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Proposed Archetype: Instigator
jack_nomind replied to Steampunkette's topic in Suggestions & Feedback
Oh, wow, yeah. That's a good joke that follows directly from something someone said. Both the humor and illustrative power of your image are relevant to the discussion. I value your input. -
Proposed Archetype: Instigator
jack_nomind replied to Steampunkette's topic in Suggestions & Feedback
What mode of play does this AT support that is currently un- or under-served? To me, this seems like a character trying to be a team unto itself. If they fail, they aren't anything; if they succeed, there's a serious problem for the design of every other AT. -
FF defenders (as one example) are perfectly capable of being tanky; their biggest problem in melee is lack of mez protection. That's why I'm proposing to put that into a support toggle. The inherent and "dodge" add more than enough additional resilience. This combination has less of a need for armor than Dominators. But otherwise I do agree -- it would be cool.
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Well, too bad you couldn't go back and get Brutes, Corruptor, and Masterminds unwritten, because we already had melee damage, ranged support, and pets support archetypes.
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Working Title: "Captain" Captains lead their squads from the front lines, inspiring allies and terrifying enemies. Although they are more vulnerable than the warriors they lead, the Captain is every bit as ferocious. Inherent: Tactical Advantage For each enemy up to 10 within radius 15 of the Captain, the secondary effects of their powers such as heals, defense buffs, endurance drains, disorients, etc etc etc are all improved; for each ally in this range, the Captain receives a small bonus to regeneration and defense. Discussion This Archetype is partially built around a problem raised when Ancillary Power Pools allowed strong support characters free-form access to power build-up effects. PBU and similar powers significantly enhance support archetypes in ways that weren't noticeable when the effect was locked into particular, mostly Blaster, powersets. Rather than simply making "a scrapper with Defender-level buffs" at the high end or "a defender without ranged attacks" at the low end, this archetype is intended to reward a higher-risk style of play than its "parent" classes. Other Notes This is affirmatively a DPS class. Its intended damage scale is similar to Scrappers, but without crits. Rather than Taunt powers, this archetype gets an active mitigation power in their primary. Examples would include a click absorb, a "dodge" power (5s intangibility), parries in sets which do not already have one, or an unresistible AoE knockdown. An alternative would be to give the archetype a Placate in place of the Taunt, but this doesn't fit well thematically. For powers from their secondary, all anchored toggles are anchored on self (negative toggles still only affect enemies). Every Captain set would have at least one toggle, which would also serve as their mez protection power. Initially Captains would be limited to Sonic, Force Fields, Time, Dark, and Radiation. Some sets like Empathy need reworking to function appropriately for this AT. Captains have above average to excellent scaling for all power pools, notably and intentionally including Leadership and Fighting.
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Here's a link that will take you to the program you presume doesn't exist. All low-level builds guzzle endurance. Melee actually have it easier than most, but will die quickly if they run out (vs just "be useless for a minute," at least in group content). Click powers like attacks use a great deal of your endurance. While you're levelling, you should have your attacks slotted something like 1 Endredux, 1 Acc, 1 Rech, 1 Dam. If it's an important attack, like Hack, you can bring that to six with more Damage and/or Recharge. You should have your toggles slotted with 2 endredux and 2 or 3 of "whatever the thing is" (Defense or Resistance). Non-attack clicks should have 1 endredux, 2 recharge, and often 1 or more of whatever the thing is (like heal for Dull Pain). Fitness is inherent, so unlike i4 you don't need to burn a power pick getting Stamina. Slot it to 3 while levelling; end-game it'll probably be 2, unless you need to fit in a set.
