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Posts
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I'm on three servers to any extent at all.
- Guardian - my original server and still probably where I spend most of my time.
- Pinnacle - my second home; I'm here only slightly less often than on Guardian.
- Infinity - my villain server... not that I've done a lot redside but we've gradually been building up some alts here.
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Quote:I don't think there is one yet; there's still a lot of things that need to be sorted out from the forum migration and that's one of the many issues still on the "to-do" list.I am wondering if someone can point me to the Dev Digest? When I go to the one that is under Developement, it shows that the last posts are from 7-28-09 and that it is closed. Where is the new one?
Hopefully it'll get back up and running before too long; past experience however tends to be a bit pessimistic. -
Quote:Based on past history it's nearly a given that we'll get a freespec for issue 16; I honestly can't remember an issue that didn't give one since issue 5... I can't remember if issue 4 did or not; that's been awhile ago. They may say it isn't a guarantee, but I would be very surprised if we don't get one.I heard that Energize is in the Tanker and Scrapper versions of Electric Armor, but I hadn't heard that they went back and modified the sets for Stalkers and Brutes? They didn't necessarily change existing sets to match the proliferation before. If that is the case, then, yes I would expect a freespec assuming everything stays as stated.
Of course issue 16 is probably still a good month or more away since it just last week went into closed beta testing; that typically means 4-6 weeks at least before it goes live. If they run into problems in testing it could be considerably longer. -
Well, the proven fastest superteam is 8 Fire/Rad controllers; I don't know of anything else that can match it but 8 Ill/Rad controllers can come close.
With a restriction of only 2 of a given AT you're actually getting close to second or third tier as superteams go; most are built on stacking buffs & debuffs. And frankly, I'm not sure anything else in the game outputs the DPS of a Fire/Rad with 8 AM's on him and 8 EF's on the baddies.
The key ingredients to a steamroller team are survivability and AOE DPS ideally coupled with massive debuffs. 2 Fire/Rad 'trollers, 2 Rad/Sonic defenders, 2 Spine/Dark or Spine/Fire scrappers and a pair of Fire blasters would do quite nicely. Possibly replace one Rad/Sonic def for a Kin/Sonic def. Another possibility would be trading the Spine/Dark scrappers for BS/Shield; 2 Grant Covers would aid the team's survivability while the BS/Shield combo has some pretty good AOE DPS. This should make for a fast moving team... not up to a stacked superteam level but nice.
Under your restrictions I'd probably build this:
- 2 Fire/Rad 'trollers
- 1 Rad/Sonic defender
- 1 Kin/Sonic defender
- 2 BS/Shield scrappers or 2 Spine/Dark scrappers
- 2 Fire/* blasters.
I know, I'm known as a Tanker player and yet I don't list a tank in the team lineup. That's because a true superteam doesn't get the benefit out of a tank that most other less optimal teams do. The Shield scrappers can handle the aggro management and they output considerably more damage. I've played all AT's and I've played most of my recommendations above to level 50... for some things tankers are ideal; for others a different AT is preferred. -
If the character is already level 47+ then the best slotting for Invincibility is 3 Hami-O Cytoskeleton enhancements; that ED caps all aspects of the power in only 3 slots. There's some logic to tossing a 4th slot for a common taunt IO but more than that strikes me as overkill... I've never had aggro issues with CMA with that slotting.
What you're doing would work, but I think you'd be better served with alternate slotting... those two or three extra slots in Invincibility may go better somewhere else. -
As Kruunch said your build is rather unusual; his advice for changes is sound. One thing I'd suggest is to slot 4 Gift of the Ancients into your defenses; that gives you 2% recovery and 1.8% more end for each set... in my experience with my BS/Shield scrapper endurance seems to be the biggest problem after you've soft capped your defenses; and running 8 toggles on my Shield scrapper I still have nearly the endurance efficiency of my regen scrappers with both quick recovery and stamina.
As a suggestion I'd get Deflection at 1, True Grit at 2, Active Defense at 6, Against All Odds at 8 then as your build opens up a bit pick up Battle Agility by no later than 22. Don't forget Shield Charge at 26.
