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Call Me Awesome

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Posts posted by Call Me Awesome

  1. Well so far the new build works; I just finished an ITF and never dipped below about 95% HP.  Previously I solo ran the Maria Jenkins arc to finish Portal Jockey and I don't think I ever dropped below 99%, I WAS however facing EB's and not AV's.  If it holds up like that for tougher challenges I may end up dropping Rune of Protection; so far I haven't even come close to needing it to say nothing of Melee Hybrid (once I unlock it, CMA only had Cardiac Alpha, Judgement and Interface slotted)

     

    Overall the numbers are comparable to a Granite tanker without any of the penalties, and even the lowest resistance (toxic) was ~70%.  I'll try more challenging content as I get the rust knocked off; I definitely wasn't totally up to speed yet on that ITF since I think the last time I tanked in this game was sometime in 2018-2019.  Still, it's like riding a bike and I at least wasn't screwing up too bad by about halfway thru the second mission. 

  2. I've been doing some more research and found Hyperstrike's Mo build.  There's some changes due to a different secondary and slotting but I think this should work.  Stone Melee is end heavy so I've stuck with Cardiac over Resilient on the Alpha... plus I already have the T4 Cardiac.  Durability is very similar and it has slightly better end and healing.  

     

    I tend to default to Rebirth for Destiny, a large "oh shit" heal is useful on almost anything.

     

    Is there any consensus on Interface?  Back when I was playing before there were questions about the effectiveness of them and it seemed Reactive was the default choice.  Lore seemed to change from issue to issue with Clockwork and Cimeroans being the popular choice.  I'm asking because CMA never finished unlocking the Incarnate slots so apart from the Alpha he's a blank slate.

     

    In any case here's my thoughts now, I may tweak things slightly before respec.  Mids, or at least the version I have, won't let me take a T2 secondary power at level 1.

     

    Hmm, post is broken, it won't let me post the build.  Let me try just the chunk.

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  3. Hey all, it's been several years since I last played to any extent and I've been dusting off some of my old characters lately.  With all the changes I think CMA needs to step up a bit from where he was back in 2018 or so to handle it.  I've been working on a new build and have come up with something that moves my defenses up considerably as well as adding about 20% to my resistances.  Now the question is if you folks can knock any holes into the build?

     

    This Hero build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Call Me Awesome: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability

    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (3) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance
    • (5) Reactive Armor - Endurance/Recharge
    • (5) Aegis - Psionic/Status Resistance

    Level 1: Stone Fist

    • Hamidon Origin:Nucleolus Exposure

    Level 2: Dull Pain

    • (A) Preventive Medicine - Heal/RechargeTime
    • (7) Doctored Wounds - Heal/Recharge
    • (7) Numina's Convalesence - Heal/Recharge

    Level 4: Heavy Mallet

    • (A) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
    • (11) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
    • (11) Superior Gauntleted Fist - Accuracy/Damage
    • (13) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
    • (13) Superior Gauntleted Fist - Damage/RechargeTime
    • (15) Superior Gauntleted Fist - RechargeTime/+Absorb

    Level 6: Combat Jumping

    • (A) Shield Wall - Defense
    • (15) Shield Wall - Defense/Endurance
    • (17) Shield Wall - Defense/Recharge
    • (17) Shield Wall - Defense/Endurance/Recharge

    Level 8: Unyielding

    • (A) Unbreakable Guard - Resistance
    • (19) Impervium Armor - Psionic Resistance
    • (19) Unbreakable Guard - Resistance/Endurance
    • (21) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (21) Unbreakable Guard - RechargeTime/Resistance

    Level 10: Taunt

    • (A) Perfect Zinger - Chance for Psi Damage

    Level 12: Resist Physical Damage

    • (A) Unbreakable Guard - RechargeTime/Resistance
    • (23) Unbreakable Guard - Resistance
    • (23) Unbreakable Guard - Resistance/Endurance
    • (25) Impervium Armor - Psionic Resistance
    • (25) Unbreakable Guard - +Max HP

    Level 14: Super Jump

    • (A) Jumping IO

    Level 16: Boxing

    • Hamidon Origin:Nucleolus Exposure

    Level 18: Invincibility

    • (A) Shield Wall - Defense
    • (27) Shield Wall - Defense/Endurance
    • (27) Shield Wall - Defense/Recharge
    • (29) Shield Wall - Defense/Endurance/Recharge

