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Call Me Awesome

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Everything posted by Call Me Awesome

  1. AD will stack; I always set any status protection clickie to autofire on my characters. My thought is that not having Hasten fire the instant it can won't kill me, but not having my mez protection very well can. I can guarantee it still stacks on Stalkers and Scrappers as of a few weeks ago. It will double the status protection and the debuff resistance while it's stacked, and it will have some overlap with 2 recharge slotted and no global recharge buffs. With my current BS/SD scrapper at level 45 I have about 5 seconds of not stacking. At a guess you may be hitting it either before it's recharged or while another power is queued up to go? I don't have Mid's in front of me right now but two SO's worth of recharge in AD will give you several seconds of double stacked protection. Add in a bit of global recharge and you're golden... as I said my 45 BS/SD scrapper gets double protection for all but about 5 seconds (depending on if I have attacks chaining too constantly for it to autofire right away).
  2. Change it to something useful like maybe flying fluffy bunnies. As is it's one of, if not THE, worst powers in the game.
  3. Unstoppable will kill you if combat lasts longer than it’s duration. It’s worthless on a tank, it’s worthless on a scrapper and brute and it’s worthless on a stalker.
  4. I'd like to endorse the comment about trying different AT's and power combinations to find something that clicks with you. Way back in 2004 when I started playing my very first character was a Fire/Energy blaster. I went through hell with that character since I was always dying and it was frustrating as anything. I tried a number of other AT's before I finally found one that felt right, an Invuln/Stone Melee tanker who became my namesake and first level 50. A number of years later and after a half dozen other level 50 characters I revisited the Fire/Energy blaster combination and found it a LOT of fun now that I had some skill in game and understood aggro and how to manage it. One thing to be aware of on a ranged damage dealer, it's REALLY easy to get into a rhythm of attacking a mob, then have it die and your next attack suddenly hits a mob way over there and gets the attention of all his buddies. Watch out for that, it WILL happen and it WILL lead to interesting times and your teammates will love you for it.
  5. Well, did the game give you a wedgie and take your lunch money? If not I guess you must be one of the cool kids then.:) It sounds like you're looking more at the "Stupid Scrapper Tricks" *tm than really cool kids. Play, don't stress the small stuff and the cool is there. And there's nothing wrong with the SST bit if it makes you happy.
  6. Or how about removing the check for a specific area and just stick with "Kill x number of y in Croatoa" like in most other hunt missions. Leave that specific area hunt in Quarterhell and forget it even exists. Or better yet, eliminate the area check and eliminate all the damned hunt missions period... especially in Quarterhell.
  7. Offhand I don't think of any low level AOE attacks that aren't worth taking in your build, what attack are you talking about? There's a few melee cone attacks that are so narrow that they really don't qualify as an AOE *cough, Headsplitter* but they're usually worth having simply on a Single Target basis.
  8. Huh, hadn't thought of that but I don't see any reason why not so sure... some people really like their Mo badges.
  9. Oh, one thing I forgot to mention, almost all buffs and debuffs STACK in the game... a team made up of characters with buffs and debuffs can steamroll anything in the game by either buffing themselves into godlike status or debuffing the mobs into fuzzy kittens. One Fire/Rad controller is really good, two together are superior, 8 of them will smash the hardest content almost as fast as they can move through the map. That's something to keep in mind if you have friends who play together frequently, super teams can be monsters.