I've been frankly amazed at just how good Shield is once you soft cap it; when I rolled my shield scrapper I wasn't expecting tanker level performance out of it... but that's exactly what I ended up with. I've just started a Shield tank myself; Shield/Fire in my case and if the build runs true to my scrapper's experience it should be really good. -
Quote:RPD is useful, but it should wait until sometime in the 20's. For comparison:How important is Resist Physical Damage? I am getting the idea that Limited Invulnerability is the primary that I should have with 2-3 slots in it.
I am going to re-spec using the Alt-Build, I'll have to sell some of the salvage I have accumulated to do so, but that is fine, I am still very young so I will not have lost too much in the process.
- RPD offers 10% Smash/Lethal resistance, enhanceable to 15%
- Temporary Invulnerability offers 30% Smash/Lethal resistance, enhanceable to 45%
Here's how damage resistance works, let's say you get hit by a smashing attack that does 100 points of damage. If you have no smashing resistance then as you'd expect you'll take 100 points of damage. If you have 30% resistance then you'd take 70 points of damage; 50% resistance and you'd take 50 points of damage and so forth up to the Tanker resistance cap of 90% where you'd take only 10 points of damage from that attack.
Here's what I would recommend for you as an Invuln/Fire tanker thru level 21:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 21 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness
Hero Profile:
Level 1: Temp Invulnerability -- ResDam(A), ResDam(11), ResDam(11), EndRdx(17)
Level 1: Scorch -- Acc(A), Acc(7), Dmg(7)
Level 2: Dull Pain -- RechRdx(A), RechRdx(3), RechRdx(3), Heal(15), Heal(15)
Level 4: Combustion -- Acc(A), Acc(5), Dmg(5), Dmg(13), EndRdx(13)
Level 6: Air Superiority -- Acc(A)
Level 8: Unyielding -- ResDam(A), ResDam(9), ResDam(9), EndRdx(17)
Level 10: Taunt -- RechRdx(A)
Level 12: Hurdle -- Jump(A)
Level 14: Fly -- Flight(A)
Level 16: Health -- Heal(A)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------[/b][/u]
This would be a good basic build with decent Dual Origin enhancement slotting. Once you get to Single Origin at 22 (they become available as level 25 enhancements so you can slot them at 22) you may want to change the slotting a little; at that point one accuracy/3 damage/1 endurance will become fairly standard for your attacks. For the sixth slot I'd put either a recharge or another accuracy.
Pay attention to the power choices at different levels; you'll absolutely want Temp Invuln at 1, Dull Pain at 2, Unyiending at 8 and Invincibility at 18; those are critical powers. The slotting can change marginally although I've given you a good, functional slotting order. Notice the numbers after each slot? That's the level those slots were placed. This isn't set in stone, but it will cover your bases well, particularly while you're still learning. Following this build will get you a nicely effective tanker that will do the job adequately without the frustration of trying to learn while also playing a poor build.
Welcome to the game, and I hope you enjoy your tanker... you've chosen a good combination that can get really good in the later levels. -
Quote:In order to give you much useful advise I'd need to know what primary you took; your origin (mutation) is nearly meaningless other than the stores you'll shop at for enhancements. Your secondary, /Fire Melee, is the best AOE damage set available to tankers and is a good solid choice.I just created a Tanker, I think he is a Mutation/Fire build? He is pretty fun to play, but I would like some suggestions on the build from anyone that has experience as a tanker or working with them.
Quote:I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...
I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.
Quote:On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)
For the taunt, I took the 2nd choice, which I believe is Provoke as it seemed to be better than Challenge.
For an Inv/Fire tanker in the teens I would have Scorch (no choice here) and Combustion for attacks. Taking Air Superiority will give you another good attack and, at the same time, get your prerequisite out of the way so you can take Fly as your travel power. By the way, Combustion is the only AOE attack you'll have until 16 if you take Breath of Fire (which I do not recommend) and Fire Sword Circle at 28 (which you most certainly SHOULD take)
Quote:So my question is this...What should I focus on now? What would make my tank more "Group Friendly" in the near future. I just did my first partnering today with a scrapper and it was a lot of fun. He helped me kill Frostfire, which I could not do on my own.
