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Posts
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Joined
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[ QUOTE ]
OK I cant put the %dam proc in Fault...do you mean Tremor?
[/ QUOTE ]
dont argue with a person on superdyne!
er yes, tremor. sorry, wasnt paying attention to the power. -
hmmm. I've been a bit unhappy with my dark/dark tank.
I tried a different approach, fear and max healing and endurance (no endurnace == horrible death), but I wasnt happy with my defense.
The fears are very endurance intensive (I use this approach on my ss/dark brute, but she has a better CoF).
Here is my alt build, I'd welcome any comments/improvements upon it. I figured, even if my melee defense is low, dark regen will cover that slack. Thus, a bit more emphasis on range.
Empty slots are for 'potential' pvp IO's (uniques).
as a side note, this is my planned alt build. I usually do 2 builds, solo/small team/competent team, and large/deadly team/save them from themselves team build.
This is for maximum survivability, letting the team do their thing (I really dont like dying). My other build is much, much, much more damage/solo friendly
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
dark-dark team: Level 50 Science Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Arctic Mastery
Hero Profile:
------------
Level 1: Dark Embrace ImpArm-ResDam:35(A), ImpArm-ResDam/EndRdx:35(5), ImpArm-ResDam/Rchg:35(5), ImpArm-ResDam/EndRdx/Rchg:35(29), Empty(37), S'fstPrt-ResDam/Def+:30(48)
Level 1: Shadow Punch Acc-I:35(A)
Level 2: Murky Cloud ImpArm-ResDam/EndRdx:35(A), ImpArm-ResDam:35(3), ImpArm-ResDam/EndRdx/Rchg:35(3), ImpArm-ResDam/Rchg:35(39)
Level 4: Smite Acc-I:35(A)
Level 6: Combat Jumping Ksmt-ToHit+:30(A), DefBuff-I:35(7), DefBuff-I:35(7), Zephyr-Travel:35(13), Zephyr-Travel/EndRdx:35(33), Zephyr-ResKB:35(33)
Level 8: Dark Regeneration Numna-EndRdx/Rchg:30(A), Nictus-Acc/EndRdx/Rchg:35(9), Nictus-Acc/EndRdx/Heal/HP/Regen:35(9), Theft-+End%:30(11), Theft-Acc/EndRdx/Rchg:30(11), Nictus-Heal/HP/Regen/Rchg:35(13)
Level 10: Obsidian Shield ImpArm-ResDam:35(A), ImpArm-ResDam/EndRdx:35(34), ImpArm-ResDam/Rchg:35(34), ImpArm-ResDam/EndRdx/Rchg:35(42)
Level 12: Hurdle Jump-I:35(A)
Level 14: Super Jump Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:35(15), Zephyr-ResKB:35(15), Winter-ResSlow:35(48)
Level 16: Siphon Life Theft-+End%:30(A), Theft-Acc/EndRdx/Heal:30(17), Nictus-Acc/EndRdx/Heal/HP/Regen:35(17), Nictus-Acc/EndRdx/Rchg:35(19), Numna-EndRdx/Rchg:35(19), Numna-Heal/Rchg:35(21)
Level 18: Health Numna-Regen/Rcvry+:35(A), Numna-Heal:35(21), Numna-Heal/Rchg:35(31), RgnTis-Regen+:30(31), Heal-I:35(31), Empty(33)
Level 20: Stamina P'Shift-End%:35(A), P'Shift-EndMod:35(46), P'Shift-EndMod/Rchg:35(46), Efficacy-EndMod:35(46), Efficacy-EndMod/Rchg:35(48)
Level 22: Cloak of Fear Abys-Acc/EndRdx:35(A), Abys-EndRdx/Fear:35(23), HO:Endo(23), N'mare-Acc/EndRdx:35(25), U'spkT-Acc/EndRdx:30(25)
Level 24: Touch of Fear Abys-Acc/Fear/Rchg:35(A), Abys-Acc/EndRdx:35(34), U'spkT-EndRdx/Fear:30(37), N'mare-EndRdx/Fear:35(39)