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With the easy availability of P2W temp powers you don't particularly need to take attacks just for exemplaring, and you certainly don't need to slot them. I also think that you're giving up your best tools in Dark by not taking either of the control auras; not only are they stackable mezes and slotting opportunities, but they're also both free(ish) AoE Taunts. Pines can at least generally gauge the effects of +5 enhancements with Slots / Enhancements -> Set All Relative Levels To -> (+5). I mention it because I'm not sure the third Hasten slot is really doing much for you. What do you think about something like this? Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Staff Fighting Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Precise Strike -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(11) Level 1: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17) Level 2: Guarded Spin -- LucoftheG-Rchg+(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx(37) Level 4: Murky Cloud -- GldArm-3defTpProc(A), GldArm-ResDam(37), GldArm-End/Res(39), GldArm-Res/Rech/End(39), GldArm-RechRes(39) Level 6: Eye of the Storm -- Arm-Dmg(A), Arm-Dmg/Rchg(7), Arm-Acc/Dmg/Rchg(7), Arm-Acc/Rchg(9), Arm-Dmg/EndRdx(9), Arm-Dam%(11) Level 8: Staff Mastery Level 10: Obsidian Shield -- Ags-Psi/Status(A), Ags-ResDam(40), Ags-ResDam/EndRdx(40), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam/Rchg(42) Level 12: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(17), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27), Ksm-ToHit+(45) Level 14: Kick -- Empty(A) Level 16: Dark Regeneration -- Prv-Absorb%(A), Prv-Heal(43), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(45) Level 18: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam(19), Ags-ResDam/EndRdx(19), Ags-ResDam/Rchg(25), Ags-EndRdx/Rchg(40), Ags-ResDam/EndRdx/Rchg(42) Level 20: Serpent's Reach -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Acc/Dmg/Rchg(21), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(25) Level 22: Super Jump -- Empty(A) Level 24: Acrobatics -- EndRdx-I(A) Level 26: Death Shroud -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(36), OvrFrc-Acc/Dmg(37), OvrFrc-Dmg/End/Rech(50), OvrFrc-Acc/Dmg/End(50) Level 28: Cloak of Darkness -- Rct-ResDam%(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(34) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Sky Splitter -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg(33), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34) Level 35: Superior Conditioning -- EndMod-I(A) Level 38: Soul Transfer -- RechRdx-I(A) Level 41: Physical Perfection -- Pnc-Heal/+End(A) Level 44: Cloak of Fear -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(46), CldSns-Acc/Rchg(46), CldSns-ToHitDeb/EndRdx/Rchg(46), CldSns-Acc/EndRdx/Rchg(48), CldSns-%Dam(50) Level 47: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Taunt -- Taunt-I(A) 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 -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 8: Form of the Body Level 8: Form of the Mind Level 8: Form of the Soul Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1508;685;1370;HEX;| |78DA6594D94F135114C6EFB453B1A5A52D505A764A41106ADB819AB8C6A8800FD28| |484C4D7A6814B694468A6359147FF0D1736F5D53FC55DE3837189CAA2B2B82F8919| |CFCC77203533C9F477E79B73EEF9CEBDB793B932E4BD7BEEEA29A1549F9DC9954AD| |933FAE5B2746572F9C28453D0554577932566337246CAC478393735951D29E4A7CB| |85D97C04AF86E4949C2DC9C4504EBF983DAD5F9AD385776C6E6E26312A73450AF35| |90FBB491EEB69BC28E5A47F376A52EAA5E942B171B85898480CCF4A3D3F9FCDE44A| 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|C64F2AC67F285EE36EFE014207088B| |-------------------------------------------------------------------|
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Defense is better than Resistance in that Defense avoids debuffs and controls entirely. If you are being targeted with an attack that penalizes your tohit, but avoid it, you don't get either the damage or the debuff. Resistance is better than Defense in that Resistance resists debuffs specifically to Resistance. If you have 90% resistance and ten dudes target you with -50% Resistance debuffs, half of them miss and from the other half you end up with >40% resistance. If you have 45% defense and ten dudes target you with -50% defense debuffs, nine of them miss but the one that hits you drops you to -5% Defense. Because of that problem with Defense, sets that focus heavily on Defense usually also have Defense debuff resistance. Invuln does. There are two "flavors" of Defense, positional (Melee, Ranged, and AoE) and typed (s/l/f/c/e/n/p). Attacks are usually tagged with one or more of each, eg, "ranged fire." You use the best position or type you have against that attack, so if you have 30% defense to Fire and 40% defense to Ranged, you have 