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Posts
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Quote:Public raids, the Twilight Avengers were the only SG regularly raiding at the time. We rarely had major issues with them... public raids happened Mon/Wed/Fri and TA raided at other times. Yeah, there was occasional friction but actual conflict was pretty rare. We, the public raiders, had set raid times and TA didn't interfere and we returned the favor.Were you doing Guardian's "okay, we had our raid and it went well, the rest of you peasants can have a raid without interference since we got what we wanted" private SG raids, or the more public raids that the SG allowed afterward if they didn't slip up and cause a yellow dawn or otherwise feel the regular players were out of line?
Regardless, when the new raids went live i was playing mostly on Virtue and found the raids there to be quite fast and fun. Most raids were completed in about 45 minutes. Since they were advertised in the forums, global channels and even through broadcast in several zones, and held at the same times and dates every week they were first come, first serve public events that hinged on everybody doing what they were good at and adapting based on which AT's/sets showed up.
Virtue raids are still going strong, but i haven't been to many Virtue raids since the first successful use of the no evac strategy. Which is sort of a shame, since getting that to work was an interesting change in tactics and i've missed the most recent innovation that combines elements of the no evac strategy sans the pets with regular tactics.
Oh, and redside raids are entertaining in that they remind more of the old Hamidon raid with the MM pet stream drawing aggro.
Both the public raiders and TA were pretty good at Hami and yellow dawns were rare.
Of course all this is neither here nor there now, and if people enjoy the current incarnation of the raid then more power to them. I don't enjoy the current raid myself so I do other things instead. -
Quote:The immobilize problem is very easy to solve, simply pick up Combat Jumping. As a fire tank unless she's invested in a couple of -knockback IO's she'll want Acrobatics for KB protection anyway.Thanks. My wife has had problems with her fire/fire almost from the start. She has respeced 3 times getting to level 34. I don't normally duo with that character so I always hear about it after she's frustrated and ready to push the delete button.
Luckily she asked me to look over it and I found the problem immediately. She had made the mistake of focusing on IO set bonuses instead of the enhancements they provide and ended up gimping her Stamina power (as well as some of her armors). We replaced the entire set with end mods and power-raced through a scanner mission without any problem where before she was resting after every battle (heh, wrote "newspaper mission" to start with - can you tell which side I play more? lol).
Still, I expect she'll have more problems later since I saw she had missed Burn while at the same time complaining about getting immobilized. Together with Greater Fire Sword coming up I expect she'll need SOMETHING to help with endurance again soon so I was looking ahead. Both sound good... guess we'll see if she needs burst or continuous end control when she gets past 38.
Consume is another way for a fire tanker to recover endurance; I'd slot it for accuracy and recharge... the damage is minimal and if you hit 3 targets with it you'll get a full bar of endurance out of it unenhanced. It's on a rather lengthy timer but it's another tool available to help with endurance.
If you post the build here I'm sure the veteran fire tankers can help you with improvements. -
The old Hami may have had problems, but in my opinion the new one is far worse. Possibly I'm biased but we used to raid Hami on Guardian three times a week nearly always successfully from issue 4 thru issue 8. Towards the end we were running 25 - 30 minute raids like clockwork and we had fun doing it.
Then came issue 9 and the new Hami. I tried it, and I tanked the first successful raid on the Test Server... still it was a pain in the butt. When issue 9 went live most of us veteran raiders tried the new encounter and most of those I knew didn't like it and moved on to other areas.
I attended more than 300 raids based on my HO storage racks in the Issue 4-8 period; I've attended exactly 4 raids since. It may be a "better" encounter now, but it's absolutely zero fun for me anymore.
So chalk that up to a vote of no for the new Hami. The STF is considerably more fun and offers the same rewards. -
Quote:It seems to proc on an AOE around the target, not as you're describing at least in my experience.Bosses require a magnitude 4 Mez to be affected.
And the "Contageous Confusion" proc gives enemies that were affected by your original confuse power a chance to add a mag 3 confuse (with a 10 second duration) any target they hit.
For example, my Mind/Kin 'troller has that proc in the single target Confuse power. I activate confuse on a LT in the middle of a group of enemies. The proc rolls a 33% chance to hit each mob in the area including your original target giving you almost a second Mass Confusion power. I usually see a few "bystanders" also get confused along with my intended target when I use the power.
The benefit of the proc isn't the chance for more MAG against your target, it's the chance to confuse additional nearby mobs. I think of it as a second, unreliable Mass Confusion power that recharges very quickly.
Now, all of this is how the proc worked in issue 12 and before... my Mind/Kin has been shelved getting day job badges since so it's possible that something changed or is now bugged.
Edit
Quote:Edit: For further clarification, the "Contageous Confusion" proc has a 33% chance to activate when you use it, and then any enemies affected have a completely separate 33% chance of confusing their target. -
Well, you've your defenses covered; I do agree that you won't get a lot of mileage out of your 41-49 powers.
