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Bronana16969

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Everything posted by Bronana16969

  1. Also, aside from what much of Sarrate had to say.. Regen benefits most from two things (2.5 really), max hp, recharge and the last .5 which I specifically dont count AS important would be a second from of damage mitigation. Higher hp boosts your regen effects, most notably Instant Healing. Recharge let's you drop reconstruction, dull pain, instant Healing, and MoG quicker and more reliably. And a second form of mitigation will give you more bang for your buck from regen. Defense is easy to stack, but defense debuffs are more common than resistance debuffs. Therefore I prefer to stack heavier on resistance. If your vigilant and keep luck insps handy, you can get yourself in that sweet 32.5 spot where you're only 1 defense inspiration from softcap. Keeping a third of a tray handy is a good way to prevent defense from experiencing cascading failure.
  2. Before I post too much let me ask, is influence a limiting factor for you?
  3. Oh that's right, sorry I've been fooling around with old type defense sets lately. As stated above, ToD, Mako, and Obliteration are the affordable way to go. Should money not be an issue, some very rare purple sets, ATO's, and Event Winter IO's will also offer huge bonuses.
  4. If we're talking low level content, kinetic combat 4 set gives nice smashing/ethal bonuses. Definitely worth investing in for the levelling process. Grab performance shifter chance for + end, miracle +recovery, and numina's +regen/recovery asap as war mace can eat up endurance. Having end reduction in attacks goes a long way as well. As said above, dont worry about Messi g up along the way as respecs are plenty available by end game.
  5. One or two force feedbac'ss max, as it means less damage procs being slotted into your actual attacks. Crowd control is a good option for force feedback. Most sets can be capped at (5) as that's where the biggest bonus (+10% recharge) are attained. I'd personally try to squeeze in a full reactive armor if you can, as well as a full preventative medicine in your heal. I also like a panacea 5 set. That's 3 sets that give big recharge, which is crucial for minimizing attack powers for a smooth attack chain. PS. Whirling mace is absolute balls.
  6. 2.0 was better, but personally I'd drop the assault for super duper speed. My guess is this was likely just an oversight.
  7. No radiation siphon, ggnore for this build. I'll post my two builds once I get home
  8. Also: I've heard putting the scrapper critical chance proc ATO in Icicles is good. The only concern is should you be fighting a single target - would it proc as reliably as it would on Rad's long animation time (higher proc chance) abilities. Another thing of note - I skipped proton sweep since I had a reliable attack chain between my four main abilities ( smash, siphon, blow, smasher). This was with about 165% global recharge, not counting ageless' additional +20%. Im going to use this additional power slot to either go for the -res cone out of Levi, or to go the manuevers + tactics route out of leadership.
  9. Farmed my rad/ice up last night, the build is going to take alot of fiddling but I think it's potential top tier. Having rads self heal gives the opportunity to skip aid self between that, icy bastion, and hibernate. I think the trickiest part will be figuring out how to slot procs given that rad/ice/Levi has so many options available to it.
  10. So coy with your secrets.. one day I'll get them.. and that meddling dog too! Musculature - Ageless/Rebirth - Support-Degen/Reactive seem like the most straightforward to me, ateast from what ive gathered in my time picking around the forums. As for lore I don't think I'll be able to help going for the Arachnos pair considering that we're running around as a huntsman. Judgement - I know Ion is meta, but I hate losing a chain do to a mob dying. This will probably boil down to pyronic for me unless I see a secondary effect I really like. Anyway thanks for the awesome build, it's been a total peach so far.
  11. First of all I'd like to say I love your work Red. Your approach is thoughtful and methodical. I'm running a 1:1 copy of your current build posted (minus catalyzed enhancements). I've read your thoughts on incarnates and wanted to get your opinion on the matter in a bit more detail specifics kind of way. Regarding incarnates, the choice to build up to certain thresholds with incarnate bonuses filling in the difference is usually my approach when I create my own builds. However this not being my build, I was curious if there were any specifics incarnates that would top off any key stats. Ageless destiny probably being the most obvious as it would close the gap for call reinforcements and settle any and all Endurance issues. Or - are they any incarnate packages that you feel really make this build shine in one way or another? Musc/assault/degen for example for upping dps (which imo is probably not the best for what this build entails).
  12. Force Feedback, gives +100% recharge for a few seconds on proc. It can be slotted in any knock back/knockdown ability
  13. Nah boxing is pretty meh all around. If anything go kick or air superiority with the FF proc and no recharge for increased proc chance.
