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About Me

Found 14 results

  1. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Sign-Up Sheet List of posters reviewing what powersets. Set Name Reviewer 1 Reviewer 2 Reviewer 3 Reviewer 4 Primaries Archery @drbuzzard @oldskool Assault Rifle @oldskool @Sunsette Beam Rifle @Sunsette [X] Dark Blast @drbuzzard @oldskool Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast Fire Blast @drbuzzard Ice Blast Psychic Blast @drbuzzard @oldskool Radiation Blast Sonic Attack Water Blast @drbuzzard Secondaries Bio Armor @drbuzzard Dark Armor @oldskool Electric Armor @Hopeling[X] Energy Aura @Sunsette [X] Fiery Aura @drbuzzard Ice Armor Invulnerability @Sunsette [X] Ninjitsu @drbuzzard @oldskool [X] Radiation Armor @Destlin Regeneration Super Reflexes @Sunsette [X] @drbuzzard Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  2. Hey Tankers. I haven't built a new Tank since Live, and back then I was mostly building for Resist and mixed sets. I never built a pure Defense Tanker, but I wanted to try out SR/DB on Homecoming and it's been a lot of fun to play around with, so I started looking at an endgame build. The trouble I'm having is that my usual build strategy is... well, overkill, for SR. I wanted to build for Incarnate defense caps for this one, and once I looked at what I'd come up with I realized that I overshot those without even trying. What I'm wondering is: Is it worth it to leave it be and have an ~8% buffer in case of debuffs, or is there something else I should try building for to get more use out of it? Note that I actually plan to take Boxing, Tough, and Weave as the last 3 powers, since they aren't needed for non-incarnate softcap and Homecoming doesn't enforce slot levels, but as far as I can tell Mids still does. This Hero build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dual Blades Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Senses (A) Reactive Defenses - Defense (3) Reactive Defenses - Defense/Endurance (3) Reactive Defenses - Endurance/RechargeTime (5) Reactive Defenses - Defense/RechargeTime (5) Reactive Defenses - Defense/Endurance/RechargeTime (7) Reactive Defenses - Scaling Resist Damage Level 1: Nimble Slash (A) Empty Level 2: Agile (A) Luck of the Gambler - Defense (7) Luck of the Gambler - Defense/Increased Global Recharge Speed (9) Luck of the Gambler - Defense/Recharge (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 4: Ablating Strike (A) Superior Gauntleted Fist - Accuracy/Damage (9) Superior Gauntleted Fist - Damage/RechargeTime (11) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (11) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (13) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (13) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Practiced Brawler (A) Recharge Reduction IO Level 8: Dodge (A) Luck of the Gambler - Defense (15) Luck of the Gambler - Defense/Increased Global Recharge Speed (15) Luck of the Gambler - Defense/Recharge Level 10: Combat Jumping (A) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 12: Evasion (A) Red Fortune - Defense/Endurance (17) Red Fortune - Defense/Recharge (17) Red Fortune - Defense/Endurance/Recharge (19) Red Fortune - Defense (19) Red Fortune - Endurance Level 14: Focused Fighting (A) Red Fortune - Defense/Endurance (21) Red Fortune - Defense/Recharge (21) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense (37) Red Fortune - Endurance Level 16: Boxing (A) Empty Level 18: Lucky (A) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense/Recharge Level 20: Blinding Feint (A) Hecatomb - Damage/Recharge (25) Hecatomb - Accuracy/Damage/Recharge (25) Hecatomb - Accuracy/Recharge (27) Hecatomb - Damage/Endurance (27) Hecatomb - Chance of Damage(Negative) (29) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (29) Steadfast Protection - Resistance/+Def 3% (50) Gladiator's Armor - Resistance (50) Gladiator's Armor - End/Resist Level 24: Weave (A) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (31) Red Fortune - Endurance/Recharge (31) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense Level 26: Quickness (A) Run Speed IO Level 28: Vengeful Slice (A) Superior Might of the Tanker - Accuracy/Damage (33) Superior Might of the Tanker - Damage/Recharge (34) Superior Might of the Tanker - Accuracy/Damage/Recharge (34) Superior Might of the Tanker - Damage/Endurance/Recharge (34) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (36) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 30: Maneuvers (A) Red Fortune - Defense/Endurance (36) Red Fortune - Defense/Recharge (36) Red Fortune - Endurance (37) Red Fortune - Defense/Endurance/Recharge (37) Red Fortune - Defense Level 32: Tactics (A) Adjusted Targeting - To Hit Buff (39) Adjusted Targeting - To Hit Buff/Recharge (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge (39) Adjusted Targeting - Endurance/Recharge (40) Adjusted Targeting - To Hit Buff/Endurance (40) Adjusted Targeting - Recharge Level 35: Sweeping Strike (A) Armageddon - Damage/Recharge (40) Armageddon - Accuracy/Damage/Recharge (42) Armageddon - Accuracy/Recharge (42) Armageddon - Damage/Endurance (42) Armageddon - Chance for Fire Damage (43) Eradication - Chance for Energy Damage Level 38: Focused Accuracy (A) Empty Level 41: Physical Perfection (A) Regenerative Tissue - +Regeneration (46) Miracle - +Recovery (46) Power Transfer - Chance to Heal Self (48) Numina's Convalesence - +Regeneration/+Recovery (48) Panacea - +Hit Points/Endurance (48) Performance Shifter - Chance for +End Level 44: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 47: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 49: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint
  3. Hi y'all. I've got a Psi/SR/Body that I'm having a lot of fun with, and while messing around in Mids trying to come up with a build I like, I got to thinking: is it possible to create a perma-Elude build? And if so, would it negate the Elude crash, or would you still need something else for that, and if you can negate the crash somehow what's the going recommendation on how to do that? So far I've got a haste bonus at 200% with Hasten on perma, but I can't seem to get much further than that. It seems like the vast majority of recharge set bonuses don't come in until you're five- or six-slotted, and of course you can only cram in five LotGs. How much recharge can you cram into one Stalker build? Any advice?