Hasten probably makes sense to get Shield Charge back quickly... personally I'd slot Scirocco's Dervish, all but the proc, and a common recharge in SC and Foot Stomp... similar damage/accuracy numbers with better recharge and you can afford to loose a little melee defense on the slotting.
I would replace Swift with Hurdle; Hurdle stacks very nicely with CJ/SJ. I also would consider 3 slotting Active Defense to double stack it; ideally with Membrane HO's to boost the debuff resistance. As it stands now with a single recharge you're just perma on it... all it takes is one slow and you'll have mez protection gaps. At the least put two recharges in it.
One question I'd ask is how's your endurance? I used 4 Gift of the Ancients in all my defense powers on my BS/Shield scrapper and with all that additional endurance and recovery I never have any hint of end problems unless I've been in constant combat for over 5 minutes without any letup. Remember that the 4 slot bonus of GotA is 1.8 additional points of endurance. You'd sacrifice the regen of the LotG to gain the extra endurance so it's your call if the trade off is worth it.
Getting back to your question about your last 4 powers, I would be tempted to go one of two ways.
Either:
- Char
- Fire Blast
- Fire Ball
- Hasten
- Conserve Power
- Laser Beam Eyes
- Physical Perfection OR Energy Torrent
- Hasten OR whichever you didn't choose earlier.
I just had another thought, you could boost your S/L resistance significantly by snagging Boxing/Tough so that may be an option as well. It would cap you out while One with the Shield is up. -
Quote:The sample build I tossed together in my earlier post should come in under 50 million if you're careful; that would leave you room for a few extras. I assume you're starting a new character who's still low level? If that's the case I personally slot nothing but drops from level 1-12, then DO's until 22 and SO's until around 27-30 when I start thinking about IO sets. Usually I'll have most of the sets I want in place by around 35-40 with a few "filler" SO's, usually for slots I recently got and haven't had time to buy & craft IO sets for yet.Oh, yes, one thing that I forgot to mention is that I'm working with approximately 140 million on this toon, so try to keep all builds equal to or under that price, thanks!
If you're starting a new character check out this for thoughts on power selection and slot placement for the first 20 levels:
http://boards.cityofheroes.com/showthread.php?t=133483
You can easily afford everything I tossed into my sample build with lots of money left over; that may well give you enough of a nest egg to also afford the three Cytoskeleton HO enhancements you'll want for Invincibility when you hit level 47. I haven't priced those recently, but they are the best slotting. A Cyto is a Def Buff/To Hit Buff/Endurance Reduction... all three primary features of the power.
For Set IO slotting in Invincibility I'd suggest 4 slotting the Gift of the Ancients set, it does give you something very useful, more endurance and more recovery.
/Electric causes a few problems with a soft capped defensive build since it's lacking in single target attacks... one of the cheapest methods to acquire defense buffs.
On your earlier question about travel powers I'd suggest picking either SS or SJ; a good survivable build gets pretty tight for both of them. My sample included Combat Jumping and Super Jump and skipped Hasten/Super Speed. I understand the temptation for Hasten; it's very useful... I just haven't found room for it on my Invuln tanker since all the changes of issue 6. While you could squeeze it in it would have to displace another power that may be more useful to you.
In any case, good luck with your tanker and don't forget that you're playing a game... the whole purpose is to have fun! -
Quote:The defense/resist part isn't that hard, Tough/Weave and moderate IO bonuses get you to the soft cap defensively and the hard cap for S/L resist. I know that CMA hasn't used Unstoppable since issue 13 and has tanked, unassisted, the STF, ITF & Reichsman.How to keep an Inv/SS at godly levels of defense and resist without unstop, but still pump out scrapper like damage?
Damage on the other hand... no way are you going to put out Scrapper level damage on a Tanker; it just won't happen. That's fair, Scrappers won't get Tanker level protections either. Well, if you're teamed with a Kinetic with Fulcrum Shift you'll probably be somewhat above an unbuffed Scrapper's damage.
Back to the OP, it sounds like you've had an interesting project; I'll be interested in hearing your thoughts on how the various primaries compare with one another. So far I've only had first hand experience with Invuln & Stone to 50 and Fire to around 35. If we're considering Scrapper/Brute experience as worth anything the list expands to Shield at 50 and WP at 43. -
Quote:I don't know if you were replying to me specifically, but there's quite a bit that could stand improvement here.Alrighty, here's the build I have constructed, after analyzing YOUR builds and researching both in-game and dozens of sites online.
As you'll see, I 4-slotted most of my defensive and toggle abilities, and only 6 slotted about 3 of my primary attacks that I'll use the most. With this i'm hoping to be able to farm large groups quite effectively, but I don't know yet.
