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thorasaurus

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Posts posted by thorasaurus

  1. Elec/nin obviously. Force chokes, light sabers, and sith lightning... oh my!

     

    Refer to this sturdy as nails shocked/critical sith lord. I have an elec/nin as well, and confirm, it's hella fun.

     

  2. 4 hours ago, Uun said:

    It's a few years old, but I think this is the guide you're looking for.

     

     

    Thanks!! Going by the last build, I did an update on Redlynne's crazy elude build to bring it in line with the ability to skip t1 powers on the secondary and came up with this silliness. It has taunt unlike the original. It's just softcapped defense without storm kick, but you can alternate Elude and Unleash potential with unrelenting to cover the crash. Swapped crane kick for cobra strike to get a force feedback proc for silliness.

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Martial Arts
    Power Pool: Force of Will
    Power Pool: Leadership
    Power Pool: Presence
    Power Pool: Speed

    Hero Profile:
    Level 1: Focused Fighting

    • (A) Red Fortune - Defense/Endurance
    • (9) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Defense/Endurance/Recharge
    • (13) Red Fortune - Defense
    • (15) Red Fortune - Endurance
    • (15) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Storm Kick

    • (A) Superior Might of the Tanker - Accuracy/Damage
    • (11) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (11) Superior Might of the Tanker - Damage/Endurance/Recharge
    • (13) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (33) Superior Might of the Tanker - Damage/Recharge
    • (40) Superior Might of the Tanker - Recharge/Chance for +Res(All)

    Level 2: Focused Senses

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (3) Red Fortune - Defense/Endurance
    • (3) Red Fortune - Defense
    • (5) Red Fortune - Defense/Recharge
    • (5) Red Fortune - Endurance/Recharge
    • (7) Red Fortune - Defense/Endurance/Recharge

    Level 4: Mighty Leap

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 6: Practiced Brawler

    • (A) Recharge Reduction IO

    Level 8: Maneuvers

    • (A) Reactive Defenses - Scaling Resist Damage

    Level 10: Warrior's Provocation

    • (A) Recharge Reduction IO

    Level 12: Evasion

    • (A) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense/Recharge
    • (19) Red Fortune - Defense
    • (19) Red Fortune - Defense/Endurance/Recharge
    • (21) Red Fortune - Endurance
    • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 14: Dodge

    • (A) Red Fortune - Defense
    • (39) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Defense/Endurance
    • (45) Kismet - Accuracy +6%

    Level 16: Agile

    • (A) Red Fortune - Defense
    • (39) Red Fortune - Defense/Recharge
    • (45) Red Fortune - Defense/Endurance
    • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 18: Lucky

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (40) Shield Wall - Defense
    • (40) Shield Wall - Defense/Recharge
    • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 20: Dragon's Tail

    • (A) Superior Gauntleted Fist - Accuracy/Damage
    • (21) Superior Gauntleted Fist - Damage/RechargeTime
    • (23) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
    • (23) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
    • (25) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
    • (25) Superior Gauntleted Fist - RechargeTime/+Absorb

    Level 22: Crane Kick

    • (A) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Damage
    • (34) Mako's Bite - Damage/Endurance
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Force Feedback - Chance for +Recharge

    Level 24: Focus Chi

    • Hamidon Origin:Membrane Exposure

    Level 26: Tactics

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance

    Level 28: Unrelenting

    • (A) Panacea - Heal/Endurance
    • (29) Panacea - Endurance/Recharge
    • (29) Panacea - Heal/Recharge
    • (31) Panacea - Heal/Endurance/Recharge
    • (31) Panacea - Heal

    Level 30: Hasten

    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO

    Level 32: Elude

    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO

    Level 35: Crippling Axe Kick

    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (36) Crushing Impact - Damage/Endurance
    • (36) Crushing Impact - Accuracy/Damage/Recharge
    • (36) Crushing Impact - Accuracy/Damage
    • (45) Crushing Impact - Damage/Recharge

