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  1. I keep getting asked about my character, especially as I made them in April before the set seemed to explode! So here is what I hope is an exploratory analysis of the set, with its applications and performance. If nothing else if might give people ideas for different approaches to the set. This is my take on the set, others will have different thoughts but that is part of the fun, finding your own way! This is my first Guide attempt so be kind please! Titan Weapon/Bio Armour Guide Overview: As with all melee sets, your first choice is the archetype you are going to play, after choosing the powers you then decide who would complement the aspects of those powers the best, often leading to heated debate! Your choices are Tank, Brute, Scrapper and usually Stalker but they don’t have Titan Weapons available. After that you explore the power sets to make your ultimate fighting machine. Each choice is unique in both how it plays and how it enhanced, specifically I look at the inherent powers each class gets, the weighting for each power set and their damage potential. This can be a tough choice. My personal opinion on Bio Armour is it is a Hybrid class, it has a little resistance, nothing you can really count on. Its defense is fairly good, but its power lies in Absorb Shields. Yes, it has good regen, but regen isn’t going to save you the same way. Inherent Power and Stats The Tank is by birth right, a Tank. Their primary power set is defensive and their inherent power, Gauntlet, is all about keeping the attention on them so that others can fight freely. They also benefit from the largest Hit Point pool available and their defensive powers pack the most of any class, allowing Gauntlet to work at its best. The Scrapper is the opposite of the Tank, their primary is all about damage and survival is a secondary concern. Their inherent power is Critical Hit, which lets them get a chance to deal double damage. Its not predictable so you can’t count on it right off the bat however. Their base damage is higher than a Tank, Their Hit Points a lot lower. Their defensive powers are good but only about 60% ish of a tank. Ideally you want your target to be dead before they can start really hurting you. The Brute is like a mash of a Tank and Scrapper. They have Hit Points higher than a scrapper but not quite that of a Tank. Their base damage is lower than a tanks, and a lot lower than a scrappers but their inherent power is Fury, which is a damage bonus based on how much attention they receive. Fury gives an “absolute” max bonus of 200%. You will find that’s impossible to get let alone sustain, ive found 90% to be about the max to keep up, giving them a 180% damage bonus once they warm up, initially at low levels this is hard to gain and keep but later on it just happens all on its own and needs little attention. Their power pools are the same as a scrappers in placement so first focus is on dishing out the damage, and second port of call is taking it, which with the increased hit point pool they do very well. Power set weighting The Tanks primary would be Bio Armour so all its defense and resistance is at peak power. Now its important to remember that neither of those are the cornerstone of the set, but both are handy to have in prolonged fights. The Absorb aspect however is based on your base health, and the tank has that in spades. Boasting the largest Hit Point pool they gain the largest absorb, giving them a truly huge health buffer. The secondary power set, being Titan Weapons in this case gets its own perk on a tank. The T1 power Defensive Sweep gets to do – Resistance AND it’s a cone, so it’s the only tank to get an AoE -Res power at level 1, this helps with the damage right off. Damage wise the tank has a damage cap of I believe 400%, which with some work and a few inspirations you can hit and do some impressive damage. The Scrappers Primary is Titan Weapons, which already boasts one of the highest damage bases available, all be it the animation time can be crippling. But, because the scrappers base damage is high to start with, using this power set gives it even more impact, very little can take multiple hits and live. Secondary wise, Bio Armour has the least to work with defensively. With the smallest Hit Point pool of the 3 choices the absorb shield is lowest and the resistance and defense is at the bottom of the pile too. Damage wise the scrapper again has a 400% damage cap with the same requirements as a tank, a little effort and you hit it. The Brute is again a hybrid, Titan Weapons initially does the worst when starting a fight, but being a high damage base it hits very hard anyway, and every swing gets harder until its eventually cleaving enemy apart with every swing. Their increased Hit Point pool lets them take better advantage of Bio Armour's absorb Shield, however they get no better defense or resistance then the scrapper. Damage wise the brute is unique in that they can get up to 675% damage cap, that’s very high and while you can use inspirations and buffs to reach it, without a dedicated support class with you, don’t plan on sitting there for more then 30 seconds, that being said, it the target is alive that long its impressive. Archetype Specific Enhancements For the Tank, Enhancement wise I'm looking specifically at the Archetype Specific Attuned Enhancements, one gives a chance for +resistance to all and the other a chance for +absorb. Breaking those 2 down a little, a Tank is made to take damage so the +resistance will never be turned down, the +Absorb power is essentially MORE Hit points based on your base Hit points, which you have the most of so this again is a substantial bonus. Bio Armour however, employs its own huge Absorb Shield and it does have an upper limit that’s very easy to reach, its resistance is sub-par at best so the +resistance is great, but the Absorb Proc is wasted. For the Scrapper, their Archetype Specific Enhancements are catering towards critical hits as the first one is an across the board increase to the chance they occur all the time, the second is a proc that boosts the chance to +50%. Note that’s not increasing the chance by 50% that’s adding it on. So if you had a 10% chance to land one normally its gonna be 60% chance when this fires, letting those pesky bosses be cleaved in half The Brute gets 2 different bonuses from their Archetype Specific Enhancements. The first is a Proc that gives them a quick boost of Regeneration and Endurance, the second gives them a chance to gain bonus Fury with every attack. Both of these go with fury as one lets you get mad faster and the other lets you stay there, mad is more damage so its more carnage. Difference between sustain and Peak power This seems to appear a lot and im not sure why. When your factoring in things for a character you need to look at it from a battle prospective, not just one hit or 1 powers cycle. An example of this would be Unstoppable the invulnerability Power set, It caps all your resistance except Psionic. Your going to be hard as nails, at least until its nap time and you have to wait for recharge. Damage wise, consider Gang War from the Mastermind, made even more powerful with Burnout. You suddenly have this massive damage spike, but its not sustainable, Gang War can be made fast, but Burnout will NEVER be up as often. Its Burst Damage, you won’t use it on every mob unless your waiting for them to die of old age! Sustainable Damage Potential This one is harder to explain so Ill look at the Scrapper and Brute as comparison, Assume each has identical slotting and powers, both with Build Momentum and chance for Build up included. We will assume 2 scenarios, an Apex Moment where everything is maxed out, and a generic time that can be repeated with every mob fluidly. The attack of choice does 100 Damage. The brutes base multiples is 0.75 and the scrappers 1.25. Brute Apex. 675% damage bonus in addition to 100% damage enhancements, means that the attack that did 75 damage gets augmented to 150 from IO’s and then increased to 656.25. Keep in mind its the base damage that’s multiplied. That’s 656.25 damage before enemy resistance, that’s a huge increase but it cant get higher without the target getting debuffed. Scrapper Apex. 400% damage bonus in addition to 100% damage enhancements, means that the 125 damage attack goes to 250, bumping up to 625 damage, after reading the brutes you'll think, pff brute wins hands down, but he scrapper has one other power, Critical Hit! That 625 gets whacked up to 1250 damage, almost 50% above the brutes. Brute Sustained. Assume they are getting their full 200% fury bonus despite it being impossible. Assume also they hit Build Up with the proc that also activates (it can happen every mob). Build up gives +50%, the proc another 100%. Giving the brute a sustained damage of 380%, add on the base IO’s and your hitting for 450% damage, nothing to laugh at! So that 75 Damage Attack is doing 431.25 Damage that you can fairly accurately predict. Now the brute can eat red inspirations continually and amp that up, but that is extra. Scrapper Sustained. Assume again they hit Build Up with the proc that also activates (it can happen every mob). Build up gives +62.5%, the proc another 100%, and the IO’s an additional 100%. That’s 262.5% damage bonus. So that 125 attack does 453.125. Slightly better then the brutes but not enough to warrant the lower Hit Points, But, the Archetype Enhancement that adds +50% crits.. can go in an AoE attack, and trust me, when you use it, it will almost always trigger, but it in a power with a fast cool down and its going off continually. So that 453.125 damage is more often then not hitting for 906.25. Additional Info About Bio Armour's Resistance and Defense when paired with Titan Weapons Titan Weapons first attack gives you Melee Defense, which as a melee character is kinda handy. It also has a LOT of Knockdown, for those unfamiliar, Knockdown (kd) and Knock back (kb) both share the trait of knocking the enemy on their back sides, if they are lead down they aren’t attacking, that’s 100% defense and resistance from that damage source, at least until they are up again. Difference is, KD keeps them in place, KB sends them flying, meaning you have to chase them, or they could attack from range, and until Titan Weapons gets a Ranged attack to throw the sword, that’s not good. It also happens that Titan Sweep (Cone), Whirling Smash (PBAoE) and Arc of Destruction (Cone) all have KD so every time you use it the enemy have a chance to not do any damage for 2-3 seconds. That’s enough for a defense debuff to wear off, health to regenerate, to use a power with a cast time or just hit them hard till they don’t get up. In summary of choice: Tank – Better sustained survival at the cost of damage. A – Resistance power at level 1 to help with targets right away and the best effects from the absorb shield, combined with Gauntlet let you get attention and keep it. Enhancements that augment your resistance but one that’s lost on you in the form of absorb. Titan Weapons KD lets you keep knocking them down so your defenses are even stronger. Scrapper – Sustained survival initially will be tough, you get the worst defense, resistance and absorption of the 3 choices, but, your damage is highest right away and has a chance to score double damage, which gets insanely high once you factor in enhances to make it more likely. Your greatest defense is no one left alive to retaliate. Titan Weapons KD lets you keep knocking them down so your defenses are not being hit as much