Quote:
Okay, here goes:
________________________________________________
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Bad Biker Boy's Big Bad Build: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Resist Physical Damage- (A) Titanium Coating - Resistance
- (3) Titanium Coating - Resistance/Endurance
- (3) Titanium Coating - Resistance/Recharge
Quote:Level 1: Charged Brawl - (A) Empty
Quote:Level 2: Temp Invulnerability - (A) Resist Damage IO
- (5) Resist Damage IO
- (5) Resist Damage IO
- (7) Endurance Reduction IO
Quote:
Level 6: Hasten- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (9) Titanium Coating - Endurance
- (11) Titanium Coating - Resistance/Endurance
- (11) Titanium Coating - Resistance/Endurance/Recharge
Quote:Level 10: Taunt - (A) Perfect Zinger - Taunt
- (13) Perfect Zinger - Taunt/Recharge
- (13) Perfect Zinger - Taunt/Recharge/Range
- (15) Perfect Zinger - Accuracy/Recharge
Quote:Level 12: Resist Elements - (A) Titanium Coating - Resistance
- (15) Titanium Coating - Resistance/Endurance
- (17) Titanium Coating - Resistance/Recharge
- (17) Resist Damage IO
Quote:Level 14: Super Speed - (A) HamiO:Microfilament Exposure
- (19) HamiO:Microfilament Exposure
- (46) HamiO:Microfilament Exposure
Quote:Level 16: Dull Pain - (A) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (21) Numina's Convalescence - Heal/Recharge
- (21) Healing IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
Quote:Level 18: Hurdle - (A) HamiO:Microfilament Exposure
- (50) HamiO:Microfilament Exposure
Quote:Level 20: Health - (A) Numina's Convalescence - Heal
- (25) Numina's Convalescence - Heal/Endurance
- (25) Numina's Convalescence - Heal/Recharge
Quote:Level 22: Stamina - (A) Efficacy Adaptor - EndMod
- (27) Efficacy Adaptor - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense/Recharge
- (31) To Hit Buff IO
- (31) To Hit Buff IO
Late game, from level 47+, the ideal slotting is 3 Cytoskeleton HO enhancements. Expensive, but still probably cheaper than what you have here.
Quote:Level 26: Tough Hide - (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Recharge
Quote:Level 28: Resist Energies - (A) Titanium Coating - Resistance
- (34) Titanium Coating - Resistance/Endurance
- (34) Titanium Coating - Resistance/Endurance/Recharge
- (34) Titanium Coating - Resistance/Recharge
Quote:Level 30: Build Up - (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Quote:Level 32: Unstoppable - (A) Aegis - Psionic/Status Resistance
- (37) Aegis - Resistance
- (37) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Endurance/Recharge
Quote:Level 35: Thunder Strike - (A) Empty
- (39) Empty
- (40) Empty
- (40) Empty
- (40) Empty
- (42) Empty
Quote:Level 38: Lightning Clap - (A) Empty
- (42) Empty
- (42) Empty
- (43) Empty
- (43) Empty
- (43) Empty
Quote:Level 41: Lightning Rod - (A) Empty
- (45) Empty
- (45) Empty
- (45) Empty
- (46) Empty
- (46) Empty
- (A) HamiO:Microfilament Exposure
- (48) HamiO:Microfilament Exposure
- (48) HamiO:Microfilament Exposure
Quote:Level 47: Super Jump - (A) Unbounded Leap - Jumping
- (48) Unbounded Leap - +Stealth
- (50) Unbounded Leap - Endurance
Quote:Level 49: Chain Induction - (A) Empty
- (50) Empty
I hate to say it, but this build is really suboptimal. I would suggest reading my first 20 levels Invuln guide and my Soft Cap guide for more suggestions. As it stands you have poor defenses, poor offense and an extremely expensive build.
As a quick idea maybe something like this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 42 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResDam/Def+:30(42)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(27), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9)
Level 4: Jacobs Ladder -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(9), C'ngBlow-Dmg/EndRdx:50(11), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Rchg:30(34)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam:40(15)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Taunt:50(17)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Thunder Strike -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(23), C'ngBlow-Dmg/Rchg:50(23), Erad-Acc/Dmg/EndRdx/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Erad-Acc/Rchg:30(27)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam:40(42)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(37)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam:40(31)
Level 32: Weave -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/Rchg:40(33), GftotA-Def/EndRdx:40(33), GftotA-Def:40(33)
Level 35: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Dmg/Rchg:30(37), P'ngS'Fest-Acc/Dmg:30(37)
Level 38: Lightning Rod -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
I'd toss Resist Energies in at 49 and use another set of 4 Reactive Armor. For 41, 44 & 47 it's up to you, I'd consider snagging an APP, possibly Energy or Pyre, in my opinion they're the two best. For Energy I'd snag Conserve Power, Laser Beam Eyes & Physical Perfection. For Pyre I'd get Char, Fire Blast & Fire Ball.
