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Mot the Hard Way


Werner

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Today I finally completed an 8-year project in City of Heroes - to solo all of the Mot arcs on +4x8 using Scrapper Challenge rules - no inspirations, no temporary powers, no disengaging the enemy, no deaths. My Katana/Dark Scrapper in the old game was tough enough to complete the first five of six arcs that way, but was not tough enough to get through the final arc, dying not even halfway through. So back then I'd leveled up a Katana/Dark Brute to take a stab at the final arc, but hadn't finished his build by the time the servers shut down. I realize that's a strange and petty thing to have as one of your life's regrets, but it was, and it makes me unreasonably happy to finally finish the job I started so many years ago.

 

I realize it would have been easier on a Tanker. Perhaps even easy. But somehow that felt like a step too far, where a Brute did not.

 

I realize this is the Scrapper forum, but the Scrapper forum was always my home, and five of the six arcs were completed on my old Scrapper, so I just... I wanted to post it here.

 

I was still missing my tier 4 Cardiac, and struggled for endurance on a couple occasions when being attacked by more than one Ancient of Storms. I didn't expect to complete the arc, honestly. I was just taking what I figured would be the first of several practice runs. That actually made it harder, because I treated most of the missions as kill alls for practice, despite having invisibility to stealth to objectives. On the final mission I may have done more than a kill all - I killed most on the outdoor map, but apparently a couple minions got trapped in geometry, as with the upper terrace clear and thoroughly searched, I was still missing two of the Ravagers. So I had to restart that mission. I only killed what I had to on the second pass, but I'm pretty sure it was more than I'd left alive on the first pass.

 

 AlexeiMot6.thumb.JPG.efd034ce8b4c00a3eaf0e86fc6dc89ca.JPG

 

Build below.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Alexei: Level 50 Magic Brute
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Gambler's Cut -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7)
Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Max HP%(9), UnbGrd-Rchg/ResDam(9), StdPrt-ResKB(11), StdPrt-ResDam/Def+(11)
Level 2: Death Shroud -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(13), SprAvl-Acc/Dmg/Rchg(15), SprAvl-Acc/Dmg/EndRdx/Rchg(15), SprAvl-Rchg/KDProc(17)
Level 4: Murky Cloud -- Ags-ResDam(A), Ags-ResDam/EndRdx(19), Ags-ResDam/Rchg(21)
Level 6: Combat Jumping -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def(21), ShlWal-Def/EndRdx(23), ShlWal-ResDam/Re TP(23), Ksm-ToHit+(25), LucoftheG-Def/Rchg+(25)
Level 8: Divine Avalanche -- ShlWal-Def(A), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(27), ShlWal-Def/EndRdx/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31)
Level 10: Obsidian Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-Psi/Status(31)
Level 12: Super Jump -- BlsoftheZ-ResKB(A)
Level 14: Boxing -- Empty(A)
Level 16: Dark Regeneration -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(34), ThfofEss-+End%(34)
Level 18: The Lotus Drops -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(34), SprBrtFur-Acc/Dmg/Rchg(36), Erd-Acc/Dmg/EndRdx/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Dmg/Rchg(37)
Level 20: Cloak of Darkness -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(37), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(39), Rct-ResDam%(39), LucoftheG-Def/Rchg+(39)
Level 22: Tough -- GldArm-3defTpProc(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 26: Soaring Dragon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(42)
Level 28: Weave -- ShlWal-Def(A), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(43), ShlWal-Def/EndRdx(43), LucoftheG-Def/Rchg+(45), Krm-ResKB(50)
Level 30: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(45), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def/Rchg(46), LucoftheG-Def/Rchg+(46)
Level 32: Golden Dragonfly -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Rech/Fury(48), SprBrtFur-Dmg/EndRdx/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(48), Erd-Acc/Dmg/Rchg(50), Erd-Dmg/Rchg(50)
Level 35: Oppressive Gloom -- HO:Endo(A)
Level 38: Soul Transfer -- AbsAmz-Stun(A)
Level 41: Tactics -- HO:Cyto(A)
Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 47: Superior Conditioning -- PrfShf-End%(A)
Level 49: Physical Perfection -- PrfShf-End%(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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Prv-Absorb%(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
Level 50: Melee Core Embodiment 
Level 50: Cardiac Core Paragon 
Level 50: Barrier Core Epiphany 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 50: Reactive Core Flawless Interface 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Congratulations! I can't say I've played those arcs personally (I had stopped playing before shutdown), so I don't have any first hand experience with it... but given the kind of crazy hijinks you fought through and to have bested you in the past, I can extrapolate pretty far. How many attempts did it take?

