-
Posts
2491 -
Joined
-
Quote:My experience with a Fire/Rad is that the thing you need most is mez protection... I play nearly 100% melee with Hot Feet & Choking Cloud running and getting hit by a mez puts them out of action for a fair amount of time due to the long recharge. Indomitable Will makes you considerably more durable thanks to no longer loosing two of your key powers whenever something nails you with a 1 second mez.Ok I'm on my first fire and first rad...have played both plant/kin and grav/kin to 50, but with fire/rad I'm at a loss when trying to go with defense or resistence. I figured having a self-heal would make a resistence set a better choice, but then again I could be wrong. What would be the major pro's and con's of going with one or the other? Any help is greatly appreciated...thanks in advance
Mind over Body is a good resist armor and Psi Tornado is rather nice for some more AOE. I've recently respec'd into World of Confusion as an experiment and I have to say I'm not overly impressed so far... I'm currently looking for the Contagious Confusion proc to see if it makes up for the somewhat lackluster performance of the power. It does work, I'm just not yet convinced it works well enough to justify the power and slot investment. -
Quote:Mids does apply the bonus of CJ/Hover provided you toggle them on (the green dot on the right side of the power listing).Thanks for the great info! I'm trying to go more for the Superman-esque build so I want to avoid the Leaping set for Flight. That being said Hover prevents me from using Hurl and Foot Stomp (no great loss on Hurl but Foot Stomp is a staple).
I should probably shift some slots around but I do enjoy having Hurl. It is a fun power. I don't use it too often but it is still really fun to Hurl a chunk of concrete at a minion that is fleeing from me.
I think one of the things I discovered in checking Mids last night is a full set of Obliteration in Foot Stomp would put me up to 45% I'm still unsure as to how Hover will factor into this though.
Do Hover and Combat Jumping apply the same base defense bonus? When I initially posted with all the sets and slotting you suggested I was coming up with 43 or 44%? Does Mids not apply the extra from CJ/Hover?
Obliteration is primarily melee defense; it only offers half that amount in S/L defense... it's also very expensive. Last night I was looking at WW and the set seemed to average not far off of 30 million PER IO. That would be in the $180 million range for the set.
If you're looking to squeeze a bit more E/N defense a good, relatively inexpensive, place to look is the Thunderstrike set. 6 slotting it into, say, Laser Beam Eyes will give you 3.75% E/N defense (with a 2.5% E/N at 3 slots & a 2.5% ranged bonus which becomes 1.25% E/N at 6 slots) as well as 2% recovery and 7% accuracy.
Overall I wouldn't worry much about 43.5% instead of 45% S/L defense since you're already hard capped at 90% resistance. True, there's a few mobs that may give you trouble but for those you'd need way more than 45% def to floor them anyway... Lord Recluse buffed by his towers comes to mind, as does the Devouring Earth with their !@#$! quartz emanators providing them with MASSIVE +tohit, on the order of 100%+. Fortunately LR's bonus is a more modest 25%, meaning you'd need a purple or two to maintain 75% def until the blue tower dies. For DE, just make sure to kill the Quartz emanators ASAP.
<edit>
Oh, and on the Superman thing, the original Golden Age character back in the 40's didn't fly, he used super jump.The "Faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound" bit. I'm not sure when he learned to fly, but it came in by the time the old B&W Superman TV series started. Obviously the big blue guy's done a few respec's in his day
Just a bit more useless trivia I've had rattling around in my mind to now infect yours -
Quote:You're 2.5% away from the soft cap, and in my build that's handled by Combat Jumping. Toggle on Hover on yours and you'll find you're there. If you want to avoid using Hover you can simply slot another Smashing Haymaker set and get almost there.Hey all! I've been crunching these numbers in Mids and can't seem capable of getting to the cap with my Invuln/SS Tanker. Not sure what I'm doing wrong. The OP says I need 5 sets of Reactive armor (Got it) 3 Sets of Smashing Haymaker (Got it) Invince and Weave slotted with common IO's (which I don't have just yet) 2 sets of Zephyr IO's (which I don't have, i'm working on those), the Steadfast Unique (Got it) and a full Perfect Zinger set (Got it) But i'm still not getting to 45%?
HELP!
I know most of my attacks are a mess, but I thought the point of the OP was that all I needed was the stuff I listed to get to the defense cap.
Here is the gist of my build (i think the only bit I don't have is the 2 Zephyr sets)
I made the same mistake right after I finished my soft cap build; I found a lone mob and was trying to figure out why I was only at 43.5% defense in the real numbers when my figures showed me capped... then I remembered to turn on Combat Jumping.