40% defense to that attack. (I don't recall if attacks with multiple damage flags either split into multiple defense checks or if they just use the best of all of them, but I think it's the former.) Very rarely, some attacks either don't have a position flag or have a type other than those seven (such as toxic). If it has neither, Defense simply doesn't work against that attack. (This isn't significantly different from Resistance.) More is better for all types of damage mitigation, but the value of Inspirations as gap fillers also help to form some convenient target points. For example, 45% is the endgame Defense target because math, and small Defense inspirations are worth 12.5% each for 60s. So a mediocre Defense target is 20% (2 insps from 45) and an okay target is 32.5%. Although it may be counter-intuitive, Invuln is functionally a typed Defense set with a lot of S/L Resistance and a click heal. You can and should build on the Resist values the set offers, but your first priority is actually hitting the Defense softcap of 45% for all but psionic damage, and getting psionic Defense up to some reasonable amount (certainly >20%). Your other goals should be to build up your Resistances generally (cap your S/L resist, and get Energy up there); to specifically improve your Psionic Resistance (ideally to >50%); and to build a comfortable amount of global haste (ideally +100% or more so Dull Pain with 100% enhancement +rech is permanent). Improving maxhp and regen is also always good. You can skip Parry. Ordinarily Parry is an excellent Broadsword defensive power, but it just doesn't work very well with Invuln. If you manage the +100% global recharge, you can also drop Slash, since you can then chain Hack -> Head Splitter - > Hack -> Disembowel, which is a nearly optimal attack chain for BS.
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1. it's not a soft-cap. animation times are fixed. Titan Weapons uniquely has two different sets of animation for five of the nine powers, and does one or the other based on Momentum. In theory the cap is 5 (since you only have to have momentum to activate the final attack with its lower time), but in practice you'll get 3-4. The true measure of DPS in City of Heroes is DPA, damage per animation second. There was a perpetual conflict in Live between the developers, who designed satisfying heavy hit attacks with beautiful long animations, and players who were constantly looking for powers that activated <1s. The benefit to having a very high global recharge (including both Lightning Reflexes and Hasten) is being able to minimize the number of different powers needed for an attack chain, and to make certain power effects nearly permanent, actually permanent, or sometimes even stacked for greater benefit. In my build I can trigger Energize more or less as soon as its effects fade, keeping up those important regen and endredux boosts and additionally getting a 55% heal every 30s. 2. Sure, I think so. It's got some great debuff resists and endurance boosting that TW very badly wants. It improves damage much more than WP. But you're absolutely right that WP is the laziest secondary.
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you need both of those powers. there are at least two other powers in your build you can cut.
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Insight 1: DPS die. Scrappers and Blasters both joke about debt badges. It's how we roll. Bluntly: Get used to it. Insight 2: If you use four small purple insps, you are nearly softcapped to defense for all content regardless of what set you're using. Fewer with larger insps. So... do that. Insight 3: WP is better for 'easy' content. You'll have little downtime and can roll between small packs of mobs quite rapidly. So in a pragmatic sense, WP at something like -1x2 is better for not dying. Insight 4: For more difficult content, Invuln is easier to build as highly survivable than WP. I'm not actually sure who would win the final crown for eg fastest solo ITF builds, but I am sure that Invuln would be cheaper to get to ITF soloing at all than WP. Insight 5: Multiboxing isn't prohibited at off-peak times, so, you know, make a pocket FF or Cold or something.
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We're all gonna have somewhat different tastes, but I think that's kinda fun. Here's some music I was listening to around the shutdown period that's come back into my rotation. (electronic pop) (midwest hiphop) (dance anthem -- and watch the video) (UK Dark South) (classic rock) (cinematic/epic music) (the original also works) (Early EDM) (RIP Chester) (really, really, really loud rock and roll) (er...) (chiptune + metal) (this song was played heavily on a CoH web radio station I've forgotten the name of, but it will always be associated with CoH to me) Hope that hits some nostalgia buttons for a few folks!
