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Posts
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Quote:No one has mentioned it, but there is a downside to shield/ssok, after talking to a friend, was told shield/ss is a weird combo. In your opinions whats the best secondary for shields?
Rage is a great power (base +80% damage, +20% to hit!), that can be made perma.
But, during a rage crash, your damage is -99999%, -25 end, and -20% def for 10 seconds.
I consider it well worth it, and you can monitor your damage (when red, rage crash), but understand, as a defense (partial) toon, -20% def drop for 10 seconds can hurt.
But that extra to hit, damage will also help your shield charge :-)
Just want to give you the only real downside to SS. Maybe your friend was talking about this? -
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Didnt think of that, thank you. Definitely made my threadtime worthwhile (now to look at my build again ...)
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Quote:Please state (with the pvp 3% resist IO, you can cap SL) ... that IO is VERY expensive and unrealistic for 99.99% of us. In general, if it requires pvp or purples, it should be stated.Um ill keep this short (as much as I like to gas bag), sorry watching tv with the wife. Ela with the glad shield +3% res. 89% res to s/l then just some frankenslotting and you got 90%.
I updated the guide in the player guide section. I altered a few things also do remember its a mitigation guide. I didnt want to go into too much detail with all endurance numbers and such. It was more for what different tank power sets offer in terms of mitigation. Ill have to update the EA recharge debuff in ice. I sorta didnt think it had much to do with mitigating dmg tho? thanks for the review tooI appreciate it. I knew I would miss some stuff.
I read your guide more like 'ok, your new to this, this is what you can do'. Throwing in an 'oh, if you have a full set of pvp IO's ...', does not qualify and a starter guide. If you want 'if you have unlimited influence, this is how extreme you can go', that is a different matter, and doesnt belong in a miniguide. my opinion -
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Well, for budget builds, it easier to seperate primaries from secondaries.
ice/ is very cheap (unless you want the LOTG +7.5% recharges).
armors can be frankenslotted with 4 def/end (maximizing both defense and endurance, same as 6 slotted SO). A bit expensive, but you'll find, if you 4 slot armors, you can get cheaper lower levels (e.g. LOTG def/end in the 30's)
hoarfrost - doctored wounds, great set
EA, hibernate - You can also use cheap sets. doc wounds end/rech, rech, and heal/rech about max out hibernate for recharge (end/rech are dirt cheap, but the end/ part wont help).
EA can be frankenslotted wtih end/rech x2 and recharge (max recharge. a 4th slot can be a cheap endmod IO.
I find crushing impact to be a great set for attacks, you can get +7% (global) accuracy and 5% recharge. You have a kin-fender, but SB is 50%, but will you always be certain they will be there?
anotehr nice thing about doctored wounds and crushing impact, they are cheap to craft too.
The cheapest build is just go SO's.
I used to go 2 accuracy, 3 damages and either 1 recharge or end red. Ice has EA, so endruance recovery wont be a problem.
Rylas had some good tips, but finding +SL defense can be expensive and no budget was stated. Mocking beratement can be 4 slotted for 2.5% SL defense and is dirt cheap.
if you have extra slots, drop 2 into rage for retified reticle (1.88% SL).
if you want you can take hand clap and slot taunt (mocking beratement) into it.
as for AOE minded, you have 2 real options: pyre (for fireball), or energy (energy torrent), assuming you dont go ebil for patron pools. laser beam eyes have -14% def debuff, and energy torrent is knockdown. -
I have the following issues:
"Stone Armor is probably the most popular Tank in the game. It is one of the easier armors in the game to work with"
Um, easier armors? Needed rooted for status protection alone makes it the least fun, slowest, and no easier.
also granite is -65% recharge (not 50%). I'd also mention TP is preferred method of travel when using granite.
For fire tank, 71% SL is only possible with tough (since tough is a power pool, that snippet deserves a mention).
Also fire tanks have no native KB protection (need an IO, or acrobatics).
