Gashes

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  1. my advice? Your way over doing the end reduction on toggles.

    Toggles arent your enemy, rage drops and attacks are.

    You need to make sure your attacks have high end reduction, moreso than toggles (e.g. weave. 1, maaaaaybe 2 end red at most. you have 3).

    taunt - 6 slot it for perfect zinger (get a great 3.13% SL def bonus). The %chance to stun wont work on a minion (need mag 2, this is mag 1), so its wasted.

    dont 6 slot tough, you only get a 1.25% SL bonus for 6 slotting.
    You

    You have rage and lots of +acc, you dont need focused accuracy, esp after it was nerfed. Now, it costs MORE endurance than your shields, for a VERY minimal to hit bonus.

    go laser beam eyes and look very kewl (esp with sunglasses), or get haymaker!!!!!

    get a kismet +6% to hit IO (1 slot, and no endurance).

    Your attacks are way over accuracy. You have rage, go endurance reduction.

    KO blow has 143% damage (pre ED). Rage is 90+ accuracy,b ut no endurance reduction. Put a full end red IO in each, AT LEAST. Drop the acc/dam in ko blow for a full end red.
    This will save over 2 end every 8.5 secs (ko blow recharge). This will have a MUCh greater impact than over slotting shields.

    invincibilty - I recommend taking out the end red IO and +bu IO (you cant control when it procs), and put in the kismet +6% to hit IO and the +perception IO (helps against arachnos).

    health - replace 1 health IO with a lvl 50 heal/rech. Get a nice hp bonus, and post ED, wont affect your regen.
    stamina - ditto, replace 1 end mod IO with an end mod/x IO. Get a nice hp bonus, wont affect your recovery.
    (I 4 slot stamina this way, 3 stamina set, 1 end mod IO to max out recovery).

    You should take the excess slots from tough and put 2 into heal, for any future +regen/rec and +rec (numina/miracle) drops you may get (otherwise put in 2 cheap miracles to get the recovery bonus in the meantime, like end/rec and heal/rech/end, whatever levle is cheapest).

    tough hide should have 2 (at least) def IO's. You have lots of slots. btw, weave has teh SAME +def value as tough hide (ok, tough has 5% psi extra), but cost ZERO endurance. take tough hide first, weave last.

    hurl - +rech this wont proc often and very, very rarely against a single target. footstomp is the only place I would consider having it (I have them on my warshade, and they 'sometimes' proc on the aoe attacks. so rare on my single target attacks, i dont notice it).


    I would recommend, 4 slot armors/shields with impervium/ancients. Get great +rec/+end bonus, the armors will be ED max'd, plus, since your doing 4 of them, you can buy lower level (and much cheaper) armors (e.g. lvl 30+ instead of all 40). The endurance reduction would be around 43% (res/end, res/rech/end), and that is really good enough.

    jab is a waste of slots, esp for that bonus. I'd go 4 slots, kinetic combat. Dont worry about the accuracy.

    hurl - haymaker would be a better attack power, but honestly, I like the look of hurl. It makes me happy If your willing to purple it, you can put in 3 devastation and 3 armaggedon for +5.25% hp and +28% regen (or 5 slot the army for 10% recharge, 15% accuracy, etc).

    I highly recommend adding haymaker and/or laser beam eyes.
    definitely drop focused accuracy. Maaaybe drop RPD. I really like RPD to cap SL res and help with def debuff, but depending on how tough you want vs theme, I leave taht to you.

    laser/hurl you can be a range attack tank :P
  2. Heraclea,
    Looking at your build, why do you have acc/dam HO in 2 of your melee attacks? I noticed your 3rd melee attack with 6 slotted crushign impact. The HO'd attacks are around 153% (pre ED) damage. It would be cheaper (more profitable cause you can now sell the HO's) to put in an accuracy IO, or a 6th crushing impact for 5% more psi resistance.

    You need some accolades in your build (+hp/+end) :P
    You may not have put them in...

    Suggested tweak build.

    You gain:
    +5.5% SL defense
    +6.1 FC defense
    +3% EN defense
    +6.9% psi defense
    +5.1% fire res
    +2.6% cold res
    +3.5% neg res
    +3.4% en res
    +2.6% tox res
    +5% psi res
    +6.2 endurance

    loose:
    -6% regen
    -56 hp
    -.21 end/sec


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|</pre><hr />
  3. [ QUOTE ]
    [ QUOTE ]
    I'm with Aett, hasten is overrated, especially for inv/ss. Heraclea has a pretty good looking build there, though.

