The Character Copy service for Beta is currently unavailable
×
-
Posts
652 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by jack_nomind
-
I am wracked with indecision on how to place my last five slots in this iteration of my build. Any recommendations? 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: Dark Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Dark Embrace -- GldArm-ResDam(A), GldArm-End/Res(3), GldArm-Res/Rech/End(3), TtnCtn-ResDam/EndRdx(5) Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(45) Level 2: Murky Cloud -- UnbGrd-Max HP%(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(11), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(13) Level 4: Guarded Spin -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(19), ScrDrv-Acc/Dmg(19), ScrDrv-Dmg/EndRdx(21), ScrDrv-Dmg/Rchg(21) Level 6: Obsidian Shield -- GldArm-3defTpProc(A), GldArm-End/Res(23), GldArm-ResDam(23) Level 8: Kick -- Empty(A) Level 10: Dark Regeneration -- Prv-Absorb%(A), Prv-Heal(25), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(29) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(31) Level 14: Tough -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam/EndRdx(31), TtnCtn-ResDam/EndRdx/Rchg(33) Level 16: Eye of the Storm -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(33), FuroftheG-Dam/End/Rech(33), FuroftheG-Acc/End/Rech(34), FuroftheG-Acc/Dmg/End/Rech(34), FuroftheG-ResDeb%(34) Level 18: Taunt -- RechRdx-I(A) Level 20: Staff Mastery Level 22: Death Shroud -- OvrFrc-Dam/KB(A), OvrFrc-End/Rech(36), OvrFrc-Acc/Dmg/End(36), OvrFrc-Acc/Dmg/End/Rech(36), OvrFrc-Acc/Dmg(37), OvrFrc-Dmg/End/Rech(37) Level 24: Cloak of Darkness -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(39) Level 26: Weave -- Rct-ResDam%(A), Rct-Def(39), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(42) Level 28: Serpent's Reach -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43) Level 30: Cloak of Fear -- UnsTrr-Stun%(A), HO:Lyso(45) Level 32: Soul Transfer -- RechRdx-I(A) Level 35: Conserve Power -- Empty(A) Level 38: Sky Splitter -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(45), SprMghoft-Acc/Dmg/Rchg(46), SprMghoft-Dmg/EndRdx/Rchg(46), SprMghoft-Acc/Dmg/EndRdx/Rchg(46), SprMghoft-Rchg/Res%(48) Level 41: Physical Perfection -- RgnTss-Regen+(A) Level 44: Maneuvers -- LucoftheG-Rchg+(A) Level 47: Tactics -- GssSynFr--ToHit(A) Level 49: Oppressive Gloom -- RopADop-Acc/Stun(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15), Pnc-Heal/+End(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), PrfShf-EndMod/Acc(17) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul Level 50: Support Radial Embodiment Level 50: Cardiac Core Paragon Level 50: Rebirth Radial Epiphany Level 50: Void Radial Final Judgement Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1603;726;1452;HEX;| |78DA6593C94F13511CC7DFB453A1D0CABEC98E80504A69D58BA21023E8419A9088D| |E4C33E2B48C60DB4C1B054D4C4C5CAF1EF4E8C593072F1EDCF5E29F60DCD793A0B2| |AF9A98F1D7F9FE2813E625EDE7F7BEEFFDDE6F99F7C2E37D9EFB872FF50AC973704| |C49A522434A7C54D55D6125A60D8BCCC8A15F15D4489F1A55E32935D0A7E8A39103| |FA99845ECD2B61754C550347D34A341A39A4C546D25A3C26BC8389C458607DEA316| |703AA92A449C1FAE494AAA746B464B1391FA25392093DADA4B544BCA43FA90D07FA| |E3AA1E9B888495545AD5272A29996EFA3D72D39F9449CF708A2EA71021593842CC2| |028FB2493B38D8287E1125181B518B86584A981B9A741FF28F898E24888E392FEE0| |DCDC25306F99B9027A56996BE03CC57522AEECBC80F38ACF33CF82A5E798E3E0138| |AE7423C876B27CE29E7BACAD7EBCCC147A13D22C7A0219E9297DB6C87E1724F6357| |E524730ADCF693F90BACF9CDA7D251F9DCC9FC3274ACA614AC2B64