 

Also, now that you've completed your goal, what's the next goal on the horizon?

 

1 hour ago, Werner said:

So back then I'd leveled up a Katana/Dark Brute to take a stab at the final arc

I see what you did there, sir. :classic_wink:

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2 hours ago, Sarrate said:

...given the kind of crazy hijinks you fought through and to have bested you in the past, I can extrapolate pretty far. How many attempts did it take?

It only took one attempt. (edit: one attempt at the final arc, but I probably averaged several attempts each on the others? It's been too long and I can't remember.) I'm honestly not sure how hard or easy it is, and it's different from most Scrapper challenges, which tend to be single fights, or maybe a handful of fights. I didn't count, but this was maybe a hundred? Two hundred? Most fights were a cakewalk with my build. They had to be, after all, or surviving one or two hundred of them in a row would be impossible. But a number of the fights were quite difficult. The most difficult enemies for my build are Banished Pantheon, particularly if they can combine the right debuffers into a single group - defense, to-hit, and endurance drain. My build has significantly more endurance recovery than typically needed, plus almost 70% resistance to endurance drains, but I still found myself worried in several fights that I was going to zero out and detoggle. Tier 4 cardiac will help in that regard, I'm unclear how much. I have no resistance to defense debuffs, and those can get incredibly ugly, huge negative defense numbers. To get through those I used Barrier and Melee, leaning heavily into resistance and Dark Regeneration. But the resistance buffs eventually run out, and that's where to-hit debuffs come into play. I'm mostly single target, and if I can't hit them, I could run out of resistance before I'm out of the defense debuffs.

 

It's possible some other primary/secondary would do better. Super Reflexes, for instance, can easily remain incarnate soft-capped under the debuffs that utterly destroyed my normally-great defense. But SR has no heal, lower resistance, and no protection from endurance drains, so maybe not. Anyway, there's probably an enemy somewhere in all those arcs that will be everyone's kryptonite, but maybe I'm wrong. I didn't pick a primary/secondary specifically for the challenge, I ran what had been my favorite combination from the old game.

 

OK, that was much more than you asked.

2 hours ago, Sarrate said:

now that you've completed your goal, what's the next goal on the horizon?

Next goal? I don't know. Retirement? LOL. I've not really been doing challenges in the current game, just casually playing with friends. OK, we run at +4x8 all the time, and several of us have top end builds, but we don't sweat it if we die, we chug inspirations, we don't care. We're just out there laughing and having fun. Have I even soloed an AV? Yeah, OK, I remember doing so on a different character. I was curious one day, so I took a few down, and ran scared from a few others after it was clear there was no way. But that was on my farmer. Well, my general purpose AoE damage build. 

Edited by Werner
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1 hour ago, Jaxman100 said:

What do you think made the biggest difference for the success of the Brute, the increase in the base stats? 

The 90% vs. 75% cap on damage resistance, hands down. My traditional kryptonite has been defense debuffs. My solution is Barrier, then Melee once that starts dropping if I'm still defense debuffed. Either will cap most of my resistances, though I only monitor energy resistance. But when you're sitting at -50% defense, even 75% resistance plus a full heal every 10 or 15 seconds are going to have a very hard time keeping you alive. 90% allows for a slower reaction time, allows for being animation locked into a long attack, and gives Dark Regeneration a much better chance of being recharged by the time you need it again. In the run, I don't remember there ever being a time when I needed Dark Regeneration and it wasn't recharged. Well, sometimes I was down to maybe 20% health and getting pretty scared, but it always popped back up before I died.

 

(Edit: On a Katana/Dark Scrapper, maybe Ageless would do a better job than Barrier. I'm fairly confident it's better than Barrier for maintaining some defense, and Dark Armor is getting close to Scrapper resistance caps already. Ageless would also most likely solve any remaining problems with endurance drains. I'm guessing Barrier is better on a Brute, though, and then handle endurance drains a different way.)

Edited by Werner
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15 hours ago, Sarrate said:

what's the next goal on the horizon?