  10. Well, here's my $.02. 1. I never played MM's but different pets have different abilities and damage, I'll let someone who knows the AT better answer that. MM's are the only AT I've never played past 20. 2. There's a few playing lower level content but the majority of us are long time veterans who've played the low content dozens of times already. That said there's a pretty good population of veterans who are willing to help a new player learn the ropes and a few who do tend to play lowbies. You're right that the DFB is mainly to level up and most players will tend to make 3-4 runs on a new character and come out around level 15. The first standard Task Force is the first Positron in Steel Canyon and it's minimum level is 8; because it's a required TF for an accolade that grants a small buff to your character you'll often see it being run along with Positron 2... frequently teams run both back to back. 3. Damage is the forte of Blasters, Scrappers and Stalkers although all AT's do damage and some powerset combinations and AT's can pump out a ton. As a new player starting out I used to suggest a Scrapper since they have a good balance of damage output and durability. Brutes are similar and can be tougher and do equal damage but you need to keep Fury up, meaning it's a "go go go" set that you'll be attacking constantly or your damage drops. Blasters are the typical glass cannon (although you can make them very tough with the right build, but that gets really complicated and expensive) and deal a lot of damage. Different power sets are good at different things, some have good single target damage, some have good AOE damage, some have a nice mix of the two and some suck ass *cough* Energy Melee *cough*. Decide in general what you want to play, do you want to play melee? It's hard to go wrong with an Electric/Shield scrapper for AOE and decent ST damage with good durability... the combination also works well on a Brute, Stalker or Tanker. Spines is a classic AOE damage set that's been a frontrunner the entire history of the game. Do you want to play ranged? Archery is good, Fire Blast is as well. Both give you AOE with hard hitting ST damage. Think about what you want to do, decide how you want to play and then ask for suggestions in the AT forums. The Scrapper forum is full of min/max players who run numbers, figure out the outliers and come up with the best suggestions for melee. Most of our numbers people tend to hang out there figuring out what can best do the "Stupid Scrapper Tricks" like soloing AV's and clearing maps spawned for an 8 man team 4 levels higher than themselves. 4. Inspirations offer a temporary buff, purple ones give you defense, orange ones increase your resistance to damage, greens heal you, yellows increase your to hit chance, Wakies (Revive, etc) bring you back from the dead, break frees free you from holds, stuns etc and give you resistance to those. Inspirations come in three sizes offering a small, medium and large effect depending and they last 60 seconds. Yes, they stack so you can eat several purples and oranges then your blaster too can tank... until the inspirations wear off. Think of Inspirations as potions if that helps. 5. You get a free Respec for your character every 10 levels and can earn more so nothing's set in stone other than your AT selection and Primary/Secondary power sets. Truthfully until you can start slotting Dual Origin enhancements at level 12 it's not worth worrying about... Training enhancements are nearly worthless. In the old days the general rule of thumb was to slot whatever dropped until you hit 12 and could slot level 15 DO's, then start slotting Single Origin enhancements at 22. Invention enhancements have greatly complicated this but that's a subject that could fill pages and pages. Look in the Guides section of the forums for more information on IO's. 6. AT's matter a lot. Scrappers and Brutes are similar and share many of the same power sets but their mechanics are different. Scrappers do mainly constant damage with the occasional critical hit for extra damage while Brutes start out doing much less damage, but their damage output grows the longer they fight... kind of "The madder Hulk gets, the stronger Hulk gets". As another comparison while Tankers also share many sets with Brutes and Scrappers the powers themselves are scaled differently. Tankers defenses are higher than Scrappers or Brutes but their damage is lower. Additionally Tankers have considerably higher HP than other AT's and they generate more aggro than other AT's as well since their purpose is to be a meat shield. Brutes and Scrappers can be capable of tanking but they aren't as good at it since they don't have the same level of tools a Tanker has. Comparing other AT's you'll notice that generally Defenders and Corruptors are mirror images of each other. Corruptors have more damage (it's their primary) while Defenders have better buffs and debuffs since that's their primary. Oh, something that causes confusion for a lot of players coming from other MMO's is that there's no "holy trinity" of Tank/Heal/DPS. The controls, buffs and debuffs in this game are very strong so healing isn't anywhere near as important. No, you really don't very often need a "Healer" and there's some veteran players who dislike that label. Yes, an Empath can heal. They can also buff the party and add damage which is more useful most of the time. Personally I prefer seeing a Kinetic or Radiation Emission character on the team than an Empath most of the time. 7. Origin affects the kind of DO or SO enhancements you can slot and the near worthless origin attack power you get at level 1 like Tranq dart, trowing knives and the like. Origin has no real effect other than possibly role-play. Oh, in this game there's no Gear or Weapons, it's all just cosmetic and chosen in the costume creator. You get stronger by slotting enhancements and none are tied to a particular kind of character. As an aside, from what I've seen Dual Blades is one of the weaker sets. I hope I've given you some food for thought, and welcome to the game. Feel free to ask questions in game, most of us don't bite and will be glad to help. One thing you'll want to do is grab Mid's Hero Builder, there's a link in the "Tools and utilities" section of the forums. It lets you plan out your build and shows you all the numbers and effects of your powers... when you get around to asking specific build questions most people will give you a Mid's exported build in the forums, you can import that and look at it in your copy of Mid's. The interaction of various powers gets really complex in a hurry so being able to work it all out before you start shelling out inf in game helps a lot.