    [/ QUOTE ]

    I can't think of anything in the game that I wouldn't rather be doing 70% faster.

    /boggle

    [/ QUOTE ]

    dying
  4. Gashes

    Which tanker??

    patron pools?

    Heroes can stand on their own, we dont need no stinking patrons :P

    Blue side is Ancillary power pools.

    This is from memory, so I might easily be wrong.

    energy: conserve power - not up enough for my preference, but if you only want an SO build, worth getting. 1/2 endurnace to everything for 90 seconds? (at work, not sure on time).

    focused accuracy - imho not worth it now. too small a bonus for too great an endurance drain. even the +perception, I'd brather get the +perception IO now.

    laser beam eyes - how cool is this? respectable -14% def debuff.
    same as ice blast damage.

    energy torrent - really nice cone power. does knockdown (helps with mitigation). slightly less than fireball damage (42 vs 50)

    ice/fire pools: very similiar. The ice hold does damage, where fire does very, very little.

    fire blast does a bit more damage than ice blast. ice blast is cold/smash damage. fire is pure fire. ice has a -rech, -slow component

    fire immob does slightly more damage than ice immob.

    ice storm - blows chunks. everyone runs from it, huge recharge. It should do 118 damage total, so it may be worth it if you team with a controller with mass immob/hold.

    fire ball - best range aoe, does the most damage. if your a fire tank, highly recommended. If you factor in recharge time, fireball does significantly more damage than ice storm (dam/sec)

    melt armor - recharge is too long for too small a benefit (-9.75% res, -7% def)

    shiver - a good recharge for a -rech power (-slow). cone, no damage. I havent used this.

    earth - most controllery app. Has sleeps, aoe stuns, and a hold.
    stone prison - ice app immob level of damage (-def, -fly)

    salt crytals - sleep baby! not worth if if you have a damage aura

    fossilize - same hold/damage as ice, but has -def. It should be noted this is a tier 2 app (ice/fire hold is tier 1, aka, you can take it at 41).

    quicksand - aoe -sloow power. good -def. no damage. some people on the board suggest it will go great with burn

    stalagmites - stun range aoe power, some damage (almost as much as the hold powers), with -14% defense.


    I prefer energy for SO builds and kewl factor (laser eyes!). Energy torrent is a VERY respectable power, with knockdown (extra mitigation).

    fire is best for fire tanks (fiery embrace lasts longer) and for those wanting maximum damage.

    ice is best if you only take 2 powers (I did this on my main). ice blast and block of ice both do damage, and give -slow -rech effects.

    stone - I dont have any with stone app. I did a while ago, but wasnt happy with it. It has a more control aspect, plus it can be a great place if you have extra slots and want IO set bonuses (sleep, immob, much cheaper than range/hold sets).

    the holds are nice against sappers (malta) at 40+
  5. I recommend the newer ATI card.
    The 3850 is wonderful, but requires about 30 amps on the 12V rail. Check your power supply if it can support it. if it cant, you might need a new power supply.

    This one update (I also have an agp bus) greatly increased the quality of the graphic and reduced lag.
  6. Gashes

    Tanker vs EB's

    short answer: yes

    long answer: I did this with my ice/em. You can do it with fire melee, but your difficulty isnt enough damage for an EB, but endurance.

    my invul/ss can defeat an EB, but I usually need unstoppable (not for the damage taken, but for the huge recovery). Heavily IO'd toons for +end/rec should be ok.

    I recommend:
    1. Use your 2nd build for more EB fighting. You will need the aoe's less, and single target damage more.
    2. unstoppable is your friend, but finish him off in under 3 min.
    3. carry only blue insp.
    4. conserve power in the energy app is your buddy.

    I dont mean to imply you need to do ALL 4 of these. One alone should be sufficient, perhaps 2 of them.
  7. [ QUOTE ]

    Lordie, less cat pee in coffee.

    [/ QUOTE ]

    I'm trying to figure out the obsession with cat urine in coffee...
    This is like the 3rd post I have seen (today) saying this.

    Did someone let out the over caffeinated guardian cat girls out again????
  8. Gashes

    Which tanker??

    Ice/ is a great tank.

    I would recommend:


    1. ice/mace - nice damage, good aoe's.
    2. ice/fire - AOE goodness in gobs.
    3. ice/stone - with EA, you can handle stone melee well
    4. ice/axe - dont have axe melee, but meh, why not.

