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SableShrike

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About SableShrike

  • Birthday 05/16/1981
  1. Stuck in a dealership waiting on a maintenance appointment, so forgive me being longwinded here. The two things that’ve kept me off Rebirth are population and powersets. I’m over in Europe now, so when I log on a North American server it’s definitely not peak hours. On HC I can still find enough crew to run a TF (or even solo one as we are given that option on HC). The other big thing is AT and power set fixes/balance. HC is far ahead of any other server in terms of quality control. Savage on Rebirth is still missing attack animations specific to the set, et cetera. Homecoming simply has more options and done a more polished job of it. On the difficulty thing, I’ve taken to running Ouro gigs. My plan is to run every single one on my Tanker. There’s a lot of options to jack difficulty in Ouro arcs. Homecoming actually makes cranking difficulty up easier than a vanilla server would. I think what we’re all nostalgic for isn’t difficulty per se, but the community play that a more difficult environment fostered. I made a lot of friends while beating my head against the old Positron that took two or more hours and had everything conning red or purple to us (on TOs or DOs to boot). The first half hour was usually brutal, but people would then gain a few levels and really start to work as a tight team. Timing controls, burning down problem bosses or Lts. first, jumping past to Taunt spawns to draw AoE away from the rest of the team... You had to learn how to do these things, or you would wind up sucking serious debt. Homecoming does have the option to do these same things, but that “optional” part is the difference. Most new players would get seriously discouraged by an old-style Positron against purple-conning Vahzilok. That’s a very steep leaning curve, and I can see why the Live and HC team realized they had to lessen the incline. For me the low-level game on HC is fine as is, but I will admit 30+ is a little crazy. Incarnates may need some tweaking (which Live devs never got a chance to do), and Resistance and Defense caps may need to be looked at given that we can turn everything into tankmages. Perhaps we can have differing Defense caps for ATs like we have for Resistance and Damage. Maybe only Tanks and Brutes could come close to what we currently have for softcap. Maybe make it so even the melee ATs couldn’t hit softcap without inspirs or third-party buffs. Give us Force Fielders a real job again. HC’s devs have said they’re specifically working on a balance pass for Issue 6 and beyond, and given the work they’ve done to date I trust they won’t just half-ass it. Just know that it’s coming “Soon”.
  2. Yeah, I totally agree the cat's out of the bag as far as set IOs go. We're not ever seeing them go away given the amount of time and effort people have put into getting them. BillZ has a good idea with the dynamic scaling and such. Maybe there's a way to quantify the overall set boni into a single total, and then you could have the game ramp up the nastiness from there. Have to see how the new villain group (Freakloks) pans out, too. They may have certain mobs going forward specifically placed to hose the solo softcap player. Kind of like how Super Stunners were put in to hose the facerolling of Freakshow farms.
  3. Yeah that'd be neat if we could figure out a dynamic difficulty coding or the like! The above posts are just my opinion, mind. And there’s tons of ways the game has significantly improved. My first Ice tanker on Live was only allowed to run one armor toggle at a time, say. That was ridiculous and needed to be changed. I understand why Paragon put in set IOs; they needed some way to give the game a longer term goal than just level 53 SOs and HOs. The server populations were getting smaller as well, and so they had to deal with the fact that people may not be able to find a team to do some content. Given those pressures I can understand why they rolled out set IOs. Someone made the call that having a gear treadmill to extend the game’s profitable life was better than risking NCSoft axing the game due to stagnation. Given that we are no longer profit driven, however, it’s a good time to revisit how power creep is negatively affecting the teaming that initially made this game so compelling. Super interested to hear everyone’s ideas on this. I’m very glad the HC team are paying real attention to it.
  4. I understand that argument @Hew, and it’s a valid point. I guess all I’m saying is how can we possibly balance a game where softcapping Defense and maxing Resistance is possible? Most of the game content is not built to account for this. The very power sets and ATs were designed to have weaknesses to encourage us to team. There was huge dev pushback against ever allowing tankmages. With IO sets tankmages are exactly what we’ve got. There’s such a gulf in power between someone on SOs versus a fully purpled AT that to balance the game around either end of the spectrum seems impossible. In closing, any big balancing of difficulty would need to be optional similar to Ouro or Notoriety settings, as I’ve heard other folks mention. I just don’t see how with set IOs in the game it can be balanced around their level of OP without frustrating new players.