<edit>
Just noticed the data link isn't working, here's the data chunk for import:
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You can get a cape at level 20 by doing a mission for the City Representative in City Hall at Atlas Park hero side. Villain side you will talk to your starting contact in Mercy at level 20 to get a cape mission.
The Magic Booster Pack that's been mentioned is, I believe, one of the cape options if you've bought the booster. I believe that, except for veteran reward "side capes" you still have to be level 20 and have done the cape mission.
I've tended to Edna's philosophy for the last several years of "No Capes!" and so haven't gotten one in the last 5 years.
<Geek points if you get the above reference>
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Quote:So if I add the 2GB memory card, I should remove one of the 1024MB cards? Or do the paired cards have to be the same capacity?Quote:Well I ordered my stuff today. Instead of getting an additional 2GB memory stick, I ordered two more 1GB memory sticks. This will give me a total of four 1GB memory sticks....hope that works well.
I was all set to buy the 9800GTX Nvidia 512MB card, but the geek on the other end of the line talked me into a VisionTek Radeon HD 4670 1GB instead. I know the game is currently set up to be more friendly to Nvidia, but I do believe with GR this will change. The ATI card is 1GB instead of the 512MB Nvidia card, and yet it was $40 cheaper.
I have 21 days to return anything if I don't like it. Hope I made the right selection. -
I'm currently running a pair of 2GB sticks for 4GB total on an XP box with the 8800 GTS card and an Intel QuadCore 2.8GHz CPU... it's plenty to run 1680x1050 with details on high and 2x AA... I generally run at 60 fps except when there's massive combat spam going off, then it may drop into the low 30's. (VSync is on capping fps at 60) I do turn off all the water & bloom effects, those are the major performance killers.
Barring something ELSE breaking (I was forced to upgrade CPU & Motherboard a few months ago when the old one packed in... I'd planned on waiting for the new Mobo/CPU for a year or two) I'll be waiting until I find out just what Ultra Mode gives us and how much more horsepower it wants before I upgrade.
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Quote:More RAM is always good, up to the limit that your OS will use, which with a 32 bit OS is just under 4GB. However, with memory sticks installed in pairs the motherboard interleaves the data between them resulting in a performance increase.While I'm asking questions....right now my rig has two 1024 memory cards, so 2048mb total. I have two more available slots, so would it be smart to throw a third memory card in there? Would it improve performance?
Basically adding a third stick of RAM would actually lower your performance, but adding a pair of sticks (4 total) would increase things. I'm not a guru so I don't have all the technical reasons why this is so, but that's the way it works.
Clear as mud? -
I've seen demos of extreme recharge Dominators managing to maintain a MAG 54+ hold, but they have the advantage of the Domination buff. I'm not sure it's possible for a controller to maintain that level of hold.
Controller holds are MAG 3 with a chance for a MAG 4. Figured on MAG 3 you'd have to stack 18 holds before your first hold wore off. Is this even possible for any 'troller build?
Now if you're referring to a group of controllers then sure, you can hold an AV through the PToD. Solo? I doubt it. -
Quote:I'll have to leave the /ice part to others but having played two stone tanks to 50 here's my take on the set:I am making a stone/ice tank. It is an RP character so I'm not gonna be able to change out the powersets. I would like some advice on powers, slotting, and in the end IO sets.
My understanding of stone/ is pre ED and I have never made a /ice tank.
Thanks for anything you can give me.
Rock Armor should be your level 1 pick, it's S/L defense which applies to the vast majority of damage you'll take. It offers more than twice the base protection of Stone Skin... which you will also want, but it can delay a bit. Basic slotting should be 3 defense, 1 endurance. For IO's I like the Gift of the Ancients set, 4 of them does nicely here.
Earth's Embrace is your classic dull pain power that boosts your HP and heals you. It's going to be highly valuable to you in the early game and still useful occasionally after you get Granite. Slotting is 3 recharge/3 heal or 5 of the Doctored Wounds set.
Rooted is your status protection and a regeneration buff coupled with a massive runspeed debuff and -jump. You WILL NOT be able to jump over anything while this power is on and you'll move veeerrrrryyyy slooooooly. Base slotting would be 3 heal, possibly an endurance reduction. For IO sets anything you may want to use or you can simply frankenslot heal/endurance IO's from a few of the lower demand heal sets for cheap basic enhancement in only 3 slots.
Mud Pots is the PBAOE taunt aura, damage aura and a slow. While it's a vital power to have it's also rather endurance heavy so you may want to delay it until after Stamina. Slotting can be tricky, you want to enhance accuracy, damage, endurance and, ideally, slow. I generally frankenslot it with Multi-Strike and various slow sets for ED capped damage and ~40% accuracy/slow/endurance.