    I wouldnt recommend:
    1. ice/ss - rage crash is -20% defense. very bad for ice. its your first tank, why make it complicated? if you have tank experience, and can live with this problem (stack rage if you can), I would recommend.
    2. ice/em - your 2 big hitters come at lvl 35/38. aoe is pathetic. Its a loooong time to wait to get those attacks.

    ice/ice is fine, but I find ice/ good enough, you dont need the /ice mitigation as much (as say fire/ice).
  9. Guilty pleasures?

    I hate letting well behaved squishies die.

    I giggle when the scrapper 'who can tank' gets wiped out from only the aoe's, while I take the brunt of melee damage.

    Most of the scrappers I hang out with can actually stand up and tank somewhat. But on those rare pug's, or taking over tanking from a fallen granite tank (he had 2 aegis and 4 red defense in granite for ... 56% resistance to all!). He refused to listen to any advice I had. Died, and I took over (as a kheld). I died too, but I lasted longer than him ... If I had my invul on that STF (or any tank), I would have just ignored him.

    so, tanking for melee AT's who cant hang ... guilty pleasure.
  10. [ QUOTE ]

    Yup, that's all I was saying. Just take out lot's of 47+ mobs, which you can do a lot of places. You CAN run around Cim's walls to your heart's delight, I was just giving all the info. I'd hate to see someone think they HAD to run the walls to get Purple's to drop, when the devs actually did a good thing and let them drop anywhere (the odds are high, but at least you don't have to bend over backwards to get them).

    [/ QUOTE ]

    I understand the concept of lvl 47 mobs (not like your getting xp), but where can you find them as easily as the wall? That is my problem.

    The nice part of the wall is, large numbers, love to melee, and usually only 1 healer per group (KO blow+haymaker finished him off, any level).

    If I could find them as easily and consistently as the wall, I'll go there. If I went somewhere else (e.g. PI), I dont get the same mob sizes, you must hunt more, etc.

    Or are you refering to keeping a lvl 47 mission for farming (which I cant get/dont have)?
  11. [ QUOTE ]
    He has a mag 100 stun that does-def and -res with a ton of damage and iirc it's aoe. 2 hits after that thing and it's team wipe central.

    It seems to have lower accuracy though, I'm not sure which defense I'd need to slot for to help against it.

    [/ QUOTE ]

    any values on the -def or -res? Affected by debuff resistance?

    sounds like my ice tank (via hibernate) will be the next hot tank for this TF.

    and, is it an AOE or cone? I can turn him away from the team if its a cone. AOE, well range fighters will be fine, scrappers will have to take their chances.

    How quickly do the 2-hit and your out occur? Enough time to pop unstoppable (if you have it) or dull pain? Pop a few extra inspirations, if available?
  12. My invul/ss is the same (well almost, need to purple up her hold).

    but the most fun tank I ever played was WP/stone.

    little/no endurance woes, and stone melee has great heavy hitters and aoe attacks for extra fun.

    love ice/, but my ice/em took forevah to level up.
    stone/fire, was great fun post 32, before, ugh
    dark/dark I still want to love her, but I didnt enjoy levelling her (at least stone was fun post 32)
    invul/ss my main, favorite (concept), but if I remade her, wp/ss.
    Still great fun.
    fire/ice - pre burn nerf, she was the most amazing tank I had. She kept me in the game when the first I5 nerfs happened. Now, at 50, a bit squishie, but a tie with my main for favorite farming toon.
    shield/mace - 2nd favorite toon to level so far (after wp/stone).
    I'm having fun

    the last invul/ buffs really brought up my like for invul/, but I noticed, for a heavy purple build, my wp/stone is more survivable than my invul/ss (I STILL run out of endurance in long fights). Out of the box (SO build), I slightly prefer my invul/ss tank, mostly because of rage (hitting things is fun).
  13. [ QUOTE ]
    Ok the reason I ask...is I kept getting someoen telling me you had to be teleported on t he other side of some wall or soemthing...I had no clue

    thanks

    [/ QUOTE ]

    someone liked to make up stories.