and you have time to use powers. Brute – sustained survival is better then a scrappers as the Absorb shield is working harder, not as good a s a brute but your going to be a tough nut to break. Damage wise, you will get more damage with every attack and can reach a damage cap no other can reach, albeit with a lot of work and its non-sustainable. Your damage at Max effects wont rival a scrappers but you have more survival powers to let you keep going once the scrappers luck runs out and they fry. Titan Weapons KD lets you keep knocking them down so your defenses are left alone and regeneration and absorb shields last longer. My play style Is all about jumping in and taking out the biggest guy before he knows I'm in the room. To that end I choose the scrapper, their damage is unrivaled, so long as they don’t get carried away and get owned of course! But we can minimize that. The Power Info that follows will apply to all 3 classes but the focus will be on scrappers and their goals. Power Overview - Generic Primary: Titan Weapons T1 – Defensive Sweep – A Light Damage Cone attack, with a wide Arc (120 Degrees). The attack gives you 11.25 Melee defense per hit, tank gets 15% and adds -Res to this as well. [4s Recharge] {This is handy during leveling on a scrapper but skippable on final build} T2 – Crushing Blow – High damage single target attack, does -Defense so can tack Achilles Heel -Res Proc if desired. [8s Recharge]. {This is a perfect Single Target Chain attack, its fast and high damage, good for leveling and final build} T3 – Titan Sweep – High Damage Cone attack (120 Degrees) that does knockdown. Handy for Forced Feedback +Recharge proc. [10s Recharge]. {This is handy during leveling on a scrapper but skippable on final build once you have a good recharge bonus} T4 – Build Momentum – Your version of Build Up, scrapper gets a +50% damage bonus and +20% Tohit on application for 10 seconds, additionally, slot it with a proc from Gaussian's Set for an additional +100% damage chance, it fires a lot! {NEVER SKIP THIS} T5 – Follow Through – Superior Damage Single Target, Does KD and stun, but neither are worth it during leveling. However once your at 50 it’s a intricate part of the Single Target Chain for big bosses. [10s Recharge]. {Take this once your lvl 50 and have some global recharge} T6 – Taunt – Ranged Foe Taunt, handy if your tanking but its not your job, that massive sword in your hand is your Taunt! [10s Recharge] {Skippable} T7 – Rend Armour – Extreme Damage Single Target attack, also does – Def and -Res, meaning it can take a proc for MORE -res too. This is your boss killer and needed in leveling and final build. [16s Recharge] {Take every time you are given the choice} T8 – Whirling Smash – PBAoE attack boasting the widest area available, a whopping 15”. For reference that will hit most of a mob BEFORE they even turn to face you. It also does KD so they are all on the floor. Build up and a Critical from this will kill all the minions instantly it hits. [14s Recharge] {Take every time you are given the choice} T9 – Arc of Destruction – Superior Damage Cone attack (120 Degrees) that does KD. Its fast and lethal, whats not to love. [10s Recharge] {Take every time you are given the choice} Secondary: Bio Armour {Everything in this set is needed so this is an overview of the components they contribute} T1 – Hardened Carapace – This is your resistance to smashing and toxic damage. Also gives you Stun and Sleep Protection early early on. [Adaptation will either increase endurance discount, resistance values or damage bonus based on form] T2 – Inexhaustible – This gives you a Hit point boost, some regeneration and recovery bonus as well as resistance to slow and endurance draining effects, handy at higher levels. [Adaptation will either increase Max Hit points further or grant more regeneration and recovery] T3 – Environmental Modifications – This is your statuary Protection to Hold, Knockdown and Immobilize as well as substantial defense to Fire, Cold, Energy and Negative, with some Psionic as well. [Adaptation will either increase Max Hit points further, with additional defense or a To Hit Bonus] T4 – Adaptation – This is your gateway to forms allowing other powers to behave differently depending on needs. You have Efficient, Defensive and Offensive Adaptation Efficient - in short you can go longer without taking a break for energy Defensive – your harder to hurt and have more Hit Points, you do however suffer a decrease in damage output. Offensive – All your attacks to additional Toxic Damage and you get a bonus to To-Hit, but you loose resistance to everything. <---- This one is what I always run in, it also gives a passive damage boost T5 – Ablative Carapace – A clickable Absorption + Regeneration power. This will add your base Hit points to your health in the form of a shield. The shield cant regenerate and will turn off after 30 seconds if not depleted, but you can always reapply it when its low! This is your panic button as it needs nothing but yourself to activate. If you take a large enough hit to break your other shields and loose health, the regeneration will also heal you up while your shielded. [Adaptation will either increase the regeneration or absorption capacity] T6 – Evolving Armour – This gives a pitiful amount of resistance and is worthless to enhance, however! It is a PBAoE Taunt with built in -Res. Essential for holding attention and making sure they go down screaming. [Adaptation will either add regeneration and recovery, increase resistance and defense at the cost of resistance debuffs or further debuff enemy resistance.] T7 – DNA Siphon – This is one of those panic buttons you will have but not really need unless you NEED it. Its complicated without forms and worst with them but basically if you hit a living enemy it gives you health and endurance, if you hit a corpse you get regeneration and recovery. Living targets also are taunted and suffer -regen. T8 – Genetic Contamination – This is the trade off for no resistance to work with, -damage and some PBAoE toxic Damage aura. Its damage isn’t noticeable but its -damage is very much so and it further increased in Defensive mode. T9 – Parasitic Aura – This is your bread and butter power, some people say it’s the panic button but as it HAS to have living targets I say its your opener! In short every Foe you hit will give you some absorb shield, roughly 20% of your capacity when enhanced. It also massively increases recovery to the point you WILL cap it. Fire this in a mob say when they are all on their backs after your PBAoE and you will get 1300 absorb, and capped recovery for the next 45 seconds, meaning you are all but unstoppable, until the shield drops anyway. If it drops fast after half the mob is dead, Ablative Carapace is your backup to fill it again, though you wont get endurance benefits. It also debuffs enemy damage, who could say no! Power Pools These are by no means the only selection you can make, but I found them to be the most efficient for my style. Fighting Pool Boxing – Needed for the other two! Tough – Smashing and Lethal Resistance, cant avoid needing it. Weave – Additional Defense to all, Kinda need it also for harder enemy. Speed Pool Hasten - +70% recharge speed, made constant, not needed but handy to have it your wanting to go full speed. Leaping Pool Combat Jumping – Additional defense, not a requirement but a nice extra. Leadership Pool Maneuvers – A nice bit of Defense that you can share with your team. Tactics – Tohit Buff and some fear resistance, high end enemy use fear a lot so this helps. The To-hit helps hitting enemy more reliably so we don’t need to focus on Accuracy as much in powers Patron Power Pool This one is totally up to the users preference, My choice was based on wanting to always be on +4*8 so I needed even more survival and a way to give myself defense to defense debuffs! Soul Mastery Moonbeam – A long range snipe, can activate in combat as a range attack or out of combat as a sniper attack. Very high damage, great for runners or separating multiple Archvillians. Shadow Meld – The reason for the set choice, think Elude only it last 15 Seconds, recharges in 25 Seconds and has no crash. Gives 32% defence to everything upon activation allowing you to softcap everything even Incarnate level enemy easily, added benefit that with such high defence you can take a few -defence hits and not worry. A Mids Reborn Built for download: Just copy it into the browser and it should download. http://www.cohplanner.com/mids/download.php?uc=1525&c=693&a=1386&f=HEX&dc=78DA6594CB4F135114C6EFD0A90814682D501E05DA22AF166A2B6C7C85A80851A9A2455DD6B15CCBC4DA36D39AE8D2854B2302868DCF9DA831D13FC3E73FA0E23371E36363A2ABF174CED74A9C2693DF9DEFDE7BCE37DFED4CE2E2A4EBF1F4E509A134EDCF6AC5622A9936B442411ACE8496D1D3A2FCABA5CB5FD153099995323AA797B45CEA94D40AF95C31549D9C946765AE28A3FBF47CEAA891D1727A3AB5D7389F3744E36C3E9F8D4EE99985929ECBD45B77C98294F32E6B384395486FAEDCCC4BA3B8A0173A0E14F4743459D2B2E7A87A327F219B4A68C592342EB593A911BAAEFA047EA6533C73081157C5A6E7CCCD2FC097CCFA57E06BE69B3EDAA6606F4CB1B49A3838C654C7C1EDA8EDA3FB6E55BCA5BD0AEFAD51823CD71660B6AFD6587C476B1CBC46751CC6DC2166E71438CDF4B7729F6BF43C4E3C8F7351B534D7757089E95E666E59016F30177D7C58654FB51161692D15AEB1A775F254C79E4C851637F07AD1D0C9EB1CA435F2BCA311993421932664E246261FA85633F26B3EC65ADF71E6D62438079E600E9C642E91570FF7563D83EC2D38040E33FBC26084F991FA79B99FE2FDC3B90DFC6286C8772BD7535AF1CC6DA04A733E9C830FF907907F00F9070FA21ECE6199FC75E01C3A76707FFF4E66CF2E7037B88719B8C2FC443EBBE0A50B1E062B9EC84B377B11DD3DACAD50AF5EF4EA3DCD67B94D03CF30E369701E94CCCFD42B84BDA19BAC0DDE62866F837798A37751F31EF30BEDED87CFFEFF7C7EA53886703E43F779FDF01AF8007C88FA8F98BF5D4244E025821C475A4037E8618EA24F851ECA258A5CA2C8C54B5A0C5A2CC89A5FADBEEFE5BFB0698A5EB5FA169B61DB6CCCA6C46DCA984D19B72933366556455B52144BA973D3FBCE8AF9ADBEFA7DC0EC0F9BF2DDA6FCB429EBFFBE6FE693F2BB8BF1FB0DE3A71BC647C2D5733327BC14199259DD30FE0B6BF50147 The above explained a little. The build uses 2 attack chains, a single target chain and a AoE chain. Typically you will target the biggest guy in the mob, use the AoE chain, and then switch to Single Target to finish them and any other bosses. Single Target Chain Crushing Blow – 6 Slotted with Superior Scrappers Strike {Attuned} Reason: The set gives good bonuses, the unique 6th one is all about critical's, which is paramount for this build. Follow Through – 6 Slotted with Superior Blistering Cold {Attuned} Reason: Sets give some of the best defense bonuses available and the proc in the 6th slot gives this a good chance to hold even bosses with its fast application. Rend Armour – 5 Slotted Hecatomb {Purple IO} Reason: Its one of the best Single target sets available for our best attack, I've not included the 6th slot as a pure damage IO from purple sets is a total waste for anything other then the 6th bonus, which isn’t needed here. Area Effect Chain Whirling Smash – 5 slot Armageddon with 1 slot Forced Feedback + Recharge Proc. Reason: Purple sets don’t benefit from the pure damage IO unless it’s the bonus you want, the 6th slot uses the forced feedback as it will almost always fire in this power and massively boosts recharge for 5 seconds, since most of our powers are under 5 second recharge this makes them very fast. Arc of Destruction – 6 slotted Superior Critical Strikes Reason: This is the crown Jewel of the build, the set inside it is what makes everything work. That proc we talked about earlier with a chance to add +50% chance to crit, that’s per target, add that to an AoE attack and the chance of firing goes up even