Stone Skin is S/L resistance in a passive power... it's well worth having but it's less useful than the above powers. I generally slide it in around 22-24. Slotting is one damage resist in the base slot. For IO's I'd toss the Steadfast Resistance 3% defense unique into that base slot.
Granite Armor is your "Nothing can hurt me" power, you absolutely want this at 32. With Stone Skin it will cap your S/L resistance at 90% and your E/N/F/C resistance will hit 78%. Additionally it provides ~30% defense to all but Psi. Drawbacks of course are reduced runspeed, recharge & damage. It also prevents jumping like Rooted. Slotting is 3 damage resist/3 defense. For IO's there's so many possibilities but don't shortchange yourself in resistance or defense... both of those should be enhanced to 95%. I recommend slotting resistance first, then defense.
Personally I never found any need at all for Crystal or Brimstone armor... they're highly skippable. For one, Rock gives S/L defense which does apply to most E/N/F/C attacks. Since those damage types are rare, and your level 1 armor already covers most attacks of that type these armors get dropped into file 13.This is a good thing as it opens up your build for more valuable powers.
Minerals is useful, but only in a very few situations. It's a sizeable amount of defense to Psionic, but Psi is extremely rare. In PvE I come up with about a dozen or so missions where Psi predominates, all of them in the 40-50 range. Is it worth taking for those few missions? Your call, but personally I tend to think no. If you DO want it level 41 is about the right time to get it.
I HIGHLY recommend Teleport for your travel power, I know it's a pain in the butt but it's also the only way to have combat mobility with Rooted or Granite running. Yes, a Kinetic will solve the problem... until you have to get over a curb.
Swift from the Fitness pool is very useful as well in compensating for the -run in Rooted or Granite, I recommend 3 slotting it with runspeed.
Hasten will counteract the -recharge in Granite while it's active so it's also very useful. Typical slotting is 3 recharge.
Beyond that my experience is that Taunt is near-mandatory... you're, um, mobility challenged so a ranged attention-getter is very useful. I also suggest picking up several attacks, this helps you to still have a full chain while in Granite. One of my Stone tankers found room to add Hover to the build, it made zone travel with TP much easier as you no longer had to worry about falling out of the sky.
Good luck with your tanker, Stone isn't for everyone but if you can deal with the drawbacks it makes the most durable character in the game. Even on an SO build it's nearly unkillable. -
[quote]Quote:The only offensive abilities I've 6-slotted so far are my lighting clap and chain reaction.
(And of course my stamina ability, because that's a no-brainer.)Quote:Why are you six-slotting Stamina? There's really no point in going more than three slots, two if you're using IOs.
Thanks to ED, the only things that should be six-slotted are things you want multiple types of enhancement for - attacks, primarily, for accuracy, damage, and end redux/recharge. Things you're only enhancing for a single aspect really only need two or three, tops.
Taking Stamina as an example, an even level SO is worth 33% enhancement. Adding a second SO brings that to 66%, just as you'd assume. The third, which should bring you to 99% because of ED only brings you to roughly 95% so it's slightly degraded. If you were to add a fourth SO you'd only gain 5%... in other words the enhancement is reduced to being nearly worthless, being degraded to less than 1/6th of it's nominal strength. There are ALWAYS better places for a slot than where it's degraded that severely. The only exception would be if you were using the power as an IO set "mule" for bonuses.
Back on the topic of Inv/Elec in general I see no reason why it wouldn't be a very capable pairing... Inv is at it's best surrounded by enemies and Elec is an AOE set so it should synergize nicely. Properly built Invuln can be second only to Stone in raw durability without any of the drawbacks so survivability shouldn't be an issue.
Judging from your first build you seem slightly unsure about power selection; you may want to take a glance at my guide to the first 20 levels of an Invuln tanker. Later on if you decide to try getting the most out of your tank my guide to soft capping may be able to give you some ideas. -
Quote:Well Moi, for years I was the same, I'd rolled a bunch of villains when CoV came in, hated Mercy and the missions and abandoned redside completely.One of the aforementioned Blue Snobs here. Sorry.
*Edit. I really hope that you don't think I'm one of the mouth slathering lowbies though.
Recently however my SG decided to start playing villains and I came along with them. Funny, I was actually enjoying myself and enjoying the toons once I got past level 15 or so. My highest is a Fire/WP brute who's now nearing 40 and I've a bunch of new lowbies in the teens and 20's who are coming into their own.
Some of them are on Infinity as that's where the SG went for redside... most of us had filled Guardian... I have rolled a few here as well. They're still in the teens and relatively broke; unfortunately all my inf is blueside so they're starting from scratch. -
Personally I've run the ITF in a support role playing a Rad/Rad defender, Fire/Rad controller, Mind/Kin controller and a Dark/Dark defender. In terms of sheer support my Dark defender is by far the best of the bunch; he can pump out MASSIVE amounts of -tohit adding greatly to the team's safety while matching the Rad's resistance debuffs.
