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Quote:Ah, I just found the issue; I worked it up in Mid's and didn't notice that Phalanx was showing one ally. Given that and Combat Jumping you're sitting at 42.8% with SO slotting.Het, sorry for the hijack. I was happy to see this statement, but after trying to calculate it myself, I find myself having trouble with the math on this.
Let's take melee defense just to simplifiy.
Deflection 15%, SO slotting x1.56 = 23.4
Weave 5%, SO slotting x1.56 = 7.8
Phalanx Fighting 5%, can't be improved = 5
Steadfast Unique = 3
23.4+7.8+5+3 = 39.2.
What am I missing?
My error, we're in the 39% range with CJ and nobody in range for Phalanx. Tossing the Steadfast in and we're around 42%. -
Quote:There's a setting in options I think that allows you to specify the level of the enhancements you're slotting. For TO, DO & SO enhancements that's simply a -3 to +3 of your level but for IO's you can designate everything to be level 30 for example.unfortunately no, you cant. i just tried by picking up to my lv 8 power and set it to +3 lvs and it still put lv 50 enhances in.
When I'm planning a build I always figure my enhancements at level 35. -
I'm coming in late to this discussion, but for my money it's hard to beat the classic BS/Shield combo... mine's 50 and softcapped to all. I used Parry to make up the difference in Melee defense so I could cut down on the set bonuses I needed. That opened my build up so I could focus on other bonuses instead of melee defense.
That scrapper is by far the most effective scrapper I've played; it's far superior to my other two 50 scrappers, a BS/Regen and a Spine/Regen. Raw survivability actually rivals my tankers and the damage output is phenomenal. He's become my character of choice for anything challenging; thanks to AAO I can tank with him decently well, thanks to the defenses I can survive most anything I run across and thanks to the AOE and ST damage I can drop anything in my path. -
I'm glad people are finding my guides useful. Take it for what it's worth and of course others have differing opinions, but there's a few powers in that last build I generally consider low priority or entirely skippable.
First is Build Up... I understand the attraction but that's a power I always find skippable with my tanking philosophy. I'm looking first for aggro control, second for survivability and only third for damage. A 10 second damage buff is simply less important to me than many other things and there's never room for everything. I know other players find it very useful, it just doesn't fit with my idea of what a tanker is about. <shrugs>
Second, Resist Elements. It's useful sure, but it's minor protection from a very rare damage type that your defenses already provide more than adequate mitigation to. In my opinion it's the least valuable power in your primary. If you're scraping for powers to drop I'd put this pretty high on the list.
Third, and I hate the necessity on my Invuln too, but Hasten is a power you really hate to drop but there's simply other powers that do you more good. I really like Hasten, but I usually can't find room for it on an Invuln.
I don't have Mid's with me right now, but a cursory look at your build shows a couple of other tweaks... Invincibility is a prime candidate for 4 Gift of the Ancients for the recovery and +end. I think you're better off with the additional end than the regen from the Luck of the Gambler. Later on when you hit 47 I recommend trying to obtain three Cytoskeleton Hamidon Origin enhancements... that's the perfect slotting for the power.
I would get Taunt considerably earlier in the build; I always grab it at 10 on an Invuln and never later than 24 on any tanker.
Without having Mid's handy I won't get into more detail; I'm not quite up to figuring bonuses and enhancements in my head. Overall though you've a solid build. A few things I'd do differently but I didn't see any major mistakes.
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Quote:Ah, that's what I get for posting at work without any reference materialLooks like there was actually MIDs release today. Haven't tried it myself, though.
You're correct on the mechanics, CMA, but Phalanx Fighting is only 3% per teammate. -
Hey, long time no see Dante. There's still a few of us old timers here, welcome back and enjoy your stay.
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Quote:Yep, that's a bug in Mid's, you can correct it by editing the powers database. The new version of Mid's when it's released is supposed to fix this along with many other corrections and all the additions for issue 16.Mids does not let the bar go below 1 player nearby so I was wondering if you get any benefit at all for having the power on a primarily solo character.