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This is a Regen-focused TW/Elec perma-hasten build that six-slots Energize while hitting strong Melee Defense and capped S/L/E resistance. It's less of a 'solo everything' build than a 'team-ready haste monster.' As-linked, the build lists all IOs at +5, but in reality I'd only +5 the vanilla IOs and a few others. I'd love some feedback. My three biggest regrets are the <1s difference from perma Energize, not hitting a higher HP total (I'd love to have +200hp or more for a regen build), and not hitting 20% to all Defense positions (ie, 2 small purples away from softcap). I'm also torn between Assault Core and Assault Radial, since Radial obviously offers a higher cap performance but Core is a better 'fixer.'
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How not to Visit the Hospital - Layered Resilience in COH
jack_nomind replied to marcussmythe's topic in Guides
It's a start. The best -- and most work-intensive -- determination of your 'resilience' is a measurement of TTL or TTD, Time To Live or Time Til Defeat. I'll flesh this out below, but I think the names alone give some guidance when looking at what else I have to say. Four other layers of resilience exist. The first, easiest, is "offensive debuff." -Tohit is identical to Defense, and -DMG is multiplicative with +Res. Debuffs are less valuable than their buff counterparts because many of them are significantly resisted. The second soft control; anything that delays or interrupts an opponent's attack chain, like KD or -Rech. This multiplies your mitigation by the amount of time you can delay incoming attacks; if you can force enemies to attack half as often, you live twice as long with the same amount of mitigation. The third is hard control. If enemies are held, stunned, terrorized, or confused, they generally cannot deal damage at all. The fourth, of course, is defeating enemies. It might seem to go without saying, but this is often left out of discussions of mitigation. If you can reduce an enemy spawn by 1/2, you've already doubled your survivability. There are no "pure" sets. SR and Regen both include resistance layers, and Dark Armor includes defense, -tohit, and healing. It's a mistake to ignore these. SR, often touted as the purest of "pure" single-layer sets, gets +1.5% resist all for every % of health they are below 50. This means that your average SR scrapper running a reasonably slotted Tough is at the resist cap for S/L damage at 10% health even with no IO sets whatsoever, something none of the elemental Aura sets can do at any % of health. Hit points buy you more than just buffer space. All regeneration and healing works on a % of your total health. If you heal 10% of your health every second and have 1000 maxhp, you mitigate 100 damage per second. Against 100 damage/s, you'll never go down; against 200 damage/s, you'll survive 10s, and against 300 damage/s, you'll survive for 5s. Without changing your regen bonus at all, having 2000 maxhp means you'll live indefinitely at 200 damage/s and for 20s -- four times as long as before -- at 300 damage/s. This single interaction is why so many people feel so much better with Willpower than with other sets that mitigate a higher % of absolute damage. Time to Live is obviously the underlying factor in all of these, and it's a huge pain to calculate but far more important than any individual metric. The simplest version of calculating TTL is against some number of identical attacks; say, one attack every three seconds that does 40 lethal damage. Normal health regeneration is 5% every 12s. A level 50 blaster with nothing (1606hp) will live forever against a same-level minion that attacks once every three seconds to deal 40 damage a hit. This is because half of those attacks will miss, and the remaining damage, about 6.67 damage a second, is less than the blaster heals, about 6.69 damage a second. Against two of those they'd live for two minutes. Including Health with, say, a single L50 healing IO, and adding the 20% accolade maxhp bonuses available, though, they'd live for over four times as long... and that's without even 'doing' anything. Factoring in Resistance or Defense works pretty simply here as well; halve the number of attacks that hit by adding 25% Defense, and that doubles. And of course if it takes the blaster about 1.5 minutes (for some reason) to defeat each enemy, the first blaster dies before finishing the fight, and the second blaster doesn't. More complex TTL calculations include multiple types of incoming attack analyzed against different amounts of resistance, how much enemy attacks can be disrupted, and how quickly each enemy is defeated. This takes a spreadsheet, but it can be worthwhile for players on either extreme edge of mitigation (very tanky or not at all tanky). -
More likely up to date than... the game? The issue is that in-game scrapper powers, which should have a separate line in their details for their crit chance vs non-minions, do not. Tomax isn't material except to show how that should look.