If I can offer a bit of advice about the rest of your build; I'd suggest moving the Steadfast to the 5th slot in TI and moving a few slots around... Weave could use another for example. For Weave I like to slot 4 Gift of the Ancients for the +endurance and recovery bonuses. I'd also slot the Smashing Haymaker set into KoB and move the slots in Boxing elsewhere; for instance Laser Beam Eyes. Hurl's a rather lengthy animation for it's damage, you may find that LBE works better for the situations when you need range... it certainly deserves more slots. -
With the stats you mentioned you'll easily be able to stand up to anything in the game, even a tower-buffed Lord Recluse with a few insps. One suggestion I'd make is changing Swift for Hurdle... Hurdle stacks with CJ/SJ for a noticeable buff to jump speed and distance and a minor buff to height.
Oh, if you're slotting for recharge with those LotG +recharge I'd certainly find another slot for Taunt and that 7.5% recharge bonus. I'd also consider Pounding Slugfest Acc/Dam & Dam/Rchg for the last two slots in Haymaker & KoB instead of the Mako's... that gives you another 16% regen and they'll be considerably cheaper.
The build's different than I'd make one, but I don't see any real problems with it other than what it'll cost... that's going to be a big chunk. Be prepared to spend upwards of 500 million or more. Oh, looking at Stamina I'd reslot it; if you're staying with 3 slots I'd toss in a pair of common endmod and the +end proc. As it is you're a bit light on recovery there, which may or may not matter depending on how it plays with your IO bonuses. That's a question you'll have to answer after you've played it awhile. -
Quote:Amen to that; I've found coalition chat to be nearly worthless because of that. Most of my SG's have several coalitions and of course most of the coalition SG's likewise have coalitions of their own. Generally I only see one side of a conversation... it's a bit like sitting next to a row of pay phones and listening to one side of everyone's conversation.Or any other storage tables either.
Also, note that, if you coalition with 10 other SGs, those 10 are not automatically coalitioned with each other. You could make a network of 11 SGs, each of which takes the other 10 as their coalition, but more often, each will have a different set. Which can sometimes make talking in the /coalition channel amusing.
On the other hand coalition access to base teleporters is a great perk for a new SG still working on building a base. It gives you access to the established SG's transportation infrastructure while you're still building your own; and it will take awhile for a small SG to build up. -
Quote:KOA are a pain for melee characters; there's a few things you can do to make them less annoying.I had such good luck with my post on Nemesis I thought I'd try again. I'm curious about the Kives of Artemis. How in the world do people fight these guys? I have a Kat/SR and I realize that's part of my problem with the "auto-hit" caltrops draining my health and preventing me from using Aid Self. However, even getting past that and changing strategies a little (I find the "jump in the middle" approach to be bad against these guys), what about the sloooooooow effects? I spent over three hours on a mission with these guys. I finally dropped the mission because I was bored to tears. Does anyone actually like fighting these guys? Is there some strategy I'm missing that can "speed up" killing them?
- Hover/Fly a couple of feet above the floor... you're still in melee but above the caltrops.
- A ranged attack or two is also useful
- Recruit a Kinetic to Speed Boost you... that completely negates the slow effect of the caltrops.
- Recruit a friendly Blaster or two to help out.
KOA are problematic but fortunately they're pretty rare; unless you actively seek them out you may face them a dozen times while leveling. They're somewhat common in Malta mission arcs; Malta are also fairly problematic themselves. A few good teammates can help significantly against these problem children. -
Quote:You're welcome, it'll be a bit squishy early but it matures into an absolute beast. As an example, I've been herding +2/6 man Carnie missions solo. The only issue is the Master Illusionist... Blind has no positional value so it cuts right through your shield. Still, it takes them awhile to kill you, so you have time to drop the spawn before they can.I took your advice and ran with it. With the changes I only suffer a 183 HP loss and .08% EndRec. I removed a slot from Slice to add onto AD. Lastly I took two slots from OwtS and added them to BU. Overall, not too bad. I'm going to go through the build again and add the slots at better levels that will probably be better for leveling. It was a rush job the first time.
Thanks for the suggestions.
Other than that the rough spots are Devouring Earth with their quartz emanaters which have unreal (+100%?) tohit buffs and Nemesis after you've killed most of the group and gotten the survivors hopped up on Vengeance. -
Overall pretty solid, there's a few tweaks I'd make though, mostly fairly minor.
