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Everything posted by jack_nomind
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I don't love Ice the way I do some other sets... I'd say the only Defense sets I like on tanker are Shield and Invuln, in that order. But it gets a lot of great tools at higher levels and its defense holes can be filled with set bonuses. Grabbing the two +3% defense IOs as early as possible will make life a lot easier. Here's a basic recommendation for your first twenty levels. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 21 Magic Tanker Primary Power Set: Ice Armor Secondary Power Set: Stone Melee Power Pool: Fighting Hero Profile: Level 1: Frozen Armor -- DefBuff(A), DefBuff(3), DefBuff(3) Level 1: Stone Fist -- EndRdx(A), Acc(5), Dmg(5), Dmg(11) Level 2: Hoarfrost -- RechRdx(A), Heal(7), EndRdx(11) Level 4: Heavy Mallet -- EndRdx(A), Acc(7), Dmg(9), Dmg(9) Level 6: Wet Ice -- EndRdx(A), EndRdx(13) Level 8: Kick -- Empty(A) Level 10: Chilling Embrace -- EndRdx(A), EndRdx(13) Level 12: Icicles -- EndRdx(A), EndRdx(15), Acc(15), Dmg(17) Level 14: Tough -- ResDam(A), EndRdx(17) Level 16: Weave -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(21) Level 18: Glacial Armor -- DefBuff(A) Level 20: Fault -- Empty(A) ------------
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heal and absorb are always joined on enhancements. they aren't the same stat but unlike other x/y style enhancements they don't reduce the "budget" of the enhancement (so a Heal/Absorb is budgeted as a single-type enhancement, Heal/Absorb/Rech is dual and not triple, etc).
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/devices or /MA or /energy for an Assault Rifle build
jack_nomind replied to Jolin's topic in Blaster
AR/MC would be my vote, because MC provides a lot of active mitigation including a toggled 30-ft PBAoE slow. AR's big problems are its long cast times and poor tools for keeping enemies in its AoEs, so knockdowns and slows are a great way of augmenting it The teleport smash/escape power is also very nice for helping to reposition in combat to hit with the long cone attacks. -
I really like the idea of adding active mitigation to AR attacks -- more knockdown and/or -%DMG seem the most practical. AR's DPAs are actually very good, it just often roots you forever and that gets blasters killed. Having a -DMG% component does indeed feel very Rambo. I'm leery of other mezzes and -tohit because I suspect the numbers needed to make them effective in a wide enough range of cases would make them significantly too strong in a handful. I'm a little iffier on the target cap changes. If it was any AT other than Blaster, I'd /jranger in an instant. I'd love to see that on the test server for a while to try out, at least. Conceptually, I love the idea of blaster crits which run on some kind of triangular number system (eg, +5 tohit = 1% crit chance, +12 = 2%, +17 = 3%, +29 = 4%, etc). It's a nice build concept incentive. Practically, though, I don't think that lack of damage is the main problem Blasters face.
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Wouldn't dream of it. I'd easily put Scrappers and Brutes in the top 13 of ATs for trivializing content.