  14. I would disagree with your point on resistance with the exception of energy/negative resistance. With the complete availability of all IO's now you can patch several holes in most any set to a certain degree. For Sd I was able to achieve around 60% en/ne res while still achieving 3300 hp, 345% regen, and 165% global recharge. This is including T4 Vigor and 2 stacks of the tank +res from the ATO, to which can be easily maintained. 80%sm/l, 60% en/ne coupled with at minimum soft capped defense (m/r/aoe) and about 66.6 ddr is enough tank just about tank most if not all content. Maybe not to the same level of other more defensive sets, but what you gain in offense and utility is the natural trade off. I've found sd shines brightest when utilizing several 3 set bonuses throughout your primary/defensive toggles. 3 piece bonuses usually contain either a form of resistance, Regen, or hp. 5 3-piece sets of shield wall is worth 50% Regen and 11.25% max hp for example.
  15. Spiritual looked the best to me after all was said and done. 175% max hp and 335% Regen are my final numbers. Something like 3284max hp with accolades. 160.5% global recharge. My big hole is energy resistance at 42ish percent before any ATO procs take effect. So around 60 with 2 stacks. Not to bad with such hefty hp numbers. Single target rotation Clobber jawbreaker shatter/gloom Aoe cc shatter dark Clobber/dark oblit. Feels really tight, solid, juicy, thick. Will post build in a few.
  16. Totes drop the to hit/rech so long as your build up is somewhere around 30s cd. The res is way more useful.
  17. The plan was to run Ageless myself as it solves most/if not all Endurance problems on its own. I chose to go with the Endurance reduction on Darkest Night until I get ageless t4. I'll retest after that. Regarding dark obliteration, it only sees use in the beginning of fights to spread an immediate -to hit. Unless the pack doesn't go down quickly for whatever reason, Dark obliteration hardly ever See's more than two activations an encounter. This is where gloom comes in, so far I haven't REALLY had to rely upon it for anything besides AV's. But should I need it, it's there. I'm thinking of swiping the extra damage proc off of it and leaning on it for set bonuses with the added benefit of it's -to hit, with the added damage just being a happy accident. However it does hypothetically become more valuable against mobs with beefy smashing resistance. With this build every extra slot is a small blessing. I'm also considering dropping the 6set of Reactive defense for 1 lotg (drop manuevers for assault with upcoming changes) and working in a 3 slot shield wall for 2.25% more hp and 10% more Regen. That would leave me with 3 additional slots. Enough to rework quite a bit should I choose to. This would give me 3 options I believe. I'm possibly considering a re arrangement to fit in another ff since sd is on about a 22 cool down. Shooting for more Hp Regen through another 3 piece set. Or maybe hunting down a little more energy resistance since that is going to be this builds biggest weakness. For your build, I would presonally drop set bonuses geared toward defense (Mako's), diversify your slotting for more small set bonuses (hp/Regen/energy res). The multiplicative nature of stacking up hp with layered defense really sky rockets the odds of survivability. Also worth noting imo: I see 8 active attacks in your build. There's something to say about the opportunity loss of having powers sit there unactivated. Low recharge times of WM coupled with the global recharge you need to make Shield Charge useful; removing powers that just sit unused is an excellent way to trim the fat. (Note this takes significant consideration as you've now got serious decisions to make on where your ATO's/utility procs go when you start pruning like this). Thus this is why whirling mace is not in my build, by the time the 2.9s animation is done all my abilities have collected cob webs. If you didn't have taunt I'd be 'slightly' (a stretch) more understanding as it's a good aoe taunt with gauntlet. I run with jawbreaker, Clobber, shatter, crowd control as my primary dps abilities. Open with Sd once in the middle (for AaO) to break the alpha, Dark Oblit to apply -to hit. And then I really just run those four for the most part. All four float somewhere around 3-4 second cool down. I'd have bash in the mix if I wasn't building to try and get ahead of the future tanker patch. With the tightness of slots and the benefits I was able to leverage with the slots that would otherwise be in bash - I feel it acceptable to skip slotting it. Though I did drop a +5 Level50 acc in it should I want the bruising effect. ** I'm also considering running musculature since sd/wm is awful damage oriented, but this is still up for debate. I believe I'd still have at least 45.9% for my Range/AoE /Soundboard
  18. Neither of these builds are particularly striking in anyway to me. Both of you skipped dark obliteration which is an aoe -to hit. Also much lower max up and Regen. Not to be incindiary but these both seem objectively worse.