Quote:The other two Steadfast aren't getting you much worthwhile and you certainly don't need KB protection. I'd consider replacing the KB proc with either a common heal or common resist and the Res/End Steadfast with a common resist IO.How does this look?...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Hack- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (5) Mako's Bite - Damage/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) Gift of the Ancients - Defense
- (13) Gift of the Ancients - Defense/Endurance
- (13) Gift of the Ancients - Run Speed +7.5%
- (19) Gift of the Ancients - Defense/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage
- (3) Scirocco's Dervish - Damage/Endurance
- (5) Scirocco's Dervish - Damage/Recharge
- (7) Scirocco's Dervish - Accuracy/Recharge
- (11) Scirocco's Dervish - Accuracy/Damage/Endurance
- (43) Recharge Reduction IO
- (A) Numina's Convalescence - Heal
- (15) Numina's Convalescence - Heal/Endurance
- (15) Numina's Convalescence - Heal/Recharge
- (17) Steadfast Protection - Knockback Protection
- (19) Steadfast Protection - Resistance/Endurance
- (25) Steadfast Protection - Resistance/+Def 3%
Quote:Level 6: Combat Jumping - (A) Luck of the Gambler - Recharge Speed
- (A) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (9) Mako's Bite - Damage/Recharge
- (25) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
Quote:Level 12: Swift - (A) Run Speed IO
Quote:Level 14: Super Jump - (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (46) Regenerative Tissue - +Regeneration
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Performance Shifter - Chance for +End
- (A) Gift of the Ancients - Run Speed +7.5%
- (23) Gift of the Ancients - Defense
- (23) Gift of the Ancients - Defense/Endurance
- (27) Gift of the Ancients - Defense/Recharge
- (A) Gift of the Ancients - Run Speed +7.5%
- (31) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (37) Gift of the Ancients - Defense/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (27) Mako's Bite - Damage/Endurance
- (31) Mako's Bite - Damage/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Scirocco's Dervish - Accuracy/Damage
- (29) Scirocco's Dervish - Damage/Endurance
- (31) Scirocco's Dervish - Damage/Recharge
- (34) Scirocco's Dervish - Accuracy/Recharge
- (39) Scirocco's Dervish - Accuracy/Damage/Endurance
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
Quote:Level 32: Head Splitter - (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Damage/Recharge
- (34) Scirocco's Dervish - Accuracy/Recharge
- (39) Scirocco's Dervish - Accuracy/Damage/Endurance
- (46) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (36) Scirocco's Dervish - Damage/Endurance
- (36) Scirocco's Dervish - Damage/Recharge
- (36) Scirocco's Dervish - Accuracy/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (37) Recharge Reduction IO
- (A) Accuracy IO
- (A) Impervium Armor - Resistance
- (42) Impervium Armor - Resistance/Endurance
- (42) Impervium Armor - Resistance/Recharge
- (42) Impervium Armor - Resistance/Endurance/Recharge
- (A) Gift of the Ancients - Run Speed +7.5%
- (45) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Endurance
- (45) Gift of the Ancients - Defense/Recharge
- (A) Numina's Convalescence - Heal
- (48) Numina's Convalescence - Heal/Endurance
- (48) Impervium Armor - Resistance
- (48) Impervium Armor - Resistance/Endurance
Quote:Level 49: Grant Cover - (A) Gift of the Ancients - Run Speed +7.5%
- (50) Gift of the Ancients - Defense
- (50) Gift of the Ancients - Defense/Endurance
- (50) Gift of the Ancients - Defense/Recharge
Defense: 51% Melee(w/1 Parry) - 46.6% Ranged - 48.5% AoE
Hp: 2409(Capped from 2412)(w/All Accolades)
EndRec: 4.4/s
EndUse: 1.2/s(w/All toggles except SJ)
Max End: 121(w/All Accolades)
I don't know how good my placement for slots per level are but I was just aiming for the ending results of the build. Maybe someone else can work that out a little better.
Other than the second slot in AD coming way too late the rest is probably ok for a leveling build... of course slot order is meaningless in a respec. -
-
Quote:Remember the ToD is Melee defense, it only gives half the amount of S/L def. I'd suggest the Smashing Haymaker/Pounding Slugfest combo here for more defense and considerably less $$. Other that that it looks pretty solid.Alright, this looks like a winner. Shuffled the slots around a tiny bit, went for the slotting in Air Supe and all that. Added in the other two +regen and +rec procs for future ref, if I ever get to afford them.
Lost about 0.7% on S/L res somewhere along the line, but gained more in Melee and elemental defence, so it seems worth it in total.
Thanks a lot for the help, guys, shows me just how little I know about Mids and IO builds ^^;
Level 4: Bone Smasher- (A) Touch of Death - Accuracy/Damage
- (5) Touch of Death - Damage/Endurance
- (15) Touch of Death - Damage/Recharge
- (34) Touch of Death - Accuracy/Damage/Endurance
- (40) Touch of Death - Damage/Endurance/Recharge
- (42) Touch of Death - Chance of Damage(Negative)
-
-
Quote:For $90 that's a steal!When it comes to technical computer stuff I know just enough to be dangerous. I recently purchased a new computer, a quad-core Asus 5270 and had installed in it a BFG Nvidia GT220 graphics card. I know it's after the fact but is that a decent card? I got the whole thing at Best Buy on sale for $90.