FEA3E55A59386| |9AF97B3F35648A656E7031B3AB17791AA2EE06E17EC458C866EE63EB0713FB387D9| |0B2E906F115756D4818E2C91568298C643AAB38CBF46D977F86CFFCCFCC2FC06367| |F627E059F916F05D759C17536739DAD5C67EB11BE39546715C7A95A84D63A03EE98| |65CE31E7C1F605708DF2ADE6FAAB2FCB58BBC2BC0AFAAE31AF336F80CF29C75AC49| |56A5FA3AFFE3D34959DE225ADD5736FEAB937772864136B4DE64DF84BD15B387ACB| |1B64E47F0B76BE63BE677E00BB3E82F7BC42B421BA68EB41F422EA44076B1DDCB51| |2D202AC05EE3A4CED056517E44C8217E15B2367DF5DE6E35176ED72F6D51A3EDB6A| |D0A6846CCA2E9BB2DBA60CD8944199C39222998ABB30FB368DE9BCEC1B1752273A3| |BBBA139A4E3A87BEB316623FA3563F56B83DF9CD5EF367A537893790BFC519ECDCF| |98B4D853167B3973EBD95EB1D8AB167BD378453721645BEAA5DD216EF9038BBD69F| |84B37964EE465EE1F6CC5629FB4D88316FB3F8474408D| |-------------------------------------------------------------------|
-
Practically Free Build: Softcapped DM/SR w/ no sets
jack_nomind replied to jack_nomind's topic in Scrapper
For the power placement order, yes. Slot placement levels will be up to you. -
Not in PvP, and hopefully eventually, not in PvE either.
-
Actually, it shows he does understand OP. OP wants it so that if you've achieved 100% accuracy, you can't miss. You can also achieve 100% resist and 100% defense in the game. The caps for those mechanics are effectively the same thing as the "clamp". The comparison made is quite apt, actually. Well I get it. That being said, what the OP is asking for is a little less ridiculous than 100% resistance.
-
You recall incorrectly... or at least confusedly. The game can track higher numbers than whatever any given attribute is capped at, but the "hard cap" is whatever that cap is. Your statement would suggest that there are no "hard caps" at all, because the game will retain whether or not you're getting +400% or +4400% recharge but provide "no benefit beyond" the 400%. Defense is a "soft cap" because the game will calculate a tohit reduction of up to ~200 from the enemy's base, but then replace any result lower than 5 with 5.
-
Yes. Sort of. As Pixie Knight indicated, accuracy and tohit multiply each other. If your tohit has been floored to 5%, +100% accuracy still only means a 10% final chance. These pages will be of interest to you. https://paragonwiki.com/wiki/Limits https://paragonwiki.com/wiki/Attack_Mechanics https://paragonwiki.com/wiki/Enhancement_Diversification
-
Allow self-only powers during P2W travel
jack_nomind replied to jack_nomind's topic in Suggestions & Feedback
Toggle animations can be over-ridden (try running Slide and Ninja Run together, for example) and I'm explicitly not asking for attacks to be permitted. The P2W travel powers aren't and shouldn't be "as good as" dedicating a power slot to travel. -
I'm weirdly impressed by your commitment to bad testing. FWIW, the CoT Lt and Boss class enemies with defense debuffs are uncommon (the only CoT Lts with -def are Possessed). The most common Council enemies with defense debuffs are Nebula and Penumbra enemies, although there are scattered others. I'm not actually out to waste your time, so let me clarify two points here. First, we already know what the outcome of a perfectly accurate test will be: just about 5% more hits taken in difficult content, with a higher subjective impact if those hits mez or debuff and a lower one if they do not. That's "noticeable" as far as I'm concerned. Second, changing the tohit clamp without changing the accuracy clamp won't accomplish what you initially said you wanted to do; you'll still end up in situations where you see that dreaded 95.00% and popping Aim won't do a thing to change it.