    Level 38: Project Will

    • Hamidon Origin:Nucleolus Exposure

    Level 41: Provoke

    • Hamidon Origin:Endoplasm Exposure

    Level 44: Intimidate

    • Hamidon Origin:Endoplasm Exposure

    Level 47: Unleash Potential

    • (A) Preventive Medicine - Heal
    • (48) Preventive Medicine - Heal/Endurance
    • (48) Preventive Medicine - Endurance/RechargeTime
    • (50) Preventive Medicine - Heal/RechargeTime
    • (50) Preventive Medicine - Heal/RechargeTime/Endurance
    • (50) Preventive Medicine - Chance for +Absorb

    Level 49: Quickness

    • Hamidon Origin:Microfilament Exposure

    Level 1: Gauntlet 


    Level 1: Brawl
  3. Hi! I know I saw a build somewhere for SR/MA once upon a time, but I can't find it. I know SR/MA is an overkill defense dependent build and shield is probably better once tricked out (plus it gives DDR to your team) but it doesn't fit my character concept! This is the SchroedingerCat, escaped from the deathtrap box and seeking revenge on her former owner, Erwin, for attempted murder.

     

    The goal is to softcap defense outside of storm kick (easy) and then try and get resists to 30s across the board outside of the tanker ATO proc. I also sought out hp and recovery where available. I picked up unrelenting as an oh crap power.

     

    I don't have gloom in the build, instead it is just pure melee and only 3 ST attacks + one AOE. I feel like this is enough granted the other things i typically have to do in an average fight (position, taunt, keep up storm kick, and look fabulous doing eagle's claw).

     

    So in hopes someone can find a better build, this is what I've got put together. Any expensive purples are in here simply because I already have them, but mostly I chased resistance bonuses with cheaper frankenslotting.

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Martial Arts
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Presence
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Focused Fighting

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (3) Shield Wall - Defense
    • (3) Shield Wall - Defense/Endurance
    • (5) Shield Wall - Defense/Recharge
    • (5) Reactive Defenses - Defense
    • (7) Reactive Defenses - Scaling Resist Damage

    Level 1: Storm Kick

    • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
    • (7) Superior Might of the Tanker - Accuracy/Damage
    • (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (9) Superior Might of the Tanker - Damage/Recharge
    • (11) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (11) Superior Might of the Tanker - Damage/Endurance/Recharge

    Level 2: Focused Senses

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (13) Luck of the Gambler - Defense
    • (13) Luck of the Gambler - Defense/Endurance
    • (15) Luck of the Gambler - Defense/Recharge
    • (15) Luck of the Gambler - Endurance/Recharge
    • (17) Luck of the Gambler - Defense/Endurance/Recharge

    Level 4: Agile

    • (A) Reactive Defenses - Defense
    • (17) Reactive Defenses - Defense/Endurance
    • (19) Reactive Defenses - Defense/RechargeTime
    • (19) Reactive Defenses - Defense/Endurance/RechargeTime

    Level 6: Practiced Brawler

    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO

    Level 8: Fly

    • (A) Hypersonic - Flying
    • (21) Hypersonic - Flying / Increased Fly Protection

    Level 10: Dodge

    • (A) Shield Wall - Defense/Endurance
    • (23) Shield Wall - Defense
    • (23) Shield Wall - Defense/Recharge
    • (25) Shield Wall - Defense/Endurance/Recharge

    Level 12: Warrior's Provocation

    • (A) Perfect Zinger - Chance for Psi Damage
    • (25) Perfect Zinger - Threat/Placate/Recharge

    Level 14: Evasion

    • (A) Shield Wall - Defense/Endurance
    • (27) Shield Wall - Defense
    • (27) Shield Wall - Defense/Recharge
    • (29) Shield Wall - Defense/Endurance/Recharge
    • (29) Perfect Zinger - Threat/Placate
    • (31) Perfect Zinger - Chance for Psi Damage

    Level 16: Cobra Strike

    • (A) Hecatomb - Damage
    • (34) Hecatomb - Damage/Recharge/Accuracy
    • (34) Hecatomb - Damage/Endurance
    • (34) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    • (36) Superior Blistering Cold - Recharge/Chance for Hold

    Level 18: Lucky

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Recharge
    • (37) Luck of the Gambler - Endurance/Recharge
    • (39) Luck of the Gambler - Defense/Endurance/Recharge

    Level 20: Dragon's Tail

    • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
    • (39) Superior Gauntleted Fist - Accuracy/Damage
    • (39) Superior Gauntleted Fist - Damage/RechargeTime
    • (40) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
    • (40) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
    • (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