  11. In the really old days Spine/Regen was pretty much the king, it could clear huge maps of +8 mobs (8 levels higher than the scrapper). Then the Purple patch changed the way level difference worked in what, issue 3? After that Regen had solid aggro on the Nerf bat and got hit each issue up until I think issue 5 when we got literally nuked by the Global Defense Nerf which lowered defenses on ALL AT's coupled with ED (Which added severe diminishing returns on slotting more than 3 of the same enhancement in a power). Those two nerfs combined cut survivability by probably 2/3 and reduced damage output by half.
  12. Archery has two big benefits and a minor one. The big benefits IMO are that it's incredibly light on endurance; I've never played anything else that's nearly as good on the blue bar. Even at level 40 I've never had end issues even in long drawn out AV fights. Second, it offers decent AOE with fairly quick recharging attacks, you can almost chain Fistful and Exploding for AOE with Rain (your nuke) tossed in every few rotations while filling the gaps with a few hard hitting ST attacks. The minor benefit (or it may be another major depending) is the range, Archery has the longest ranged attacks of any primary I've played so you can bring hell from way the heck out of the enemies range. My favorite secondaries for Archery would be TA for more ranged goodness with a sizable helping of control, an Archery/TA blaster plays like a cross between a Blaster and a Controller. My other favorite is Energy Manipulation mainly for Boost Range... want to kill mobs so far away you can't even see them? Then /EM is for you, and you'll have lots of extra room in the build since many of the powers don't really fit with the idea of staying out of melee.
  13. That's kind of a given; I've tanked that SOB with Invuln, Stone, Shield and Fire tankers and all need candy on occasion until the red and yellow towers die. Back on Live my basic load with CMA was to eat a large orange and purple until the Red tower died, then keep up the purple until the yellow tower dropped. I did carry a couple of greens and blues for emergency... that end drain of his is a PITA and occasionally he'd land two hits in a row while Dull Pain was recharging. Even a IO'd out Granite tanker occasionally needs a boost until Red dies although thanks to Rooted the end drain is a non-issue.
  14. As a general rule, nothing. A very few characters have an alternate costume but mostly the slots are ignored. Back on Live in the old Hami raiding days we frequently had a "theme" party on Guardian and I'd play with costumes then. I recall CMA had a "Sgt Pepper" beach party outfit with bright colors, tall military hat and a speedo for tanking Hami on Beach Party day. This was way back before the Hami change when it was a social event as much as a raid and a good time was had by all.