By massive, I'm talking about more than -80%, I've actually gotten a maximum of -110% tohit debuffs out of his own powers before we even consider the contribution of Fluffy (dark servant). I've never played anything that can neuter mobs as badly as a properly built Dark. Now that comes with a caveat, I said neuter... not kill. That's because the set shines at debuffing tohit, not at damage. I've also built to maximize the debuffs where practical without compromising the rest of the build. Heck, I've tanked Romy with that defender once; he can't kill what he can't hit.
If I was looking to contribute damage as well as support then the Dark/Dark would come in dead last; in that case I'd bring the Fire/Rad. Rad's probably second best at debuffing, at least of the sets I've played, and a Fire/Rad simply pumps out immense damage on top of the debuffs.
Of course, the ITF isn't a specific, must have "x" to succeed TF... frankly there isn't a TF in the game that has that requirement. Any group of competent players can succeed no matter what powersets they're playing. Some combinations are of course more effective than others, but nothing's irreplaceable.
Your basic needs for the ITF are an ability to kill the mobs and a way to survive doing so. 8 blasters simply tend to kill everything faster than the mobs can kill them. 8 scrappers flip out and kill everything and have enough durability to survive. Other combinations will work in different ways. As long as you have good damage and some form of mitigation on your team you should be able to succeed provided you have competent players. -
Quote:Looking at your build there's room for improvement even as a SO/common IO build. If you're willing to invest a bit of inf for some relatively inexpensive sets you can drastically improve things. From the top, here's what caught my eye:Ok, here's the build as I'm playing it now. As I say, he's L44 and only just got Laser Eyes. All the defensive powers are fully slotted, and KO Blow is fully slotted. The other attacks are almost fully slotted, but that's kind of beside the point of the thread.
I've been tinkering with it to see if I can't get Tough Hide earlier (I think L30 is likely where it would end up...), and I've toyed with dropping Haymaker in favour of something else, so that might free up space to get Tough Hide earlier too.
Level 2: Dull Pain -- Heal-I(A), Heal-I(9), Heal-I(11)
Dull Pain, as has been mentioned, should be slotted 3 recharge/3 heal on SO's... good IO slotting is the Doctored Wounds set; I'd slot 5 in that case skipping the Heal/End IO.
Level 6: Air Superiority -- EndRdx-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
Personally I'd be tempted to steal the extra slots from here; you've a better attack chain with your secondary; this is just a filler. You may find better places for the slots.
Level 12: Resist Physical Damage -- ResDam-I(A), ResDam-I(23), ResDam-I(23)
Unless you're slotting set IO's I'd leave this at the base slot.
Level 18: Invincibility -- EndRdx-I(A), ToHit-I(29), ToHit-I(29), DefBuff-I(31), DefBuff-I(31), DefBuff-I(31)
You're still a few levels away from the optimal slotting here, but once you hit 47 consider slotting 3 Cytoskeleton HO's in here and tossing the extra slots somewhere else.
Level 24: Resist Elements -- ResDam-I(A), ResDam-I(36), ResDam-I(36)
I recommend dropping Res Elements altogether, it's minor protection against a very rare damage type. In it's place think about starting the Fighting Pool.
Level 26: Resist Energies -- ResDam-I(A), ResDam-I(37), ResDam-I(37)
This power does have it's uses, but it's low priority. I'd slide it way back into the 40's... CMA takes it at 49. You can drop in Tough from the Fighting Pool here for a good bit more effectiveness.
Level 30: Hand Clap -- Acc-I(A), Acc-I(39), Dsrnt-I(39), Dsrnt-I(46), Dsrnt-I(50)
I'm not too sure just how useful Hand Clap is since it scatters mobs to the four corners of the map. If you're simply looking for a taunt, why not take Taunt instead? No scatter, long lasting and zero end... and it makes a dynamite place to slot some really nice set bonuses very cheaply.
Level 32: Unstoppable -- RechRdx-I(A)
Unstoppable is a power you either love or hate... I'd consider getting Weave in this slot instead and shove Unstop back a bit if you want to keep it. Weave's a full time mitigation power instead of an "Oh S#@#" power.
Level 35: Hurl -- EndRdx-I(A), Acc-I(39), Dmg-I(40), Dmg-I(40), Dmg-I(40)
With Laser Beam Eyes do you really need a slow animating ranged attack? Consider dropping this to make room for something else.
Level 44: Laser Beam Eyes -- Acc-I(A), DefDeb-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
The debuff isn't really very helpful here; either replace it with a recharge or use the slot somewhere else.
Level 49: Tough Hide -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
Oops, this should go MUCH earlier, it's available at 26 and I'd get it then, by 30 at the very latest. Your best choice would probably be to swap this with Res Energies.