Fiery embrace does NOT increase damage like build up, it gives
http://www.cityofheroes.com/news/pat...patch_not.html
Fiery Embrace power now adds bonus fire damage for all Melee Power Set attacks instead of being a normal damage Buff. All Melee Power Set attacks made for 20 seconds after activating Fiery Embrace will do bonus damage based on that attack's damage. This bonus damage IS affected by enhancements and outside buff/debuff effects. At low levels, this means Fiery Embrace will have lower impact than the old implementation, while at high levels or on teams with lots of +Damage effects, you will see increased damage output.
Unstoppable in invulnerabilty is base 70% to all but psi, it does not hardcap (you can hardcap with your other powers and passives, though).
You said electric armor can hardcap SL resistance. How? I get 77% with tough. 85% only with cardiac incarnate power. I'm not aware of any IO's that give any decent resistance.
You mention power sink for electric but not energy absorption for ice tanks? Ice can also get 100% recharge debuff resistance with EA (you can walk/run over caltrops!).
For dark armor, dark regen, you didnt mention the endurance cost. It is very significant. Oppressive gloom, my regen is greater than the -hp it provided. But foes hit with it tend to stagger away from you.
cloak of fear works great with presence pool (but it is a very low accuracy, high endurance hog by itself. base accuracy is 50%).
but, I did read your mini-guide
My nitpick, -
I think most people are clueless on Lore (I am). Too many pets, too many levels. Hard to see strengths/weaknesses.
I would recommend cardiac for the alpha. Your an electric tank, and that extra % ED-immune damage resistance, greatly increases your resistance (try it in mids).
I believe SL resistance popped up to 85% (with tough) (offhand) -
Well, I dont have a fire/ss, but I'll give my main's build.
I'm sure there are better tweaks or builds, but this meets my playstyle perfectly.
My main is an invul/ss.
In fact, only my main has 2 builds. First is recharge/damage orientated. more for solo, small teams, or incarnate leagues (so many buffs). I put in the KB +rech proc in both footstomp and energy torrent. I find it helps keep dull pain very near perma. I'm flip-flopping on keeping them or replacing them with a damage proc.
I have fly because she has wings, and I wanted some concept built in
The 2nd is my team build, when I need to survive with minimal buffs (I do use inspirations, but I feel they are a crutch and bad design decision of the devs).
The goal is maximum survivability, and my team members can kill stuff.
I added aid self for hard hitting AV's, not for the billion mobs with DOT damage (e.g. Cot).
I find it works great for AV's, helped me survive recluse.
I also shot ABOVE the softcap, to avoid cascade failure (e.g. if you are at 45%, hit by a rularuu with -20% def debuff (your resistance is 50%), your at 35%, and now your getting hit more, and defense plunges. Suffered this with Cimeroans. Some extra SL (I wanted 55%, but unless that insane pvp 3% def IO is given to me, not happening) defense for security.
No fly, but I do have a jetpack (ninja jump, etc). Jetpack looks stooopid when you have wings, btw ...
No pvp IO's, I think the game succeeds because its NOT pvp centric (and thy mostly suck, esp performance/price ratio). My combat build has purples.
I have incarnate powers, but dont list them. Typically cardiac (tier 3), etc.
I also have rage, and global +accuracy, so I dont worry about my attack accuracy being low (+30% accuracy, +37% to hit due to rage). My defense build is only rage (+32% to hit).
Since IO's tend to be great at +def, typically all my tanks use this.
typical defense tanks (ice, shield) I go more for recharge, accuracy, etc.