I am pretty casual in my play, playing a bit here and there, moreso very late at night PST. I play on the first server too, Victory? So if anyone would like to partner up, shoot me a message here and I will seek you out. I should be level 12 next time I log in. Name: Agent Flashover
Thanks for any replies!
You'll want to download Mid's Hero Designer in order to plan out your build; it's a bit complex but playing around with it should give you more of a grasp of powers and enhancements. Additionally most of the guides for various powersets use Mid's for sample builds. -
Quote:I'm going to make a different suggestion; I'd slot the Gift of the Ancients set into all your defensive powers; 4 of them gives you a 2% recovery and 1.8% additional endurance... it's extremely useful for compensating for the end use.Which defensive set is better?
My tanker is now 48, so i've started to buy sets..
I've already slotted 2 defensive powers with luck of gambler because to me its seems better than red fortune (+regeneration, + health, + acc..) but i've seens a lot of SD tanker that use red fortune sets... why??
The only good bonus i see from RF is the + recharge effect.. but i dont think its enough to say RF is better than luck of gambler..
I've slotted 5 sets of GotA on my BS/Shield scrapper and running 8(and frequently 9) toggles I can fight full speed for about 3-4 minutes before I need to pop a blue or pause for a second.
Oh, the 8 toggles?
- Deflection
- Combat Jumping
- Against All Odds
- Battle Agility
- Grant Cover
- Maneuvers
- Tactics
- Assault
- Sprint (frequently on in addition)
The endurance improvement fixes the biggest problem with that character; it's already at the soft cap for defense from powers and other set bonuses. I just rolled up a new SD/Fire tanker and that's the basic template I'll be using for him as well. Best of all the GotA is relatively inexpensive; and you only need 4 of them freeing up a bunch of slots for other purposes.
I've slotted my attacks with Mako's Bite and Scirocco's Dervish to make up the defenses; I'll admit I've relied on Parry for Melee which won't be an option for a tanker; but with the higher numbers it should be easily doable to cap all positions.
<edited to add a forgotten toggle, make that EIGHT or NINE instead of seven or eight> -
Quote:No, you simply will have to roll up a NEW character; no need to delete the old one.You'd have to delete your character to change from WP to Invuln.
To clarify just what a respec is for the OP, it will allow you to change the powers from your sets; for example if you don't like your current build you can pick different powers... but you can't change your primary or secondary. If you rolled a WP/Mace for example then you could choose different powers from Willpower and Mace, but you couldn't change to an Inv/SS for example. That character will always have the same primary and secondary you originally chose.
When you respec your character is taken back to level zero powers wise and you get to re-choose your powers and slots up to your current level. Before you respec I STRONGLY recommend getting Mid's Hero Designer and working out just how you want to build your character; it's incredibly easy to screw up your build if you don't have one already mapped out. -
True, I should have mentioned that. Still, Stone will do considerably more damage as compensation. It will be a challenge pre-stamina and you'll have to build in some endred but it offers a ton of mitigation and quite solid damage.
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Quote:If you're playing the normal content and selling all your drops money shouldn't even remotely be an issue; I usually have over 10 million by level 20 on hand, and that's after buying 2 sets of DO's. For reference a full set of SO's at level 22 will cost roughly 1 million inf; you should be netting more than that per level in your 20's if you sell salvage at wentworths and the common recipes to the vendor.DO's and SO's basically have to be replaced every 3 levels because they drop in value. That is what worries with me with slotting those. Yes, the bonuses are good if I keep upgrading, but that costs lot's of influence.
