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Found 11 results

  1. I haven't played the game in a while so I'm not up-to-date on all the latest changes, but glancing around at some other Invuln/SS Tanker builds that have been posted here, I'm wondering if I should rework mine at all. I would appreciate it if someone more experienced with theorycrafting could give me some pointers or tweak this build for me. Chief Concerns: I feel like my Resistance values could be higher, particularly where Psionic damage is concerned. I'd really like to avoid using Laser Beam Eyes for concept reasons. This character is inspired by Superman but heavily nerfed in terms of not having super-senses or a slew of utility powers like super-breath or heat vision. He flies, punches stuff, and is basically unkillable, but that's it. Ranged damage output is an intentional weakness. I realize that sounds dumb when talking about build optimization. I'd also like to improve my damage output, but I dropped Rage from an earlier build because I found it frustrating to work with, particularly with the endurance crash. I already have perma-Hasten so my single auto-cast power slot is full. Hover, Fly and Afterburner are important to me. Hover works really well for combat and general indoor flying, while Fly and Afterburner have enabled me to outrun some Super Speed and Super Jump characters after pushing all my IOs to +5. Any other pool powers are totally open to being swapped out, particularly the Fighting pool. Tough and Weave feel useful but Kick feels like it's just getting in the way because my attack chain is full without it. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery ------------ Level 1: Resist Physical Damage (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - +Max HP Level 1: Jab (A) Superior Gauntleted Fist - RechargeTime/+Absorb (5) Superior Gauntleted Fist - Accuracy/Damage (7) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (7) Superior Gauntleted Fist - Damage/RechargeTime (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (9) Superior Gauntleted Fist - Damage/Endurance/RechargeTime Level 2: Temp Invulnerability (A) Unbreakable Guard - Resistance (11) Unbreakable Guard - Resistance/Endurance (11) Unbreakable Guard - RechargeTime/Resistance (13) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 4: Dull Pain (A) Panacea - +Hit Points/Endurance (17) Panacea - Heal (17) Panacea - Heal/Endurance (19) Panacea - Endurance/Recharge (19) Panacea - Heal/Recharge (21) Panacea - Heal/Endurance/Recharge Level 6: Haymaker (A) Superior Might of the Tanker - Recharge/Chance for +Res(All) (21) Superior Might of the Tanker - Damage/Endurance/Recharge (23) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (23) Superior Might of the Tanker - Accuracy/Damage (25) Superior Might of the Tanker - Damage/Recharge (25) Superior Might of the Tanker - Accuracy/Damage/Recharge Level 8: Resist Elements (A) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (27) Unbreakable Guard - RechargeTime/Resistance (29) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 10: Unyielding (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (29) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - Resistance Level 12: Taunt (A) Mocking Beratement - Recharge (31) Mocking Beratement - Taunt (33) Mocking Beratement - Taunt/Recharge (33) Mocking Beratement - Taunt/Recharge/Range (33) Mocking Beratement - Accuracy/Recharge Level 14: Resist Energies (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (34) Unbreakable Guard - Resistance (34) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - RechargeTime/Resistance Level 16: Fly (A) Flight Speed IO Level 18: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 20: Knockout Blow (A) Hecatomb - Damage/Endurance (36) Hecatomb - Accuracy/Damage/Recharge (36) Hecatomb - Accuracy/Recharge (36) Hecatomb - Damage (37) Hecatomb - Damage/Recharge Level 22: Invincibility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense/Endurance/Recharge (39) Luck of the Gambler - Defense/Recharge (39) Luck of the Gambler - Endurance/Recharge Level 24: Kick (A) Force Feedback - Chance for +Recharge Level 26: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (39) Steadfast Protection - Resistance/+Def 3% Level 28: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Reactive Defenses - Scaling Resist Damage (40) Shield Wall - +Res (Teleportation), +5% Res (All) Level 30: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Hand Clap (A) Sudden Acceleration - Knockback to Knockdown (40) Absolute Amazement - Stun/Recharge (42) Absolute Amazement - Stun (42) Absolute Amazement - Chance for ToHit Debuff (42) Absolute Amazement - Accuracy/Stun/Recharge (43) Absolute Amazement - Accuracy/Recharge Level 35: Hurl (A) Apocalypse - Chance of Damage(Negative) (43) Apocalypse - Damage (43) Apocalypse - Damage/Recharge (45) Apocalypse - Accuracy/Recharge (45) Apocalypse - Accuracy/Damage/Recharge (45) Apocalypse - Damage/Endurance Level 38: Foot Stomp (A) Armageddon - Damage/Endurance (46) Armageddon - Damage (46) Armageddon - Damage/Recharge (46) Armageddon - Accuracy/Damage/Recharge (48) Armageddon - Accuracy/Recharge Level 41: Tough Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO (50) Recharge Reduction