  5. Yeah, I love that one! I ran it many times before IOs and only ever beat it once!
  6. “So you’re saying I’ve got a chance!” ~ Lloyd Christmas I’ve talked about this with a few peeps ingame, but what has truly screwed balance up in this game are IO sets. With the advent of IO sets, we suddenly were given the ability to negate any class’ specific weakness provided we threw enough Influence into set boni. Then came Purple sets, then Attuned IOs, then ATOs... The problem with this is that 90% of the game is still balanced around post-ED Single Origins. Those and HamiOs are what the game was balanced around for YEARS. The first Terra Volta respec used to be a brutal fight to the death that your team (many needing to respec) could often fail. I can now solo that entire Trial on pretty much any AT if tricked out enough. The Abandoned Sewer and Eden Trials were similar feats of heroic strength; now they’re a joke. Power sets cannot account for that level of power creep. Incarnate powers don’t account for it either, as you are too low to have them on the aforementioned Trials. It’s the IO sets. It’s always been the IO sets. The IO sets have removed any niche an AT had except for very low level content. Past level 25 or so, people start having enough set boni to Leeroy Jenkins, and triumph, through everything but iTrials. At that point teaming is optional. You need no backup for non-iTrial stuff. You never learn the weakness of your AT (because sets eliminated it), and you never have to really play as a team. Not like we used to on only SOs and HamiOs. I’ve tried to determine if this’s just me being an old fart remembering the past with rose-tinted glasses. But I really don’t think that’s the case. Now how to fix the mess that set IOs have brought us, I have no clue. No way in hell will people give up set IOs now. I myself use them, in part because I feel I have to to keep up with the other Undebtables. Set IOs have so vastly moved the bar for what’s OP, and I feel like we’ve never really addressed their negative impact on the community. We used to really need each other, and now your teammates are optional. That's not good for a social MMO. And to misquote Syndrome, “When everyone’s Superman...! No one will be.”
  7. My namesake’s been remade so many times I can’t even count anymore. I think what I always really wanted was a Human form Warshade who could stand in melee and draw hate; Shades can only really do that as long as Hybrid is up and have no Gauntlet/Punchvoke outside of Dwarf’s Antagonize. I finally stumbled onto what I was after in my recent Tanker. Will/Psi with the Force of Will pool plays like a very tanky melee Human Shade. Minus the Orbiting Death and Essences, of course. So I get my tanking, my purplish death-hands, and I don’t have to stare at Dwarf or Nova for hundreds of hours.
  8. For the PvP uniques it doesn’t matter where they are placed. You can test in an Ouro mission. The only ones I know need to be “on” to work are Kismet and Impervious Skin’s Regen%. Most of the others can go anywhere at any level. (Some I’m unsure of since I only ever put them in Fitness: Power Transfer and Panacea.)
  9. Figured I'd share what I've been working on for a Tanker. This has become my titular main, at least as far as naming goes. What this does: 1) Be a competent tank for 90% of content. 2) Leverage Psi Melee's control aspects (which are a ton of fun) to their fullest. 3) Work in Force of Will for theme as well as effectiveness. What this does NOT do: 1) Facemelting DPS. You still solo just fine and have decent AoE, but it is no farmer build. 