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Here's a build w/o purples that keeps the perma-hasten and has more melee defense, regen, and damage. It trades some f/c/t/p resist for s/l/e/n. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Kinetic Melee Secondary Power Set: Regeneration Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Villain Profile: Level 1: Quick Strike -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(3), CrsImp-Acc/Dmg(3), CrsImp-Dmg/Rchg(5), CrsImp-Dmg/EndRdx(5) Level 1: Fast Healing -- Pnc-Heal/+End(A), Pnc-Heal(7), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux(9) Level 2: Smashing Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury(13) 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: Power Siphon -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(25), GssSynFr--Build%(25) Level 8: Repulsing Torrent -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg(27), OvrFrc-Dmg/End/Rech(27), OvrFrc-Acc/Dmg/End/Rech(29), Dtn-Dmg/Rchg(29) Level 10: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Acc(31) Level 12: Dull Pain -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(31), Prv-EndRdx/Rchg(31), DctWnd-Heal/Rchg(33) Level 14: Kick -- Empty(A) Level 16: Integration -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(34), DctWnd-Heal(34), DctWnd-Rchg(34) Level 18: Burst -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(36), Obl-Dmg(37), Obl-%Dam(50) Level 20: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx(39) Level 22: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(39), Rct-ResDam%(39), ShlWal-ResDam/Re TP(40) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), GldArm-ResDam(40) Level 26: Focused Burst -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(42), Dcm-Acc/Dmg(42), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(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), RechRdx-I(46) Level 32: Concentrated Strike -- 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;1411;639;1278;HEX;| |78DA6593D94F135118C5EFD0A96C2D9DCA0EA520B259B158F559A3223ED02A6AE26| |B1DE10A134969DAC1B86FCF3EF8A6461F5CC0E545FF1E23067873434DD418E3523F| |E61C2B646E32F975BEE5DE33E7F6CB9C1D0E3D3F786D8F326AF74FDBC562765F61D| |6D5559959D7769D995C40C9AA94A7CD8B67337A5AEBE4A893D3AE339EDDEBBAF6F8| |69A686F5299D2BEAE4513DA973BAE0B5ABF0D8CCCC7472C4999C729DDC64C87B4B6| |B3B2F2F35DECBB1BCD613917FF1095D284E39F9D881BC339EC4B6697DC6B1DD293B| |97CDD8455717CEB5889A3E795E5A8AAB642A2D4899AA62823C019A27491B3CDF203| |4BC9E80DA14F0621BBAC8385815035F592C55A5A0719FB90760CD43F211189A23E7| |C10B724E80BD8115C4ACF7E40770E31BF22DD8F00E5C90738386E1F506E72A909B0| |79B1E934FC096A7E433F0B585DB5AF5A47219FBB52D908B606C897C014F2E8AD66A| |786254DFC03EF19BE025C9D5D2AF5AEA8F537F9C7ABB32063C9783C3385B854BB2D| |465E98EA03B1819455557DA58D7B5E91079981C0317E54BA274305A829ACD7FC8DF| |E42FB0E7279852507445CEADA7EAFA1F88F57C25BF837DDFC02651DDC8DAC6469CD| |DD7407E414DFF281890DA66D45634AFFEE890DC0ED60C814BA2BB9537D07A4FD06F| |AA2D77C95BE46D307107BC2A7ADBD9D34E1F12F427417F06E9CB20FDEB162D1DD4D| |2B1153739486E2397454B273DEC0C99C885C93A7028425A64143465FF6EEEDF4D5F| |52F4256581D745772F6FBC973551E91B409F1A60ACB47EC5CCF2E02A2FA712BEC87| |65F24E58BECF44576F922236679E04B695F76CC2C8FB832BC48B5551EDCD24A8D64| |8DB5D94FFF2386B11B7F80BAE3F8C88FBEEACF6BAB3958751CAC23F502EAFA0B270| |4FAA7| |-------------------------------------------------------------------|
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You can evade aggro cap, though; either with pets (who each have separate aggro caps) or with control powers (which are limited in targets per activation but can be applied to an indefinite number in total). That's why not only are Tankers not needed for this type of content, but no melee class is.
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Here, that's the same thing. I think nearly everyone interested agrees that Tankers are doing a job that usually doesn't need to be done at all, and never needs a Tanker to do it; and are not doing any other job at any meaningful level. Improving their utility means addressing that. I can do the same job on a different AT, and that different AT will also do other jobs as well. "Silly" or not, limiting tankers to doing only one style of only one job stratifies them in a way no other AT is.
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Don't be ridiculous, the argument is what keeps this thread alive. Ten pages and top 10 threads are better than two, even if (in both cases) only the first two pages actually get read. Also, you're wrong! You talk about EPPs in the same paragraph as this comment. So we've got two major problems here: first, the is-ought distinction you aren't making; and second, the description in the pictures you posted is obviously rhetorical rather than literal. In other words, even if Tankers currently were one thing and one thing only, and had always been that way, that wouldn't be a very good reason for arguing they continued to be that way absent other gameplay mechanics; and they weren't and aren't anyway. Would a good 8-man team have two Brutes? Two Defenders? Two Peacebringers? Two Dominators? Why deliberately single Tankers out as "the only AT that we currently and will always want one or fewer of"?