IO Level 47: Afterburner (A) Flight Speed IO Level 49: Conserve Power (A) Recharge Reduction IO Level 1: Gauntlet Level 1: Brawl (A) Accuracy IO Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Recharge Reduction IO Level 2: Swift (A) Run Speed IO Level 2: Hurdle (A) Jumping IO Level 2: Health (A) Miracle - +Recovery (13) Numina's Convalesence - +Regeneration/+Recovery Level 2: Stamina (A) Performance Shifter - Chance for +End (15) Performance Shifter - EndMod (15) Endurance Modification IO Incarnates Level 50: Support Radial Embodiment Level 50: Ageless Core Epiphany Level 50: Agility Radial Paragon Level 50: Paralytic Core Flawless Interface Level 50: Mighty Radial Final Judgement Level 50: Longbow Core Superior Ally ------------ https://www.midsreborn.com/builds/download.php?uc=1523&c=687&a=1374&f=HEX&dc=78DA6594CB6F125114C6EFC020F2B2500A7DF028D00750DA81B15DF84A5CD8DA584B6C8271DB607B85B13825408D2C4DAC8FAD9B2EFD0FFC07DCBA76E1ABAD2E5DFB48D4A8718107CE17203209FC2EDF39F79C6FCE9D217F6FD9FD7CF5FE45A1B82F558AF5FAE6F5A2B9236BF6C29621CD2D29DA979D3E51D63797E52D69D6A576C5BCBB573165AD78D3A8188D6608E1BCAC48A915F6AAB42E346AD22C35CAC2B5B1BB5BD12E578C52B9E1E1757B6998A5A1CEAF7559DC96B57AD9A83A3BBF0B5529B7FD2B55634B5BA116A5E666BE586FC85A738C8C64E8F3DA415F4ADB5ACB2A7E5885D05561F909FE62AA7F98F34E81AB65134F548E3D609E780CEE334F3E041F31DF501F057D14F471A28F137DDCBF996F29D78A3ED6386BDE1818660E47C028736492A991471BF6DA3E2276CC0C7E00DF33C70EC123E63BEA6B87473B3C4EC0E3043C86E1F1455A0807721DD0C2C889624F1435B2E4C9C59E54D71D0BC7CACC9801DE06779887E4C583FA1ED48FA35E1CF5E3E8E7A2A76A88EB8BA129D1D11CA4F978BFF005948EA6930F3F7CF8E7B8CF540A4C83B3CCE924F3887C043A07D75203A833ED05FDCC591F38CCB450EF51F819DDE73A56D2C6D98F327E9A7DCF8E9210A1678862218E5942E891FCCE39C9AB4C1FE544703F11E4E4E87E2671D6939F54E473BFF41A780D5C67CEE5998BB43781BD091DB1797081399F053530C75CA2BD3398E3CC05D616CE8067C173CCEC79E631CD3185F34CC17F7604C43C75CC3341F79AC13C32193E4FFD3F8AA0101A66ACE1CC9FD1A872D072C84BABDDF7BB1556BBEFAF10131C5FEFD71658DB50B1853405753E3BBBEFAF5090F7A55F4BB1F6B5A729CA1A2D92F45EDFE0FBFAD68B5994039ECBA9A7608CF7CFF5FB69D12572038A3EA02C0E284B038AC3DBFD5769BDA4A3D73195037F6FFD37D85BBFEAD3CBE9DE7A38D05BFF03506AE393
  2. Notes from the Author Play History of this build What is this character supposed to do (Design Goals)? Play entirely in Granite Armor (with the exception of traveling great distances outside of combat) Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Capped Resistances (90% to S/L/E/N/F/C/T), Capped HP (3534 HP), Solid Regeneration (400+% Regen when Rooted, 60+ HP/sec) DPS, single target and AoE. Solo a Rikti Pylon in under 4 minutes with no inspirations. Under 3 minutes with Hybrid Assault Clear a +4/x8 Briggs Moon Map in 6 minutes with no inspirations Accurate (with single stack of Rage) All ST attacks can hit +4 enemies 95% of the time (KoB, Gloom) All Taunt attacks can hit +4 enemies 95% of the time (Mudpots, Taunt) All AoE attacks can hit +3 enemies 95% of the time (Cross Punch, Foot Stomp, Dark Obliteration) However, all AoE attacks can hit +4 enemies only 86% of the time (with single stack of Rage, 2x Rage it hits 95% of time) High recharge. Some from set bonuses, but mostly FF procs and Cross Punch are engines for high recharge. Move fast...enough. In Granite Armor: 30+ mph run speed Out of Granite: 80+ mph run speed, 70+ mph jump speed What is this character NOT supposed to do? Exemplaring. This is intended as an end-game build. It can run level 27+ content with Granite Armor, but without Ageless the character will need outside recovery options (buffing teammates, recovery serums, base empowerment +Recovery temp power, etc). Ideally this build is for 45+ content. Face Psionics. Unless the enemy ONLY uses Psionic (in which case you can switch to Minerals and enjoy softcapped defense), there won't me much for mitigation against Psionic attacks. Self Sustaining outside of Ageless. It was already said, but I'll say it again, this is an endurance hungry build and the +Recovery buff from Ageless is very much the engine that allows this build to work. Additional information for this build: Slotting between Foot Stomp and Cross Punch are interchangable. For Single Target emphasis, I slot Cross Punch with the Armageddon and FotG procs. For AoE emphasis, I move those procs to Foot Stomp. E/N Resistance technically sits at 84.33%. However, the Tanker ATO in Mudpots should always keep one ATO active. It is a 6 PPM proc that can stack up to 3 times and lasts for 20s each stack. In Mudpots, that is a 52.6% chance to proc every 10s. Assuming 95% chance to hit, the probability of missing the proc is exactly 50%. So worst case scenario, there is only one enemy that you can engage with, the probability of missing the proc twice in a row (thus opening up a 10s window without the ATO) is 25%. This will rarely matter in game play, as having only one target on you is going to be rare. However, if there is a situation you feel this will be too much of a hindrance, I highly recommend grabbing a +5% Energy Resistance and +5% NE Resistance temporary power from Base Empowerments. Using Base Empowerment Temp Buffs, the Jumping Speed and Running Speed is 75.35 mph and 82.88 mph, respectively. This is when Sprint and Ninja Run are on. So although I don't take a