Level 26: Cloak of Darkness GftotA-Def:35(A), GftotA-Def/EndRdx:35(27), GftotA-Def/EndRdx/Rchg:35(27), GftotA-Run+:35(29)
Level 28: Provoke Acc-I:35(A)
Level 30: Soul Drain GSFC-Build%:35(A), GSFC-Rchg/EndRdx:35(39), GSFC-ToHit/EndRdx:35(42), GSFC-ToHit:35(43), GSFC-ToHit/Rchg:35(43), GSFC-ToHit/Rchg/EndRdx:35(43)
Level 32: Intimidate Abys-Acc/Fear/Rchg:35(A), N'mare-Acc/Fear/Rchg:35(40), N'mare-Acc/EndRdx:35(40), N'mare-EndRdx/Fear:35(42)
Level 35: Invoke Panic Abys-Acc/Fear/Rchg:35(A), N'mare-Acc/Fear/Rchg:35(36), U'spkT-Acc/Fear/Rchg:30(36), Hror-Acc/Fear/Rchg:30(36), Abys-Acc/EndRdx:35(37), EndRdx-I:35(40)
Level 38: Midnight Grasp Acc-I:30(A)
Level 41: Boxing Acc-I:30(A)
Level 44: Tough ImpArm-ResDam/EndRdx:35(A), ImpArm-ResDam/Rchg:35(45), ImpArm-ResDam/EndRdx/Rchg:35(45), ImpArm-ResDam:35(45)
Level 47: Chilblain Acc-I:35(A)
Level 49: Weave GftotA-Run+:35(A), GftotA-Def:35(50), GftotA-Def/EndRdx:35(50), GftotA-Def/EndRdx/Rchg:35(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Clrty-RunSpd:35(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
| Copy & Paste this data into Mids' Hero Designer to view the build |
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<ul type="square"> [ QUOTE ]
if it was me, I'd take out the army %fire IO in mudpots, put it in fault (replace the damage IO), and put in a scirroco %damage in mudpots. Look at mids, due to ED, you should get more damage over time (due to the proc, for a slight damage decrease)[/list] <ul type="square"> HUH? I see the less damage...but if the proc fires for 33% of the time for more damage and sciocco first 20% of the time for less damge...wouldnt you get more damge with the fire one?[/list]
sorry. I didnt mean your getting more damage per power.
by switching the Armageddon dam with Armageddon % fire, THAT power (fault) will do more damage, due to ED, over time.
mudpots, technically, will do less damage, as it lost a %fire IO for a %lethal (activates less, and does less damage). But here is why its a better deal. if you slot a proc in mudpots, it has a chance to go off every 10 seconds. In an attack, it has a chance to proc, per attack.
Thus, your %dam IO may 'chance to proc' BEFORE you get into an enemy group, does nothing, and then before 10 seconds is up, are all dead. Mostly because you used fault on them and killed them horribly.
So, for fault, it makes it better. For mudpots, it does get worse, but! you cant control when it procs, so your not loosing as much as you would think.
I hope that explained it better. -
[ QUOTE ]
STATEMAN SAVE ME!!!!!!!!!
[/ QUOTE ]
You'd have better luck asking the devil himself to save you ...
(plus, he'll give you a better deal on a used car too ...)
Just curious, how MUCH influence do you have? Asking for multiple purple/billion IO builds, I have to wonder.
If your thinking 'well, I cant do them all yet ...', the problem comes,as new IO's are added (not very often, but it does happen), it can radically shift builds, rendering old 'uber' builds relatively obsolete. -
Arent we a prolific poster? :P
That said, I'm not sure what your aiming for. Granite is underslotted (your better off with 3 res/3 def IO's).
Why a recharge in focused acc? I'd put an end reduction in there.