Inf is extremely easy to come by currently; for example I sold a nevermelting ice (common arcane salvage) for 200,000 last night; I've actually seen it going for over a half million. Other common salvage prices are fluctuating dramatically as well; it's not uncommon to see a piece of salvage selling for between 100 inf and 100,000 inf. Heck, temporal analyzers, something that used to be vendor bait trash are now occasionally selling for upwards of 100,000. Trust me, just playing normal content and selling salvage at Wentworths will more than take care of any monetary concerns you have. -
Quote:The only pitfall I see is the general lack of damage; in my opinion Stone Melee offers all the mitigation of Ice and solid damage as well. Your Inv/Ice should be a good aggro tanker and should be highly survivable... the damage is the only concern I'd have.Hey all i recently rolled an invul/Ice tank. I went this way cause I've always wanted and invul tank but i didn't want fire or ss as i see those pairings all the time. I know ice isn't on the top of the list in terms of damage but i can live with that. I was tinking more along the lines of just being able to stand there for a long long time and finally winning in the end. I was thinking ice slick and all the slows in ice will allow me to do that. Is this a viable combo and what pitfalls can u all help me avoid as i lvl mine up.
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Quote:Stone/Ice won't offer you anything you're used to with damage... I really wouldn't recommend that combo to you, especially as a first tank.I'm looking for one that can put out just enough damage to solo a tad and be able to take out an elite boss for example even if it takes a while, but I'm really motivated about the mudpots and the ice patch working together for me for taking out large groups slowly of course lol..
Also I'm newer to tanking. I've got lvl 50 blaster and warshade so I'm used to being able to do a good amount of damage.
Any ideas would be appreciated.
From what you're looking for I'd suggest forgetting about Stone armor; the penalties of -speed and -jump in Rooted, to say nothing of the -recharge and -damage in Granite would probably bore you silly. Now I don't want you to think I'm down on Stone, I've leveled two Stone tankers to 50 and it's a great set; I just don't think it's the set for you based on your statements.
Primary wise I'd suggest either Invuln or Shield; both can be very solid defensively and both will do a good job holding aggro. The Invuln will be the tougher of the two nearly reaching Granite levels if built right while the Shield will do considerably more damage; either is tough enough for nearly anything you may face and they don't have the penalties of Granite. I'd probably suggest Shield for you due to the increased damage output; it'll be a bit slower starting than Invuln but once it hits it's stride it's quite survivable.
For your secondary Fire Melee will offer the most AOE damage as well as a good solid single target punch at the expense of any form of damage mitigation... other than killing faster that is. As a bonus, it's the lightest on your end bar.
Stone Melee offers a huge amount of damage mitigation; both of the hammers have knockdown, Fault is an AOE knockdown and stun, Tremor is an AOE knockdown with moderate damage and Seismic Smash is a MAG 4 hold (yep, FOUR, it'll hold a boss in one shot) in addition to being one of the hardest hitting single target attacks available to tanks.
Super Strength is the classic pairing with Invuln; it's a solid set but I haven't played it myself so I can't offer any first hand knowledge. It has solid single target damage and though you have to wait until 38 to get it Footstomp is an excellent AOE attack. I've been considering rolling up a Shield/SS tanker myself recently.
Ice Melee is effective with damage mitigation but it's somewhat lacking in damage output; coming from a blaster/warshade background it would probably be frustrating to you. -
My basic plan on most new characters goes something like this:
- 1-11 I only slot drops, TO's are too low in enhancement to be really worth bothering with. Since the "Beginner's Luck" accuracy bonus came in a few issues ago there's little point in worrying about accuracy enhancements, the only TO's I used to bother with. All salvage is sold at Wentworth's and all common recipes are sold to the vendor.
- 12-21 I buy DO's; they're enough of a boost to be worthwhile. If I'm playing the Faultline arc I'll of course buy the SO's from Yin's store. Salvage and recipes are still all sold as above.
- 22-30 I buy SO's the same as always. Along in the late 20's I'll start looking towards a set IO build; I typically start slotting sets from 27-35. At this time I start crafting IO's that I'll want to use. By level 35-40 I should have a completed IO build. I DO occasionally still buy SO's to fill empty slots when I don't want to take the time to buy & craft the set IO's I've planned for that power.
There are a few exceptions to the above rules; and if I have something useful drop on me, like a Steadfast unique or a Knockback protection then chances are I'll craft and slot it. I'll frequently buy a low level stealth IO for a squishy character as well, the Jump IO will go into Sprint and it's usually very cheap. -
Quote:True, but you have to admit that's the rare exception to the rule that purples are... um, shall we say, collector's items? Lifestyles of the Rich & Famous?Actually, there are some purples that are very cheap proportionally.