    Level 22: Quickness

    • (A) Run Speed IO

    Level 24: Focus Chi

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 26: Boxing

    • (A) Empty

    Level 28: Crippling Axe Kick

    • (A) Gravitational Anchor - Chance for Hold
    • (42) Mako's Bite - Accuracy/Damage
    • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (42) Mako's Bite - Damage/Endurance
    • (43) Mako's Bite - Damage/Recharge
    • (43) Mako's Bite - Accuracy/Endurance/Recharge

    Level 30: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (31) Impervium Armor - Psionic Resistance
    • (31) Unbreakable Guard - +Max HP
    • (33) Unbreakable Guard - Resistance
    • (33) Unbreakable Guard - Resistance/Endurance
    • (33) Unbreakable Guard - RechargeTime/Resistance

    Level 32: Eagles Claw

    • (A) Hecatomb - Damage/Recharge
    • (46) Hecatomb - Chance of Damage(Negative)
    • (46) Hecatomb - Recharge/Accuracy
    • (48) Focused Smite - Accuracy/Damage
    • (48) Focused Smite - Damage/Endurance
    • (48) Focused Smite - Accuracy/Endurance/Recharge

    Level 35: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 38: Conserve Power

    • (A) Recharge Reduction IO

    Level 41: Physical Perfection

    • (A) Panacea - +Hit Points/Endurance
    • (43) Numina's Convalesence - Heal
    • (45) Numina's Convalesence - Heal/Endurance
    • (45) Numina's Convalesence - Heal/Recharge

    Level 44: Provoke

    • (A) Accuracy IO

    Level 47: Intimidate

    • (A) Accuracy IO

    Level 49: Unrelenting

    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Preventive Medicine - Chance for +Absorb

    Level 1: Brawl

    • (A) Empty

    Level 1: Gauntlet 


    Level 1: Sprint
  4. On 3/29/2022 at 2:42 AM, StriderIV said:

    I do hear that Elec/Elec can do amazing things, especially in organized teams.

    I usually tell people to stay under my bubble for status resist and end drain resist and then I stay a little bit behind melee. I try to avoid running off to support solo cowboys on teams as any defender regardless.

     

    Usually people see everyone with constantly full endurance bars near me and figure it out. 🙂

    • Thumbs Up 1
  5. I am preferential to elec/elec for small group or itrials both. I have enough drain and -regen and absorbs for my team to handle anything.

     

    Amp up will also give everyone on your team power boost. You get all the resist of thermal and all the heal of thermal plus end refills, recharge and you become an absolute tank 

    • Like 1
  6. This is me at vet level 15. I solo on +1/+8 by flying in to packs of mobs, dropping faraday cage, summoning sparky if he is too far for bouncing, and aoe'ing away. I have a macro to bounce buffs on him in combat, but I am usually pre-buffed with amp up + insulating circuit, so once I have capped resists from the cage, I don't get hurt too badly. I haven't even used sets yet as you can see and it runs just fine without any trickery. One thing you'll notice is the performance shifter + multiple power transfer: chance to heal. With energizing circuit, you get 10% of your endurance + the full end recovery with one cast. The chance to heal triggers off each person it hits. So this is an enormous self-heal and end recovery move every 10 seconds. I am also incredibly attack-light for single target attacks. Usually, this is fine though, since I am busy casting buffs + aoe. I may swap in zapp or hasten someday instead of thunder strike though. I use agility and amp up and between those two powers, everything that isnt an AV is within shock/low end range within 2 hits. I might also swap the gaussian out into tactics - i had it there initially to see if i could get multiple applications per bounce like energizing circuit, but i couldnt. Galvanic sentinel doesn't proc the stun from what i've seen, sadly.

    image.thumb.png.3df57de51a58cf510d130ce36fa47503.pngimage.thumb.png.0596f833dbfbecc90e08db1cafee4d33.pngimage.png.411d3df6cb7b89d5229a4fd543a60b44.png

    • Like 2
  7. On 8/8/2021 at 5:56 AM, Lusiphur Malache said:

    I was wasting time on my dark/martial blaster yesterday when a friend started recruiting for a LRSF that wasn't a speed run.  I join up with a couple defenders, a stalker, a corrupter, a scrapper, and a controller. Yeah, very interesting team, but nothing ventured, nothing gained and i'm not looking for anything.