-
Quote:I guess I was wrong on how the steadfast worked, I thought the power had to be available.Is the +chance for End slot in stamina worth it? I've never been too sure that that proc actually does.
Also, does Steadfast +def still trigger in a toggle even if the toggle isnt switched on? That was my reasoning behind putting it in an Autopower.
BU I honestly forget to use most of the time. I'd rather have steady survival and steady offense then have a bit more burst damage when I remember it, with a bit less survival.
Temp. Invuln should be an "always on" toggle so the power being on is a moot point; I toggle on all my armors when I log in and never turn them off. -
Not bad, but I've a couple suggestions interspersed.
Quote:I'd really suggest dropping the Reactive - Endurance and tossing the Steadfast unique there... you'll have it early for exemplar reasons and the extra endred in TI is really negligible.Thanks much for that build, CMA.
I made a few tweaks, mainly since I don't like Energy Torrent. I had re-build it all anyway, since Mids still sometimes thinks Physical Perfection is Adrenaline Boost, somehow. Heh.
Here's what I got now;
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Chief Centurion Z1: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (13) Reactive Armor - Resistance
- (17) Reactive Armor - Endurance
Quote:Level 1: Barrage - (A) Smashing Haymaker - Accuracy/Damage
- (5) Smashing Haymaker - Damage/Endurance
- (37) Smashing Haymaker - Damage/Recharge
- (40) Smashing Haymaker - Damage/Endurance/Recharge
- (42) Pounding Slugfest - Accuracy/Damage
- (43) Pounding Slugfest - Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (17) Doctored Wounds - Heal
- (A) Smashing Haymaker - Accuracy/Damage
- (5) Smashing Haymaker - Damage/Endurance
- (15) Smashing Haymaker - Damage/Recharge
- (34) Smashing Haymaker - Damage/Endurance/Recharge
- (40) Pounding Slugfest - Accuracy/Damage
- (42) Pounding Slugfest - Damage/Endurance
- (A) Run Speed IO
- (A) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (11) Reactive Armor - Resistance
- (A) Mocking Beratement - Taunt
- (11) Mocking Beratement - Taunt/Recharge
- (34) Mocking Beratement - Taunt/Recharge/Range
- (40) Mocking Beratement - Accuracy/Recharge
- (43) Mocking Beratement - Taunt/Range
- (43) Mocking Beratement - Recharge
- (A) HamiO:Nucleolus Exposure
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
Quote:Level 24: Resist Physical Damage - (A) Reactive Armor - Resistance/Endurance
- (25) Reactive Armor - Resistance/Recharge
- (25) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Resistance
- (A) Defense Buff IO
- (27) Defense Buff IO
Quote:Level 28: Boxing - (A) HamiO:Nucleolus Exposure
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance
- (A) Gift of the Ancients - Defense/Endurance
- (33) Gift of the Ancients - Defense/Recharge
- (33) Gift of the Ancients - Defense/Endurance/Recharge
- (33) Gift of the Ancients - Defense
- (A) Smashing Haymaker - Accuracy/Damage
- (36) Smashing Haymaker - Damage/Endurance
- (36) Smashing Haymaker - Damage/Recharge
- (36) Smashing Haymaker - Damage/Endurance/Recharge
- (37) Pounding Slugfest - Accuracy/Damage
- (37) Pounding Slugfest - Damage/Endurance
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Endurance
- (46) Thunderstrike - Damage/Endurance/Recharge
- (A) Endurance Modification IO
- (48) Endurance Modification IO
- (A) Steadfast Protection - Resistance/Endurance
- (50) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1395;694;1388;HEX;|
|78DAA593DB4E13511486F7B4537B9A524AE554A0140A94825 47A61E229F10230122|
|91043B8302A29646847C6A9E91463EF7C005F01112F7D03E3 5B783E3C8A87BAD6FA|
|378D78EB24F37F337BEF59FF5A6BF6AE3C5DB6947A764319D 6925BF5FD9DADAA776|
|037635BF65EDD6BB88D5ABB6FA9EED8FBB925DB6B1D369D86 97BB5B0E2BA5B258B8|
|B36CEFDB9E6F9756BD2787AE6737ABBB8EEBB4DAC37ABA62B BB65D5AA1895A1B2FA|
|955AF6E37295AE9F4C1DA6C34DCD24DA7E5D9BE1FC78BEBD4 EAAD849EA047C7ABA5|
|E48D7C1CDF81497AE5B1B3D70D5EF55B76B33D44B915E97E1 F2531E8561D5365E9A|
|1A002E3827313026B52D09B1744624A5F9D905A234C2AB322 985A17143604C55B84|
|3135B72AF810D51E6462DCA6A7B20AAC09CE5504D6BAA0774 3102393A036099E31E|
|981C9044C0A3029C22444ED0EA112155A501CE813F9863114 0CA3B8088A8BA0B818|