Now tank != brute. You wont have the benefit of fury as foes pound on you. Your much tougher than a brute, but you still have a -30% damage and no fury to overcome it.
and you played fire/fire and sd/fire, so I know your a damage junkie.
obviously you think granite is 'good enough'.
Btw, I checked your regen with the +regen IO in health, and replaced it with a lvl 50 heal IO. you lost 3% total (yep, only 3%). From your slotting of health and rooted, regen isnt a priority.
So, my recommendation: 2 res, 1 res/end, 2 def, 1 def/end IO's in granite (ED max, and you get some extra endurance reduction) (or 2 def, 1 def/+rech IO) ;-) I'd take a slot out of stamina (2.5% damage isnt worth the loss of defense). Plus, you took the 3% res/def IO, but didnt fully slot granite.
Your attacks are great, the +recharge lend themselves well to being balanced
in EE, you can replace the heal/end with a heal/rech. You max out recharge, for a small loss in hp.
if it was me, I'd take out the army %fire IO in mudpots, put it in fault (replace the damage IO), and put in a scirroco %damage in mudpots. Look at mids, due to ED, you should get more damage over time (due to the proc, for a slight damage decrease).
if you want max recharge, drop presence pool (unless its a theme thing). take taunt (same IO's), and pick up crystal armor. Stick a single def/7.5% rech IO in it. You saved 4 slots, and gained 1.25% more recharge (I assume price is no object).
You can use those slots in rooted/health to max out regen (then you can be a real monster).
I'd drop FA for minerals armor, stick a single 7.5% recharge IO in it.
This would increase your defense, recharge (loose 6.25%, gain 3x7.5%), average damage output and regen.
Obviously you will live in granite. I suggest using your alt build for a more solo friendly build. You dont need granite for solo use.
EDIT: I plugged in my suggestions (for recharge), and your -2 second from perma-EE in granite form (hasten wont be perma though, thus EE wont be perma. hasten is 23 seconds from perma). With a single +hp accolade, you will be at hp max.
SL defense at 36.8%, energy/dark defense at 52%(!!) ...
-
[ QUOTE ]
I was told in-game to drop tough b/c it was pointless in Ice Armor and just to keep weave! I am trying to fit in Ice Epic's last two powers because of the dud power I have to take to get them! 8(
Also Why In The World Would I Take A Sleep Power (Frozen Aura)? Am I missing something here?
[/ QUOTE ]
Tough is great. It takes the sting out of boss/AV hits that get through. Tough is base 15%, near 24% slotted up. Thats a lot of SL damage to reduce.
Plus, it buys you time to hit hoarfrost or hibernate, instead of face planting. Keep tough and weave. The weave will help you more than tough, you need 2 prereqs. -
very nice. I stand corrected
A much better example, if its in the OP budget range.
btw, how does your tank hold up, endurance wise?
I find dark a bit endurance heavy to not try to beef up endurance and recovery.
Though I'm going to review my dark/dark tank based upon your build ideas.
-
My suggest build:
1. I dont think this build will cost too much. the kb protection Io's are always expensive. I recommend 2 as a tank. cant help that.
check out your defense values now.
2. your tank is YOUR TANK. This is how I would build. If you want more regen/hp, dont build this way. I prefer to max out dark regen and defense. it just stacks and is better mitigation.
I dropped your hasten for maneuvers. a bit more defense for those rough times, but you can choose hasten if you wish.
