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Redlynne

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Posts posted by Redlynne

  1. When I started playing in Issue 2 (yes, I started that long ago) ... I didn't even have a computer of my own to play the game on.  I would go to the computer lab at the university I was attending, sit down in front of a computer and INSTALL and PATCH for over an hour before I could play the game.  Since the computer I was at would wipe itself after I logged out, I had to install and patch every single time I wanted to play.  After a few months of doing this, a friend of mine took pity on me and gave me a computer I could install City of Heroes onto in order to play from home (on 56k dialup, no less) so I didn't have to keep using school computers in order to play the game.

     

    My first character was a Martial Arts/Super Reflexes Scrapper ... and in those days, only Scrappers could use Martial Arts, and only Scrappers had Super Reflexes.

    Before Enhancement Dysfunction hit, I was able to create what I called a NO GET HITSU!! build that was softcapped versus Melee, Ranged and AoE ... and I loved my Scrapper!

     

    And then Enhancement Dysfunction hit without advance notice and ... my pride and joy character was BROKEN.  The build I'd been playing that had been surviving at the defense softcap full time couldn't survive anymore.  Even Minions could smack me around without breaking a sweat because Enhancement Dysfunction RUINED MY CHARACTER build.  Full stop.

     

    I was so disgusted with Cryptic, and so disillusioned by their response to over 90% of the feedback being vehemently negative to the changes brought about by Enhancement Dysfunction that the game servers CRASHED and couldn't be brought back up for THREE DAYS.  And yet despite this "can you hear me NOW!?!" hatred coming from the community, Cryptic resolutely kept the slap in the face of Enhancement Dysfunction in place to make room for the forthcoming Invention System ... that it took them over TWO YEARS to actually get working and push onto the live servers.

     

    During those two years between Enhancement Dysfunction coming out and destroying my favorite character and the "fix" for it two years later, I stopped subscribing to City of Heroes entirely and instead subscribed to World of Warcraft and played it quite happily.

     

    Yes I'm still bitter about the debacle that was Enhancement Dysfunction, even after all these years.  Why do you ask?

     

    But what redeemed City of Heroes for me was the Invention system, released in Issue 9.

    I fired up the (then) new Mids Hero Planner, plotted out what I could do with Set Bonuses to return to the glory days of NO GET HITSU!!, discovered it was possible now to reclaim what I saw as my character's original "birthright" that had been stolen from me by Cryptic, and set about reclaiming my lost mantle of NO GET HITSU!! ... and it worked.  I came back to City of Heroes and stayed, going on to create other alts and other builds, which I would post on the forums (back then) for other people to admire/criticize/ignore.

     

     

     

    Well, with Homecoming now being "a thing" I went trawling through the wayback machine capture of the old City of Heroes forums and found ... one of the versions of my character.  It was somewhere around 100 pages of topic threads deep in the forum, but I found the build that I'd posted.

     

    Copy data hash.

    Import into Pine ... and ... there is was.  A character build that was very close to what I ultimately settled upon which was capable of holding the aggro of FIVE RIKTI MAGUS all at the same time, as a Scrapper no less(!), on Mothership Mondays on Virtue.

     

    The first time I pulled that stunt of holding the aggro of FIVE RIKTI MAGUS for upwards of 2 minutes while waiting for the "cavalry" to arrive to deliver the necessary DPS beatdown ... people were astonished to find me alive (and kicking!) under the dogpile, and "none the worse for wear" (as it were).  It got commented on in the chat channels.  People were impressed!

     

    And then I did it AGAIN on the next Mothership Raid right after.

    TWICE in the one run(!).

    Now people were talking about me in the chat channels in AWE ... because Rikti Magus were "raid killers" ... and here I was holding the aggro of FIVE RIKTI MAGUS on me so they couldn't disrupt the raid, and I was only a Scrapper ... not a Tanker.

     

    After that, I got something of a "reputation" for pulling this stunt, to the point where people would openly start joking in chat channels that if you wanted to know where my character was in the raid, just look for the pile of frustrated Rikti Magus who couldn't kill me and who couldn't get away from me before the Beatdown Crew arrived to find me at the bottom of yet another dogpile of FIVE RIKTI MAGUS again.

     

    I would just say in local chat that "Rikti Magus are my natural prey." ... and return to the job of scooping them up so they couldn't go after anyone else.  Considering how they seemed to mess over so many other builds who couldn't withstand all the mez being thrown by that many Rikti Magus ... yeah, it's fair to say that my reputation on Mothership Raids was somewhat warranted.  ^_~

     

    Good times.  *^_^*

     

     

     

    But now, with Homecoming ... if I want to recreate that character and play the (signature) Martial Arts and Super Reflexes powersets, I'm not limited to the choice of Scrapper or Nothing anymore.

     

    I always called my MA/SR Scrapper either a "Pocket Tank" or later a Scranktroller (due to the Stuns and Taunt) who would joyfully dive in head first to take the alpha from Malta Sappers who frightened the Tankers (and everyone else, frankly) on my teams so as to make things "safe" for them to wade in and steal all the aggro from me once the danger of the alpha strike was over with.  But the thing was, as a Scrapper who could barely get past the 45% Defense vs Melee/Range/AoE softcap, there were simply $Targets it was too dangerous to square off against directly because they either had +ToHit buffs or they had enough Levels and Accuracy to shift my protection scheme off the Defense Softcap and start doing an unacceptably high/fast amount of damage to my Scrapper, such that survival was doubtful when exposed for too long to incoming attacks.

     

    In other words, my build was fantastic against Trash Mobs but had shortcomings against AVs and GMs.  My build could play aggro magnet against an AV ... for a little while ... but the (un)lucky hits were just coming in too frequently to be able to reliably survive for too terribly long.  It was just too dangerous for me to try and play aggro magnet against the REALLY heavy hitter AVs and GMs, since it only took 2 hits before I'd be faceplanted, and against them I wasn't at the Defense Softcap relative to their Level.

     

     

     

    Well that changes NOW.

     

    Behold ... the SR/MA Tanker ... new and improved using Pine for Issues 24+ ...

     

     

     

    But before we get to the actual build (and yes, you'll want to peruse this in Pine if you're really interested) ... there are a few things I want to mention about some of the sneaky/tricky things I've gotten up to in this build.

