Core), followed by Foot Stomp.
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I was also about a year late to HC (was pre-I1 on Live), and most of my tank names were gone (because they were popular), so I started with the "license plate" theme...see sig. Has worked, reasonably well.
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Being a former Champions dice & paper veteran, I was ecstatic when CoH came out in 2004. All I wanted to do was fly and blast, so I chose the character. Yup, the classic NRG/NRG blaster was born. I also quickly learned that I didn't like dying, much, and once I got my first speed boost, from a teaming kinetic, I created a Kin defender, again...me choosing the character. I agree 100% with Erratic, in that whether the toon sticks or not, is relational.
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Awesome job! Did I miss a DB/WP scrapper?
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...and I think (and agree) that is the point. Trying to get back to where teamwork by multiple ATs is required to complete a task or kill...err "arrest" a target. Kinda like in college, where the exams were designed to crush the smartest person in the class (my brick wall was Physical Chemistry/Thermodynamics in a Biophysics major) and then grade on the curve. Nothing like scoring a 55% and still getting a "B" 😁
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Dang, thought it was 15, but only have one MA tank...a modified Brunker by @Sovera Stone/MA has some of the most entertaining animations, while in Granite form. Nothing quite like seeing a 3,000 lb rock monster do a flying side-kick and backflip to reset 😝. I'm a bit worried about the non-Granite Stoner build, however. @Hyperstrike would need to weigh in.
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Yeah, that 15% boost in Def from Storm Kick really cranks it up.
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Unless you're Invulnerable with a mob of 10 around you (Invincibility for the win) . But I agree, only 50% DDR, yet still don't have any real issue with the squid ambush in ITF or the Rularuu eyeballs.
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Best "Crow" theme I could think of is Dark Blast/Martial Combat. I agree that Dark Manipulation is the correct secondary, thematically, but none of the primaries fit. Have you thought about a Scrapper?
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Surprisingly, NUT got held and spun in the air by GW, but didn't die. Dr. Aeon, however, seemingly one-shotted me, even after I had hit Dull Pain to enter the battle. Something about a device that helps, that I didn't wait for...oh well. Fun times, for sure. I also remember no deaths on LR. Thanks again, Witty for leading. 😁
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I haven't remade any of my scrappers, from Live, but I'm now going to use your model with an old favorite...DB/WP (SlicerDicer). See everyone else, when he's 50.
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I hear you. Worse yet are the players who enter the next mish door (if in another zone), before the leader zones...and then the difficulty changes to their setting. If I'm not the team leader, I follow their lead. Usually playing a tank, once inside I'll send a tell to the team: "Say when". Sometimes the leader says roll, sometimes we wait for everyone to enter the mish. The key is communication and following the team leader's, well, lead.
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Several of my tanks have teamed with "Los Infiernos" and I can attest to the quality of Cen's build. Freaking microwave melting butter, for sure!