Anyway, on a tanker you get 5% defense from Phalanx PLUS 3.5% or so per ally in melee range. The ally buff is enhanceable, the base 5% is NOT enhanceable. So your tanker will always have the 5% buff from Phalanx, the ally bonus rarely applies thanks to just how close you have to be to each other. -
Quote:Well, there's always thatRight. +4s aren't for farming, they're for challenge...or for bragging rights.
Nice as a stress test or for braggin' rights but not something I'd run as a matter of course. I have run 8 man/+4 on both my Inv/Stone and BS/Shield for the stress test purpose... both could DO it with some difficulty, but it just took too long.
Heck, I made up an AE mission purely for challenge; it's Freaks on a fairly sizeable indoor tech map. The last room contains 4 defendable objects with over 50 mobs guarding them; and it also has I think 30 triggered ambushes when you reach that room.When you get there you're going to be swarmed by the aggro cap of mobs for however long it takes you to kill off a couple hundred mobs.
Since the freak nerf I'll probably change the mob type... unfortunate since I really like Freaks and their rez makes for even more challenge. -
Quote:Yep, PF grants a 5% (for tanks anyway) defense buff base plus the additional per person you're seeing. That's why you see the 8.48% with it set to one ally in melee. When you're alone you'll have the 5% (unenhanceable unfortunately) defense.One question though...PF says it gives 3.48% defense per person in range on the info tab on mid's, yet when I go to effects it says it gives 8.48%, and when I toggle it off my positional defenses go down by 8.48%. What's the deal here? Is mid's bugged? Does PF give a minimum amount of defense all the time? This has really confused me.
Once it matures Shield is a great set... you're going to face some growing pains though. I've taken a shield scrapper all the way and am currently working on a Shield/Fire tank... the set feels very squishy until you get your defenses above 30% or so. I know that at 24 my tank is still a bit... questionable for serious tanking. On the other hand my 50 BS/Shield scrapper is a quite capable tank so I know the set will mature quite nicely. If a shield scrapper can easily main tank an ITF I'd say a shield tank should be just fine. -
Quote:Fire has three AOE attacks, two of which are PBAOE (Combustion & Fire Sword Circle) and one of which (Breath of Fire) is a cone.I asked these same questions on the scrapper forums and they told me point blank to avoid playing a scrapper until I build up a sizable amount of money if I wanted to solo at +8 reasonably well. I figure maybe play the Tanker until I get the cash, then rebuild as a scrapper, dunno. The extra 1000+ HP makes me think I may stick with the safer route no matter what choices I end up with.
And how does fire have 3 AoE, 2 PBAoE and a cone? I see 4 single targets, 2 AoE and 1 cone. And then taunt and buildup of course. Unless I'm missing something? I could be, wouldn't be the first time.
Frankly on the soloing 8 man missions neither scrappers or tankers are going to be good at it until late in your career. The scrapper will have problems with survivability until your secondary matures and the tanker will have problems with killing the mobs fast enough.
An uber IO build isn't needed to solo missions by any stretch of the imagination... people were soloing 6-8 man maps on scrappers back before IO's even existed. Now, that's a mature, optimized build played by an experienced player. IO's have simply raised the bar on what's possible.
Inf really shouldn't be that much of an issue; with the prices in Wentworth's now selling your salvage should give you plenty. One trick I've found is running 2-3 AE missions and trading the tickets in on 25-40 common Arcane salvage... 4,000 tickets should translate into well over $20 million inf. -
If you want to soft cap without anyone in range of PF an easy way to accomplish that is by trading the ToD in Stone Fist for a set of Mako's Bite and trade the Obliteration in one of your AOE's for Scirocco's Dervish... that change puts you at 44.6% Melee, 46.2% Range and 42.5% AOE. It's also considerably cheaper on the wallet, but if you're slotting the LotG recharge IO's that apparently isn't an issue with you.