    The nice part of cimorea is the wall, with lots of lvl 50-52 minions (and rare lt) are stationed. Taunt, they all run to you, footstomp on auto, smile.
    Careful of the healers (forgot what they are called), I usually run up to them, ko blow/haymaker, let the rest of the wall spawn cluster and footstomp on auto.
  14. THoughts:

    1. Ice/ tank. If you dont have much tank experience, I recommend ice. ice has EA, which will allow your beloved blue bar to be everful. ice/anything is good, but I recommend taking advantage of it to get ice/stone or ice/fire. WP/ and Ice/ are best endurance wise, thats why I recommend those for new tanks. I dont know if you have 50 or 0 tanks before.
    If you have massive cash, you can slot the armors with LoTG and get massive recharge and regen. Massive influence build, you can build VERY heavily on recharge (I have 65% on my ice/em build, no purples, no hasten). Hoarfrost is about 15-20 seconds from perma. Plus, ice tanks can get 100% recharge/slow protection.

    2. Shield/ - Positional defense, easier to soft cap than ice, esp by 6 slotting your attacks. I have noticed its more survivable against fire/psi opponents (e.g. fir bolg), but I find ice/ more survivable against other opponents. Shield charge is fun!
    I have a shield/mace, and my greatest concern is endurance (i'm still leveling). Since shield has respectable resistance (ok SL resistance, more than invul other resistance types), and its easy to cap defense, for a heavy IO build, shield/ usually has more survivable potential than ice/ (notice I said heavy IO build. straight SO build, I'd go ice). Plus you have +dam.
    shield/ss, ohhhhh!

    3. Invul/ - your best mitigation/defense is invinciblity which requires you to keep mobs in melee range. If you love to jump around and run from foe to foe, you wont get the same benefit as standing in the middle of a massive group. Except for granite, you can SL resist cap invul/ with tough. You can softcap your defenses (with some difficulty) or just SL defense (easily). Imho, only WP has better heavy IO set potential than invul/ (since WP has so much regen). Most IO bonuses for resistance are worthless (unless your a granite, then you can cap fire/ice/dark), but the defense bonuses are very liberal.
    Thus, I think invul/ has the most survival build for expensive/heavy IO set bonus potential. From an SO only build, I barely rank invul/ ahead of ice/.



    Just a rough approximation.
  15. darks biggest problem is endurance.

    dark regen and CoF are huge blue suckers, and are a vital part of your survival mitigation at lower levels.
    WHEN you mature, these are much less of an issue (slotting, set bonuses, powers, etc).

    you can always sell one -kb IO, then get the res -kb IO later.
    I believe the defense sells for more.

    or take weave on a fire tank, but that will happen in the 30-40's?

    fire/fire (take tough) is always fun.

    fire/ice - not the raw potential of fire/fire, but I could solo from lvl 20 on (large mobs) and hunt in restricted zones due to ice patch+burn (for many, this effective one trick pony gets old).

    if I didnt make a fire/fire, I'd probably go dark (more mitigation, but hard on the blue bar).

    dark/dual blades sounds interesting.

    I'd go dark/mace if I had to do it again. stacking stuns (OG), and wouldnt bother with CoF.

    LOTS of builds for dark/mace posted recently.
  16. if it was me, I'd use the proc.

    put that attack on auto, esp when fighting AV's or elite bosses.

    I've also used it when I'm very low on endurance.
    The dam/sec on jab goes up significantly.
  17. Gashes

    DA/DM build idea

    thank you.

    Figures. similar build, but you have a much better IO selection.
    Your energy/dark defence is much higher. I should have just waited :P

    thanks again.
  18. Gashes

    DA/DM build idea

    i'm playing with your suggestions right now ...
  19. Gashes

    DA/DM build idea

    [ QUOTE ]


    Yeah but are they NOOB blasters?! :P Anyway, you can have a build that handles this and AV's. Actually it's intended for this exactly.


    [/ QUOTE ]
    Yes, yes they are.

    [ QUOTE ]

    [ QUOTE ]
    yes/no. CoF only affects minions.

    [/ QUOTE ]

    Invoke panic only affects minions. You still have to stack it with something to affect lt's and bosses. However IP has a higher base accuracy, less end cost but no taunt and you have to take 2 other powers.


    [/ QUOTE ]

    Yes, I meant stacking CoD with invoke panic.

    [ QUOTE ]
    With presence pool I can affect bosses and lts. Plus, ToD and Intimidate let me handle AV's and multiple bosses. Quite a few times we've aggro'd a nearby mob, and this saved the day. I've also tanked the renegade vanguard easily, where my max invul tank died (this was before def debuff resistance, so now, I dont know). This was my brute. It works VERY well. I've out tanked some tanks.

