I was thinking of the stories of the lone hero who has to defend until help arrives, the one who must single handedly hold back disaster, etc. For gameplay, I'm thinking of a hero who can solo Cosmics for extended periods with only self heals (i.e. no healer or the healer disconnects). Was fun going through lots of ideas on PTS, obviously the hero needs good heals. Tried Hybrids for the higher healing bonuses, Defiance vs. Lightning Reflexes. (Can't outheal 7+ Hungering Maws on Defiance, and need lots of HP so ruled out 100% dodge builds).
I settled on a Tank role with Lightning Reflexes to get to 90.1% dodge and using DEX spec Brush It Off (it works very well BTW) to get over 100% for AoE's. Less healing power but I discovered I need to be able to survive a missed block w/dodge and also to survive a block w/no dodge on the Cosmics biggest attack which is the Hungering Maw of the Teleiosaurus and the Punch of Qwyjibo which are physical damage so I took Telekinetic Shield R3. So far, I can do Dino and Ape for over 30 min. (Ape actually more tricky with the cylinders knocking you).
So I need help and advice on the last three powers and 4 advantage points. Candidates include: Ascension w/or w/out Judgment/Illumination, Lock N Load w/Two Smoking Barrels for the Furious heal; Willpower, maybe Absorb Heat if I can find an Inner Flame device etc. Open to all sorts of ideas, even a good spike damage power. Also looking at devices too.
Using Distinguished set w/Intimidation and 2 Growth R9s. Secondary offense is a Cosmic Fang of Rage w/Healing R5, but I could swap for an OV Defender gloves since I have sufficient healing.
Thanks everyone!
(Unnamed Build) - Freeform (Tank)
v3.45:38
Super Stats
Level 6:
Dexterity (Primary)
Level 10:
Constitution (Secondary)
Level 15:
Presence (Secondary)Talents
Level 1:
Divinity (Con: 12, Pre: 12)
Level 6:
Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Level 9:
Intimidating (Pre: 8)
Level 12:
Lasting Impression (Pre: 5, Rec: 5)
Level 15:
Acrobat (Dex: 5, Con: 5)
Level 18:
Finesse (Dex: 5, Pre: 5)
Level 21:
Shrug It Off (Con: 5, Pre: 5)Powers
Level 1:
Vicious Strikes
Level 1:
Thundering Kicks (Rank 2, Rank 3, Challenge!)
Level 6:
Lightning Reflexes (Rank 2, Rank 3)
Level 8:
Chi Manipulation
Level 11:
Compassion
Level 14:
Conviction (Rank 2, Rank 3)
Level 17:
Bionic Shielding (Rank 2, Rank 3)
Level 20:
Endorphin Rush (Rank 2, Rank 3)
Level 23:
Fractal Aegis (Rank 2, Rank 3, Chilling Reminder)
Level 26:
Resurgence (Rank 2)
Level 29:
Telekinetic Shield (Rank 2, Rank 3)
Level 32:
Level 35:
Level 38:
Adv. Points:
32/36Specializations
Dexterity:
Gear Utilization (3/3)
Dexterity:
Brush It Off (2/2)
Dexterity:
Evasion (2/2) -- Adds less than 1% but it's a lot when you miss a block
Dexterity:
Deadly Aim (3/3)
Protector:
Fortified Gear (3/3)
Protector:
Bulwark (2/2)
Protector:
Debilitating Challenge (2/2)
Protector:
Resolute (3/3)
Warden:
Fortified Gear (3/3)
Warden:
Ruthless (2/2)
Warden:
Elusive (2/2) -- Very helpful when you miss a block
Warden:
The Best Defense (3/3)
Mastery:
Warden Mastery (1/1)Devices
Slot 1:
Heroic Elixir -- VIP Lounge
Slot 2:
Esoteric Deliverance
Slot 3:
Elder Worm Humidity Dome
Slot 4:
Necrullitic Elixir
Slot 5:
Primus Spark Shield
Comments
Also, since you took Pres and Compassion, and are high in dodge%, maybe you want to consider BCR/RR over ERush, but I dunno how their relative healing values stack up for you atm (if ER is still better, or if you just want its reliability and no dmg penalty, then ofc you can just keep that). For spike dmg, Dragon's Wrath is nice, cause of its built-in defense ignore, but you do have a lot of other options there too.
- Be safe and have fun, champs - for science!
For damage, I was wondering what 0.5-1.0 activation time powers would be good. Probably have a cool down because it is high damage. Dragon's Wrath I probably could not do a full charge without risking missing a block at Dino. I can barely fit in a full combo of Thundering Kicks and my timing has to be right.