Since its a toggle, you can just turn it off if you dont need it.
net endurance gain: 1.66 end/sec (running manuevers!), no attacks.
def: 38.1/33.1/40.6 melee/range/aoe!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
------------
Level 1: Dark Embrace ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam:30(7), ImpArm-ResDam/Rchg:30(7), ImpArm-ResDam/EndRdx/Rchg:30(37), S'fstPrt-ResDam/Def+:30(46)
Level 1: Bash RzDz-Acc/Rchg:30(A)
Level 2: Murky Cloud ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:30(3), ImpArm-ResDam:30(3), ImpArm-ResDam/EndRdx/Rchg:30(11)
Level 4: Jawbreaker P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(5), B'ngBlow-Acc/Dmg:30(5)
Level 6: Obsidian Shield ImpArm-ResDam:30(A), ImpArm-ResDam/Rchg:30(17), ImpArm-ResDam/EndRdx/Rchg:30(17), ImpArm-ResDam/EndRdx:30(27)
Level 8: Dark Regeneration Nictus-Acc/EndRdx/Rchg:30(A), Mrcl-Heal/EndRdx:30(9), Mrcl-EndRdx/Rchg:30(9), Theft-Acc/EndRdx/Heal:30(11), Mrcl-Heal/EndRdx/Rchg:30(13), Theft-Acc/EndRdx/Rchg:30(13)
Level 10: Boxing Acc-I:30(A)
Level 12: Hurdle Jump-I:30(A)
Level 14: Health Heal-I:30(A), Heal-I:30(15), Heal-I:30(15)
Level 16: Taunt Mocking-Taunt/Rchg/Rng:30(A), Mocking-Taunt/Rchg:30(48)
Level 18: Death Shroud M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(19), M'Strk-Acc/Dmg/EndRdx:30(19), M'Strk-Acc/EndRdx:30(25), M'Strk-Dmg/Rchg:30(42), M'Strk-Dmg/EndRdx/Rchg:30(45)
Level 20: Stamina EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21)
Level 22: Clobber T'Death-Acc/Dmg:30(A), T'Death-Dmg/EndRdx:30(23), T'Death-Dmg/Rchg:30(23), T'Death-Acc/Dmg/EndRdx:30(25), T'Death-Dmg/EndRdx/Rchg:30(33), T'Death-Dam%:30(34)
Level 24: Combat Jumping Zephyr-ResKB:30(A), Zephyr-Travel/EndRdx:30(27), Zephyr-Travel:30(34), DefBuff-I:30(46), DefBuff-I:30(46)
Level 26: Super Jump Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(34), Zephyr-ResKB:30(37)
Level 28: Whirling Mace M'Strk-Dmg/EndRdx/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:30(29), M'Strk-Acc/Dmg:30(29), M'Strk-Dmg/Rchg:30(31), M'Strk-Acc/EndRdx:30(40), M'Strk-Dmg/EndRdx:30(43)
Level 30: Tough ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam:30(31), ImpArm-ResDam/Rchg:30(31), ImpArm-ResDam/EndRdx/Rchg:30(37)
Level 32: Cloak of Darkness GftotA-Def:30(A), GftotA-Def/EndRdx:30(33), GftotA-Def/EndRdx/Rchg:30(33), GftotA-Run+:30(50)
Level 35: Shatter M'Strk-Dmg/EndRdx/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:30(36), M'Strk-Acc/Dmg:30(36), M'Strk-Dmg/Rchg:30(36), M'Strk-Acc/EndRdx:30(40), M'Strk-Dmg/EndRdx:30(43)
Level 38: Crowd Control M'Strk-Dmg/EndRdx/Rchg:30(A), M'Strk-Acc/Dmg/EndRdx:30(39), M'Strk-Acc/Dmg:30(39), M'Strk-Dmg/Rchg:30(39), M'Strk-Acc/EndRdx:30(40), M'Strk-Dmg/EndRdx:30(43)
Level 41: Weave GftotA-Def/Rchg:30(A), GftotA-Def:30(42), GftotA-Def/EndRdx:30(42), GftotA-Run+:30(50)
Level 44: Build Up GSFC-Build%:30(A), GSFC-ToHit/EndRdx:30(45), GSFC-ToHit/Rchg:30(45), GSFC-ToHit/Rchg/EndRdx:30(48), GSFC-Rchg/EndRdx:30(48), GSFC-ToHit:30(50)
Level 47: Oppressive Gloom Acc-I:30(A)
Level 49: Maneuvers EndRdx-I:30(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
5% DamageBuff(Smashing)
5% DamageBuff(Lethal)
5% DamageBuff(Fire)
5% DamageBuff(Cold)
5% DamageBuff(Energy)
