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Posts posted by SuburbanHell
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11 minutes ago, GM Korvin said:
You may need to open up your Options menu, select the Controls tab, and toggle through the "Device" option under the "Game Controller" section to let the game accept it as a form of input. Hope this helps!
Helped quite a bit - Took me several minutes of messing with the keymapping to get the world to stop spinning but it works now, thanks!!
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I have to use Safe Mode because there seems to be a lack of controller support. I play with a Dual Shock 4 doesn't work in 32 or 64-bit modes -- game does not respond to controller at all in those modes. Worked fine before the client split, but since then I've only been able to use Safe Mode.
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Also interested in this combo, anyone find this viable yet?
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I made some tweaks to Nic's build. Main difference is I used the fighting pool and jumping. I was able to cram in an extra 10% defense across the board. Would love any feedback or critiques
Hero Plan by Mids' Hero Designer 1.962
Click this DataLink to open the build!
I don't see the point of taking both Hover AND Combat Jumping, perhaps Hover could be a spot for Veng?
Also wondering about your end consumption with Tough, Weave, Maneuvers, Assault, and the usual toggles.
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Interesting. How did you reach the defense caps without Tough & Weave from the fighting pool?
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My Inv/SS tanker build has 90% s/l resist, 45% s/l defense, 61%energy/negative resist, 70% fire/cold resist, 57% toxic resist, and 56% psi resist. Also has perma-Hasten and regenerates 53 hp/sec
She seems to do well against pretty much everything
Then I'd say perhaps you've got the build I'm looking for. Any weaknesses?
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Let me ask this, what are the build's design goals? All the IOs you're stuffing in, to what end? A common goal is to up the total Defense to 45% ("soft-capping"), but this doesn't look like it's what you're doing. If I had to guess, I'd say the 53% Psi resist you've got is probably what I should be looking at, am I right?
Thats's exactly what I'm trying to figure out, best plan to optimize. Invul is weak to Psi, so naturally I'd like to mitigate that, but softcapping defense is a necessity too.
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Ok, here's what I'm thinking for an updated build...
Hero Plan by Mids' Hero Designer 1.962
Click this DataLink to open the build!
Major Obvious: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Jab -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(17), PndSlg-Dmg/Rchg(23)
Level 2: Dull Pain -- Mrc-Heal/EndRdx(A), Mrc-Heal/Rchg(7), Mrc-Heal(9), NmnCnv-Heal/EndRdx(9), NmnCnv-Heal/Rchg(11), NmnCnv-Heal(11)
Level 4: Combat Jumping -- Ksm-ToHit+(A)
Level 6: Haymaker -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(25), CrsImp-Dmg/Rchg(25), CrsImp-Acc/Dmg/Rchg(37), CrsImp-Acc/Dmg/EndRdx(37), CrsImp-Dmg/EndRdx/Rchg(37)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(15), ImpArm-ResPsi(17)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Super Jump -- EndRdx-I(A)
Level 14: Spring Attack -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(40), ScrDrv-Acc/Dmg/EndRdx(42)
Level 16: Resist Physical Damage -- StdPrt-ResDam/Def+(A)
Level 18: Invincibility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(19), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def(21), LucoftheG-Rchg+(23)
Level 20: Knockout Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(36), CrsImp-Dmg/Rchg(42), CrsImp-Acc/Dmg/Rchg(46), CrsImp-Acc/Dmg/EndRdx(46), CrsImp-Dmg/EndRdx/Rchg(48)
Level 22: Kick -- HO:Nucle(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(33), ImpArm-ResPsi(33)
Level 26: Tough Hide -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(27), LucoftheG-EndRdx/Rchg(27), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def(29), LucoftheG-Rchg+(31)
Level 28: Rage -- RechRdx-I(A)
Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(34), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(36), LucoftheG-Rchg+(36)
Level 32: Resist Elements -- Ags-Psi/Status(A)
Level 35: Resist Energies -- UnbGrd-Max HP%(A)
Level 38: Foot Stomp -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(39), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39), ScrDrv-Acc/Dmg/EndRdx(40), ScrDrv-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Prv-Heal(A), Prv-Heal/Rchg(45), Prv-Absorb%(50)
Level 47: Hurl -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(50), Apc-Dmg/EndRdx(50)
Level 49: Unstoppable -- RechRdx-I(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 -- Empty(A)
Level 2: Health -- RgnTss-Regen+(A), Mrc-Rcvry+(42), NmnCnv-Regen/Rcvry+(43), RgnTss-Heal/Rchg(43), NmnCnv-Heal(43), NmnCnv-Heal/Rchg(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(45), PrfShf-EndMod/Acc(46)
Level 50: Mighty Core Final Judgement
Level 50: Cardiac Core Paragon
Level 50: Diamagnetic Radial Flawless Interface
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Set Bonus Totals:
- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 11.75% Defense(Psionic)
- 3.63% Defense(Ranged)
- 6.13% Defense(AoE)
- 6.75% Max End
- 42.5% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 13.5% SpeedFlying
- GrantPower Preventive Medicine (10% chance, if Scourge)
- 477.9 HP (25.5%) HitPoints
- 13.5% JumpHeight
- 13.5% SpeedJumping
- MezResist(Confused) 103.8%
- MezResist(Held) 103.8%
- MezResist(Immobilized) 103.8%
- MezResist(Sleep) 103.8%
- MezResist(Stunned) 103.8%
- MezResist(Terrorized) 103.8%
- 10% (0.17 End/sec) Recovery
- 98% (7.65 HP/sec) Regeneration
- 16.5% Resistance(Smashing)
- 16.5% Resistance(Lethal)
- 11.25% Resistance(Fire)
- 11.25% Resistance(Cold)
- 4.5% Resistance(Energy)
- 4.5% Resistance(Negative)
- 30% Resistance(Toxic)
- 53% Resistance(Psionic)
- 13.5% SpeedRunning
Thoughts?
