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The Crey Summer Catalog: MACH Mk. II Medi-Build
The Crey Summer Catalog: MACH Mk. II Medi-Build
#1
So with MACH crawling into the 30s, I figure he's getting close to the point wherein his presence on higher level TFs will catapult him to 50. Ergo, I started work on what I expect he'll look like once he gets there.
If the big white and red paintjob didn't tell you, MACH is primarily a MedicBot. He heals stuff, he heals it fast, he heals it good, and whatever combat capability he has is jammed in after that. Hence his current build has some attack powers, but they're almost all set bonus mules and used for the secondary effects. In particular, abusing the Chance Of Hold Devastation proc.
Beyond that, he's intended as a support position, hence the full stealth and teleporter. I doubt he'll be as good of a Blastfender as Rhea, but I suspect he'll hold his own in the green numbers.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
MACH Mk. II: Level 50 Technology Defender
Primary Power Set: Empathy
Secondary Power Set: Ice Blast
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Healing Aura
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (3) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal
  • (7) Doctored Wounds - Heal/Endurance/Recharge
Level 1: Ice Bolt
  • (A) Devastation - Accuracy/Damage/Endurance/Recharge
  • (17) Devastation - Chance of Hold
  • (17) Devastation - Damage/Recharge
  • (19) Devastation - Accuracy/Damage/Recharge
Level 2: Heal Other
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Endurance/Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (11) Doctored Wounds - Heal
  • (11) Doctored Wounds - Recharge
Level 4: Absorb Pain
  • (A) Harmonized Healing - Heal
  • (13) Harmonized Healing - Heal/Recharge
Level 6: Resurrect
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (15) Range IO
Level 8: Clear Mind
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 10: Recall Friend
  • (A) Recharge Reduction IO
Level 12: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense
Level 14: Fly
  • (A) Freebird - +Stealth
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Healing IO
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy
  • (42) Performance Shifter - Chance for +End
Level 22: Fortitude
  • (A) Luck of the Gambler - Defense/Endurance/Recharge
  • (23) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Recharge
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 24: Recovery Aura
  • (A) Efficacy Adaptor - Accuracy/Recharge
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (29) Efficacy Adaptor - EndMod
  • (29) Efficacy Adaptor - EndMod/Recharge
  • (31) Efficacy Adaptor - EndMod/Endurance
  • (31) Efficacy Adaptor - EndMod/Accuracy
Level 26: Regeneration Aura
  • (A) Miracle - Heal/Endurance
  • (31) Miracle - Endurance/Recharge
  • (33) Miracle - Heal/Recharge
  • (33) Miracle - Heal/Endurance/Recharge
  • (33) Numina's Convalescence - Endurance/Recharge
  • (34) Numina's Convalescence - Heal/Recharge
Level 28: Freeze Ray
  • (A) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (36) Ghost Widow's Embrace - Accuracy/Recharge
  • (37) Ghost Widow's Embrace - Endurance/Hold
  • (37) Ghost Widow's Embrace - Hold/Range
  • (46) Ghost Widow's Embrace - Accuracy/Endurance
Level 30: Ice Storm
  • (A) Positron's Blast - Accuracy/Damage
  • (37) Positron's Blast - Damage/Endurance
  • (40) Positron's Blast - Damage/Recharge
  • (40) Positron's Blast - Damage/Range
  • (42) Positron's Blast - Accuracy/Damage/Endurance
Level 32: Adrenalin Boost
  • (A) Doctored Wounds - Recharge
  • (34) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Doctored Wounds - Heal/Recharge
  • (36) Doctored Wounds - Endurance/Recharge
  • (36) Doctored Wounds - Heal
Level 35: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
Level 38: Blizzard
  • (A) Positron's Blast - Accuracy/Damage
  • (39) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (39) Positron's Blast - Damage/Range
  • (40) Positron's Blast - Accuracy/Damage/Endurance
Level 41: Power Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (46) Recharge Reduction IO
Level 44: Bitter Freeze Ray
  • (A) Ghost Widow's Embrace - Accuracy/Recharge
  • (45) Ghost Widow's Embrace - Accuracy/Hold/Recharge
  • (45) Ghost Widow's Embrace - Endurance/Hold
  • (45) Ghost Widow's Embrace - Hold/Range
  • (46) Ghost Widow's Embrace - Accuracy/Endurance
Level 47: Bitter Ice Blast
  • (A) Devastation - Accuracy/Damage/Endurance/Recharge
  • (48) Devastation - Accuracy/Damage/Recharge
  • (48) Devastation - Damage/Recharge
  • (48) Devastation - Chance of Hold
Level 49: Ice Blast
  • (A) Devastation - Accuracy/Damage/Endurance/Recharge