|8A8B9361541B46EB01C9C1114C3C14140E04732EF0084BC83 08EAF54FC3AC10CAA3|
|88D25306624BEC9B29EEF8230CD24757AC96DA9F30B79A60C 1EEB04529710A0EF1F|
|46E8B3343E0BA47352D5F933B028F77E9D7BFF0FB11AF809F C128CFE063A28883B5|
|B56EFC87A507766109D19426786D0990C3AF395D60D639D31 9C15C30C60506223BA|
|FA115D7D90C6C674D43144CD226A1651B3886AD2BA71BD6ED C94A15C08080311413|
|2C6BF19B54D6223E4B111F2D808796C84296C84296C84CF94 F3B48E3E8D2C6690C5|
|0CB2984116C7D48959FDAF66E7A5A822704233F3DA77FE488 62EBC008E819782851|
|3E095E035FDF892EE55093FE722F091325AD4338B03062759 1E148C9ADDF3A45446|
|16AFFD3D847DBC6976CF8F3274A666F7DCFED7F5C63A758BD EE1B3BDC5B2C9B2CD7|
|28FE53ECB03962ACB2ECB1E4BE76DF7EBE4654EE80ACB5596 6B2CCF795198CF489C|
|C56249B0F4B024597A59D22C032C19962396CE1FF815EB33|
|-------------------------------------------------------------------| -
This is a fairly quick & dirty build, but it will be functional and you shouldn't have end issues. I would recommend getting the accolades (Atlas Medallion, Portal Jockey) for another 10% to your total endurance.
It's short of the soft cap, but you will have 42% S/L/E/N defense. Getting that last bit is doable, but the easiest way is to drop Air Sup/Fly for CJ/SJ. This is all figured on one foe in Invincibility... such as you'd have facing an AV.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
------------
Level 1: Temp Invulnerability
(A) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(3) Reactive Armor - Resistance/Recharge: Level 40
(3) Reactive Armor - Resistance: Level 40
(5) Reactive Armor - Resistance/Endurance: Level 40
(34) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 1: Barrage
(A) Smashing Haymaker - Accuracy/Damage: Level 35
(17) Smashing Haymaker - Damage/Recharge: Level 35
(29) Smashing Haymaker - Damage/Endurance: Level 35
(34) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
(34) Pounding Slugfest - Damage/Endurance: Level 30
(46) Pounding Slugfest - Accuracy/Damage: Level 30
Level 2: Dull Pain
(A) Doctored Wounds - Heal: Level 50
(5) Doctored Wounds - Recharge: Level 50
(7) Doctored Wounds - Heal/Endurance: Level 50
(7) Doctored Wounds - Heal/Recharge: Level 50
(9) Doctored Wounds - Heal/Endurance/Recharge: Level 50
Level 4: Bone Smasher
(A) Smashing Haymaker - Accuracy/Damage: Level 35
(9) Smashing Haymaker - Damage/Endurance: Level 35
(11) Smashing Haymaker - Damage/Recharge: Level 35
(11) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
(13) Pounding Slugfest - Damage/Endurance: Level 30
(13) Pounding Slugfest - Accuracy/Damage: Level 30
Level 6: Swift
(A) Flight Speed IO: Level 50
Level 8: Unyielding
(A) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(15) Reactive Armor - Resistance: Level 40
(15) Reactive Armor - Resistance/Endurance: Level 40
(17) Reactive Armor - Resistance/Recharge: Level 40
Level 10: Taunt
(A) Mocking Beratement - Taunt/Recharge/Range: Level 50
(37) Mocking Beratement - Taunt/Recharge: Level 50
(39) Mocking Beratement - Accuracy/Recharge: Level 50
(39) Mocking Beratement - Taunt: Level 50
(39) Mocking Beratement - Recharge: Level 50
(40) Mocking Beratement - Taunt/Range: Level 50
Level 12: Air Superiority
(A) HamiO:Nucleolus Exposure
Level 14: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Health
(A) Healing IO: Level 50
Level 18: Invincibility
(A) HamiO:Cytoskeleton Exposure
(19) HamiO:Cytoskeleton Exposure
(19) HamiO:Cytoskeleton Exposure
Level 20: Stamina
(A) Endurance Modification IO: Level 50
(21) Endurance Modification IO: Level 50
(21) Endurance Modification IO: Level 50
Level 22: Whirling Hands
(A) Eradication - Accuracy/Recharge: Level 30
(23) Eradication - Damage/Recharge: Level 30
(23) Eradication - Accuracy/Damage/Recharge: Level 30
(25) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
(25) Scirocco's Dervish - Accuracy/Damage: Level 50
(27) Scirocco's Dervish - Damage/Endurance: Level 50
Level 24: Resist Physical Damage
(A) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(40) Reactive Armor - Resistance/Recharge: Level 40
(40) Reactive Armor - Resistance: Level 40
(42) Reactive Armor - Resistance/Endurance: Level 40
Level 26: Tough Hide
(A) Defense Buff IO: Level 50
(27) Defense Buff IO: Level 50
(29) Defense Buff IO: Level 50
Level 28: Boxing
(A) HamiO:Nucleolus Exposure
Level 30: Tough