2) Stand up to every AV with no backup. There are more durable builds than this one (though you are still a solid Tank with this). How this plays: Willpower setup is pretty standard as with most other builds. I won't go over that much as I haven't done anything odd here. I pushed a few things back to make room for Wall of Force by level 14. Wall of Force is my "taunt", and seems to do really well. Wall of Force is an absolutely MASSIVE cone on a Tanker and will hit up to 10 targets (and Gauntlet 5 of them). I don't think any other cone in the game is as wide as this. That said, the damage is low and the proc chance isn't great (AoE nerf plus a fast recharge time). With that in mind, I set it up with maxed chance for Knockdown; the procs give each target three chances to get hit with KD. This gives the power a lot of mitigation potential as you can break an alpha strike in one shot. KD doesn't happen ALL the time, but it will flop 5+ out of 10 mobs fairly reliably. Taunt duration is not great, as you can't slot Taunts into Pool Powers; this means you need to be actively using your AoE attacks and Rise to the Challenge aura to draw hate. Wall of Force is still amazing for what it does for tanking. 9/10 (would be 10/10 if you could slot Taunt duration). Weaken Resolve is a two-slot wonder that will let you get around some of the massive Psi resistance robots have. Achilles' will proc pretty reliably, meaning you can drop a hardened target's resistance -27.5% for 10 seconds. That's akin to +27.5% damage added to the entire team against that one target. This is basically giving you back the Bruising mechanic, but you now have the higher tank DPS that was recently patched in. Handy versus AVs, Council Meks, and Malta Titans. Unleash Potential will let this build softcap (45% or better Defense) to every single damage type for 60 seconds, ups your regen by 150%, and ups your recovery by 75%. There is no crash when this ends, Mids has that info wrong. I have Strength of Will in the build, but never use it since I have this. For one minute you are unkillable, and it's back up in ~4.5 minutes. Boggle is a great power that kind of gets neglected when teaming in steamroll groups. Controls go out the window when Incarnate nukes flatten every spawn. That said, this adds in a lot of utility when soloing or in small groups. Cork a Sapper with this and he'll hose that Zeus Titan's endurance. Confuse that Lt. and he'll help you burn down that robot Boss that Psi has a hard time with. It's a unique Tanker power, no way I would skip this. Greater Psi Blade is set up with procs for max proc chance and huge singletarget. Fired when you have Insight, you can easily clear 750 damage and Hold your target for Mag 3. Now the weird two: Telekinetic Blow and Mass Levitate. "WHY THE HELL DID YOU SLOT KNOCKBACK IN THERE?" For fun, honestly, but it also has a practical advantage. Flight time = time the enemy is not able to act. So in a sense, Knockup distance translates into control duration. The longer they are in the air, the less time they have to act. This may just be a second or so at most, but when you are doing this to an entire spawn with Mass Lev or hard target with TK Blow it can be pretty effective. Also, go to Atlas Park at level 50 and fire Mass Lev against a level 1 Hellion. Try not to smile, I dare you. Edit: Forgot to mention, but when leveling you can cheaply slot the five Sudden Accelerations (minus the KB to KD IO) and one Damage IO for max knockup in TK Blow and Mass Lev. That's about all the weirdness for this build. Psi Melee does not do top-tier DPS, but I would it put it up there with Ice Melee for sheer control you can bring to a fight. It's more active than Ice's fire-and-forget Ice Patch, but also has a few quirks like Boggle that Ice doesn't bring. Build as I'm currently planning it is below, but I may change things about as I progress. You could easily drop Combat Jumping and get Taunt for iTrials, say. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Tanker Primary Power Set: Willpower Secondary Power Set: Psionic Melee Power Pool: Force of Will Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Energy Mastery Hero Profile: Level 1: Mind Over Body -- UnbGrd-ResDam/EndRdx:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(17), UnbGrd-ResDam:50(21), UnbGrd-EndRdx/Rchg:50(25), UnbGrd-Max HP%:50(46), StdPrt-ResDam/Def+:30(48) Level 1: Mental Strike -- SprMghoft-Acc/Dmg/EndRdx/Rchg:50(A), SprMghoft-Acc/Dmg:50(11), SprMghoft-Acc/Dmg/Rchg:50(13), SprMghoft-Dmg/Rchg:50(15), SprMghoft-Dmg/EndRdx/Rchg:50(15), SprMghoft-Rchg/Res%:50(46) Level 2: Fast Healing -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(5), Prv-Heal/Rchg:50(13) Level 4: Telekinetic Blow -- Hct-Acc/Dmg/Rchg:50(A), Hct-Acc/Rchg:50(43), Hct-Dmg/Rchg:50(43), Hct-Dmg/EndRdx:50(43), KBDist-I:50(45), KBDist-I:50(50) Level 6: Indomitable Will -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/EndRdx/Rchg:50(7), LucoftheG-Def:50(7), LucoftheG-Def/Rchg+:50(11), LucoftheG-EndRdx/Rchg:50(42) Level 8: Rise to the Challenge -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(9), Prv-Heal/Rchg:50(9) Level 10: Weaken Resolve -- Acc-I:50(A), AchHee-ResDeb%:20(46) Level 12: Mighty Leap -- WntGif-ResSlow:50(A) Level 14: Wall of Force -- Ann-Acc/Dmg/EndRdx/Rchg:50(A), Ann-Acc/Dmg/EndRdx:50(34), Ann-Acc/Dmg/Rchg:50(37), Rgn-Acc/Dmg/Rchg:50(40), Rgn-Knock%:50(42), OvrFrc-Dam/KB:50(42) Level 16: Psi Blade Sweep -- SprGntFis-Acc/Dmg/EndRdx/Rchg:50(A), SprGntFis-Acc/Dmg/Rchg:50(17), SprGntFis-Dmg/EndRdx/Rchg:50(33), SprGntFis-Acc/Dmg:50(33), SprGntFis-Dmg/Rchg:50(34), SprGntFis-Rchg/+Absorb:50(34) Level 18: Heightened Senses -- Rct-Def/EndRdx:50(A), Rct-Def/EndRdx/Rchg:50(19), Rct-Def/Rchg:50(19), Rct-Def:50(21), Rct-EndRdx/Rchg:50(33), Rct-ResDam%:50(50) Level 20: Concentration -- RechRdx-I:50(A), RechRdx-I:50(45) Level 22: High Pain Tolerance -- TtnCtn-ResDam:50(A), TtnCtn-ResDam/EndRdx:50(23), TtnCtn-ResDam/EndRdx/Rchg:50(23), TtnCtn-ResDam/Rchg:50(27), Heal-I:50(27), Heal-I:50(31) Level 24: Quick Recovery -- SynSck-EndMod:50(A), SynSck-EndMod/+RunSpeed:50(25) Level 26: Unleash Potential -- LucoftheG-Def/Rchg:50(A), LucoftheG-EndRdx/Rchg:50(45), LucoftheG-Def/EndRdx/Rchg:50(48), LucoftheG-Def:50(48), LucoftheG-Def/Rchg+:50(50) Level 28: Boggle -- CrcPrs-Acc/Conf/Rchg:50(A), CrcPrs-Acc/Rchg:50(29), CrcPrs-Conf/Rchg:50(29), CrcPrs-Conf/EndRdx:50(31), CrcPrs-Conf%:50(31) Level 30: Combat Jumping -- Ksm-ToHit+:30(A) Level 32: Strength of Will -- GldArm-3defTpProc:50(A) Level 35: Greater Psi Blade -- SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(A), SprBlsCol-Acc/Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/Rchg:50(36), SprBlsCol-Dmg/EndRdx:50(36), Hct-Dam%:50(37), UnbCns-Dam%:50(37) Level 38: Mass Levitate -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(39), Arm-Dmg/Rchg:50(39), Arm-Dmg/EndRdx:50(39), KBDist-I:50(40), KBDist-I:50(40) Level 41: Focused Accuracy -- RctRtc-Pcptn:20(A) Level 44: Physical Perfection -- Prv-Absorb%:50(A) Level 47: Grant Invisibility -- ShlWal-ResDam/Re TP:50(A) Level 49: Invisibility -- LucoftheG-Def/Rchg+:50(A) Level 1: Brawl -- Acc-I:50(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- UnbLea-Stlth:50(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:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(3), NmnCnv-Regen/Rcvry+:50(3) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PwrTrns-EndMod:50(A), PwrTrns-+Heal:50(5) Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Vigor Core Paragon Level 50: Mighty Radial Final Judgement Level 50: Cognitive Radial Flawless Interface Level 50: Seers Radial Superior Ally Level 50: Barrier Radial Epiphany Level 50: Melee Radial Embodiment ------------ ------------ Set Bonus Totals: 8% DamageBuff(Smashing) 8% DamageBuff(Lethal) 8% DamageBuff(Fire) 8% DamageBuff(Cold) 8% DamageBuff(Energy) 8% DamageBuff(Negative) 8% DamageBuff(Toxic) 8% DamageBuff(Psionic) 10.06% Defense(Smashing) 10.06% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 14.13% Defense(Melee) 6% Defense(Ranged) 