  19. Including hp/end accolades 167.9% max hp (3146.75hp) 315% regen 3/s EndRecovery (Not including Ageless) 1.76s End consumption if I slot End Reduction into Darkest Night, 1.97s if I slot for -to hit. 171.25% Global Recharge (Before Ageless + FF Proc) Def (Higher than softcap to account for Defense debuff / Incarnate content, this occurred naturally and not by intent.) 53.9% melee 49.3% Range/Aoe 66.63% DefenseDebuffResistance **For each ally in range of Phalanx Fighting, Defenses scale up 5.16% - 10.33% - 15.49% Res (before Tanker ATO) 71.4% sm/l 58.7% F/C 42.2% En/Neg Notably I skipped Miracle +Recovery considering Ageless is available + other team buffs. Traded in for a set of 3 Numina's for max hp and regen. Skipped Kismet even though I personally love it, build was too tight on slots to afford anything deemed 'extra'. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Natural Tanker Primary Power Set: Shield Defense Secondary Power Set: War Mace Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: ------------ Level 1: Deflection (A) Shield Wall - Defense (3) Shield Wall - Defense/Endurance (3) Shield Wall - Defense/Recharge (5) Titanium Coating - Resistance (5) Titanium Coating - Resistance/Endurance (7) Titanium Coating - Resistance/Recharge Level 1: Bash (A) Accuracy IO Level 2: Battle Agility (A) Reactive Defenses - Defense (7) Reactive Defenses - Defense/Endurance (9) Reactive Defenses - Endurance/RechargeTime (9) Reactive Defenses - Defense/RechargeTime (11) Reactive Defenses - Defense/Endurance/RechargeTime (11) Reactive Defenses - Scaling Resist Damage Level 4: Jawbreaker (A) Hecatomb - Damage (13) Hecatomb - Accuracy/Damage/Recharge (13) Hecatomb - Accuracy/Recharge (15) Hecatomb - Damage/Endurance (15) Hecatomb - Chance of Damage(Negative) (17) Touch of Death - Chance of Damage(Negative) Level 6: True Grit (A) Numina's Convalesence - Heal (17) Numina's Convalesence - Heal/Endurance (19) Numina's Convalesence - Heal/Recharge (19) Titanium Coating - Resistance (21) Titanium Coating - Resistance/Endurance (21) Titanium Coating - Resistance/Recharge Level 8: Active Defense (A) Endurance Reduction IO Level 10: Against All Odds (A) Endurance Reduction IO Level 12: Phalanx Fighting (A) Luck of the Gambler - Recharge Speed (23) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Endurance Level 14: Hasten (A) Recharge Reduction IO (25) Recharge Reduction IO Level 16: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 18: Grant Cover (A) Luck of the Gambler - Recharge Speed (25) Luck of the Gambler - Defense (27) Shield Wall - +Res (Teleportation), +5% Res (All) Level 20: Clobber (A) Superior Gauntleted Fist - Accuracy/Damage (27) Superior Gauntleted Fist - Damage/RechargeTime (29) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (29) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (31) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (31) Superior Gauntleted Fist - RechargeTime/+Absorb Level 22: Boxing (A) Empty Level 24: Tough (A) Titanium Coating - Resistance (31) Titanium Coating - Resistance/Endurance (33) Titanium Coating - Resistance/Recharge (33) Steadfast Protection - Resistance/+Def 3% (33) Gladiator's Armor - TP Protection +3% Def (All) (37) Unbreakable Guard - +Max HP Level 26: Shield Charge (A) Obliteration - Accuracy/Recharge (34) Obliteration - Damage/Recharge (34) Obliteration - Accuracy/Damage/Recharge (34) Obliteration - Accuracy/Damage/Endurance/Recharge (36) Obliteration - Damage (36) Force Feedback - Chance for +Recharge Level 28: Weave (A) Luck of the Gambler - Recharge Speed (36) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Endurance Level 30: Super Speed (A) Endurance Reduction IO Level 32: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 35: Shatter (A) Armageddon - Damage (37) Armageddon - Accuracy/Damage/Recharge (39) Armageddon - Accuracy/Recharge (39) Armageddon - Damage/Endurance (39) Armageddon - Chance for Fire Damage (40) Fury of the Gladiator - Chance for Res Debuff Level 38: Crowd Control (A) Superior Might of the Tanker - Accuracy/Damage (40) Superior Might of the Tanker - Damage/Recharge (40) Superior Might of the Tanker - Accuracy/Damage/Recharge (42) Superior Might of the Tanker - Damage/Endurance/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (42) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 41: Gloom (A) Apocalypse - Damage (43) Apocalypse - Accuracy/Damage/Recharge (43) Apocalypse - Accuracy/Recharge (43) Apocalypse - Damage/Endurance (45) Apocalypse - Chance of