     

    What sort of sneaky/tricky things?

    Well ... the kind of sneaky/tricky things that would have made Back Alley Brawler say a few choice words about the "clever use of game mechanics" ... kind of like how he reacted to watching Players use Oil Slick Arrow to mass rez entire Hamidon Raids after a raid wipe (and didn't know that was even possible).

     

    Yeah ... kinda like that ... but since this post is getting long enough already with the trip down memory lane, I'll just put the important design points to pay attention to in the next post here.  :D

  2. Oh, one more question about the slotting of Mass Confusion. Why do you slot "Perplex - Accuracy/Confused/Recharge" as the sixth slot instead of going for the Psi-Dmg Proc and full set bonus of Malaise's Illusions (Increases Ranged Defense by 3.13% & Increases Energy and Negative Energy Defense by 1.565%)?

     

    Because slotting a damage proc into power that does NOT alert mobs (to attack you) is a HUGE mistake.

     

    Without that proc, you can use Mass Comedy and when the duration ends the affected mobs won't attack you.

    With a damage proc, you can use Mass Comedy and when the duration ends the affected mobs WILL attack you ... and the Bosses that you didn't stack enough MAG onto will attack you immediately.

     

    So slotting damage into ANY Confuse power is NOT recommended.

  3. You want to think of the Pets as being "disposable minions" rather than a main/major source of damage.  Granted, at best they can be a way to soak incoming damage/aggro, but they can serve a purpose as cannon fodder ... rather than taking that fire yourself.  And if you're fighting "close" to them, you can keep them within range of your auras, they'll be pretty well protected so they can survive beyond a few hits.  At the very least, they can help you solo stuff you'd otherwise be reluctant to engage head on ... alone.

  4. This is an update of the build I used up through Issue 23 which won MVP on Tanker Tuesdays where I would ensure that NO OTHER TANKERS could get any aggro during an ITF run.  The build plays a lot like a Brute (in other words, VERY aggressively) because of the endurance drain with all of the toggles running.  Fortunately Energy Absorption mitigates that to a substantial extent.

     

    There are a LOT of tricky little bits going on in the slotting of the powers here.  You'll want to load up the build in Pine and have a look ... starting with the Perfect Zinger proc in Frozen Fists.

     

     

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Ice Armor

    Secondary Power Set: Ice Melee

    Power Pool: Sorcery

    Power Pool: Medicine

    Power Pool: Leadership

     

    Hero Profile:

     

    Level 1: Frozen Armor

    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (3) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (5) Luck of the Gambler - Defense: Level 27
    • (5) Luck of the Gambler - Recharge Speed: Level 25

    Level 1: Frozen Fists

    • (A) Overwhelming Force - Accuracy/Damage: Level 27
    • (36) Overwhelming Force - Endurance/Recharge: Level 27
    • (36) Overwhelming Force - Accuracy/Damage/Endurance: Level 27
    • (36) Overwhelming Force - Damage/Endurance/Recharge: Level 27
    • (37) Overwhelming Force - Accuracy/Damage/Endurance/Recharge: Level 27
    • (37) Perfect Zinger - Chance for Psi Damage: Level 21

    Level 2: Chilling Embrace

    • (A) Taunt Duration IO: Level 50
    • (7) Taunt Duration IO: Level 50
    • (7) Impeded Swiftness - Chance of Damage(Smashing): Level 10
    • (9) Pacing of the Turtle - Chance of -Recharge: Level 20

    Level 4: Frost

    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (9) HamiO: Centriole Exposure (+2 Dam/Range)
    • (11) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27
    • (11) Annihilation - Chance for Res Debuff: Level 20
    • (13) Pacing of the Turtle - Accuracy/Endurance: Level 27
    • (17) Pacing of the Turtle - Chance of -Recharge: Level 20

    Level 6: Wet Ice

    • (A) Endurance Reduction IO: Level 50

    Level 8: Mystic Flight

    • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)

    Level 10: Taunt

    • (A) Mocking Beratement - Taunt: Level 27
    • (46) Mocking Beratement - Taunt/Recharge: Level 27
    • (48) Mocking Beratement - Taunt/Recharge/Range: Level 27
    • (48) Mocking Beratement - Accuracy/Recharge: Level 27
    • (48) Mocking Beratement - Taunt/Range: Level 27
    • (50) Mocking Beratement - Recharge: Level 27

    Level 12: Icicles

    • (A) Gauntleted Fist - Accuracy/Damage: Level 27
    • (13) Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 27
    • (15) Gauntleted Fist - Damage/Endurance/RechargeTime: Level 27
    • (15) Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 27
    • (17) Gauntleted Fist - RechargeTime/+Absorb: Level 27
    • (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

    Level 14: Hoarfrost

    • (A) Numina's Convalesence - Heal/Recharge: Level 31
    • (37) Numina's Convalesence - Heal/Endurance/Recharge: Level 31
    • (40) Unbreakable Guard - Endurance/RechargeTime: Level 27
    • (42) Unbreakable Guard - RechargeTime/Resistance: Level 27
    • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 27
    • (42) Unbreakable Guard - +Max HP: Level 20

    Level 16: Injection

    • (A) Siphon Insight - Accuracy/Endurance/Recharge: Level 50

    Level 18: Glacial Armor

    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (19) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (19) Luck of the Gambler - Defense: Level 27
    • (21) Luck of the Gambler - Recharge Speed: Level 25

    Level 20: Ice Patch

    • (A) Recharge Reduction IO: Level 50

    Level 22: Aid Self

    • (A) Preventive Medicine - Heal: Level 27
    • (23) Preventive Medicine - Heal/Endurance: Level 27
    • (23) Preventive Medicine - Endurance/RechargeTime: Level 27
    • (25) Preventive Medicine - Heal/RechargeTime: Level 27
    • (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
    • (27) Preventive Medicine - Chance for +Absorb: Level 27

    Level 24: Maneuvers

    • (A) Luck of the Gambler - Defense/Endurance: Level 27
    • (43) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (43) Luck of the Gambler - Defense: Level 27
    • (43) Luck of the Gambler - Recharge Speed: Level 25