-
Request: Bring back old MA kicks as customizations
jack_nomind replied to EggKookoo's topic in Suggestions & Feedback
They were changed because the set animation times were altered, and those kicks don't match the new (much faster) animations. It'd be nice to see them come back in some form, though. -
Small Change for Super Reflexes: Practiced Brawler.
jack_nomind replied to GoldHero101's topic in Suggestions & Feedback
The Shield Defense version does. Other click mez protection, like Burn and Kuji-In Rin, have other benefits that improve with recharge. SR would benefit much more from updating PB to this standard. I have a proposal (which also changes Elude and rejiggers a few other powers slightly) here. -
We're currently using an update of Mid's called Pine's. Here's a basic build. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Dual Blades Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Nimble Slash -- Mk'Bit-Dmg/EndRdx(A), Mk'Bit-Acc/Dmg(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5) Level 1: High Pain Tolerance -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(5), RctArm-ResDam/Rchg(7), RctArm-ResDam/EndRdx/Rchg(7), DctWnd-Heal(45), DctWnd-Heal/Rchg(45) Level 2: Ablating Strike -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg/Rchg(9), SprCrtStr-Dmg/EndRdx/Rchg(11), SprCrtStr-Acc/Dmg/EndRdx/Rchg(46), SprCrtStr-Rchg/+50% Crit(46) Level 4: Fast Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(11), NmnCnv-Heal/EndRdx(13), NmnCnv-Heal/Rchg(13) Level 6: Mind Over Body -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam/EndRdx/Rchg(15), RctArm-EndRdx(17) Level 8: Blinding Feint -- Mk'Bit-Dam%(A), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg(19) Level 10: Indomitable Will -- LucoftheG-Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21), LucoftheG-Def/EndRdx/Rchg(23) Level 12: Typhoon's Edge -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx(25), SprAvl-Dmg/EndRdx(50) Level 14: Kick -- Empty(A) Level 16: Rise to the Challenge -- Prv-Absorb%(A), Prv-Heal(27), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(48) Level 18: Vengeful Slice -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Dmg/EndRdx(50) Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(31), PrfShf-EndMod/Rchg(33) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(33), RctArm-ResDam(33), RctArm-ResDam/EndRdx(34) Level 24: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(34), LucoftheG-Rchg+(34), LucoftheG-Def(43) Level 26: Sweeping Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(36), SprScrStr-Acc/Dmg/Rchg(36), SprScrStr-Dmg/EndRdx/Rchg(37), SprScrStr-Acc/Dmg/EndRdx/Rchg(48), SprScrStr-Rchg/+Crit(48) Level 28: Heightened Senses -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37), Ksm-ToHit+(39) Level 30: Power Slice -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg(39), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(40) Level 32: One Thousand Cuts -- Obl-Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Dmg(42) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(43) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 41: Assault -- EndRdx-I(A) Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Pnc-Heal(42), RgnTss-Regen+(45) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(42) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1383;642;1284;HEX;| |78DA6593594F534114C7E7B6B716CA56B696BDB4ECB554519F3541D40769C434825| |B52AF7480EA0DBD694B14B788CFFAA0687C72FB027E10D7AFE1869AF868B01EEEFF| |0F68EE2437BF3BE7FCCFCC39676632D7A7EA5F9F583BA28CC6A3B6552EE7B2F325C| |B7174A926B352B12A85E2B2DA1A41F9BAB65DB98CB6B54E4FAD58766ED2B6F2BABC| |EB9AD20B7AB9ACD37305DB768AD7744935CC148B76FA786171A952585EAC7767D3D| |A72641272275947EB7CD3B63DAF4BE5A582D37CCC29CCA7278BF9D55CC62A577469| |B543521892EF46507154FD6A5130612ADF02B9049A57C0D92DADE16A032A213F23E| |2EB03F7C4C838983A65B831A90C782BC85089352E99AEADC6222F83A179703C4F6A| |F0ACC4FAB1AFDF3F8BF54267C0FAD364169C136D80DA00736C648E8DCC2D3C00DE0| |96E1D85E16A835751639835B7B0E616F6E29C686BB96E6D3BF66A6B23C360A415BC| |2DDA3AD46AD6BD420D919760C70BF23938F10CF4494C0362544355863A2F9626C3C| |D2ED0B4E177555D9FC8CF60CF1770FC2BB8EF1B7857629B9941F313ECD0F318EC5B| |271F318387E00589694585BED6A73E6AC0FE75D02F9A7676A1FD00F6EA8F8AA157C| |86EC7D9ED8868A3D4467F411B3F49B2834976704DB49DBC1D9D6FA019784BBE0307| |DFB3C60FE447F0A2C476739F6EAE3BC875077932C39BCACDF1A6687B79DB7B79C2C| |33CE161DEFE11DE807BA28D511BDB44FD2355F20F38F61B34459B60EF12CC618039| |249943228817271A63682FF648922DE21B45BC1A8DC356FD7FF4983B0F55B93E153| |3779E6335E9F1EEF758263C96831ECB218F65DA639931779EB2325C4B6D581E282C| |D58D90788D7FBD3F762D3E238E431BEB0753877179BE7BA27EEE5A0CE33EDBFD00F| |C0B9786E9BB| |-------------------------------------------------------------------|