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You're gonna have a bad time if you skip Fighting or Speed. Skipping Leaping means you're going to need other sources of -KB.
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I couldn't help but notice the difference between powers on Tomax and the powers display on live, like: No one's been complaining, but has anyone tested to ensure that Crit is triggering correctly (damage and rate) on non-minions in Homecoming?
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It depends a little on the rules you're setting, but if there aren't any other than "two scrappers"... Some of the best choices for single-target attack chains are TW, StJ, MA, Savage (I think), and DB. Three sets worth talking about for their overall utility are Ice Melee, Kinetic Melee, and Dark Melee. Of all of the above those, TW, StJ, and Ice Melee have -Res powers and Savage and DB have -Def powers (which accept Achilles' Heel); any set can get -Res or -Def additionally from EPPs, with Blaze having -Res/-Def in Melt Armor and Leviathan and Body mastery having -Def powers. As far as I know, no Scrapper primaries debuff regen, but Bio and Rad armor secondaries do. Rad is especially interesting because of the -tohit, ally heals, and the +DMG mild-crash T9, but it's a little on the squishy side. Shield Defense, also, has a nice ally buff with Grant Cover. A well-slotted Shield Defense with Maneuvers, Grant Cover, and Grant Invisibility can provide ~20% defense to all to an ally, while a well-slotted Rad Armor can... well, okay, the heal is fairly incidental, but at least the power it's on does an enemy DoT and debuff as well. I think I'd recommend StJ/SD and TW/Rad for a duo. What you're really going to rely on are temp and incarnate powers, though.
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that specific enhancement provides a global (all powers) recharge speed improvement; it's not an ordinary +rech.
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Well, there is this thread. And this one. And this, if someone's gonna insist on a purely topical response. ...also... The file extension for Mids is .mxd.
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Here are the i25 numbers I have from Pines. Spin DPA : 41.19 Swipe DPA : 49.53 Follow-up DPA : 52.13 Strike DPA : 56.31 Eviscerate DPA : 57.09 (Melee Cone) Slash DPA : 57.35 Shockwave DPA : 60.82 (30ft Cone) Focus DPA : 72.47 With those numbers, which I believe use the correct "arcanatime" cast for Claws attacks, you're mistaken. Spin's advantages over the other multi-hit attacks are the 360-degree PBAoE and quicker recharge. Overall, though, being able to chain Shockwave and Eviscerate would be better. That's not feasible, but the actual AoE DPS loss for skipping Spin is probably acceptable. I have no idea what makes you think Swipe is good once you can construct a continuous chain without it. Everything is personal preference in the end, including surviving encounters or defeating enemies. I tend to assume those preferences. Leadership is much better than anything else for that aim, with Concealment in second place and Medicine somewhere behind that but interesting nonetheless. Again from Pines, I have a 3.168 cast time from Shadow Meld with an uptime of 15s. You are right that if the build isn't already close to the softcap, Shadow Meld will add significantly to survival, at the cost of replacing two or three of your attacks in-chain every time it cycles; about ~1/5th of your total damage with enough recharge. If on the other hand you're already close to softcapping without it, Shadow Meld will add little to nothing to TTD. Of course, it might be used as just an "as-needed" power, a panic button to make it to the next Healing Flames. I tend to think Rise of the Phoenix works quite well as a "panic button," but if you want to sap your DPS I suppose that's a matter of preference.