6% Defense(AoE) 4.95% Max End 51.25% Enhancement(RechargeTime) 48% Enhancement(Accuracy) 4% Enhancement(Confused) 6.25% Enhancement(Max EnduranceDiscount) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 372.5 HP (19.88%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 128.8% MezResist(Held) 128.8% MezResist(Immobilized) 128.8% MezResist(Sleep) 128.8% MezResist(Stunned) 128.8% MezResist(Terrorized) 128.8% MezResist(Teleport) 100% (20% chance) 20% PerceptionRadius 20% (0.33 End/sec) Recovery 42% (3.28 HP/sec) Regeneration 35% ResEffect(SpeedFlying) 35% ResEffect(RechargeTime) 35% ResEffect(SpeedRunning) 36.5% Resistance(Smashing) 36.5% Resistance(Lethal) 35% Resistance(Fire) 35% Resistance(Cold) 20% Resistance(Energy) 20% Resistance(Negative) 17.75% Resistance(Toxic) 17.75% Resistance(Psionic) 22.5% SpeedRunning
  10. SableShrike

    New to Tanker

    Martial Arts is actually really good on a Tank. Storm Kick is a huge Defense buff for Tank and Brute. You said you want to be super tough so I’d take Fighting for Tough and Weave. That also lets you work in Cross Punch, which is great cone damage. Make sure to take Boxing and Kick to buff Cross Punch, but you do not need to slot or use either. I try to work in Cross Punch every time I build a Martial Arts or Super Strength tank; it fits thematically and gives them a second needed AoE. Since you can stand alone against x8 spawns AoE will often be your most efficient attacks. Some great primaries that do well with Martial Arts are Shield Defense, Super Reflexes, Willpower, and Invulnerability. Shield gives a great teleport nuke in Shield Charge; that, Cross Punch, and Dragon’s Tail give you three great AoEs.
  11. Update: Playing around more I've decided to slot Leviathan with a bit of control durations rather than just straight damage procs. This lets you play heavy on the lockdown while only sacrificing a small amount of DPS. NOW TO THE IMPORTANT BIT: The Good News -Summon Coralax is awesome. It does serious damage, with four out of five attacks it has doing the equivalent of your T2 blast. -It has an Immobilize and Stun which can stack with YOUR Immobilize and Stun. As such, I slotted it a bit for Mez duration for even more lockdown. -Two of her attacks are Punch and Haymaker, meaning she will often wade into melee! This is big news for a Sonic Resonance user, as it means they can keep their debuff toggle on her when soloing. The Bad News -It burns Endurance like crazy, hence the last slot in it being a boosted End Redux IO. That and Cardiac Incarnate make her way more efficient; you need this in order to keep her using all her DPS attacks. -She has absolutely zero natural Defense, and only Resists Cold, Psi, and Toxic. Patron Pets seem to have been balanced around being glass cannons. Conclusion Sonic Resonance, Force Field, Cold, and Thermal seem uniquely positioned to benefit from Patron Pets. Patron Pets seem to have a much higher damage scalar than T1 Mastermind minions yet lack any native longevity due to having bad Defense and Resistance. A strong buffing set like Force Field or Sonic Resonance can mostly, or even completely, negate that weakness. This makes a fully buffed Patron Pet a significant source of additional DPS and control while also allowing a shield set Defender or Corruptor to utilize their full toolkit. Provided you can achieve perma-Hasten your Patron Pet will recharge before the current one dies, meaning you only need resummon and buff every 4 minutes. Amended build is below. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Benthica: Level 50 Natural Defender Primary Power Set: Force Field Secondary Power Set: Sonic Attack Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Deflection Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(3), RedFrt-Def:50(3), RedFrt-EndRdx:50(5), RedFrt-EndRdx/Rchg:50(5), LucoftheG-Def/Rchg+:50(7) Level 1: Shriek -- Thn-Acc/Dmg:50(A) Level 2: Scream -- SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(A), SprDfnBst-Acc/Dmg/EndRdx:50(29), SprDfnBst-Acc/Dmg:50(31), SprDfnBst-Dmg/EndRdx/Rchg:50(31), SprDfnBst-Dmg/Rchg:50(31), SprDfnBst-Rchg/Heal%:50(33) Level 4: Howl -- SprVglAss-Acc/Dmg/EndRdx/Rchg:50(A), SprVglAss-Acc/Dmg/EndRdx:50(25), SprVglAss-Acc/Dmg:50(25), SprVglAss-Dmg/EndRdx/Rchg:50(27), SprVglAss-Dmg/Rchg:50(27), SprVglAss-Rchg/+Absorb:50(29) Level 6: Insulation Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(7), RedFrt-Def:50(9), RedFrt-EndRdx:50(9), RedFrt-EndRdx/Rchg:50(11), LucoftheG-Def/Rchg+:50(11) Level 8: Hover -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(23), BlsoftheZ-ResKB:50(23), Ksm-ToHit+:30(34) Level 10: Fly -- WntGif-ResSlow:50(A) Level 12: Dispersion Bubble -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(13), RedFrt-Def:50(13), RedFrt-EndRdx:50(15), RedFrt-EndRdx/Rchg:50(15), LucoftheG-Def/Rchg+:50(17) Level 14: Afterburner -- Rct-ResDam%:50(A) Level 16: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(17), RedFrt-Def:50(19), RedFrt-EndRdx:50(19), RedFrt-EndRdx/Rchg:50(21), LucoftheG-Def/Rchg+:50(21) Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(37) Level 20: Amplify -- RechRdx-I:50(A) Level 22: Assault -- EndRdx-I:50(A), EndRdx-I:50(34) Level 24: Personal Force Field -- LucoftheG-Def/Rchg+:50(A) Level 26: Repulsion Bomb -- PstBls-Acc/Dmg:50(A), PstBls-Acc/Dmg/EndRdx:50(34), PstBls-Dmg/EndRdx:50(36), PstBls-Dmg/Rng:50(36), PstBls-Dam%:50(36), FrcFdb-Rechg%:50(37) Level 28: Tactics -- RctRtc-Pcptn:20(A) Level 30: Vengeance -- ShlWal-ResDam/Re TP:50(A) Level 32: Force Bubble -- EndRdx-I:50(A) Level 35: School of Sharks -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Acc/Dmg:50(39), PstBls-Dmg/EndRdx:50(39), PstBls-Dmg/Rng:50(40), PstBls-Dam%:50(40), GrvAnc-Immob:50(40) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(42), Arm-Dmg/Rchg:50(42), Arm-Dmg/EndRdx:50(42), Arm-Dam%:50(43), AbsAmz-Stun:50(43) Level 41: Spirit Shark Jaws -- UnbCns-Acc/Hold/Rchg:50(A), UnbCns-Acc/Rchg:50(43), UnbCns-Hold/Rchg:50(45), UnbCns-EndRdx/Hold:50(45), UnbCns-Dam%:50(45), Apc-Dam%:50(46) Level 44: Summon Coralax -- SlbAll-Acc/Dmg/Rchg:50(A), SlbAll-Acc/Rchg:50(46), SlbAll-Dmg/Rchg:50(46), HO:Endo(48), HO:Perox(48), EndRdx-I:50(50) Level 47: Shark Skin -- GldArm-End/Res:50(A), GldArm-ResDam:50(48), GldArm-3defTpProc:50(50), StdPrt-ResDam/Def+:30(50) Level 49: Hibernate -- Prv-Absorb%:50(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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:50(A) Level 1: Vigilance Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Flight-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(33), Pnc-Heal/+End:50(37) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- EndMod-I:50(A), PwrTrns-EndMod:50(33), PwrTrns-+Heal:50(39) Level 50: Void Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Storm Elemental Core Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Support Core Embodiment Level 50: Cardiac Core Paragon ------------ ------------ Set Bonus Totals: 12% DamageBuff(Smashing) 12% DamageBuff(Lethal) 12% DamageBuff(Fire) 12% DamageBuff(Cold) 12% DamageBuff(Energy) 12% DamageBuff(Negative) 12% DamageBuff(Toxic) 12% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 9.44% Defense(Fire) 9.44% Defense(Cold) 9.13% Defense(Energy) 9.13% Defense(Negative) 6% Defense(Psionic) 12.25% Defense(Ranged) 12.88% Defense(AoE) 3.6% Max End 63% Enhancement(Accuracy) 110% Enhancement(RechargeTime) 10% Enhancement(Range) 8% Enhancement(Heal) GrantPower Preventive Medicine (10% chance, if Scourge) 61.04 HP (6%) HitPoints Knockback (Mag -7) Knockup (Mag -7) MezResist(Confused) 47.5% MezResist(Held) 47.5% MezResist(Immobilized) 47.5% MezResist(Sleep) 47.5% MezResist(Stunned) 47.5% MezResist(Terrorized) 47.5% MezResist(Teleport) 100% (20% chance) 20% PerceptionRadius 15.5% (0.26 End/sec) Recovery 22% (0.93 HP/sec) Regeneration 20% ResEffect(SpeedFlying) 20% ResEffect(RechargeTime) 20% ResEffect(SpeedRunning) 14% Resistance(Smashing) 14% Resistance(Lethal) 30.5% Resistance(Fire) 30.5% Resistance(Cold) 8% Resistance(Energy) 8% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic)