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source please. So I may've been unclear when I said that controllers handled funeling by incapacitating groups of mobs. I did mean "where they stand." Funneling isn't about re-positioning; that's just one way of accomplishing it. Funneling is purely about directing the "flow" of damage to keep as much of it pointed on as many mobs as possible, and away from as many allies as possible. I'm referring to anything that divides or multiplies a team or enemy life-expectancy. They're "a range" in that there are different stats that play into this and which and how much are being specifically altered are important for planning strategy; but they all do the same thing in terms of time. Control is only relevant to this aspect of combat insofar as it reduces the number of enemy attacks being made. As Arcanaville pointed out again and again, time gating is the sole form of gating CoX truly employs. She considered this a design flaw; I don't, but I absolutely agree that it's the only ultimate metric. I don't know when you started playing. I'd direct you to look at comments from other Tankers in original-era CoX sources. Here's a good one, from the old Tanker Strategy page from Paragonwiki. It almost seems like you understand that aggro management is in fact just a form of "control," but are drawing some kind of hard conceptual line between "something that absorbs all the enemy hits and stops them from moving" and "something that prevents all the enemy hits and stops them from moving." Here's another excellent synopsis. for speed, sometimes. But the videos that prompted the entire aggro cap change were from solo /FA tankers. My new band name is "violating the design method." No -- they weren't. Tankers didn't get AoE taunts or proto-Gauntlet until a year after the game came out. The AT was continually redesigned to get it away from the terrible, terrible original implementation. I'm blocking this quote in because I want you to re-evaluate it. But I do have another question for you: In your vision, what's the job of the second Tanker on the team?
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One way of breaking group combat in CoX down is into four aspects that I will unartfully term initiation, funnel, multiplication, and execution. Every AT does one or more of these things in a group setting. Since most enemy mobs spawn in large groups and begin with all powers 'readied' just like players, initiation is the process of opening combat and managing/surviving the initial alpha strike as every mob uses its first power(s). This is traditionally handled by melee, preferably tanky melee (or psuedo-melee, like MMs) when practical. This role can be (inefficiently) skipped with effective funneling. Many powersets do better single-target damage than AoE damage, and the powersets that do AoE damage still need enemies grouped together. Funneling is the control aspect of CoX, where mobs are "managed" in a way that keeps them physically near each other and not attacking the squishies. For two examples, Tankers do this by pulling groups around a corner, keeping them nearby with their taunts and auras, and absorbing incoming damage; while Controllers do this by incapacitating and immobilizing mobs entirely. Multiplication is the "support" role, although nearly every AT has at least some kind of force multiplier. In simplest possible terms, it's applying effects that divide enemy mitigation by as much as possible with e.g. damage buffs or -res, and multiply your team's by as much as possible with e.g. +def or healing. Take Manuevers on any build you can afford to, folks! Execution is applying damage to enemy HP until it is gone. No matter how great your multipliers are, if your base numbers aren't there, you are at best inefficiently grinding down incapacitated enemies for long periods of time and at worst going to run out of your HP before they run out of theirs. Tankers right now are masters of only one of those jobs, initiation -- and not only is it a job plenty of other ATs can do more than well enough, but it's one that often isn't necessary. At one point in time Tankers were masters of the funnel as well (I'd link one of the old Striga or dumpster farm videos but I can't find any), but the aggro cap changes pushed that over into the Controller AT and controllery builds of other ATs, since they can mez an indefinite number of enemies with enough varied powers and/or recharge. The changes were largely necessary but in compensation Tankers were mostly given a sorely needed buff to damage... and continuing along that line just invites the comparison to brutes. The two ATs tankers lost their "old" job to are Controllers and Masterminds, and integrating the AT back into that role would be far more fruitful.
