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Posts
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Quote:OK.Then prove it. I see most of your defenses comes from 6-slotted sets, all of them rare. Mine wouldn't be that far off from Dech's build defensively, since it has the basics (I haven't seen his build, but I have seen his spreadsheet, which gives similar values. Unless he has a newer build than that.), it just probably won't be nearly as offensive. Which is fine by me, I've a scrapper when I want to seriously slog out.
I just checked the market and did the math, and mine is actually cheaper by about 200mil counting the necessary +defense IO's alone(including all the "rare" IO sets). A big bulk of your cost was the Eradication IO's, Rectified Reticle IO's, and Reactive Armor IO's. -
Quote:If you focus on defense alone, remove all the unrelated IO's, and compare the builds you'll actually see that the prices are fairly similar. And in order to make the most out of your build through rarer IO's you will need to spend more than I would. If you want to see a good DA build just look around for Dechs Kaison's build.I still doubt you can make it cheaper than my sample build here. Granted yours has more recharge and other benefits, but yours use a heck LOT more rare recipes than mine. Mine's also a full softcap vs S/L/N/E, as opposed to a insp-needed softcap vs melee/ranged/aoe. With minor adjustment, I can probably make it insp-needed softcap vs melee/ranged/aoe too. (On that note, still seeking advice on how to improve this build without excessive cost)
I don't need a full softcap to S/L/N/E, due to the rarity of N and my hardcapped res to E, and due to my high S/L resistance. I rather get more offense and more versatility for less inf. -
From what I hear Shadow Meld is good for the exact reasons you mentioned. Not as an auto-toggle power but as a situational power for absorbing alphas and for emergencies. Remember DA has another emergency/alpha dealing power in Dark Regen, so you'll have plenty of time to use SM alongside it if needed.
TT is a really subpar AoE power for a melee toon. You don't want to have to go out of melee to fire an AoE on a scrapper. -
Quote:You can softcap Ice without IO's either. I should have been more specific, I meant that my build is cheaper compared to other defense centric builds on resistance based tanker primaries like Elec, Fire, Dark, Invuln, and Willpower. I'm mostly referring to the fact that my build doesn't need Kinetic Combat IO's.I highly doubt so. You can softcap a shield tank without using a single rare set. Heck, if you're willing to suffer ED a little and have a little higher end drain, and spend a little more slots, you can softcap shield WITHOUT using a single set. Since there are no sets involved, feel free to replace the secondary with anything.
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Elec/Elec is a good combo, though Elec Melee isn't really my cup of tea(relies too much on Lightning Rod).
I can't really get a pricetag on my build, but it's definitely cheaper than other defense centric builds. -
Quote:I like having a more powerful faster recharging Energize and faster recharging AoE's than having extra S/L res, so I'm sticking with Spiritual. I can always pop an orange if my defense failcascades.I was going to suggest an electric tank, but you beat me to it. It definitely has the potential to handle every situation in the game almost as well as a Granite Tanker. Total resistance to all damage types is higher than all but Stone's. Total resistance to S/L and Energy is higher than Stone's. A Cardiac Alpha boost may be able to cap your S/L resist when the tier 4 one is released.
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Since your name is Elektro and no one's made an Elec tank pitch yet, I'll give it a go.
1. Elec has the highest S/L Resists besides Stone and Invuln.
2. Elec has the highest Energy Resistance, 3rd most common damage type in the game.
3. Elec has complete -end immunity.
4. Elec has an amazing self heal in Energize, which includes a big regen boost and a big endurance discount for 30 seconds. This power can be made near perma.
5. Elec has incredible end management tools, which give you a lot of room in your build.
6. Elec has a recharge bonus and a damage aura, making you a very efficient tanker offensively.
7. Elec's weakness is the lack of defense. With an IO investment(not a big one even, I'll post my build) and smart power selection you can cover for that weakness.
Here's my Elec/Fire(Spiritual) build that needs just one purple to softcap all positionals while maintaining high levels of offense, and does it relatively cheaply:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Janus Firestorm: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee
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A top Katana attack chain with both the Achilles' Heel proc and the Fury of The Gladiator proc, can pump out pretty consistent -res(like -20% on average).
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Here's a good build I one day hope to have ingame. I made my SS/Elec Brute, but I have another more realistic project I'm working on atm so it's more of a "one of those days" thing.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Spiritual: Level 50 Technology Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
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When you add purple procs and -res procs to Katana and get the best attack chain it really becomes a beast. Can't pair it with SD though as you said.
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Other similar instance I can think of is Elec Melee with Lightning Rod. It really makes the set.
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The good thing about BS and Katana, is the ability to slot both of those -resistance IO's in your attack chain. That puts them close to Fiery Melee in terms of DPS with the advantages of team friendly -res.
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I use my Emp/Rad to solo tips often, It feels like a regen scrappertrollerblaster(with less DPS of course).