Those are the basic, structural changes that occurred to me at first glance that would make your life easier... now lets look at set IO's.
First, let's look at the inexpensive choices that will yield the most return.
- 6 Mocking Beratement in Taunt will give you 1.8 additional endurance, 2.5% S/L defense, 3.13 F/C defense and 7.5% recharge. The recipes are dirt cheap and don't take any rare salvage. I've bought them recently for as little as 200 inf per recipe.
- 4 Smashing Haymaker in your ST attacks gives you a small HP bonus and 1.88% S/L defense. They should be pretty inexpensive in the 25-30 level range; if you need more enhancement simply finish out with a pair of Pounding Slugfest or frankenslot any melee damage IO's as needed.
- 4 slot your armors with Reactive Armor for 1.25% def to S/L/E/N. They've gone up a bit in the last few months but you should be able to find bargains in the 25-35 level range. The difference between slotting a 25 and slotting a 35 is less than 2% resistance when you take ED into account.
- 6 slot Thunderstrike into LBE for 2% recovery, 2.5% E/N def, 7% accuracy and another 1.25% E/N def. These should be fairly inexpensive; under a million per IO.
- Get the Steadfast Protection 3% defense unique IO, it's a global 3% defense to ALL. It goes nicely into any of your resist armors. It'll be expensive to buy, on the order of 12 million. You may want to run a couple of TF's to get merits, I believe it only costs 75 merits. Posi & Synapse would give you that.
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Quote:I'd tend to agree with the notable exception of Lusca in IP; you have to kill all the tentacles, each of which is essentially a separate GM and the head, also a GM. Individually they aren't too tough, but having all of them together makes for quite a challenge.simple answer is, look at the intended level range for the zone the monster is in. lower the level, easier the monster
But apparently it IS possible to solo Lusca with the right build and all bloody day to do it in; someone posted a while back an account of the fight using an Ill/Rad. -
Invuln is fairly easy to soft cap; and at least the last time I looked at the market a couple-three months ago it was also relatively inexpensive... certainly under $50 million. At the time I wrote my guide shortly after issue 13 it could be done for $10 million... the market's gone up quite a bit in the meantime.
My thoughts on Invuln are that from 1-20 it's quite strong simply by using good power selection. Up until about 30 or so you really don't need to think about soft capping; you'll be fine against most foes in your level range with a decent build and SO enhancements. It isn't until you reach the upper 30's and beyond that soft capped builds start to come into their own, which is fortunate as you'd have a hard time getting the job done much earlier.
I've used the dual build to create an "under 30" exemplar build on my Inv/Stone tanker, CMA. Using relatively inexpensive sets that should be within reach of a leveling tanker who's managed to acquire, say, around 10 million that build puts out roughly 25% defense to S/L damage. That's been more than enough to handle anything in the under-30 range.
Your key sets will be Smashing Haymaker (Kinetic Combat is twice as good, but it's hugely expensive) and Reactive Armor, and remember that slotting level 20-25 is only very slightly inferior to slotting 35+ IO's and almost always SIGNIFICANTLY cheaper. Power selection wise you'll want Temp. Invuln, Dull Pain, Unyielding, Invincibility, Tough Hide & RPD from your primary and Boxing/Tough/Weave from fighting. It'll be a tight build, but you can get all that in with Stamina and a few attacks & taunt by 32. Of course you'll also want the Steadfast Resistance 3% def unique; this may be best purchased with Merits as it's expensive at Wentworths but only 75 merits to buy... a Positron and Synapse TF will more than pay for it.
In a roundabout way I guess I'm endorsing your Inv/Fire tanker. Of course your Shield will also be a nice choice; I've only played a shield scrapper to significant level but it's awesome on him so it can only be better on a tanker.
As a final word, there's no shame in alt-itis, many of us have suffered from this affliction. At last count I had something approaching 50 characters above level 20 and 12 at 50 so obviously I have no idea what this "alt-itis" affliction may be... I know a few people who have over 100 alts. -
I've been mulling over a new build for my Spine/Regen... he's been sitting at 50 for a few years feeling under utilized. I enjoyed leveling the set up and playing it back in the issue 6-7 era and found him fairly squishy in the past couple of years.