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Control is the job of support characters. That's a non-statement, even less well-founded than reverting the Tanker damage changes all the way to i0 because "damage is the job of DPS characters." Tankers do the same job as mezzers (manage aggro), and as a "blue" (team-at-the-cost-of-solo) archetype should have a positive interaction with complementary roles. This is pretty much why i suggested raising the -range to 100%. It'd be a rather strong positioning tool and increase the tanks utility by a ton. Without changing mob AI, this probably wouldn't work how you are imagining; the mobs would most likely scatter, not group up. -90% or -95% might work as you think, but it's a "the same but more" fix to a much deeper problem of identity. Reworking sets is likely out of the question ATM, they also don't need to be brought up in damage as the Tanker is not a brute. Given the number of sets i25 reworked, I think the question is rather open. In any case, it's not "brute" damage I'm after, but "controller." That's the ultimate issue. It is possible for Brutes to reach tank-levels of tankiness. ... no amount of IOs or buffs will let a Tank reach Brute-levels of damage. Making Tankers more like Brutes is absolutely neither the issue nor the solution.
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I'm working on setless, "vanilla"-IO only builds as part of a challenge. You can find my others (as of this post, Stalker rounds out the melee non-epic ATs) in my signature. I'm slowly working on a rad/ stalker now, but I'd love to hear feedback from experienced players of the set. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Stalker Primary Power Set: Radiation Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Radioactive Smash -- Acc-I(A), Dmg-I(3), Dmg-I(3), RechRdx-I(5), EndRdx-I(5) Level 1: Hide -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(7) Level 2: Proton Sweep -- Acc-I(A), Dmg-I(9), Dmg-I(9), EndRdx-I(11) Level 4: Kinetic Shield -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(15), EndRdx-I(17) Level 6: Assassin's Corruption -- Acc-I(A), Dmg-I(17), Dmg-I(19), RechRdx-I(19), RechRdx-I(21), EndRdx-I(21) Level 8: Power Shield -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23), EndRdx-I(25) Level 10: Entropy Shield -- EndRdx-I(A), EndRdx-I(25) Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(27) Level 14: Kick -- Empty(A) Level 16: Kinetic Dampening -- ResDam-I(A), ResDam-I(27) Level 18: Radiation Siphon -- Acc-I(A), Dmg-I(29), Dmg-I(29), EndRdx-I(31) Level 20: Tough -- ResDam-I(A), ResDam-I(31), ResDam-I(31), EndRdx-I(33), EndRdx-I(33) Level 22: Weave -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(34), EndRdx-I(34) Level 24: Build Up -- ToHit-I(A), RechRdx-I(34), RechRdx-I(36), EndRdx-I(36) Level 26: Devastating Blow -- Acc-I(A), Dmg-I(36), Dmg-I(37), RechRdx-I(37), EndRdx-I(50) Level 28: Energy Drain -- EndMod-I(A), DefBuff-I(37), DefBuff-I(39), RechRdx-I(39), RechRdx-I(39), EndRdx-I(40) Level 30: Placate -- RechRdx-I(A) Level 32: Atom Smasher -- Acc-I(A), Dmg-I(40), Dmg-I(40), EndRdx-I(42) Level 35: Energize -- Heal-I(A), Heal-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43), EndRdx-I(43) Level 38: Maneuvers -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45), EndRdx-I(45), EndRdx-I(46) Level 41: Dark Blast -- Acc-I(A), Dmg-I(46), Dmg-I(46), EndRdx-I(48) Level 44: Shadow Meld -- DefBuff-I(A), DefBuff-I(48), RechRdx-I(48), RechRdx-I(50), EndRdx-I(50) Level 47: [Empty] Level 49: [Empty] Level 1: Assassination 