traditional travel power, this is why. In Granite Armor, the Running Speed becomes 32.24 mph. In Rooted and Granite, the Running Speed becomes 19.45 mph. The Nitty Gritty Details: If you followed along this far, then you have a true interest in the build despite the limitations of Granite Armor. So welcome, I'm glad you're here. Below I will go into math and additional details on what the build can do. I'll break down the amount of Even Con damage from each attack, and I will break it out by 0x Rage, 1x Rage, 2x Rage, Rage Crash. I will include the enhanced damage with Musculature alpha, and global damage bonuses (including Assault). I'll also show the average proc damage, chance for FF proc, and chance for Res Debuff Proc. Power Base DMG Base + Glob DMG Enh. DMG 1x Rage 2x Rage Rage Crash Proc DMG Avg FF Proc -Res Proc Cross Punch 87.22 99% 118.56% 361.50 431.28 110.69 101.97 27.07% --- Knockout Blow 188.07 99% 98.52% 843.84 994.30 340.72 321.91 90.00% --- Foot Stomp 75.02 99% 74.41% 324.99 385.01 142.38 134.88 27.41% 47.97% Gloom 78.30 99% 119.80% 440.00 502.64 213.87 206.04 --- --- Dark Obliteration 40.04 99% 74.41% 307.04 339.07 209.58 205.57 --- 61.40% Info about the table The slotting shown in the table is slightly tweaked from the build. The build I offer up has two versions of slotting: Max Damage, and a somewhat friendlier Endurance Management build. If you'd like to see the alternate slotting, go to Slots/Enhancements > Slots > Flip All to Alternate. The table above uses the max damage version of KoB while using the Endurance friendly version of CP*, FS, and DO. *Technically, CP's endurance friendly version is more endurance hungy, but that is because it is swapping enhancements with Foot Stomp to make Foot Stomp more endurance friendly. So the net gain is CP adds 0.45 end/cast while Foot Stomp subtracts 5.09 end/cast. The big take away is how hard the attacks hit. With one stack of rage, each attack will do 300+ damage on average, and with two stacks of rage each ST attack does 400+. Even during the rage crash, the procs will allow for your attack chain to still do over 100 damage with each attack. No need to pull out the Black Wand or Sands of Mu during the crash...although it's not a bad idea just to have all your attacks off cooldown when the crash goes away. Single-Target Attack Chain There is no set-in-stone (pun not intended) attack chain with this build as the recharge procs will make the cooldown of attacks very dynamic. But overall, my attack chain tends to be: C.P. > Gloom > D.O. > KoB > C.P. > Gloom > F.S. AoE Attack Chain For AoE attacks, Foot Stomp becomes my engine, providing me a reliable FF proc (80% chance to proc when hitting 5 targets). Dark Obliteration and Cross Punch round out the AoE attack chain with KoB used on the biggest target whenever off cooldown, and Gloom is sprinkled in whenever there is a gap in the chain. F.S. > C.P. > D.O. > KoB How can I not slot recharge, fight in Granite Armor, and still maintain a fluid attack chain? Answer is simple: Force Feedback procs in 3 of my attacks, Hasten, Ageless, and Cross Punch. But let's break it down further than that. The build only has 73.75% recharge from set bonuses, and combine that with -65% recharge debuff from Granite Armor only nets the build +8.75% recharge. However, when Hasten is up, we add +70%. With Ageless, we have atleast +10% (+20.83% on average). If needed, there is a +20% recharge buff from Base Empowerment I can use for 90 minutes. So let's average that out, that's +119.58% recharge on average (+108.75% half the time). So right now, if nothing else changes, we know that the cooldown time to all my attacks are a little bit less than half of their base values. This gives me the following: Power Base Cooldown Global Recharge New Cooldown Cross Punch 8.00 108.75% 3.83 Knockout Blow 25.00 108.75% 11.98 Foot Stomp 20.00 108.75% 9.58 Gloom 12.00 108.75% 5.75 Dark Obliteration 32.00 108.75% 15.33 Those numbers do not factor in the FF proc nor Cross Punch's 10% recharge buff. If we were to factor in the 95% chance to hit, each of the following attacks would add the following amount of average Cooldown points: Avg Cooldown points = (Chance to Hit) x (Chance to Proc) x (Amount of Recharge) x (Duration) KoB: 95% x 90% x 100% x 5s = 4.275s CP: 95% x 27.07% x 100% x 5s + 95% x 10% x 6s = 1.286s + 0.57 = 1.856s FS: 95% x 27.41% x 100% x 5s = 1.302s What do those numbers mean? Basically it is equivalent to reducing the Base Cooldown of a power by those numbers...so long as a power that is on Cooldown is on Cooldown for the entire duration. Let's apply this to practice. KoB has a Base Cooldown of 25s. On average, when KoB is cast, it will average a 4.275s CD reduction, so KoB's "new" Cooldown becomes 20.725s. Take that value and divide by the recharge, KoB now recharges in (25-4.275)/2.0875 = 9.93s. So KoB having the FF proc now reduced its average Cooldown to 9.93s which is equivalent to having +152% recharge (effectively a 43% global recharge buff to KoB, as well as other powers). Ok...I admit...that's a vomit of math and I didn't really try to make it clear. The point of showing that is the fact the procs and buffs act as equivalent global recharge...and when we can chain together many of these procs, we can help close