  4. So... If you didn't already know. I friggin' LOVE Energy Melee. I have made incredibly OP builds with Energy Melee and every primary. Except Super Reflexes. Well, tonight I decided to take upon this task and... What the HECK did I just do? This isn't click bait. With only the Agility Alpha, you have over 70% defense to all positions ALL the time. Without the Agility Alpha, you sit at 65% to all positions. Easy enough, right? I must have gimped every other aspect to get these numbers, right? Oh no. Resists? No problem. Perma-hasten? Check. Regen? Pffft. I wish I could give you a more personal and detailed run down on the insanity that is this build.. But I have not built or played it like I have my Fire/Energy Tank, which I have a "guide" on the Tanker forums below this post. But I can confidently say that this build is insane. Just bonkers. I couldn't help but laugh once I finished this build and then looked at the numbers it achieved. Permanent 70% defense to all at level 50+ AND some pretty solid resists on top of nearly 100% DDR? Yeah... I don't even need to tell you how sturdy that is. So, I wanted to share it. In the hopes that maybe someone can get some inspiration to make other Super Reflexes builds this stupid. Or maybe, just to get some street cred. I wouldn't mind being dubbed an unofficial Energy Melee Guru (let's be real, it's ALWAYS about the street cred.) 😁 Anyways, here's the build! Hero Plan by Mids' Reborn : Hero Designer https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(3), ShlWal-ResDam/Re TP(5), ShlWal-Def/Rchg(46), ShlWal-EndRdx/Rchg(48) Level 1: Barrage -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(19) Level 2: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(5), ShlWal-Def/EndRdx/Rchg(7), ShlWal-Def/Rchg(7) Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(23), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(25), SprGntFis-Rchg/+Absorb(25) Level 6: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43) Level 8: Practiced Brawler -- RechRdx-I(A) Level 10: Dodge -- LucoftheG-Def/Rchg+(A) Level 12: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 14: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg(45), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46) Level 16: Whirling Hands -- Arm-Dmg(A), Arm-Dmg/Rchg(27), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37) Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Boxing -- Empty(A) Level 26: Quickness -- Run-I(A) Level 28: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(36) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-ResDam(31), UnbGrd-Max HP%(31), Ags-Psi/Status(33), ImpArm-ResPsi(34) Level 32: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-Def/EndRdx/Rchg(33) Level 35: Energy Transfer -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(42) Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 41: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42), BlsoftheZ-ResKB(50) Level 44: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-ResDam%(45) Level 47: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(48), AdjTrg-EndRdx/Rchg(48) Level 49: Physical Perfection -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(11), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13), RgnTss-Regen+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(9), PrfShf-End%(9), PwrTrns-+Heal(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment ------------
  5. Sorry to bother you all, but I'm in a bit of a spot. Just had an idea for a concept Beam/SR (with Hover/Fly/Afterburner), but I was wondering if I'm looking at it right. Seems that both BR and SR needs the majority of their kits. I'm currently leveling it, so not that far along (sitting at L9 while I figure out costumes for her). Planning on going Master over Practiced for the passive buffs to the Melee/Ranged toggles, pushing Aim to L30, and pushing Elude to the final pick, or not at all. I have currently skipped over Focused Senses so I could have Single Shot>Cutting Beam>Disintegrate along with Agile and Hover, though I know that the 3x Flight powers could have been pushed a bit. If possible, just looking for some decent directions to go and shoot for (no pun intended). I have no knowledge of either set, so any information you all could share is greatly appreciated. Thank you for your time ❤️
  6. What a difference being able to use updates to the game and a build planner can do for realizing new possibilities. So to start, here's the other threads I've made on this specific topic, in case anyone wants to enjoy the evolution over time. SR/MA ... NO GET HITSU!! [v2.0] SR/MA ... NO GET HITSU!! SR/MA ... Unrelenting Elude Unleash Power Absorb (what the frack did I just make??) Looking back on how I got here, the way I feel about these previous builds I've posted can best be summed up ... well ... like this ... Oh and the WALL OF TEXT CRITS YOU!!! factor shouldn't be as bad as usual this time around, since a lot of what I'm talking about here is pretty well known and researched (and if you really want to read more, there's the links above to peruse). An interesting thing to know about this version is that this new build is has slightly more Defense than the previous ones (aside from the ridiculous Elude build version, of course). Melee Defense: 61.7% Ranged Defense: 62.8% AoE Defense: 61% The reason for this particular (upward) shift turns out to have a surprising source ... the Rune of Protection power in Sorcery. In this new build, I realized that by dropping Hover in favor of Mystic Flight (which is more useful overall, I'm thinking) while also abandoning the Medicine pool entirely (more on that below) that opened up the opportunity to add Rune of Protection into the build ... not because I wanted/needed the Status Protection, but because Rune of Protection can slot Resistance sets ... and with Resistance set slotting comes the pair of +3% Defense IOs and the +Max HP IO available from the Resistance sets (Steadfast Protection, Gladiator's Armor, Unbreakable Guard). Doing that then means that there's no longer a compelling reason to need to pick up Tough to provide the same service (meaning the Fighting pool is not needed) and the Defense buff yield is higher than slotting (and toggling on) Hover for use in covering a Defense gap when trying to get to 59% and higher. It also means that Spirit Ward is needed, so as to slot in the Preventative Medicine set into the build (somewhere) owing to the loss of the Medicine pool seen in previous builds. So I dropped Hover, Aid Other and Aid Self ... in favor of Mystic Flight, Spirit Ward and Rune of Protection ... and arguably wound up with an overall stronger build for my troubles. It also turned out that with Rune of Protection serving as a +Defense set mule power, it was no longer necessary to slot Dodge/Agile/Lucky as aggressively to buttress gaps in Melee/Ranged/AoE Defense totals in order to get to 59% Defense. In fact, the global set bonuses added enough Melee Defense that Dodge could remain unslotted and still achieve 61.7% total Defense vs Melee, so Dodge turned into the place to put the Kismet +ToHIt IO (mislabeled as a +Accuracy by Cryptic) as a One Slot Wonder™ power. Agile and Lucky however still needed to have some Defense enhancement, but a mere 2 slots would suffice and allow slotting of only the Defense and Defense/Global Recharge IOs from Luck of the Gambler so as to add another +10% Regeneration (each) to the build while still providing adequate amounts of Defense. Also, if you need to "heal up" from taking too much damage too quickly, there's an exceptionally simple way to do it. Use Warrior's Provocation (which applies a -Range debuff) ... and kite. Just run circles around whatever you're playing Keep Away from while your health regenerates and your endurance recovers while your Taunted $Targets helplessly give chase. Easiest to do while soloing, obviously, but can also be done while in groups at a pinch before diving back in to mop up the stragglers. Another somewhat major change from previous builds is the fact that Tankers got their Homecoming update and now no longer have a good/reasonable reason to slot up (let alone use) their T1 secondary powers for Bruising anymore, meaning that in this particular new build all of the slots that had previously been devoted to Thunder Kick can be cannibalized and put to better use elsewhere. In this case those slots wound up being redistributed to Health (+1), Stamina (+3) and Rune of Protection (+2). The combination of the slotting changes this made possible, along with the abandonment of the Medicine pool, meant that the overall build was able to achieve a respectable (for Super Reflexes) Max HP of 140% full time (with Accolades) and a remarkable 29/s (or higher!) Regeneration rate. Because if you don't have a self-heal power, you're going to need to either have a lot of Inspirations or a healthy amount of Regeneration in order to mitigate the hits that do leak through softcapped (and incarnate softcapped) defenses. In this case, I decided to maximize Regeneration after "solving" the