My dark tank is more fear based (presense pool), and it may go dual build,
as it is a monster on the endurance with no support or -recovery.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
tellania3 solo: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(11), ImpArm-ResDam/EndRdx(37)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Knock%(33)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 4: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(34)
Level 8: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(9), ImpArm-ResPsi(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 12: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Hectmb-Dam%(43)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/Rchg(19)
Level 20: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(43), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam/Rchg(46)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), RechRdx-I(36), Zinger-Dam%(40)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27), Ksmt-ToHit+(31)
Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Taunt -- Taunt-I(A)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(33)
Level 35: Hurl -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(36), Apoc-Dmg/EndRdx(42), Apoc-Acc/Rchg(45), Apoc-Dmg/Rchg(46)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg/Rchg(40), FrcFbk-Rechg%(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 44: Physical Perfection -- P'Shift-End%(A), EndMod-I(45), EndMod-I(45)
Level 47: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50), Ragnrk-Dmg/EndRdx(50), FrcFbk-Rechg%(50)
Level 49: Resist Energies -- Aegis-Psi/Status(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Numna-Heal/EndRdx(17), Numna-Heal(17), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31), RgnTis-Regen+(40)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(37)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1427;701;1402;HEX;| |78DA65935B6F125110C7675990B2400BF65E7AA12DC8AD2CACB41AEBEDC1D6A4A62| |895EA9B215B3DD28D9BA561B7C6BEF9D22FA0893E9AF8E8C751E3ED3B78F9020667| |678E2DCA86DDDF303B67FE3373F6D49F6DC4009E5F072576C3365DB7B56B3A4F447| |7A87EE8999ED571863D61DBA66399B5B4DBB13B610098E790D686782C1C57E85BCE| |D343DB115D73CFB22DEF28255FD7852D84DE3C3C40BBE97585D3F6F6935BCEBE40D| |3D3FF1AD146A763EB376DABBDEF6964370F84781467B7EFB59C764CFEF31CE1BAA3| |9B07D6437D1305DB47ADBAE97AA27B34856515F0FE10C1878237F454C8A3B1045A9| |69123643284150DE485710DF05D677608537709E95DC2C7884C07BDA0728796061A| |8C6D42B0CEB84D788FE12ACB833A89C61C6838B190540A49A526618C051759F0132| |E0DCBCAC35CF910D73AC40D0C17084B982FC2F994480961409AA1634F51596B9495| |622C11638961D62D96027E781413C565ADF194EABF51D035226B1DE10C8BFF1499E| |10C5FB080A4E2AFED0592E354D6D9314692A062A251D9CCA8DF4C0E8A194239C7C8| |120C2C799C0543E32C38C182132C38C582CBDC61CE0DD0B031FB24670F4CB27CC19| |737A090207CC5FAA6A5FC3407CC707D335CDFFC6FF0F7E63CCAA7641FA975441060| |F63F56343F92C734675019DF30FD82DC8285127F2E8C9AE63F790B960C1AF3B24E2| |854092B1542B94C58C5F0AC6C3F7B955CE7D61997195708B94B84E231B5FF06F72A| |2FE5F33C980AE35D1CA02407537ACD8269E8C35B5CAA4B41BD46019555C61AC1B8C| |8B8C038267CC67EABF24BA9AED100678327E7077F78C176BF47A5421BC193C3030A| |05158227C7B31749601CBFED35345A46F6833EDBECB3F7FAECEF682BB222A54CADF| |DE877E5C9F5F3D4155232E44AECD00792B84798BFCFB8451F63EE1A1DD85FA7AB54| |858738F682B7F22521F38A501D184171C0630C7856073CB501CF1FD55ADB12| |-------------------------------------------------------------------|
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
tell-max 4th: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx(36)
Level 2: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5)
Level 4: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(9), Numna-EndRdx/Rchg(9), Mrcl-Heal/Rchg(27), Mrcl-Heal/EndRdx/Rchg(27), Mrcl-EndRdx/Rchg(31)
Level 6: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(7), Aegis-ResDam/Rchg(7)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 10: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 12: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15)
Level 14: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(50), Winter-ResSlow(50)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Rchg(45)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/Rchg(34)
Level 28: Rage -- HO:Membr(A), HO:Membr(34), HO:Membr(36)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Unstoppable -- RechRdx-I(A)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Dmg(39), Erad-Acc/Rchg(40), Erad-%Dam(40)
Level 41: Aid Other -- Dct'dW-Heal/EndRdx/Rchg(A)
Level 44: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(45), IntRdx-I(45), Numna-Heal/Rchg(46), IntRdx-I(46)
Level 47: Hurl -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg(48)
Level 49: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(21), RgnTis-Regen+(21), Heal-I(25)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31) -
Quote:On my combat build (I have dual builds on my invul/ss tank), which is purpled for recharge, I have been stunned (I used to play on 8 man size spawns solo), requiring a break free, dull pain or unstoppable. But a few times, neither was available (the tip mission with wave after wave of malta), I have been killed, though I was hit by the sapper AFTER I was stunned ... (couldnt do anything).