  • (50) Devastation - Accuracy/Damage/Recharge
  • (50) Devastation - Damage/Recharge
  • (50) Devastation - Chance of Hold
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
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---
"Oh, silver blade, forged in the depths of the beyond. Heed my summons and purge those who stand in my way. Lay
waste."
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#2
Looking at this, I'm a bit puzzled, to be honest.  Doctored Wounds is nice and all, but both Miracle and Numina's Convalescence (henceforth Nummy) have better stats in general.  All three sets provide a global heal boost at four slots, which is (I assume) the priority goal; given that, you'd want Nummy if you can afford it, Miracle if you can't, and the Doctor as a last-resort.  The progression for global heal bonuses is: Nummy=6%, Miracle=5%, Doctor=4%.
In addition, Nummy provides a 12% regen boost at 2 slots, while Miracle goes the other route and gives you a 2.5% recovery, also at 2.  The Doctor, OTOH... gives you a Fear reduction at 2, and a wimpy Fire/Cold resist at 3.
Simply put, you're going to get more heal-bot bang for your buck using either Miracle or Nummy.
I see that you're using Miracle and Nummy frankenslotted into Regen Aura.  That's good.  But you can stack the global bonuses 5 times; here, you're only getting the one each.  Also, remember that by putting a single extra slot into Health, you can drop a Nummy or Miracle set in there as well for another 12% regen or 2.5% recovery.  You folks ever wonder why Rhea doesn't need Stamina?  It's partially the insane recharge time she's got on Recovery Aura (which is itself aided by global recharge bonuses), and partially the recovery bonuses from Miracle and other sources.
Nummy is, IMO, by far the best if your focus is MASSIVE HEALS and you can squeeze 4 slots out of it.  Rhea's got two powers slotted with the non-unique Nummy IOs at 4 each; that, coupled with Miracle in Regen Aura and Doctored Wounds (I'll replace it someday, but, eh) in Adrenalin Boost gives her a whopping 21% global bonus to heals -- and ALL of her healing powers are already well into ED territory, dagnabbit.  Amusingly, with the offensive sets she has, her global recharge bonus is up to 22.5%... which means she can spam those heals that much faster. Big Grin
Absorb Pain is a wonderful, wonderful power; that said, Harmonized Healing at 2 slots is just wasting a slot that can be used elsewhere, I think.  I would either replace HH with something more robust (Miracle or Nummy, again), or drop the extra slot and just slam a 50 IO Heal in there, and use the slot somewhere else.  Absorb Pain should not be your heavy lifter; it's the OHSHIT button when a teammate is about to drop.  With a 50 IO and some decent global heal bonuses, you'll heal 1000HP at a shot.  Or more.  Double that if you have time to whack Power Build Up first.  If a 1000HP injection of awesome isn't enough to save someone, the extra bits you'll squeeze out with the slot won't make the difference.  And if it's global bonuses you're after, then again, you want more bang for your buck.  1.5% recovery is only worth it when you can't get better, and you can, with Miracle.  Or Nummy, if you're after the Regen.  Which is useful, but not as useful as Recovery for an Empath defender; if you can't get 4 slots for the delicious global heal bonus, then go for 2 and the Recovery.
Keep in mind that the Regen bonus appears to be based off base numbers.  At a whopping 84% Regeneration bonus, Rhea's only recovering... 3.57 HP / sec.  She didn't slot Nummy for the Regen, that's just a helpful side effect.  Rule of thumb: if you can get 4 slots into the power, slot Nummy; if you can only get 2, slot Miracle.
Finally, to cover the other heal sets, Regenerative Tissue is an awesome set at 5 slots; below that, you can achieve the same results with other sets for cheaper.  Regen Tissue's unique is EXPENSIVE, so unless you get it as a drop or have pockets like Bill Gates, I can't really recommend it.  And Panacea is pretty, and I'd love to slot it, but you don't get the global heal bonus until 6 slots AND it's a PvP set, which means it's more expensive than Regen Tissue.  Triage is... weak.  It'd be useful for a Regen scrapper, but for an Empathy defender you're just not going to get as much out of the slots as you would with Miracle.
As for the rest, I haven't played with Ice Blast so I'm leery about commenting.  I'll stay generic and simply point out that any place you can fit an offensive set that gives you +Rech or +Recovery should take priority, and Hold/Stun procs are your awesome friend.  Rhea has the Devastation proc in 3 powers just for that reason. Big Grin