That just means I can solo, it doesn't mean I can solo as well as others can. Some defender combos have exceptional solo capabilities and team capabilities, notably Rad/Sonic and Cold/Sonic, due to the powerful debuff stacking. -
1. Brutes get more out of their APP blasts, Gloom in particular.
2. Brutes have more HP than scrappers.
3. Brutes have more aggro holding tools than scrappers.
4. SD's +DMG buff, AAO, gives more +DMG to Scrappers than it does to Brutes(+80% vs. +65% fully saturated). The same applies to DM's +DMG buff, Soul Drain(+120% vs. +96%)
This makes DM/SD brutes do less damage than DM/SD scrappers unless they have the best attack chain(which is more end consuming) and maxed fury, assuming full AAO+Soul Drain saturation. -
So basically you saved your team... The only thing you should be ashamed of is gloating on forums
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Quote:How does Fire/Shield stack up? It seems less reliant on having mobs around you all the time for awesome ST damage, and it has better AoE.DM/Shield/Blaze
Its everything anyone could ever want in a scrapper. Awesome single target dps. Insane AOE with soul drain +shield charge +fire ball. Softcap Def and just enough resist help in a pinch. Can't go wrong with either the Cardiac Radial or the Spiritual Radial.
Put the influence into it, its worth every bit. -
Fire.
2 PBAoE's and good ST damage? Yes please. -
IO set design is very easy to mess up in terms of balance, so just leave the actual numbers to the designers.
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Soul Mastery gives you a fast recharging long duration Power Boost, which works on your FF shields. Slot it with a few membrane HO's and get some recharge in your build, and you should be able to put your whole team at the softcap without them being in range of your dispersion and maneuvers. You also get access to a pet.
Dark Mastery gives you a much better Soul Drain than Soul Mastery does, and also gives you Oppressive Gloom which you can stack with Cosmic Burst for a boss stun.
Power Mastery gives you a balance of team protection and better damage, with PBU(Slower recharging Power Boost with a damage buff component). It's a good choice for soloing, as PBU doesn't rely on multiple targets to get the damage boost.
Those are the three APP choices I would consider.
As for Alpha, Cardiac seems like a good choice as both FF and Rad can be end heavy, and you seem to have the fighting pool as well. -
Quote:+16% S/L DefenseHow much S/L def and En resist do you get from it? Good idea on the end drain empowerment though. Do base empowerment buffs work on a Mo run? They're passive, but they're apparently temp powers as well.
My last STF was a total cakewalk; we didn't bother setting for a Mo but we ended up with a run of an hour & 15 minutes and zero deaths. I don't always have a Cold and two Kins on the team; it made things go really nice.
+30% Energy Resistance
So about 1 purp and 3 oranges worth, for 30 minutes, and it basically costs less than a million influence and a couple minutes of your time.
Base empowerment buffs are technically temp powers and they don't work on Mo runs(Just checked it myself).
Edit: There's also the combat shield day job power which gives you +20% defense to S/L/E. It's a lot harder to get though.
Having both of those on should get a softcapped Inv Tanker to 81% S/L Defense, 65% Energy Defense, and 60% Energy Resistance, more than enough to take on Recluse. -
I'd say Corr. Scourge+Ice Storm/Blizzard is good stuff.
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CMA, have you thought about getting the Kinetic Dampener temp power to help with Recluse? Definitely something positional defense tankers should do, as it saves you a fair bit of inspirations.
Other than that, there's the end drain resistance base empowerment buff that should help quite a bit as well. -
Thanks! That really helped me decide. The good thing is that I can get almost as much recharge spiritual would give me, with the 1 hour base empowerment buff.
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Hey guys, I have this build ready for my Fire/Rad corr, but I had difficulties deciding whether I should go Spiritual or Musculature.
I was originally dead set on Spiritual since I wanted a Flares-Fire Blast-Blaze attack chain, but after fiddling around I managed to make a build that could do without Spiritual to get the chain going. Then I got to thinking maybe Musculature would be better, but Spiritual still gets my AoE's up faster and other stuff. I need your help to decide!