    Level 26: Energy Absorption

    • (A) Luck of the Gambler - Defense/Recharge: Level 27
    • (29) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
    • (29) Luck of the Gambler - Defense: Level 27
    • (31) Luck of the Gambler - Recharge Speed: Level 25
    • (31) Efficacy Adaptor - EndMod/Recharge: Level 27
    • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27

    Level 28: Freezing Touch

    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (33) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (33) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27
    • (33) Blistering Cold - Recharge/Chance for Hold: Level 10
    • (34) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (34) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 30: Tactics

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

    Level 32: Hibernate

    • (A) Recharge Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50

    Level 35: Assault

    • (A) Endurance Reduction IO: Level 50

    Level 38: Frozen Aura

    • (A) Eradication - Damage: Level 27
    • (39) Eradication - Accuracy/Recharge: Level 27
    • (39) Eradication - Damage/Recharge: Level 27
    • (39) Eradication - Accuracy/Damage/Recharge: Level 27
    • (40) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
    • (40) Call of the Sandman - Chance of Heal Self: Level 20

    Level 41: Permafrost

    • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
    • (50) Gladiator's Armor - TP Protection +3% Def (All): Level 10

    Level 44: Build Up

    • (A) Recharge Reduction IO: Level 50
    • (50) Recharge Reduction IO: Level 50

    Level 47: Victory Rush

    • (A) Endurance Modification IO: Level 50

    Level 49: Vengeance

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 1: Brawl

    • (A) Accuracy IO: Level 50

    Level 1: Gauntlet

    Level 1: Prestige Power Dash

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Slide

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Quick

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Rush

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Surge

    • (A) Run Speed IO: Level 50

    Level 1: Sprint

    • (A) Celerity - +Stealth: Level 15

    Level 2: Rest

    • (A) Recharge Reduction IO: Level 50

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Run Speed IO: Level 50

    Level 2: Health

    • (A) Numina's Convalesence - Heal: Level 31
    • (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30

    Level 2: Hurdle

    • (A) Jumping IO: Level 50

    Level 2: Stamina

    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    ------------

    ------------

    Set Bonus Totals:

    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 12.88% Defense(Smashing)
    • 12.88% Defense(Lethal)
    • 10.38% Defense(Fire)
    • 10.38% Defense(Cold)
    • 12.88% Defense(Energy)
    • 12.88% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 11.31% Defense(Ranged)
    • 10.06% Defense(AoE)
    • 6.75% Max End
    • 6.25% Enhancement(Max EnduranceDiscount)
    • 36% Enhancement(Accuracy)
    • 53.75% Enhancement(RechargeTime)
    • 7.5% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 386.5 HP (20.63%) HitPoints
    • 7.5% JumpHeight
    • 7.5% SpeedJumping
    • MezResist(Confused) 26.25%
    • MezResist(Held) 26.25%
    • MezResist(Immobilized) 26.25%
    • MezResist(Sleep) 26.25%
    • MezResist(Stunned) 26.25%
    • MezResist(Terrorized) 26.25%
    • 2.5% (0.04 End/sec) Recovery
    • 98% (7.65 HP/sec) Regeneration
    • 10% ResEffect(SpeedFlying)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(SpeedRunning)
    • 4.5% Resistance(Smashing)
    • 4.5% Resistance(Lethal)
    • 3% Resistance(Fire)
    • 3% Resistance(Cold)
    • 6% Resistance(Energy)
    • 6% Resistance(Negative)
    • 2.25% Resistance(Toxic)
    • 2.25% Resistance(Psionic)
    • 7.5% SpeedRunning

    ------------

    Set Bonuses:

    Luck of the Gambler

    (Frozen Armor)

    •   10% (0.78 HP/sec) Regeneration
    •   21.08 HP (1.13%) HitPoints
    •   9% Enhancement(Accuracy)
    •   7.5% Enhancement(RechargeTime)

    Overwhelming Force

    (Frozen Fists)

    •   12% (0.94 HP/sec) Regeneration
    •   3% DamageBuff(All)
    •   28.11 HP (1.5%) HitPoints
    •   2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)

    Annihilation

    (Frost)

    •   1.35% Max End

    Pacing of the Turtle

    (Frost)

    •   2.25% Resistance(Toxic,Psionic), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%

    Mocking Beratement

    (Taunt)

    •   1.8% Max End
    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    •   3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    •   7.5% Enhancement(RechargeTime)

    Gauntleted Fist

    (Icicles)

    •   1.8% Max End
    •   3.75% Resistance(Energy,Negative), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
    •   10% (0.78 HP/sec) Regeneration
    •   3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)

    Numina's Convalesence

    (Hoarfrost)

    •   12% (0.94 HP/sec) Regeneration

    Unbreakable Guard

    (Hoarfrost)

    •   2.5% Enhancement(EnduranceDiscount)
    •   2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
    •   140.6 HP (7.5%) HitPoints

    Luck of the Gambler

    (Glacial Armor)

    •   10% (0.78 HP/sec) Regeneration
    •   21.08 HP (1.13%) HitPoints
    •   9% Enhancement(Accuracy)
    •   7.5% Enhancement(RechargeTime)

    Preventive Medicine

    (Aid Self)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   35.14 HP (1.88%) HitPoints
    •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   3.75% Enhancement(EnduranceDiscount)
    •   8.75% Enhancement(RechargeTime)
    •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

    Luck of the Gambler

    (Maneuvers)

    •   10% (0.78 HP/sec) Regeneration
    •   21.08 HP (1.13%) HitPoints
    •   9% Enhancement(Accuracy)
    •   7.5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Energy Absorption)

    •   10% (0.78 HP/sec) Regeneration
    •   21.08 HP (1.13%) HitPoints
    •   9% Enhancement(Accuracy)
    •   7.5% Enhancement(RechargeTime)

    Efficacy Adaptor

    (Energy Absorption)

    •   21.08 HP (1.13%) HitPoints

    Blistering Cold

    (Freezing Touch)

    •   10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)

    Lockdown

    (Freezing Touch)

    •   3% DamageBuff(All)

    Gaussian's Synchronized Fire-Control

    (Tactics)

    •   7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
    •   35.14 HP (1.88%) HitPoints
    •   2.5% (0.04 End/sec) Recovery
    •   2.5% DamageBuff(All)
    •   2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)

    Eradication

    (Frozen Aura)

    •   1.8% Max End
    •   3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    •   42.17 HP (2.25%) HitPoints
    •   12% (0.94 HP/sec) Regeneration

    Steadfast Protection

    (Permafrost)

    •   3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)

    Gladiator's Armor

    (Permafrost)

    •   3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)

    Luck of the Gambler

    (Vengeance)

    •   7.5% Enhancement(RechargeTime)

    Numina's Convalesence

    (Health)

    •   12% (0.94 HP/sec) Regeneration

     

     

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

     

    • Like 1
  5. Mind and Time can be pretty busy on their own so it might be nice to have those Leadershop toggles running and focus on the primary and secondary.