One of the purple IOs I absolutely love is Ragnorak: Chance for Knockdown.
People keep telling me it's inefficient. But I dunno. I just love a bunch of Cimerorans get blasted down to their butts from a fire ball! :P
I have it on almost all my characters who have a Ranged AoE attack with no built-in knockdown functionality. It's fun! xD -
Quote:Another thing to keep in mind is that most of the purple sets are EXTREMELY expensive at Wentworths; unless you have a huge bankroll you can probably forget about them. For the cost of one purple recipe you could probably completely outfit your character with really good non-purple sets.Thanks.
Bouncing around the wiki, I think I have a pretty good general understanding of the principles.
Figuring out which set to take seems pretty straightforward, but the whole enterprise seems a bit confusing to try to figure out how many to take from a set and to avoid bumping into various caps.
A "cheap" purple set will cost ~50,000,000 - 80,000,000 per recipe while the better sets can cost hundreds of millions per recipe. It's something to keep in mind when you're planning a build. -
Quote:It's a good secondary, and it seems to be the most popular pairing for Invuln; probably because it's the "iconic" pairing of an invulnerable hero. I haven't played SS myself, but it's quite capable if maybe a touch end heavy. Personally I've played Stone Melee, Fire Melee and Energy Melee to 50 and based on that I recommend staying far away from Energy.so is SS good for second? or is there something better?
Really the only secondaries I'd recommend against would be Dual Blades (a tanker has other worries than trying to get combos off, I personally feel this is a poor tanker secondary) and Energy (low damage until 35-38 and extremely long animations once you get the heavy hitters).
Axe is capable, but it's very end heavy so you'll have difficulty prior to Stamina and it'll be taxing even in a mature build. You can build to compensate of course if you really like the set. I can't offer advice about the mature set since I've never played it past level 20.
Stone Melee offers considerable damage mitigation with all the knockdown, stun and hold (in Seismic) as well as solid damage; it's also a mite hard on the blue bar, although not quite as bad as Axe in my experience. The Inv/Stone pairing is a fantastic survivor and highly capable aggro holder. I'll admit to maybe a touch of bias here; Inv/Stone was my first level 50 back 5 years ago and it's still one of my favorite characters. You'll have to tough it out until Stamina though; the teens are fairly rough on your blue bar.
Fire Melee is king of AOE damage with solid single target damage and it's the lightest of the bunch on end, the downside is no damage mitigation at all to it other than killing things faster. It's a lot of fun and the best of the bunch at killing large numbers of enemies quickly.
Whatever secondary you choose an Invuln is an absolutely solid tanker if you build it right, capable of handling any challenge in the game. I'm sure others can give you more perspective on Super Strength... I just know the more theoretical side since I haven't actually played it. I've been kicking around a new tanker idea and I've been tempted to try SS simply because it's a set I've no experience with. -
Quote:If you build it right Invuln will be almost as tough as a Granite tank and it will do a fantastic job of holding aggro. WP can be nearly as tough, but you're going to be really struggling to hold aggro with the weakest taunt aura in the game. Invuln's aura, Invincibility, has a 16.9 second taunt duration at MAG 4. WP's aura, RTTC, has a 1.25 second taunt duration at MAG 3. As you can see, there's absolutely no contest there.I am looking to creating a tank.
I have heard that stone is best defense and i am not disagreeing but i have stone brute.
so i am wondering what would be a good build without involving stone.
i was thinking perhaps invul/SS or WP/SS?
any suggestions would be helpful.
thanks
If you're wanting to be a true tanker and manage aggro as well as outputting damage then Inv will serve you better than WP. If you're looking for a more solo based build then WP will be a good choice. -
Quote:This really doesn't make sense to me; I've tanked LR probably upwards of 70 times with both a Stone and an Invuln tanker and I've never seen an "unaffected" message. Oh, and you DON'T need the Kin to babysit you; he was perfectly correct to assist the team instead. The only offensive power other than Mud Pots you should be using while the team's killing the towers is Taunt and the base recharge is more than sufficient. SB is pointless at this point; worry about it once the towers are down and you're killing LR.I saw message tht said Unaffective, Could have had said Inaffective above his head everytime I used my power "taunt". I had to use my vet power like nem staff to get his attention. By that time, The kin SB'd me and instead of sticking the plan made as a team which was him to stay with me and keep SBing me he would go back to the tower and help destroy the tower, he would die and when I needed sb he was no where to be found. LR drained my end to zero and I would die, we tried doing this several times and when I see the kin not doing his job at the end, we disbanded.