    Level 20: Fault

    • (A) Absolute Amazement - Recharge/Accuracy
    • (29) Absolute Amazement - Stun/Recharge
    • (31) Absolute Amazement - Stun/Recharge/Accuracy
    • (48) Absolute Amazement - Stun/Endurance

    Level 22: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (31) Gladiator's Armor - TP Protection +3% Def (All)

    Level 24: Weave

    • (A) Shield Wall - Defense
    • (31) Shield Wall - Defense/Endurance
    • (33) Shield Wall - Defense/Recharge
    • (33) Shield Wall - Defense/Endurance/Recharge

    Level 26: Tough Hide

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (33) Shield Wall - Defense
    • (34) Shield Wall - Defense/Endurance
    • (34) Shield Wall - Defense/Recharge

    Level 28: Resist Energies

    • (A) Reactive Armor - Resistance/Recharge
    • (34) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Reactive Armor - Resistance
    • (36) Reactive Armor - Resistance/Endurance

    Level 30: Resist Elements

    • (A) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Reactive Armor - Resistance/Endurance
    • (37) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Recharge
    • (37) Impervium Armor - Psionic Resistance

    Level 32: Hurl Boulder

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

    Level 35: Tremor

    • (A) Superior Avalanche - Accuracy/Damage/Endurance
    • (40) Superior Avalanche - Accuracy/Damage/Recharge
    • (42) Superior Avalanche - Recharge/Chance for Knockdown
    • (42) Superior Avalanche - Accuracy/Damage
    • (42) Superior Avalanche - Damage/Endurance
    • (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

    Level 38: Seismic Smash

    • (A) Superior Blistering Cold - Recharge/Chance for Hold
    • (43) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (43) Superior Blistering Cold - Accuracy/Damage
    • (45) Superior Blistering Cold - Damage/Endurance
    • (45) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (45) Superior Blistering Cold - Accuracy/Damage/Recharge

    Level 41: Char

    • Hamidon Origin:Endoplasm Exposure

    Level 44: Fire Blast

    • (A) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (46) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (46) Superior Winter's Bite - Accuracy/Damage
    • (46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (49) Superior Winter's Bite - Damage/RechargeTime

    Level 47: Fire Ball

    • (A) Superior Frozen Blast - Recharge/Chance for Immobilize
    • (47) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (47) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (47) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (48) Superior Frozen Blast - Damage/Endurance
    • (48) Superior Frozen Blast - Accuracy/Damage

    Level 49: Maneuvers

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

    Level 1: Gauntlet 


    Level 1: Brawl

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  4. It's not common but I've always liked Inv/Stone on a tank.  You get quite a bit of soft control with knockdown and it feels like it hits like a truck.  The biggest drawback is that it's fairly end heavy but that's manageable with a decent build.  You have a great attention getter that knocks them on their butts with Fault along with Tremor to knock them down again and deal some decent damage.  A MAG 4 HOLD combined with a load of damage in Seismic Smash rounds out the set.

    • Like 1
  5. 24 minutes ago, Cancrusher said:

    No suggestions.  I'm just impressed that someone had the fortitude to play a /Regen all the way to 50.  You're made of sterner stuff than I am, my friend!  😁👍

    Well, soft cap or near on S/L with recharge and regen worked remarkably well.  The character was basically immortal once I reached the mid 20's and had decent defense set bonuses.  I do recall looking up the combination in the list published a couple years ago and noticing I was one of 2 Fire/Regen stalkers at 50.

     

    Regen does tend to be squishy without help, but with 50% S/L resistance and 20-35% to all others along with 45% S/L defense plus what Regen brings to the table works wonders.  No, it's not up with my Elec/Shield stalker but it's respectable.  Clicky to be sure but it was fun.

    • Like 1
    • Thumbs Up 1
  6. It's been a few years since I've played but I've recently found some free time and decided to give it a try.  In the process I've been thinking about the builds of some of my old characters.  One that I've been stumped by is my Fire/Regen stalker... yeah, I know that's a unicorn build but it was fun playing to 50 shortly after Homecoming launched and surprisingly durable.  Anyone have thoughts on improvement?  This is very close to the current live build on the character, although it shaves 5% S/L defense for more resistance and recharge.