Thinking further... not a goal, but next steps. First, get my tier 4 cardiac. I think I'm missing a single uncommon, so that'll be done momentarily. Try soloing Task Force Commander to see how well the build copes with being exemplared. Probably not that well and I'll end up calling for help, but the attempts will be educational, and I'd like the extra hit points. Solo a pylon to check my DPS. If I have the DPS, find that map in AE that had a whole bunch of AVs outdoors with with Praetorian Clockwork and see how well I can Scrapper Challenge those AVs. Solo an ITF? I've probably run two or three ITFs in my life, so I can imagine that going poorly, but I'm curious since I know some people can do it. The intent isn't so much to rack up accomplishments as to expose my build's weaknesses so I knew what to do to make it better. I already have some ideas based on my very limited experience with the almost-complete build. I've had a few issues with to-hit debuffs or enemy defense buffs, so Build Up and/or Focused Accuracy would be nice to use situationally. I could drop Soul Transfer to make room. I took it because it's fun to get right back up and keep going rather than come back from the hospital. But if I'm not dying, that's not much of an issue, and it's an incentive to try harder to not die. Right now I'm sometimes like, "Eh, whatever. If I die I can be Vengeance bait, then Soul Transfer." Maybe Assault for the Taunt and Placate resistance, but it's not that great. Maybe pick up more recharge debuff resistance. It's all trade offs, though. Anyway, see what can kill me, and see if I can address it without letting something else kill me.

 

Not survivability, but in quality of life terms, maybe add enough recharge to run Golden Dragonfly -> Gambler's Cut -> Soaring Dragon -> Gambler's cut gapless in normal content. I'm melee/smashing/lethal soft capped without Divine Avalanche, so relegating it to being entirely situational would be nice, particularly with it being slotted for defense over damage. On the other hand, it might take giving up that defense or something equivalent to get the recharge, defeating the point.

Edited by Werner
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7 minutes ago, Six Six said:

...became real chummy with the med bay nurse. 😃

 

I'm sure we'll be chatting about her kids before all this is over. 😉 I'll pretend like I'm a sensible person and turn down the difficulty on TF Commander at that point. 

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haha! ya, can't shut her up when she gets started. XD

I'm not a masochist so I did them at +0 or +1, but x8. The only one I had trouble with was Manitcore's. The last one with Hopkins. Once you defeat him, and he takes forever, he wakes up joined by Lady Crey. Her mez really got to me, even with a tray of purples and a long bow heavy from Recluse's Victory. that was tough.

Now that I think about it, I'm sure there's a redside counterpart to TF commander. I'll look it up and maybe do another solo run. 😃

You, sir, are inspiring.

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7 minutes ago, Six Six said:

Now that I think about it, I'm sure there's a redside counterpart to TF commander. I'll look it up and maybe do another solo run. 😃

You, sir, are inspiring.

That's the spirit! 😄

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Mender Silos TF all hostages alive is a good goal.

 

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Some players make their characters all about them, if it doesn't help them, they don't want it, their build advice to you will ofcourse be about making your character the best thing that helps them too if they ever team with you, because it's always about them.

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8 minutes ago, Six Six said:

I'm not a masochist so I did them at +0 or +1, but x8.

You think Mot +4x8 Scrapper Challenge rules is masochism? Pffff. THIS is masochism, or at least an expression of pure, ornery stubbornness!

 

 

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20 hours ago, Werner said:

OK, that was much more than you asked.

It may be more than I asked, but still very interesting, nonetheless!

 

And you're quite right about it being a different kind of challenge (aside from others soloing TFs) and most fights have to be boring or probability will eventually roll against you. It's one reason I could never get into the various "Hardcore" modes in games (self imposed or otherwise). Losing all your progress because of one bad encounter? Yeesh. I salute those who do it, but I can't stomach it.

 

6 hours ago, Werner said:

I'd like the extra hit points.

@Werner, you just broke my mind. Attempting all these crazy difficult challenge and you haven't even gotten the +max hp accolade(s)? Geeze. 😛

 

Sounds like you'll be busy for a while. I'll be interested on hearing how your new builds fare.

 

(I'm never one to absolutely maximize a build down a certain axis. I normally get "good enough" while also making it well rounded. Not being able to exemplar without being a dud is almost always a non-starter for me. Back on Live I even tried to build with lvl30-33 IOs to keep set bonuses as long as possible without also gimping their enhancement value. Attuned IOs make things so much simpler.)

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40 minutes ago, Sarrate said:

@Werner, you just broke my mind. Attempting all these crazy difficult challenge and you haven't even gotten the +max hp accolade(s)? Geeze. 😛

 

I'm pretty sure that I was missing Task Force Commander for every challenge I ever did. I have it on one of my characters now that any size group can start one. I'll pick it up on Alexei soon. I just never wanted to join a random group of eight or ask for help to start one. I did have all the other accolade powers.

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22 hours ago, NEW DAWN said:

Mender Silos TF all hostages alive is a good goal.

 

I will have to check that out. And @Sir Myshkinsuggested that I try the "801" AE arcs, starting at the easiest, 801.1. I gather they were specifically designed to kill you very dead to test builds.

