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Call Me Awesome

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About Call Me Awesome

  • Birthday 06/05/1965
  1. I’ve paired SD with Fire, Electric and Broadsword on various characters, all are good. My SD tanker was fire, my scrapper was BS and my Stalker is Electric. Whichever you choose you’ll get a good Tank
  2. Here's the build on my Fire/EM as it currently stands. I ended up dropping some of the Ranged defense I previously had for more recharge, accuracy and tohit. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Delta Farce: Level 50 Natural Blaster Primary Power Set: Fire Blast Secondary Power Set: Energy Manipulation Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Fire Blast -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(3), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7) Level 1: Power Thrust -- Acc-I(A) Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11) Level 4: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(33), AdjTrg-EndRdx/Rchg(33) Level 6: Rain of Fire -- PstBls-Dam%(A), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(13), PstBls-Dmg/EndRdx(15), PstBls-Acc/Dmg(15), PstBls-Acc/Dmg/EndRdx(17) Level 8: Fire Breath -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg(17), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Rchg/Dmg%(21), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21) Level 10: Bone Smasher -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dmg/EndRdx(23), Mk'Bit-Dmg/Rchg(25), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg(46) Level 12: Mystic Flight -- Frb-Stlth(A) Level 14: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(48) Level 16: Energize -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(27) Level 18: Blaze -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg(31) Level 20: Aim -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/Rchg(33), AdjTrg-Rchg(34) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Assault -- EndRdx-I(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dmg/ActRdx/Rchg(36), Thn-Dmg/EndRdx/Rchg(36), Thn-Acc/Dmg(36), Thn-Acc/Dmg/Rchg(37) Level 28: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(45), GssSynFr--Build%(46) Level 30: Maneuvers -- Krm-ResKB(A), LucoftheG-Def/Rchg+(31) Level 32: Inferno -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39), ScrDrv-Dmg/EndRdx(40), Erd-Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(40) Level 35: Boost Range -- RechRdx-I(A) Level 38: Bonfire -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(42), OvrFrc-Acc/Dmg/End(42), OvrFrc-Acc/Dmg/End/Rech(42), OvrFrc-Dmg/End/Rech(43), OvrFrc-Dam/KB(43) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43), GldArm-ResDam(45), GldArm-RechEnd(45) Level 44: Rise of the Phoenix -- RechRdx-I(A) Level 47: Spirit Ward -- RechRdx-I(A) Level 49: Rune of Protection -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(50), ImpArm-EndRdx/Rchg(50), ImpArm-ResDam/EndRdx/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(48) Level 1: Quick Form ------------
  3. Well, I've no experience with DB past level 15 on anything, but I'd certainly roll an Invuln instead of a WP because of the aggro aura if nothing else. One thought however, have you looked at some of the alternate weapons available to Claws? That may fit your concept without tying you down to DB's somewhat esoteric Combo system. There's a couple of versions of Claws that have dual daggers and short swords.
  4. If you want more control you can toss the Kin Combat KD proc into your ST attacks, you'll find it knocks them on their butt about half the time on average. I slotted it in all the ST attacks on my Fire/Regen stalker and I can pretty well keep one mob on it's butt with the attack chain. Hasten's a personal preference thing most of the time, I have it on my Elec/Shield stalker but I didn't have it on my Live Shield/Fire tanker. I'd be very tempted to go with Shield/Fire/Pyre, since your going for fire attacks why not add Fire Blast and Fire Ball? Again, you aren't likely to have end problems by the time you're in the 40's so there's no huge reason to go with the Energy pool. While Shield/Fire isn't LIGHT on end it's nowhere near as heavy as other sets... I found /Fire to be one of the lower endurance sets. My BS/Shield scrapper, a considerably higher endurance combination than yours, had no endurance issues once the build matured. I went with a few +end & +recovery IO bonuses and was good to Scrapperlock for about 5 minutes at a time before either popping a blue or taking a second. More often than not the team would take a pause before I needed to, and that combination (and being, well, a Scrapper) hit the blue bar harder than a Tanker will. You may want to think about the Sorcery pool, it's fly includes teleport as an added bonus. Combat Jumping is such a useful power that I end up with it on almost every character I build; it's a great mule for the Kismet unique. It also gets you a bit more control in the air while flying. As far as flying as a concept goes more than half of my characters end up as fliers.