  15. It's been nerfed into the ground due to it's former status of being mediocre to poor outside of one power.
  16. Thus you carry a yellow to fix the problem. Get blinded? Eat a yellow and kill the SOB.
  17. Ok, came up with a build that ends up with defense of: S/L 48% F/C 45% E/N 42% Psi 16% Resists are: S/L 90% F/C 72% E/N 65% Toxic 53% Psi 58% Seems like it should handle most anything the game throws at it. It's going to be expensive; probably north of 500 million, but my market character generally makes 200 million in an hour of serious marketing. Most of the IO's will be in the 1-3 million range but those Tanker IO's will be 8 million plus each and I'm unsure what the Winter IO's will run, haven't gone looking for them yet. Here's the build: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer 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: Sorcery Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Temp Invulnerability (A) Unbreakable Guard - RechargeTime/Resistance (3) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime (13) Impervium Armor - Psionic Resistance Level 1: Stone Fist (A) HamiO:Nucleolus Exposure Level 2: Dull Pain (A) Preventive Medicine - Heal/RechargeTime (5) Doctored Wounds - Heal/Recharge (7) Numina's Convalesence - Heal/Recharge Level 4: Heavy Mallet (A) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (7) Superior Gauntleted Fist - Accuracy/Damage (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (11) Superior Gauntleted Fist - Damage/RechargeTime (11) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Combat Jumping (A) Kismet - Accuracy +6% Level 8: Unyielding (A) Unbreakable Guard - Resistance (9) Unbreakable Guard - +Max HP (13) Unbreakable Guard - Resistance/Endurance (15) Unbreakable Guard - Resistance/Endurance/RechargeTime (46) Impervium Armor - Psionic Resistance Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage (15) Perfect Zinger - Taunt/Range (31) Perfect Zinger - Taunt (40) Perfect Zinger - Taunt/Recharge Level 12: Resist Physical Damage (A) Reactive Armor - Resistance (17) Reactive Armor - Resistance/Endurance (17) Reactive Armor - Resistance/Recharge (19) Impervium Armor - Psionic Resistance Level 14: Super Jump (A) Jumping IO Level 16: Boxing (A) HamiO:Nucleolus Exposure Level 18: Invincibility (A) Shield Wall - Defense (19) Shield Wall - Defense/Endurance (21) Shield Wall - Defense/Recharge (42) Shield Wall - Defense/Endurance/Recharge Level 20: Fault (A) Perfect Zinger - Chance for Psi Damage (21) Explosive Strike - Chance for Smashing Damage (23) Force Feedback - Chance for +Recharge (25) Accuracy IO Level 22: Tough (A) Steadfast Protection - Resistance/+Def 3% (23) Gladiator's Armor - TP Protection +3% Def (All) (25) Impervium Armor - Psionic Resistance (27) Aegis - Psionic/Status Resistance Level 24: Weave (A) Reactive Defenses - Scaling Resist Damage (27) Reactive Defenses - Defense/Endurance/RechargeTime (29) Reactive Defenses - Defense (29) Reactive Defenses - Defense/Endurance Level 26: Tough Hide (A) Shield Wall - +Res (Teleportation), +5% Res (All) (31) Shield Wall - Defense (31) Shield Wall - Defense/Endurance (34) Shield Wall - Defense/Recharge Level 28: Resist Energies (A) Reactive Armor - Resistance/Endurance/Recharge (40) Reactive Armor - Resistance (42) Reactive Armor - Resistance/Endurance (43) Reactive Armor - Resistance/Recharge Level 30: Resist Elements (A) Reactive Armor - Resistance/Recharge (34) Reactive Armor - Resistance/Endurance (46) Reactive Armor - Resistance/Endurance/Recharge (50) Impervium Armor - Psionic Resistance (50) Reactive Armor - Resistance Level 32: Hurl Boulder (A) Superior Might of the Tanker - Recharge/Chance for +Res(All) (34) Superior Might of the Tanker - Damage/Endurance/Recharge (36) Superior Might of the Tanker - Damage/Recharge (37) Superior Might of the Tanker - Accuracy/Damage (43) Superior Might of the Tanker - Accuracy/Damage/Recharge Level 35: Tremor (A) Superior Avalanche - Accuracy/Damage (36) Superior Avalanche - Recharge/Chance for Knockdown (36) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (37) Superior Avalanche - Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Recharge (43) Superior Avalanche - Accuracy/Damage/Endurance Level 38: Seismic Smash (A) Superior Blistering Cold - Recharge/Chance for Hold (39) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (39) Superior Blistering Cold - Accuracy/Damage (39) Superior Blistering Cold - Damage/Endurance (40) Superior Blistering Cold - Accuracy/Damage/Endurance (42) Superior Blistering Cold - Accuracy/Damage/Recharge Level 41: Char (A) HamiO:Endoplasm Exposure Level 44: Fire Blast (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (45) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Damage/RechargeTime (46) Superior Winter's Bite - Accuracy/Damage/Recharge Level 47: Fire Ball (A) Superior Frozen Blast - Recharge/Chance for Immobilize (48) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (48) Superior Frozen Blast - Accuracy/Damage/Recharge (48) Superior Frozen Blast - Accuracy/Damage/Endurance (50) Superior Frozen Blast - Damage/Endurance Level 49: Mystic Flight (A) Winter's Gift - Slow Resistance (20%) Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash
  18. I noticed the missing uniques, I figured it was a brain fart. If I just had 3 more slots..............
  19. Depending on the tank I'd look for pets with high DPS; an Incarnate tank rarely needs a support pet but our damage output isn't anything to write home about. Back on Live I had Warworks on CMA, my Inv/Stone tanker and they were decent. As a tanker you should be able to keep aggro off of your pets so their durability shouldn't be an issue unless you're dealing with lots of AOE. In the charts I've seen it looks like some of the pets are certainly loads better DPS wise than others. I had Seers on my Blaster for awhile, they really were pretty worthless and have since been replaced by Clockwork.
  20. Someone saying they've over 6k HP is dreaming, the HP cap is around 3,500 or so if I remember... certainly under 4k. The accolades (Atlas Medallion, Portal Jockey I believe) collectively add around 10% HP and there's loads of minor HP boost IO set bonuses. I wouldn't worry about that too much though, you'll cap out with Dull Pain decently slotted and the accolades. At that point more is only useful with Dull Pain down.
  21. I kind of like the second build and kind of not... I'm working on incorporating part of it into the build I originally posted. So far I'm not completely satisfied but it keeps most of my original power choices while also keeping most of Hyper's defenses. Right now I think it's soft capped to S/L/E/N, just shy of that on F/C with resistances to all in the 50-70% range outside of S/L which is obviously capped at 90%. I believe I even got Psi resist around 30%. I'm still playing with it, it's not quite as tough as Hyper's build but it keeps the utility and powers I had originally. Still trying to squeeze a bit more out of it. The one thing I'm sacrificing is recharge; I'll need to think on that. Also, even as an endgame build it's gonna be expensive. The Fighting pool is very helpful mainly for Weave; Tough is admittedly overkill and Boxing is a throwaway power once the chain is full. Loosing Weave would drop my defense numbers considerably and Tough is a useful mule.
  22. I used the default format since I didn't change any settings. And it's good to be back, I've actually been playing awhile and have 2 chars at 50 but didn't reroll CMA until a few days ago. Well, actually I tried a couple of variants earlier and just didn't click with them, Inv/BS and Inv/Elec. Somehow neither really felt right, the Inv/BS felt like it lacked synergy; Parry's a wonderful power but it's strength didn't work with Inv as well as say Shield. Elec worked decently but didn't feel right with Inv. I do have an Elec/Shield Stalker I've had fun with but I didn't like the tanker version.
  23. I see where you're going with this, it's given me a few things to ponder. I've some time since right now CMA just reached 22 and is currently sitting around 38% S/L def with one mob in range. One question, it seems that Mid's allows both the normal and superior versions of an IO in the same build, does this work in game?