the gaps of the build. I won't bombard you with the math...instead, I'll let a combat log do the talking. This is simply me against a Pylon. One on One. No AoE benefits for Force Feedback, just non-stop attacks. My slotting for this run is slightly different than the build, but not by much. But in terms of analyzing the recharge capabilities of the build, it is exactly the same. This test includes the 20% Recharge Buff from Base Empowerment, and Cross Punch is fitted with the Armageddon DMG/END, Armageddon Proc and FotG Proc, while Foot Stomp has Armageddon DMG and 4 3.5 PPM procs. I had T4 Degenerative Core Interface slotted, and T4 Assault Radial Hybrid slotted (but not used). I say this all because in an effort to simply do a pylon test as a means to show the fluid attack chain of the build, I did something I didn't think was possible... I defeated the Pylon in 3:01 (340 DPS). I repeat: 340 DPS for a GRANITE TANK!!! This wasn't necessarily an outlier either, as a few runs prior I hit a 3:03 time, however my combat log didn't save...so I had to try for it again. Cleaned up Combat Log Table. Full Combat Log CSV file embedded beneath the table. The purpose of the analysis is to try to identify major gaps, so I parsed the combat log to find any instance where the time between the HIT/MISS of a previous attack and the activation of the current attack is 2 or more seconds. I highlighted those in yellow, and I scrubbed anything that wasn't a problem as green (like attacks following the activation of Rage...where it did not have a HIT/MISS for me to check. For the entire run, only 4 times was there a gap of significance, and I could probably chalked half of those as human error. Also worth noting, Hasten was nearly perma on this run...and it might have been and I was too focused on my attacks. This is not atypical, I regularly have Hasten reaching perma-levels on pylon runs. It just goes to show how much of an engine the FF procs can be. Final Thoughts: I'm not sure what else to say about the build. It's fun, if you can work with the movement penalties. It's different...which is why I wanted to make it in the first place. But most importantly, it's not cookie cutter. This build is a nonconformist take on how to be a DPS character without being a DPS AT. To be a DPS character in a powerset that tries to prevent you from doing so. This build isn't just Punk Rock, it's Proc-Rocks. Build Data Link: (Full Damage version, and slightly more Endurance friendly version) Build Details: (my version...KoB max dmg, the rest balanced) (Original Build for this topic, kept here for historical purposes) Build Data Link: Build Details: Build Totals: Proc-Rocks - Stone-SS-Soul-Run Version Page5 - Offensive Build v5.mxd
  3. I would like to see Super Strength proliferated to Scrappers and Stalkers and I have been thinking of some changes to the set that could be done at the same time. So I would swap some of the power positions around and change some of the attributes of the powers as follows: Super Strength Power Proliferation Brute Scrapper Stalker Tank Power Level Power Level Power Level Power Level Jab 1 Jab 1 Jab 1 Jab 1 Punch 1 Punch 1 Punch 1 Punch 2 Hand Clap 2 Hand Clap 2 Hand Clap 2 Hand Clap 4 Rage 6 Rage 6 Assasin's Strike 6 Taunt 10 Knockout Blow 8 Knockout Blow 8 Build Up 8 Rage 16 Taunt 12 Confront 12 Placate 12 Knockout Blow 20 Haymaker 18 Haymaker 18 Haymaker 18 Haymaker 28 Hurl 26 Hurl 26 Knockout Blow 26 Hurl 35 Foot Stomp 32 Foot Stomp 32 Foot Stomp 32 Foot Stomp 38 Hand Clap I would move to tier 3 and add some minor damage to make it a low damage stunning AOE. Damage Minor Recharge Slow Minimum Level 2 (Brute) 2 (Scrapper) 2 (Stalker) 4 (Tank) Effects Point Blank Area of Effect Foe Disorient, Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Increase Attacke Rate Enhance Disorient Duration Enhance Taunt Effectiveness Set Categories PBAoE Damage Stuns Knockback Taunt End Cost 13 Recharge 30s Radius 15 Stunned: 2 (Tgt) Duration 15 Damage 10 Rage I would change to a toggle that merges Rage values into a mechanic similar to Against All Odds. So the harder they are pressed, the more they Rage. At max target saturation it equals double Rage currently but will be below that for most of the time. I see this as a compromise with those that love double Rage Recharge Slow Minimum Level 6 (Brute) 6 (Scrapper) 8 (Stalker) 16 (Tank) Effects Toggle: Point Blank Area of Effect Self +Damage, To Hit Enhancements Reduce Endurance Cost Increase Attacke Rate Enhance ToHit Buff Set Categories To Hit Buffs End Cost 0.21 sec Recharge 10 Radius 8 ToHit: 20% Self DamBuff: 10% Self DamBuff: 15% Per additional enemy max 10. Hurl should become a small Targetted AoE. Damage High (Smashing) Recharge Moderate Minimum Level 26 (Brute) 26 (Scrapper) 26 (Stalker) 35 (Tank) Effects Point Blank Area of Effect Foe Disorient, Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Increase Attacke Rate Enhance Range Enhance Taunt Effectiveness Set Categories Targetted AoE Damage Knockback Taunt End Cost 9.35 Recharge 8s Radius 8 Range 80 Damage 75 Haymaker I would bump up from High Damage to Superior to account for the tier change but keep other attributes the same. Numbers above are going off Mids for a Super Strength Tank and adjusting from there.