     

    Prior to Paragon Studios getting shut down, I was playing a Mind/Kinetics build that took all 9 Primary and all 9 Secondary powers, because you can't avoid any of them.  That was a Mad Clickfest™ of a combo, since pretty much everything you did, aside from Telekinesis, was a Click power.  Busy busy busy BUSY!!

     

    Do you have any problems with your endurance with this build?

     

    Once you get to Level 22 and can slot in Level 25 common IOs, I wouldn't anticipate any endurance problems of note ... aside from using Telekinesis of course, because Telekinesis is an endurance hog that Cryptic/Paragon Studios nerfed into the ground when they put a max targets limit of FIVE on it, instead of letting it affect 10 or even 16 $Targets like it had before the Max Targets nerf.

     

    I'm Lvl 19 now and really like the versatility of this build.

     

    Glad to hear you're enjoying it!

    Once I finally get all of my "old build" concept characters laid out in Pine and posted here on the forums, I'll finally be able to get around to downloading the game client and trying to log in and play ...

  6. Simply wanted to give thanks for your layout and explanation; it really made things easy to understand and figure out how things work.

     

    Here's the best part of this build.

     

    A HUGE factor in how effective it is depends on Player Skill and Situational Awareness(!).  There are simply too many variables involved to be able to reduce what this build can do down to a simplistic spreadsheet analysis and then use that analysis to RELIABLY predict how it will play.

     

    For example ... with full Set Bonuses active (so Exemplar Level 28+) you can have multiple Distortion Fields out.

    What happens when you stack them in the same area?

    Well, presumably the zone of NO ESCAPE becomes incredibly hard to get out of, short of Teleporting.

     

    Remember ... having a good build will only take you so far.

    The rest is on You The Player to make extraordinary!

  7. Well, I think you've sold me on Misdirection!  I hadn't realized that it included a nice resistance debuff as well. It also helps that it's another power that can get by with no additional slotting and still be quite useful. And of course you're already going into Concealment for a couple of powers that can slot LotG +Recharge IOs, so all in all it seems like a pretty solid option compared to some of the other additional power choices out there.

     

    Yes ... as a collection of One Slot Wonder powers, it's kind of hard to top Stealth+Grant Invisibility+Misdirection.  Certainly in the context slot hungry Tri-Form Kheldian builds, being able to get utility out of the power(s) AND be able to use them for Luck of the Gambler slot mules AND not need to toggle them (back) on in order to use them when Form shifting starts becoming a pretty tall order of restrictions.  However, in the context of a Peacebringer, the only time you'd want to toggle on Stealth would be to also toggle on Sprint to use the Stealth IO slotted there so as to achieve "full" invisibility for tactical positioning when it comes to opening up with alpha strikes on clusters of $Targets from surprise.  Simply write a macro that will detoggle both Sprint and Stealth for you in a single click (easy enough to do) and you're set for being able to make alpha strikes from "perfect" positions.

     

    But what really sold me on Misdirection was the fact that you could use the power in more than one way.  You can use it for Resistance debuffing and/or Placate for escapes to reposition.  That just opens up a whole plethora of Ebil Ideas™ for options of how to both engage and disengage if you get in over your head ... because having OPTIONS for how to use your powers (and why!) is a Good Thing™.  For one, it keeps you from devolving into a One Trick Pony who can't handle any disruption of your preferred engagement tactics ... and two ...

    ...

     

    As for Solar Flare... I find I'm really liking Radiant Strike since picking it up a few levels ago, so at the moment I'm rather reluctant to swap it out. Also, if I'm not mistaken, the Knockback to Knockdown IO is unique, so I would have to choose between slotting it in either Solar Flare or Dawn Strike, yes? I would have guessed that it might be better to put it in Flare since that power should likely see more use over time, but I see that you left it in Dawn Strike in your newest build (the one which includes Solar Flare).

     

    Yes, the Knockback to Knockdown IO is unique, so you can only have ONE of them in your entire build.

     

    The reason why I keep it in Dawn Strike instead of Solar Flare is because Dawn Strike has a 25ft PBAoE radius and does 18.694 MAG Knockback (100% of the time).  This will HURL anything nearby to you FAR AWAY from you.

    By contrast, Solar Flare has a 15ft PBAoE and does 4.154 MAG Knockback (80% of the time).  It is doubtful that this is enough Knockback to throw a $Target beyond the range of Dawn Strike.

    So you can use the smaller radius of Solar Flare to "toss" $Targets into the wider radius of Dawn Strike and still hit them without subsequently "launching" them into neighboring zip codes when using Dawn Strike to follow Solar Flare.

    And with Stealth + Sprint with Stealth IO you can maneuver into the "best" position to deploy this combo and then unleash it very nearly "at will" from a position of surprise, making for an extremely nasty opening alpha strike.

     

    Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

    Position yourself "just so" within a spawn group for maximum (area of) effect.

    Light Form.

    Inner Light.

    Solar Flare + Dawn Strike + Misdirection (if needed for Placate) ... reset for Round 2 (if needed).

     

    Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

    Position yourself "just so" within a spawn group for maximum (area of) effect.

    Light Form.

    Inner Light.

    Misdirection (for Resistance debuffing) + Solar Flare + Dawn Strike ... Incandescent Strike any surviving Boss ... Glinting Eye ... Solar Flare (again!) to wipe out surviving Minions and Lieutenants.

     

    In other words ... "Thank You For Playing" ... $Targets.