Another choice is going with Combat Jumping/Super Jump for travel... that one change will soft cap you if you slot all your defenses to ED cap and only slot the Steadfast unique.
If I could make a suggestion... you may want to three slot Active Defense so you can double stack it, and finding room for Grant Cover is also a good idea. That will greatly increase your resistance to defense debuffs. Also, if you exemp below your recharge bonuses or get hit by a slow your mez protection won't be perma anymore.
Personally I've found One with the Shield to be a great addition to my protections on my BS/Shield scrapper; it's just the ticket for absorbing a really tough alpha strike. A 2 minute duration resistance/hp buff with a substantial, but manageable, end crash is a useful tool to have. I probably wouldn't get it at 32, but I'd find a way to get it sometime.
There's always powers we really want that simply won't fit; an optimized build is by definition going to be very tight and one person's optimal build won't necessarily be the same as another's. -
Quote:A Shield tanker, with Weave, is only about 2.5% short of the soft cap with standard SO slotting so yes you can get there without Weave if you invest in moderate IO bonuses. With Weave all you need is a Steadfast Unique.Thanks for the extra replies. An odd question: if you take Shield Defense, do you really need Weave? It's more icing on the cake than an actual needed thing as far as I can tell. On the other hand, taking a tank without weave just seems...I dunno...wrong somehow?
Also, how do you deal with confuse/fear when playing Shields over Willpower? I'm so used to Willpower I forget negative effects even exist most of the time.
[edit] And also, is /Fire going to put out more damage than a double-raged /SS tank? I only ask because /SS seems to be the "uber" popular set right now so there has to be a reason I suppose.
Confuse/Fear is so incredibly rare that you can for the most part completely forget about it. I can only think of one named boss in the entire game (heroside, I haven't played redside enough to know for sure) who uses confuse; a Vahz named boss in the level 15-20 range. Fear is only slightly more common with maybe a half dozen mobs in the game who use it. Hmm, Ghost Widow has a fear... I'm drawing a blank on other fear using mobs but I recall seeing one or two.
Fire Melee has more AOE damage than any other tanker secondary; it'll kill groups much faster than /SS... and it matures much earlier. /SS does offer more single target damage and Foot Stomp is a really nice AOE but Fire has three fairly nice AOE's, two PBAOE and one cone.
Really though, if you're looking for a primarily solo character you'll probably be happier with a Scrapper... I love playing tanks but they really shine in teams; scrappers are better solo. The extra survivability of a tanker is mostly a moot point when you're solo.
Also your 8 man/+4 setting isn't optimal for either AT... +4 mobs just take too long to kill for the XP/Inf value. For a mature build I'd suggest no more than +2 mobs for the best reward/minute ratio. Remember that Tankers will kill slower than Scrappers. You may get more xp for that +4 mob than the +2, but if it takes 50% longer to kill the +4, which it probably will, you're getting less xp per hour. -
As others have pointed out, if your PB can't handle a boss, ANY boss for that matter at level 30 then something's way wrong in either your build or your tactics.
Bosses really cease to be a big issue for a Keld about the time you turn 6 and get Nova form; tougher bosses later on may require Dwarf if they have significant mez abilities.
By the way, Kelds received a huge buff a couple of issues ago, Dwarf damage was substantially increased and your inherent Cosmic Balance changed to work on all three forms. I believe there were a couple other buffs at the time that I can't think of offhand.
When you face a boss you can run up and hit Incandescent Strike, Radiant Strike and go to Dwarf if needed. If you're taking damage you have three heals available to you at level 30... Essence Boost which is a Dull Pain clone, Reform Essence which is a straight heal and White Dwarf Heal.