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1418;551;1102;HEX;| |78DA6593DB6EDA40108677B129819802391362024908494848697B5FB581B495821| |485074016D912AB9641B62325973DB72FD3D7EA550F97BD7347F6BF50DB2B599F3D| |F3CFECEFB1B77FD7D5BEBF7CF78CF1FC9965B8EE70E019D65BE164062353D823A13| |05A19BA7424867D6109D1BE32AE4DC3332776F85C91D9AE78236C57B47BB670C6F7| |C3E7B78EC1B4CBC9C46A5F08636ADAE37CF0706E8E6F3C7A2AC8D4B570DC1B73AA2| |1EBD9C275CBBDA9396ACBCE83C9AD35EC1BAE279CFB0D32D4A0EB7D9361F92ADB24| |745496D2A3545B603DE48B2C91073529560D630F62FCD08484F90A47DF053DCA1CF| |A9D513F25ECA728A87F186311DA8FD4371DF64DA7D1B7887E4B92F0BB2289DA2EED| |93C13E19F45D8B7103DA1E69B3A19667EBD1DC1A7DCD45E41651B709A628970FFDB| |1BC4F8B9D53A702D48563A8C12FF436254CA984B7D9D2A3AC6257853A2F877DD465| |D45763ACD5A354A966156FBC0A8735B02E09ED27F2B20E2FEB8F91C3047725A1FD4| |ADA32FE9A327CEFC2EF9E246A3AA8794573A8F074F0E52A3568E0615FB2156513B5| |9F693F1D53D591FB46B16DF8DD8687A61EE521EA5FD3DE3BF86B76F6909344BFA33| |8515BA2193630F7067C1EC709ED09F8830EFD01BC1DC0DB891EE529B47F35C65A98| |650BFD4E25E50C63B3F467ABA2CECEAFBF35BF6781841D25228F12914E22F224117| |99A885C242297EAECC4331E44B2453AD7F0F6334759FE7FF6F73CC239BE450EFC95| |50FF9947521C7F8F16E33FF6C7D3DE| |-------------------------------------------------------------------|
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/signed for tankers having a higher (2x to 3x) aggro cap than other ATs /signed for Tankers somehow absorbing AoE hits or having a "bodyguard" power, and sharing this effect among all Tankers on the team /signed for tankers getting Bruising on all attacks /signed for Bruising reducing critter mez protection /signed for tanker Taunts having a mez or damage component /signed for more Tanker AoEs in secondaries, especially AoE DoTs /signed for Tanker attacks having additional effects on Bruised targets, regardless of the source of the Bruising /signed for tanker T9 armor powers having offensive (or damage buff) components or being entirely offensive powers /signed for tanker EPPs to be aoes (including aoe heal), nukes, team damage/offense buffs, and effective controls rather than garbage salads. I'm not really a fan of the Tanker v Brute discussion. Brutes don't make tankers obsolete any more than Corruptors make Defenders obsolete; the job they do is very similar and nine times out of ten the DPS version of the class is adequate, but there should be no problem bringing the defensive version. I'd rather talk about Tanker vs Mastermind, Tanker vs Controller, Tanker vs Dominator, and worst of all, Tanker vs Tanker. Neither Tankers nor Brutes are particularly necessary for most fights. Because of the aggro cap, many Controllers are actually better at handling large groups of enemies; as has been pointed out elsewhere, you can only hold aggro on 17 things, but you can Confuse any number. Powerful Dominators are even better for locking down most AVs than Tankers are, because the tanker merely absorbs the brunt of most powers while the Dominator typically stops them outright. Masterminds can do either the large-group or AV job more than adequately. As with Brutes, this really wouldn't matter except... Tankers don't bring anything else to the force multiplication party. Of all the "x makes Tanker obsolete on a team" claims, the worst one is one other Tanker. I want Tankers to interact with each other mechanically, to be excited to see another Tanker on the team because it sets up some kind of combo. I don't want a return to the server-crashing Striga or dumpster farms, but I do want to see "awesome Tanker" videos again. It's fine -- desirable, even -- that teams don't need specifically Tankers to handle content. What's not fine is putting the archetype out to pasture to do it.
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I've never really enjoyed Ice Armor because it's so uneven. You have to fix the f/c defense hole or you end up eating too many debuffs, and then on top of that figure out some kind of mitigation for psionic. Even though Energy Absorption, Chilling Embrace, and Icicles are very nice powers, Ice often feels like "worse invuln" to me. No direct taunt like the Taunt or Brute versions, but they still have the heightened melee threat IIRC.