more I've found. I've found its far more likely to fire then not and when it does the next 3 seconds of attacks are devastating due to Build Up, Chance for Build Up and crit chance. A purple boss cant even get an attack off, they go down so fast. For Bio Armour, I chose to focus on resistance to smashing and lethal damage as it’s the most common, then defense to everything else. Relying on soft capped defense and a vast Absorb Shield to keep my alive long enough to drop everything around me. Hardened Carapace: 4 slotted with Aegis for the smashing and lethal resistance bonus and then the 2 unique +3% defense IO’s giving me 6% free defense to everything. Inexhaustible: 2 Slot Panacea, the +Hit point Proc and the pure Heal IO. The +HP proc essentially gives off 64 health every 3-4 seconds like a passive heal, the other IO is to boost my Max HP a little more. The 3rd Slot is performance Shifter + Endurance Proc, its constantly going off, prob not needed at lvl 50 but at lower levels r against endurance drainers you will be glad its there. Environmental Modifications: 4 Slot Shield wall, including the +5% resistance to all. 5th slot is Luck of the Gambler +7.5% Recharge IO, they do add up! Shield wall gives better bonuses then Luck of the Gambler if you don’t need the accuracy. Evolving Armour: 2 Slot Unbreakable Guard, +7.5% Max HP is around 100 extra health, the second resistance/Endurance IO in there is to make it cost less and give the resistance a boost tho its worthless in the build. DNA Siphon: 2 slot with recharge. We don’t need its healing or its endurance, we just want it up when we need it, tactics takes care of accuracy so this is ample, rarely misses even at lvl 54. Genetic Contamination: 6 Slot Superior Avalanche, this is a winter set so great bonuses but its jewel is the chance for KD proc, it turns this PBAoE toggle into a KD aura that can send bosses flying. And a lead down enemy is a good enemy! Its endurance heavy so the extra slots help make it less impact. Parasitic Aura: 2 Slot Recharge. If your attacking mobs you will cap your absorb limit easily by default and enhanced this will cap your recovery. Id rather have it up a lot then enhance it for no reason. Boxing is irrelevant. Tough is 4 Slot Aegis for the smashing and lethal resistance and the bonus to that effect too. Weave is 4 slotted with Shield Wall for the bonuses and 1 Luck of the Gambler +7.5% recharge. Hasten is 2 Recharge IO’s, this will have it up more then we ever need it. Combat Jumping, a plain Defense IO, it helps in tough fights and additional +recharge from Luck of the Gambler only accounts for a tiny amount now, id rather the defense. Maneuvers is a plain defense IO again, you could use a +7.5% recharge IO but it’s a minimal effect for less defense. Tactics is an endurance reduction as it is quite high, but we need it to function. Moonbeam get 5 slotted Superior Winters Bite, all but the proc this time so its doing good damage. A chance to slow a target down isn’t needed if the target is dead! Shadow Meld: 4 Slot Luck of the Gambler for some extra Hit points and a little accuracy, then 2 slot with Recharge IO’s so its up as much as possible. I won’t go through the stats as you can download and view them yourself if you want. My play style involved running towards a mob, hitting shadow Meld as I go, it has no animation but has a 3 second cast time so you can’t do any powers while its activating. When I arrive in the mob, I'm at 70% defense to most things, use Parasitic Aura and get 1330 Absorb Shield and capped recovery, then Hit Build Up and whack the boss/Elite Boss/Arch Villain with Arc of Destruction hitting for 150% of normal damage normally, 90% of the time this triggers Critical Strike Proc, giving my next attack a critical with the 150% attack boost, if you choose your AoE attack, red minions die instantly, lieutenants take 90% damage and bosses a fair chunk, if you choose a Single target you can reduce a level 54 boss to a corpse with Arc of Destruction>Rend Armour>Follow Through. This same chain will do a good chunk to an Arch Villain and even a Giant Monster. By the time Shadow Meld ends everything is usually dead, maybe a boss has half health if it was near the edge of the mob, but another Single target chain and he is dead before he gets a shot off. All this time Whirling Smash and Genetic Contamination and knocking foes over so they cant run or fight, letting them just die in peace. Once the mob is gone you start running to the next mob with full health and endurance, once they are in sight, shadow meld is back up as its only a 24s recharge now, and repeat. Mix it up if you like but everything always dies. For Incarnates Alpha – Cardiac can help with endurance and resistance if you need it early on, but musculature gets more use once your rocking at a good speed. Interface – Reactive gives fire damage and a -2.5% resistance proc, I've found Degenerative is more effective for its -Hit points, especially against bosses and above. Lore is usually personal Preference, I personally Like the Banished Parthenon Right hand T4, the support Pet has an AoE Ice Storm attack and is untouchable, good for annoying lots of enemy. The mix of -res helps with AV’s too. Destiny I tend to use Ageless, the +recharge bonus is huge and it will give you limitless endurance constantly, your team will love you too if they don’t have it. Judgment is aesthetics mainly, but I’ve always had a soft spot for Ion, the fact it goes all round lets you use it as a taunt that not only attracts attention but kills all the minions! Combined with musculature id goes from 273 to 404 damage at lvl 54. Hybrid is a mixed one. Typically, the left hand tree works better on scrappers, the right hand tree better on Brutes. I took the left hand tree for the cumulative damage boost, it really adds up with all the AoE. Final Thoughts and Notes. -----Momentum----- Titan Weapons employs a unique mechanic called Momentum, I initially left this out as I feel its something you kinda need to see in action but ill amend this for completeness. Momentum is exactly what it sounds like, getting it to start moving takes effort, but then your whirling it round like a crazy person. Momentum is a Buff that activates the moment you use any Titan Weapon Attack. All stats for the set show the cast time of the powers with no momentum employed making it look slow and clunky. This means that Initially at low levels you WILL struggle. Your first attack will generate momentum and that will be retained for 10 seconds. During that time your animation times are super fast and fluid. When it ends, you start all over again. This means you WILL need to employ attack chains that recharge in order. Initially this is a real challenge as the powers are endurance heavy and you will struggle to have enough powers to keep going for 10 seconds at a time. Your attack chain will also change constantly as you gain additional recharge speed and get a feel for the powers. Additionally, you have a wonderful power called Build Momentum, essentially Build Up, except it gives you momentum without attacking. Once your recharge is high enough you can use build up for your first attack chain, then use 1 slow animation to trigger a second chain before build up is ready again. There is a very narrow area where you can extend momentum if you activate a power in a time window, but your talking half a second if that, it may be a glitch, we may never know. When Momentum is up, attack, when its down, use Bio Armour to regenerate yourself, apply shields, use Shadow Meld, what ever you need. This will optimist your battle time considerably. Once the build is complete a single Build up will clear a mob before it expires except specific purple bosses/EB/Archvillians. And for those rare occasions, that momentum downtime is when you use Bio Heals, and any powers that cause redraw. When you use Build Momentum, you instantly get your weapon back removing redraw and your off again. ------ Leveling up and affording------ At level 1 you take every attack power for using momentum, once your 32, you can respec to ones you like, or hold out till 50 and respec into a final form. If you use this build, it operates fine on Basic IO's. This costs in the region of 6 million influence but you can start getting them at lvl 25 so its not expensive. Once your level 30 you can save up for a steadfast Protection +3% Defense Proc, currently valued at 5-7 million influence. At level 50 your immediate ones you will want to acquire will be a: Gladiators Armour +3% Defense, typically 10-12 million influence. (easy Defense boost) Critical Strikes +50% chance for Critical Hit 9-12 million Influence (This is what takes you from very good to God-Like) Avalanche chance for knockdown 9-12 million influence. (This will help keep you from taking damage) Note that superior versions are better but are a lot more expensive. Buy the BASIC ones and upgrade yourself. I've noticed that some sets are a lot more expensive now like AEGIS, currently going for 8-10 million each! these help a lot with bonuses but can also drop, dont feel you need everything fast, prioritize what you feel you need. ------Conclusion------ This is my take on the build. Focusing on Defense and Absorb shielding and using massive crits to kill everything before you take any damage. This build can run on +4*8 with Bosses and AV’s enabled against any enemy I've come across to date. Nemesis as my personal Favorite as you can kill the Fake Nemesis at lvl 54 before they can pop their shield, and the war husks explode! Challenging Enemy who can cause issues: Praetorian's due to the debuffs they can stack and the +to hit they summon – to deal with them herd them so they cant escape your damage Banished Parthenon as again they debuff a lot. Take Down the Sorrow Bosses first as they cripple defense. Canaries as no one likes them and the Dark Ring Mistress can use an auto hit -33% defense attack, 1 is fine, but if you get 2 or 3 in one mob you loose your defense, target them first and if needed herd to get everyone together. New Addition: Rularuu, specifically Overlords. Their damage is fine, but one of their power's is a phase shift on the target, and it lasts a LONG time. I killed 3 mobs of them on +4*8 like butter, but one of them in the 4th mob got a shot off and i was intangible for about 20 seconds, I had no idea how long it was lasting and there was no warning it was dropping so when it did my shield had run out and I was hit with about 4k Psionic damage in one burst, it was lights out lol - Interesting thought however, if your made intangible, surely a power like Phase Shift or Ethereal Shift should be able to break you free since it removes you from the place in which you are! In all these cases however, your damage is equal, few enemies can take the hits so even ones that can hurt you, you will hurt them far more! If in doubt, herd them up so you can hit them harder! I hope you found something within all this useful or at least gave you inspiration to improve on it! Be Kind! P.S. Some have commented that this is a God-Tier Build, and yes it can do amazing things, but it will also drop like a lead balloon if your not paying attention or you start getting lag. I can run 20 missions and hardly take and damage at +4*8, but a few seconds of heavy lag and ill hit the ground if its when I need to deploy a shield or heal. Nothing is immortal and your play style will massively impact how this build works for you. Adapt it to your own style and you will be impressed, else you may find you made a very pricey vengeance bait character!