-
Small Change for Super Reflexes: Practiced Brawler.
jack_nomind replied to GoldHero101's topic in Suggestions & Feedback
Because additional recharge allows you to stack it. Clickable mez protection powers like it and the one in SD currently offer the best mez prot in the game. It would be better to keep it as it is and also add other stackable buffs into it. -
Not +4; just 'enemies.' -1, if you'd like, as long as they still get attacks off. ~30%ish defense is a pretty normal amount on a reasonably kitted res-set toon, but pick whatever amount you feel is best. Since you're having some trouble, the following villain groups have -Defense powers on all critter ranks: Arachnos Banished Pantheon Carnival of Shadows Cimerorans Circle of Thorns Council Crey ...I could move on to groups starting with "D" if you like...
-
/invuln is the best stalker secondary.
-
Streamlining/Fixing Sentinel's Inherent
jack_nomind replied to Oneirohero's topic in Suggestions & Feedback
Here's what I've suggested in other incarnations of this thread. -
I was expecting this to be about how weak Interface is compared to other Incarnate abilities. So, y'know, /signed for buffing everything other than Reactive and Degenerative, but also probably those too.
-
I am making Powerset Concepts for fun
jack_nomind replied to Varkarrus's topic in Suggestions & Feedback
Hey, cool. What would be a lot more interesting, though, is if you limited your posts to one proposed set and gave a rundown of the nine powers you're proposing. Having a sentence for theme is nice, but it makes it hard to see how the new set would add something to the game. For example, what kinds of powers would "tendrils" have? Would they be basically similar to powers in the "spines" set? Or when you say "Goliath" would add "boosts for your team"... well that's pretty vague. What boosts? -
This is an interesting question even if the short answer is "we're not considering that." The reason we aren't looking at it is because Tanker survivability can be so over-curve as to be irrelevant. Right now, many Tanker builds are sacrificing "tankiness" because it's just not contributing to the team; it's better to get 5% more damage than 30% more mitigation. I think in practice, some of the higher-damage current Tanker builds would feel a bit of a survivability hit since they tend to rely on AoE damage to contribute (which is part of why one of my suggestions a page or two ago was to to step this aspect up). But I think they'd correct easily, and end up feeling a lot more superheroic as a result.
-
Two out of twenty-one attacks on that screen were affected by clamp, or ~10%. Further, those are the only two attacks of those 21 from boss class enemies, or 100%. You were fighting unusually weak enemies for +4, or are otherwise mistaken about your set-up; a +4 minion has a (0.5 * 1.4x =) 70% base hit chance, and 15 of the 21 attacks against you were made at a hit roll of 65%. If you'd like to re-test against something other than a pack of debuffed minions, you may achieve more interesting results. I'd particularly encourage you to -- rather than going in with 0 defense -- go in with ~30% defense but no defense debuff resistance, and fight mostly enemies that debuff defense. For now let me say, no it bloody well wouldnt and you can find me in RV most days. If you require further proof ill spend a while collecting combat log data to throw your way. The tohit clamp occurs sequentially before the accuracy clamp. Combat log data won't reveal circumstances when, eg, a 140% tohit would be passed to a 0.9 accuracy modifier and result in a guaranteed hit (with your change) vs an ~86% hit chance (now).