No decently built and played level 30 Keld will have difficulty with bosses. AV's are another story of course, but bosses or even EB's are manageable. -
Quote:A soft capped Shield Scrapper can handle that quite nicely. I loaded my level 50 Broadsword/Shield scrapper onto test and had no problems at all soloing Carnies, Malta, Council or Freak missions set to 8 man/+2 level. I was able to solo 8 man/+4 level missions with some care... well, make that "lots" of care... it wasn't easy by any stretch but it was possible. The 8/+2 however was fast and fun.I suppose the real question is staring to become, what sort of characters can really take on fully maxed-out settings on their own and do well :P
Just for giggles I made up an AE Freakshow mission with a final room loaded with about 50 freaks and 30 spawned ambushes... my BS/Shield is capable of soloing that on Live at Invincible. Roughly 10 minutes of fighting with the aggro cap of 17 level 52-53 mobs beating on me the whole time... soft capped Shield is a beautiful thing. -
Quote:Now something like this I could really get behind.Would it be possible, BaB, to give the current costume a monochrome, granite-looking color, including the skin, when you activate Granite, but otherwise look like the costume? I'm thinking of what Kevin from Ben 10: Alien Force looks like when he creates his skin of armor from what he absorbs. You can still see his features and what kind of clothes he's wearing, but it's a solid color.
This would allow people to keep their costume look (colors withstanding), wouldn't make the size bigger if people prefer to play smaller sized characters, and wouldn't be yet another layer of chunky armor like the other stone armor powers. By doing this, I would assume you'd also allow for tinting of the second-skin armor, or else we'd be back to the same thing we currently have, but without swapping the character model.
My perspective on the graphics as someone who has played Stone Armor to 50 on two different tankers:
- I really dislike the looks of the non-Granite armors... they're asymmetric and don't cover enough of the body to visually provide much protection. On a large model Rock Armor isn't completely horrid but you still have the problem of a lack of visual protection. On a small character the Rock Armor is a huge, ungainly horse collar.
- On the other hand, Granite is symmetric and it does have the appearance of actually providing protection. The two major downsides are the fact that you're playing a DE monster and that every Granite tanker looks exactly like every other.
A while back there was a random bug in Granite's appearance that left you with your character model unaffected but still had all the benefits and penalties of Granite. I have to say that I REALLY liked that bug; it let my character look like himself while still having the protection of Granite.
So, the bottom line for me would be a tentative "no" depending on just what BaB's means by additional pieces of rock. If I'm just trading an uncustomizable DE monster for more of the ugly asymmetrical blobs of stone then I'm not in favor. If on the other hand I'm trading the current Granite look for something symmetrical with complete or near complete coverage then it would be a qualified "yes". -
Quote:I can't give you a specific build, but for the Invuln side you can check out my soft capping guide (linked in my signature). On the EM side I assume you pretty well know what you want; Bone Smasher, Taunt, Whirling Hands, ET & Total Focus.Hiya folks. So I've got this tank I've somehow managed to get up to 42 without really exploring the ins and outs of the powers. No, this isn't an AE toon. He's over a year old and has leveled slowly.
In any case, I'm at the point where I can dip into the epic pool and I realized I have no idea the best direction to go with this guy.
What I was really hoping for was sort of the optimum build for an Inv/EM tanker without going into purple IOs. Currently he's got leaping and fitness. I need to retain leaping for RP reasons, but I'm willing to change anything else.
Anyone have a good build in Mid's they can toss me? Would be much appreciated.
As far as the APP's go the choice is yours. Energy is getting a new power, Physical Perfection, which is a combination Health/Stamina power at 50% strength so it's an attractive option. I've always been partial to Pyre for Fire Blast and Fire Ball myself; two nice ranged attacks one of which is an AOE. Whatever APP you choose isn't going to be a make or break issue; they all have strengths and weaknesses. Pick one that does what you need to do... with EM I'd be tempted to go Pyre for another AOE attack but it's up to you. -
Quote:I always figure my defense amount with one foe in range of Invincibility. After all, when you need it most is against a single hard target such as an AV.What foe count for invincibility are you thinking of when you give those numbers? I consider myself to have a rather beefy energy defense at around 34% without invincibility, and it would take some serious money and build sacrifice to get higher, so that can't be it. But, 40% can be done without any IOs when invinc is maxed, so I'm curious what exactly you're suggesting.