  2. more specifically when you use Genomic Evolution with Offensive Adaption it is supposed to give you a range bonus and it does not, I tested the other two adaptations and the auto power works fine with them according to Mids its supposed to give you around an 15% range bonus but it gives nothing in the combat attributes (and yes i for sure have the auto power that gives the ranged buff i triple checked) these screenshots are from the beta x64 server if that matters i was trying to get max range possible for fun based on a Mids build I did
  3. Hello all! I have always loved superheroes and never got the chance to play city of heroes when it first came out. I liked the idea of making a kind of toxic poison beast kind of character so spines and Bio fit the bill! I am hoping the build can become a bit of a workhorse to just tackle a whole bunch of things. Tanking with friends, solo farming/bossing, questing etc. It does not need to be great at any of those things it just needs to be able to do em' to some extent! I have downloaded Mid's and did a good deal of reading around the forums. Here is the build I came up with. ( Thematically I like the idea of regenerating health quite fast! and I purposefully didn't include any of the Brute IOs as they are crazy expensive on the AH.) My character is level 4 atm lol but I always like to plan ahead in games like this so please critique away as I have litteraly no idea what I'm doing. Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Barb Swipe (A) Kinetic Combat - Accuracy/Damage (3) Kinetic Combat - Damage/Recharge (3) Kinetic Combat - Damage/Endurance/Recharge (5) Kinetic Combat - Damage/Endurance (5) Crushing Impact - Damage/Endurance (7) Crushing Impact - Accuracy/Damage/Endurance Level 1: Hardened Carapace (A) Aegis - Resistance (7) Aegis - Psionic/Status Resistance (9) Aegis - Resistance/Endurance (11) Aegis - Resistance/Recharge (11) Aegis - Resistance/Endurance/Recharge Level 2: Spine Burst (A) Obliteration - Damage (13) Obliteration - Accuracy/Recharge (15) Obliteration - Damage/Recharge (15) Obliteration - Accuracy/Damage/Recharge (17) Obliteration - Accuracy/Damage/Endurance/Recharge (17) Obliteration - Chance for Smashing Damage Level 4: Inexhaustible (A) Healing IO (25) Healing IO (27) Endurance Modification IO Level 6: Environmental Modification (A) Red Fortune - Endurance Level 8: Lunge (A) Kinetic Combat - Accuracy/Damage (9) Kinetic Combat - Damage/Endurance (46) Kinetic Combat - Damage/Recharge (46) Kinetic Combat - Damage/Endurance/Recharge (46) Crushing Impact - Accuracy/Damage/Endurance (50) Crushing Impact - Damage/Endurance/Recharge Level 10: Hasten (A) Recharge Reduction IO (45) Recharge Reduction IO Level 12: Hover (A) Shield Wall - +Res (Teleportation), +5% Res (All) Level 14: Kick (A) Kinetic Combat - Accuracy/Damage (13) Kinetic Combat - Damage/Endurance (19) Kinetic Combat - Damage/Recharge (23) Kinetic Combat - Damage/Endurance/Recharge Level 16: Ablative Carapace (A) Doctored Wounds - Heal (21) Doctored Wounds - Heal/Recharge (21) Doctored Wounds - Recharge (23) Doctored Wounds - Endurance/Recharge (33) Doctored Wounds - Heal/Endurance/Recharge Level 18: Quills (A) Obliteration - Damage (25) Obliteration - Accuracy/Damage/Endurance/Recharge (29) Obliteration - Accuracy/Recharge (31) Obliteration - Chance for Smashing Damage (31) Obliteration - Damage/Recharge (33) Obliteration - Accuracy/Damage/Recharge Level 20: Evolving Armor (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (19) Unbreakable Guard - RechargeTime/Resistance (43) Unbreakable Guard - Resistance (43) Unbreakable Guard - +Max HP (45) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - Endurance/RechargeTime Level 22: Tough (A) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (29) Steadfast Protection - Resistance/+Def 3% (33) Gladiator's Armor - TP Protection +3% Def (All) (36) Unbreakable Guard - RechargeTime/Resistance (42) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 24: Adaptation Level 26: Taunt (A) Mocking Beratement - Taunt (37) Mocking Beratement - Recharge (39) Mocking Beratement - Taunt/Recharge (39) Mocking Beratement - Taunt/Recharge/Range (39) Mocking Beratement - Accuracy/Recharge (40) Mocking Beratement - Taunt/Range Level 28: DNA Siphon (A) Doctored Wounds - Heal/Recharge (34) Doctored Wounds - Heal/Endurance/Recharge (34) Doctored Wounds - Endurance/Recharge (34) Doctored Wounds - Recharge (36) Doctored Wounds - Heal Level 30: Fly (A) Flight Speed IO Level 32: Weave (A) Reactive Defenses - Scaling Resist Damage (45) Reactive Defenses - Defense/Endurance Level 35: Genetic Contamination (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (37) Obliteration - Damage/Recharge (40) Obliteration - Accuracy/Damage/Recharge (42) Obliteration - Accuracy/Damage/Endurance/Recharge (42) Obliteration - Chance for Smashing Damage Level 38: Parasitic Aura (A) Preventive Medicine - Heal (40) Preventive Medicine - Chance for +Absorb (43) Preventive Medicine - Heal/RechargeTime/Endurance (48) Preventive Medicine - Heal/Endurance (48) Preventive Medicine - Endurance/RechargeTime (48) Preventive Medicine - Heal/RechargeTime Level 41: Maneuvers (A) Gift of the Ancients - Defense/Endurance (50) Gift of the Ancients - Defense/Endurance/Recharge (31) Gift of the Ancients - Defense Level 44: Superior Conditioning (A) Empty Level 47: Focused Accuracy (A) Empty Level 49: Physical Perfection (A) Regenerative Tissue - Endurance/Recharge Level 1: Brawl (A) Empty (37) Empty 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: Fury Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Empty Level 2: Stamina (A) Endurance Modification IO Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------ ------------ Set Bonus Totals: 9% DamageBuff(Smashing) 9% DamageBuff(Lethal) 9% DamageBuff(Fire) 9% DamageBuff(Cold) 9% DamageBuff(Energy) 9% DamageBuff(Negative) 9% DamageBuff(Toxic) 9% DamageBuff(Psionic) 28.5% Defense(Smashing) 28.5% Defense(Lethal) 13.81% Defense(Fire) 13.81% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 30.38% Defense(Melee) 6% Defense(Ranged) 12.25% Defense(AoE) 1.8% Max End 8% Enhancement(Heal) 8.75% Enhancement(Max EnduranceDiscount) 41.25% Enhancement(RechargeTime) 27% Enhancement(Accuracy) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 208 HP (13.88%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 80% MezResist(Held) 80% MezResist(Immobilized) 80% MezResist(Sleep) 80% MezResist(Stunned) 80% MezResist(Terrorized) 80% MezResist(Teleport) 100% (20% chance) 2% (0.03 End/sec) Recovery 29.75% Resistance(Smashing) 29.75% Resistance(Lethal) 26% Resistance(Fire) 26% Resistance(Cold) 12.5% Resistance(Energy) 12.5% Resistance(Negative) 11.75% Resistance(Toxic) 16.75% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Kinetic Combat (Barb Swipe) 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee) Crushing Impact (Barb Swipe) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Aegis (Hardened Carapace) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) 5% Resistance(Psionic) Obliteration (Spine Burst) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Kinetic Combat (Lunge) 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee) Crushing Impact (Lunge) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Shield Wall (Hover) 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Kinetic Combat (Kick) 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee) Doctored Wounds (Ablative Carapace) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 4% Enhancement(Heal) 5% Enhancement(RechargeTime) Obliteration (Quills) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Unbreakable Guard (Evolving Armor) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 3.75% Resistance(Toxic,Psionic), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 5.25% Resistance(Fire,Cold), MezResist(Immobilized) 8.75%, MezResist(Held) 8.75%, MezResist(Stunned) 8.75%, MezResist(Sleep) 8.75%, MezResist(Terrorized) 8.75%, MezResist(Confused) 8.75% 112.4 HP (7.5%) HitPoints Unbreakable Guard (Tough) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Steadfast Protection (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Gladiator's Armor (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance) Mocking Beratement (Taunt) 1.8% Max End 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee) 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) 7.5% Enhancement(RechargeTime) Doctored Wounds (DNA Siphon) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 4% Enhancement(Heal) 5% Enhancement(RechargeTime) Reactive Defenses (Weave) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% Resistance(All) Obliteration (Genetic Contamination) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3% DamageBuff(All) 9% Enhancement(Accuracy) 5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Preventive Medicine (Parasitic Aura) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 28.11 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Gift of the Ancients (Maneuvers) 2% (0.03 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1461;674;1348;HEX;| |78DA6594D96F125114C6EFC06019A0D2C52EB47461294B17045B9F7C30D6B63E142| |CDAC45742DA2B8C52203334B18FFE43BEB8AFCF6AA27F875BAD897B5CC63373BE20| |C990C0EFF2DD73E73BE71B98D28DB5D0AD0B37CF0A2578BE5135CDCAAAB1DF91FED| |27EA7DAD15B4DAFA0571FBD871CBD52920D2973DB6DBD29CD1996D6E455D934656E| |556F55B68C5AB5A9EF54CE197B2D4304CAAD56838AA5DC0D3ACB8D865EAB77FA796| |D2FF5662DEC7C2BCAEAAE34CCBADE8EACB7F59DDC7A531AB5834AA96A76A471C04D| |8D531B197A3F4F09BC2C9F2813E2AAF05C06B799EA25B04A2CA8E2D82EF37682A83| |86755B1A2F0DE69A63FCF0C14C065E6CB148E909FF2CBE368A1DFCCE37FC0BFCC01| |0B145E8777C8CFCB7E1E6FD2EE4113E3E0C42CF32ED5F8B846F8C2ECF922C5B1DB9| |E7D98D18F999630EB12665DC26C05C98CD3418DAFA7680BECB1086AB41784577093| |7BF490D6CF5EDE7E7885E03504AF51783DA25EC3C82FBCC5BD9E288165E66891397| |B91F99A6619C42C83C86F1C394591E334F29A469EB3C8F331F90DB39F6FF807D70C| |7D67CE7F017F3217BF320BDF985E9A6B046747503B819AE8186D4C91CF29FE9EC03| |5B3F0B847BE637CD67A45FD47D07FA4CE7D25F798291DBC065E67A61BCC27749D49| |C5E7E435899C62C825869C62C82D813C83D4F714FB89A904DF5395B419DCD399CF9| |8F788F9946AE298338E7C13C835893CD3C8338BDCB3C8FB199D9DB3D77476EE0D6B| |E943E4FA8179F22DF80E7CCF1CA49E32F86D67545AA429FB3EE6B49FA9D18D5FC02| |C0B16BD4480941C949CA38448C9E337993FC3F725AA76FFE38A70AA92CEE7FC7F5D| |B09E77290597B2EC52565CCA86DA7D325845D76E59ED3E0384E228DA807072B30B0| |E03B4ABF4EE1EF52A5778A68FAEAA4FBD0A9E060F12DD7FAF75DF5EC3E361CFFA1F| |7621FEFB| |-------------------------------------------------------------------| made some edits to increase res!*