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I had one on live I was going to post, but my most recent saved build pre-dates i19 (inherent fitness) and is kind of garbage by 2012 standards, let alone 2019. In your secondary, I'd honestly say to take everything. But of course the rez is technically skippable, and so is Fiery Embrace (it does less for a non-Fire primary than you might think). Temperature Protection is a fit-it-where-you-can power, since its primary job is to be a set mule. In your primary, Swipe and Confront are skippable. Depending on your recharge and slotting, you can possibly skip Spin. Shockwave, a power some recommend skipping, is actually a major tool; it's better if you can slot it with Overwhelming Force but even just with some practice mob herding it's an important damage and mitigation power. Always lead with it. Your core ST attack chain uses Follow Up, Strike, Slash (w/ Achilles' Heel -Res proc), and Focus, so those powers should all be five- or six- slotted. Obviously three of your pool picks are Speed, Leaping, and Fighting; technically you can skip Acrobatics from Leaping but you shouldn't have to, and you need the positional tool of Combat Jumping even if you didn't need the Defense (but you do need Defense). The most practical choices for your fourth pick are a toss-up between Medicine (pushing for that sweet Field Medic) and Leadership (boring but makes the build much easier). Because Healing Flames is so amazing, Fiery Aura is a bit of a weird kit. Basically your goal for all of your mitigation is to not die or get mezzed before you could full-heal with Healing Flames which with permahasten and a 50% Healing Flames, means you need to survive ~25s of whatever is coming in. Layering 20-30% defense on top of your 'meh' resists is important, of course. Building for a healthy amount of maxhp is very much your friend, as is passive mitigation from Knockdown. (I'd recommend slotting Blazing Aura with Avalanche if you can.) But at its core, /FA is a set about taking risks... and the best risk-taker plans for a bad toss. Rise of the Phoenix is one of my favorite powers in the game and a very, very strong hit if slotted.
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Werner! Been so long I've forgotten the Scrapper Challenge rules, but your accomplishments are eternal. Anyway, here's the bare-bones of a DM/SR build I've been working on as part of a series of set-less builds for new players, people looking for a challenge, and people who ask dumb questions. I rejiggered it slightly to be softcapped and (probably usually) end-stable with SOs only. I think the last two powers might be Assault and Tactics (latter to ease slotting on the attacks), but finishing offense wasn't the point of this. Among the many things I've forgotten is the scaling on SR's damage resist, so I have no idea how useful the Tough slotting is. http://www.cohplanner.com/mids/download.php?uc=1358&c=529&a=1058&f=HEX&dc=78DA65935D53D3401486374DDAA5A5A10D8850118B7C17B4E8E8BD335A759C215229B74C272D4BD921D3C6A4687BE99FF1D27FE6C73F8827BB27659BCD4CCEB3FB9E93F36E365977D22AFFFAF8E30D3196DEF95E14753BFDD00B0216E65D6FC0FB24B928DCB554EFBACC67ACD9F2C25B39ACCF322D76CD86116B76EE92D939BBF6D98445C46E8F467EF3031FDC8CF9705016B353E60530A9A4932B1646373C70C4FCD3F01B8F788FFB7C3C75DE07BCDF7C3BBA9A765D2F1AB370BA0EAB69C01D5282579C27315CA424E203256E29D14DEA0D516F110B60992497A145E7F995E223E061882E4FB5B8A3C433A837A547CEC49E05E442EA053579D993E4C5537754EE71E24285B2ABC50325B6A1B8285D8CA223BB96909F21B7886FB9888EE50C97E83C1F026D5CB58D35D59458F30558C19A0AE69633FC0E358ED8AF38E788951E897822E23964576407B22214139455ECB9BA7CBF1695C99758C3F759439FF50C1FD1794E80355C474D383594D881EC06BA6E6087C7193A50B389AE9BA83DC912DDB69053601DBF625D383DD7E289122F4C42B665BDB18D3D769017C03DF4DF43BFFD2CB1F600F9D326E410FF8AC382D41A481B6A8E65CE3CC6E79FA5A4F38C6797D80DFC53E509AB5BB333141F69D9179AF252535E69CA6B4D39D594B6353B87449EC362154E9A54E2DF25C81A6AF6AFA6FCD1947FF74ACEC07D2A2017905E29D94DE9D253C697CAB8AD8CFF039740401D
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Resistance slotting is easier, but offers you a lot less than Defense slotting. You can softcap regen to all types or positions, but you can't eke out an equivalent amount of across-the-board Resistance. Resilience and Tough are the only meaningful non-Incarnate Resistance powers available to you; take both, and combined with the Scaling Resist and +5% Resist All IOs, you'll be in a pretty solid place resistance-wise. I'm confused by the in-game powers data and Pines data on Savage Melee. I don't think I can answer those questions yet. Perma Instant Healing isn't possible pre-Incarnate. I think it's marginally possible after, but you'd give up too much; at any rate, you generally don't need it on constantly. Moment of Glory (certainly the best T9 of its type), similarly, is a power you use reactively -- Regen is a reactive set. Aim for 75% S/L resist, 32.5% defense to either all positions or all types, permahasten, and as much maxhp as you can get. Although you only have one functional pool choice (with three being Speed, Leaping, and Fighting) and I would recommend Leadership over Medicine, the Field Medic power from Medicine is potentially very interesting for regen.