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15 hours ago, Werner said:

I'm pretty sure that I was missing Task Force Commander for every challenge I ever did. I have it on one of my characters now that any size group can start one. I'll pick it up on Alexei soon. I just never wanted to join a random group of eight or ask for help to start one. I did have all the other accolade powers.

Do it on red side. It's apparently not just soloable but fast. There's a guide on it in the Guides section.

 

I applaud your commitment. I just can't commit myself. I only just made a Martial arts/Bio Brute and rather enjoyed it. I was thinking of sticking to it and get all incarnates, and even got the accolades already, but I caught myself having spent the morning tinkering with an Elec Tanker and giggling at the row of immunities to all debuffs (except defense) and being at 90% to all resistances (except toxic. Yes, even psi is at 90%. On top to S/L and melee at 45% softcap).

Edited by Sovera
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I was just thinking about Soul Transfer, and how good a rez it's supposed to be, and how I wonder what it looks like, because... because... Holy S#&%, I haven't died since the respec! I'll have to do something about that! 😄 To be fair, that can't have been more than a couple weeks ago, and I've been speedrunning the first Mot arc on low difficulty for the incarnate salvage with occasional +4x8 play with friends, one of whom mostly plays his Tanker and takes his job seriously even when he's running around with two very hard to kill Brutes. We have to split up and run away from him if either of us is to have a challenge. 😉

 

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30 minutes ago, Sovera said:

Do it on red side. It's apparently not just soloable but fast. There's a guide on it in the Guides section.

I'll take a look!

30 minutes ago, Sovera said:

I caught myself having spent the morning tinkering with an Elec Tanker and giggling at the row of immunities to all debuffs (except defense) and being at 90% to all resistances (except toxic. Yes, even psi is at 90%. On top to S/L and melee at 45% softcap).

I've been eyeing /Elec. I've always preached and lived the gospel of defense. But cascading defense failure sucks. Super Reflexes is one answer. Going "all" resistance is another. So I'm curious.

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18 minutes ago, Werner said:

I'll take a look!

I've been eyeing /Elec. I've always preached and lived the gospel of defense. But cascading defense failure sucks. Super Reflexes is one answer. Going "all" resistance is another. So I'm curious.

Well, it still needs some tweaking, but it's maneuvering the Tanker ATO and the 20.4% total its unique gives once stacked three times, plus 5% of Barrier for 25.4% total.

 

HD only shows one stack when we slot it in, so we need to account for another 13.6% plus 5% from Barrier. So, if HD shows 90% we know it's a waste since there will be another 18.6% going over the cap. In practical testing while monitoring resists the proc goes off like a machine gun in a damage aura so Elec plays well with it and the stacks not just happen fast but stay up without micro managing.

 

That's to say it's on purpose that I've not slotted things like Tough or Charged Armor since S/L resists are already at 74.5%. 74.5% + 18.6% and it's already over the cap. I did not try to lower Energy since it is tied with Negative so let it overcap if it must.

 

My goal was to have two damage procs per attack (Slash's -res counts for me) which meant some twisting and turning, such as taking Tactics to slot the Gaussian BU. I'm eschewing Physical Perfection since I have both Energize and Power Sink. I take Foccused Accuracy because of friendly arena duels but it obviously can be replaced by whatever.

 

Claws was taken because A) one of the best sets we got. B) an effing AoE in the low levels?! Say it isn't so!! (MA would have worked better than Claws, but eff taking a character to level 35 single targeting everything). C) Claws is self-contained. No need to go pick Mu Mastery for filler AoEs.

 

I ended up sacrificing some Melee defense and Recharge debuff for another 20% more recharge and more damage. I don't feel that I need the 20% Recharge and the extra damage procs will probably not be noticed, but I also feel that I don't *really* need Melee capped and the Recharge debuff at 100% instead of 70%. One thing I would like would be adding the second Tanker ATO that gives the +absorb shield but I don't want to lose the -res in the aura and I'm eeeh about losing the Performance Shifter. Once I level the character I'll see if the build can do without the Shifter proc and take the absorb shield instead but for now it's how I've slotted it. I feel that I could always lose the 10% recharge from the four slotted Tanker ATO in the damage aura since Hasten already is at a comfortable 127 seconds and  the build has two Force Feedback procs that will perma it.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Claws
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3)
Level 1: Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7)
Level 2: Lightning Field -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Acc/Dmg(9), SprMghoft-Dmg/EndRdx/Rchg(9), PrfShf-End%(11), FuroftheG-ResDeb%(11)
Level 4: Slash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17), TchofDth-Dam%(19), TchofLadG-%Dam(19)
Level 6: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(23)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-ResDam/Re TP(25), LucoftheG-Def/EndRdx(48)
Level 10: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27)
Level 12: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Spin -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 20: Follow Up -- Hct-Dam%(A), Hct-Dmg/EndRdx(34), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), TchofDth-Dam%(37)
Level 22: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 24: Lightning Reflexes -- Flight-I(A)
Level 26: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(37)
Level 28: Focus -- Apc-Dam%(A), Apc-Dmg/Rchg(37), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), GldJvl-Dam%(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 32: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(40), GssSynFr--Build%(42)
Level 35: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), RctRtc-ToHit(48), RctRtc-Pcptn(50)
Level 38: Shockwave -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(42), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), KntCrs-Rechg/EndRdx(43), PstBls-Dam%(45)
Level 41: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(46)
Level 44: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(48)
Level 47: Tough -- EndRdx-I(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx(50)
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------