  4. I've been leveling a Bio/TW tanker and was looking around for a build. Despite lots of people talking about this combination, I could find very few build examples. Plenty of examples for both Bio/something and something/TW, so I picked out bits and pieces and tried to make a cohesive whole. This build is a planned end-game build, primarily because it skips out on so many early attacks. (Defense Sweep and Follow Through hardly constitute a complete attack chain.) I've never played either set to higher levels than my tanker currently is (level 29), so I don't have a great feel for how some of the later attacks work out. In any event, please let me know how this is and whether there are things I could be doing better with it. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! ABERRANT: Level 50 Natural Tanker Primary Power Set: Bio Armor Secondary Power Set: Titan Weapons Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(5) Level 1: Defensive Sweep -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(13), SprMghoft-Acc/Dmg/Rchg(13), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg+(15), SprMghoft-Rchg/Res%(17) Level 2: Environmental Modification -- Rct-ResDam%(A), Rct-Def(7), Rct-Def/EndRdx(7), Rct-Def/EndRdx/Rchg(9), Rct-Def/Rchg(9), LucoftheG-Def/Rchg+(11) Level 4: Inexhaustible -- Pnc-Heal/+End(A) Level 6: Adaptation Level 8: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Evolving Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(50), Ags-ResDam/EndRdx/Rchg(50), GldArm-3defTpProc(50) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Follow Through -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 18: DNA Siphon -- ThfofEss-Heal(A), TchoftheN-Heal(19), EffAdp-EndMod/Rchg(19), SynSck-EndMod/Rech(21), PreOptmz-EndMod/Rech(21), PrfShf-EndMod/Rchg(37) Level 20: Kick -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(27) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Genetic Contamination -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 28: Rend Armor -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(29), SprGntFis-Acc/Dmg/Rchg(29), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Rchg/+Absorb(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Parasitic Aura -- Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48) Level 35: Whirling Smash -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 38: Arc of Destruction -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: Focused Accuracy -- EndRdx-I(A) Level 49: Physical Perfection -- Mrc-Rcvry+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- PrfShf-End%(A) Level 1: Momentum Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1506;712;1424;HEX;| |78DA6594D94F135114C6EFB453CBD20AA540596CD9299BB508EF06048D069020D1C| |76602D732B14E9B694DE4D1C4F5C14445628CA098B83FF8E718A30FBEBAB0288B80| |80E3E99C0FD2A493C0EFCE77CE77EF9973663A7C6DC0F3E1F4F51342F19C4C68E97| |46C5C332E4BD33DA265AE9A5A42D055D0D73F3836D63732EEA69B7A8EC706E42569| |A465A45F4FC6CE9971CDD027627DE695A45983846199903232AE67342376516AA9A| |491F69D31A6A4298D4C647F51349A4C2622E753524E7AECE51065EA46DC6BDF9CD2| |E35319BA2BD90F4D4A333DA5A7FC83297D22326848333E1D1BD6D219694E57516DE| |DF4B7DA44FF946CD9962AD69D4274ABC2B1016E32D52D3040894155CC06B29EACC9| |72898F1CF37C063F310F972ACC0A66E917D6D79B6025AFB2C6DAA165708559B00AF| |E6616618F35F23AD92B9C0D1CDB20CDC59AB54D6B37F6767FE378D777E6D11FE04F| |7091796C89D948C32A64AF52D829F85CF02FED5BCC3167712FD7D21D057BC0E3BC4| |F80F6F10AAED15BCBDA13EA57096BAE92FB2AF7E30133FC90D931C3EC7A04CE3277| |E86C9FA2DA5E9FD769F7BFCCCFFB96DD73D82C5FE4DCF26D66F30CEB0EAAC58F5AF| |C165DC2494A059EA402D3AEC4B42B31E59A6D4C9B72039CEB08600255986A553973| |97AAAB46C7ABE7F8F49A7966FD3366C37370017CC17C4A5DA945576A6FB076E4267| |88B19BA8DBDEE8077993EAA2D88DA82A82D849A42A8718F6AAB535C764E5D10D30E| |8175CC39AAA1113534EE70D79A76C13DF01FB3D902057BE7C9DB026F0BBCADF0B6C| |2DB0A6F18DE30BC7EAABF0DDEB6971C6B7F05BE06DF303BDE82EF306DF27662AA9D| |78F605DA36822F23D2C06FED7B7A0DA3D0A2676911A6BEAA029795FD60E88D68570| |FBE7FAB232F1ACD53BAF3949E3CA5374F19CA5346551C4B8A622B85A522DB1DBB92| |A5A2835F09445772950BFCD4CB7959BF7295C7DCAFAF8183B3ADCDECAF05D67F72D| |65B39EBFFC58A0F5C| |-------------------------------------------------------------------|
  5. The reason I'm writing this is because Stalker is probably my favorite class and I wanted to have a build that would be diverse and satisfying to play in any in-game content (TFs, Missions, AE Farms, Events) as well as be built relatively cheap but have you feeling strong and powerful. A key point I was trying to achieve this flexibility of play styles to be fun for all players and affordability of IO sets to get you there without having to sink all your Inf into the build if you just want to try it out. My primary 3 others stalkers are Elec/Shield, STJ/Bio and Psi/Energy and my biggest comparison of this build is really vs Elec/Shield which according to recent server statistics is the most popular Stalker build out there. I do think that Elec/Bio can surpass that with the right setup but I haven't seen much content on the forums on it so I will do an introductory build here! My Elec Themed Stalker: About the Build: This build has near capped melee defense and s/l resistances, you can hit caps by either eating a small purple Insp or using Incarnates (Barrier and Agility Cores) for the extra boost. Although defenses are extremely helpful the reason this build shines is because of the Regen and Self Heals that Bio provides to survive the hard content. Though its harder to hit your Def caps with Bio vs other secondaries, once you do you get an additional 3 strong self sustaining clickies (DNA Siphon, Ablative Carapace, Parasitic Aura) to keep you going that other secondaries don't (especially /Shield) and therefore you can face tougher challenges without needing to run away. This build is capable of handling most content solo at +4/x8 including AE S&L farms including bosses (though Elite Bosses are tough fights). Another advantage is that you will be sitting in Offensive Adaptation mode 99.9% of the time with this build and that adds a consistent +20-25% damage to you. The build also takes 3 ranged powers from Mu Mastery (Mu Bolts, Zapp, Ball Lightning). I enjoy having the extra ranged rotation and its excellent for those annoying runners near death especially in solo content/farms. It also provides the build a strong ST, AoE and Ranged rotation to play with so going back to the diversity and play style of the build you can do it all! If you are not a fan of the Ranged element, I suggest drop Mu Bolts and pick up Genetic Corruption (1 Self Heal IO) and spread the extra slots to Weave / Maneuvers / Combat Jump and you will get closer to that 45% def cap. Build Costs: I run a lot of TFs and Missions that provide me Reward Merits and Empyrean Merits throughout the game therefore a lot of the "expensive" IOs can be purchased through the conversion of Merits to cut down the total cost of the build. As a rule I used Merits to purchase most items that cost over 10m whenever possible and most of the IOs I bought with Inf were kept to the cheaper equivalents like Doctored Wounds, Obliteration, Decimation, each IO costing between 1M - 3M on my server (you can also found them in Merit Rewards for 50 Merits each but I feel these are more worth paying the Inf to get then wasting merits). You can replace each one of those with a Purple equivalent (Numinas, Apocalypse, etc.) to gain more Recharge/Accuracy/Dmg and can free up slots but that will cost you more so make sure you enjoy the build before proceeding. In order of priority while leveling a playing I found the +procs are the most important IOs you should pick up first and they provide you the greatest benefit for your investment. Panacea +HitPoints/Endurance (This is always my first buy) -- 100 Reward Merits Performance Shifter +Chance for End / Miracle +Recovery Gladiators Armor +3% Def / Shield Wall +5% Res -- 100 Reward Merits each & Reactive Defenses / Steadfast Protection +3% Res/Def 5X LOTG -- 250 Reward Merits or about 6M each on AH Stalker Sets x12 -- This is the more expensive items in the build around 100M for the ATOs. You can buy the non Superior ones and use 12x Enhancement Catalyst to make them into Superiors saving you a lot of Inf. The stalker set +Procs are really powerful so I don't suggest you skip these even if you only buy the +Procs at lower levels first. Then for the remainder I focused on Def/Res IOs > Recharge/Attack IOs > Heal IOs but order can be changed based on Inf you want to spend Note: All my IOs are purchased Attuned or are Attuned after crafting so the build becomes really strong for running lower level TFs and Missions. Incarnates: Alpha: Musculature 45% Dmg I found worked best for me and gave me the greatest overall performance gain. Agility endurance gain is unnecessary for Bio since worst case you can drop to Efficient Adaptation mode but I've never needed to do so with all the +Procs and DNA Siphon that restores Endurance for you but it can be useful for the +Recharge to hit Perma Hasten and +Defense Buff to get you closer to Soft Cap Def. I usually alternate between the 2 depending on the content and team I am running. Destiny: Barrier T4 Core is my favorite overall for the +5% Def/Res it provides to get you near capped. Ageless is also an alternative for the extra +Recovery if you really need the extra Endurance (I expect this will only come up when you are soloing content as in teams you will almost always have someone running Ageless for you). Hybrid: I run Assault Core for the +extra dmg boost most of the time but if you are doing a lot of tanking/farming you can run Melee for the +Res or +Def instead. Again here I will alternate between the two depending on the content. Interface: I use Degenerative -HP as I find that works best for bringing down big bosses but this one is pretty open I'm not sure what is best here. Lore: I use Seers Pet for the Fortitude Buff that boosts your Defenses and Damage Output and the pet is immortal so it won't die when pulling large packs of mobs. You can really get anything you want here its for fun. Judgement: Another fun power, I like Ion Core as it fits into the whole Electric theme the character has going on and it can hit those runners easily since it chains across the map but you can pick anything you enjoy here. Finally! The Build: I'm not an expert so I'm sure the community has suggestions and ways of improving on this build to achieve the same objective so I would be happy to hear any comments and feedback. It will also be very interesting to see a more expensive build that can surpass this if Inf wasn't a concern and we wanted to MinMax everything. I know there is some possibility around using +DMG/-Res Procs to boost overall performance but I don't enough about that to add it into my build. Main Build: Musculature, Assault and Mu Ranged Rotation Build Villain 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 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Havoc Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Hardened Carapace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), GldArm-3defTpProc(23) Level 4: Boundless Energy -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(13), NmnCnv-Heal(15), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48) Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(50) Level 