  24. Well, I finally rolled my namesake, Call Me Awesome, on Homecoming and I've been looking over the (many) changes and have been pondering a build. This looks fairly solid at first glance but I think it can get better... yes, I know it's going to be expensive 🙂 Right now I just hit 22 and have a build based on my old guide with Reactive Armor slotted in the toggles; it looks like there's better options now. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer 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: Medicine Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Temp Invulnerability (A) Unbreakable Guard - RechargeTime/Resistance (3) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 1: Stone Fist (A) HamiO:Nucleolus Exposure Level 2: Dull Pain (A) Doctored Wounds - Heal (5) Doctored Wounds - Recharge (7) Doctored Wounds - Heal/Endurance (7) Doctored Wounds - Heal/Recharge (9) Doctored Wounds - Heal/Endurance/Recharge Level 4: Heavy Mallet (A) Kinetic Combat - Knockdown Bonus (9) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Accuracy/Damage (11) Kinetic Combat - Damage/Recharge (13) Kinetic Combat - Damage/Endurance/Recharge Level 6: Combat Jumping (A) Kismet - Accuracy +6% Level 8: Unyielding (A) Unbreakable Guard - Resistance (13) Unbreakable Guard - Resistance/Endurance (15) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage (15) Perfect Zinger - Taunt/Range (31) Perfect Zinger - Taunt (40) Perfect Zinger - Accuracy/Recharge (43) Perfect Zinger - Taunt/Recharge/Range (46) Perfect Zinger - Taunt/Recharge Level 12: Resist Physical Damage (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (17) Unbreakable Guard - Resistance (17) Unbreakable Guard - Resistance/Endurance (19) Unbreakable Guard - RechargeTime/Resistance Level 14: Super Jump (A) Jumping IO Level 16: Boxing (A) HamiO:Nucleolus Exposure Level 18: Invincibility (A) Shield Wall - Defense (19) Shield Wall - Defense/Endurance (21) Shield Wall - Defense/Recharge (42) Shield Wall - Defense/Endurance/Recharge Level 20: Fault (A) Perfect Zinger - Accuracy/Recharge (21) Perfect Zinger - Taunt/Recharge/Range (23) Perfect Zinger - Taunt/Recharge (23) Perfect Zinger - Taunt (25) Perfect Zinger - Chance for Psi Damage (25) Perfect Zinger - Taunt/Range Level 22: Tough (A) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - RechargeTime/Resistance (42) Unbreakable Guard - Resistance/Endurance/RechargeTime (43) Unbreakable Guard - Endurance/RechargeTime (43) Unbreakable Guard - +Max HP Level 24: Weave (A) Reactive Defenses - Scaling Resist Damage (27) Reactive Defenses - Defense/Endurance/RechargeTime (29) Reactive Defenses - Defense (29) Reactive Defenses - Defense/Endurance Level 26: Tough Hide (A) Shield Wall - +Res (Teleportation), +5% Res (All) (31) Shield Wall - Defense (31) Shield Wall - Defense/Endurance (34) Shield Wall - Defense/Recharge Level 28: Aid Other (A) Healing IO Level 30: Aid Self (A) Numina's Convalesence - Heal/Recharge (34) Numina's Convalesence - Heal/Endurance/Recharge Level 32: Resist Energies (A) Steadfast Protection - Resistance/+Def 3% (36) Unbreakable Guard - RechargeTime/Resistance (37) Gladiator's Armor - TP Protection +3% Def (All) (40) Unbreakable Guard - Resistance (42) Unbreakable Guard - Resistance/Endurance Level 35: Tremor (A) Fury of the Gladiator - Chance for Res Debuff (36) Fury of the Gladiator - Accuracy/Damage (36) Gauntleted Fist - Damage/RechargeTime (37) Gauntleted Fist - Accuracy/Damage/RechargeTime (37) Gauntleted Fist - RechargeTime/+Absorb Level 38: Seismic Smash (A) Kinetic Combat - Knockdown Bonus (39) Kinetic Combat - Accuracy/Damage (39) Kinetic Combat - Damage/Endurance (39) Kinetic Combat - Damage/Recharge (40) Kinetic Combat - Damage/Endurance/Recharge Level 41: Char (A) HamiO:Endoplasm Exposure Level 44: Fire Blast (A) Winter's Bite - Accuracy/Damage (45) Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (45) Winter's Bite - Recharge/Chance for -Speed & -Recharge (45) Winter's Bite - Damage/RechargeTime (46) Winter's Bite - Accuracy/Damage/Endurance (46) Winter's Bite - Accuracy/Damage/Recharge Level 47: Fire Ball (A) Annihilation - Chance for Res Debuff (48) Annihilation - Accuracy/Damage (48) Annihilation - Accuracy/Damage/Endurance/RechargeTime (48) Annihilation - Accuracy/Damage/RechargeTime (50) Annihilation - Damage/RechargeTime Level 49: Resist Elements (A) Unbreakable Guard - Resistance (50) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - RechargeTime/Resistance Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1459;691;1382;HEX;| |78DA65944B4F135114C7EF6DA7D69662415E45E883027D21B555E3C298100342781| |4AB256EC9085798384EEB4C5159A9F11BE8C2BDCF9D5FC06FE123824B35BA128C6F| |17A61E7AFE16924ED2FE66FE73EFB9FF73EEB953B831117836757B4CC8C0B8A93BC| |EE2826E5D56B6775EAFAED9BA29E80A8EEBA6192BA8D8E9EBCA295F515ED2223C6C| |71425D5296A3B2D3D6B535D352B67ED1308DEA7A08AF0BCA542A5BAA962DC5F7225| |02C97CDEC9CD22B86B5D25A7F98345656AB8DA7825A36960C4B05FF0F5C56B6B36A| |54DACF548CA56C71DDA648BA5355F67A887C0CD3EFA58FFEE48ED39A5BFC720B91D| |784EB3BF883A9FD660EFA05AE9A10A7089A5BBCF261BAA869F2ACE4F145E6BE59B0| |C0DC3FCF1CA6386ECC712F10E2F4EE1CD35F04CF330325663715CEC33E85E72F21A| |C89E76921BCACB9BCF01C80E703F09CA0B57CBC96C7E7B8F89DCD8C58CCE45566A6| |C21C2D335FD0C416D4A605F1DAB04E1BD639889AF590BF56D4A63525EA9A242D082| |D887A6D50CC7629EB31DB67106392D939C54C4F3353E4BD03DE3BE0B1131EBBE1B1| |1B3984905B08B9B969ED2EF6EEE982E743F03C00CF69E494F909FEC17ED3DC1EE4D| |DF30D73BF32FBB7C06DE626E5D38BB1BDB3AC45905704790D20AF30C5ED433DFA86| |B84651D2C2ACC97089FB636081F986624739B616DD31447B3E08EF43479949E4964| |66E19AA591CBD151F43DF9E046F6A3CF716788739E2E7B3B0336718FD98401F26D0| |9709F46312FDB8412153C8257582F77693B411ECD7C8038E7DF809F8147CC81C7D0| |43E66BEA5B95978C87E62BF47DE811FC10FCCFC7BE66BAA4F0EFD9F431DF2A8431E| |75EAD7F69CD91A5D22AD354E7C2DD3F436D7A4E49B94634DCAF12665AE49296A8D2| |F859075C5D7D6F80ED43ED31E489C6F39CABDB1BDAB49394337494DC42E706F6CED| |1D8FF3F6655773C9FB7C0E6277C17BCC7FE6CCEE6D| |-------------------------------------------------------------------|
  25. It's been awhile since I played the Tanker version of Shield but I remember it being very easy to soft cap. I'd have to check with Mids to see if it gets there on SO's alone and it's a great aggro holder. You can pair it with most anything; my shield tank was Shield/Fire and quite capable... although I was heavily IO'd out which does make a difference. The classic Shield/Broadsword will be very tough, particularly with Parry boosting the Melee defense. I've played the Shield/Broadsword combo several times, twice as a Scrapper and once as a Brute and it's very tough; as a tanker it'll be even tougher.
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