With a Granite tanker running Rooted you shouldn't need much if any support while the team kills the red/blue/orange/green towers. Your resists in Granite coupled with the def are more than enough all by themselves. If LR gets a couple of big hits on you before the Red tower dies just hit Earth's Embrace and continue on.
Here's the basic approach to tanking LR with a Stone tank:
- Using Granite/Rooted/Mud Pots you TP into melee with him and Taunt, then you can work your way back to the rear corner... this is so that if (when) the Flier respawns it won't aggro on you while you kill LR. Mud Pots will keep LR from summoning Banes but if you've any toggle debuffs such as Rad Infection or Darkest Night it's a good idea to anchor them on him to make sure.
- Once you have LR's aggro the rest of the team kills the Red tower, then the Blue tower, then the Orange tower and finally the Green tower. NOBODY should approach the towers until you have established aggro.
- If LR manages to take you to orange HP while the Red tower (it doubles his damage) then hit Earth's Embrace and keep on Taunting. Don't worry about attacking, you won't be able to hit him anyway until the Orange tower dies. If you get into any HP trouble after hitting EE (and you shouldn't) then eat a green insp or two.
- Once all 4 towers are dead everyone on LR and take him down as you would any AV. Warning, he has a nasty cone attack so keep him facing away from the team. He also has a "Pet Nuke" that he'll pop at 20%, spawning large numbers of Bane pets. Just ignore the pets and take LR out. If you've a Kin on the team this is an EXCELLENT time for Fulcrum Shift.
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Quote:Back in issue 6-12 I had Aid Self on my Invuln and with a little practice I was even able to get it to fire off between tics of a DOT such as a field of KoA caltrops. I had it slotted with 2 interrupt reducers to pull that off.So I could conclude that, during the cast time of Aid Self, as long as I dont get hit, I should be able to perform a Aid Self?
Ideal slotting might be 2 interrupt and then frankenslot heal/recharge from several sets; you could have a 40% heal available every 8 seconds. Back in the pre-IO days my SO slotting was 2 interrupt/3 heal/1 recharge. -
Quote:Fire/Cold is possibly the rarest damage type; I'm not sure but it may be even less common than Psi. For that rare a damage type settling for roughly 30-35% defense is more than enough.Wow! CMA action on my little thread. Thanks!
Of course now I am just going to rely on your awesomeness, grin
-If CMA says that cold/fire is not an issue, I will indeed pull out the extra Reac armors and may as well lose (or not take) Resist Elements.
-CJ seemed to add a few Def points, but let me recheck that.
-I usually take Hurdle with SuperSpeed and Swift with SuperJump to cover the other side of things, not a good idea? SuperJump needs more help? (I also have the jetpack too of course.)
The advice about CJ is that it's base def is low enough that it's not really worth the investment in slots to build it up.
Swift won't do a lot for a jumper, but Hurdle will have a very noticeable effect on your jump speed and your jump distance.
Quote:-I stole the slotting of Health from DSorrow, but let me re-examine that - def want to keep the +Recovery stuff I think. (Numina/Miracle) I hate running out of end - but maybe I will try playing without them for a bit and see how it feels.
Quote:-Why do I need ST attacks again? I have Scorch/Sand of Mu/Nemmy Staff - can't I just eschew them completely and go with my AoE?
As for the vet attacks remember that they're low accuracy... they'll run 75% base and you can't slot them. Generally I don't rely on them much once I have a full chain of attacks... with the exception of the Nem staff for a ranged attention getter.