Here's the build:
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyradical: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Flares -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(19), Dev'n-Acc/Dmg/Rchg:50(21), Dev'n-Acc/Dmg/EndRdx/Rchg:50(21), Apoc-Dam%:50(31)
Level 1: Radiant Aura -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(7), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx:50(9)
Level 2: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod:50(11), P'Shift-EndMod/Acc/Rchg:50(11), RechRdx-I:50(17)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 8: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(31), DarkWD-ToHitDeb/Rchg:50(34), DarkWD-ToHitDeb/EndRdx:50(36), DarkWD-Rchg/EndRdx:50(36), Achilles-ResDeb%:20(40)
Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(37)
Level 12: Fire Ball -- Posi-Dam%:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Acc/Dmg:50(15), Posi-Acc/Dmg/EndRdx:50(15), RechRdx-I:50(46)
Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel:50(40)
Level 16: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(37), Posi-Dmg/Rchg:50(37), Posi-Acc/Dmg/EndRdx:50(39), Posi-Dam%:50(39)
Level 18: Blaze -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(25), Decim-Acc/Dmg/Rchg:40(25), RechRdx-I:50(31)
Level 20: Lingering Radiation -- Acc-I:50(A), RechRdx-I:50(29), RechRdx-I:50(42)
Level 22: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(50)
Level 24: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(27), Posi-Dmg/Rchg:50(27), Posi-Dmg/Rng:50(29), Posi-Acc/Dmg/EndRdx:50(45), RechRdx-I:50(46)
Level 26: Assault -- EndRdx-I:50(A)
Level 28: Mutation -- RechRdx-I:50(A)
Level 30: Vengeance -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), LkGmblr-Def/Rchg:50(42)
Level 32: Inferno -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Rchg:50(33), Oblit-Dmg:50(34)
Level 35: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(40)
Level 38: Fallout -- RechRdx-I:50(A)
Level 41: Oppressive Gloom -- Acc-I:50(A)
Level 44: Dark Embrace -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45), S'fstPrt-ResDam/Def+:30(46)
Level 47: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Rchg:50(48), Oblit-%Dam:50(50), Oblit-Dmg:50(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(43)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(17), Efficacy-EndMod/Acc/Rchg:50(19), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/EndRdx:50(43)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1607;783;1566;HEX;| |78DAA594594F135114C7EFED422D14DB01CA5236CB524A4B071A357179306131414| |12BC4256A6CC676808975DA4C8B91279767DC4DDC627CC0E8075001F1C90FE146F8| |0A2EEF2EF5DC732EB4A68F4EDAF39B39F72CFF7B6EA79397473D8C5D3DC0B87724A| |3E5F3C991AC65CDE70A59CB359D327433A5BB130B969636525AC6C5186BDD5A4F4E| |69E6AC9E560F1A969E1C86DC42B0B4363C3F33A34E419A5630B26672ECA291CFC38| |D326ECEE9966E16D4CD9BEA44369B51A773BA9EF6E2ED84AEA5752B3F67E43C9BCF| |39C39C55F061DCBC64E48DF346C6282C28633923A58E6AD685E42434D7AD8566D0B| |71BBE211B9357D1C196007156F71CD1F082F012D111B7097CE065E1092E5C554709| |4710DB260987117D90C465387F00E863B687844708C763C213C42788B5637CD16EB| |F870DABEF12EE237C5114D305D375521C77922B48F8085E17AD385DCB98D3B18A08| |AE20BAD7086F117DEF01F5EC3364B8653D77100BF510C2B05E431B70D6ACA2CBF39| |AF006B1FD156105112315DDA0AF96B278ED06755A47F483F5CA817829B587EAF550| |BD10150A51AF010857647B85E6D748F36BA4F935D3FC9A697E1DD47E9D8B4D6196A| |D3E80AE365AE92728A0CF4FFBB5F9FD7852A10644DC878840DF26D9B78964064851| |8064B62D93BE7FB65D07655BA82C6BA1F97D81C7562AC45A29AA01A2DAA5BA766AD| |E4DCDFB15840ACD3BE58C3A8B38B61D7F08BF09BFE8447F22A260BBE4B0BB9ED1B0| |97101B50AE5736EFA5E657EC8C85A52B4CA3B906AEA8FCD1455554301021C410B12| |62E145F87389557E34C54923548B20649D620C98A333B82D435C26E87E44C8668B7| |6D8EAD77083E70B189724F15E6251C5B6F0EE318345E0AFAAF6B0DFEC3A8B4FB18E| |C864F8B2D1D17E6A4783C25CC6961CE08DF5961CE0993C4ADBFF36CAAF0EE1182F6| |0AB34F98FDC2F87D601645A44BBC3635C27884A91566BB305E617CC2D40B1310E6A| |930453724DBE50EBF0A05726E3C8607F5ADDC1546D7F7928BF313F4D33DC4C5ABF0| |A3B4E2E48BF4E77103517793DEC45B88C86DC21DC450C5D1442A3CF10ACFAE728F1| |D0BEDAC082A1DC05FD78736AE| |-------------------------------------------------------------------|
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To make things simple, I'll try to order the primaries by their potential endgame performance:
Defensive
Stone
Invulnerability
Willpower
Dark
Elec
Shield
Fire
Offensive
I.. don't know where to place Ice. It gives less offense than Elec and is also less survivable than Elec, IMO. Being an Elec fanboy I might be biased though.
Anyway, the list doesn't take into consideration specific situations (I don't care if your fire tanker can tank a fire farm better than an Invuln) but rather the game as a whole as I see it(TF's and tips). It also doesn't take into consideration the aggro management capacity of the sets(WP has aggro management issues, SD easily maintains aggro).