(A) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(31) Reactive Armor - Resistance/Recharge: Level 40
(31) Reactive Armor - Resistance/Endurance: Level 40
(31) Reactive Armor - Resistance: Level 40
Level 32: Weave
(A) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
(33) Gift of the Ancients - Defense: Level 40
(33) Gift of the Ancients - Defense/Recharge: Level 40
(33) Gift of the Ancients - Defense/Endurance: Level 40
Level 35: Energy Transfer
(A) Smashing Haymaker - Accuracy/Damage: Level 35
(36) Smashing Haymaker - Damage/Endurance: Level 35
(36) Smashing Haymaker - Damage/Recharge: Level 35
(36) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
(37) Pounding Slugfest - Damage/Endurance: Level 30
(37) Pounding Slugfest - Accuracy/Damage: Level 30
Level 38: Resist Energies
(A) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(42) Reactive Armor - Resistance/Recharge: Level 40
(43) Reactive Armor - Resistance: Level 40
(43) Reactive Armor - Resistance/Endurance: Level 40
Level 41: Conserve Power
(A) Recharge Reduction IO: Level 50
(42) Recharge Reduction IO: Level 50
Level 44: Laser Beam Eyes
(A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(45) Thunderstrike - Damage/Endurance/Recharge: Level 50
(45) Thunderstrike - Accuracy/Damage: Level 50
(45) Thunderstrike - Damage/Recharge: Level 50
(46) Thunderstrike - Damage/Endurance: Level 50
(46) Thunderstrike - Accuracy/Damage/Recharge: Level 50
Level 47: Energy Torrent
(A) Positron's Blast - Damage/Recharge: Level 50
(48) Positron's Blast - Damage/Endurance: Level 50
(48) Positron's Blast - Accuracy/Damage: Level 50
(48) Positron's Blast - Damage/Range: Level 50
(50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
(50) Recharge Reduction IO: Level 50
Level 49: Physical Perfection
(A) Endurance Modification IO: Level 50
(50) Endurance Modification IO: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Gauntlet
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1404;682;1364;HEX;|
|78DAA593DD4E134114C767DBADFDDAD2D60AE5B3A5B4580A5 2E985898A891782914|
|8A117C42B9514B296957531DD8AE2950FE02B20C22BF815E3 5BA8F1F30DD477A8E7|
|9CFFD044BD74D3FE7FB36766CEFFCCEC4CFDD182A5D493CBC AB0AEB84DDF5F5F6B7|
|ADB763B546FB69C4D15564AE510595FB0EFD89E6F5797BCDD 07AE67B79B1B8EEB74|
|F6867477DD766DBBBA481DAD3DBCA497BC2DBB6D7B9DEA71C 36AECECB8D5AB4EC7B|
|37D3F8E17D7696D7512BA839A8ED74ACB1BF938BE0393CCE2 7D67B397BCE977ECF6|
|DE20D556A1FF872889417FD53555811A6515C803130233272 86409632A1253FAE98|
|6D4326142A55604A37541611558523C7CF69AE063547B9089 B14AAD9A321B8213D7|
|81BA20B222889149509B04611241F618BC6230B16062C1244 4DB1DC24A54A8A838D|
|127F20D23140C63717D58551F5695C252E36418D586D1BB01 9E5A7204A7B7812DE0|
|9EA0EC0A626418C72C15BF4430832A4EB1046246E29B0C9BF E2E08534F5297972C4|
|9795FC8336D70AC1B489F4382937F3142D3329816C88CCBB4 537FC0A2DAFB75EDFD|
|3F02BC13033F815F82C1C7326E705730FC50F09EACB37A67B 2D89932F6A28C0DAA6|
|083BED2B8216D3F944306601430A8BE11BD09237A1382141B D3C9C7903C87E43964|
|CDE9A345E3F27A5C3E2CA1F10810024C4132C65F1B4B9CC07 928E23C14711E8A380|
|F259C8712CEC3672A7D52679F44151554310DFB6914734047 6D4A7FB2A919595405|
|38A49E19ED3B7328A13347C03E7020987D063C171CD1ACAA9 E557D25A1B32F8117C|
|06B41ED0D00AF79AA650ED51A73F8B23560D4EC5D39FAD1A3 96FF8934CCDE055386|
|442A66EF5EFFD7F3D63AF68A36F9EEAFB134586EB0DC64B9C 5729B45866CB06CB27|
|4DFF56627CF734117582EB2CCB33CE54161BE4371168B25C1 D2C7926449B1645806|
|588659F659BABF01C742F120|
|-------------------------------------------------------------------| -
Quote:I did some playing around and found that slotting level 25 Reactive Armor only cost me about 2% total resistance over slotting 35's. It's under the ED cap sure, but the loss is minimal enough that you'll never notice it in the game. Allowing yourself to dip down into the 20's to find the IO's will significantly cut your costs; lots of players have the "must have it at max level" mindset.One thing that might help is to remember that you don't need to use all 40s to slot resistance to the ED cut-off; level 35s will do. There are usually one or two enhancements cheaper than the rest, so I buy them at the highest level I can, which gives me more room to buy the remaining IOs at a lower level. Play around with Mid's to see what levels will get you to 56%.