Damage(Negative) (48) Gladiator's Javelin - Chance of Damage(Toxic) Level 44: Dark Obliteration (A) Ragnarok - Damage (45) Ragnarok - Damage/Recharge (45) Ragnarok - Accuracy/Damage/Recharge (46) Ragnarok - Accuracy/Recharge (48) Ragnarok - Damage/Endurance (48) Annihilation - Chance for Res Debuff Level 47: Darkest Night (A) To Hit Debuff IO Level 49: Maneuvers (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - Heal/Endurance (46) Numina's Convalesence - Heal (46) Numina's Convalesence - +Regeneration/+Recovery (50) Panacea - +Hit Points/Endurance (50) Preventive Medicine - Chance for +Absorb (50) Regenerative Tissue - +Regeneration Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1501;683;1366;HEX;| |78DA6594596F125114C7EFC0508482050BA51B5D286D59A7D0C5A5B63651DA6A178| |3C1E5C99011AE2D91B40468A28F26D6E513F8197CF1E3B83EF8E85317F5C9753CCC| |F9B799844986DF9DFFDC73EE39FFCB9DCDC739CFDBD5A74B42F15CABEA8D46F1B6B| |EF348D69D37F5E65E5DAF8AD6E5A43BCC7A31271FCA9D86D40ADB15592D9F3C06F1| |765356A5D4EEE934D24B52B8F3BBBB55AD5093B2EC35872B95ADED666567CB633E6| |D48BD460F5D270F65596F6C576AA1E55AA5A45DADEF3565B1B0BB57A55C8DA6AC3F| |E9A5321274E7BCF4A3B40A331C62CD2E44D6256C2BE02A53D5146682D99164CEB90| |52E43887E425615CB944F413EE590E33B8E98678EC16F4CF777F007F302E5B3733E| |877DC2666A9E1818679E4D8049A6AF48D3275D6285D675605DC71DAECF778B79AE0| |0A28F00FA08A08F558A7572AC708E0A53BB4E9ACB6CC4102E683748EB545A151AB6| |CE20C7F604401F3342FBEBE55C8A37C971BDE025EAAF0B7E75BDE1FAD728A79FE7D| |BFCC8D98B9CFDEBECCB3CC575C397EE672ABFDB670E3E075F30875E82AF980AD513| |C49A41832E61272504A7427064088E8CC09191D68430719A2B88FEB49BBBBB4ED5F| |6A192BE3FDCC1E85FF01F6830C77E83FB4C95D61D40A703E8740C9D46E1DE18CD09| |6327C270BD87B46168C3885B204722A8237291F347E7991397C105709139B9C4BD2| |C52EC3862C7DFB136F91EFCC08C7F043F819F9925420CB1B114E74D68E0149861A6| |B2CCA914C74A4212B1C969CC99016799E939C49C07BF72EC178F101A3CD066D8173| |FF992C1CE66E0CBA06A3991E66EC7D5D3F36D24DADE66DA946C9B32D3A6CCB6291B| |6D4A5EC5B2A428A6E2F29D9E6EE3C07DFA95104A9AFB39725BBE1C38B9699CE4F45| |D667694FDC81E8057F87F7A68CD17E37CC756ED35FB99779B159A35DCB78C75CBF8| |8165FCAB87C2E0DE7F937DE855| |-------------------------------------------------------------------|
  20. I'll post my build when I get to my PC. But off the top of my head my HP is around 166% and my Regen was somewhere around 270-290%. Noting this because these are clutch stats for sd.
  21. With the tanker patch in the works on beta I figured now would be the time to prep a tank for when things eventually go live. My build is 98.5% done with only 1 or two small alterations I could make. My main question is for the ATO sets and where to slot them. I currently have the +res proc set located into Crowd Control and the +Absorb in Clobber. I chose these for their higher base recharge numbers to get a better price chance. I would have put the +res into whirling mace if not for the 2.9s animation time. Freeing up the ability and slots let me leverage more global recharge by slotting the purple sets into gloom and obliteration. I particularly wanted these to synergize with sd's defensive nature for times where ddr or incarnate content. Shield charge was considered but I wanted to be able to drop a force feedback proc into it for it's near guaranteed proc chance. Are there any other exceptional spots to put this (shatter / jawbreaker)? I have a gladiator -res proc in shatter for single target combat.l, otherwise I would have considered that.
  22. Unrelenting would actually be a really nice tool for when a cascading defense failure occurs. Stacking fears between presence and dark melee could make the presence pool more appealing as well. There's alot of synergy there for ice/dm, sd/dm has a bit more ddr, but still useful for not having a more active heal.
  23. Issue 11 brings the Dual Blades and Willpower sets for Brutes, Scrappers, Stalkers and Tankers. Issue 11 was released to the Live Servers on November 28, 2007. Are you sure?
  24. Update: finished the a few sets to bring up my sm/l to 70% by finishing one of my ato sets. My main question now is would I be better off slotting hecatomb + touch of death proc in midnight grasp or siphon life. Would the proc chance for 50% crit drastically lower going Into a low recharge skill? Would the increase in damage be worth it? I'll repost my updated build when I get home.
  25. It's also good to try to finagle whatever amount of +energy res you can into dark armor to fill that gap. Energy damage is quite common
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