Defense softcap(s) question(s). This is also why I decided to slot Focused Fighting, Focused Senses and Evasion with full 6-slot sets of Luck of the Gambler ... for the +Max HP, +Regeneration and +Resistances (Smash/Lethal and Toxic/Psionic!) factors to buttress survivability (the +Accuracy is also a nice bonus). On those terms, fully slotting Luck of the Gambler into the defensive toggles gave me "everything I needed" for a well rounded build context when looked at holistically. To assist with that goal, build features the Might of the Tanker +Resistance proc in Storm Kick (where it will see plenty of use) and the Gauntleted Fist Tanker +Absorb proc in Dragon's Tail (where it should proc plentifully) in addition to having Reactive Defenses slotted into Maneuvers (for additional Scaling Resistances, above and beyond what Super Reflexes offers natively) as well as the full Preventative Medicine set slotted into Spirit Ward (for the Absorb proc there too). On top of that, Rune of Protection can offer additional Resistance vs All (when recharged) for 90s, which will hopefully be sufficient to deal with a wide variety of potential defeat threatening situations (such as +ToHit dialed up to "kryptonite" quantities and other Auto Hit threats). The basic idea is Defense In Depth where there are multiple layers of protection (scheming) so as to be able to handle circumstances that would otherwise force a retreat. All of this then gets layered on top of a lot of +Max HP and +Regeneration bonuses (and Heal procs from Panacea and Power Transfer set IOs) so as to be able to Take A Lickin' And Keep On Kickin' ... (or words to that effect) ... 😎 Now, one thing that I know has created a lot of division among theorycrafters and build plans for Martial Arts has often times been the perennial question of ... to Eagle's Claw or not? Personally speaking, I'm of the opinion that the answer to this question is a resounding YES ... both for style factor and for game mechanical reasons on a Tanker. As you'll see in my (perhaps too brief) analysis of the PBAoE and Single Target attack chain rotations, with and without Eagle's Claw ... it kind of depends on what you're doing (and why), and what you're placing the highest value on (rotation animation speed, damage per rotation, damage per second, net endurance cost, etc.). Broadly speaking, the answer(s) I found using the attack rotations I formulated for this specific build wound up being either a wash (single target) or empowered (PBAoE) when including Eagle's Claw versus not using Eagle's Claw. Overall, I'd rather use Eagle's Claw than not, but since on a Tanker you won't have access to it until Levels 33-38 and up (depending on Exemplar and how far you've gotten with your leveling) so it's definitely going to be something you'll want to be able to work WITH as well as WITHOUT depending on what you're doing. And yes ... this means it's time for yet another Dirty Pair clip just to illustrate the point ... One other offensive/control factor that deserves a major mention here is the way I've got Cobra Strike, Crippling Axe Kick and Eagle's Claw (all three!) set up with Pounding Slugfest Stun procs. The low end proc chance is ~41-44% (Cobra Strike and Crippling Axe Kick) and the high end is ~51% (Eagle's Claw). I figure that together these single target attacks will have an EXCELLENT collection of proc chances to stack both Stun AND Immobilize onto a single target so as to "ghetto hold" them until you're done with them. The occasional attack might leak out from time to time (unless dealing with PToD) but most Bosses and perhaps even some Elite Bosses will be rather conveniently neutralized thanks to the sheer amount of Stun and Immobilize mag and duration stacking that this build can produce rather reliably. I'm posting the "leveling build" loadout slotting (first) below, along with the Attuned/Superior 50 version (second) in the alternate slots and the .mxd file for all of it will be appended at the bottom of the build post(s). v3.0.1 edits: Upon receiving advice, consultation and feedback from @Bopper, @Caulderone and others, I've made a few updates to the original build which are now posted below ... so if you downloaded the .mxd file before, I'd recommend downloading afresh to see the changes. The minor edits where swapping the slotting of Mystic Flight from a common Endurance Reduction IO to instead using a Winter's Gift Slow Resistance (proc) for increased resistance to Slow effects. Additionally, the Rectified Reticle I'd previously had in Vengeance got pulled so as to replace it with a Shield Wall Teleport Resistance/+5% Resist All PvP set IO to further enhance the build's overall resistances across the board. Two really major changes happened to the slotting of Stamina (dramatically improved!), as well as the slotting of Cobra Strike and Crippling Axe Kick for improved Endurance Reduction at a slight (and acceptable) cost to damage production and Stun/Immobilize durations that wound up enhancing the longevity of the build's performance rather markedly. As you'll see in the Attack Chains portion of the leveling build, ANY of the attack chains is now capable of being used continuously for over a minute before needing to worry about slowing down (or using Victory Rush to refuel) in order to recover endurance (and in one single target configuration the longevity exceeds three minutes before needing to slow down!). This means that with careful attention by the Player, it is perfectly possible to need little to no downtime at all while playing this build during steamroller play ... although there will still be edge cases (aren't there always) where you'll still want to pay attention to your endurance bar to make sure you're not draining it too low before either reaching for an Inspiration to pausing to recover endurance. I'm also adding the Show Totals window with Defenses and Resistances to the builds so that it's possible to see the effects of toggling off/on the effects of Rune of Protection to the overall protection scheme while Rune of Protection is active. v3.1.0 edits: Okay, I've had to consolidate the Cobra Strike v3.0.1 build(s) into a single post so as to make room for an alternate build that I would argue wound up coming out even BETTER because I "did the wrong thing™" and dropped Cobra Strike from the build entirely(!) and reassigned those slots to (gasp! horrors!) Thunder Kick instead(!). I know ... BURN THE HERETIC and all that. But hear me out, because this one gets ... interesting ... And yes, as far as looking at the powers in the build planner, doing that LOOKS like it's a "rookie" mistake ... because Cobra Strike, on its own, "does more" than Thunder Kick does (or can) with similar slotting. But what I found was that once I got past the powers and slotting of the build planner and drilled all the way down into the actual timing of power usage in the attack chains, having a well slotted up Thunder Kick suddenly made a LOT of structural elements of building SOLID attack chains SO MUCH EASIER while also enabling a consistently(!) higher frequency of using Storm Kick ... which then in turn strengthened and enhanced the overall protection scheme for the entire build. Trust me, there's a BIG difference in being able to use Storm Kick every 3.9-4.4s (consistently!) versus every 8.3-9.3s(!), both in the "reliability" of being able to hit something (it's possible to miss...) and the benefits and buffs that flow from doing that (+Defense buff refresh and +Resistance buff proc chances) that require hitting a $Target in order to happen. So, ironically, although Thunder Kick is "weaker" than Cobra Strike (objectively speaking) when looking at it in the build planner for slotting, Thunder Kick counter-intuitively winds up being the "better" choice when it comes to working out how to "structure" attack chains in ways that not only flow smoothly but then maximize opportunities for Storm Kick to be used both rapidly and repeatedly. There ARE tradeoffs involved with either choice, but from a holistic viewpoint I prefer to think that Thunder Kick "enables more" in the rest of the build as a whole than Cobra Strike does, when looking beyond just the build planner presentation of stats. Needless to say, this was not the result I was expecting ... but now I'm glad I kept questioning if the Cobra Strike option was the best/superior choice I could have made, because now I've got both builds and can cross compare the merits of each in a holistic way that goes all the way down to the attack chain sequencing level ... and it's when you get to THAT point, the actual "end user experience" of the build laid out in the planner, that the TRUE worth of Thunder Kick (and everything it enables) finally becomes apparent, understood and belatedly recognized as advantageous despite first impressions to the contrary. So I hope this helps more people realize that outside of extreme recharge builds that use the SK>CAK>SK>CS attack powers rotation there is DEFINITELY a place for Thunder Kick in Martial Arts builds that aren't leaning on Hasten to fill in the gaps for them.