5% DamageBuff(Negative)
5% DamageBuff(Toxic)
5% DamageBuff(Psionic)
9.88% Defense(Smashing)
9.88% Defense(Lethal)
11.1% Defense(Fire)
11.1% Defense(Cold)
7.38% Defense(Energy)
7.38% Defense(Negative)
10.5% Defense(Psionic)
16.8% Defense(Melee)
11.8% Defense(Ranged)
19.3% Defense(AoE)
14.4% Max End
5% FlySpeed
98.4 HP (5.25%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Held) 2.75%
MezResist(Immobilize) 2.75%
MezResist(Sleep) 6.6%
MezResist(Stun) 6.6%
16.5% (0.28 End/sec) Recovery
18% (1.41 HP/sec) Regeneration
8.78% Resistance(Fire)
3.78% Resistance(Cold)
20% RunSpeed
------------
Set Bonuses:
Impervium Armor
(Dark Embrace)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Steadfast Protection
(Dark Embrace)
3% Defense(All)
Impervium Armor
(Murky Cloud)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Pounding Slugfest
(Jawbreaker)
8% (0.63 HP/sec) Regeneration
Impervium Armor
(Obsidian Shield)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Miracle
(Dark Regeneration)
2.5% (0.04 End/sec) Recovery
35.1 HP (1.88%) HitPoints
Theft of Essence
(Dark Regeneration)
10% (0.78 HP/sec) Regeneration
Mocking Beratement
(Taunt)
1.8% Max End
Multi Strike
(Death Shroud)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Touch of Death
(Clobber)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Blessing of the Zephyr
(Combat Jumping)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Blessing of the Zephyr
(Super Jump)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Multi Strike
(Whirling Mace)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Impervium Armor
(Tough)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
Gift of the Ancients
(Cloak of Darkness)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)
1.8% Max End
7.5% RunSpeed
Multi Strike
(Shatter)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Multi Strike
(Crowd Control)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Gift of the Ancients
(Weave)
2% (0.03 End/sec) Recovery
2.5% Resistance(Fire)
1.8% Max End
7.5% RunSpeed
Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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well, if you want slot bonuses, you shouldnt title your post 'critique my frankenslotting'. frankenslotting is slotting various IO's for maximum benefit regardless of set bonuses.
Here is a secret about 4 slotting armors - you can go cheap.
See, if I 3 slot an armor, I want it all 50's or 49 at least, to maximize my defensive value. But if your willing to 4 slot (res, res/def, res/rch, res/rech/end), you can max out resistance. I think lvl 30-35 is fine for res, and lvl 25-35 for res/rech, res/end, res/end/rech. Plus you get extra endurance reduction.
This opens up a world of cheap bidding for lower level recipes. Just bid and wait. It will happen in time.
Suggestions:
1. cloak of darkness/weave - forget serendipity, go ancients (4 slotted). the def/+run speed tends to be cheap, so you can have: def, and 3 of these 4: def/+run, def/rech, def/end, def/end/rech.
2. You can slot CJ the same way if you want to use the slots.
here is something I noticed on my ss/dark brute and dark/dark tank: regen and +hp are not as important as +end and +rec.