     

    This Villain build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Fire Dance: Level 50 Natural Stalker
    Primary Power Set: Fiery Melee
    Secondary Power Set: Regeneration
    Power Pool: Sorcery
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Villain Profile:
    Level 1: Fire Sword

    • (A) Kinetic Combat - Knockdown Bonus
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge

    Level 1: Hide

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (43) Kismet - Accuracy +6%

    Level 2: Cremate

    • (A) Kinetic Combat - Knockdown Bonus
    • (7) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Recharge
    • (11) Kinetic Combat - Damage/Endurance/Recharge

    Level 4: Reconstruction

    • (A) Numina's Convalesence - Heal
    • (11) Numina's Convalesence - Heal/Endurance
    • (13) Numina's Convalesence - Endurance/Recharge
    • (13) Numina's Convalesence - Heal/Recharge
    • (15) Numina's Convalesence - Heal/Endurance/Recharge

    Level 6: Assassin's Blaze

    • (A) Kinetic Combat - Knockdown Bonus
    • (17) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (19) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    • (21) Crushing Impact - Accuracy/Damage

    Level 8: Fast Healing

    • (A) Numina's Convalesence - +Regeneration/+Recovery
    • (21) Numina's Convalesence - Heal
    • (23) Numina's Convalesence - Heal/Endurance
    • (23) Numina's Convalesence - Heal/Recharge
    • (29) Numina's Convalesence - Heal/Endurance/Recharge

    Level 10: Dull Pain

    • (A) Numina's Convalesence - Heal
    • (25) Numina's Convalesence - Heal/Recharge
    • (25) Numina's Convalesence - Heal/Endurance/Recharge
    • (27) Numina's Convalesence - Endurance/Recharge
    • (27) Numina's Convalesence - Heal/Endurance

    Level 12: Mystic Flight

    • (A) Flight Speed IO

    Level 14: Build Up

    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (29) Adjusted Targeting - Recharge

    Level 16: Integration

    • (A) Numina's Convalesence - Heal
    • (31) Numina's Convalesence - Heal/Endurance
    • (31) Numina's Convalesence - Heal/Recharge
    • (31) Numina's Convalesence - Heal/Endurance/Recharge
    • (40) Numina's Convalesence - Endurance/Recharge

    Level 18: Breath of Fire

    • (A) Superior Stalker's Guile - Recharge/Chance to Hide
    • (33) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
    • (33) Superior Stalker's Guile - Accuracy/Damage
    • (33) Superior Stalker's Guile - Damage/Recharge
    • (34) Superior Stalker's Guile - Accuracy/Damage/Recharge
    • (34) Superior Stalker's Guile - Damage/Endurance/Recharge

    Level 20: Boxing

    • (A) Empty

    Level 22: Tough

    • (A) Steadfast Protection - Resistance/Endurance
    • (34) Steadfast Protection - Resistance/+Def 3%
    • (36) Resist Damage IO

    Level 24: Weave

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

    Level 26: Fire Sword Circle

    • (A) Superior Assassin's Mark - Damage/Endurance/RechargeTime
    • (37) Superior Assassin's Mark - Accuracy/Damage/RechargeTime
    • (37) Superior Assassin's Mark - RechargeTime/Rchg Build Up
    • (39) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime
    • (39) Superior Assassin's Mark - Damage/RechargeTime
    • (39) Superior Assassin's Mark - Accuracy/Damage

    Level 28: Instant Healing

    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO

    Level 30: Combat Jumping

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

    Level 32: Greater Fire Sword

    • (A) Superior Blistering Cold - Recharge/Chance for Hold
    • (40) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (42) Superior Blistering Cold - Accuracy/Damage
    • (42) Superior Blistering Cold - Damage/Endurance
    • (42) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (43) Superior Blistering Cold - Accuracy/Damage/Recharge

    Level 35: Hasten

    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO

    Level 38: Moment of Glory

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (45) Gladiator's Armor - TP Protection +3% Def (All)
    • (45) Recharge Reduction IO

    Level 41: Char

    • Hamidon Origin:Endoplasm Exposure

    Level 44: Resilience

    • (A) Unbreakable Guard - +Max HP
    • (45) Unbreakable Guard - Resistance/Endurance
    • (46) Unbreakable Guard - Resistance

    Level 47: Fire Blast

    • (A) Apocalypse - Chance of Damage(Negative)
    • (48) Apocalypse - Damage
    • (48) Apocalypse - Damage/Recharge/Accuracy
    • (48) Apocalypse - Recharge/Accuracy
    • (50) Apocalypse - Damage/Recharge

    Level 49: Fire Ball

    • (A) Overwhelming Force - Accuracy/Damage
    • (49) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
    • (49) Overwhelming Force - Damage/Endurance/Recharge

    Level 1: Assassination 


    Level 1: Brawl

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  7. Eh, stack up 8 sets of Leadership toggles, some buffs and debuffs and watch the mobs melt as fast as you can walk through the mission.