 

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And this is the 'holy crap look at me (near) immune to every debuff in the game!' (the Status in the Totals is a thing of beauty 😄 Toggle FA for the full effect).

 

Hasten down to 140 seconds though, which indirectly impacts on Energize  as our lazy recharging heal. But the absorb proc is worked in, which, indirectly, will help, I guess?

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Claws
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3)
Level 1: Swipe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7)
Level 2: Lightning Field -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9), SprMghoft-Rchg/Res%(9), PrfShf-End%(11), FuroftheG-ResDeb%(11)
Level 4: Slash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17), AchHee-ResDeb%(19), TchofLadG-%Dam(19)
Level 6: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(23)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-ResDam/Re TP(25), LucoftheG-Def/EndRdx(48)
Level 10: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27)
Level 12: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 14: Fly -- BlsoftheZ-ResKB(A)
Level 16: Spin -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), Arm-Dam%(50)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 20: Follow Up -- Hct-Dam%(A), Hct-Dmg/EndRdx(34), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), TchofDth-Dam%(37)
Level 22: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 24: Lightning Reflexes -- Flight-I(A)
Level 26: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(37)
Level 28: Focus -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Rchg/SlowProc(37), SprWntBit-Acc/Dmg/EndRdx(39), Apc-Dmg/EndRdx(39), FrcFdb-Rechg%(39), Apc-Dam%(40)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(48)
Level 32: Tactics -- HO:Cyto(A), HO:Cyto(40), GssSynFr--Build%(42)
Level 35: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42)
Level 38: Shockwave -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(42), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), KntCrs-Rechg/EndRdx(43), PstBls-Dam%(45)
Level 41: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(46)
Level 44: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(48)
Level 47: Tough -- EndRdx-I(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx(50)
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------

 

 

 

Edited by Sovera
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6 hours ago, Werner said:

I will have to check that out. And @Sir Myshkinsuggested that I try the "801" AE arcs, starting at the easiest, 801.1. I gather they were specifically designed to kill you very dead to test builds.

I have another one for you that I just stumbled across today. I popped into Steel Canyon to head over to Positron thinking about starting a Posi 1 & 2 when I saw a building on fire. Being Ice, I was like "Eh, why not." Put the building out, got my Volunteer badge, and then noticed this strange little Jaeger named Helden sitting right next to the building, and I was like "Wut?!"

 

I talk to the little bugger and he tells me this crazy Nemesis plot, and I'm like, "Dude, I gotta tell Positron about this!" Of course I'm like "Let's do this at +4/8, right? Totally." First mission, bit hectic, decide to just knock out the core tasks and GTFO, amirite? Get into the next mission and it's filled with Nemesis Automatons. I'm like "..." I zip through, find the task, activate a computer, and an alarm raises. No big, I'm stealth, yeah?

 

Nope.

 

Ambush, ambush, ambush, they don't stop! They're just rolling down the hallways like a TRAIN for miles. I'm dead. Deader than dead. But I can't complete the mission until the timer expires, and I reactivate the machine! I Hit the med-porter and come back in, and they come after me! They're at the door like, "Hey, have you found Statesman?!" I drop a Blizzard, toss some Judgement, and the Vengeance lights up like a Star Wars Christmas Special, the horror! I died, again. What was I thinking?!

 

It's the SSA2 Episode 5 with the contact HeldenJaeger who sits in the Northeast corner of Steel Canyon. Arc is only a few missions long, and the last one has a scaled-difficulty final ending based on whether you decide to collect some extra abilities.

 

Nothing quite like giving 60 Nemesis mobs 8 stacks of Vengeance.

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