-
I wasn't able to upload one at all, but the same image uploaded to imgur works fine.
-
tl;dr : Don't use Rune of Protection. Fighting + Moment of Glory probably does more for you. Rune of Protection from the Sorcery pool has an uptime of less than 50%, and you already have a "cooldown" power that maxes all your resistances (Moment of Glory). You could use them together, and what that would look like is activating Moment of Glory to start the fight, activating Rune of Protection about 13 seconds later (since RoP takes about 2s to activate), letting it run for a minute and a half, then activating Moment of Glory again. At this point both powers would be on cooldown for over a minute, and you'd be at your base values; presumably you'd use Instant Healing to cover the gap. This doesn't synergize very well with Brute play; you have to interrupt your attacks to activate these powers and planning a defensive rotation like that interferes with your ability to move smoothly from one group of enemies to another. Having higher baseline mitigation from Fighting would most likely allow you to be more selective about using Moment of Glory, rather than needing it as a gap-filler just to stay up. You could consider dropping Maneuvers (Leadership) for the Sorcery pool as more of an equitable trade -- you do have several blank power slots to work with. I like the MA/Regen build with Fighting a lot more. As you noted, Storm Kick is a great power. The one reason I might caution against it is that you are trading in all the active mitigation of KM (knockdown and -dmg) for a bit more single-target damage. My playstyle does better with a lot of knockdown and debuff attacks. I don't know which you'd find better. If you do go that route, drop Thunder Kick from your build and re-slot Crippling Axe Kick for damage. Here's a version of that build that softcaps melee defense. To keep perma-hasten, you'd need to +5 both IOs in it and use something else as well (like a Base Empowerment attack speed buff). Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Kung Fu Regenerator: Level 50 Mutation Brute Primary Power Set: Martial Arts Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Villain Profile: Level 1: Storm Kick -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7) Level 1: Fast Healing -- Pnc-Heal/+End(A), Pnc-Heal(7), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux(9) Level 2: Cobra Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(46) Level 4: Reconstruction -- Prv-Absorb%(A), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(19), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(21) Level 6: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Acc(21) Level 8: Crane Kick -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(23), OvrFrc-Acc/Dmg/End(23), OvrFrc-Dmg/End/Rech(25), CrsImp-Acc/Dmg(25) Level 10: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(27), Rct-ResDam%(27), ShlWal-ResDam/Re TP(29) Level 12: Dull Pain -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(29), Prv-EndRdx/Rchg(31), DctWnd-Heal/Rchg(31) Level 14: Kick -- Empty(A) Level 16: Integration -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(31), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(33), DctWnd-Rchg(34) Level 18: Crippling Axe Kick -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx/Rchg(34), CrsImp-Dmg/Rchg(34), CrsImp-Acc/Dmg/Rchg(36), CrsImp-Acc/Dmg/EndRdx(36) Level 20: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), GldArm-ResDam(39) Level 24: Focus Chi -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(50) Level 26: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43) Level 28: Instant Healing -- DctWnd-Heal(A), DctWnd-Heal/Rchg(43), DctWnd-Heal/EndRdx/Rchg(43), DctWnd-Rchg(45), DctWnd-EndRdx/Rchg(45) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 32: Eagles Claw -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(46), SprUnrFur-Acc/Dmg/Rchg(46), SprUnrFur-Dmg/EndRdx/Rchg(48), SprUnrFur-Acc/Dmg/EndRdx/Rchg(48), SprUnrFur-Rchg/+Regen/+End(48) Level 35: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 38: Moment of Glory -- LucoftheG-Rchg+(A) Level 41: Maneuvers -- LucoftheG-Rchg+(A) Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Acc(15) Level 50: Spiritual Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1428;663;1326;HEX;| |78DA6593596F125114C7EFC0D42E4001692D6D81426B698B2D15F559A3D6FA00A35| |5131FDC702C573A0901323318F7EDD9073F824BEBF2E267D018FD02BEBBBCB9554D| |D418E382A773FE62CDDC64F871CF72EFFF9C7BAF767AC6FF60F7956D42F1EDACE89| |655DC61366CD9A1356CDD366A55AF1022926F54CBC9D94672BF2CCBAA3475BB66B6| |933DEA841635599132ABE9A66DE895E276D3B606D831234FCAAA25B3AD345A4FF8E| |76AB54AB620F5BA512D079CC9AC515EB069D6E5CC0ED4A52C05FF4695A4692D18F5| |D8AEBA319FE5650BF294A1DB0B7AB5A8E9962DCD3351D292A6EFE1CA8F429F68B68| |91BA43CA70ACF4DF01653BD0D2E32D72C31CFF6B472BD22055F92D9910063CC4769| |84D23ECA21C2982ABA0E834798FEA3E031E65491798EF6F142A37799D70BBD03DF3| |3D7BE06DF307BDE32CF536E1BE72A6DD73CECBBCE7C4C9ADA5993DAFE8AE3D7BD04| |9F33A32FC0E382ED94D0899A3B7B15C736D0037EE6D8589E7981F6F621D607BD31E| |84D405F42E35C0FAD1B602D22D0A4212E5276105507F31C95283093C84AEE01F732| |5373CC67134284515918CA53123CC11C99074BCC4BB45F046A23DF59DDC817E6FA6| |FE057A697D4F672ACA7B78FFEC4C9B7897DE969A6461AFA70E27D8BDCF1F4127887| |397617BCC7CCDD673EA193E9476EFF0FC4FC644EFC027F834D6646F0BE97A98E41D| |43E88BE64D0AF0CFA35893E4DA29FC3544F1CB724BE81FB31093E252D43388721BF| |EAD8A6026037733A0886C03053A57587D1A761DC961C6E4B2EC4BC4A7A4771F2A38| |80953DE38E78971D89AFF8F982A309AC2F1898CCBB2D165C9B92C9B5D962D2ECBAC| |DA7AE8CD82CB3BA7B69EB6501C4B6748AC1C8613BFDC455E65B5F7E33F8BA26CE5C| |BD37D908BFCE08AFEB43A1A0FB81B0F785F84005D7F00B23FFF3A| |-------------------------------------------------------------------|
-
Thank you for the comments! For this challenge, I use exclusively L50 "vanilla" IOs. Part of the idea behind it is that a build like this is extremely simple for a new player to understand. If a new player does adopt one of these builds, I'd definitely expect them to eventually replace the build IOs with multi-stat and/or set ones, but it's not how I'm handling the design. Although I intend the slotting to be easy to understand, I myself take a crunchy approach to designing the setless builds. The reason I almost always stop at two damage is because at that point, recharge slotting provides more dps than +dam does; two L50 damage IOs provides +83.3% damage while three provides +99.1%, an increase of only 16%. Replacing the third damage slot with recharge increases that power's damage by 42%, a gain of 26% dps over the alternative. Before the combo changes to stalkers I might have gone with the damage anyway... but as it stands they benefit from recharge as much as any other DPS AT.
-
/jranger in pve right now this change (other than breaking the game) would merely kill resistance-based players noticeably faster. in pvp it would wreck... everything. however, pve defense sets already need an elusivity component imho, and this entirely precludes that for... a minor dps benefit for a vanishingly small number of players.
-
Currently, activating several of the P2W travel powers deactivates all toggles, presumably to keep them from being useful in combat. I bought the void skiff. My Dark Armor tanker looks fantastic on the Void Skiff. He also has 12 toggles, 9 of which are self-only. I use the jetpack.
-
You mean like the ones in my signature?