     

    On the flip side, I do find the additional AoE-focused strategies listed for your Solar Flare build to be quite intriguing! I suppose I may end up taking both Radiant Strike and Solar Flare in my build just to try them out and experiment for a few levels, and then performing a respec after deciding which I like better. In an ideal world I might ultimately keep both, but it does indeed seem like enhancement slots are comparatively hard to come by for Kheldians, and especially in tri-form builds. And with enough recharge it sounds like both wouldn't really be needed anyway. Decisions, decisions...

     

    To be quite honest with you, I find the Solar Flare option to be more finicky and complex than simply shifting to Nova Form and blasting away from a distance.  In my experience, "complex" setup plans rarely survive contact first contact with the steamroller of group play.  In a lot of cases, any strategy that requires 3-4 steps to get rolling is often times going to be "too slow" to execute in the fast pace of group combat.  Basically, no one is going to stop for 10-15 seconds to "let you do your THING" before resuming mayhem.  That's a luxury you can afford (and may find desirable) when soloing, but the sheer pacing of group combat often times obsoletes options for engagement just as fast as it opens them (see Corpse Blasting).

     

    The Cone and Target AoE attacks in Nova Form would be more effective (and efficient?) at converting endurance into damage on a rapidly cyclical attack chain basis, I'm thinking.  That's why I originally decided against taking Solar Flare (because, redundant) and because if you're going to take it at all you really need to be allocating slots to it in order to do that.  With Nova Form well slotted to deliver AoE from a distance, being able to deliver PBAoE alpha strikes like that took on reduced importance.  Instead, I was focusing my Human Form attack powers more on single target ranged+melee options, since Nova Form could easily deliver repeating AoE attack chains with little difficulty (and often superior tactical positioning to mitigate incoming damage).  Giving each of the Forms "distinct" roles to fill, rather than overlapping them too much, seemed more sensible (and sustainable) a build strategy and playstyle.

     

    Your mileage may vary, of course.

  8. Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Natural Peacebringer

    Primary Power Set: Luminous Blast

    Secondary Power Set: Luminous Aura

    Power Pool: Concealment

    Power Pool: Speed

     

    Hero Profile:

     

    Level 1: Gleaming Bolt

    • (A) Decimation - Accuracy/Damage: Level 27
    • (3) Decimation - Damage/Endurance: Level 27
    • (48) Decimation - Damage/Recharge: Level 27
    • (50) Decimation - Accuracy/Endurance/Recharge: Level 27
    • (50) Decimation - Accuracy/Damage/Recharge: Level 27
    • (50) Decimation - Chance of Build Up: Level 25

    Level 1: Incandescence

    • (A) Steadfast Protection - Knockback Protection: Level 10

    Level 2: Glinting Eye

    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (5) Entropic Chaos - Damage/Endurance: Level 27
    • (46) Entropic Chaos - Damage/Recharge: Level 27
    • (46) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (48) Entropic Chaos - Chance of Heal Self: Level 20
    • (48) Achilles' Heel - Chance for Res Debuff: Level 10

    Level 4: Essence Boost

    • (A) Preventive Medicine - Heal: Level 27
    • (5) Preventive Medicine - Heal/Endurance: Level 27
    • (19) Preventive Medicine - Endurance/RechargeTime: Level 27
    • (21) Preventive Medicine - Heal/RechargeTime: Level 27
    • (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27

    Level 6: Bright Nova

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21

    Level 8: Stealth

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 10: Hasten

    • (A) Recharge Reduction IO: Level 50
    • (11) Recharge Reduction IO: Level 50

    Level 12: Inner Light

    • (A) Recharge Reduction IO: Level 50

    Level 14: Grant Invisibility

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 16: Misdirection

    • (A) Accuracy IO: Level 50

    Level 18: Incandescent Strike

    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (42) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (42) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 27
    • (43) Blistering Cold - Recharge/Chance for Hold: Level 27
    • (43) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (43) Lockdown - Chance for +2 Mag Hold: Level 30

    Level 20: White Dwarf

    • (A) Unbreakable Guard - Resistance: Level 27
    • (21) Unbreakable Guard - Resistance/Endurance: Level 27

    Level 22: Reform Essence

    • (A) HamiO: Golgi Exposure (+2 End/Heal)

    Level 24: Conserve Energy

    • (A) Recharge Reduction IO: Level 50

    Level 26: Solar Flare

    • (A) Obliteration - Damage: Level 31
    • (45) Obliteration - Accuracy/Recharge: Level 31
    • (45) Obliteration - Damage/Recharge: Level 31
    • (45) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

    Level 28: Glowing Touch

    • (A) HamiO: Golgi Exposure (+2 End/Heal)

    Level 30: Pulsar

    • (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)

    Level 32: Photon Seekers

    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 31
    • (40) Expedient Reinforcement - Accuracy/Damage: Level 31
    • (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 31
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 31
    • (42) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50

    Level 35: Dawn Strike

    • (A) Obliteration - Damage: Level 31
    • (36) Obliteration - Accuracy/Recharge: Level 31
    • (36) Obliteration - Damage/Recharge: Level 31
    • (37) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
    • (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 33

    Level 38: Light Form

    • (A) Unbreakable Guard - Resistance: Level 27
    • (39) Unbreakable Guard - RechargeTime/Resistance: Level 27
    • (39) Titanium Coating - Resistance/Recharge: Level 50
    • (39) Aegis - Resistance/Recharge: Level 50

    Level 41: Restore Essence

    • (A) Healing IO: Level 50

    Level 44: Quantum Acceleration

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 47: Quantum Flight

    • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)

    Level 49: Group Energy Flight

    • (A) Endurance Reduction IO: Level 50

    Level 1: Brawl

    • (A) Accuracy IO: Level 50

    Level 1: Cosmic Balance

    Level 1: Energy Flight

    • (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)

    Level 1: Prestige Power Dash

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Slide

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Quick

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Rush

    • (A) Run Speed IO: Level 50

    Level 1: Prestige Power Surge

    • (A) Run Speed IO: Level 50

    Level 1: Sprint

    • (A) Run Speed IO: Level 50

    Level 2: Rest

    • (A) Recharge Reduction IO: Level 50

    Level 4: Ninja Run

    Level 10: Combat Flight

    • (A) Luck of the Gambler - Recharge Speed: Level 25

    Level 2: Swift

    • (A) Run Speed IO: Level 50

    Level 2: Health

    • (A) Numina's Convalesence - +Regeneration/+Recovery: Level 30

    Level 2: Hurdle

    • (A) Jumping IO: Level 50

    Level 2: Stamina

    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50

    Level 20: White Dwarf Antagonize

    • (A) Perfect Zinger - Chance for Psi Damage: Level 21

    Level 20: White Dwarf Flare

    • (A) Obliteration - Damage: Level 31
    • (29) Obliteration - Accuracy/Recharge: Level 31
    • (29) Obliteration - Damage/Recharge: Level 31
    • (31) Obliteration - Accuracy/Damage/Recharge: Level 31
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31

