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Posts
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Joined
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I love my tanker(s) because there's nothing like taking an AV's alpha, letting a slow grin creep across your face, and saying, "if that's your best shot, you're about to have a very bad day."
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And all the minions look at the AV nervously and say "You're gonna need a bigger boat!"
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LOL -
Im sorry but I have a Elec/Shield Brute as well as a Shield/SR tank and an Ice/Stone Tank which all are defense based toons and and I have no issue surviving a ITF.
In fact my shield Brute does the ITF regularly and runs the Cimemora wall and I have no major issues at 48% defense. -
Why I like Tanks..
I ask no quarter... I give none... -
If you are looking for an offensive playstyle I offer two suggestions...
Willpower/Fire or Shield/SS..
Fire has a lot of AoE and Willpower with QR and Stamina running will counter the End issues from Fire's End Heavy AoE attacks..
Shield/SS once you get to level 38 gives you the combo of Against All Odds. Rage, Shield CHarge and Foot Stomp.. which can do tremendous damage... -
I take it on EVERY Tank.. No exceptions...
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You can tank for your team..
However you probably have several issues.. 4 years ago there wasnt this thing called ED or Enhancement DIversification.. Basically what happens with that is that if you slot more than THREE of any Single SO or IO in the same power you get very diminishing returns..
For example you might have slotted One end redux and Five Resistance in Fire Shield.. Now your last two in Fire Shield give you almost NOTHING... you would be better of respecing into One end redux and Three Resistance.. investing the two slots elsewhere....
You probably six slotted hasten which made hasten perma.. Well there is no way you can perma hasten with six slots now and Three would be the way to go... Six slotted stamina etc etc...
You also most likely relied extremely heavily on Burn as your offense.. You opened with Burn.. You closed with Burn.. well Burn has been nerfed to oblivion.. Its recharge was increased and the fear effect makes many foes run out of your burn patch.. You can no longer rely on burn alone as your offense...
Look up Mids Hero Planner.. download it.. put your current build in it and paste it on tbe boards so people can see what you have...
BTW you dont necessarily need IO's to tank.. I have non IO toons and they do just fine.. -
I am the Chameleon.. I become what I need to be as the situation demands it.
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Elec Meleed and Shield Defense...
Against all Odds, Build Up, Shield Charge, Lightning Rod and Thunderstrike will wipe out most mobs... -
Thanks of this post excellent help for me
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I take Tough and Weave on EVERY tank.. even Stone..
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I never build a tank or a brute without taking tough and weave.. never..
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[ QUOTE ]
Blasters peak too early. Or to put it better, they look great at first, then become Vengeance Bait by end game. they do enouh damage to attract attention, don't do enough to protect themselves, and have no defense. They've been at leaqst tossed a small bone with mental manipulation as a secondary, because all of the other secondaries just suck. I hate blapping, I want to blast, but the game and especially the secondaries doom someone who wants to play a blaster, not a squishy, defenseless scrapper.
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I find this the typical response of someone whose first toon was a scrapper or tank of some kind hero side. Because they are resistant to mezzing and have good to great defense and resistance they are simply completely unaware and ignorant of what foes actually do what, to who, and how. They will notice things like a Malta Sapper ( and who doesnt ) or something like an Avalance Shaman that can slow your recharge but as simply unaware of which foes use what mezz and attacks.
I tell people that ask me what should I play first,, play a blaster FIRST... it will make your other play experience better.
My first toon was a blaster. Airhammer. I learned how to pull. I learned how to manage MY aggro. I learned exactly which foes had what powers and who to take out FIRST. I learned very quickly who mezzes and how. I learned how to protect my team WITH my attacks. I learned about how to break aggro. I learned how to use range as my defense ( BEFORE IO defense sets existed ). I learned how to position myself on a map to have the best vantage point to scout for my team.
The comments that all the other secondaries suck is flat out wrong. You may not like to build a blapper.. Dont.. You dont have to. You comment is that the secondaries doom blasters, but nothing could be further from the truth. The right combination of primary and secondary can make a blaster lethal.
Airhammer my NRG/NRG blaster is TRULY built as a ranged fighter. 3 Damage Range HO's in every single ranged attack. Including atacks like power push.. The tool I use MOST often in my secondary is Boost Range. This further adds to my range capacity allowing me tio take targets down before they ever reach me. Combined with the fact I tend to hover all the time I am out of the ranged of the more damaging melee attacks... Build Up is of course part of my Arsenal as is Conserve Power which I use immediately when popping a blue after a Nuke or Force of Nature crashes. Energy Punch, Bone Smasher and Total Focus are lovely finishers when I need them. Power Boost enhances the stun factor of these powers as well. My secondary is VERY useful...