  12. As the name suggests, this build revolves around ultimately having a pet. FF gets a lot of crap due to not being able to fully benefit from its shields on a Defender, but then I said to myself, "Wait, shit! We have Patron pets!" Now the question was could this pet be made permanent? The answer is yes; very much yes. Now, I went with Leviathan to fit my aquatic theme, but you can easily do something similar with different powers. Or hell, you can even do this with Sonic/ Defenders or a Corruptor. If I stick by said pet (Coralax Red Hybrid in my case), it is positionally capped on Defense and has some added mez protection and Toxic resist. The pet also lasts for a full four minutes, which is nice. This means you can exemplar all the way down to 41 and still have a pet out permanently. Abandoned Sewer Trial is JUST shy of 41, sad... Just thought I'd point this out, as I see a lot of folks worrying that FF and Sonic really drop off in the higher levels. The permanent pet trick gives them a fair bit more utility (though I dunno how much DPS my Coralax adds). Build's below, but all you need for this is to get perma-Hasten. However you do that is up to you! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Benthica: Level 50 Natural Defender Primary Power Set: Force Field Secondary Power Set: Sonic Attack Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Deflection Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(3), RedFrt-Def:50(3), RedFrt-EndRdx:50(5), RedFrt-EndRdx/Rchg:50(5), LucoftheG-Def/Rchg+:50(23) Level 1: Shriek -- SprVglAss-Acc/Dmg/EndRdx/Rchg:50(A), SprVglAss-Acc/Dmg:50(48), SprVglAss-Acc/Dmg/EndRdx:50(48), SprVglAss-Dmg/EndRdx/Rchg:50(48), SprVglAss-Dmg/Rchg:50(50), SprVglAss-Rchg/+Absorb:50(50) Level 2: Scream -- SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(A), SprDfnBst-Acc/Dmg/EndRdx:50(25), SprDfnBst-Acc/Dmg:50(25), SprDfnBst-Dmg/EndRdx/Rchg:50(33), SprDfnBst-Dmg/Rchg:50(34), SprDfnBst-Rchg/Heal%:50(34) Level 4: Force Bolt -- Acc-I:50(A) Level 6: Insulation Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(7), RedFrt-Def:50(7), RedFrt-EndRdx:50(13), RedFrt-EndRdx/Rchg:50(15), LucoftheG-Def/Rchg+:50(15) Level 8: Hover -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(9), RedFrt-Def:50(9), RedFrt-EndRdx:50(11), RedFrt-EndRdx/Rchg:50(11), LucoftheG-Def/Rchg+:50(13) Level 10: Fly -- Flight-I:50(A) Level 12: Dispersion Bubble -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(34), RedFrt-Def:50(37), RedFrt-EndRdx:50(37), RedFrt-EndRdx/Rchg:50(40), LucoftheG-Def/Rchg+:50(42) Level 14: Afterburner -- Flight-I:50(A) Level 16: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(17), RedFrt-Def:50(17), RedFrt-EndRdx:50(19), RedFrt-EndRdx/Rchg:50(21), LucoftheG-Def/Rchg+:50(23) Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19) Level 20: Amplify -- RechRdx-I:50(A), RechRdx-I:50(21) Level 22: Personal Force Field -- Rct-ResDam%:50(A) Level 24: Tactics -- RctRtc-Pcptn:20(A) Level 26: Repulsion Bomb -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Acc/Dmg:50(27), PstBls-Dmg/EndRdx:50(27), PstBls-Dmg/Rng:50(31), PstBls-Dam%:50(33), Bmbdmt-+FireDmg:50(33) Level 28: Siren's Song -- FrtHyp-Acc/Sleep/Rchg:50(A), FrtHyp-Acc/Rchg:50(29), FrtHyp-Sleep/Rchg:50(29), FrtHyp-Sleep/EndRdx:50(31), FrtHyp-Plct%:50(31), LthRps-Acc/EndRdx:50(50) Level 30: Vengeance -- ShlWal-ResDam/Re TP:50(A) Level 32: Force Bubble -- EndRdx-I:50(A) Level 35: Shark Skin -- GldArm-End/Res:50(A), GldArm-ResDam:50(36), GldArm-3defTpProc:50(36), StdPrt-ResDam/Def+:30(36), EndRdx-I:50(37) Level 38: Dreadful Wail -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(39), Arm-Dmg/Rchg:50(39), Arm-Dmg/EndRdx:50(39), Arm-Dam%:50(40), Erd-%Dam:30(40) Level 41: Spirit Shark Jaws -- Apc-Acc/Dmg/Rchg:50(A), Apc-Acc/Rchg:50(43), Apc-Dmg/Rchg:50(43), Apc-Dmg/EndRdx:50(43), Apc-Dam%:50(45), UnbCns-Dam%:50(45) Level 44: Summon Coralax -- SlbAll-Acc/Dmg/Rchg:50(A), SlbAll-Acc/Rchg:50(45), SlbAll-Dmg/Rchg:50(46), SlbAll-Build%:50(46), OvrFrc-Dam/KB:50(46) Level 47: Hibernate -- Prv-Absorb%:50(A) Level 49: Victory Rush -- EndMod-I:50(A) Level 1: Brawl -- Acc-I:50(A) Level 1: Quick Form 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:50(A) Level 1: Vigilance Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Flight-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(42) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(42) Level 50: Spiritual Core Paragon Level 50: Cryonic Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Polar Lights Partial Radial Improved Ally Level 50: Support Core Embodiment Level 50: Ageless Core Epiphany ------------ ------------ Set Bonus Totals: 22% DamageBuff(Smashing) 22% DamageBuff(Lethal) 22% DamageBuff(Fire) 22% DamageBuff(Cold) 22% DamageBuff(Energy) 22% DamageBuff(Negative) 22% DamageBuff(Toxic) 22% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 8.5% Defense(Fire) 8.5% Defense(Cold) 8.5% Defense(Energy) 8.5% Defense(Negative) 6% Defense(Psionic) 11% Defense(Ranged) 11% Defense(AoE) 3.6% Max End 10% Enhancement(Range) 8% Enhancement(Heal) 118.8% Enhancement(RechargeTime) 54% Enhancement(Accuracy) GrantPower Preventive Medicine (10% chance, if Scourge) 91.56 HP (9%) HitPoints Knockback (Mag -3) Knockup (Mag -3) MezResist(Confused) 48.75% MezResist(Held) 48.75% MezResist(Immobilized) 48.75% MezResist(Sleep) 48.75% MezResist(Stunned) 48.75% MezResist(Terrorized) 48.75% MezResist(Teleport) 100% (20% chance) 20% PerceptionRadius 13% (0.22 End/sec) Recovery 32% (1.36 HP/sec) Regeneration 15.5% Resistance(Smashing) 15.5% Resistance(Lethal) 29.75% Resistance(Fire) 29.75% Resistance(Cold) 8% Resistance(Energy) 8% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic)
  13. SableShrike

    Pet Names

    Beasts I go Northern North America themed: Kodiak, Klondike, Yukon, Sitka, Denali, and Amarok. Amarok’s the Inuit myth of a huge dire wolf that likely really existed back when humans were first crossing the Bering Strait.
  14. Cryptic had lightning in a bottle with CoX. I think a lot of us older players took it up alongside Ultima, Planescape: Torment, DA:O, BG2, etc. That’s not to say there aren’t truly great games these days, but the standard for excellence seemed a little higher back in 2004 when CoH launched. We had a lot of genre-defining games come out in the 2000s. I think that played a large part in the community’s loyalty to CoH, as we quickly realized, “Hey, this is something special. This is genre-defining for superhero MMOs, or even MMOs in general.” CoX is brilliant in that it is as deep as you want it to be. You can re-bind your entire keyboard, but you don’t have to. You can spend months on building IOs, or you can just use SOs. The costume creator is still one of the most versatile in all of gaming history. This game’s right up there with BG2 for me, and is the only MMO I put any time into even after 16 years. They just got so many things right with CoH in a way that many newer MMOs haven’t been able to figure out. We had an MMO with free-movement flight and super-speed back in 2004, for chrissakes. That is nuts, if you think about it. Many of us were still playing via phone modems. No crappy gender-locking, enemy diversity, some of the best co-op gameplay, memorable characters, et cetera. I’m nearing 40 this year, and plan on playing CoH til I can no longer work a mouse. I take breaks now and then, but I always come back!
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