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I'm working on my DA/Staff build and this is the version I've been happiest with so far. I still feel like my maxhp is lower than I usually like, and I'm getting less out of some of my powers than I'd like, so any suggestions would be welcome. I usually run in Soul. 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-3defTpProc(A), GldArm-RechRes(3), GldArm-RechEnd(3), GldArm-End/Res(5), GldArm-Res/Rech/End(5), GldArm-ResDam(7) Level 1: Mercurial Blow -- AchHee-DefDeb(A), AchHee-DefDeb/Rchg(37), AchHee-ResDeb%(40), CrsImp-Acc/Dmg/EndRdx(43) Level 2: Murky Cloud -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam(11) Level 4: Guarded Spin -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(36), ScrDrv-Acc/Dmg/EndRdx(37) Level 6: Obsidian Shield -- GldArm-RechEnd(A), GldArm-End/Res(15), GldArm-ResDam(17) Level 8: Kick -- CrsImp-Acc/Dmg/Rchg(A) Level 10: Combat Jumping -- ShlWal-ResDam/Re TP(A), ShlWal-Def(17), ShlWal-Def/EndRdx(19), ShlWal-Def/EndRdx/Rchg(19), Ksm-ToHit+(21) Level 12: Death Shroud -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-End/Rech(21), OvrFrc-Acc/Dmg/End(23), OvrFrc-Dmg/End/Rech(23), OvrFrc-Acc/Dmg(25), OvrFrc-Dam/KB(25) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-ResDam(27), GldArm-End/Res(27), GldArm-Res/Rech/End(29) Level 16: Eye of the Storm -- SprMghoft-Rchg/Res%(A), SprMghoft-Dmg/Rchg(29), SprMghoft-Acc/Dmg/EndRdx/Rchg(31), SprMghoft-Acc/Dmg/Rchg(31), SprMghoft-Dmg/EndRdx/Rchg(31) Level 18: Taunt -- MckBrt-Taunt/Rchg(A) Level 20: Staff Mastery Level 22: Dark Regeneration -- TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Heal/HP/Regen/Rchg(33), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33) Level 24: Cloak of Darkness -- ShlWal-Def(A), ShlWal-Def/EndRdx(34), ShlWal-Def/EndRdx/Rchg(34) Level 26: Oppressive Gloom -- Dsrnt-I(A) Level 28: Serpent's Reach -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg/Rchg(46), Dvs-Acc/Dmg(46), Dvs-Dmg/EndRdx(50), Dvs-Dmg/Rchg(50) Level 30: Cloak of Fear -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(43), DmpSpr-ToHitDeb/EndRdx(45) Level 32: Soul Transfer -- RechRdx-I(A) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Sky Splitter -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(40), SprGntFis-Rchg/+Absorb(40) Level 41: Physical Perfection -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(42), NmnCnv-Heal/Rchg(42), NmnCnv-Heal(42), NmnCnv-Regen/Rcvry+(43) Level 44: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx(46), Rct-Def(48) Level 47: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(48) Level 49: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), GssSynFr--ToHit/EndRdx(50) 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 -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(13), NmnCnv-Heal/Rchg(13), RgnTss-Regen+(34), Prv-Absorb%(36) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(15), EffAdp-EndMod/EndRdx(37) 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: Diamagnetic Radial Flawless Interface Level 50: Support Radial Embodiment Level 50: Resilient Core Paragon Level 50: Void Radial Final Judgement Level 50: Rebirth Radial Epiphany Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 50: Vanguard Radial Superior Ally ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| 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