Taser my Electric/Electric is built as a sapper so he gets HUGE mileage out of his secondary from Power Sink which draines foes AND fills my end bar. I have even recently respec'd out of Thunderstrike and into Lightning Field with a mix of end drain and damage. Its amazing the damage that power does. Shocking Grasp from my secondary allows me with Tesla Cage to chain hold a Boss. I even use Electric Fence on ITF's against Romulous all the time. Now if there is a good tank or a controller on the team watch out !!!!! Because withing 4-5 seconds any mobs I fight even up to +2 after a Short Circuit Power Sink combs will have NO END reducing them to their weakest attacks.
Now lets talk about SureShot my Archery/Devices Blaster. Cloaking Device makes me invisible to almost any foes in the game. Targeting drone slotted with IO's gives me amazing increased perception. Night Widow Smoke Grenade.. HA.. Blinded.. Not me baby !!! Caltrops... helpful in making nice slowdown choke points for mobs.. especially if I have had the chance to lay down.. BOOOOOOM Trip Mines... Gun Drone adds a nice little distracting attack as well.... And we havent even mentioned how a secondary that is very light on slots allows me to totally max out my primary and do crazy stuff like five slot Tactics with IO's for huge To hit Buffs and increased accuracy hence the name SUREShot...
You want a ranged Blaster... I have Barrage my AR/NRG.. You dont want to Blap.. fine... My AR/NRG doesnt not have ONE attack from the secondary other that Power Thrust. Boost Range Baby.. Big fat Wide Cone and far reach.. I can Stand back and blast away....
SO do all secondaries suck... no... Its not the powers... its the way that you use them... oh and by the way I have a Fire/Mental.. and thats very nice too... -
I want Dark.. I want my Fire/Dark. Illusion/Darl controller I have been dreaming about for years...
Ice.. meh.. im all Ice'd out.. Ice/Storm troller, Cold/Ice defender, Ice/Stone tank...
Although being able to put shields on Jack Frost would be nice.. He would probably suck less.. -
so here I was thinking I used all my respecs so I actually bought one and it was a glitch ????
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what is your favorite tanker build? and why? i want to know from ppl whom have played tankers what their favorite build type for a tanker is. i want to know this to help me decide what kind of tanker i want to use.
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The very next tank I make. -
I was once faced with this many years ago while playing my Rad/Rad defender. I took a blind invite to a team who obviously saw my blue shield and mistakenly thought I was a medical plan of some kind.
I was asked.. R U Healer. I said I have a small AoE heal that will heal for around 240 points which I will gladly spam for you...
OR
I can reduce the mobs chances to hit you and increase you chance to hit them
I can improve the damage of your attacks by about 25% across the board and decrease the enemies by 30%.
I can also slow the mobs Regenaration rate 500% and attack speed by 75%.
I can increase your end recovery 60% and reduce the time you are stunned by 200%
I can hold everything short of a boss in one application.
I can continously debuff mobs defense while attacking and do more damage as well
OR I can heal....
Pick one...
Needless to say they got a lesson in what DEFENDER can do. -
Yes I found especially with Brutes I had to use IO's and IO sets more to get the results I wanted. Tough and Weave help a lot with a shield based toon as well. Here is my final build. Took a while to earn the infamy and sets to complete. It works sweet though.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Rede Furashi: Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/Rchg(43)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(3), LkGmblr-Def/Rchg(3), LkGmblr-Def(5), ResDam-I(15), ResDam-I(23)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(9), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 4: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 6: True Grit -- ResDam-I(A), ResDam-I(7), ResDam-I(7), Heal-I(9), Heal-I(15), Heal-I(17)
Level 8: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(46)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(17)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A), Heal-I(40), Heal-I(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(23)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Dmg/EndRdx(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Kick -- Acc-I(A)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: One with the Shield -- ResDam-I(A), ResDam-I(39), ResDam-I(39)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), S'fstPrt-ResDam/Def+(43), RctvArm-EndRdx(43)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Phalanx Fighting -- DefBuff-I(A)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]8.5% DamageBuff(Smashing)[*]8.5% DamageBuff(Lethal)[*]8.5% DamageBuff(Fire)[*]8.5% DamageBuff(Cold)[*]8.5% DamageBuff(Energy)[*]8.5% DamageBuff(Negative)[*]8.5% DamageBuff(Toxic)[*]8.5% DamageBuff(Psionic)[*]10.2% Defense(Smashing)[*]10.2% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]15.5% Defense(Melee)[*]9.25% Defense(Ranged)[*]11.8% Defense(AoE)[*]47.5% Enhancement(RechargeTime)[*]66% Enhancement(Accuracy)[*]5% FlySpeed[*]112.4 HP (7.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 7.7%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 6.05%[*]2.5% (0.04 End/sec) Recovery[*]30% (1.88 HP/sec) Regeneration[*]0.95% Resistance(Fire)[*]0.95% Resistance(Cold)[*]5% Resistance(Psionic)[*]5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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The very next blaster I make
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My defense is my offense.. Take them down before thet take me down..
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I'm surprised they don't lazy out and do something like 'dual mace.'
Just lethal > smashing, use same animation but with batons, and there you go!