    [/ QUOTE ]

    This can also be done stacking CoF and ToF.
    [ QUOTE ]

    Multiple bosses without having to move. Plus, CoF has a low accuracy. Having presence pool ensures I can stack.

    [ QUOTE ]

    [ QUOTE ]
    The biggest question for me is:
    Can I increase my defense and not need my heal powers?

    [/ QUOTE ]

    Yes and no. You will always need a heal since you have to mitigate against things like heavy energy damage, defense debuffs (of which you have no resistance) and -recharge. Slot for S/L defense. It's the easiest to cap due to requiring less slots.

    [/ QUOTE ]

    [/ QUOTE ]

    could I see your build? *puppy eyes*

    CoF on a brute is far more effective, and since im dark/ss, presence pool just makes sense.

    Im dark/dark, but I'm building it closer to my ss/dark brute.
    The synergy isnt the same (ss/ has rage, so cof hits all the time).
  20. Thats because you cheated. You took out the purples.
    I also replaced the def/end in granite with a def/+rech

    Now, if you want to be sick, you can take out tough skin/hurl/minerals and add boxing/tough/weave (then you will softcap on defense, but loose about 17.5% recharge).

    Either way, your current regen is 61 hp/sec, recharge is 107% with granite... why hasten isnt perma in granite, I dont know, it should ...

    Putting them back in, here you go:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation

    Hero Profile:
    ------------
    Level 1: Rock Armor LkGmblr-Rchg+:50(A), DefBuff-I:50(31)
    Level 1: Stone Fist C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(11), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(46)
    Level 2: Earth's Embrace Dct'dW-Heal:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(5), RechRdx-I:50(46)
    Level 4: Heavy Mallet C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(15), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Dmg/Rchg:50(34)
    Level 6: Mud Pots Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(7), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(9), Oblit-%Dam:50(9), Sciroc-Dam%:50(45)
    Level 8: Rooted Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(11), Mrcl-Heal/EndRdx/Rchg:40(34), RgnTis-Regen+:30(43), Heal-I:50(45)
    Level 10: Hasten RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(40), RechRdx-I:50(43)
    Level 12: Swift Run-I:50(A)
    Level 14: Super Speed Run-I:50(A)
    Level 16: Build Up AdjTgt-ToHit/EndRdx:50(A), AdjTgt-ToHit:50(17), AdjTgt-ToHit/Rchg:50(17), AdjTgt-ToHit/EndRdx/Rchg:50(19), AdjTgt-EndRdx/Rchg:50(31)
    Level 18: Health Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(23), Heal-I:35(50)
    Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(23)
    Level 22: Taunt Mocking-Taunt/Rng:50(A), Mocking-Taunt:50(25), Mocking-Taunt/Rchg:50(25), Mocking-Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Acc/Rchg:50(45)
    Level 24: Crystal Armor LkGmblr-Rchg+:50(A)
    Level 26: Fault Amaze-EndRdx/Stun:50(A), Amaze-Stun:50(27), Amaze-Stun/Rchg:50(27), Amaze-Acc/Stun/Rchg:50(29), Amaze-ToHitDeb%:50(29), FrcFbk-Rechg%:50(46)
    Level 28: Recall Friend Empty(A)
    Level 30: Teleport EndRdx-I:50(A)
    Level 32: Granite Armor LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), DefBuff-I:40(33), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(34), ResDam-I:50(50)
    Level 35: Tremor Armgdn-Acc/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Dmg/Rchg:50(36), Armgdn-Dmg/EndRdx:50(36), Sciroc-Dam%:50(37), Armgdn-Dam%:50(37)
    Level 38: Seismic Smash Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dam%:50(40)
    Level 41: Stone Mallet C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(42), C'ngImp-Dmg/Rchg:50(42), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Acc/Dmg/Rchg:50(43)
    Level 44: Stone Skin S'fstPrt-ResDam/Def+:30(A)
    Level 47: Hurl Boulder Apoc-Dmg/EndRdx:50(A), Apoc-Dmg/Rchg:50(48), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Dam%:50(48), Apoc-Acc/Rchg:50(50)
    Level 49: Minerals LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint ULeap-Stlth:50(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet



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  21. Gashes

    DA/DM build idea

    [ QUOTE ]
    wut da hell, three justice tanks posting on the same thread?! :P

    DA socketing questions has been coming up more and more lately. I think it's time for a guide! BRB.