Here's the numbers on my Inv/Stone tanker right now with one foe in range:
- S/L def - 46.2%
- E/N def - 44.7%
- F/C def - 31.2%
- Psi def - 14%
- Melee def - 21.5% (applies to Psi)
- Ranged Def - 23% (applies to Psi)
- AOE def - 14%
- S/L res - 90%
- E/N res - 31.3%
- F/C res - 20%
Unfortunately any soft capped build is going to be tight and requires some sacrifices; I had to drop Stone Mallet from my build due to needing other powers and at one time I had Super Speed in addition to Super Jump on the character... that frill had to go by the wayside with the issue 5 and 6 nerfs. I could still have those powers, but I'd have to completely forgo my APP and I've tanked too many situations where a ranged attack was highly desirable. -
Quote:It's that 2.5% from CJ you're really missing. Taking your build and replacing Hasten/SS with CJ/SJ takes you to the 45% S/L soft cap, actually to 45.1%. You'll need to toggle CJ on in order to see the benefit, that's one of those things that everyone occasionally forgets and make you feel like an idiot when you remember... kind of like hunting around for your car keys and eventually discovering them in your handI'm confused. I followed your guide to just about the tee and I seem to be slightly lacking on my defenses. Now, I opted to go with Super Speed for my travel power so I could save a power slot (since I was taking Hasten anyway) and get Physical Perfection without having to drop something I wanted like Build Up, so I am missing 2.5% defense from CJ, but there's another 2-3% defense I'm missing and can't figure out where.
Quote:It's probably not a big deal though. I mean, Invincibility scales based on how many mobs are around you and I mostly play on large teams so when I need my defenses capped they should be capped. I guess I could see it being more important when facing like, a single AV though...
I don't know, it just seems the more I "work" my build the lower my defense get >_<
Edit: Hmmm, it seems mid's was not adding the Steadfast unique's +3% defense...
Edit2: It also seems mid's gets confused when opening the data link and swaps PP with Adrenaline Boost :S -
Quote:One reason for the extra Reactive Armor sets is due to the very high cost and limited availability of Kinetic Combat... slotting Smashing Haymaker will be MUCH cheaper and easier but you'll need to find some more bonuses. Therefore two more sets of Reactive.Quote:Looking over your build there's a few things I'd change... I'd add a 5th slot in TI for the Steadfast unique so it'll be there if you exemplar below 32. I'd probably toss another set of Reactive Armor into RPD and Res Energies. Stamina I'd stop at 4 slots, the fifth Perf. Shifter probably isn't as useful as that slot would be elsewhere.
Quote:Quote:Originally Posted by Call Me AwesomeGetting back to your original question of priorities, I'd tend to list my power/IO bonuses in this order:
- Soft cap S/L defense and as much E/N defense as is practical, ideally above 40%
- 90% S/L resistance and maximum E/N resistance.
- Dull Pain above 90% recharge/heal
- Enough endurance recovery to support the demands of the toggles and attacks. How much is that? It all depends on the rest of your build and only actually playing it will tell you.
- F/C defense above 30% (likely automatic with Weave and the Steadfast unique)
- Regeneration above 200%
- Recharge bonuses aren't a big priority for me on an Invuln; I don't need Dull Pain to be constantly available thanks to the other defenses and I have a full chain. If they're there on sets I want for other purposes great but I don't really go looking for them.
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Quote:True, but if he's rolling a tanker then he's likely looking for some tanking ability... while it can be done with WP it's much easier on an Invuln or a Shield, particularly for a first tank.Well considering he said he mostly plays scrappers I'd say the idea of a "skranker" might be exactly what he's looking for
Quote:Originally Posted by Eiko-chanThe weakness of RttC is over-exaggerated. Yes, to really make it usable you'll need to slot it with Taunt enhancements, but since you'll want to slot it up anyway (thanks to it being your primary regeneration power as well) a couple slots of Taunt is a small sacrifice. RttC - like most taunt auras - should be used to KEEP threat, not get it.