  4. I wanted to get these ideas I had for Super Strength off my chest before it gets its official Homecoming Looking-At™ and it becomes a moot point. Brutes and Tankers Power order changes Punch moved to T1 (from T2) Jab moved to T2 (from T1) (Tanker) Hurl moved to T5 (from T8) (Brute) Hurl moved to T4 (from T8) Hand Clap moved to T8 (from T5 (Tanker)/T4 (Brute)) Powers Jab On a successful hit, applies a non-stacking 20% resist debuff on target for 4 seconds and non-stacking 10% defense (Tanker)/7.5% defense (Brute) to all on self for 4 seconds Now takes Defense Buff IOs This gives the power a unique niche where you willingly lower your own DPS to improve your survivability and weaken the enemy for your team. Hurl When activated within 7 feet of the target, it becomes a targeted AoE with the following stats: 8-foot radius Scale 1.327 damage 16s recharge 15.184 end cost 50% chance of .67 magnitude knock 5 target maximum (10 on Tankers) Unchanged when used on a target farther than 7 feet away Now accepts both Ranged Damage IOs and PBAoE damage IOs This shores up Super Strength's early AoE potential Foot Stomp Tankers only: Radius reduced to 12 feet. Now benefits from Gauntlet's AoE size increase Foot Stomp gets a 5-foot bonus to its radius with no corresponding change to end cost, recharge, or damage. This bonus is moot on Tankers, who get a 5-foot bonus to radius to every 10-foot AoE anyway thanks to their inherent. This change lets Tankers still get some benefit from that bonus. Rage Damage buff reduced to 40% Now adds a Smashing damage proc equal to 40% of the base damage to all powers that take damage enhancements The damage buff stacks, the damage proc does not This curtails Rage's bonuses at high recharge while leaving lower-recharge builds at roughly the same performance No change to the crash, because other changes give you the tools to mitigate it if you need to; the Smashing damage proc is unaffected by the damage debuff, and Jab can help mitigate the defense debuff. Proliferation to Scrappers and Stalkers Power Order Scrapper: Jab Punch Haymaker Might Hurl Confront Knockout Blow Hand Clap Foot Stomp Stalker: Jab Punch Haymaker Assassin's Strike Build Up Placate Hurl Knockout Blow Foot Stomp Powers Jab Damage scale 0.68 -> 0.84 Recharge 2s -> 3s End Cost 3.536 -> 4.368 Does not have the -Resistance or +Defense effects Punch Damage scale 1 -> 1.32 Recharge 4s -> 6s End Cost 5.2 -> 6.864 Haymaker Damage scale 1.64 -> 1.96 Recharge 8s -> 10s End Cost 8.528 -> 10.192 Might A new power to replace Rage for Scrappers 50% damage buff for 10s 30% damage buff for 20s 20% ToHit buff for 40s 135s Recharge Knockout Blow Criticals for only 35% more damage +1 Mag to the Hold effect on critical 15% chance to critical all targets (Scrappers only, Stalkers have their normal scaling critical chance on teams) Stalkers only All attacks give a stacking ToHit Buff on self with a successful ToHit roll. The strength and duration of the ToHit buff is determined by the cast time and recharge of the attack, similar to Blaster Defiance buffs. Just wanted to get these ideas I've had kicking around in my head out there. By the law of "You Said Rage," this is now a Rage thread. So go on, have at it!
  5. I am reviving all of my old heroes from Live and up next is my main tank. I kept none of my notes and builds from Live so please help critique this build as I start my planning. Dull Pain is perma. Haste is just two seconds shy. Attack Chain would go KB>Jab>Haymaker>Jab>Foot stomp>Haymaker Recharge was obviously a priority, but after that I kind of lost focus. I just grabbed a little defense, a little res, and a little regen. I took Unrelenting as a chaser for Rage to minimize the DPS crash. Let me know if this is a dumb idea. After the core build was done I had three extra slots open and it seemed like a waste to spend them on Tough/Weave. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Desimus: Level 50 Mutation Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Leaping Power Pool: Speed Power Pool: Presence Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Temp Invulnerability (A) Impervious Skin - Resistance/Endurance (5) Impervious Skin - Resistance/Recharge (5) Impervious Skin - Resistance/Endurance/Recharge (9) Impervious Skin - Endurance/Recharge (37) Impervious Skin - Status Resistance (40) Resist Damage IO Level 1: Jab (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (3) Superior Blistering Cold - Accuracy/Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Recharge (27) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (29) Superior Blistering Cold - Recharge/Chance for Hold Level 2: Resist Physical Damage (A) Steadfast Protection - Resistance/+Def 3% (42) Gladiator's Armor - TP Protection +3% Def (All) (43) Aegis - Psionic/Status Resistance Level 4: Haymaker (A) Superior Might of the Tanker - Recharge/Chance for +Res(All) (7) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (7) Superior Might of the Tanker - Damage/Endurance/Recharge (11) Superior Might of the Tanker - Accuracy/Damage/Recharge (15) Superior Might of the Tanker - Damage/Recharge (15) Superior Might of the Tanker - Accuracy/Damage Level 6: Resist Elements (A) Impervious Skin - Resistance/Endurance (42) Impervious Skin - Resistance/Recharge (43) Impervious Skin - Endurance/Recharge (43) Impervious Skin - Resistance/Endurance/Recharge (45) Impervious Skin - Status Resistance Level 8: Unyielding (A) Impervious Skin - Resistance/Endurance (11) Impervious Skin - Resistance/Recharge (13) Impervious Skin - Endurance/Recharge (13) Impervious Skin - Resistance/Endurance/Recharge (42) Impervious Skin - Status Resistance Level 10: Super Jump (A) Jumping IO Level 12: Resist Energies (A) Unbreakable Guard - Resistance (45) Unbreakable Guard - Resistance/Endurance (45) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 14: Taunt (A) Perfect Zinger - Chance for Psi Damage (33) Perfect Zinger - Taunt/Recharge (33) Perfect Zinger - Taunt/Recharge/Range (33) Perfect Zinger - Taunt Level 16: Dull Pain (A) Panacea - Heal/Endurance (17) Panacea - Endurance/Recharge (17) Panacea - Hea/Recharge (46) Panacea - Heal/Endurance/Recharge (46) Panacea - Heal Level 18: Hasten (A) Recharge Reduction IO (19) Recharge Reduction IO (19) Recharge Reduction IO Level 20: Knockout Blow (A) Superior Gauntleted Fist - Accuracy/Damage (21) Superior Gauntleted Fist - Damage/RechargeTime (21) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (25) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (25) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (27) Superior Gauntleted Fist - RechargeTime/+Absorb Level 22: Invincibility (A) Luck of the Gambler - Recharge Speed (23) Red Fortune - Defense/Endurance (23) Red Fortune - Defense/Endurance/Recharge (34) Red Fortune - Defense (34) Red Fortune - Defense/Recharge (34) Red Fortune - Endurance Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Tough Hide (A) Luck of the Gambler - Recharge Speed (36) Red Fortune - Defense/Endurance (36) Red Fortune - Defense (36) Red Fortune - Defense/Recharge (37) Red Fortune - Defense/Endurance/Recharge (37) Red Fortune - Endurance Level 28: Rage (A) Rectified Reticle - To Hit Buff (29) Rectified Reticle - To Hit Buff/Recharge Level 30: Provoke (A) Empty Level 32: Unstoppable (A) Recharge Reduction IO Level 35: Intimidate (A) Accuracy IO Level 38: Foot Stomp (A) Obliteration - Damage (39) Obliteration - Accuracy/Recharge (39) Obliteration - Damage/Recharge (39) Obliteration - Accuracy/Damage/Recharge (40) Obliteration - Accuracy/Damage/Endurance/Recharge (40) Obliteration - Chance for Smashing Damage Level 41: Unrelenting (A) Recharge Reduction IO (46) Recharge Reduction IO Level 44: Conserve Power (A) Recharge Reduction IO Level 47: Laser Beam Eyes (A) Apocalypse - Damage (48) Apocalypse - Damage/Recharge (48) Apocalypse - Accuracy/Damage/Recharge (48) Apocalypse - Accuracy/Recharge (50) Apocalypse - Damage/Endurance (50) Apocalypse - Chance of Damage(Negative) Level 49: Physical Perfection (A) Healing IO (50) Healing 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) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (31) Miracle - +Recovery (31) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Efficacy Adaptor - EndMod/Endurance (31) Performance Shifter - Chance for +End Level 50: Agility Radial Paragon Level 50: Melee Radial Embodiment ------------ http://www.cohplanner.com/mids/download.php?uc=1478&c=690&a=1380&f=HEX&dc=78DA65944B6F12511886CF9441CA147A115B5AAE2D50291406A875EDC256A32949931AB764D4239D880361066397265E575A2F71A18971EBC23FD07FE1AD177F839785262655F1EB7C6FDA4626C07378CFF9EE3353BDB910787BF6D629A1044E370CDBAE5D30AC6BB2DD5FED388663362D41976F41DAE6F58EEDA37582F76B0BF2AAB46CA99FB36E741A966C1B97CC86E9AC45B15D950D29F5954E8BD62B4E5B5A75675504969BCD86BE248D9669D535F7CF4A4BCA2B23EEB26A5866ABD370A3065DE58C595F75E86868B1655ED617294A7DAD56356C47B6D7C629972C7DDFFBE947D9CBB2EB1513B488AB428D8031667F94998933B3053A5E51454113B8C8F691EA6A7DEBE06366FF1366E42933F68CF98EE22A1CB74F09B3DFDC9CC7DDCB9F545CEAE4DF83DC3C9F79EFC80EB8CDD4B698839BE027E647F2EF655BD58BBA72A82B8F7AF2A8AF80BA3672342BD8F860A3C126009B006C72B009D350FDDC03E19FE1BE6C923080DA067E703E859FE02F66896A0BB29D2768F7B9DA64136C8116F303F91BE2B3EA508CED87E36082594C8293CC14E535821C466639AFA3FFB1423984D0DFD06D9ECBB13BE05DE6F83DF03EE6F880B945398DBA03EC7A4747795E631A18644E0D8203E010F629B730C71561D86E93BF09E432012D0D7F69F849C34F06FE33F037477544DD9BB8AB445F50CF42749FBD644628561CF38977E9123B14290925894E44E9540A5A2AC2DA3C799DC6DD3DBDCB9338FE1BFC03FE6566BBA0E0EE3F24C319B6556610A308BEA223B388350BED35693A62E905F6552A823A586256CA6085F9866EA332774E2967305930A6EE3FA1F4D9AB3EA7EE3FEFDD7CCF6EB947A9F428277A94F91E65A9475956119614C555FCC362AF5B6E265FB4FDB781508A9CFB37EDD01BE2224F3A719E98254E719FBF1EB6C3D3F7FD40539475EE51E23973778C80EA375207EB7F128CE286
  6. Hello all, First, I'm glad to be playing CoH again. I missed it. I was a lurker/poster on the old boards, so I'm looking forward to doing so here. Now, I wanted to make an I26 WP/SS Tanker based on the old guide @Heraclea made (She's an African Amazonian I've named Heracleo). I figure to take my tank to 50 on Level 25 IOs, and then look to sets to make her better. I've sketched out a Level 50 build (I'm at 35 and climbing) that I'd like some advice on, since I've never made a Willpower build before. I'm finding that she's not as Tanky as even my Invulnerability tanks were on IOs, but I see the potential of being able to survive a ton with max S/L Res, high Psi Res, and enough Defense and Regen to really shine. Please let me know if I'm missing anything obvious in this build. I'm looking to build for Defense, but don't want to go overboard if it hurts me somewhere else (And Heraclea, if you're still running your WP/SS Tank, I'd love some build