    [/ QUOTE ]

    I think a guide would be most helpful :-)

    Listening to the suggestion here, I think I realized my mistake.
    before the typed defense boost (IO's only gave typed or positional), I was going for positional. Thas my current build.

    Also, with dark, is melee/SL defense as helpful as range/energy? Asking, since you have melee heals. You cant heal off them at range. I prefer SL defense on my fire tank (self heal), but dark has accuracy based heals. Then, SL will help MUCH more with AV's (and you'll need the heal anyways) ... Ok, Im thinking too much.

    Strange, I have 2 darks, and I still dont know. dark/ is a strange beast.
  22. Gashes

    DA/DM build idea

    [ QUOTE ]
    Gah! Even on a team build I don't how you can stand such underslotted attacks. It is certainly possible to build a sturdy, team-oriented tank that doesn't skimp so much on offense.


    [/ QUOTE ]

    Short answer, I'm 50. I wouldnt/couldnt handle that build leveling. Even attack heavy, I want that thrilled with my dark/dark tank.

    I just want somethign I can go into a nasty AE mission, or a group of aoe happy blasters and know I can control the situation (or mostly).

    [ QUOTE ]

    I don't have any experience with the Presence pool to speak of, but do those powers really add much to a build that already has CoF and ToD?


    [/ QUOTE ]

    yes/no. CoF only affects minions. With presence pool I can affect bosses and lts. Plus, ToD and Intimidate let me handle AV's and multiple bosses. Quite a few times we've aggro'd a nearby mob, and this saved the day. I've also tanked the renegade vanguard easily, where my max invul tank died (this was before def debuff resistance, so now, I dont know). This was my brute. It works VERY well. I've out tanked some tanks.

    My dark/dark tank uses OG more, and I skipped COF and presence pool for more damage. The mag on CoF is different on brutes/tanks, btw. That is why I was thinking of applying it to my tank. I havent done this build it, but seriously considering it. All my other tanks are max def builds, I dont mind one being max heal.

    [ QUOTE ]

    As for your slotting, after our last exchange I'm sure you can guess what I'm going to say...drop the Imperviums for Reactive Armors, and slot your attacks with Eradication and Kinetic Combat. I'd also drop the Presence Pool for some more attacks and OG--but then, even my team tanks are very offensively oriented!

    [/ QUOTE ]

    OG is a great aura, but I really, really, really dislike them wandering away. I like them near me (even if it isnt an immediate benefit, like invincibility). CoF does cause the to stay and fear, but it has a horrible accuracy and endurance drain. I like to stack. If I was dark/mace, I'd agree 100% with you. Now, if I'm heal heavy, I worry about endurance for long AV fights.


    The biggest question for me is:
    Can I increase my defense and not need my heal powers?
    This saves massive endurance. Thus my post and request for help. It might be slotting reactive and kinetics,a s you suggested. I wont need the heals as much, thus saving endurance (which is good, as I wont have the imperviums).

    If I dropped the presence pool, I'd drop CoF and get OG. I HATE the wander off, but it does hit/work effectively on minions.

    I love the double stacking fear on my brute. Im not sure where the best line of survivability lies, thus my request for comments :-)

    Plus team tank isnt just having 17 foes around me, it can be that single AV, where dark regen isnt a sure thing.

    Like I said, my other team tank builds are near/at max defense, and do have attacks (I think in only one case did I slot an attack with a non attack IO set (e.g. stuns)). I dont mind him being different, but I do want him EFFECTIVE.
  23. Gashes

    PvP IOs and me

    on a non 'me first' line ...

    Is there some problem with different levels dualling in arena?

    I remember a while ago there was, but I cant find the specifics, or if its an issue (e.g lvl 50 vs 38. Does it apply if 50 exempt to 38?), etc.
  24. [ QUOTE ]
    TCP is reliable but slow, UDP is much faster but has no built-in reliability instead relying on the application to handle retransmits. Nothing to see here move along.

    [/ QUOTE ]

    basically. Since coh seems to have both ports, I 'assume' it uses UDP for the game itself and TCP for QoL monitoring. That would be the smart thing to do.
  25. Gashes

    DA/DM build idea

    [ QUOTE ]
    Jeb runs a solid DA/DM Tanker ... his input would probably be of value.

    [/ QUOTE ]

    I'm still waiting for his input ;-)

    Jeb, any suggestions on my team build?