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Posts
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Joined
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I disagree with this statement wholeheartedly. All my tanks are level 50 tanks. Some have taunt and some do not. Taunt is one tool in the box to control aggro, Yet it is not the only one. My Fire/Fire tank does not have taunt yet has no problem holding aggro because all his attacks have an aggro component. Gauntlet is also a tool. My Ice tank while he does have taunt also has chilling embrace as well as Icicles and with those two running it is almost impossible to pull aggro off him.
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Again I have found that the reality is most people dont know anything about the sets and because they cannot see anything happening to their toons DIRECTLY if buffs, little glowing number over their heads, glowing bodies with RA's and AM's they erroneously assume that these sets ( as well as other by the way. Trick Arrow and Cold often get ignored ) arent as good or dont do much.
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IMO Powersink is more than an end recovery tool. If slotted properly in conjunction with Lightning field it becomes a very good damage mitigation tool. Mobs with little to no end will tend to use their weakest attacks against you which aids your survivability.
I will be skipping PowerSurge and I probably wont take an Epic because that Phsyical Perfection sits too far down the tier and I really want to take Hasten in my build to get energize up faster. I could drop grounded because I can always get KB protection from an IO and Immobile protection from Combat Jumping.. However the end drain protection is a nice little help but then having Powersink in a way kinda makes up for that...
hmmmmm back to the drawing board... -
I want an AT that has blasts as its secondary to be BETTER at it...
For me its that simple... -
And by the way I will take a dark on a team in a NY minute every day of the week and twice on Sundays...
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You have to first recognize that many players are ignorant of exactly how certain sets work and what they do for them. People can easily see little numbers floating over their heads that means they are being healed.
Dark Miasma has a very powerful heal although it is based around a target.
It has a sizeavle -resistance power making all foes take more damage
\Darkest Night reduces a foes ability to do damage as well as a good to hit debuff.
Howling Twilight can rez an entire team and is a nice -regen power as well
Shadowfall is a team buff for PSI !!
Fearsome stare is a fear power which many foes do not resist
And the Pet alsp heals and debuffs as well..
That to me is quite a lot...
A Stormie can do quite a bit in the right hands...
Snowstorm will slow a mob to a crawl and reduce their recharge time by 63%
Steamy Mist is another nice team buff
Freezing Rain is a staple It reduces the targets defense AND resistance..
Hurrican if used right can be used to herd mobs into corners. It can debuff accuracy quite nicely and definitely is very helpful in AV fights. I have even see Stormies take alpas quite well.
Thunderclap kinda blows but IF combined with another stun power can be quite useful,
Tornado is known to blow mobs all over the map.. This is an problem BUT it can be used as an OH CRAP button and against an AV it can become a little buzzsaw of a power.
Lightning Storm.. yeah.. a big cloud that zapps the crap outta foes.. My Ice/Storm can get two of these out on the regular...Sweet....
Its noy what you have.. as the song said..
Its in the way that you use it... -
Tanking is more than surviving the aggro and the alpha.. many toons can do that..
Holding the aggro is a different story. -
I'm not using powersink as an end recovery tool. I am using it in conjunction with Lightning field to floor the endurance of my foes...
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I would skip the tier 9. I will be taking tough and weave. I will take hasten, might take lightning reflexes. I am wondering about that physical perfection. I really dont like the idea of taking an end draining mutha of a power like focuses accuracy or a useless power like conserve power (with stamina and power sink I doubt it would ever be needed)
I am goin Elec/SS myself.. -
No it cant... and its been around for a while now.. so its past FoTM...
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For me the Irradiate PbAoE followed up by the PsiShockwace pbAoE is a very nice thing.
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OMG this will be my new blaster.. Love it, Love it, Love it !!!
AoE Damage Check..
Single Target Damage.. Check...
DPS.. check...
Trip to the hospital because of too much aggro drawn.. check.. -
28 Level 50's across Two Servers ( Justice and Virtue ) Have been playing a little over 5 years. Orginally I wanted to have a 50 of Every AT and I have done that. I used to try and not repeat any powersets ever and I did that for almost five years but there were combos I really wanted to try so I had to break that rule. I am now having fun trying combos I never would have before.
I am excited for Issue 16 and looking forward to trying a Rad/Mind Blaster, Elec/SS tank, Claws/WP Brute, and an Ice/Cold Controller....
and eventually... DUAL PISTOLS !!!!!! -
Quote:No offense meant by any of this, Coldmed.
However, not everyone has access to nearly unlimited funds, and might even be using SOs or mid-level common IOs for a majority of their game. So, basing a set's perceived power level on a maxed-out IO build is all well and good for determining the set's high survivability. However, determining how it fits in with the other sets without those IOs is also good.
I also tested it out with just SOs on test at level 50, setting myself to +1/+6 difficulty, and it felt a little squishy, to the point of several deaths over the course of testing that I didn't feel would happen with my current tankers. Maybe it was just bad luck, or maybe the set really does benefit more than some of the others from IOs.
Just saying that an SO to SO comparison is just as needed as a high-octane IO build versus a high-octane IO build. And in that realm, it still feels a little weak to me.
(And yes, this is taking a Shield Tanker, Ice Tanker, and WP Tanker all without Tough or Weave against the Elec Tank without Tough or Weave.)
This is exactly what I did and I know for a fact that Electric didnt survive anywhere near as long as even my /fire tank does. I didnt like this set with SO's even less than when I played my fire/fire with SO's back in the day. -
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Sweet this is pretty much the way I was thinking of going.. Thanks for posting..
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You are misreading this. Its is not saying that every one will have five pools to choose from. It is saying that every pool will have five POWERS to choose from within the pool.