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Field Operative isn't hard to give up because every Blaster secondary has pretty significant sustain, with sets buffed or added by the i25 team having some truly ridiculous levels. Martial Combat, Fire, Ice, Atomic, Ninja, and Tactical Arrow all have toggle versions similar to Field Operative. Targeting Drone is great, but you can get "close enough" with Tactics. Tactical Arrow has a +ACC effect similar to Targeting Drone, while Dark has a version of Build Up that can be made permanent (but requires enemies in range).
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More generally, Empathy needs a tune-up across the board.
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Interface really isn't going to make-or-break your build. Solo, your best bet is Degenerative. It functionally reduces their regen and also has a rarely-resisted DoT.
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I'm not in love with this build -- it tries to do a lot of things and does them badly. I think I might try one that commits to permahasten. But FWIW, this build has higher defensive numbers than Hopestar's. It relies on offensive and proc endurance heavily, but should have more practical recovery than that build as well (with or w/o Cardiac). Most of the specific powers have better actual recharge, but it does lose a little global +rech. It should also be cheaper. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Daystar: Level 50 Science Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42), Mk'Bit-Dam%(48) Level 1: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 2: Proton Sweep -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Dmg/EndRdx/Rchg(39), SprBrtFur-Acc/Dmg/EndRdx/Rchg(50), SprBrtFur-Rech/Fury(50) Level 4: Healing Flames -- Prv-Absorb%(A), Prv-Heal(5), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9) Level 6: Fusion -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 8: Kick -- Empty(A) Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 12: Radiation Siphon -- ThfofEss-+End%(A), Heal-I(13), CrsImp-Dmg/EndRdx/Rchg(13), CrsImp-Acc/Dmg/Rchg(21), CrsImp-Acc/Dmg(21), Mk'Bit-Dmg/Rchg(42) Level 14: Tough -- Ags-Psi/Status(A), Ags-ResDam(15), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(19), Ags-ResDam/Rchg(48) Level 16: Plasma Shield -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(17), RctArm-ResDam/EndRdx/Rchg(17), RctArm-ResDam/Rchg(19) Level 18: Irradiated Ground -- FuroftheG-ResDeb%(A), FuroftheG-Acc/Dmg/End/Rech(27), FuroftheG-Dam/End/Rech(40), UndDfn-DefDeb/EndRdx(40) Level 20: Consume -- EffAdp-EndMod/Acc/Rchg(A), EffAdp-EndMod/Rchg(25), PrfShf-EndMod/Acc/Rchg(33), RechRdx-I(42) Level 22: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(23), Krm-ResKB(23), Ksm-ToHit+(50) Level 24: Stealth -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 26: Blazing Aura -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(29), OvrFrc-Acc/Dmg/End(29), OvrFrc-Dmg/End/Rech(31), OvrFrc-Acc/Dmg/End/Rech(31), OvrFrc-Dam/KB(31) Level 28: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45) Level 30: Taunt -- Empty(A) Level 32: Atom Smasher -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(34), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(34) Level 35: Superior Conditioning -- PrfShf-End%(A), PrfShf-EndMod(36) Level 38: Fiery Embrace -- RechRdx-I(A) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(48) Level 47: Physical Perfection -- PrfShf-End%(A) 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(11), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1445;679;1358;HEX;| |78DA6594CB6F524114C6E7722F22145AE813FA2EA5EF164A5A77A6446D6B4CDAA4B| |1895BBCD229BD4A800035B2746FEB3371E3A3D5D6C7C69D6FD7FE153E77BEAA2E34| |A90B8387F94EA8093781DFDC6FCE9973E61B86F973D3EE4747CFC78456732465E6F| |3F1C3B9D582742C262C994E48418F63DA2CE60B66CE41E336351B9F972929C3C7CD| |25CB2C589934DEFD989B96CB329D97E1594BE68AF143AB3953781632991409C9958| |2954EBAD5DB9C34B3F4E2532FC7D267ADBC75CA4A5985A24B298B5929970233592B| |119E49CB5CB2189F37F385F28AAA8A9F7AE9A7CF85F2977A4A76B14C881AA237C95| |C01431638741A8C9C011F97D33