    Level 20: White Dwarf Smite

    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (31) Crushing Impact - Damage/Endurance: Level 31
    • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (33) Crushing Impact - Damage/Endurance/Recharge: Level 31

    Level 20: White Dwarf Step

    • (A) Time & Space Manipulation - +Stealth: Level 15

    Level 20: White Dwarf Strike

    • (A) Crushing Impact - Accuracy/Damage: Level 31
    • (34) Crushing Impact - Damage/Endurance: Level 31
    • (34) Crushing Impact - Accuracy/Damage/Recharge: Level 31
    • (34) Crushing Impact - Accuracy/Damage/Endurance: Level 31
    • (36) Crushing Impact - Damage/Endurance/Recharge: Level 31

    Level 20: White Dwarf Sublimation

    • (A) Preventive Medicine - Heal: Level 27
    • (23) Preventive Medicine - Heal/Endurance: Level 27
    • (25) Preventive Medicine - Endurance/RechargeTime: Level 27
    • (25) Preventive Medicine - Heal/RechargeTime: Level 27
    • (27) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
    • (27) Preventive Medicine - Chance for +Absorb: Level 20

    Level 6: Bright Nova Blast

    • (A) Entropic Chaos - Accuracy/Damage: Level 27
    • (15) Entropic Chaos - Damage/Endurance: Level 27
    • (17) Entropic Chaos - Damage/Recharge: Level 27
    • (17) Entropic Chaos - Damage/Endurance/Recharge: Level 27
    • (19) Entropic Chaos - Chance of Heal Self: Level 20

    Level 6: Bright Nova Bolt

    • (A) Accuracy IO: Level 50

    Level 6: Bright Nova Detonation

    • (A) Positron's Blast - Accuracy/Damage: Level 27
    • (11) Positron's Blast - Damage/Endurance: Level 27
    • (13) Positron's Blast - Damage/Recharge: Level 27
    • (13) Positron's Blast - Damage/Range: Level 27
    • (15) Positron's Blast - Accuracy/Damage/Endurance: Level 27

    Level 6: Bright Nova Scatter

    • (A) HamiO: Centriole Exposure (+2 Dam/Range)
    • (7) HamiO: Centriole Exposure (+2 Dam/Range)
    • (7) Detonation - Damage/Endurance/Range: Level 50
    • (9) Analyze Weakness - Accuracy/Recharge: Level 31
    • (9) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 50: Spiritual Core Paragon

    ------------

    ------------

    ------------

    Set Bonus Totals:

    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 6.75% Max End
    • 50% Enhancement(Accuracy)
    • 95% Enhancement(RechargeTime)
    • 12.5% Enhancement(Max EnduranceDiscount)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 76.3 HP (7.12%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 57.5%
    • MezResist(Held) 57.5%
    • MezResist(Immobilized) 57.5%
    • MezResist(Sleep) 57.5%
    • MezResist(Stunned) 57.5%
    • MezResist(Terrorized) 57.5%
    • 2.5% (0.04 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 10% ResEffect(SpeedFlying)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(SpeedRunning)
    • 14.25% Resistance(Smashing)
    • 14.25% Resistance(Lethal)
    • 12.75% Resistance(Fire)
    • 12.75% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 4.5% Resistance(Toxic)
    • 4.5% Resistance(Psionic)

    ------------

    Set Bonuses:

    Decimation

    (Gleaming Bolt)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   12.05 HP (1.12%) HitPoints
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)
    •   4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%

    Steadfast Protection

    (Incandescence)

    •   Knockback (Mag -4), Knockup (Mag -4)

    Entropic Chaos

    (Glinting Eye)

    •   10% (0.45 HP/sec) Regeneration
    •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Preventive Medicine

    (Essence Boost)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   20.08 HP (1.87%) HitPoints
    •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   3.75% Enhancement(EnduranceDiscount)

    Luck of the Gambler

    (Stealth)

    •   7.5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Grant Invisibility)

    •   7.5% Enhancement(RechargeTime)

    Blistering Cold

    (Incandescent Strike)

    •   10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)

    Lockdown

    (Incandescent Strike)

    •   3% DamageBuff(All)

    Unbreakable Guard

    (White Dwarf)

    •   2.5% Enhancement(EnduranceDiscount)

    Obliteration

    (Solar Flare)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   3% DamageBuff(All)
    •   9% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Expedient Reinforcement

    (Photon Seekers)

    •   1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   3% DamageBuff(All)
    •   6.25% Enhancement(RechargeTime)

    Obliteration

    (Dawn Strike)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   3% DamageBuff(All)
    •   9% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Unbreakable Guard

    (Light Form)

    •   2.5% Enhancement(EnduranceDiscount)

    Luck of the Gambler

    (Quantum Acceleration)

    •   7.5% Enhancement(RechargeTime)

    Luck of the Gambler

    (Combat Flight)

    •   7.5% Enhancement(RechargeTime)

    Obliteration

    (White Dwarf Flare)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   3% DamageBuff(All)
    •   9% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Crushing Impact

    (White Dwarf Smite)

    •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   12.05 HP (1.12%) HitPoints
    •   7% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Crushing Impact

    (White Dwarf Strike)

    •   1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
    •   12.05 HP (1.12%) HitPoints
    •   7% Enhancement(Accuracy)
    •   5% Enhancement(RechargeTime)

    Preventive Medicine

    (White Dwarf Sublimation)

    •   2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   20.08 HP (1.87%) HitPoints
    •   3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
    •   3.75% Enhancement(EnduranceDiscount)
    •   8.75% Enhancement(RechargeTime)
    •   GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)

    Entropic Chaos

    (Bright Nova Blast)

