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I'll put the Beta one on live as 801.9 ... soon(tm).  801 has evolved a lot since pre-shutdown.  The ones on test are pre-shutdown versions.

 

801.2 (live) is my current armor standard.  You should be able to solo it +4x8 and complete it in less than 2 hours. 

My Empath and Blaster can both do that with insanely extreme difficulty.  (once and only once with the empath and blaster, all other runs are +1x8 and that is probably a more fair rating for them.)

 

Re Beta: Ah, those are really old ones I pulled as "unplayable" 😜.  Those are the very old ones from pre-shutdown, that eventually 'devolved' into what is 801 on live here.

The only thing I have that can handle what we'll call 801.9 is Lucy SD/RadM.  She managed 25m to 30m one day when seriously challenged by someone else.  That challenge gave me the motivation to work my ass off and survive, including phasing as needed when I got debuffed too deeply.   It's not pretty, and I'm really not sure how well it's designed, it honestly was a mistake, but since it was difficult I kept it and used it to poke holes in armor.  The newer 801s are a much better design, but also much easier as I aimed for 801.2 to be soloable +0x0 on SOs by a defender or controller (piloted by me), but still challenging to as many builds as possible solo +4x8.  Obviously there are upper limits when you also impose the lower limit of +0x0 on SOs. 

 

801.3 (live) and up break the lower limit rule.   801.5 (live) and 801.F (live) should be survivable by any tank armor set except Regen.  Kiski (Time/Fire) can generally surivive +4x8 about 15 minutes, but eventually she blinks.   801.5 kills 95% of tanks that join me on runs, but at the same time I've had at least one of every armor type do an excellent job of team-tank (with the exception of regen), and All my tanks handle it fine.  I warn each group ... even then, 1 in 8 people rage-quit, and the tanks are the worst for rage-quitting, despite all the warnings.  I've had teams go through 4 tanks, and had to beg friends to join mid-mission just so we can finish because all 4 tanks rage-quit and I wasn't currently on something that could do the "team-tank" job (there are 4 tanks, why can't I play squishie today?!?).  People just don't believe it might be a challenge, and when it is, they meltdown.

 

801.f (live) is both harder and easier than 801.5, hence the different designation.  If you are careful it can be easier as you can see everything coming.  If you are not careful aggro explodes and it's more difficult.  F is 6 so this is another way of saying 801.6 since it's a completely different design and doesn't play the same as the others.

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE. 

801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard, ..., 801.5 Hard, ..., 801.8 Extreme, ..., 801.A Epic, ... 801.F Death.

Angel Hornet (link)   -   Solo 2-Star ASF (link)   -   Solo 2-Star ITF (link)

I may be AFK IRL, But CoH is my Forever Home.

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I've finally gotten around to working on a final (maybe) build for my main, Pep Rally, that I've been running with the level-up build since she hit lvl 50 last December. I never went for any of the expensive sets because all her money went to funding IOs for all my alts, but NO MORE!

 

I already have most of the IOs, except for the special winter ones which I'll probably get through reward merits.

 

I wanted to get some Slow, and ToHit debuff resists, so that's why I went for the Winter sets, and sacrificed Conserve Energy for Focused Accuracy even with Rage.

 