advice). http://www.cohplanner.com/mids/download.php?uc=1470&c=697&a=1394&f=HEX&dc=78DA6594D972124114867B9841C200214816B24158621208032478AB17262E9510512CBD4C4D251DA01C018749692E7D05BD88DB854FE053B92F89CB03E061FE638A0A53055FCFE9F9CFE9FE4FCF549E6E04DFDF78765528C16B96D9EDEEDE335B0FA5EDDB319D43DBB4045D2337A56DEE59B2EDA39B18E67737E4816C75A5F1A069599DF61369CFF244455A521AB5C30E8D6B8E2D5B75A711B9D56A481A3AC6FF815E6DB72DA3D691723FE00EAF5BCD7AC30961DC1F365BF5B07BB72DCD7D69771BCD4E74B3D3DC33365BD2AE1FED56CCAE23EDA318AD69917E1FFCF4A7F497DBD3C4140DE635E129A942948865502B30D7C0555DF0D553459590D2C4C81DE65D50AF811F29BFC2F99538F25F4810978849504F81C134F889342A348A7A5F716B06AF40FB99E6BC9853BD2758CFE829F30F38F617FC42CFFA14B5FFACD7B7853C63DBE0C50A73079CBC0DC6AA608A9AE6C71E157F8E50F28B18F32B4D04B0064FE0B9879AAB899917CC633040FA10F42294166E4E837C0B23A685D9B734FB9666DF32EC5B69069A6F542BC2B5223AD6960C3147C112E58D22AF37CA79C739EF38E79DE4BCF147D0644DF8A9D03A27B89713AC5D656D9EB579D6AAF4EC14F7722AABB8FB5CC831F34C034C16C0EFB4FE69F6617A017B5AA3F5CEBA87A2E799654FE7CE51A35AF3DCE779EE739CFB1CFF0D66B8DF3FA846823D4A14B1BF7C99BDB90CAE53CD149EF1A68E857BCED22FC1CC2B70E935B8F286F9162CEB7857FADAC50EF670E931D36676C1258779285C7FF3A45DE69E2FB3BF2BEC6F96FDCD9EEB79813439683C3949E7294A3D3960D6C108F963B03F069F8B029F8B029F8B42187C473615B907C5246ACC6967EFB010FDBAD4AB15EDEC5BD0CB0ECEF7E812C5A1486928B23E14290F45B607237954AE6A5C98624A0631FF187D0510EBFDD4CFBE22424963FE7430C69A93C1D83262BF0663FC76FE03741CCD86 Also, I'm reading that Homecoming fixed Rage so that the defense debuff is now unavoidable. Double Stacked Rage was the go-to on my old Brute. Is Double Stacked Rage viable anymore? How are you mitigating this issue? Thanks in advance.
  7. 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 ------------
  8. Mitchman

    SS/SD vs Elec/SD

    I have a Elec/SD toon right now that i love for general content, but i cant help but think SS/SD would be super fun. Anyone have any opinions on which is stronger and why?!?
  9. Hey all, Reached out to the community before and was answered with great advice and help. So going to give it a shot again! On live, and a great deal on Homecoming, I pretty much stayed with Electric Armor for majority of my melee characters. Amazing set. But I am kind of getting burnt out on it. Then I branched over to Rad Armor. Again, love that set, and honestly I would have to say it is now my new favourite hands down. I reached out awhile back and got some absolutely stellar feedback on my Fire/Rad Brute build (thank you again @Frostweaver, @Darkir and @Hyperstrike) fully leveled and incarnated him up and he is a dream. Damn near unstoppable. How can you A) really go wrong ever with Fire? and B) Radiation Armor is incredible...holy shit, the icing on the cake is an actual decent and useful T9! Alright sorry I am going way off topic now....................seriously if u haven't tried Fire/Rad (the sentinel version is amazing too...k done) My next project has been two power sets I have almost never used on live or Homecoming. Dark Armor (especially) and Super Strength. Ya I know, what the hell. Its taken me awhile lol. Dark Armor - I hear and read a lot of really great things about this set. That it is the most rounded set. It can become super tanky (even on a brute). That it is a late bloomer (extreme endurance issues). Etc etc. I have actually seen quite a few posts in the tank section about it. Not so much here in the brute section though? Why is that? I must be missing something? Super Strength - Footstomp, Knockout Blow, and endless Rage (my builds on Beta). The set does not disappoint lol... I present you the build I have made, tested and currently altering and changing to try and make it better (on Beta). I only test on +4/x8 with anything I try or build. I think many would disagree with this. And although I may die every time with some builds I probably messed up, I still feel like I push them to the absolute extreme to really get a good vibe on how strong they play. Btw, one last plug for the Fire/Rad - it crushed everything, all enemy types and a good portion of solo'able AV's with ease. Some enemy groups just took longer then others (carnies...) to defeat. I am finding with my Dark build my health is REALLY yoyo'ing. I can stay up, but damn do I need to really really hit that heal as soon as its up. Footstomps constantly, endless Rage, Tons of damage (I like that dark has the damage aura), but just mediocre in the survive-ability department. Surprisingly enough even with my not so amazing building skills, no major issues with Endurance. So I am reaching out again, to find out if anyone can suggest some good changes, or suggestions. Maybe some insight into Dark Armor a bit. Should I just roll Super Strength with another more powerful armor and stop dreaming that Dark is going to perform better? Literally any suggestions and criticisms are always welcome. Thank you all in advance 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! Level 50 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Punch -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(7), SprUnrFur-Acc/Dmg(7), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(50) Level 1: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-EndRdx/Rchg(5) Level 2: Death Shroud -- Arm-Dam%(A), Arm-Dmg/Rchg(15), Arm-Acc/Dmg/Rchg(15), Arm-Dmg/EndRdx(17), Arm-Dmg(17) Level 4: Murky Cloud -- UnbGrd-Max HP%(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(21) Level 6: Haymaker -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(21), Hct-Dmg/EndRdx(23), Hct-Dmg/Rchg(23), Hct-Acc/Rchg(25) Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29) Level 10: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-EndRdx/Rchg(13), StdPrt-ResDam/Def+(50) Level 