-
A few thoughts on your last build. First, the Touch of Death, Obliteration & Mako's sets offer positional defense, while Invuln already has significant typed defenses... you'll do much better using sets that offer typed def. Things like the (if you can find/afford it) Kinetic Combat or the FAR more affordable and available Smashing Haymaker.
4 slots of Reactive Armor is plenty, it'll ED cap your resist (slotting all the resist IO's in the set) with decent endred. 4 also gets you all the bonuses you want. I generally toss the Steadfast unique into a 5th slot in TI since I grab that at level 1 and RPD in the 20's.
Taunt is an EXCELLENT place to get some really nice and cheap set bonuses; the Mocking Beratement set grants 1.8% additional endurance and 2.5% S/L def along with 7.5% recharge. Perfect Zinger offers 10% regen, 5% recharge, 2.5% damage and 3.13% S/L defense.
Since you're already 50 the best slotting for Invincibility is 3 Cytoskeleton Hamidon enhancements.
Once you approach the defense soft cap Unstoppable is a wasted power... I wasn't sure when I first respec'd into my issue 13 soft cap build and retained it. After 20 STF's, 4 of them MoSTF runs and innumerable ITF's and other TF's I haven't used the power a single time. If Lord Recluse buffed by his towers, Romy and his puffballs of doom and most everything else in the game can't make Unstoppable useful I decided to drop it.
Resist Elements is entirely skippable as has already been mentioned; it's minor protection against a rare damage type.
Tough/Weave are vital parts of your defenses however; I highly recommend getting them if you want to maximize your survivability. I fully understand how tight the build is, but dropping Resist Elements, Unstoppable & Build Up will make room in your build. -
Aargh, my faithful Asus 8800 GTS just bit the dust tonight... video corruption even on the BIOS screen and only functioning as a basic VGA adapter in Windows. Device manager claims that the card can't start; uninstall/reinstall does nothing.
Due to the problem persisting even on the boot screen before Windows even starts loading I think the card's probably dead.
Well, I was looking to buy a new card in March... I guess my timetable got advanced although it really could have picked a better time. Just ordered a replacement from Newegg, BFG 275 GTX. Unfortunately I'm stuck with the laptop probably until Tuesday.
-
Quote:Of the two I'd be tempted to go Mace; DM does have nice utility but the weak AOE drives me nuts trying to level one. The nice thing about Invuln nowadays is it doesn't need any help from the secondary for survival. And of course the novelty factor since Mace is something I've never rolled up.Right now I'm torn between mace and DM, I think. Mace has a lot of AoE, which spreads the punchvoke around, but DM does have some nice utility powers, like the self-heal. All the knockaround from mace might be just as good a mitigation as a self-heal, though, and it helps everyone, not just me. Hmmmmm....
-
I'd second the thought of Stone Melee... it really does hit with authority and it has significant mitigation in it's knockdowns (both hammers, Fault & Tremor) and the MAG 4 HOLD in Seismic Smash. With a bit of recharge you can actually keep an entire spawn on their butts with the Fault/Tremor combo... I typically jump into the mob, hit Tremor (since it doesn't need a target), find a likely boss & Seismic Smash, then as they start to stand up Fault to knock them down again, pound on the boss a bit until they start standing up then Tremor.
-
Quote:I don't think I would agree with that, Fire is #1 for AOE; possibly #2 behind Electric Melee. In the comparison of Mace/Axe you're right that Mace wins.I quite agree. I meant to imply fire->axe->mace in INCREASING order of AoE goodness, but I see that I wasn't clear.
Looking at an Invuln tanker what secondary... well, the easy answer is probably "any of them". For AOE I'd go with Inv/Fire. For a bit more control while keeping solid ST damage there's Stone Melee and the awesomeness of Fault & Seismic Smash. Super Strength is the classic pairing; I've never played it though so I just know it theoretically.