Here's what I came up with:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResPsi(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(50)
Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx(33)
Level 2: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(3), DctWnd-Heal/Rchg(3), DctWnd-Heal/EndRdx/Rchg(5), DctWnd-Heal(5), DctWnd-Rchg(7)
Level 4: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(43)
Level 6: Combat Jumping -- Rct-ResDam%(A)
Level 8: Unyielding -- ImpArm-ResPsi(A), UnbGrd-ResDam(13), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(34), UnbGrd-ResDam/EndRdx/Rchg(48)
Level 10: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rchg/Rng(48)
Level 12: Jump Kick -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(31), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Acc/Dmg(45)
Level 14: Spring Attack -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Rchg/KDProc(15), Erd-Acc/Dmg/EndRdx/Rchg(21), Erd-Acc/Dmg/Rchg(23), Erd-Dmg/Rchg(23)
Level 16: Hand Clap -- SuddAcc--KB/+KD(A), PrfZng-Dam%(17), Stp-Acc/Stun/Rchg(17), Stp-Acc/Rchg(19), PrfZng-Acc/Rchg(45)
Level 18: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-Def/Rchg(31), ShlWal-ResDam/Re TP(45)
Level 20: Knockout Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(25), SprMghoft-Acc/Dmg/Rchg(25), SprMghoft-Dmg/EndRdx/Rchg(27), SprMghoft-Acc/Dmg/EndRdx/Rchg(27), SprMghoft-Rchg/Res%(29)
Level 22: Super Jump -- WntGif-ResSlow(A)
Level 24: Resist Physical Damage -- ImpArm-ResPsi(A), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(50)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(48)
Level 28: Rage -- AdjTrg-ToHit/Rchg(A), AdjTrg-Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(34)
Level 30: Resist Elements -- ImpArm-ResPsi(A)
Level 32: Resist Energies -- ImpArm-ResPsi(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam(37), UnbGrd-Rchg/ResDam(43)
Level 35: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Dmg/Rchg(46)
Level 38: Foot Stomp -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(39), Erd-Acc/Dmg/Rchg(40), Erd-Dmg/Rchg(40)
Level 41: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(43), AdjTrg-ToHit(50)
Level 44: Physical Perfection -- Mrc-Rcvry+(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Unstoppable -- Ags-Psi/Status(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 -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(46)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
Level 50: Melee Radial Embodiment
------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|1B83021A4C0A56D6C1EB52D4656C638EF1C770AA81BC5E11FE0BF706270E9525112|
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|5B45EEC9CE6C938B922364373AFA9EAF9D4547DFF2B50EECDBD9D7A4DCE1E9EC822|
|17B56458EC9BC75386F3D9DB7FECFD78093AAE2546BF48B0B08F3A1CCFC03194A5F|
|1C|
|-------------------------------------------------------------------|

 

 

This is what I get maxed out with 10 in Invinc, the Tanker ATO +Resist proc, Cardiac Core, and Melee Core

 

 

 Pepstats.png.23f2d322099c20dfd2fc09f0210cade3.png
------------

 

 

 

 

 

 

PepStats2.png

 

 

 

Hmmm, I've never posted builds on this forum before, what's the best export settings to use in Mids?

 

 

Edit: OOPS, I guess I only had Melee Core set to 0 enemies!! Toxic resist finally caps with 7 enemies in range, and Psi with only 1.

 

 

 

Thanks,

-Pep

 

Edited by Pep Rally
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20 minutes ago, Papaschtroumpf said:

Can you post the "blob" for easy import in. Miss or does the text above suffice?

Looks intriguing but  I like to look at builds in Miss, turn stuff on and off, etc...

I'm also interested in the "misc buffs" section such as Recharge and Accuracy

 

Ok, I think I fixed my previous post.

 

Another reason I took Focused Accuracy this time is for the +Perception. I don't like being blinded.

Pepstats3.png

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5 hours ago, Pep Rally said:

*SNIP!*

 


The only problem I really see is Spring Attack.
It's a neat-looking power.  And it's more AoE.
But the recharge on the power is ABSOLUTELY INSANE for the power choice and slot investment.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Yeah not a fan of spring attack myself, but if it works for you...

I'm still a fan of +Rchg,  it seems the be the best way to increase damage (double rage, footstomp more often...). In the screenshot above your Haste didnt show the use of Hasten but you did take it

 

I originally had dismissed Hurl as a so-so power but then I needed to rely on an Epic pool to provide a ranged AoE to slot Winter's Bite when I had one there right under my nose, so just for that thanks for posting.

 

 

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Yeah, I do wish Spring Attack either did more damage, or had a shorter recharge, but it's a fun power, adds to Pep's theme, and does come in handy to reposition myself if I'm blocked by teammates/mobs, or hit with a -jump.  Also, I think I'll lose the 60% slow resists from Superior Winter Sets when I exemplar, so it's nice to TP out of slow patches.

 

 

I use Hasten only situationally, for big fights, AVs, etc. I never find myself wanting for an attack to fire. I'm also not a fan of having double the Rage crashes.

 

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11 hours ago, Pep Rally said:

Yeah, I do wish Spring Attack either did more damage, or had a shorter recharge, but it's a fun power, adds to Pep's theme, and does come in handy to reposition myself if I'm blocked by teammates/mobs, or hit with a -jump.  Also, I think I'll lose the 60% slow resists from Superior Winter Sets when I exemplar, so it's nice to TP out of slow patches.

 

 

I use Hasten only situationally, for big fights, AVs, etc. I never find myself wanting for an attack to fire. I'm also not a fan of having double the Rage crashes.

 

 

That and I have a problem with the teleport mechanic.
It's way too dependent on the camera position.  So, trying to go down stairwells and things like Oranbega play merry hell.
Yes, the macro-bind for Teleport To Target helps.  But it's still not perfect.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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