--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs
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#3
I figured I'd chime in since Cool Comfort is also emp/cold.

I make no claims that this is good advice, because I can't claim to be good with CC yet. But a different opinion at least.

The biggest thing I have found while teaming with CC is that emp-fenders don't need fitness*. Your inherent means you get a endurance reduction global bonus of up to 80% (bigger teams make it easier to hit this number). Add that to Recovery Aura, and you shouldn't be hurting for end.

Getting rid of Fitness should open up a few more power choices. I would recommend conserve power (for those small times when RA is down) and Frost Breath (nice damage/slows for a large group of enemies).
Temp Inv or Total Focus (depending your need for more defense or smashing/holds) could be choices for the last slot.

My (potentially uneducated) Thoughts on Empathy:
Healing Aura and Heal Other: I will cop to using doctored wounds in these two as well. The main reason: I can afford it.
Miracle and Nummy are expensive. More than I can afford while leveling up.
Now that I'm at 50 and can spend some time, I'll replace them with Miracle/Nummy as I get more inf.

Absorb Pain: a wonderful power that I need to learn to use more sparingly. The 10 second "you can't heal. Period." has kicked my ass more than I care to mention. I have it three slotted, I'll be stripping a slot out to copy your hover trick.

Resurrect: nothing do add here, I've got the same slotting as you.

Clear Mind: see above.

Fortitude: Do you find it worth 6 slotting? I've currently got it 3 slotted with Recharge x2 and EndRed.

Recovery Aura and Regeneration Aura: scribbles down notes, for I am dumb.

Adrenalin Boost: I notice you boost healing instead of endurance modification, is this normal? (I am doing the opposite)

My Thoughts on Cold:
not much to say here. Do you find yourself using blizzard all that much? I find it's not worth the end crash.
I'm also finding that I don't use Bitter Freeze Ray due to the long animation time.

* This holds true for emp/cold in my experience, and Spud has proven that emp/rad doesn't need it either.

my current build (yes I know it needs work, lots of work):
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-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
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#4
A note on a few emp powers from the other side of the glass: Take it with a grain of salt, if I'm asking you to do everything better. (I only had an Emp-troller to teens)

Fortitude: I find the best part of this power to be the defense boost. Throw that on the Golem or a SR and you've got a very fine buffer zone, I think it's 12-18% defense to all. Recharge is good to get it distributed, and putting in a defense IO could also be pretty beneficial.

Epi Boost: (I is lazy, no likey long words) You should not need to slot this for any End Mod as far as I know. It gives a base boost of around 15% End/sec I believe. The recovery cap is 8.34% persec for the combat types and 12.~~% persec for the support types. I can attest that my blaster can pop a nuke, and with AB on, still have capped recovery. Hit it with some Regen loving. Like Daka, you can never have too much regen. Emet needs to hit over 200 Hp/sec. (The recharge boost is fun for the damage doers)
---

The Master said: "It is all in vain! I have never yet seen a man who can perceive his own faults and bring the charge home against himself."

>Analects: Book V, Chaper XXVI
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