The only two secondaries I'd probably avoid would be Dual Blades due to the focus on combos... you've other things to worry about than getting your combo done... and Ice Melee simply because of the low damage. Ice has advantages but it does lack damage.
Whatever way you go you should have a tank that can handle anything you may throw at it. -
Quote:Remember that Electric is arguably the weakest protective set with roughly Fire Armor numbers and a slow recharging heal. If you can invest substantial +def bonuses it can get good but on straight SO's it struggles.It's funny how people are so much louder when they complain about nerfs then when they are happy about buffs. I remember hearing all the complaints when invuln was nerfed, but I don't remember hearing anything about the buffs. Or maybe that says more about my memory.
Anyhow, I have a level 1 invuln/mace tank languishing somewhere. I seem to recall that mace was buffed as well. Do those two sets play nicely together? Invuln is weak to psychic attacks, as I recall. And if invuln benefits from being in a crowd, then how well can it handle AV's?
I have no idea what my teammates will be playing.
Electric/stone sounds interesting. /stone has problems with recharge and endurance, and electric helps with both of those, right?
The psi hole on Invuln is actually pretty overrated... you only have a very few missions where Psi predominates so for the most part it's a non-issue. Also, building for the soft cap in defense will net you fairly significant positional defense as a byproduct; CMA has roughly 30% Ranged/25% AOE defense which applies to almost all psi attacks. That's on top of the 45% S/L/E/N defense and 35% F/C. If you end up facing significant Psi you can always pop a purple to hit the positional cap.
I've tanked Mother Mayhem and all the other Psi AV's without much trouble... both now and back in issue 3-4 when I actually had NEGATIVE 5% defense to it due to the Unyielding debuff... something that's now one with the Dodo. -
Main tanker for a static team... well, a Shield/* does come to mind... once you get your defenses soft capped, which is pretty easy to do with minimal IO slotting you should be highly durable. I will say that baby Shield (well, any defense set really) characters do struggle until they can get their defense into the 30's or higher so the low levels will be tough.
For a bit smoother ride from the start you may want to consider an Invuln tanker... it matures stronger defensively than the shield and is considerably stronger early. It does lack the offensive output of the Shield though. Invuln may not be what it was in issue 3, but out of the box it's probably one of the 3 toughest tankers... add some IO bonuses and it's second only to Granite Armor in toughness. Issue 13 saw some major buffs to the Invuln set... I've run nearly everything in the game with mine and never had any issues with survivability. Even exemped down to Positron levels it's still highly capable... probably about the best tanker available at that level.
What are your teammates going to be playing? That has some impact on what you choose; if your buddies are rolling Shield scrappers for example then a Shield tank is a no-brainer for stacking Grant Covers. If they're rolling buffers/debuffers that opens up the choices also. If they're all going to be playing blasters then you'll need to count on yourself for all your survivability. -
Late game the Fire/WP is capable, but it's also easy to get overwhelmed... it tends to suffer when taking a nasty alpha strike. The SS/Inv can be tougher if built right but endurance will be more of an issue. End is easy enough to get around by slotting attacks for endred and later on slotting IO sets.
I have a Fire/WP brute at 50 myself, and with extensive IO set bonuses it's... adequate. Endurance isn't much of an issue although WP burns more than Invuln does; Quick Recovery offsets that nicely. WP is fine until suddenly it isn't (incoming damage outpacing the set's regen) while a well-built Invuln has more spike durability.
I've found brutes, particularly in low-mid levels, tend to suffer from the "GO SMASH! SMASH MORE! SMASH MORE! SMAS...oops, why am I examining the rug?" due to constantly chasing Fury... it takes a long time to build in those levels and pausing to recover will loose your fury bar forcing you to start over. -
Quote:It can work, but there's a couple of caveats to it. As Aett mentioned Ice Melee is a low damage secondary with a good amount of control, so unless you're willing to allow the rest of the team to actually do the killing while you hold aggro and contribute relatively minor damage then you may want to consider another secondary... Stone Melee comes to mind if you want to keep the "control" aspects of Ice Melee and still have solid damage.Well,iv decided on a tanker that ill start out the account with..finally.
Im going with a Elec/Ice Melee Tanker.For seome reason it just looks like it would be a decent combo on paper,and it doesnt hurt the Storm Ninja theme im giving it.
Any opinions on the matter?
From an armor standpoint Electric is arguably the least durable set in the game, even below Fire in survivability. If you're willing to make considerable investment in defense bonuses and powers it could be quite competent in the end game, but on it's own it's weak, comparable to Fire Armor without the quick recharging Healing Flames. If you're pairing it with Ice Melee or Stone Melee the additional mitigation of the secondary (knockdowns, slows, stuns etc.) will help with this somewhat but you'll still need to be cautious.
I'm not trying to tell you the combo won't work for you, just to make you aware of the shortcomings before you've invested a lot of time into a set you're unhappy with.