  5. It's one of the Menders, the one located behind the building on the second level. I haven't run that mission since shortly after Oro was added to the game, I'm surprised I remembered it myself.
  6. Here's a couple of thoughts off the top of my head. First, if you're slotting Scorch go ahead and add that KD proc from Kin Combat, it's highly useful and it procs quite often. Against All Odds is really good with only the default slot, the base 17 second taunt duration is plenty in 99% of the cases and you have Taunt for the 1% edge case; it's also questionable how useful that second endred is. I'd use those slots elsewhere. I'd take a couple of those slots and toss them into Tough for some more S/L resistance. Speaking of S/L resistance Deflection also provides some so you could slot 4 Shield Wall and 2 Unbreakable Guard in there. Oh, Active Defense is perma with one slot so I'd stop at two allowing overlap. True Grit is a great place to toss a couple Preventative Medicine, the Heal and the Absorb Proc from preference. That proc fires quite often when your health dips below 80% and can be a lifesaver. Are you getting a lot of benefit from Air Superiority? I'd consider dropping it and possibly picking up Hasten I'd also recommend finding a spot for One with the Shield, this is NOT Unstoppable... it doesn't provide that level of boost but it also doesn't murder you when it drops. It's a good "oh shit" button for when you're suddenly in over your head and need a boost. You won't need it often but when you do you'll appreciate it being there. There's a few things I'd do differently but that's due to my preferences and they can be argued either way. For one I prefer to get some ranged and AOE attacks in the Epic since I've usually solved my other issues by that time and I'm looking for damage and attention getting powers. By the way, the Shield/Fire combination isn't especially endurance heavy so Conserve Power and Physical Perfection are kind of overkill, I think you'll be fine with endurance without them.
  7. Interesting, and unfortunate. There goes the thought I had for an SR tanker... I won't play a WP tanker for that same reason. Ah well, I'm having fun with my Ice/Spines tanker right now, I just hit 31 last night and he's quite effective. I had soft capped E/N defense by level 20 and I'm close to S/L now, unfortunately there's not a lot of resistance to fall back on when defense fails. On the other hand all the aggro is MINE! No random other tanker on the team, you can't have any, it's all MINE!!
  8. One thought, can you still use the double XP booster from P2W at 50? I haven't actually tried to get it once a character hit 50.
  9. Most things would carry over yes. Brutes don't have the modifiers that Tankers do so they don't get the same level of durability. Maximizing the durability is a similar process however, you just won't get to the same outcome. As an example Tankers get more benefit from Tough/Weave than any other AT; I don't have Mids in front of me now but I think Brutes get something like 75% of the defense/resistance out of those powers that tankers do. That means that it's easier and takes fewer bonuses to reach the Defense soft cap in a tank than it does with a Brute. Any build will always be a series of tradeoffs. More defense or more resistance. More durability or more recharge. High defense to one damage type vs high defense to another. It's seldom possible to combine everything together into one build, you always have to make choices... building more of one thing usually requires having less of something else.