  7. Attained 53.8% Def to all positions with the intent of using Barrier to make up the other 5%, putting me at 58.8%. All attacks are hit capped vs +3 mobs (set Mids to 48 in config). Dark Consumption used as proc blast. Hasten less than a second off perma. Attack chain should be smooth with MG > SL > MB > Smite. Any suggestions? Touch of Fear is just there cause I did not have anything else I wanted... maybe Assault??
  8. Yes ... it's that time again! Time for another in my continuing series of ... WALL OF TEXT CRITS YOU!!! For those who want to see what the v1 form of this SR/MA build, it can be found here: SR/MA ... NO GET HITSU!! So ... what's changed since the previous build plan? Well, among other things I've learned how to use Proc Fu thanks to the work of @Bopper, @Sir Myshkin and @SmalltalkJava (among others). Additional research since then has proven out that although the "Taunt aura" of the Gauntlet inherent power is a (small) AoE effect with a maximum of 5 $Targets (except for Dragon's Tail which has a maximum of 10 $Targets) ... despite that fact ... slotting a Perfect Zinger proc into secondary powerset attacks will not allow the Perfect Zinger proc to affect any additional $Targets beyond the one(s) that are directly hit by your attacks. In other words, Punchvoke does not "carry over" the Perfect Zinger proc into the Gauntlet "Taunt aura" of your secondary attacks (unless those attacks are already an AoE type by default, like Dragon's Tail is). So even those the Taunt effect of single target attacks can affect multiple $Targets, any Taunt proc(s) slotted into your secondary powers will only affect what you hit, because the Punchvoke spread of the "Taunt aura" will not "carry" those Taunt proc(s) to additional $Targets. So that sucked. I'd been hoping to use the Perfect Zinger proc in all of the secondary attacks as a sort of backdoor way to achieving a mild (very mild) AoE damage boost ... but sadly it was not to be, because of how Gauntlet is spaghetti coded into the game (in a way that breaks all too easily!). I've asked @Captain Powerhouse about the possibility of enabling this "feature" in private messages with the changes that were being made to Tankers on the Test Server and the response was ... not favorable towards the implications (partly because it would then put pressure on ALL Tankers to fit Perfect Zinger procs into ALL of their single target secondary attack powers, which would upset the apple cart of legacy balance points a bit too much!). So ... what I'd been hoping was a Clever Use Of Game Mechanics in the v1 build turned out to not work the way I'd been hoping it would. The other thing I've discovered since then was a superior way to slot Health+Stamina (that you can find in my other build updates I've made) to dramatically increase endurance recovery, but which required more slots (that had to be cannibalized from somewhere) so the build would need to be "rebalanced" to maintain performance through an alternative means of achieving that performance. What performance? 59% (or higher) Defense vs Melee, Ranged and AoE (with 10s Storm Kick defense buff) for protection against AV/GM and Incarnate scaled combat adversaries Repeating attack chains that contain Thunder Kick (for 10s Bruising debuff) and Storm Kick (for 10s Storm Kick defense buff) which cycle in less than 10.3 seconds to keep those buffs refreshed Increased chance to proc Stuns in order to "neutralize" Bosses and other $Targets that need to be "shut down hard" in a hurry Improved Medicine pool performance to dramatically increase survival options in continuous and heavy combat scenarios Reduction in demand for recharge buffing (down to only what is "needed" to close the loop on repeating attack chains) in exchange for increased global endurance reduction Improved Scaling Resistances performance as well as single target attack chains oriented around increasing resistances via Might of the Tanker proc in Thunder Kick More Exemplar friendly progression of power picks to take Cobra Strike earlier (Level 10 instead of 20) and move Leadership pool powers later in the build (41+ instead of 28-30 and 47-49) Ensure all "critical" powers are taken "just in time" to be relevant to Task Forces at various Exemplar Levels (all defensive powers needed for 45%+ Defense are engaged at Exemplar Levels 15+) So one of the questions I wanted to answer with this rebuild was one that I've seen repeatedly asked in different contexts for Scrappers, Brutes and Stalkers ... is Eagle's Claw "worth it" to get on any of the Archetypes that can use Martial Arts? I've seen arguments and analyses done for the (original) Scrapper version of Martial Arts, where the conclusion people came to was that use of Eagle's Claw is a net loss compared to the alternatives available within the Martial Arts powerset ... but that was using Scrapper performance modifiers and metrics. Martial Arts is "different enough" for Tankers that I considered the possibility that what might be true for Scrappers might NOT be similarly true for Tankers, but in order to test that theory I needed to have a build and do an "end to end" cross comparison of the damage output (not throughput accounting for Bruising debuffs and so on, just merely output) in the proper context of the repeating attack chains you'd want to be using. The answer that I got for my troubles was NOT the one that I'd been expecting(!). You'll be able to see the details and breakdown in the build post, but to summarize here ... using Eagle's Claw in the attack chains makes the chains LONGER (not surprising) and does incur a loss of damage per second output in the context of a purely single target repeating attack chain ... but that loss is so marginal (barely -2.2%) that the "cost" to damage output is for all intents and purposes almost a rounding error. However, the flipside to that is that ironically, for Tankers at least, Eagle's Claw winds up making attack chains CHEAPER to use in terms of endurance costs for producing the damage of those attack chains. In other words, the way that Eagle's Claw is structured and formulated for Tankers (and how I wind up using it in my attack chains), I found a way to make Eagle's Claw basically "break even" on damage production but actually yield that very similar performance at a lower