Quote:-I think I am feeling your suggestion about dropping Melt Armor and getting Fire Blast. Plus that will give me some extra set options if I slot it with some of the slots I am removing from elsewhere.
Quote:I guess I am open to thinking about most of what you say - your are Awesome, after all. It's just the ST stuff that has me flumoxed - for dps I want to focus on a lot of high AoE damage because presumably I will have a lot of baddies aruond me. Therefor BuildUp, Combustion, FSC, Fireball. And AoE attacks have the added benefit that each one is a taunt.
Now if you think I ought to consider dropping Hasten and getting GFS in its place, that could be doable - Hasten isn't making *that* big a difference for me.
Is that what you would recommend?
I typically use this basic thought process in deciding on power selections:
- Will this help me with my primary purpose, to control aggro?
- Will this help me SURVIVE the aggro I get?
- Will this help me kill the mobs so I can contribute more to the team?
There are a few exceptions for QoL purposes; the prime one being a travel power... although CJ can be argued to fall under #2. The Hurdle/Health/Stamina line is pretty much a given with any tanker... these eat up 5 of your 24 total power selections. 7 powers from Invulnerability (skipping Res Elements & Unstoppable) and 3 from Fighting (boxing/tough/weave) and your total is 15 out of 24 and we haven't even started the secondary yet with only 9 power slots remaining. I'd say you'll want a minimum of 6 powers from Fire Melee (Scorch, Combustion, Taunt, FSC, Incinerate & GFS) and now you're down to 3 choices. You want Fire Ball, so that means you're stuck with taking Char/Fire blast/Fire Ball to round out your build.
You can't have everything you want in your build so you have to prioritize, stuff that gets aggro and stuff that keeps you alive takes priority over frills. Damage is nice, but remember your purpose is to control the battle first, then to worry about actually killing things.
My Stone/Fire tanker uses the following attack chain (outside of Granite): Combustion/FSC/Fire Ball as an opener followed by GFS/Incinerate/Scorch/Fire Blast/Fire Sword on the mobs who survived the AOEs. It's a waste of end using an AOE against one mob. All of my attacks slotted to ED capped damage and at least 50% accuracy... obviously there's recharge in there as well since I'm dealing with a Stone tanker.
On the defensive side, my Inv/Stone tanker, CMA, has proven unkillable since issue 13 with my defenses approximately like this, with one foe in range of Invincibility:
- 45% S/L def
- 42% E/N def
- 35% F/C def
- ~24% Ranged/Melee/AOE def
- 90% S/L resist
- 31% E/N resist
- 19% F/C resist
By the numbers CMA isn't as durable as Granite Flame, my Stone/Fire tank. In the "real" world the extra durability of the Stone tanker is a moot point; CMA's more than tough enough for anything I've found.
Ultimately though it's your tanker and you're the one who has to be pleased with it; I can only suggest what I would do with my tanking philosophy. I understand what you're thinking about with your build; where it breaks down is when you have to deal with something tougher than Minions and possibly LT's. Combustion/Fire Sword Circle/Fire Ball should certainly eliminate most of the Minions and severely injure the LT's but you're going to have a lengthy period waiting for your AOE's to recharge... and even if you had a seamless AOE chain you'll need some stout ST attacks for the Bosses, EB's and AV's.
I hope this made sense to you, I'm typing this at 1AM so I'm not at my sharpest -
Quote:I think it was during the beta that it changed; as far as I know it's been a good aura from the time it went live anyway. A little anecdotal evidence of just how good it currently is could be the fact that my BS/Shield scrapper was easily out-aggroing two tankers on a PuG team last night, one of the tanks was a WP so no surprise there but the other was a Fire tanker. Neither tank could peel aggro off of me without resorting to fairly extreme measures; of course it wasn't a problem on the soft capped Shield scrapper I was playing fighting relatively vanilla mobs. Apparently the Scrapper version of AAO must have the Tanker numbers.AAO originally only had a RttC-level taunt built into it. Don't remember when this was changed, but it was some time ago. (EDIT: Can't find it in patch notes, so may have happened during I13 beta.)