Dark regen is a huge endurance drain, plus toggles, and attacks. Long fights, you WILL survive, as long as you have endurance. no endurance == death for a dark tank. For EACH foe hit every 16 seconds, you are healing 50% of your base HP. This one power is worth more than any cheap +hp/+regen you can add.
hasten - I wouldnt use it. you have a full attack chain, plus it cost endurance when it drops. Not good.
build up - more damage == less endurance used. I would take this instead of hasten.
taunt - 2 mocking IO's. Get a end bonus.
cloak of fear -forget set bonuses. slot 3-4 acc/end. My brute can tank thanks to this and presence pool. Now, I recommend stacking, as this only affect minions. You have mace (stuns) and OG for stun stacking. I'd honestly suggest you could skip this power. I prefer fear to stun (they wander in fear), but as a dark/ tank, your not dependant on foes in melee range like invul/, wp/.
in general, dark/fire/shield tanks want melee/range/aoe defense, as opposed to SL/energy/etc.
Why? The bonuses are much better for melee/range/aoe.
thats why cloak of fear energy/dark defense is good, but the range defense is less than 1%.
I would add in the accolades.
remember, a +20% recovery on 120 endurance is worth more than 20% recovery on 100 endurance.
pulverize/bash - if you want defense values, think about a full 6 slotted mako set. about 3.75% range damage on each. I do understand your hoping for cheap, so this is a suggestion.
Obsidian shield should be slotted up. To me, its worth more slotted any any regen/+hp/defense bonuses you can get.
I love your aoe attack slotting. great damage, great end reduction, nice cheap bonuses.
So, if it was me, I'd narrow my goals to:
+end/+rec (to power your cloak of fear adn dark regen. these will make you immortal)
+def (you have a very decent defense already)
Now, i've been pointing out your lack of damage. You do have 2 builds. For my tanks, I got 1 defense build (for large teams or STF), and 1 sranker build (more for damage, solo, small teams).
looking at clobber, you can go all razzle dazzle and get more melee/aoe defense (if its a team primary build), or go more damage (mako/touch of death. crushing impact is also very good, but no defense).
Your best defense option:
1. If you can afford it, 3 slot the zephyrs (or 2 slot) in CJ and SJ. GReAT melee/aoe defense. Since one of them is a -kb IO, it will be expensive, but you need 1-2 of them anyways.
2. If you get build up, you can 6 slot guassian and get 2.5% to all. very nice.
just #1, #2 will get your melee/range/aoe an extra 2.5%/8.6%/8.6%
You can throw in some touch of death melee to increase your melee defense.
if your 4 slotting, build for the lower, less wanted recipes (you have 4 vs 3 to maximize res or def). When you bid, wait 1-2 weeks, you'll be surprised at how you can them. Everyone wants the 49-50's, and they command the highest prices.
Its hard to make suggestions without knowing how much you have, will have, and current IO prices. -
I would welcome any inherent, esp one we can use while solo.
Taunt (power) should have been free for tanks, and something more useful to take its place in our secondary. -
1. I would 4 slot impervium. At 4, you get +end, and it adds up very nicely, its like 2x recovery.
2. I would use stun IO's set in your attacks. The set bonus is very nice, but doesnt compensate for your lack of damage. In fact, you will burn up MUCH more endurance by having to attack more, since you have little damage.
3. super jump at 49? Dont join my team, I wont wait for you to get to each mission.
4. 6 slot dark regen. You can never have enough acc/end/rech/heal in it. Heal helps in AV fights (single foe).
5. Unless your building IO's toward a defense build, I'd drop weave. It wont help as much as a different power.
6. suggestion: drop taunt/weave and take presence pool. Stacking fears == awesome -
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CoF.. it's a good call on skipping this power it's dismal accuracy seems uncalled for it's grand endurtance cost.
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Not for dark/ss. Rage to hit, combined with decent accuracy makes this a non issue. OG is very endurance light, but they wander off (fine for solo, bad for large teams), as you want them all near you. -
I recommend stone/fire for what you want to accomplish.
I should warn you, stone/fire, pre-granite is squishie (not mitigation in the secondary).
I would recommend wp/ss or invul/ss as a first tank.
I had soooo much more fun with them than my stone/fire, esp in the earlier levels.