     

    Long story short, I end up tanking BSB and Manticore plus stay on the frontline for all the other hero fights.  Last mission Numina decides to make it her personal task to keep me dead.  Team wipes twice before we complete at which point the scrapper says, "Blasters belong in the back." I clench my teeth, quit the sf, but here we are 12 hours later and I still here their words.  I thought CoX had moved past this kind of talk. *plink, plink*

    I would just reply "scrappers shouldn't be so squishy LoL" because I am a petty, petty trash talker.

    • Haha 1
  8. On 5/24/2021 at 6:45 PM, honoroit said:

    SmartSelect_20210518-203727_Instagram.thumb.jpg.3ca591587c27a2cc9dd2f710517f7f47.jpg

    So panacea works in soothing aura. 

     

    Itll extend the +HP/end to people within the bubble.

     

    I presume the others do too (miracle recovery, doctored wounds regen, numinas recovery)?? 

     

    Not sure about preventive medicine as that seems to be a global proc that goes of whenever you lose health, even if you never ACTIVATED something to give it a chance to. 

     

    But ya, pain Dom / sonic my new fav healer. 

     

    On another note... Why is electrical affinity thought to be bad end game?... Because no strong debuff? 

     

    I just wanted to say that is one badass drawing!

     

    • Thumbs Up 1
  9. 20 hours ago, Sancerre said:

    titan weapons is fine set but the tanker AoE arc/radius benefits were specifically _NOT_ alloted towards titan weapons... i left the link at the bottom of the post for your reference... making it slightly less desirable for Tankers specifically compared to Brute/Scrapper.

     

    As for TW itself -- The single target damage is still solid, the momentum is far less annoying than it used to be, and the endurance use feels more manageable, but the damage output is definitely lower than it used to be.

     

    as far as gloom is concerned, it doesnt really 'ruin' anything but i would say it is not really 'necessary' for titan weapons because it already has great single target options.  gloom would probably be used in an 'optimal' single target DPS chain, where you use gloom as momentum is expiring.  to be clear on that... they 'fixed' the redraw with most abilities.  things like recasting auto-hasten would be a royal pain before.  i dont personally use the soul pool but fireball for example doesnt have any glaring conflicts.  that said you probably still wouldnt want to 'waste' your momentum time casting gloom if you can avoid it.

     

    dont let any of the comments scare you though.  TW is still a great set, just no longer the 'king'.

     

     

    They must have missed poor staff in the redraw pass. It has no redraw option 😞

  10. 21 hours ago, BrandX said:

     

    But they lack the cool titan weapon looks 🙂

     

    However, thanks for the info.  Sounds like Gloom is not the way to go.  Maybe Ice for the Hold (which I like to have for Hami/LGTF) is the way to go.

    YES I wish I had the cool Titan weapon looks available. we need more of them for sure! I am super interested if you can get this to work!

  11. if TW is like Staff, and iirc it is on this one aspect, you have to redraw your sword after using any attack that isnt TW. So gloom breaks momentum and forces a redraw. FWIW Your dark armor heal should NOT do this with TW if you spam a TW attack during the animation, since i am able to redraw staff mid-heal (DA/staff)

     

    i personally don't like TW on tank because i need to manuver mobs facing away from my team to avoid cones/aoe from hitting my team. I also have a bigger cap of targets i can hit and most of my sets have expanded arcs. so all the goodies TW naturally gets, every other set gets too, but without the drawbacks that TW has  (momentum mechanics).

  12. On 7/6/2021 at 1:23 AM, Hyperstrike said:

     

    Only pretty much sums it up

     


    Glad you like it!

     

    And here's a basic stab at a nearly Resist-Capped build.