Example.. Energy has 4 Powers to choose from. Fire has five. Energy would be getting one more power to choose from so it would also have five.
They are not adding two more pools. -
I have never played a Spines Scrapper (In fact I only have one scrapper out of all my toons) and now with the ability to make the spines metallic looking I am excited about making a Spine but dont know which way to go.
Any advice from the experienced scrapper forums. I only PvE and will do TF's. I am not necessarily looking for the ultimate build but I am looking for fun...
Thanks in Advance. -
I am TOTALLY down for Sept 8th TT on Justice.. Got lots of tanks who need some work !!!!
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Yes the end issues are a concern definitely but since I have a Numina and a Miracle recovery I hope that I would be OK.. I can move one slot into Stamina and I have a Performance Shifter +End Enhancement sitting on another toon. I am still not quite sure if I will go this route or just stay with what I have. Problem is current toon plays more like a scranker.. I am going to have to get him a run on an ITF or STF to see how he does.
Thanks again... -
Ok here is my rebuild.. Any advice would be good. This gets my defense up to 30% which I think is pretty respectable... I wish I could get Burn in the Build but I dont see that happening.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Heatstroke Original: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Acc/Dmg(3), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(5), M'Strk-Acc/Dmg/EndRdx(7)
Level 1: Scorch -- Acc-I(A)
Level 2: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(13)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(31), Numna-Heal(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(36)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Build Up -- RechRdx-I(A)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dam%(43), T'Death-Dmg/EndRdx/Rchg(45)
Level 41: Char -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(46), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(48)
Level 47: Fire Ball -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48), EndRdx-I(50), EndRdx-I(50), RechRdx-I(50)
Level 49: Fiery Embrace -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 11.4% Defense(Smashing)
- 11.4% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 8.62% Defense(Psionic)
- 19.9% Defense(Melee)
- 5.5% Defense(Ranged)
- 4.88% Defense(AoE)
- 6.75% Max End
- 20% Enhancement(RechargeTime)
- 41% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 98.4 HP (5.25%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 6.05%
- MezResist(Terrorized) 2.2%
- 15.5% (0.26 End/sec) Recovery
- 32% (2.5 HP/sec) Regeneration
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
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Thanks for making this Guide.. I dont have an Ice Melee tank.. im looking to maybe make an Ice Melee/Electric toon...
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Quote:A nice idea in general however someone like the FF defender.. once the bubbles are out how do they build their Vigliance bar ???Agreed. Any buff to defenders needs to be in conjunction with a team. They could stand to have their damage increased a bit, but the defender inherent needs to be made useful. Right now it will never come into play when a defender is doing her job.
The "Vigilance" inherent should be taken literally: defenders should not be falling asleep on the job. One way of doing this would be to give a defender a mez protection/resistance buff for each team member, similar to Khelds getting mez resistance for each controller or dominator on the team. Or they could build up a "Vigilance" power similar to Domination that provides two minutes of mez pro/res and end reduction when clicked, and is charged by the Defender primary powers (something like Domination and Defiance).
The latter would be more useful in general, but I'd be happy enough with the former.
I would like to see a bit more damage on the defender secondaries since blasting is what they are supposed to be secnd best at and I would like to see a vigilance that helps buff the character better... -
This is one of my original characters. He did a lot of Hami Raids so he has a good supply of Hami-O's and a few IO's which I built when IO's first came out and I had shelved him because I wanted to try new tanks.
I have about 65 million in Influence but maybe I could sell some of my other items for more loot. Any Advice would be appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Heatstroke Original: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- EndRdx-I(A), EndRdx-I(3), EndRdx-I(3), HO:Nucle(5), HO:Nucle(5), HO:Nucle(7)
Level 1: Scorch -- Acc-I(A)
Level 2: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(13)
Level 4: Combustion -- RechRdx-I(A), EndRdx-I(15), EndRdx-I(15), HO:Nucle(17), HO:Nucle(17), HO:Nucle(19)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(31), Numna-Heal(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(36)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
Level 28: Fire Sword Circle -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(37), EndRdx-I(37), EndRdx-I(37), RechRdx-I(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Build Up -- RechRdx-I(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 41: Char -- HO:Endo(A), HO:Endo(45), RechRdx-I(45), RechRdx-I(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Dev'n-Acc/Dmg(46), Dev'n-Dmg/EndRdx(48)
Level 47: Fire Ball -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48), EndRdx-I(50), EndRdx-I(50), RechRdx-I(50)
Level 49: Fiery Embrace -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 8.62% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 6.75% Max End
- 23% Enhancement(Accuracy)
- 20% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 84.3 HP (4.5%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 4.4%
- MezResist(Terrorized) 2.2%
- 13.5% (0.23 End/sec) Recovery
- 44% (3.44 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 6.26% Resistance(Psionic)
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Im sorry but some Dev really needs to talk openly about how to fix the Defender AT. Dominators giot a fix. Blasters got defiance fixed, Tanks have seen several adjusments in powersets to improve overall play, Khleds got a damage boost and range increases in some poiwers, as well as other AT's (and I have played them all)
I LOVE defenders. I love what they can do. I love how they add to a team Its just getting harder and harder for me to play one. My Cold/Ice is probably my favorite but its challenging at times to find a team for him. My Rad/Sonic does well but even with the -res the damage scale on his one AoE attack and the Nuke is pitiful. My Kin/Elec is just sad. This should be a better toon its just not. I dont know if thats cause Electric blows or not. I have an Elec/Elec blaster and he drains just as well if not BETTER than my defender does AND he does more damage (although Elec damage to me seems to leave a LOT to be desired).
Something needs to be done and it need to talked about by the devs.