I considered BCR but after fighting Dino, the extra dodge heal seems weak for Hungering Maw. For the breath it would definitely heal me up to max but then I found myself near full health anyways with ER/dodge/block. (I actually save Bionic Shielding for after breath attack because the attack is so weak).
Furious seems interesting, Lock N Load with Two Smoking Barrels almost seems to have Furious all most of the time Adding Pounce w/Furious Rush would make it 100% and 3 stacks. But not sure if it's work the extra clicks for Pounce. And not sure why sometimes I get 1x 300 heal and other times I get multiple heals.
On having an extra heal, a spike like Absorb Heat R3 or Electrical Siphon R3 would be nice for emergencies but not sure how to get the Negative Ions or Clinging Flames (Inner Flame device if I can find one could work). I considered Flashfire, the ticks from the Pyre and Clinging Flames would trigger Mend from Illumination (from another player).
Seems like a gazillion ideas could be had so I'm hoping someone finds something I've missed. So many devices and powers seem to have been created in my 3 year absence.
For other cds, Eruption can also be made put up CFlames, NI, and/or Reckless now. Thunderstrike can put up NI on tap and also has a self-heal adv. The Wisp in Infernal can apply Illum and/or CFlames (+Fear) w/ its advs. You also have powers that can be summoned and function in the background, like Fire Snake (CFlames), Ball Lit (NI), Dust Devil, Soul Vortex, Wall of Ice, and Ego Storm w/ its MM adv. Or other DoTs like Mental Storm, MLeech (Dependency), Shadow of Doubt (Regret), Flashfire (CF), Hex of Suffering, Dimensional Collapse, Gas Arrow, or Toxic Nanites. IDK, it feels like I'm just rattling off powers here, but when you have all sets available to you the amount of options becomes a bit too much, lol. Anyways, I'll stop just brainstorming for now, but I hope you find something that really sticks when exploring all the different options.
- Be safe and have fun, champs - for science!
The latest idea is using Ascension w/Judgment and Wisp w/Guide. With a Thorn Shield, all the reflect damage is proccing Mend plus the Toxic debuff on Wisp is helping with damage. Judgment is like a mini-Resurgence, over 3,000 HP heal. Question, is there any other power besides Wisp w/Guide where both target and caster & allies simultaneously get Illumination? Now considering adding Devour Essence w/Phlebotomist, so many synergies and does more DPS than TK LOL!
Might even do away with the Cosmic Fang of Rage w/Healing R5 in favor of a OV Defender Glove for more threat or slot it in a pure solo build.
Incendiary Grenade w/No Quarter looks promising too. Going to keep testing out ideas.
Good luck w/ the continued testing, regardless.
- Be safe and have fun, champs - for science!
Why not take prot mastery? Getting resurg back quicker seems more useful than the 3x3% dmg resistance from warden mastery for this purpose.
Alternatively, did you already try sent mastery? Combined with a tap dot+stun power such as hex of suffering or mental storm, it could be decent healing even if it isn't up all the time.
Amazingly that 9% extra damage resistance plus all those devices really helps you survive that disaster. I could even miss a block and dodge a CRITICAL hit and survive to press Resurgence — definitely not possible with Sentinel specs let alone Mastery.
I seem to be able heal up pretty fast even if Resurgence is on cooldown so it’s not too hard to out heal the damage, which is why I’m focusing more on upping damage resistance and trading off heal bonuses — going to try and test with a OV Defender glove now, giving up 25% heal bonus for it.
v3.45:38
Super Stats
Level 6: Dexterity (Primary)
Level 10: Constitution (Secondary)
Level 15: Presence (Secondary)
Talents
Level 1: Divinity (Con: 12, Pre: 12)
Level 6: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Level 9: Intimidating (Pre: 8)
Level 12: Lasting Impression (Pre: 5, Rec: 5)
Level 15: Acrobat (Dex: 5, Con: 5)
Level 18: Finesse (Dex: 5, Pre: 5)
Level 21: Shrug It Off (Con: 5, Pre: 5)
Powers
Level 1: Vicious Strikes
Level 1: Thundering Kicks (Rank 2, Rank 3, Challenge!)