     

      Hide contents

    This Hero build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Ungranite Vanilla Ice: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Sorcery
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), ShlWal-ResDam/Re TP(3), Rct-ResDam%(5)
    Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(25)
    Level 2: Stone Skin -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), GldArm-3defTpProc(9), StdPrt-ResDam/Def+(9)
    Level 4: Frost -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34)
    Level 6: Earth's Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(43)
    Level 8: Mud Pots -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(25), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(31)
    Level 10: Taunt -- PrfZng-Dam%(A)
    Level 12: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(50)
    Level 14: Kick -- FrcFdb-Rechg%(A)
    Level 16: Brimstone Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19)
    Level 18: Build Up -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit(48), AdjTrg-ToHit/EndRdx/Rchg(50), GssSynFr--Build%(50)
    Level 20: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23)
    Level 22: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23)
    Level 24: Ice Patch -- RechRdx-I(A)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
    Level 28: Minerals -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29)
    Level 30: Freezing Touch -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(34), SprEnt-End/Rchg(37), SprEnt-Acc/Hold/End(39), SprEnt-Acc/Hold/End/Rchg(39), SprEnt-Rchg/AbsorbProc(39)
    Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33)
    Level 35: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37)
    Level 38: Mystic Flight -- BlsoftheZ-ResKB(A)
    Level 41: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(42)
    Level 44: Frozen Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Conserve Power -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 35: Arcane Power
    Level 50: Resilient Core Paragon
    ------------

     

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    I am disappointed that you werent able to call yourself Rocky Road!

  13. On 4/12/2020 at 8:46 PM, marcoiron said:

    Helo guys, I am an old times CoH player returning to the community after a long long time and decided to create a fire ninja RP inspired character. I read in another topic something about the /Ninja powers being complete garbage but I would like to give it a try since it is important to my character background and playstyle. Any build suggestions that would make it viable for late game playing (both pvp and pve)??. I am having a hard time finding anyone playing with this combination to help me.....Thank you all in advance, I am having a great time coming back to the game!!!!

    I don't know about anyone else, but I had an issue with ninja not proccing Shinobi as much with Fire and Ice as it did with other primaries (water, sonic). Shinobi especially only procs off the fire primary damage part (not the dot) and does not give credit for most of the dot portions of Ice damage's hold attack (tired, I forget the name, bitter ice blast? not the bad slow one that replaces a snipe). With Water (excepting whirlpool, which cannot proc it) it procced a lot. This was on test with characters I bumped up to 50 with SO's, so nothing super fancy IO wise, just a test drive to see how they "felt". Sonic and water felt the most fun and water seemed to do the most damage, especially when I got the occasional double shinobi water jet.

    • Like 1
  14. On 6/2/2021 at 9:43 AM, FUBARczar said:

    Invuln can cover that whole while having all the rest Invuln has to offer, While Stone is either or, and Non-granite Stone is inferior to every other Tank IMO

     

    I made a Invuln/DM which softcaps def S/L/E/N/F/C and maxes out Resist to S/L/E/N and has reaches 72% resist to psi with the +Res Proc and with capped HP.  I will take that Invuln over any Stone tank every day of the week, and twice on Sundays. No -rech, no -dmg, no -movement, no changing forms, etc, etc.

     

    And the same goes for Shield IMO, well and every other set 😜

    can you share your invuln/dm tank with me? I just rolled up Wally Funk as an Invuln/DM and wanted a peep at your build 🙂image.thumb.png.fe2a2d02e794ca6f12e499bfadb1a3e2.png

    • Thumbs Up 1
  15. On 7/31/2020 at 3:13 PM, Hyperstrike said:


    Teleport.

    back in my day invulnerability had to teleport just like granite and we LIKED tolerated being weaker than stone as a tradeoff so we could see our costumes! I mean at least granite could MOVE! Invulnerability tanks couldn't move AND tank!

    • Like 1
  16. 28 minutes ago, brasilgringo said:

    Weird.  Do you have a confuse IO (like contagious confusion) in one of your attacks in our around what you use to generate Gamma Ray?  Can you post your build?

    Nope! no IO's at all, I am a lvl 7 water/Atomic blaster with just P2W enhancements and empty sockets 🙂

     

     

    Basically, if you use a power that "generates positive particles" around a target and one that "generates negative particles" around a target, they get the gamma ray effect. Order doesn't seem to matter. It lands on lieutenants (didn't try a boss to experiment) and lasts long enough that they die confused. The powers themselves say what types of particles they generate. IIRC The immobilize and hold do positive particles and the first melee attack does negative particles.

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