     

    One of the most fun super teams I was on was when my group started a new set of characters on another server.  We had 2 Kin/Sonic defenders, 2 Fire/Rad controllers, 2 Ill/Rad controllers, one Rad/Rad defender and a Fire/Fire blaster.  At level 25 we took out Lusca in IP by ourselves in under 5 minutes and by the time we hit 50 we had the Master of Statesman's TF in a 30 minute run.  Yeah, 8 Fire/Rad controllers might have been faster but we never ran into anything that slowed us down... except for our suicidal Fire/Fire blaster who seemed to use ROTP as part of his attack chain.

    • Thanks 1
  8. I've had highly effective builds that would come in under 30 million, some even under 20 million.  I've also had builds that would be well over 500 million.

     

    As an example, building a Blaster for ranged defense can be cheap since one of the best sets for that is Thunderstrike, an uncommon set that's pretty inexpensive to get.  Building up an Invuln tanker to soft capped S/L defenses can also be cheap, maybe even as cheap as 15 million if you're willing to slot extra powers with low end sets.  On the other hand if you're building for extreme recharge, say for a permanent-phantom army Illusion controller, it can get expensive in a hurry.

     

    The good news is prices are considerably cheaper here than they used to be on Live where there were one or two IO's that would cost you 2 BILLION EACH.  Today I'd say save your merits to buy the more expensive IO's you need and use inf for the cheaper ones.  If you're short of inf then I'd suggest buying some cheap uncommon recipes, craft them, and use IO converters to turn them into more valuable ones to sell.  It's easy to rake in several million in 15 minutes or so doing that.  I'll tend to do that when I'm waiting on friends to log in or in other down times.

  9. Welcome back, you'll find your Brute is a Go Go Go Go character; once you get Fury built up you want to keep going in order to keep it up.  I suggest slotting accuracy and endurance reduction in your attacks for now, Brutes have a love/hate relationship with their blue bar and it tends to drain way too fast.  Also get a couple of endurance mod SO's into Stamina.

     

    I found that all my Brute characters had endurance problems in the early and mid game until I got them under control via IO bonuses and the various +end unique IO's.  I suggest getting the hang of the game first before you start thinking about more advanced concepts like IO bonuses.

     

    You'll want to consider the Miracle +recovery and the Numina's +regen/recovery IO's for Health at some point, save your Merits from running Task Forces and such for them as they'll cost around 4-6 million influence each.  You can slot Miracle at level 17 as I recall and Numina at level 27, they'll help a ton with endurance.

     

    Oh, a quickie way to earn some cash for your enhancements early is to go to the Auction House and buy level 50 IO recipes that are really cheap and sell them to the vendors for a profit.  It's fairly easy to find worthless Rare IO recipes for 1-2k and vendors will pay I believe 10k.  Uncommon recipes can frequently be had for a few hundred and vendors pay 5K for them... the level 50 versions.  That'll fairly easily get you the money for SO enhancements.

    • Thanks 1
  10. 1 minute ago, gamingglen said:

     

    I'm surprised we CoH players haven't meme'd these things and numbered them, yet. 

     

    Like AE#1 : "How do you get out of Atlas Park?"  (I'm not one to go look for the proper picture.. I'm not a memeist. 😉 )

    At the time there were a few "AE Baby" videos floating around.

  11. 1 minute ago, Seed22 said:

    Nah. You know there are +4/8 PI radio teams more than farms, right? Look, I know yall LOVE blaming AE for everything wrong ever, but well...take a second and look at that PI council farm radio team going before making a post like this. Will save LOTS of time and headaches

     

    Unless there's been a revival in the last year or so I'm not sure about the AE Baby thing.  Sure, there were HUGE numbers of them on Live back when AE first launched... there was a period where you constantly ran into level 50 characters who's players had never left Atlas Park.  That seemed to die out however and I haven't seen that much since.

     

    I do unfortunately remember that era well, level 50 characters on an STF with no enhancements.  And no idea how to play.

    • Sad 1
  12. 1 minute ago, Carnifax said:

    I'm just baffled as to why anyone would want to prolong a Citidel over pretty much any other non-shard TF. 

     

    "Would you like extra razor blades in your broken glass sandwich?"