I've got to say that leveling my BS/Shield scrapper has made me want to try a Shield tanker... I just need to come up with a concept and secondary... hmm; Shield/Fire seems attractive but I've already played /Fire to 50 once. Maybe Shield/SS... I've never played /SS before. -
If I can offer a few thoughts...
- Fire/Cold damage is very rare; I wouldn't worry about specifically building that much extra def to it. If it were me I'd only slot 4 Reactive Armor IO's and loose the F/C def set bonus. I'd put those slots somewhere more useful, like in your attacks.
- Combat Jumping really isn't worth putting 6 slots into; I'd call it good with just the two Zephyr IO's.
- I'd trade Swift for Hurdle; particularly since you're using Super Jump for a travel. Hurdle stacks very nicely with CJ/SJ for jump speed and distance. The only time I get Swift is on a Stone tanker; for all others I find Hurdle is more useful, even for fliers.
- I'm not sure I'd spend that many slots on Health, you'll do better slotting your attacks to drop enemies faster than focusing on the additional regen. Consider slotting just one of the uniques and possibly a Heal IO; both of them is overkill for your end use. I don't have either on my Inv/Stone and have few problems; Inv/Fire is a great deal lighter on end.
- Looking at your secondary I'd suggest a few changes; drop Build Up and grab Greater Fire Sword or Incinerate, ideally both. You're current build is crippling your single target attack chain. With the exception of Scorch and your AOE's you haven't slotted your attacks.
- Melt Armor is a power I'd drop and replace with Fire Blast; a fast recharging ranged attack will be more valuable to you than an extremely slow recharging and minimally effective debuff. MA will only be available to you every 2 minutes and 20 seconds with your current slotting. Fire Blast would be available every 4 seconds.
That's what really jumps out at me with your build; of course it's your character so you should build it to suit YOU, not me. I can see the logic you're going for, but I think there are more effective ways you could accomplish your goals. -
Quote:No tanker combination is going to output the damage that a Brute will, that's not the purpose of the AT. Scrappers are the high damage/good survivability melee AT on heroside.OK, so I'm not nuts. Tanks cannot dishout what my lvl50 Brute can do. I was wondering because around lvl 30 on my Brute i was like man i need to up the Diff big time. But i must say that this Brute can take a massive amount of damage. The real big bite in the butt is i missed double exp weekend. Well...I think to make a scrapper I go. And thanks to everyone that posted a reply.
That said, your Inv/SS tanker can do decent damage and if built right it will survive things that would turn your brute into a grease spot. The tanker's purpose is first to SURVIVE damage and manage the aggro of an entire spawn of mobs; dealing damage is, frankly, secondary. Not to say they don't do good damage, but they're never going to deal the kind of damage a Brute will. That's fair since a Brute isn't going to survive the same amount of incoming damage without outside buffs.
For raw damage output a Tanker won't ever reach Scrapper or Brute levels, given equivalent enhancement and buffs. Conversely a Scrapper or Brute won't reach the survivability levels of a well built tanker, also given equivalent enhancement and buffs.
If you'd like some ideas for your Invuln tanker you may want to check out the guides linked in my signature, if you decide to follow my Soft Capped defense build you'll find there's very little in the game that will threaten you.
For a Scrapper there's really no combination that's bad; some are, of course, better than others. I've played 3 Scrappers to 50, a BS/Regen, Spine/Regen and BS/Shield. Of the three the BS/Shield is my favorite and is by a good bit the most survivable late game; the BS/Regen is better in the early/mid game however. I've found that the BS/Shield is capable of dropping an 8 man spawn of +2 mobs in about 5 seconds though... jump into melee and let AAO saturate, then hit Build up and Shield Charge/Whirling Sword. Headsplitter/Disembowel on any boss or LT that may have survived and on to the next.
I personally really enjoy all the hero AT's and play them all. My favorites are Tankers followed by Scrappers; I've more of them at 50 than anything else although I'm getting close with Controllers with 2 at 50 and one in the low 40's.
If you want massive damage output nothing can top a mature Controller, particularly Fire/*. A team of several Fire/Rad controllers has to be seen to be believed with the absolute carnage they can wreak. The playstyle is completely different from a melee AT of course.