14: Super Speed -- Run-I(A) Level 16: Adaptation Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(23) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/Rchg(31), Prv-Absorb%(34) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(40), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam(43) Level 26: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 28: DNA Siphon -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(36), DctWnd-Heal(36), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A) Level 32: Lightning Rod -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 35: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx(48), StnoftheM-Acc/ActRdx/Rng(48) Level 38: Parasitic Aura -- DctWnd-Rchg(A), DctWnd-EndRdx/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx(40) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43) Level 44: Mu Bolts -- Dcm-Acc/Dmg(A), Dcm-Build%(45), Dcm-Acc/Dmg/Rchg(45), Dcm-Dmg/EndRdx(50), Dcm-Dmg/Rchg(50) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Assassination 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(37) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Barrier Core Epiphany Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Musculature Core Paragon Level 50: Assault Core Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1551;707;1414;HEX;| |78DA6594C94F13611887BFA153B0D0B258A0ECD0B2140B1DA87A372A6062A960500| |F6ECDA48C6562A5CDB426E072F06C34CA058D1E3CEAC58BDB9F219B7F8146D9D144| |83C6657C3BEF0F4A32934C9F777EDFF6CCF7B58D4D0DB85F9EB87344489EE329359| 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|CF729F8841979043E6656D1FE28D81F05FB534B593FB27E648DB2C0659A4D853AFF| |689A221A2AB4866CADFDB624624B0ED992C3B664D8968CCAF8E3A044B21257A5100| |E986C94EEFE87A075AB9048D249C9DA810E3F9FECA6ADF7D7BDBD67F97B109E61AE| |E77F9358676D4FBDB1A77EE6A5AEA8877C54E3375C5F5DA8A3DE42FD3C50A8FF03E| |26E116A| |-------------------------------------------------------------------| Alternative Build: Agility, Melee and Dropped Bolts in favor of Genetic Corruption for Closer Combat Build Villain 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 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Havoc Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 2: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam(15), Ags-ResDam/Rchg(17), Ags-EndRdx/Rchg(17), GldArm-3defTpProc(23) Level 4: Boundless Energy -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(13) Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), ShlWal-ResDam/Re TP(46) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Super Speed -- Run-I(A) Level 16: Adaptation Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(23) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/Rchg(31), Prv-Absorb%(34) Level 22: Boxing -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(45), KntCmb-Dmg/EndRdx(50), KntCmb-Dmg/Rchg(50) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(40), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam(43) Level 26: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 28: DNA Siphon -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(36), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 32: Lightning Rod -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 35: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx(48), StnoftheM-Acc/ActRdx/Rng(48) Level 38: Parasitic Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal(40) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43) Level 44: Genetic Corruption -- CaloftheS-Heal%(A) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Assassination 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(37) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Barrier Core Epiphany Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Agility Core Paragon Level 50: Melee Core Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1566;719;1438;HEX;| |78DA6594CB4F135114C6EF3053B0D0F21068419E2D8F6281D2227BA302264205C4B| |8F0D54CCA582656DA4C6B023E16AE8D46D9B875EBC68DAFC4FFC0953CE43F30CAAB| |808986F8C0F174CE0725CE2433BF73BF73EF3DDFBD7766A2B383AE97671F9C1492F| 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  6. I was hoping you guys could take a look at my build and offer some further maximization suggestions. Right off the top, I went overboard on the Endurance Management aspect; 50 levels of running out of endurance with Titan Weapons is enough to scar a guy. Choosing Ageless for my Destiny Incarnate only emphasizes that "issue" - I could drop that Destiny, but Bio and Titan both really benefit from the +Rech. I'd rather lose one or both of my Energy Master ancillary power pool picks, but I don't have a great idea of what powers to replace them with. I wouldn't mind having Fireball, but don't think I can carve out a spot for 3 power picks. I'd also like to know what I should be striving for with the build really. I could replace my Mako's Bite enhancements with Hecatombs and my Obliterations with Armageddons, but I don't know if that would necessarily be worthwhile. I wish there were Defensive purple sets. Note: The blank enhancement slots contain a couple from the new enhancements: Parasitic Aura: Preemptive Optimization - EndMod/Rech and EndMod/End/Rech; Physical Perfection: Power Transfer - End Mod and Chance to Heal proc Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Devastation Blade: Level 50 Mutation Brute Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Force of Will Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Crushing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13) Level 1: Hardened Carapace -- GldArm-End/Res(A), GldArm-ResDam(3), GldArm-3defTpProc(5) Level 2: Titan Sweep -- Obl-Dmg(A), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(7) Level 4: Environmental Modification -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/Rchg+(37) Level 6: Inexhaustible -- PrfShf-EndMod(A), PrfShf-End%(9), NmnCnv-Heal(9), NmnCnv-Regen/Rcvry+(11), Prv-Heal(13), Prv-Absorb%(40) Level 8: Mighty Leap -- Jump-I(A) Level 10: Adaptation Level 12: Boxing -- Acc-I(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(43) Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(40), Pnc-Heal/+End(48) Level 18: Rend Armor -- Hct-Dmg(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(25) Level 20: Evolving Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(21), Ags-Psi/Status(23) Level 22: Build Momentum -- RechRdx-I(A), RechRdx-I(23) Level 24: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(37), ShlWal-ResDam/Re TP(46) Level 26: Whirling Smash -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(27), FuroftheG-Dam/End/Rech(27), FuroftheG-ResDeb%(36) Level 28: DNA Siphon -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/Heal(29), TchoftheN-%Dam(31), EffAdp-EndMod/Rchg(33), EffAdp-EndMod/Acc/Rchg(40) Level 30: Follow Through -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37) Level 32: Arc of Destruction -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34) Level 35: Genetic Contamination -- BrtFur-Acc/Dmg(A), BrtFur-Acc/Dmg/Rchg(39), BrtFur-Dmg/EndRdx/Rchg(43), BrtFur-Acc/Dmg/EndRdx/Rchg(45), BrtFur-Rchg/Fury(45) Level 38: Parasitic Aura -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(39), TchoftheN-Acc/Heal(39), TchoftheN-Acc/EndRdx/Rchg(42), Empty(45), Empty(46) Level 41: Defensive Sweep -- Obl-Dmg/Rchg(A), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(46), Rct-Def(48), Rct-ResDam%(50) Level 44: Superior Conditioning -- PrfShf-EndMod(A), PrfShf-End%(50) Level 47: Physical Perfection -- Heal-I(A), Empty(48), Empty(50) Level 49: Hasten -- RechRdx-I(A) Level 1: Brawl -- Acc-I(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 -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- RgnTss-Regen+(A), Mrc-Heal(42), Mrc-Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(36) Level 1: Momentum Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Musculature Total Core Revamp Level 50: Mighty Judgement ------------
  7. Hello all. I'm asking for help today to give me every little thing I can get out of my new toy. Her name is Goldirocks =) A little background on me and my toys, she is my sixth Brute 50, all but one is IO'd out to the best of my ability through Mids. I seem to make one, farm with it, get the four major accolades, do TF's with them and have a little fun before moving on to my next creation I know it sounds cruel, but I do go back and play with them all. I put as much inf into all of them so inf is not an issue whatsoever. i'm not trying to brag, I just REALLY love to farm, it's calming to me. I make inf, I spend inf. This one cost me just over $900,000,000. I don't make anything, I sell recipes and use it for inf to max out other toons. That said, my goal with this toon is to have a "Tank" like Brute that can do anything without dying. I have a SS/Fire, but I really hate Rage crash and Stone/ is about the same thing. I have not made anything /Bio yet and herd great things about, so I put the two together to make this toon. This is the best build that MY mind could come up with and make reality. I've been running around with her for a few days now and really am impressed at how much she can take. My goal with her was to do the above mentioned but in doing so I came up short of my goal. My goal was to have her ALWAYS be at cap(cap+) in rest in S/L Res and in Def, if that's even possible. With the six toggles I run, I count the Def Adaptation, my S/L Res is at 80%, my Melee Def is at 15%, S/L Def at 18.82%. This is with Cardiac Incarnate in. Once I run into a group of more then four, my numbe for Res goes to max 90%, but will start to fall as soon as I kill them off, one by one. if I use my Res shield, when I enter the (Farm) group, it will stay at 90 for the entire fight, only to go down a couple points until I get to the EB. She needs no insp to fight and kill/survive in AE or outside. I'm really asking for someone smarter at this then I to help me reconfig this build to try and run the offensive toggle, rather then the +Res one and still be at cap. I'm not even sure it's possible, but I am really sick of breaking it down over and over again just to end up at the same ending (or worse) LOL. If you can rework it, I'm all ears. I'd like to keep as much as possible with the IO's that I have but if I need to seel off the ones I don't need to buying the ones I do, so is life. As, for incarnates, I have not put anything else into them except for the one I have. I would like to maybe go the route of using the Melee one for the extra +Res, when the +Res shield id not up and just alternate them, that way I could get the +End Mod, +Rec Incarnate to help with that. I have zero end issues atm with this build running all those toggles and swinging away. Not sure if +End Mod is better or worse in a build like this then +End Reduc. Thanking you in advance, here is her build... (for whatever reason, it shows her KB at 4.5. In game it's actually 13. I have no idea why it's showing that in Mids. And that +Res shield that I mention that I hit as I enter a fight to get the cap is Ablative Carapace.) Goldirocks.mxd