endurance cost over time. Needless to say, this was a result that I had NOT been expecting to see! You'll also be able to see that the inter(re)action of Leadership: Assault with the damage output of attack chains with Eagle's Claw relative to the ones without it is somewhat curious, since it actually "breaks both ways" depending on the context (and Exemplar Level influencing how the Attuned Tanker ATOs behave in those attack chains). Ironically, use of Eagle's Claw with Assault toggled on magnifies the downstream buffing of Eagle's Claw in a way that shows up most dramatically in how Eagle's Claw can buff the damage output production of Dragon's Tail for a Tanker. One other thing to mention about Eagle's Claw and it's damage buff is ... the duration forces some rather interesting choices, due to the arcanatime of animations for the other attacks. Thunder Kick and Storm Kick have animation arcanatimes of 1.056 each, meaning you can Click both of those powers and only spend 2.112s of the 3s damage buff duration following Eagle's Claw. Due to the 2.772s arcanatime way that Eagle's Claw animates, and the 2.5s delay on starting the 3s duration damage buff of +33% (that happens EVERY TIME without an RNG proc chance, so it's not a "critical hit" game mechanic happening here) you've really only got 3-(2.772-2.5)=2.728s of buff duration to rely on being able to use, which honestly isn't a lot of animation time. If you use either Cobra Strike (1.848s arcanatime) or Crane Kick (1.848s arcanatime) or Crippling Axe Kick (1.848s arcanatime) or even Dragon's Tail (1.716s arcanatime) you'll only be able to animate 2 of those powers in succession before the buff duration expires. But here's the kicker ... you can animate ONE power from the Cobra Strike, Crane Kick, Crippling Axe Kick, Dragon's Tail pile of choices along with BOTH Thunder Kick AND Storm Kick and be able to fit all 3(!) attacks inside the available 2.728s buff duration window ... and at that point you have to ask yourself if Thunder Kick plus Storm Kick combined yield a greater damage output than Cobra Strike, Crane Kick or Crippling Axe Kick in almost the same amount of animation time ... and ironically the answer is ... NO. Thunder Kick = 37.37 base damage Storm Kick = 58.72 base damage Thunder Kick + Storm Kick = 96.09 base damage Cobra Strike = 87.2 base damage Crane Kick = 87.2 base damage Crippling Axe Kick = 94.31 base damage Dragon's Tail = 52.5 base damage (per $Target, max 10) So you wind up with this curious dynamic in which if you're going to use Eagle's Claw as a Tanker, your best/most efficient use (exploit?) of the 2.728s duration of the +33% damage buff AFTER Eagle's Claw is either: Single Target ... Thunder Kick > Storm Kick > Crippling Axe Kick ... where Crippling Axe Kick initiates with 0.616s remaining on the buff (which is all you need due to resolve first/animate after). PBAoE ... Thunder Kick > Storm Kick > Dragon's Tail ... where Dragon's Tail initiates with 0.616s remaining on the buff (which is all you need due to resolve first/animate after). In other words, by starting the attack animation before the buff duration expires, you "capture" the benefit of that buff for that attack power even though the damage will "land" after the buff has already expired while the attack is animating. That's because City of Heroes uses a resolve first/animate after scheme inside the game engine, which is why you can sometimes get projectiles to "chase" you by moving while they're in flight towards you, since the "hit" (and damage from it) is already predetermined at the time the attack was activated, with everything after that (the animations and so on) all being window dressing to help aid/break immersion in the action unfolding on screen. Bottom line is that if you're using Eagle's Claw for the temporary damage boosting buff on subsequent attacks ... the BEST follow up attack powers are Thunder Kick, Storm Kick and then "something else" ... mainly because Thunder Kick and Storm Kick as a 1-2 combo is superior to every other option available to you, since with Thunder+Storm+One More you can use the Eagle's Claw damage buff on THREE powers instead of just merely TWO(!) ... which is really ODD when you think about it in an overall balancing of the Eagle's Claw power in the context of the rest of the powerset. I mean, Thunder Kick being part of an attack chain is ADVANTAGEOUS because it increases damage output relative to the alternative(s)? Yet, sure enough, that's what my research consistently found as being the most damaging option when chain sequencing powers after Eagle's Claw in a way that maximized damage output. Needless to say, using Dragon's Tail as the "One More" after Storm Kick in that context means that Dragon's Tail gets the benefits of a predictably reliable +33% damage buff every rotation helps supercharge the PBAoE damage output of the build, so that speaks to a level of versatility in how to make use of (exploit?) the Eagle's Claw damage buff element. So I found THAT (unexpected) synergy between Eagle's Claw, Thunder Kick (of all things) and Storm Kick ... Another difference came about because I realized that ... really ... the 45% defense vs Melee, Ranged and AoE was reached relatively early (Exemplar Level 15 I believe with a fully slotted build). Maneuvers was necessary to reach 59% defense vs Melee, Ranged and AoE (as was a fully slotted out Tactics), but the higher defense values are kind of only "necessary" when dealing with Incarnate content, meaning that it was "safe enough" to delay all of the Leadership pool powers until the Level 41-49 power picks. This then opened a "slot" earlier on for Focus Chi (now the Level 32 power pick) and Field Medic (the Level 30 power pick). I figure that the endurance gain from use of Aid Self with Field Medic in the build will basically "solve" any heavy combat long term endurance recovery issues (particularly since you'll probably need to be using Aid Self intermittently anyway to heal what damage leaks through your defenses). And of course, with Field Medic in the build, it simply makes too much sense to take Aid Self (even as a One Slot Wonder power) over Injection as the prerequisite to unlock Aid Self. So that's why those powers were chosen. But enough of my babblings on this topic ... on with the build plan!