Level 6: Lightning Reflexes (Rank 2, Rank 3)
Level 8: Chi Manipulation
Level 11: Compassion
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Bionic Shielding (Rank 2, Rank 3)
Level 20: Endorphin Rush (Rank 2, Rank 3)
Level 23: Fractal Aegis (Rank 2, Chilling Reminder)
Level 26: Resurgence (Rank 2)
Level 29: Telekinetic Shield (Rank 2, Rank 3)
Level 32: Ascension (Judgment)
Level 35: Will-o'-the-Wisp (Guide)
Level 38: Pounce (Furious Rush)
Adv. Points: 36/36
Specializations
Dexterity: Gear Utilization (3/3)
Dexterity: Brush It Off (2/2)
Dexterity: Evasion (2/2)
Dexterity: Deadly Aim (3/3)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Warden Mastery (1/1)
Devices
Slot 1: Heroic Elixir
Slot 2: Esoteric Deliverance
Slot 3: Elder Worm Humidity Dome
Slot 4: Necrullitic Elixir
Slot 5: Thorn Shield
My thought as well.
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
This build is really quite fun. Might go for more damage by replacing a heal mod with a DUC.
It's far to irritating to share good builds in CO. And this is why I never ask for second advice to make it better and this needs to stop.
I have one called Valhalla Descending who never faulters in damage nor survivability. And the other The Architect. They will not top the score board but the purest form of quick solo and defence. I know they goated because they are not geared of full level.
1) for high AoE physical attacks like Dino and Ape relying on Brush It Off; and
2) high ST attacks like my old nemesis; the Mega Destroid Terminator or debuffers like Kiga -- basically a 100% dodge toon w/Parry's Elusive Monk but with much lower HP. Dropped Warden Mastery for DEX Mastery to preserve HP and get to 100% dodge (found an Inborn Tenacity to make up for it). Might even be useful for tanking Dino and Baby Dino (ST attacks from the Baby???)
Basically, it's in the gear. For scenario 1, it's a set of Distinguished (Intim, Elus, Eff), OV Defender, Agility, Eff) with all CON mods, DUC and Growth R9 in Glove (~17.5K HP).
For scenario 2, I swap in a Cosmic Fang of Wrath w/Healing R5, Cosmic Talons of Wrath w/Dodge R5, and a Dist. Healing Glove with DEX R9, Growth R9, both x2. (~12.5K HP.)
Scenario 2's build is interesting, even if Elusive Monk drops off I am still >100% dodge for AoE's and ~92.4% for ST's.
Ascension and Mighty Leap are the two powers I could change if anyone has better ideas. And Fractal Aegis could give up it's 2 adv. pts for something. Gave up Compassion, heals are still adequate enough for soloing Cosmics.
Hellion - Freeform (Tank)
v3.45:38
Super Stats
Level 6: Dexterity (Primary)
Level 10: Constitution (Secondary)
Level 15: Presence (Secondary)
Talents
Level 1: The Samurai (Dex: 10, Con: 10, Rec: 10, End: 8)
Level 6: Survival Training (Dex: 3, Con: 3, Pre: 3, Rec: 2, End: 2)
Level 9: Agile (Dex: 8)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Accurate (Dex: 5, End: 5)
Level 18: Finesse (Dex: 5, Pre: 5)
Level 21: Acrobat (Dex: 5, Con: 5)
Powers
Level 1: Vicious Strikes
Level 1: Thundering Kicks (Rank 2, Rank 3, Challenge!)
Level 6: Lightning Reflexes (Rank 2, Rank 3)
Level 8: Chi Manipulation
Level 11: Fractal Aegis (Rank 2, Chilling Reminder)
Level 14: Form of the Master
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Bionic Shielding (Rank 2, Rank 3)
Level 23: Endorphin Rush (Rank 2, Rank 3)
Level 26: Resurgence (Rank 2)
Level 29: Ascension
Level 32: Mighty Leap
Level 35: Parry (Rank 2, The Elusive Monk)
Level 38: Telekinetic Shield (Rank 2, Rank 3)
Adv. Points: 36/36
Travel Powers
Level 6: Acrobatics (Rank 2)
Level 35: Flight
Specializations
Dexterity: Gear Utilization (3/3)
Dexterity: Brush It Off (2/2)
Dexterity: Deadly Aim (2/3)
Dexterity: Quick Reflexes (3/3)
Protector: Fortified Gear (3/3)
Protector: Bulwark (2/2)
Protector: Debilitating Challenge (2/2)
Protector: Resolute (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Mastery: Dexterity Mastery (1/1)
Devices
Slot 1: Heroic Elixir
Slot 2: Necrullitic Elixir
Slot 3: Elder Worm Humidity Dome
Slot 4: Esoteric Deliverance
Slot 5: Inborn Tenacity