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Heraclea

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Everything posted by Heraclea

  1. That will be a tight build. Because of the combo system, to take maximum advantage you will want to take every attack. There will be some that say that the only combo you need is Attack Vitals. I do not agree, why deny yourself the fun and concept of your secondary, and as a tanker that means you will have an anemic attack chain before 35. Because you are a tanker you want Taunt also. And there are no really skippable powers in Invulnerability other than Unstoppable, which I cannot recommend bothering with at all. Its only use is as a mule to slot a proc or global from a resistance set. And you have plenty of other places for them. Postpone but take the passives, and use them as your resistance mules instead. The good news is that your slots are relatively free to go where you want them. I agree with the Major: four slot your toggles and prioritize recovery and at least five slot your single target attacks and six slot your AoEs. The exception here is Invincibility, which hankers after a fifth slot to put a Gaussian's Chance for Buildup in, The passives do fine with one slot except for Tough Hide, which wants 3 defense or the equivalent. Resist Elements, Resist Energies, and Resist Physical Damage, in that order. Get Gladiator's Armor +DEF, Steadfast Protection +DEF. and Unbreakable Guard +HP, in that order. Gladiator's opens at 10, Steadfast at 12, Unbreakable at 17. Only the Steadfast is improved at all by catalyzing; the rest just need to be minimum level. Three slots for Health: Panacea (10), Miracle (17), Numina's (27) random heals and endurance procs frankenslotted there in each. Earliest possible level is best for all of them. I also recommend Conserve Power from Energy ancillary pool, which is handy and doesn't eat slots, and which opens up Physical Perfection, which also does not eat slots and which gives you another place to stick a Performance Shifter +End. For up to five of your single target attacks, slot four Kinetic Combats. I buy the uncommon Acc/Dam for 20 merits, make four of them, then run in-set 3-converter gambles until you draw a straight. Do not disdain the Chance for Knockdown; with many of those working it makes a big difference. The fifth slot is for a plain Accuracy. As Dual Blades you will want a shedload of Accuracy. Dropping a Kismet +ToHit into Tough is worthwhile. You will want Tough, which means a throwaway power of Kick or Boxing; I usually take Kick with weapon sets. This is a damned nuisance, especially with a build this tight, but so it goes. Weave will also help you move towards the softcap defense. For fighting pool toggles endurance reduction is job one. The good news is that with all your secondary attacks Hasten will not be necessary. I leave that to your discretion.
  2. In the days before ED and GDN, I had TP Foe on Heraclea. Builds were freer back then in some ways; you did have to take Fitness but you could do without Tough and Weave. At any rate, TP Foe was her 'invisible magic lasso.'
  3. Bessie Jones and the Sea Island Singers - Daniel in the Lion's Den
  4. Odd, I now have a Praetorian character in my TB SG. Base macro is very handy for 'Find Mission Exit'. Odd things happen if the character tries to enter a normal zone.
  5. Going to need three porters for blueside anyways, so I add the coop zones there. This way one teleporter serves for all of redside. Wish there were porters for Praetoria.
  6. This is why I typically make my redsiders rogues and my badge farmers vigilantes rather than full scale villains.
  7. For Posi 1 there is a simple trick. You can run it early as level 8. If you do have a level 8 character on the team, pass them the star and have them start the TF. Ruin Mages will not appear, and ghosts will be much fewer in number.
  8. Chambers Brothers - Time Has Come Today
  9. This is Heraclea's tanker build, which is largely focused around making endurance irrelevant. As a brute you'd have to do things a little differently, but not much. I did not go all in for recharge here; on a tanker you have time. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Heraclea: Level 50 Mutation Tanker Primary Power Set: Invulnerability Secondary Power Set: Dark Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Flight Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(7), Ags-EndRdx/Rchg:50(11), Ags-ResDam/EndRdx/Rchg:50(15), Ags-ResDam:50(43) Level 1: Shadow Punch -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(3), KntCmb-Dmg/Rchg:35(7), KntCmb-Dmg/EndRdx/Rchg:35(13), SprGntFis-Dmg/Rchg:50(33), SprGntFis-Dmg/EndRdx/Rchg:50(48) Level 2: Dull Pain -- NmnCnv-Heal/Rchg:50(A), NmnCnv-Heal/EndRdx/Rchg:50(3), NmnCnv-Heal:50(50), NmnCnv-EndRdx/Rchg:50(50) Level 4: Shadow Maul -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(5), SprMghoft-Acc/Dmg/Rchg:50(5), SprMghoft-Dmg/EndRdx/Rchg:50(11), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(33), SprMghoft-Rchg/Res%:50(34) Level 6: Super Jump -- Jump-I:50(A) Level 8: Unyielding -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(9), Ags-EndRdx/Rchg:50(9), Ags-ResDam/EndRdx/Rchg:50(13), Ags-ResDam:50(46) Level 10: Taunt -- PrfZng-Dam%:50(A) Level 12: Boxing -- Acc-I:50(A) Level 14: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(15) Level 16: Siphon Life -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Acc/Dmg/Rchg:50(17), TchoftheN-Heal/HP/Regen/Rchg:50(17), TchoftheN-Acc/Heal:50(33), TchoftheN-Acc/EndRdx/Rchg:50(34), TchoftheN-Acc/EndRdx/Heal/HP/Regen:50(34) Level 18: Invincibility -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg:50(19), LucoftheG-Def:50(19), LucoftheG-Def/EndRdx/Rchg:50(40), GssSynFr--Build%:50(42) Level 20: Touch of Fear -- SphIns-ToHitDeb:50(A), SphIns-Acc/ToHitDeb:50(21), SphIns-Acc/Rchg:50(21), SphIns-Acc/EndRdx/Rchg:50(37), SphIns-ToHitDeb/EndRdx/Rchg:50(43), SphIns-%ToHit:50(43) Level 