(Actually, come to think of it... that WOULD be kinda neat...)
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If we were going to do some sort of dual smashing weapon powerset, I'd definitely go with more Escrima flavored animations.
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YEAAAAAAAAAAAAAAAAAAAAAH Escrima !!!!!!! -
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One point I'd like to interject here for the OP and anyone else who is having survival issues with an Invuln:
Invuln is a hybrid defense/resistance set. As such, it depends as much on good defense as it does on strong resists--especially when it comes to FCEN damage.
Now, we're probably all clear on how Invincibility works, but just in case, it gives you a defense buff for every target in its aura, up to 10. The aura is basically a melee-range aura, so in order to max out your defense, you have to have 10 targets in melee range.
The thing is, for defense to be of any use, it has to be there BEFORE you get attacked. Willpower's regen buffs can come a second or two afterward and still do just as much good for you, but with Invincibility, the buff has to be there BEFORE you take the alpha.
This means jumping right into the middle of the most dangerous spawns.
Now, most tankers I've played with who are iffy on survival tend to approach a spawn hesitantly, maybe trying to pull with taunt, or edging their way up to a spawn in hopes of breaking up the alpha srike by only aggroing half the spawn at a time, or whatever.
If you are playing an Invuln, this is a huge, huge mistake.
For an invuln tank to be successful, you have to be decisive and very confident that your defense will come through for you. And you have to try to get as many targets in melee range as you possibly can, before they wake up and start attacking you.
If you are playing this way, there is really very little in the game that you can't handle. And if so, I'd chalk it up to overpowered custom critters in AE missions.
Buf if you're having trouble in regular PvE too, then either your build is very wonky, or you're not being decisive enough when it comes to leveraging Invincibility.
[/ QUOTE ]
Excellent post.
[/ QUOTE ]
Echo'd my thoughts exactly. INV survives from a combination of defense. resistance, health and regen. Do not under estimate defense. My INV/NRG did not take the Res Elements or the Res Energies yet survives a lot of that damage well because I have enough defense to overcome it.
Mids is a valuable tool to show you what your totals are for resistance and defense.
Here is my final build. It didnt start out this way as I didnt have enough influence but after doing a lot of TF's and selling and using the market as best as I could I was able to make this my final build
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(5)
Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(50)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(19), ImpArm-ResDam(21), S'fstPrt-ResDam/Def+(21)
Level 10: Hurdle -- Jump-I(A)
Level 12: Kick -- Acc-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(43), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 22: Whirling Hands -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(25), Sciroc-Acc/Dmg(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(29)
Level 24: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34)
Level 28: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(46)
Level 30: Resist Physical Damage -- ResDam-I(A)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(37)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Unstoppable -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48), Mocking-Rchg(50), Mocking-Acc/Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]6.13% Defense(Fire)[*]6.13% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]8.63% Defense(Psionic)[*]4.25% Defense(Melee)[*]3% Defense(Ranged)[*]4.56% Defense(AoE)[*]8.55% Max End[*]73% Enhancement(Accuracy)[*]32.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]105.4 HP (5.63%) HitPoints[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 8.8%[*]MezResist(Terrorized) 2.2%[*]11% (0.18 End/sec) Recovery[*]70% (5.48 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.13% Resistance(Negative)[*]1.26% Resistance(Toxic)[*]11.3% Resistance(Psionic)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|</pre><hr />
With ONE foe in range I have about 34% defense to smashing lethal and 32@ to energy.With 5 which is not unreasonable for a tank I have almost 41% S/L and 38% Nrg...
That is what makes Inv Survive.. the combo of defense and resistance. Keep im mind you also have regen working for you as well and the way regen works is the more health you have the faster regen whill work do dont use Dull Pain when you are almost dead.. I use DUll pain when I get to half health.. It heals me.. give me extra health and has the side affect of boosting my regen...
I have tanked stuff people said I shouldnt be able to with this toon because I know the strengths and the limitations. -
Ive said this severfal times. Make the propel attck look like a small singularity being launched. This would easily speed up the long animation. I hate it when propel launches and hits AFTER the foe is dead...
Grav has no soft conrtols.. thats a serious weakness.. Earth has stuff like quicksand and earth quake to go along with its Aoe immobilize and Aoe Hold. Ice has tools like Ice Slick and Artic Air to help mitigate damage.. Fire has an EASY to use disorient as well as AoE and utilities like smoke.. Illusion is Illusion nuff said there...
Gravity has the standard AoE immobilize and hold,,, It has dimension shift a power that almost NO ONE takes and EVERYONE hates on teams...
Wormhole which is difficult to use and annoys teamates when mobs in front of them disappears..
The graphices are hard to see so sometimes is hard to tell who is affeccted and who isnt...
The WARSHADE got better gravity attacks than the Grav based Primary has...
Gravity needs serious help... badly... IMO it is one of the worst Controller sets that exists.. I think Grav is fun and I will never get rid of my grav/kin but this set needs love.. badly....