I say all this as the only reason I think a low def Invuln can be beaten by Malta is because of that Sapper.
Without the proper targetting macro, DE and large malta groups are difficult doing the 'tab' thing to find that guy (esp if you find the sapper and he is way off blasting you). And yes, I dont have a targeting macro (I really should put one in). So, I've probably died to laziness more than malta.... -
You can always dual build. One with an emphasize on granite and maybe +recharge, the other, non-granite (You can keep granite as the emergency button), but more for a solo/small team play style.
For me, trying to get a happy medium was more of a gimp on both parts, but going dual build, relieved a lot of pressure of trying to compromise. -
Hmmmm. Got a tip mission after 'forevah', ran it successfully, waited for clockwork to show up, fought them, got bored, exited. No badge, no indication of working the alignment bar, but, the mission was still there immediately (do the mobs IN the tip drop tips that could be halloween?), so not sure if the mission didnt end correctly, or I (somehow) got a tip drop for the same mission, in the mission (it was a different location).
Completed the second, nothing (no badge, reward screens, etc).
So, since I NOW have the book that can rewrite reality, can I rewrite reality to give myself a badge? I want the 'I have power to rewrite the universe, but all I did was get this stupid badge' badge. -
Quote:I have a mind/rad for team 2 (unless you want a tank).Before the run make sure you have/do the following:
1) Join the Guardian CoP Channel
2) Have a Shiven (optional)
3) Have a Biological Mutagens (optional)
Cathedral of Pain
Meet in Pocket D
Sunday Sept. 5, 2010
Time 2:00 PM Pacific
Team 1
1) Me - Ari
2) Sav - Scrap
3) Shadow Stranger - Tank
4) Dmg
5) Ullikummis - Stone Tank
6) heal/buffage
7) _Naq - Fire/Rad
8) Rad
Team 2
1) Panz - Tank
2) Dmg
3) Dmg
4) KaosKaotix - Scrap
5) Conundrum - bot/ff
6) Dark
7) MentalMaden - Rad
8) Rad
Team 3
1) Rosa Quartz - Tank
2) Armeros - Blaster
3) Dmg
4) SuperSilver - Blaster
5) Vixenhealer - emp/psy (team captian)
6) Blood_Beret - Merc/Dark MM
7) Anne Marie - Rad Rad Coor
8) Rad -
My stoner has tough. Not needed on granite, but it is a godsend when solo, small teams, when you can actually tank without granite (no -dam, -rech, etc). Rooted still stucks though. I use weave (always) and tough on small teams and solo, but then, you can always do the dual build thing ;-)
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hehe, actually it was police band missions. I believe it was malta (titans). It doesnt happen often, but I saw myself pushed back and knocked down on against the wall (team of 8). Also happened (a few times) against nemesis, esp if it spawns a group of snipers, and your fighting one group and they all shoot at the same time.
I tend to leave it on, after my first KB in a mission. Cant tank on your back.
It is one of those things, you dont know if you need it until it happens. Lost a few teammates on the malta ambush (very small room, all that aoe). If I had rooted, in all odds, I would have tp'd behind the mobs, drew most of the aoe's away (meh, scrappers can defend themselves).
I also use it for option B (from CMA), no endurance == no granite == ooopsies
Does it happen often? no. But on a team of 8, any endurance drain or knockback, I'll leave it on. -
Sorry to reply 5 days later on a near dead thread ...
I fully slotted my stone/fire for +run speed bonuses. While in granite, it felt like (non sprint) running, as soon as I clicked rooted .... All those bonuses were wasted. Found it much better to go +recharge and simply TP as necessary. I hate TP, if you ever been -recharge on a stoner ... you'll appreciate that extra recharge. CMA mentioned crushing impacts already.
Just saying, granite+rooted, no speed bonus, and only a friendly kin, will help you. WHy rooted? regen and knockdown protection (I have been knocked down quite a few times in granite). Just a thought -
One aspect not mentioned, you can make very uber builds with mids' .... Being able to afford all the pieces necessary for that build ... something else. KC can be a very pricey set, more than some purples. If your sitting upon billions, or have most of the components, then dont worry. But if you dont, you might find your perfect tank a bit beyond your capability to purchase
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Honestly, most of your 'important totals' (e.g. damage, hasten) are average and irrelevant.