Teams that expect you to be able to pull them out of whatever trouble they get themselves into might have problems with your WP Tanker, but with wise use of Taunt and attack juggling, the only person pulling foes off you will be another Tanker that's trying to.
Now in this situation it was a moot point since my BS/Shield is a mature level 50 soft capped build and was actually more durable than that level 50 WP tank... my having the aggro was just fine. However if he'd been trying to keep aggro off of a mid-20's shield scrapper sk'd up then it would be an issue. -
Quote:Well, the absolute toughest tanker primary is Stone Armor... Granite really is that much better than anything else. This conflicts with your other criteria, a fast moving tanker so we're going to have to compromise the raw survivability. Personally I enjoy my Granite tankers but they don't match your playstyle. They're the immovable stone wall that nothing can hurt.I'm Looking to build myself a nice blockish tank, I am planning on running a DA/SM tank for conceptual reasons plus the Res levels, but i was wondering out of all of the Tanks which primary gives the best survivability, as well as making it fun to play.
Now these 'best set' questions are normally hard to answer so im gona narrow it down a little.
I like fast paced gameplay, and that means quick attacks with brutal damage to make me feel super strong (My mains are scrappers if you can't tell =P)
Also for me to feel strong i need fast paced recovery and regen as well (and PP being added in i16 that shouldn't be too much of a problem)
I want to be able to get as close to both the defence and Res caps as possible, and i would preffer to be more in the middle that having to choose between the 2.
So what can you guys suggest???
Thanx =)
The two primaries that would mesh best would be either Invuln or Shield; both can, if built right, provide great levels of survivability without the mobility problems of Stone. Invuln built to the defense cap can actually rival a Stone tanker in raw survivability and is more than capable of handling anything in the game. Shield built to the defense cap isn't quite as tough as an Invuln but it will have better damage output thanks to it's aura granting a damage bonus for each mob in melee and, of course, Shield Charge.
Your third criteria, endurance, can be built around with either Inv or Shield with proper slotting... my Broadsword/Shield scrapper runs 8 toggles at all times and is as end friendly as my BS/Regen who only has Integration. It takes building for recovery and end bonuses coupled with slotting end reduction.
So, in my opinion based on your desired playstyle the choice is between Inv and Shield... of the two the Invuln's a bit more durable while the Shield will deal out considerably more damage. Shield is more than capable of tanking anything in-game... I've main tanked the ITF with my BS/Shield scrapper unassisted. Invuln will mature faster than Shield if that's a concern... you'll be fairly squishy as a Shield until about level 30.
Others have suggested WP, and while it can be very durable it's very much a skranker set... survivable but with very poor aggro management ability due to an extremely weak taunt aura. If you want to hold aggro and actually tank then WP isn't a good set for the purpose. -
My base slotting for Dull Pain is 5 Doctored Wounds, all but the End/Recharge and save the last slot for another power that needs it more.
Looking over your build there's a few things I'd change... I'd add a 5th slot in TI for the Steadfast unique so it'll be there if you exemplar below 32. I'd probably toss another set of Reactive Armor into RPD and Res Energies. Stamina I'd stop at 4 slots, the fifth Perf. Shifter probably isn't as useful as that slot would be elsewhere.
I'd be tempted to rearrange the power selection and dump Build Up, grab Boxing in it's place and put Tough/Weave in at 30 & 32. Resist Energies I'd move out into the late 40's and personally I'd skip Resist Elements.
I'm not completely familiar with Electric Melee, I've only played it on a level bumped Shield/Elec tank on test. With that said I'd be tempted to find a way to snag Jacob's Ladder, it's a pretty nice cone attack and Electric's strong point is AOE.
Getting back to your original question of priorities, I'd tend to list my power/IO bonuses in this order:
- Soft cap S/L defense and as much E/N defense as is practical, ideally above 40%
- 90% S/L resistance and maximum E/N resistance.