    •   10% (0.45 HP/sec) Regeneration
    •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   2.25% Max End
    •   6.25% Enhancement(RechargeTime)

    Positron's Blast

    (Bright Nova Detonation)

    •   2.5% (0.04 End/sec) Recovery
    •   2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
    •   9% Enhancement(Accuracy)
    •   6.25% Enhancement(RechargeTime)

    Analyze Weakness

    (Bright Nova Scatter)

    •   10% (0.45 HP/sec) Regeneration

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1767;779;1558;HEX;|
    |78DA6D945B4F134114C767BBB39416CAAD144A8142A1C542A5D248888931DE88C60|
    |4B586C437830516DCA416C316A28F7E00409FBC7E015F7CF0FAEC37307E027DF386|
    |102E2288D6D339FFC21ADA64F39BFDCF9CFF9E999E39176F0F573F3F7FF7A4D01AC|
    |E6633B63D96363313E6F8AC959B3667DD9732F9B9D94C56147F6E7A62CED9B1CB53|
    |5366CEB6E6CDE4C8DC4D2B3733678F9D218F7CF4BF55C3E68155A7C954D4A76766B|
    |2C90BB979CBB6C6ADAC95BFE355CAE82DD39CF4A9E1396BFA469E5CAAF196CF99B6|
    |2D8294C8103DDB86C0AF608807849014AE87CC238F98A9C7E013F0293128C572315|
    |653B1F44E038F143B0624F2D31678BD5C64F62F81F7E07F9FE827BE73A9D8158AD5|
    |D94FEA9F758EFDC26CF8CA6CFCC66CFACEDCA518DE424118CFC8A7510A9F9B0FBAA|
    |8B9039ACAB58B040F7B6B9E0421258517A49D8B2AACAF825643EB7DD07CCAC32516|
    |6242D442AB0DF13AAD42887AECB7FE04A14217BD252E4A9563DF12B84DF985893BC|
    |47629D6E9BB7E8ED5FC1BD8DF267383E602F856E018FB6D92D60CAD19794AFA7E0B|
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    |F8E158E3DB40AAE81EBCCDE532E958F41315D388F2EE4D38D7CBA914F14F944914F|
    |F413EDB9538A5FB4BF18C7EA319C47CF1698D0947F4F8AB9456BE3C8371EE5B3F84|
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    |2C9A4221EE9C874F9F53EBE79881325AAA8C76B48C3658461B29A3A5E5DE1D131AE|
    |AC053477787B5C228CD7B30EFC1392C7B2906775583CF8A53BBAAA99AFCE1D4E2BC|
    |6E755FD3B44ED65C205DB7520D0BBFCDF72FB0AF493F6AA00D35D0861A08A306C2A|
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    |E9864FCB7E8CE147DF6942DF09A2EF04D17742E83BA1655DF52E6A5BA5FE230DF4B|
    |B1AF4BB3AF4BB3AF4BB06F43BAF74F42CD45A95D3E725AFF7BE6256BF06DFC0FF2D|
    |DE9D3183B8B325BE60DFCAF77CBE951F9869AFAA245527D71CE38C633CEE185FA18|
    |34961FC0F55FCF4FC|
    |-------------------------------------------------------------------|

     

  9. I see that you skipped Solar Flare in your build.

     

    So, just to investigate what happens with this possibility, I took Radiant Strike out of the build and replaced it with Solar Flare.  The result is ... unexpected.

     

    The first thing that happens is that there's an immediate pile up of powers that all want to fill in the Level 26 slot where Solar Flare comes into the picture.  Conversely, removal of Radiant Strike opens up a hole at Level 8 where no other Primary or Secondary powers can easily be shuffled in, meaning that a Pool power would need to be reshuffled into that slot.  This ultimately meant deleting Radiant Strike and resorting Stealth to be taken at Level 8, which then dropped Grant Invisibility to 14 and Misdirection to 16 (way down from Level 30!).  This then makes Misdirection available at ALL Exemplar Levels where you might want to be in melee range while in Human Form.  Solar Flare moves into the Level 26 spot while Glowing Touch and Pulsar move down to Levels 28 and 30 respectively.  All of the enhancement slots that had been devoted to Radiant Strike get repurposed into Solar Flare.

     

    This combination would allow some decidedly off the wall oddball engagement strategies ... such as ...

     

    Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

    Position yourself "just so" within a spawn group for maximum (area of) effect.

    Light Form.

    Solar Flare + Dawn Strike + Misdirection (if needed for Placate) ... reset for Round 2 (if needed).

     

    Stealth + Sprint = In Your Face "Invisibility" (absent Perception buffs)

    Position yourself "just so" within a spawn group for maximum (area of) effect.

    Light Form.

    Misdirection (for Resistance debuffing) + Solar Flare + Dawn Strike ... Incandescent Strike any surviving Boss ... Glinting Eye ... Solar Flare (again!) to wipe out surviving Minions and Lieutenants.

     

    ... and that's not even including the Form shifting options.

     

     

     

    So yeah, a greatly increased ability to slaughter $Targets wholesale, rather than retail, in parallel rather than in serial (killer) fashion.  You exchange hard hitting single target damage (Radiant Strike) for PBAoE damage (Solar Flare).  The downside of using Solar Flare would be in the increased endurance cost, I'm thinking.

  10. Just for your information this is what is coming out on my end :)

     

    Well GOOF.

    Really disappointing to see that all the work I put into making the alternates with the Level 50 Purples wasn't being encoded/read in the data hash.  Oh well.

     

    This build and your others look amazing, thank you for the time and effort you put into them. Its appreciated. :)

     

    That's only because I put hours/days into noodling around in Pine with them before posting them (and even then wind up making a fair number of corrections afterwards based on feedback).  That's because I'm looking for sustainable/balanced performance profiles over as wide a range of Exemplar Levels as can be managed without compromising the underlying build itself.

     

    And don't forget, other people are allowed to make amazing builds too!  ;)

  11. Followup question - Singularity can't be healed, but will Spirit Ward (from Sorcery) work?

     

    Singularity cannot be healed ... but you can boost the regeneration on Singularity (Temporal Selection, Regeneration Aura, you get the idea).

    Spirit Ward ought to work because it's a cascading Absorb that intercepts/prevents damage from reaching Singularity's health bar (see link provided for details) rather than a "heal" per se ... so it's ablative rather than additive.