12: Boxing -- Empty(A) Level 14: Tough -- TtnCtn-ResDam(A), TtnCtn-EndRdx(29), TtnCtn-ResDam/EndRdx(31), TtnCtn-ResDam/EndRdx/Rchg(31) Level 16: Dark Regeneration -- Prv-Absorb%(A), Prv-Heal(31), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34) Level 18: Rage -- RechRdx-I(A) Level 20: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-EndRdx/Rchg(34) Level 22: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-EndRdx/Rchg(36) Level 24: Kick -- Empty(A) Level 26: Cross Punch -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(40), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42) Level 28: Cloak of Fear -- CldSns-%Dam(A), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48), CldSns-ToHitDeb(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), Rct-ResDam%(46) Level 32: Foot Stomp -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(37), SprBrtFur-Acc/Dmg(37), SprBrtFur-Dmg/Rchg(39), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Dmg/EndRdx/Rchg(39) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 38: Soul Tentacles -- Rgn-Knock%(A), Rgn-Dmg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46) Level 41: Dark Obliteration -- Ann-ResDeb%(A), Ann-Acc/Dmg(42), Ann-Acc/Dmg/Rchg(43), Ann-Acc/Dmg/EndRdx(43), Ann-Acc/Dmg/EndRdx/Rchg(43) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 47: Taunt -- PrfZng-Dam%(A) Level 49: Super Jump -- BlsoftheZ-ResKB(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+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(42) ------------
  10. Hello fellow heroes! I'm returning from sunset with my first lvl 50 in homecoming. I am going for a theme that requires Flight as a travel power and using the power Laser Beam Eyes. l'd also prefer to not use stealth, as it'll effect appearance. But if i have to then I have to. All other options are on the table. The goal is to main this character only all the way through all the end game content. Soft def cap, high to-hit, end stable, etc. I will get into incarnates, but I don't have any of those powers yet. I found this build some where on the forums (so credit to whoever it is due to, but sorry i lost track). It is VERY close, but it doesn't use laser beam eyes. If it is possible to fix, then it would seem i don't have the IO set knowledge to do so. Thanx in advance! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! AdmiralNorman: Level 50 Natural Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Concealment Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(5), ImpArm-ResPsi(7) Level 1: Jab -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9), Acc-I(11) Level 2: Punch -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Acc/Dmg(13), SprGntFis-Dmg/Rchg(13), SprGntFis-Dmg/EndRdx/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15) Level 4: Haymaker -- SprMghoft-Dmg/Rchg(A), SprMghoft-Rchg/Res%(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(25), SprMghoft-Acc/Dmg(25), SprMghoft-Acc/Dmg/Rchg(27), SprMghoft-Dmg/EndRdx/Rchg(27) Level 6: Fly -- WntGif-ResSlow(A) Level 8: Unyielding -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(29), RctArm-EndRdx(29), RctArm-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31), GldArm-3defTpProc(31) Level 10: Resist Physical Damage -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(33), ImpArm-ResPsi(33), ImpSki-Status(50) Level 12: Resist Energies -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(33), ImpArm-ResPsi(34) Level 14: Stealth -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(34) Level 16: Resist Elements -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(34), ImpArm-ResPsi(36) Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(36) Level 20: Knockout Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37) Level 22: Dull Pain -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(39), Prv-Heal(39), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40) Level 24: Taunt -- PrfZng-Dam%(A) Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(40) Level 28: Rage -- AdjTrg-Rchg(A), AdjTrg-ToHit(42), AdjTrg-ToHit/Rchg(42), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 32: Maneuvers -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(43), Rct-Def(45), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(46) Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(50) Level 38: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/EndRdx(46), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg(48) Level 41: Physical Perfection -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(50) Level 44: Assault -- EndRdx-I(A) Level 47: Hover -- LucoftheG-Rchg+(A) Level 49: Afterburner -- LucoftheG-Rchg+(A) Level 1: Brawl -- Acc-I(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- EndRdx-I(A) Level 1: Prestige Power Slide -- EndRdx-I(A) Level 1: Prestige Power Quick -- EndRdx-I(A) Level 1: Prestige Power Rush -- EndRdx-I(A) Level 1: Prestige Power Surge -- EndRdx-I(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- RgnTss-Regen+(A), Pnc-Heal/+End(17), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(19), NmnCnv-Heal(19), Mrc-Heal(21) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(21), PrfShf-End%(23) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon Level 50: Mighty Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Assault Radial Embodiment ------------
  11. 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 ------------
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