22: Tough -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(23), Ags-EndRdx/Rchg:50(23), Ags-ResDam/EndRdx/Rchg:50(31), Ags-ResDam:50(48) Level 24: Weave -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def:40(25), GifoftheA-Def/EndRdx/Rchg:40(25), GifoftheA-Run+:40(48) Level 26: Tough Hide -- LucoftheG-Def:50(A), LucoftheG-Rchg+:50(27), LucoftheG-Def/EndRdx:50(27), LucoftheG-Def/Rchg:50(31) Level 28: Soul Drain -- Mlt-Acc/Dmg:50(A), Mlt-Dmg/EndRdx:50(29), Mlt-Dmg/Rchg:50(29), Mlt-Acc/EndRdx:50(31), Mlt-Acc/Dmg/EndRdx:50(42), Mlt-Dmg/EndRdx/Rchg:50(42) Level 30: Resist Energies -- StdPrt-ResDam/Def+:30(A) Level 32: Resist Elements -- UnbGrd-Max HP%:50(A) Level 35: Dark Consumption -- EffAdp-EndMod:50(A), EffAdp-EndMod/Rchg:50(36), EffAdp-EndMod/Acc/Rchg:50(36), EffAdp-Acc/Rchg:50(36), EffAdp-EndMod/Acc:50(37), EffAdp-EndMod/EndRdx:50(37) Level 38: Midnight Grasp -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(39), KntCmb-Dmg/Rchg:35(39), KntCmb-Dmg/EndRdx/Rchg:35(39), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(40), SprGntFis-Rchg/+Absorb:50(40) Level 41: Resist Physical Damage -- GldArm-RechRes:50(A) Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45) Level 47: Physical Perfection -- PrfShf-End%:50(A) Level 49: Air Superiority -- CrsImp-Acc/Dmg:50(A), CrsImp-Acc/Dmg/Rchg:50(50) Level 1: Brawl -- Acc-I:50(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 -- Jump-I:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(45), Pnc-Heal/+End:50(45) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(46), PrfShf-EndMod/Rchg:50(46) ------------
  10. I managed to do a simple conversion of the text attachment to a Libre Office spreadsheet, which I am hopefully attaching: ,enhancement_ingredients.ods
  11. I have never troubled myself with them on a HC blaster. Just about any other character that I enjoy enough to finish leveling will have all three, usually frankenslotted in Health.
  12. I have noticed that some of the warehouses in AP briefly appear to be on fire. This is especially noticeable when traveling from City Hall to Perez Park, like you were running Numina. I know that in some of the new lowbie arcs that replaced the old school origin arcs, this area of Atlas is under attack from Arachnos and the status of the plot changes the mobs and items encountered in the area. I never paid enough attention when the effect appeared to notice whether the character had leveled through the new material or old school. It might have something to do with it, but I don't know how or why. I use Recall Friend on stealthists to collect the team to the boss room when Assemble is down. Has not failed me yet.
  13. Kings of the Sun - Drop the Gun
  14. That was an intentional reference... 😉
  15. When WP had the aura penalty, I would aim for Salt Crystals and Quick Sand in the build. Still think they're a good idea generally, adding useful -def and control and allowing the slotting of many procs.
  16. Going to have to make a Reunion character to check that out.
  17. Mazzy Star - Fade Into You RIP David Roback, guitarist
  18. Christopher Lee - Massacre of the Saxons
  19. William Shatner - Spleen / Lucy in the Sky with Diamonds
  20. My electric/electric blaster is a blapper. Most of the key powers are PBAoE. I stealth into mobs and incapacitate them first and hope nothing misses.
  21. Right now I'm looking at Electric/Willpower or Electric/Energy, Willpower seems like it would be very different on a Stalker. But its mez protection offers protection against terrorize and confuse. That's only available come level 16, though, which seems to be the same as most sets. Energy looks attractive on paper. It gets a more basic protection at level 10. And it's a toggle. But it's a defense set, and those tend to be late bloomers.
  22. Same results here, both trying to login, and for server status tool.
  23. Finally starting to get semi-interested in building a solo character to work through Praetoria. Figure a stalker might be good for the zone since my existing hero stalker is a mission completion specialist and the main Praetoria payoff is the story lines. Criteria I am looking for include: * ASAP mez protection. This is Praetoria we're talking about, and I don't see this having much entertainment value without it. Toggle mez protection is best; click protection is a definite turnoff. * Attack set I haven't used before. Prefer not to reuse Dark Melee, Staff, StJ, Fire, Kinetic, or Radiation; have high level characters with those. Prefer something more exotic than smash/lethal. * Toughness versus Praetorian mobs. So what combo should I roll?
  24. This is why I don't mind Synapse terribly. It is a bit long, but it's usually over in around two hours. It can take a raw level 15 character and boost them to where they're ready to slot level 25s in a single afternoon. It's a good way to get over that hump and kit a character with XP and merits. A long TF with a lot of defeat alls serves a purpose if you are running it at level. On the other hand, both Manticore and Sutter are weekly targets today. I saw at least ten Manticores being formed, filling, and successfully run. I saw maybe one Sutter and it took more than half an hour to fill on Torchbearer. All of the TFs of its era -- Sutter, Apex, Tin Mage -- have a single and horrible flaw that severely detracts from their playability. If you die or otherwise get separated from the team, they strand you without a clue where to go to rejoin them. Inadequate maps are a serious problem. Hospital jails, where you have to time your death properly so you don't have to wait for open doors, are also just stupid annoyances.
  25. When I received the Bard badge during i14, I immediately created: After the badge was made inaccessible, I did not dare to even check his list.
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