  12. Between Grav/Time and Mind/Time... which one would you consider more team oriented?

     

    To be honest ... both builds use alternative means to reach the same ends.  To be honest, I don't think of one as being "superior" to the other.  However, in terms of being able to solo, I'd consider the Mind/Time build far more solo friendly simply because of Confusion.  By contrast, the Gravity build can potentially stack more Hold MAG than the Mind/Time build can (thanks to Singularity) so there are some very peculiar edge cases where each build may have an advantage over the other, but in the "main" both are quite serviceable for almost all content.

     

    So the preference would pretty much come down to subjective preferences for one primary over another.

     

    Is there a reason to prefer tactics over APPs or PPPs? I haven't been playing for a long time, so I would like to hear your expertise on this. :)

     

    Leadership isn't all that "powerful" when you're the only one bringing Leadership to your Team (of 1 to 8.).  However, when more than one PC brings Leadership to a Team, the stacking starts getting pretty powerful pretty quickly.

     

    Best example I have for this is Maneuvers versus Weave.

    Maneuvers basically offers 1/2 the Defense of Weave ... so if you're the only one with Maneuvers (like when you're solo), then you're short a couple points of Defense than if you'd taken Weave instead.

    But if you're on a Team ... and 2 people on the Team have Maneuvers ... then EVERYONE on that Team gets Weave "level" Defense, rather than just 2 PCs on that Team having Weave "level" Defense.

    And if you've got Maneuvers (and slotted it) ... then you only need ONE OTHER PC with Maneuvers on your Team, rather than TWO, in order to achieve that level of performance.

     

    And on top of that with all 3 Leadership toggles you're adding ToHit and Damage as well.  In other words, any Team (and EVERY Team) gets better/stronger when you join, because just by being around YOU they all get better at everything they do.

     

    When you start with that perspective, it starts becoming a no brainer for adding Leadership to pretty much EVERY build, even if you aren't getting "maximal" return on the investment.  With my Scrapper and Tanker builds, I think of it in terms of being so good at what I do that everyone who even gets close to me becomes "better" at what they do too.

     

    So for me, adding Leadership toggles means that I'm part of the "solution" to the problem of making every Team "better" than they would be without me.  Beyond that, it's all just min/max comparisons.

  13. As someone who has not touched CoH in a decade, what is the biggest difference between Defender and Corruptor versions of this build? I do like teaming, but in the down times I'm soloing and the more damage the quicker that goes.

     

    Aside from the Which Powers When factor(s), the major difference is that the buffs/debuffs will be stronger here on the Defender version, at the expense of damage output ... including the Scourge buff when $Targets are below half HP.  The simplest answer is to open up your build planner and "mirror" this build into a Corruptor version so as to cross-check the differences for yourself (and then decide).

     

    I'll leave that exercise as a take home exam for the disinterested observer ... ^_~

  14. /em sigh

     

    Both builds are reposted.  If the Flip to Alternate on the slots doesn't work for you, that basically means that the alternate slots are either not being encoded into the code hash, or your copy of Pine's is not interpreting the code hash properly (or both).

  15. Thanks for the guide! I recently started leveling a Peacebringer for the first time, and it's been quite helpful to me.

     

    All part of the service ... ^_~

     

    I see that you skipped Solar Flare in your build. Is that because you are primarily relying on Nova Form for the bulk of your AoE damage, or was there another reason for excluding it?

     

    I skipped Solar Flare to take Dawn Strike ... and slotted Dawn Strike with the Knockback to Knockdown IO so it doesn't "throw away" everyone you're punishing with Dawn Strike.  Furthermore, there's enough recharge in the build that you can use Dawn Strike every 30 seconds or so, which is "often enough" to not need Solar Flare in addition.

     

    Now that said ... if you're so inclined, you could potentially drop Radiant Strike in favor of Solar Flare and just shuffle the powers and slots around to do that.  Hmm, that makes for an interesting option, actually.

    I chose Radiant Strike so as to have a melee attack chain of Radiant/Incandescent/repeat with the amount of recharge on the build, and if you need a filler in there between melee hits you've got Gleaming Bolt and Glinting Eye available.  Of course, if you swap Radiant Strike for Solar Flare, you could do a Incandescent/Glinting Eye/Solar Flare/Glinting Eye/repeat type of attack chain ... although I'd need to do up the build in Pine's in order to confirm that for sure.

     

    But you're right that Nova Form is set up as being the Ranged+AoE "death from above" blaster, while Human Form is more of a Melee and Ranged swing role option that does more control, and then Dwarf Form is for Melee "tanking" so as to not overly duplicate what the other forms can do.

     

    I'm intrigued by the inclusion of Misdirection, which I've never used and am not really familiar with. Does it compliment the build and/or your playstyle well?

     

    I chose Misdirection not for the Placate effect per se but rather for the Resistance Debuff (-11.25% Res(All Types) for 15s) that's factored into the power.  However, the Placate effect would be helpful for a variety of situation where you're in Human Form and don't want to be grabbing aggro.  It also makes possible a sort of "swing role" on how you want to use Misdirection in combination with Dawn Strike (and Solar Flare?) where you can use Misdirection (20ft PBAoE) before delivering a Dawn Strike (and Solar Flare?) so as to Resistance Debuff everything you're going to hit with your PBAoE(s) ... or ... you can use Dawn Strike (and Solar Flare?) first and then use Misdirection to drop any aggro you've just gained so as to shift to Nova Form, fly back and then start blasting away with Bright Nova Scatter (Cone) and Bright Nova Detonation (Target AoE) so as to deliver a 1-2-3-4-(5?) combo of powers to SMITE!! a target rich environment ... and you've still got Dwarf Form in reserve after doing all of that.

     

    So Misdirection serves two purposes which aren't mutually exclusive, but depending on how you use it can support different engagement tactics.  But the big thing is that if you're dealing with mobs that mez and you want to be in Human Form but avoid drawing aggro, you can use Misdirection to shift aggro (back) onto an aggro magnet if you pull aggro.  So there's a setup and follow through capability that Misdirection enables.  You won't be using it on every spawn group, but you'll have it there when you need it as yet another Get Out Of Trouble Now button that will help you to disengage from a bad situation if you get in over your head.

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