WHAT ARE YOU TRYING TO DO?
Make the toughest tank? Make the most damaging stoner??
Quick comment:
Your defense is unusually high (I assume IO's?), but your resistance should be closer to 78%. Forget IO bonuses in granite armor, max it out (def/res). You could go 2 RES, 1 res/end. There is NO set bonus worth sacrificing 14% resistance.
What is the rest of your defense? Should be around 32% from well slotted granite (everything else is gravy). Do you have the 3% def IO?
without your build, we cant make proper comments on synergy of powers. If you have this build, but 1 attack, well ...
I can get 218% regen with no IO bonuses, so you have a very nice regen bonus.
Your health is a bit low. Did you include accolades? An extra 10% goes VERY well towards survivability.
My only comment: beef up that resistance.
Quote:Being my first 50 tank i would like to set him out. He has great damage, and can take alot of damage too. I love him. So, im having a little trouble importing my build onto here but i have the "most important" totals. This build has 1 purple in it, keep in mind. And, this is my first tank build so it may not be too good but i think its decent. But mostly, this isnt to much of a budget buster. See what you think and feel free to give me your idea's. Thanks
-Defense:
Smashing- 41.8
Lethal- 41.8
-Resistance
Smashing- 64.8
Lethal- 64.8
-Health and Endurance
Regeneration: 344%
Max HP:111.3%
EndRec:190% (3.23/s)
EndUse:1.34/s
Max End:101.8%
Run speed- 8.4 mph
Haste-105%
Haste with granite-40%
Damage-101.5%
Damage with granite-71.5% -
I'm in.
mind/rad or ill/storm (prob ill/storm, but lets see what the group brings) -
Quote:For levels 1 to 49, I recommend a good balance.Hmm, never thought the saying, "A good offense is the best defense." applied here. I will have to study that more closely. Thanks for the tip.
Now, my lvl 50's, I do something closer to what you do. One build ALWAYS has taunt, max def, fully IO'd, etc. The other build is more balanced.
the balance build is more fun, but I keep the other build for some of the tougher TF's in the game (I hate dying). Its also the team. ON a team of 8, my defense build is very strong, and the team takes things down quick (assuming moderate competenance).
Though everything the others said is true. I assume your a team tank, not solo. Your secondaries is VERY important to your survival, not just for the damage offered (0 damage == immortality), but in effects. Some of the biggies:
super strength foot stop - very nice and effective knock down
ice melee - -recharge and ice patch is -knock down
dark melee - touch of fear can stack fear on a boss, and siphon life is a heal
etc.
of course, helping with damage helps you not take any ;-) -
Quote:I'm not in beta, so I cant say about electric armor.I have a WP scrapper and while the Res is great I find that I'm always struggling to survive.
I'll add two items I don't want to the original question, no Stone as I hate the lack of speed. Managed to get one to 26 or so and loathed it mostly. And no WP as I have a WP scrapper @50 who I love but find it difficult to survive.
Would I be better waiting for Electric Armour in i16?
But, I wanted to point out, your scrapper isnt surviving well. scrappers != tanks.
You are MUCH more survivable as a tank than scrapper, though you might find the damage output lackluster (no crits either).
WP is an excellent tank, I'd rank it #2, invul #3 (WP can benefit from IO's more than invul) then ice, shield, etc.
Here is what I can recommend
1. Less frusterating for a new tanker: WP, ice. Both have endurance recovery tools (electric will as well). Makes the first time tanking much easier without having to rest every few fights or so.
2. Invul/wp are both survivable monsters, but they have one thing in common Their most powerful defensive tool requires foes in melee range (RTTC, invincibility). If you have scrapper attitude (you move around a lot), you wont saturate your auras, and you might get frusterated.
3. stone/, king of defense, PAINFULLY slow to level to 32 (for me), and I HATE the slows. Frusterating. I'd avoid.