This build clocks in at slightly over 20% melee/ranged def with over 600% regen outside of IH. That works out to around 45HP/second regeneration. I haven't playtested this build yet; I'm still accumulating all the IO's it would take. With over 20 alts above level 35 and 12 of them at 50 seldom played characters tend to get back-burnered for IO builds
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Offline 170 Million DefRespec: Level 50 Natural Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- T'Death-Dam%:40(A), T'Death-Acc/Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Dmg/EndRdx:40(5), T'Death-Acc/Dmg:40(5), T'Death-Dmg/EndRdx/Rchg:40(7)
Level 1: Fast Healing -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(42), Numna-Heal/EndRdx:50(43)
Level 2: Spine Burst -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(7), Oblit-Dmg:50(9), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(11)
Level 4: Reconstruction -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(13), Dct'dW-Heal/EndRdx:50(13), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(15)
Level 6: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(17), P'Shift-EndMod/Rchg:50(17)
Level 8: Impale -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(19), Thundr-Acc/Dmg:50(19), Thundr-Dmg/Rchg:50(21), Thundr-Dmg/EndRdx:50(21), Thundr-Acc/Dmg/Rchg:50(46)
Level 10: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(23), Dct'dW-Heal/EndRdx:50(23), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal/EndRdx/Rchg:50(25)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
Level 16: Integration -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(27), Numna-Heal/Rchg:50(27)
Level 18: Quills -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(29), Oblit-Dmg:50(29), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31)
Level 20: Hurdle -- Jump-I:50(A)
Level 22: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(43)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(33), RechRdx-I:50(33)
Level 26: Ripper -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(33), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(36)
Level 28: Instant Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(36), Numna-Heal/EndRdx/Rchg:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 30: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37), P'Shift-EndMod/Acc:50(39)
Level 32: Throw Spines -- Det'tn-Dmg/EndRdx:50(A), Det'tn-Dmg/EndRdx/Rng:50(39), Det'tn-Acc/Dmg:50(39), Det'tn-Dmg/Rng:50(40), Det'tn-Acc/Dmg/EndRdx:50(40), Range-I:50(40)
Level 35: Resilience -- S'fstPrt-ResDam/Def+:30(A)
Level 38: Moment of Glory -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 41: Focused Accuracy -- HO:Cyto(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Acc/Dmg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Dmg/Rchg:50(46)
Level 47: Energy Torrent -- Det'tn-Dmg/EndRdx:50(A), Det'tn-Acc/Dmg:50(48), Det'tn-Dmg/EndRdx/Rng:50(48), Det'tn-Acc/Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(50), Range-I:50(50)
Level 49: Maneuvers -- DefBuff-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
To add to what's been said earlier I doubt you'll be disappointed in either an Ill/Rad or a Fire/Rad; the Ill is a good bit more survivable while the Fire kills large groups much faster.
My only real quibble with Illusion is that it's more difficult to set up containment on more than a single foe... that's an area where Fire holds an advantage. I've played both Ill/Rad and Fire/Rad and enjoyed both; personally I found that once the build matured around 33-35 the Fire/Rad was more capable and more fun. Below that the Ill/Rad was significantly more effective.
Both combinations will be effective teammates and both can do the job. Which one is "better"? Whichever one you enjoy playing most... for me it's the Fire/Rad, for Local it's the Ill/Rad. If you're playing in a static team a group of Fire/Rads is incredible... of course so are a bunch of Ill/Rads. I've played in both situations, generally with Local and a bunch of our buddies. -
Quote:Trying the incognito posting method on your second account Local?Trying to get perma PA is really, really expensive, and I would rather spend my time getting other characters. It's nice to see that it can be done, but my Illusion/Radiation is fun without being a super-expensive build.
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Glad to be done with the last 30 days... a full month of 18 hour days was a bit much
.
I did notice that Shield got a bit of a buff... my BS/Shield scrapper suddenly jumped up to 812 points of damage with Shield Charge. (Saturated AAO + Build Up vs Council in a solo radio mission, no inspirations) Holy #@!! that's one hell of a change. My Shield/Fire tanker is unfortunately still too low for it.
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Quote:Mez protection??? Um, aren't you running Unyielding at all times? There's VERY little in the game that will break the mez protection of Unyielding.I want this guy to take even more damage than he already can, I would love some major mez protection as his only current weakness is Mez type of powers.
For some ideas on how to maximize the survivability of an Invuln tanker check out my guides, linked in my sig. -
Quote:I haven't yet found much that can seriously threaten a soft capped Invuln... even Lord Recluse is fairly easily manageable with a decent inspiration loadout and no support while your team kills the towers.Actually, my guess is that Sailboat was responding to the OP's question about whether a soft-capped invul would be tough enough for high-level TFs.
I do think that below the mid-30's soft capped defenses on an Invuln tanker are overkill... my exemplar build for CMA is designed for a target level of 25 and kicks out roughly 35% def to S/L and mid-20% in E/N... it's essentially unkillable on all the lower level TF's. That build tops out at level 32... above that I simply use my main level 50 build.
In the months since issue 13 I've faceplanted CMA exactly 3 times... all against Lord Recluse when the team was unable to overcome the bugged repairmen and kill the towers in 5 minutes. As a side note, has the STF been fixed or are the repairmen still getting their heals off before they become targetable? I've been away from the game for the last month or so and I'm not up on the latest changes.