- Dull Pain above 90% recharge/heal
- Enough endurance recovery to support the demands of the toggles and attacks. How much is that? It all depends on the rest of your build and only actually playing it will tell you.
- F/C defense above 30% (likely automatic with Weave and the Steadfast unique)
- Regeneration above 200%
- Recharge bonuses aren't a big priority for me on an Invuln; I don't need Dull Pain to be constantly available thanks to the other defenses and I have a full chain. If they're there on sets I want for other purposes great but I don't really go looking for them.
Oh, just so you're aware the Kinetic Combat set is once again very expensive and hard to come by. You can accomplish the same thing with the Smashing Haymaker set, you'll just need to slot a couple more attacks with it. -
You rang?
Just to clarify, here's the skinny on the changes to Invuln with issue 13:
Resist Physical Damage went from 7.5% S/L resistance to 10% S/L resistance AND got a 25% resistance to defense debuffs.
Resist Energies went from 7.5% E/N resistance to 10% E/N resistance AND got 25% resistance to endurance drains
Resist Elements went from 7.5% F/C resistance to 10% F/C resistance AND got 20% slow resistance
Tough Hide gained 25% resistance to defense debuffs
What that means is that RPD and TH are now quite valuable to you; more thanks to the debuff resistance than the actual values of the powers. Prior to issue 13 the Romans on the ITF would take my Invuln's defense down into the deep negatives... lowest I recall was about -50% defense. Since issue 13 and respec'ing into a soft capped build I have yet to see my def drop below 40%.
Res Energies is now useful, both for the small end drain resist and for protection against the third most common damage type... but it isn't a critical power. I do have it in my Invuln builds, but it comes late... typically as the 49 power.
Resist Elements I completely skip; Fire/Cold damage is very rare and the slow resistance isn't enough to make a real difference... mobs that slow will hit you hard enough that you'll never even notice the slow resistance. This isn't to say it's worthless... just that a soft capped Invuln tanker usually has a very tight build and you're going to have to make sacrifices... Res Elements is simply about the least important primary power you have.
I went into a bit more detail in my soft capping guide and it should apply quite well to any secondary. I focus first on S/L defense, then on E/N defense and finally on F/C defense. As a side effect you'll also build fairly significant melee/ranged/AOE defenses that will apply to psionic damage.
Whew, I guess I tend to get a bit long winded... anyway good luck with your tank; if you build it right there's nothing in the game you won't be able to handle. -
I was in the early beta testing; the poor graphics and the interface really left me completely unimpressed with the game and I didn't bother trying it again until late in the beta shortly before it went open. Well, it had improved somewhat, but I still didn't like the graphics, character options or interface so unless something changes dramatically I doubt I'll buy the game.
Of course the once a week four hour long playsessions in closed beta also had something to do with why I didn't bother trying to play it much... it was only available to play at times my SG had regular sessions in COH. Given the choice between the two I'll take COH. -
You can always drop the concealment pool and get a Stealth IO and Super Speed... in PVE that's as good as invisibility. Either the Celerity Stealth for Super Speed or the Unbound Leap Stealth that you can put into Sprint. The Jump stealth IO is usually MUCH cheaper than the Celerity Stealth.
Just a suggestion but on my Archery blaster I grabbed the Devastation Hold proc for all my single target blasts; it isn't too expensive and it goes off enough to be a worthwhile amount of mitigation.
I'd also snag Havoc Punch at a minimum; it's useful to have a heavy damage melee attack for when the party comes to greet you. Since you have both Power Sink and Shocking Grasp, both of which require you to be in melee, you may as well have something else to knock upside the baddie's head.
I'd suggest slotting Build Up and Aim a bit better; my personal favorite slotting is Adjusted Targeting Recharge, To Hit/Recharge and a common Recharge IO; that'll get ED cap recharge and a bit of to hit as well as a 2% damage buff in three slots.