     

    It's not my favorite but there's lots of TF's I dislike much more.  Synapse for example, and all the Shard TF's.  And Numina, those gray hunts drive me up a wall.

    • Like 3
  13. I've had three characters that really grabbed me that way.  First was my namesake Inv/Stone tanker about the time I hit 25 and respec'd into an unkillable build back in issue 3... suddenly I knew what SUPER was.  That was back when Invuln truly was if you built it well.

     

    The second was my Broadsword/Shield scrapper sometime around issue 9 or so, unkillable defense and extreme damage output with a high end IO build.

     

    Third was my 2nd Fire/EM blaster.  That was actually the very first combination I rolled up when I started playing and my noobish hands could not stay alive so I rolled CMA and deleted it.  Then sometime around the third year I'd played I rolled another Fire/EM blaster up and found it a ton of fun in my more experienced hands.  I enjoyed it so much that my first 50 on Homecoming was that blaster and he's still one of my most played characters.

     

    Back on Live I had about 15 level 50 characters but out of them all those three were my go-to choices.  I believe I had taken every AT but Masterminds to 50 at least once.  I've been occupied with business this past year and haven't had much time to play but those three are still my default choices here when I get an evening free.

    • Like 1
  14. 3 hours ago, Carnifax said:

    +4 Citidel? Ew Ew Ew.

    I've had teams that could crush that, but you're right, most would struggle.  A team of Incarnates with good buff/debuff stacking?  Sure.  A team of mostly at-level characters?  No thank you unless it's something stacked like 8 Fire/Rad controllers.

     

    My approach is to first look at the team, AT's, power sets and levels.  Then I'll usually start at either even (if most of the team is at minimum level) or +1 and evaluate after the first mission.  If we're crushing everything I'll ask if the team wants to up the difficulty.  If we're struggling I'll suggest a lower difficulty.  Obviously a group that's used to working together will know what they can do from the start.

     

    I'll also ask if the team wants to stealth where practical or if they want to fight through.  Most of the time they're fine with stealthing where possible but if they want to fight that's fine with me.

     

    In all the years I've played I can't recall more than a half dozen times I've had to drop a TF due to a masochistic team leader running too high for the team to handle; I guess I've been lucky that way.

    • Like 1
  15. My worst was Dark/Dark... I abandoned it in the mid 20's as the end was too high and the damage was lacking.  This was before the tanker changes, and I didn't stick with it to make an IO build which likely would have solved several of the problems I had with it.

     

    I've played a couple of Stone tankers post GDN and ED nerfs and pre-IO; they're kind of junk pre granite with weak defenses and Rooted being your only mez protection.  Post Granite the penalties tend to outweigh the benefits.  Still they were quite effective and I did get both to 50.

  16. My best AOE killer stalker is my Elec/Shield, it's ridiculously easy to quickly clear 4/8 maps and it's very rare to run into a situation I can't handle.  My ST damage isn't first rate but with BU/Lightning Rod/Shield Charge/Fire Ball there's not much left of a spawn and Chain Induction/Thunder Strike finishes all but a boss, easily taken out by AS.  Then on to the next spawn with CI/Thunder Strike a couple times to clear and BU/LR/SC/FB is back up for the third spawn. 

     

    If things start getting dicey with health Rebirth fixes that, or some green candy since it tends to drop much faster than I use it.  The only character I have that can kill faster is my Fire/EM blaster, but even ranged soft capped he's much less survivable.

  17. They would likely be unbeatable, being able to have high resistances, very high defenses and massive debuffs very few teams would be able to even hit them, provided that the AI had them work together.

     

    You'd have an Invuln tanker with around 50% defense and high or capped resistances both inherently and via team buffs.  A Dark/Dark Defender capable of nuking enemy tohit chances into the floor along with other nasty tricks.  A pair of controllers,  Fire/Rad and Ill/Rad, capable of massive damage and extreme debuffs.  A pair of scrappers, Spine/Electric and Electric/Shield who have massive defenses, great resistances and high AOE damage.  A Kinetic/Sonic defender for buffage and -res debuffage.  Finally you'd have a Fire/EM blaster who's soft capped to Ranged & AOE damage.  All of them stacking Leadership for +damage and +tohit.  Add the AV goodies to that team and I wish you good luck.  Of course the AI we have would piss away most of their advantages and likely allow you to separate and defeat them in detail.  Assuming competent players behind them I'm not sure they're beatable.

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