  10. Leaping for Combat Jumping is kind of a no-brainer, the power uses literally almost no endurance (0.07/sec if memory serves) so it's a turn it on and leave it on power. It provides a small defense boost, immobilize protection, increased mobility and it's great for slotting some Defense IO's for the bonus (Kismet +accuracy, Luck of the Gambler 7.5% recharge). Flight & TP don't really offer themselves for that, although Hover will take defense sets too. Easiest to work with? I'm not sure there really is one where IO sets are concerned, there's so many different ways to build and so many valid options for set bonuses. Take a character you enjoy playing and fiddle around in Mids. Go to the AT forums and ask for advice for your particular powersets. Most of us don't bite and we'll give you some ideas. Effort is kind of irrelevant, a more valid comparison would be cost. As an example in my Invuln tanker guide in the forums I suggested ways to build a soft capped Invuln tanker without spending a ton of inf doing so. My suggested sets will get you probably 85-90% of the way to as tough as it's possible to make an Invuln tanker. I also appended in my current build for my Invuln which doesn't bear a whole lot of similarity to my guide and is almost as tough as it's possible to build. My guide's build should run 20 - 50 million, while my current build probably would cost a BILLION inf. What am I getting for spending nearly 20 times the cash? Likely an increase in durability of 10-20% and some utility. Cost/performance the bang for the buck is certainly my guide build. IO's can help you fill in holes in your build, make you more efficient, make you more durable and lots more besides. You need to look at your build and think "what bonuses would help me most". For a Tank, Scrapper or other melee character that may be more defenses and resistance. For a Controller or similar character that may be getting massive amounts of recharge bonuses so your big powers come back faster. Before I'd even hazard a guess at bonuses you'd need I would need to know what you're playing.
  11. Personally I start working on an IO build when the character gets close to level 20 and by the time he's 30 he'll be all set IO's that I'll likely use all the way to 50. There's a few givens on nearly every character I build: 1. Miracle +recovery unique in Health, later a Numina's +recovery/regen unique to keep it company. 2. Kismet +Accuracy (Misnamed, it's actually a much more useful +tohit) in Combat Jumping 3. Stealth IO in a travel power or Sprint. 4. Performance Shifter Chance for +end and Endmod IO's in Stamina 5. For melee or defense characters I include the Steadfast 3% defense, Gladiator's Armor 3% defense and Shield Wall 5% resistance uniques... these will be pricey at roughly 10 million each. After that the build depends on how I want to take it. For a ranged character I'll focus on Ranged defense bonuses... the Thunderstrike set is a good, relatively inexpensive option for your single target attacks. Always buy attuned IO's, if you're crafting then craft, sell and buy back as attuned; it's a MUCH better bang for the buck than buying Catalysts to attune them. If your build uses the AT specific IO's (Tanker Set, Blaster Set, etc) then I suggest running TF's and using Merits to buy them... they cost 100 merits each and at the Auction House you'll pay close to 10 million each, so a full set will run close to 60 million. In the early going you can simply buy whatever's cheap and frankenslot (slot different set pieces into a power to enhance it without worrying about set bonuses) then gradually replace them with set IO's as you can afford them. Unslotters are cheap and you can store the old IO's in your SG Base to reuse on another alt or simply sell them to partially finance your build. I've noticed that in the last couple months IO prices have started to spike, many have doubled or tripled in price as more and more players are getting more and more inf but so far it's nothing like Live where things like the Gladiator's Armor 3% def IO could cost 2 BILLION.
  12. Let's stay away from the Shard for the foreseeable future please. ITF, STF/MLTF, Kahn, Lady Gray, the Big 6 TF's are all popular choices. Weeks where it's one of the Shard TF's are weeks I don't run the WTF.
  13. I had a SD/Fire tanker on Live shortly before shutdown; it's quite effective and with some of the new IO set changes it'll be even more durable now. Shield can be second to Invuln & Stone in durability (see a lengthy discussion in another thread) and it's a great "set and forget" option. Fire Melee was one of my favorite sets on Live, I think I had 3 tankers, a scrapper and a brute with that set at 50 and I've gotten a Fire/Regen stalker to 50 here on Homecoming. I was under the impression that SR had a decent taunt aura in one of the toggles so it should be as good as most in aggro control; are you having issues? With Tanker numbers however I'm not sure Katana will help all that much, you'll already be soft capped without it's version of Parry. Just for giggles I spec'd out a build in Mids that soft capped all positions by level 20 so there's no issue there.
  14. He was always a smug holier than thou SOB, both the character and the Dev so that was always totally in character.
  15. No, I meant I can't see why we'd need an Oro for the original STF since other than the TF contact and a bit of flavor text there's no change to it when it became the MLTF.
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