  8. I'm making this post to help others who are making one or have input on this build. I have been running Savage Melee sense I got on Homecoming. My main and my project/pride is my Savage/Bio on Excelsior. Ive lost count on rebuilds and different aspects ive tried out to make it as strong as it is now (+4/×8 content is my norm) with another spec i have been working on. To get to it, Savage Melee and Bio Armor have a amazing synergy to my discovery. Savage with chance of lethal DoT, Bio's Offensive mode with toxic dmg, Reactice Interface for fire DoT/-resis, achillies -resis, fury of the galdiator -resis, dmg procs (fit in as you can, dont force it) which with that I do amazing damage in any adaptation. Defenses sit at 44% for s/l/fire/cold/energy/neg Resistance fluctuates with adaptations, 35% fire/cold/energy/neg, 68.5% S/L (you will be relying on Evolving Armor to fill you slack will push S/L into the cap along with fortifying the rest) Recharge is only 100% global, Agilty Core fills this gap along with pushing your defenses to 44% ( my preference) My regen is not bad 702% with Ablating Carapace, shoots up to 1700%ish on low end with just Parasitic(Adaptations changes regen %, meaning it only goes up from there) along with 2,138 health (Accolades necessary) The only thing that will be a problem is Psi If you want to contact me in game, send a tell to @DischargedBolt2
  9. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Killer Roach: Level 50 Science Brute Primary Power Set: Super Strength Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Punch -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/Rchg(43), SprUnrFur-Acc/Dmg(46) Level 1: Hardened Carapace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-ResDam/EndRdx(15) Level 2: Haymaker -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(5), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50) Level 4: Environmental Modification -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(19) Level 6: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(19) Level 8: Knockout Blow -- Hct-Dam%(A), Hct-Dmg/EndRdx(9), Hct-Acc/Rchg(9), Hct-Dmg(11), Hct-Dmg/Rchg(11) Level 10: Adaptation Level 12: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(15) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(23), Prv-Heal/Rchg(23), Prv-EndRdx/Rchg(42), Prv-Heal/EndRdx(42), Prv-Heal(46) Level 18: Rage -- GssSynFr--Build%(A), GssSynFr--ToHit(27), GssSynFr--ToHit/EndRdx(40), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--ToHit/Rchg(50) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Evolving Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25) Level 24: Kick -- Empty(A) Level 26: Tough -- Ags-Psi/Status(A), ImpArm-ResPsi(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(31) Level 28: DNA Siphon -- TchoftheN-%Dam(A), TchoftheN-Acc/EndRdx/Rchg(31), TchoftheN-Acc/EndRdx/Heal/HP/Regen(31), TchoftheN-Acc/Heal(34), TchoftheN-Heal/HP/Regen/Rchg(36), TchoftheN-Heal(36) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(37) Level 32: Foot Stomp -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg(33), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), FrcFdb-Rechg%(34) Level 35: Genetic Contamination -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg(40) Level 38: Parasitic Aura -- RechRdx-I(A) Level 41: Soul Tentacles -- Empty(A) Level 44: Dark Obliteration -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(45), CldSns-ToHitDeb/EndRdx/Rchg(45), CldSns-Acc/Rchg(45), CldSns-Acc/ToHitDeb(46), CldSns-ToHitDeb(50) Level 47: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(48), ShlWal-Def/EndRdx(48), ShlWal-Def/EndRdx/Rchg(48) Level 49: Assault -- EndRdx-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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(21) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  10. So I first off the only Brute I've ever created was a stone/stone Brute on live which I leveled to... 20 I guess? Now I really like the look of spines and the bio armor parts, and having near to none experience on how I wanna build my brute I went for the looks only. He is now 43 and when it comes to doing just the regular content I don't regret picking this combination at all. However, as for now I don't have a single character dedicated for farming purposes so I wonder If I could also build him towards AE farming (perhaps making a second build for exactly that purpose that I can switch to). I guess if I'd ask if he can compete with spines/fire or rad/fire the answer would probably be no, judging from the fact that all the farming builds I saw all over the forums are nearly always spines/fire or rad/fire, and I obviously can't do any fire farms with bio afaik. But whar about lets say... smashing/lethal farm maps or anything around that corner? Is spines/bio viable of being a decent farmer or would it more likely be a pushover when it comes to fighting hordes of bosses?
  11. EDIT: at least got the build into shape for common IOs, next stop is Set Pieces. Also, pay no mind to the choice of Agility for Alpha sliding. That's left over the character in this Mids file was Shield Defense. Hey there, I figured it was time to just jump in and play a Bio Armor character, but I didn't have a build laid out for one. I just opened up an old Stone/Shield Brute's build from 2011 in Mids, unselected Shield Defense and selected Bio Armor for her instead. The result is a mess. I need to reallocate slots, and figure out how to enhance the powers. If someone could help me just set her up with a "common IOs/levelling" setup, that'd be awesome. I just need something that gets me started. Sets and purples and all that can come later. Thanks, Generator Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sapphire Wrath: Level 50 Science Brute Primary Power Set: Stone Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Stone Fist -- Acc-I(A), EndRdx-I(3), RechRdx-I(3), Dmg-I(5), Dmg-I(5) Level 1: Hardened Carapace -- EndRdx-I(A), ResDam-I(7), ResDam-I(7), ResDam-I(9), StdPrt-ResDam/Def+(9) Level 2: Stone Mallet -- Acc-I(A), EndRdx-I(11), RechRdx-I(11), Dmg-I(13), Dmg-I(13), RechRdx-I(15) Level 4: Inexhaustible -- Heal-I(A), Heal-I(19), Heal-I(21) Level 6: Super Jump -- Empty(A) Level 8: Heavy Mallet -- Acc-I(A), EndRdx-I(21), RechRdx-I(23), Dmg-I(23), Dmg-I(25), EndRdx-I(25) Level 10: Environmental Modification -- EndRdx-I(A), DefBuff-I(27), DefBuff-I(27), DefBuff-I(29), Rct-ResDam%(29) Level 12: Adaptation Level 14: Combat Jumping -- Empty(A) Level 16: Ablative Carapace -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31), Heal-I(31), Heal-I(33) Level 18: Boxing -- Acc-I(A) Level 20: Tough -- EndRdx-I(A), ResDam-I(33), ResDam-I(33) Level 22: Seismic Smash -- Acc-I(A), EndRdx-I(34), RechRdx-I(34), Dmg-I(34), Dmg-I(36), EndRdx-I(36) Level 24: Weave -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(37) Level 26: Hurl Boulder -- Acc-I(A), EndRdx-I(37), Dmg-I(37), Dmg-I(39) Level 28: Evolving Armor -- EndRdx-I(A) Level 30: DNA Siphon -- Acc-I(A), EndRdx-I(39), Dmg-I(39), Dmg-I(40) Level 32: Tremor -- Acc-I(A), EndRdx-I(40), RechRdx-I(40), Dmg-I(42), Dmg-I(42), EndRdx-I(42) Level 35: Genetic Contamination -- Acc-I(A), EndRdx-I(43), Dmg-I(43), Dmg-I(43) Level 38: Parasitic Aura -- RechRdx-I(A), RechRdx-I(45), EndMod-I(45), Heal-I(45), Heal-I(46) Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(46), EndRdx-I(46), ToHit-I(48), ToHit-I(48), ToHit-I(48) Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(50) Level 47: Fault -- Acc-I(A), RechRdx-I(50), Dsrnt-I(50) Level 49: Taunt -- Empty(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 -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(15), Heal-I(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(19) Level 50: Agility Partial Core Revamp Level 12: Defensive Adaptation Level 12: Efficient Adaptation Level 12: Offensive Adaptation ------------
  12. Hi all - here is a build for an Energy/Bio sentinel. While running in Offensive is capped at F/C/E/N Def and S/L Defence. EndUsage/Recovery is not a worry and has 299% Regen or 497% Regen with Ablative Carapace. Hasten is not Perma but wasnt going for it. Any feedback? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Energy Blast Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Power Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(5), Thn-Dmg/EndRdx(37) Level 1: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-ResDam/Rchg(23) Level 2: Power Blast -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/EndRdx/Rchg(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Dmg/EndRdx(17), Dvs-Hold%(37) Level 4: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(13), LucoftheG-Def/Rchg+(23), LucoftheG-EndRdx/Rchg(40) Level 6: Inexhaustible -- Prv-Heal(A), Prv-Absorb%(48) Level 8: Energy Torrent -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/Rchg(9), SprOppStr-Acc/Dmg/EndRdx(9), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Dmg/Rchg(40), SprOppStr-Rchg/+Opportunity(43) Level 10: Adaptation Level 12: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 14: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), SprWntBit-Rchg/SlowProc(43) Level 16: Ablative Carapace -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(25), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/EndRdx(43), NmnCnv-Heal(46) Level 18: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(42) Level 20: Rebuild DNA -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46) Level 22: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(39), LucoftheG-Def/Rchg+(50) Level 24: Kick -- Empty(A) Level 26: Focused Power Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(27), SprSntWar-Acc/Dmg/Rchg(27), SprSntWar-Acc/Dmg/EndRdx(31), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(42) Level 28: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-ResDam(29), UnbGrd-EndRdx/Rchg(34), UnbGrd-Max HP%(42) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def(34), LucoftheG-Def/Rchg+(40) Level 32: Nova -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-Dam/KB(33), OvrFrc-Acc/Dmg/End(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-End/Rech(37) Level 35: Genomic Evolution -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36) Level 38: Fly -- BlsoftheZ-Travel(A) Level 41: Athletic Regulation -- Clr-Stlth(A), Clr-RunSpd(48) Level 44: Knockout Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dam%(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Recall Friend -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  13. Mitchman

    Fire/Bio

    Looking for a general content build for Fire/Bio Scrappers. Looking to be able to solo and farm pretty easy :). Have not seen many around and seems way to fun. Let me know your experience with this combo!