4. dark/ tanks - dark regen is your key power, and its a huge endurance drain. My 50 is a monster, but was squishy till I could fully IO up. Wasnt fun to play (more fun than pre 32 stone though)
5. shield - almost at softcap, and easily hit it with only a few cheap IO's. Shield charge is sooooooo much fun. I enjoyed playing my shield greatly, and probably the most fun I had playing a tank from 1-50.
So, for a new tanker, I'd recommend ice/elect armor (for endurance recovery), or shield (I had tons of fun). Enjoy what you play is more important on the ultimate uberness.
Ice/ has a few nice powers, -dam/recharge aura, slow resistance (you can cap! ever run across caltrops?). Not a fan of the ice obscuring armor (not sure in I16 how big a deal this is).
ice/ and shield/ can softcap defense very easily with only a few cheap IO's (ok, ice/ can cap most typed defense).
wp/ and invul/ are better choices, but require more management (wp/ has a weaker taunt aura too) to keep foes in melee. -
I agree, but what are the values? If its 1/2 health value, then having to take 2 powers for it isnt worth it. If itx 2x value (e.g. fast healing), then it looks like I'm doing (again) serious respec's.
I would expect for a dual passive power, its probably less than health.
FA eats so much endurance, you will still loose out (recovery wise) in the end.
Conserve power, while a nice power, recharge is too high for my personal taste. -
Quote:CMA has a nice guide, but basically, you want SL defense. This will be all the most common damage types (e.g. rikti swords are lethal/energy, redcaps are lethal, etc). Kinetic combat will be your savior (3.75% SL defense for 4 slotted), but it is difficult to find.If someone knows a way were I can improve my defense I would really like to know. Right now my build is; All possible shields and resistances with burn, build up, greater fire sword, fire sword circle, combustion, fitness, Acrobatics, firey embrace. I have some set bonuses but I think they actually made me weaker!!!
I notice you didnt mention tough. GET TOUGH! Its night/day! In fact, if your going without tough, I'd wager you might not need the IO set bonuses as much.
You can have 2 builds, level up your 2nd, get tough, put in cheap SO's and try it. I'd drop acro, and slip in 1-2 KB prot IO's. 2 is optimal, but I'm slot starved and have 1. With the exception of nemesis (fake nems, snipers), it is RARE for me to be knocked down. I actually enjoy it, making the 'rare' knockdown fun.
If you have tough and its not enough (if it wasnt for fire/ice ice patch, I'd feel the same), work on some defense. Here is the catch22: most lethal has a -def portion to it, so once you get hit, your defense is going lower. -
Quote:while buying a race car to go to the grocers is overkill, you look SO DAMN COOL DOING IT!!!!You tank should handle most anything this game has to throw at it.
I think you may find at some point that it will infact over handle most everything this game can throw at you.
Max protect Invuln Tankers are sort of like buying a race car to go grocery shopping with
Isnt that why we are tanks, to be the rock of our team, AND look good doing it? -
Quote:Then you had one hell of a team supporting you.I've tanked the STF on Invince without problems. I have a few IO's but not much, not a full purpled out build or anything. Really it just takes experience with the set to make it work. Just try different strategies. Fire Armor is one of the more complicated sets of Tanker primaries, and I like that.
The point isnt if YOU have any problems, and I wonder what 'a few IO's' mean.
Fire isnt gimp, but its definitely at the bottom of survivability. It isnt the offensive set anymore, with other sets better on damage (unless your fire/fire, FE is lame, 2x recharge of BU, no to hit, 10 second boost).
Fire could use some tweaks and help, but nothing major (I voted for consume to have its recharge reduced and FE affect all damage types for 30 seconds, not just fire) <== cant remember if fire tanks are 20 seconds or 30 (brutes have the other one).
But the advantage of fire (elec/, dark/) is, their conventional surivability is from resistance, and little/no defense. Not to use IO's for balancing (you should never do that), but IO sets are very generous on defense, and extremely poor on resistance.
This makes fire/ the weakest set (imho) using SO's, but VERY strong with IO's. You get far more benefit from IO's than an ice/ tank would.
EDIT: You shouldnt balance with pool powers either (like tough), but I would never take a fire tank without tough. Its night/day in tanking ability. I would say, a fire tank without tough isnt much of a tank (unless you team with bubblers).
Perhaps the original poster would like to share a build for any obvious discrepancies?