- 4% DamageBuff(Smashing)
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Thematically Smashing damage made more sense than energy (Ionic) for my char.
Incarnates aside (or at least aside from Alpha/Judgment), how else can I optimize this build?
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I went with Judgment Mighty myself. I'm just not sure the best choices now that you don't really need to take Combat Jumping or any of the fitness powers. I want to go back to solo tanking Recluse in this brave new world.
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Last time I played, Fitness wasn't an inherent pool and the Alpha slot was the only incarnate bit. How do I best modernize/optimize this build for the updated game?
Hero Plan by Mids' Hero Designer 1.962
Click this DataLink to open the build!
Major Obvious: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Jab -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(17), PndSlg-Dmg/Rchg(23)
Level 2: Dull Pain -- Mrc-EndRdx/Rchg(A), Mrc-Heal/EndRdx(7), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(9), Mrc-Heal/Rchg(11), NmnCnv-Heal(11)
Level 4: Haymaker -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(25), CrsImp-Dmg/Rchg(25), CrsImp-Acc/Dmg/Rchg(37), CrsImp-Acc/Dmg/EndRdx(37), CrsImp-Dmg/EndRdx/Rchg(37)
Level 6: Combat Jumping -- Ksm-ToHit+(A), Jump-I(40), Jump-I(42)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(13), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(15), ImpArm-ResPsi(17)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- NmnCnv-Regen/Rcvry+(A), RgnTss-Regen+(42), RgnTss-Heal/Rchg(43), NmnCnv-Heal(43), Mrc-Rcvry+(43), NmnCnv-Heal/EndRdx/Rchg(45)
Level 18: Invincibility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(19), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def(21), LucoftheG-Rchg+(23)
Level 20: Knockout Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(46), CrsImp-Dmg/Rchg(46), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Acc/Dmg/EndRdx(48), CrsImp-Dmg/EndRdx/Rchg(50)
Level 22: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(45), PrfShf-EndMod/Rchg(46)
Level 24: Kick -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(50), PndSlg-Dmg/Rchg(50)
Level 26: Tough Hide -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(27), LucoftheG-EndRdx/Rchg(27), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def(29), LucoftheG-Rchg+(31)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-EndRdx/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(33), ImpArm-ResPsi(33)
Level 30: Weave -- LucoftheG-Def/Rchg(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), GifoftheA-Def(34), GifoftheA-Run+(36), LucoftheG-Rchg+(36)
Level 32: Resist Physical Damage -- StdPrt-ResDam/Def+(A)
Level 35: Resist Elements -- Ags-Psi/Status(A), ImpArm-ResPsi(36)
Level 38: Foot Stomp -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(39), ScrDrv-Dmg/Rchg(39), ScrDrv-Acc/Rchg(39), ScrDrv-Acc/Dmg/EndRdx(40), ScrDrv-Dam%(40)
Level 41: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResPsi(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Rage -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(48)
Level 49: Unstoppable -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 1: LEGACY BUILD
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 4: Ninja Run
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Set Bonus Totals:
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 11.75% Defense(Psionic)
- 4.25% Defense(Ranged)
- 6.13% Defense(AoE)
- 6.75% Max End
- 50% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 21% SpeedFlying
- 246 HP (13.13%) HitPoints
- 21% JumpHeight
- 21% SpeedJumping
- MezResist(Confused) 90%
- MezResist(Held) 90%
- MezResist(Immobilized) 90%
- MezResist(Sleep) 90%
- MezResist(Stunned) 90%
- MezResist(Terrorized) 90%
- 14.5% (0.24 End/sec) Recovery
- 80% (6.25 HP/sec) Regeneration
- 10.5% Resistance(Smashing)
- 10.5% Resistance(Lethal)
- 11.25% Resistance(Fire)
- 11.25% Resistance(Cold)
- 2.25% Resistance(Energy)
- 2.25% Resistance(Negative)
- 30% Resistance(Toxic)
- 65% Resistance(Psionic)
- 28.5% SpeedRunning
- 3% Defense(Melee)
Critique Invuln/SS Build
in Tanker
Posted
@Hyperstrike Got one of these awesome Inv/SS frameworks with Gadgetry and Energy Mastery?