  14. Gormac

    First 50 Bio/Staff

    Just got to 50 tonight. Had a blast leveling but was wondering what other people have built it up. Any Advice on enhancements and Incarnate slotting for this beast.
  15. I had a concept that fit SS, and really wanted to play with bio, so went against the advice I have seen out there and built this guy. I am up to 38 so far, and the rage crash is manageable with all of bio's clickies, though I definitely feel it in certain moments. End management was a breeze until my 30's when I started sucking wind a bit in offensive mode, so I rejiggered to get more pertinent procs and bonuses. I have tried to balance healthy defenses without absolutely chasing soft cap in everything, and I think I'm pretty happy with performance, especially when evolving armor is well saturated. My goal is as much defense and resist as possible while still pretty aggressively pursuing recharge. Thematically, I don't think any of the epics make sense, even if it would optimize him further. I'm thinking agility for my alpha. Not sure if melee or support for hybrid. Does anyone else have an interesting Bio/SS build with which they have experience? Do you see any glaring inefficiencies in what I've done here? I know spring attack is not exactly the optimal additional aoe versus what epics offer, but it fits my theme and gives a little utility/fun. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1766;698;1396;HEX;| |78DAE594D96ED3401486C78943699A2EA14B5AD2D2345DD3A46EDC960B36A142010| |1AD2804711BA274482C8A139C20C1251265B96315CFC00D2FC07B20961760EB22BA| |B3C89CF8FC44917CC33D96EC6FFCCFCC39677E8F67EEF64CE0F599BBC7851238B99| |82995D29733E67569D5A5B28634B35254AE3ABA23ACA767E4356996A476C228A42F| |58B98C6964D3D3D68D8215C68039B928A596BA55A476AA6C493357CE8BC6F942615| |13B6DE4F265C3CC059CB7599929D28BDF794915A55C68FEAB2F48AB94378AADA78A| |46569BB6B2654A32972995A575A7936AB94AF7F77E7A2895EA6C9FD8F50AA1ABC2B| |3016E32D51D708BD9B7CD4CF8052EDB2BE6095155ECB9085E62EE4D31D7298FC279| |BCCA396A0C53DF59A6FFA5C789E7BFA238D428AE97E3FABCCF55470BBC001F339B9| |E30079E32879E3137288F8FF3A8BE768ED7B4CEF5B6AC80ABCC7D6BCC4D9A53C773| |EC5D6AD7C38FFAAF18F78DD9F609FCC2ECF80C2E33C7A9EE06D4DD7093D7D459040| |BCCFD266831BB4BCC1F94B711FE341EE4BA0F4C814950672AB4919AE17B337C8FC0| |F7087C8FC0F79F1437C8633DC110BE5F1BD844EC51854E75B7A2EED638D7D33F0A0| |E81C3CC811130C6ECA05ADAB96EA5FD3CC7ED86EF21EA0B715C25D4C57DB130F317| |D5D5859C5DF7F00D97C0FBCCE147E003F0217382EA0D3B9BD616E1575C87D2414BE| |1786ACF31D6628798A387C123E051E66FAAA1173EF606D98B043C49C0A3043C9BA4| |9C51C48FEA3C7F2C098E811A737C9C39457306B197063F628F7C00DF31F5F7E05B7| |089E746C9BB11F83A1217BC1ED04B7D71EE13F109FC9BA469D034F81F242D092D09| |AD5BADFEB395ED6EDB22A6564F007BD4D59B7429BA4B997429532E65D6A5CCAB484| |B8AE228F52DD5FFDE5EF657CF0BF4AED62A7DBCEA15D7A8B55A05E7CA763F9FBD95| |B85B35ED9D9AF67F74E563E48AF2CFCB7E43DB5E874B7F00ED9402AC| |-------------------------------------------------------------------|
  16. I got my Bio/Spines tanker up to 20 today and figured it was time to work out what their final build would look like. I'm not sure how available any of the IOs here will be, so I avoided the Purple and PvP sets and laid out the build first with just basic IOs to make sure it would look functional with those, then reslotted as follows to see where it might plausible go. Anything stand out as misses or simple points of improvement? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Dragonstriker: Level 50 Technology Tanker Primary Power Set: Bio Armor Secondary Power Set: Spines Power Pool: Teleportation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Hardened Carapace (A) Reactive Armor - Resistance/Endurance (3) Reactive Armor - Resistance (3) Reactive Armor - Resistance/Endurance/Recharge (11) Reactive Armor - Endurance Level 1: Barb Swipe (A) Crushing Impact - Accuracy/Damage (5) Crushing Impact - Damage/Endurance (5) Crushing Impact - Damage/Recharge (7) Crushing Impact - Accuracy/Damage/Recharge (7) Crushing Impact - Accuracy/Damage/Endurance (9) Crushing Impact - Damage/Endurance/Recharge Level 2: Environmental Modification (A) Luck of the Gambler - Recharge Speed (9) Luck of the Gambler - Defense (11) Luck of the Gambler - Defense/Endurance (13) Luck of the Gambler - Defense/Endurance/Recharge Level 4: Spine Burst (A) Multi-Strike - Accuracy/Damage (13) Multi-Strike - Damage/Endurance (15) Multi-Strike - Damage/Recharge (15) Multi-Strike - Accuracy/Endurance (17) Multi-Strike - Accuracy/Damage/Endurance (17) Multi-Strike - Damage/Endurance/Recharge Level 6: Inexhaustible (A) Performance Shifter - Chance for +End (19) Performance Shifter - EndMod (19) Endurance Modification IO (21) Healing IO Level 8: Lunge (A) Crushing Impact - Accuracy/Damage (21) Crushing Impact - Damage/Endurance (23) Crushing Impact - Damage/Recharge (23) Crushing Impact - Accuracy/Damage/Recharge (25) Crushing Impact - Accuracy/Damage/Endurance (25) Crushing Impact - Damage/Endurance/Recharge Level 10: Taunt (A) Perfect Zinger - Chance for Psi Damage (27) Triumphant Insult - Chance to Disorient (27) Recharge Reduction IO Level 12: Evolving Armor (A) Reactive Armor - Resistance (29) Reactive Armor - Resistance/Endurance (29) Reactive Armor - Resistance/Endurance/Recharge (31) Reactive Armor - Endurance Level 14: Adaptation Level 16: Ablative Carapace (A) Recharge Reduction IO (31) Recharge Reduction IO (31) Recharge Reduction IO (33) Healing IO (33) Healing IO Level 18: DNA Siphon (A) Touch of the Nictus - Healing (33) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge (34) Touch of the Nictus - Accuracy/Healing (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (34) Touch of the Nictus - Accuracy/Endurance/Recharge (36) Touch of the Nictus - Chance for Negative Energy Damage Level 20: Ripper (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (37) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 22: Recall Friend (A) Interrupt Reduction IO Level 24: Fly (A) Flight Speed IO Level 26: Genetic Contamination (A) Accuracy IO (39) Endurance Reduction IO (39) Endurance Reduction IO Level 28: Impale (A) Devastation - Accuracy/Damage (39) Devastation - Damage/Endurance (40) Devastation - Damage/Recharge (40) Devastation - Accuracy/Damage/Recharge (40) Devastation - Accuracy/Damage/Endurance/Recharge (42) Devastation - Chance of Hold Level 30: Hasten (A) Recharge Reduction IO (42) Recharge Reduction IO (42) Recharge Reduction IO Level 32: Parasitic Aura (A) Touch of the Nictus - Healing (43) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge (43) Touch of the Nictus - Accuracy/Healing (43) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (45) Touch of the Nictus - Accuracy/Endurance/Recharge (45) Touch of the Nictus - Chance for Negative Energy Damage Level 35: Boxing (A) Accuracy IO Level 38: Throw Spines (A) Positron's Blast - Accuracy/Damage (45) Positron's Blast - Damage/Endurance (46) Positron's Blast - Damage/Recharge (46) Positron's Blast - Damage/Range (46) Positron's Blast - Accuracy/Damage/Endurance (48) Positron's Blast - Chance of Damage(Energy) Level 41: Tough (A) Resist Damage IO (48) Resist Damage IO Level 44: Weave (A) Defense Buff IO (50) Defense Buff IO Level 47: Conserve Power (A) Recharge Reduction IO (50) Recharge Reduction IO Level 49: Build Up (A) Recharge Reduction IO 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) Flight Speed IO Level 2: Health (A) Healing IO Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (48) Endurance Modification IO (50) Endurance Modification IO Level 14: Defensive Adaptation Level 14: Efficient Adaptation Level 14: Offensive Adaptation ------------
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