  9. First off ... credit where credit is due for this ... monstrosity (abomination?) ... I blame @Sechs entirely for this build even existing the way it does right now. The basic idea of the build is to reach the 59% Defense vs Melee, Ranged, AoE Incarnate softcap at all times ... and then exceed it when necessary (or convenient, or when Click powers have recharged, you know the drill). This is an all 9 Super Reflexes powers build that includes the Presence pool (for Unrelenting), the Speed pool (for Hasten, duh), the Leadership pool (for all three toggles) and the Force of Will pool (for Unleash Power). The impetus behind structuring this build this way was an attempt to make a 9 primary + 5 secondary + 10 pool powers mix for a SR/MA build that would not only yield significant uptime for Elude (180s out of every 270s, roughly) but also use Unrelenting to prevent Elude's endurance crash(!) while also providing the same service to Unleash Power so as to also prevent that power's crash also(!). The net result was an attempt to cram as much global recharge into the build as (inhumanely) possible, while also sustaining Incarnate ready defenses at all times (outside of the Unrelenting+Elude+Unleash Power combo) for massive regeneration/healing/recovery boosting every 4.5 minutes(!). Ironically, the amount of global recharge I was able to stuff into the build (+92.5% from set bonuses) while sustaining Defenses without resorting to use of the Fighting pool and building in enough Regeneration that it would be possible to bounce back from damage taken via Absorb shielding when the "U+E+UP" combo is recharging imposed some pretty harsh discipline on the build. However, it was only after I was looking at finalizing a draft of it that I noticed that Storm Kick was recharging faster than Cobra Strike and Dragon's Tail ... meaning that an attack chain of ... SK > DT > SK > CAK ... repeat SK > DT > SK > CS ... repeat SK > CAK > SK > CS ... repeat ... are all possible. Once I realized that, it dawned on me that I could leave Thunder Kick as a One Slot Wonder™ power and invest slots elsewhere so as to maximize the offensive potential of the build, which in turn maximizes the defensive potential of the build as well courtesy of the Tanker ATO procs. With the way I've got the build rigged, Storm Kick has ~30% chance to proc the +Resist(All) per kick, and Dragon's Tail has ~20% chance to proc the Absorb shield per $Target hit ... which is not terrible. Here's what the whole thing looks like in the build planner. As you can see, Hasten is already perma (and it looks like I'd forgotten to toggle on Assault when taking this screenshot). Tactics is deliberately left toggled off so as to not confuse the Build Up proc with the rest of the effects of Tactics. As can be seen here, I did this one as a Level 50 (Superior slotting) attuned enhancements build ... so everything is slotted with either a Level 50 set piece or a Level 50+5 boosted common IO (aside from Brawl and Rest, which don't need the boosters). I can't really recommend playing this as a leveling build, since it really does take a LONG time for the build to mature (basically at Level 50), but aside from the ATOs the build probably won't be that absurdly expensive to spec into, since there are no Purple 50 or PvP enhancements in it. And yes, recharge time on Elude is under 270s on a 180s duration click power. Regeneration is as strong as I can make it in this build, since there's no room left over for Aid Self (for what should be obvious reasons). Endurance recovery is pretty darn good while not attacking, and Unrelenting+Elude+Unleash Potential (in that order, start with Unrelenting so as to prevent the endurance crashes on Elude and Unleash Potential) will make your blue bar overfloweth even if a Sapper manages to hit you through all your defenses. Ideally speaking, you want to hit Unrelenting immediately followed by Elude ... and then before Unrelenting's 30s duration expires, hit Unleash Potential. Even if delayed for up to 30 seconds so as to cast at the end of the duration rather than at the beginning right after Elude, Unleash Potential will still recharge faster than Elude will and will be ready for the next Unrelenting Elude cycle. Both Unrelenting AND Unleash Potential are your "mega heal" powers. Dragon's Tail procs for Absorb shielding, and if you're taking too much damage too quickly, Preventative Medicine will proc an Absorb shield for you when you need it below 50% Health as your Scaling Resistances from Super Reflexes and Reactive Defenses combine to kick in for you. The frankenslotting you see on Cobra Strike and Crippling Axe Kick was chosen so as to maximize Accuracy, Damage and Stun/Immobilize durations in the least amount of slots (so slots could be spent elsewhere in pursuit of global recharge set bonuses). I'm figuring that the combination of Immobilize+Stun amounts to a "ghetto hold" and with a duration of 20.5 seconds(!) on the Immobilize and Stun with this slotting there is ample opportunity to neutralize hard $Targets that lack the protection of PToD (and even then, PToD does not protect against Immobilization). Since I didn't have enough power picks for Martial Arts, the Warrior's Provocation power needed to be sacrificed. The build does have Provoke from the Presence pool (mainly as an unlock to get to Unrelenting), but Provoke is not as capable of a Taunt power as Warrior's Provocation. For one thing, the Taunt duration is smaller on Provoke, so it's a "weaker" Taunt power, and Provoke does not have a -Range debuff effect so unlike Warrior's Provocation it will not cause $Targets to come running up to you unless if you break line of sight (then they'll come running). Key thing for Tankers to realize is that this means the Provoke power may very well be inadequate to the task of redirecting aggro onto yourself after overly aggressive DPS happens during steamroller play. I'm basically counting on the Taunt aura of Evasion and the effects of Gauntlet to manage aggro tolerably well with this build. Note that this build was made using the Mids' Reborn: Hero Designer modified using the Mids' Reborn Unofficial updater to access the new Power Transfer set slotted into Stamina (for global recharge set bonus and 3.0 PPM Heal proc). And just so everyone knows ... on only toggles and passives plus Maneuvers and buffed by Storm Kick, this build yields the following Defenses: Melee: 62.4% Range: 58.8% AoE: 59.5% And yes ... I do wish I could of scrounged up another +0.2% for Ranged Defense, but good art is never finished, merely abandoned. So without futher blathering on about it from me ... here is the truly hot mess I came up with today ... Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1511;716;1432;HEX;| |78DA7594594F135114C7EFB4536A4BA1B4A52C2D050A82056CA1D1B8B08A2224861| |A22469F4C33964B9C38699B99C1E0A389EB935FC2F5C58FE3027E00175651DF4C3D| |CCF98B93A093B4BFDBFF3DE7DCFFBDF74C0BAB33A13773F7A68412BA60689655BCA| |A956F4BD37F59B3574CCD10FB8F9F3E29D68B337259962D995B5CA9D2AF2B72D990| |ABD26AC76C411A52E60A9A69EB9A519C366D4B44172A1523375B314BB258592E5ED| |70D23E24805ADAC57570CCDD62BE5A0A32C56A55C0A3BC379A92D49D3BAA5576317| |AB7A29376D966CBD542C68962DCDBB6D6468803EA75BE84BD9B758F389200DF2AA3| |8520F3630438DCCC63018679E6B11786A422C11F201314D9A827ACA5BAF13E77907| |BE67AA1FC03566DD3AF30CE57A91EB85976E78E9869734BCA4E1250D2F7646081F7| |BF1F8D63C8E965D670E7F240654314AF5FD5C5FF887D8EF79D2029CE70D9C22D479| |45701C9C6086B0B7718AAD87BF7AF86B82BF28FC45E1AF19FE12F03746B90D9CEB6| |9E8E47A83E0F15FC2F1779662C28809FF9903B3A833413111C444FE1333473131DE| |932F765F653F0F982D0FC147CCB6C7E01366823A358E3B8D27B86E92B45668AD38A| |3495AA31D67D93EC6DAD33E21921CA726476932A58A8E31709CD939014E2ACE9E7B| |A8768AEB2829DC492738456B74713DA50B5A37384B733DB8B71E78EAC5BDF5E2DE7| |A716F115AA30FF7D6B7C5BDD6BF0DEE308FED82DFC03D624C1531CACDE02C33CFB8| |9F069E832FC097CCC157E06B62B32A2C4A1CC2B90DE12CEF909643BDDC275E6BF83| |3F88599FF0A6E809BEC254A5E4670E62369AED7A1BADE41670DF2A31EBCD3B541F7| |7C8D1E31E256B25C257F28EAC421E5E43FF2E6DD5A8076DDA88A05158B93A624D95| |1A089DE6CD66A9BC1837F08A1A073B6FF6A1E25ED753AA3E992E2EC3A718D3B66CB| |9D97E1F57782AE7F9B1DEEE0BA5DE6D13DF03BF883D9FF53756EE76670BFAFD893E| |61ADF708D175CE3DFB003D585| |-------------------------------------------------------------------| Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Martial Arts Power Pool: Force of Will Power Pool: Presence Power Pool: Speed Power Pool: Leadership Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Recharge Timing:
  10. Hello all, I’m wondering if anyone has any ideas for a katana/SR PvP build. I know It’s not ideal for PvP, but as this is my badge hunting toon; I often find myself in PvP zones. I would like to have a build that would at least give me a better chance in PvP than my current PvE build provides. Thank you for any assistance you can provide! -Web
  11. This is going to be a "grind from 1-50" character. As such, especially with all the abundant respecs, I've come to think in terms of leveling up with "Early", "Mid" and "Final" builds. Just for reference, for new characters, I pre-purchase all the IOs attuned and just slot them when the time comes. Tank SR caught my attention for the next grinder because I was curious what kind of layers I could add to it. More later about where that ended up for the final build. I chose Claws because, well, why not? (Rhetorical question) First Stage (1-25) This is how I see it at the end of the "Early" game. Soft capped already? Well all right... At 25-ish, I'll respec into something that will lead to this: It's sort of a shame to burn a respec just to take one slot away to use elsewhere (From Practiced Brawler since it's now perma with 1 lvl 25 SO) but whatevah. Positional Defs are now in the low 50s. Overkill for the mid level game but it's needed for the roadmap. I'm slotting the best +rch IOs I can in lieu of purples at this point. Other notable numbers: Recharge 73% S/L Res: 47.8% All others: 20ish (more or less) I don't know exactly when I'll do the next respec. The purpose of it will be to turbo-charge recharge for Rune of Protection, so probably just before I choose that at 44. At this point I'll be building to (final build): For the final build, I found myself in a pickle. When the battle lines have always been drawn in the great Tanker Wars of "Taunt - yea or nay" I've historically been adamantaly "yea". However, I need Hasten and couldn't find anything else to omit without hurting Def or Rch. I figured with 3 ranged attacks (Focus, Arcane Bolt and Shockwave) maybe I can get by without it. Why do I "need" Hasten? With it, Rune has almost a 60% uptime (recharge in 152.5 seconds). Without, it's down an additional 33 seconds, that's more time than I'd like. To summarize - Melee Def 62.3 Ranged Def 57 AOE Def 57.7 (yes, R and AOE are a big below iSoftCap but more about that later) Regen 242% Without Rune S/l Res is 55.5 All others 30-40. With Rune s/l res is 81.1 all others 55-66. Let's add in another 5% resists to all because I'm diligent with my Base Empowerment buffs. I'll max out my personal salvage vault to have everything needed for the res buffs as well as recharge and recovery. (As long as the base teleport ability exists, I'll just pop in whenever the buffs expire, then return. When that ability gets taken away... I'll figure something out.) Which leads to: s/l 86.1 e/n 60.3 f/c 71.5 t/p 67 Not too shabby for the "one trick pony" SR is reputed to be. I would be interested in opinions as to whether build A or build B is preferable, where build A is the one above and build B is the one below. The difference is, I took 3 slots from the 6 Unbreakable Guards in Rune and substituded 3 Impervious Skins, including the proc. The net result, with Rune and Base Empowerments: s/l 86.8 e/n 59.5 f/c 65.5 t/p 62.5 B adds 1.6 seconds of recharge to Rune. Not a dealbreaker, but a data point regardless. HP and Regen comparison, the reason to switch to B, is: A: Regen 262% (29.4 hp/sec) HP 2698.6 B: Regen 287% (32.6 hp/sec) HP: 2726.7 I'm leaning heavy on the original (A), if for no other reason due to the positionless psi damage that exists. Maybe I'll go 5 UC and the proc. Destiny was another one I was torn on, I had settled on Rebirth for the burst heal but as I've been typing this, it occurred to me I could cycle Barrier with Rune. Once the Rune buff wore off, I'd have 30 seconds of 32.5% res from Barrier, then I have 30 seconds of not so uber with 7.5% res before Rune is ready again. Even a second or 2 of 5%. Here's the cycle (for simplicity I'm leaving out the megaburst for Barrier's first 20 seconds and also 2.5 seconds of Rune's recharge.) t = 0-30: 32.5 (all from Barrier) t = 31-60: 7.5 (all from Barrier) t = 61-90: 30 (25 Rune, 5 Barrier) t = 91-120: 30 (25 Rune, 5 Barrier) t = 120-150: 25 (all Rune) Repeat I'm also not completely settled on Alpha. Without Agility I got a leeetle bit below iSoftCap for Range and AOE but Spiritual Core buffs Regen and shaves another 5 seconds off Rune. Also in the "it dawned on me while typing this" category - Barrier would cover up that small iGap for def (which isn't a real concern anyway because in that content the +def buffs flow freely). So after all that I think I'm fairly settled on Spiritual Core and Barrier Core. I'll go for a pocket healer for Lore, Melee Core hybrid (the one with resists), Judgement Void Radial for -50% dmg debuff and play "spin the wheel of Interface" for the last one.