495AB8B3FBAD26CBF99BF4063175CA33A1A62EDDA| |06B4D026F30ED87F178C6E31B7C1A794A5738FFA0EAFFB09DCF799F905DCFF95F90| |D5CA7BA76CEB56FD950679B790F1CB80F8E3D603E046D74600EE40A47891EF18CC6| |4EEC42385B68D061888B54A186775653AF2BCD1D12A084538D09E64976929DD5697| |90F720DCF014D69B593CC71B07E028C44C1E7145DC7AED705693060086F27B307AC| |EF022F536F3E8EF5C5E048EB14387090F91ABB7D41510DEA384B7AC33A34FF1AD87| |D0D1C1A41DFCDD47713AFDBD484BE9A1B99BBD87BF42FE8A1D816C4DA5A38D6CFB1| |AD5EF009CD06D8C3C01BF4D5FE96F90EEC7CCFFCC0FC08BE2CDF2A3EE1B61B86D28| |66F326F316F83A31BCC4DF012F9D3C127DCA14EF82A295DDC49971B51DD1E662DD8| |53C7F4327DA0D3274410B95AF03A1CEBBD02BE22B58F2BF5B18B41726690E307591| |B651A3437C2AE8DB06B63EC5A845D7353BD30FF1AC35CAFBC8952BB51B9D4422962| |B84A19AF52A255CA44953259A5CC1A953F81D2DCDE986E2C1A5A3058224D53194E6| |FE53A97765C95BF059EFDB1A7D8B41E1CB16B0A57CD75021BFF5E95F5F37F85AD88| |3510B8B37FFCCBF295| |-------------------------------------------------------------------|
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Make Frostwork an Absorb Shield
jack_nomind replied to Adeon Hawkwood's topic in Suggestions & Feedback
1. New town, new cottages. 2. The original developers stated their intent was to revisit some old powers with the new Absorb mechanic, particularly powers that logically would have been Absorb powers when first implemented had that been available. Their first target was Blaster secondaries for obvious reasons, but IIRC Force Fields and Ice sets were explicitly mentioned as likely. 3. This changes a power that accepts heal, range, recharge, and endredux enhancements into one that... also accepts heal, range, recharge, and endredux enhancements. The functionality, use-case, etc are all virtually identical; they just fit better with the current environment. I don't think this is a cottage situation. -
I'm a bit confused; why not just use lower-level versions of the higher-level sets? If you used the enhancements exactly as-listed your e.g. Kismet unique would stop working when exemp'd below 27. A few more points of confusion: I'm confused about Invisibility here in general. Invisibility does nothing for you at all with Stealth and the +Stealth unique in this build. You're also calculating Defense with it toggled on, but it won't actually ever apply to "normal" combat. At level 50, your "actual" defense in-combat is something like 32.5% s/l (which is a good number, one insp away from softcap) but everything else is much lower. Your Defense and Resist stacking is scattered over the entire level range. Wouldn't it be better to get either all the Defense powers or all the Resist powers in by some breakpoint, say 20 or 25, and then switch to the other? Resilience makes you immune to Wakie stuns and gives you a solid base when using +res temps or insps, but you put it off until your final level? Why Fly over TP/Recall Friend, the gold standard of tf farming? (faster cross-zone, easier mission cheesing) 5/6 Gaussian? I'm presenting these as questions/points of confusion rather than directly as critiques because it's been quite a long time since I made a build for exemplaring (IIRC some kind of /SD). So I might be mis-remembering how something works in that environment, or not understanding a build goal here. If I'm not -- then yeah, I think these are points to be addressed for this kind of build.
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Yes. Yes. No. You're misunderstanding: Patron Power Pools are connected to an arch-villain (Scirocco, Mako, Ghost Widow, or Black Scorpion) and require a quest to unlock as the thread describes. One of the requirements for the quest is to be a villain. Ancilliary Power Pools are available to anyone, and require no quest. In both cases, you only have access to whatever pools are linked to your Archetype, as described on the pages linked above. So a heroic Stalker doesn't need to change sides or do a quest to get access to Superior Conditioning in their version of Body Mastery, but a villainous Scrapper will only ever have Conserve Power no matter what they do.
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This always works for me.