  12. Since I've sparked alot of questions and interests teaming up n'rampaging around...figured it was about time to actually post her build so people can see what actual madness went into this build. Amusingly, this was actually what I would consider a 'cheap' build compared to my others...only 2 full ATO sets, 1 purple damage proc, plus the usual pvp procs...vs the usual 3-5 purple sets, etc etc. Basically you can play the rng market with converters to make most of the rarer stuff like the lotg procs, so those pieces cost next to nothing to get your hands on. All sets are attuned so you maintain a large portion of your defenses n'other bonuses pretty nicely, solo pieces and generic IO's are all +5'd for max effect and just because I could. Also, this is a weirdly sneaky build as well, Stealth + stealth IO and turning off Evasion (Aka the taunt aura) means you can zip around unnoticed and do all kinds of silly things like soloing key mobs in stealthable missions. Also-also....be warned that leveling up will not be easy at first...SR is like tissue paper in the early levels before you get your defenses built up properly and SS's huge end usage/Rage crashes will make your blue bar cry frequently at its mistreatment till you get the +end procs going. Once you get things built up and in order though, you'll never really have to pay attention to your end bar again...even with rage crashes. Key features: Overall Defense: 55-58% (I only monitor aoe def since its the lowest of the 3, melee/ranged are +3%) Resistances: 53% S/L, 20% F/C, 16% E/N, 15% T/P (Dodge/Agile/Lucky can crank these numbers way up when your health drops) Debuff Resistance: 95% Defense debuff (Cim mobs are a literal joke, as is Anti-mater), 60% Perception/Recharge/Speed debuff Tohit Bonus: +31.5% (With Rage) Damage Bonus: 30% (Without Rage/Fury, usually up in the 250-300% range otherwise) Global Recharge: 85% Hit Points: 2080 (With accolades) Regeneration Rate: 1.17% - 24 hp/sec (Rebirth and Melee jack this waaaaaaay up as needed) Endurance: 119 Recovery Rate: 3.02% - 3.6 end/sec (PS and Panacea +end procs play a big role) ------------ Soul Fury: Level 50 Natural Brute Primary Power Set: Super Strength Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Energy Mastery ------------ Level 1: Jab Mako's Bite - Accuracy/Damage Mako's Bite - Damage/Endurance Mako's Bite - Damage/Recharge Mako's Bite - Accuracy/Endurance/Recharge Mako's Bite - Accuracy/Damage/Endurance/Recharge Mako's Bite - Chance of Damage(Lethal) Level 1: Focused Fighting Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Reactive Defenses - Scaling Resist Damage Level 2: Punch Superior Brute's Fury - Accuracy/Damage Superior Brute's Fury - Damage/Recharge Superior Brute's Fury - Accuracy/Damage/Recharge Superior Brute's Fury - Damage/Endurance/RechargeTime Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge Superior Brute's Fury - Recharge/Fury Bonus Level 4: Focused Senses Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Shield Wall - +Res (Teleportation), +5% Res (All) Level 6: Haymaker Mako's Bite - Accuracy/Damage Mako's Bite - Damage/Endurance Mako's Bite - Damage/Recharge Mako's Bite - Accuracy/Endurance/Recharge Mako's Bite - Accuracy/Damage/Endurance/Recharge Mako's Bite - Chance of Damage(Lethal) Level 8: Knockout Blow Mako's Bite - Accuracy/Damage Mako's Bite - Damage/Endurance Mako's Bite - Damage/Recharge Mako's Bite - Accuracy/Endurance/Recharge Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 10: Practiced Brawler Recharge Reduction IO (+5) Level 12: Combat Jumping Luck of the Gambler - Recharge Speed Level 14: Super Jump Winter's Gift - Slow Resistance (20%) Level 16: Kick Empty Level 18: Rage Gaussian's Synchronized Fire-Control - To Hit Buff Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance Gaussian's Synchronized Fire-Control - Recharge/Endurance Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Gaussian's Synchronized Fire-Control - Chance for Build Up Level 20: Evasion Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Level 22: Tough Steadfast Protection - Resistance/+Def 3% Gladiator's Armor - TP Protection +3% Def (All) Unbreakable Guard - +Max HP Aegis - Resistance Aegis - Resistance/Endurance Aegis - Resistance/Endurance/Recharge Level 24: Dodge Luck of the Gambler - Defense Luck of the Gambler - Recharge Speed Level 26: Agile Luck of the Gambler - Defense Luck of the Gambler - Recharge Speed Level 28: Lucky Luck of the Gambler - Defense Luck of the Gambler - Recharge Speed Level 30: Hurl Superior Unrelenting Fury - Accuracy/Damage Superior Unrelenting Fury - Damage/RechargeTime Superior Unrelenting Fury - Accuracy/Damage/RechargeTime Superior Unrelenting Fury - Damage/Endurance/RechargeTime Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 32: Foot Stomp Scirocco's Dervish - Accuracy/Damage Scirocco's Dervish - Damage/Endurance Scirocco's Dervish - Damage/Recharge Scirocco's Dervish - Accuracy/Damage/Endurance Scirocco's Dervish - Accuracy/Recharge Armageddon - Chance for Fire Damage Level 35: Quickness Run Speed IO (+5) Level 38: Weave Red Fortune - Defense/Endurance Red Fortune - Defense/Recharge Red Fortune - Defense/Endurance/Recharge Red Fortune - Defense Red Fortune - Endurance Level 41: Taunt Perfect Zinger - Taunt/Range Perfect Zinger - Taunt/Recharge Perfect Zinger - Taunt/Recharge/Range Perfect Zinger - Chance for Psi Damage Level 44: Superior Conditioning Endurance Modification IO (+5) Level 47: Physical Perfection Regenerative Tissue - +Regeneration Level 49: Stealth Red Fortune - Defense/Endurance (+5) ------------ Level 1: Fury Level 1: Sprint Unbounded Leap - +Stealth Level 2: Swift Run Speed IO (+5) Level 2: Health Panacea - +Hit Points/Endurance Level 2: Hurdle Jumping IO (+5) Level 2: Stamina Performance Shifter - EndMod Performance Shifter - EndMod/Recharge Performance Shifter - EndMod/Accuracy/Recharge Performance Shifter - EndMod/Accuracy Performance Shifter - Chance for +End ------------ Level 50: Agility Radial Paragon Level 50: Melee Core Embodiment Level 50: Reactive Radial Flawless Interface Level 50: Mighty Radial Final Judgement Level 50: Demons Core Superior Ally Level 50: Rebirth Radial Epiphany ------------
  13. Having a lot of end problems on Savage, with this brute and also my scrapper, both who are lvl 50, but can not seem to get endurance to balance itself out, is it because the set has too many AOE's. Thanks in advance. If someone has a Pines build I would be most grateful
  14. Having gotten my first post-shutdown character, a Rad/Psi Tanker to 50, I should have been busy grinding out incarnate goodies for her. But putting sanity aside, I decided to not only attempt an SR Tanker, but one using Titan Weapons. While I suspect I will be bitten in the rear later in upper levels, it's been much better than expected (apologies though to that one team from this past Saturday) up through level 32. Titan Weapon is endurance hungry, so I was forced to double slot all attacks but the first two for endurance cost reduction (and the second one has one endurance reduction slotted) since not all teams have someone who buffs recovery. Solo, defenses all sit at a hair more than 40%. Melee Defense will leap up well over 45% when Defensive Sweep is used. Typically party buffs result in Ranged and AoE Defenses rising past 45% as well. Capping is trivially within reach. But what then? Chasing resistance buffs via IOs seems a pursuit with minimal payback. If the idea is he will not get hit often, building Regeneration seems like the way to go. On top of that I was thinking of grabbing the scaling resist IO and have slotted the ATO absorb proc enhancement.
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