Post 35, my stone/fire became much more fun (turn off granite when solo), but the -speed is very annoying.
I recommend wp/ss or even wp/fire for a first tank. avoid the endurance problems that plague most of us prestamina, great overall tank. If its pain to level, you wont want to play it.
edit: wp/ does have a weaker taunt aura, but the power taunt will more than compensate. Its your first tank, no one expects you to be the aggro king (thus, the taunt power recommendation). -
strength of will - recharges reductions have no effect.
I just pop in any extra IO's/sets I want -
3% res/def IO, extra psi resist IO, or any resistance set for bonuses (aegis can help you cap fire/ice defense).
IO wise, I just leave the basic slot with a resistance and call it a day.
It is a freebie power to slot (or drop if you want). Handy for alphas, esp at lower levels. -
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I have a fire/fire tank...Id like to see a good build for one. I seem to die alot unless iM facing pure fire damge mobs
Of course...I havnt really played him in a long time lol
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Ask coldmed nicely for his build. I consider fire/ to be the squishiest (cause it is), but he turned it into a juggernaut.
Of course, its insanely expensive. -
a few comments on your build:
1. you dont really need the ancients for recovery bonuses. stamina/EA your set. It doesnt hurt, but you can move those slots elsewhere
2. I HIGHLY recommend the res/def (3% global) IO. Its around 4-6 million (prices from 2 nights ago), and you can save a set of kinetic combat, which can be very expensive (and difficult to get).
3. your attacks are loosing damage to ED. I notice you have decent accuracy (if you slot rage with rech/to hit buffs (2 rech/tohit, 1 rech/tohit/end, 1 rech), you can max out at 28% TO HIT and recharge). If you get the global def IO, you can change otu one attack to optimize dam/rech/end/acc (or put a proc in it for extra damage goodness).
Remember, you can have 2 builds (if you wish), so you can have 2 concentrations, or just go one generic build for all situations.
The nice thing about ice/ss, you dont really need IO's, but it makes everything soooo much sweeter. -
the biggest problem with ice/ss is rage drop.
During a rage drop you will have -9999% dam (temp and vet powers arent affected), which 'may' make aggro holding more difficult.
But the biggest problem is the -20% def drop. As an ice tanker, that will hurt (stacking rage can avoid the def drop, but not the -dam or endurance cost).
you can use hibernate before a drop to survive long encounters, pop 2 small purples, etc. This is more problematic on large difficult foes (arachnos) or long AV fights.
Not sure if you have experience with ice, but there are 2 foes that are problematic. crystal DE (due to their emitters) and rularuu eyeballs.
Fir bolg is the only other foe (due to fire attacks) that could be problematic in large groups.
Just from a game perspective -
I did the same thing (but my build is sadly expensive). Need the pvp def IO, and that will be a while before I hit softcap on defense.
But I love the dual build.
I have my team super defense build, for STF, etc. I am an aggro monster that will survive, while my team defeats the foes.
I pursued defense/regen/hp mostly. For long av fights, lots of taunting, as I cant sustain a full blown attack cycle (nor do I need to)
My other build is more scranker, best for small teams, or as 2nd tank. Mostly for regen/acc (not that you need it as much with rage), end recovery etc. Everything to keep me in the fight the longest. I can (mostly) keep a sustained attack cycle forever. -
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what elese are you going to spend your infl on
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what else would I spend my influence on? Why I'll sell it to you for hard cash while spamming all of coh to buy more at gag-me!
how else is my family going to eat?
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i heard you spend it on mental maden
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You would think spending purges, constant stalking, and /em praise every 3 seconds would be rewarding?
all I received from MM is a restraining order -
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what elese are you going to spend your infl on
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what else would I spend my influence on? Why I'll sell it to you for hard cash while spamming all of coh to buy more at gag-me!
how else is my family going to eat? -
My stone tanked recluse solo. I was on one of those cursed 7+1 controller mstf's (one controller died before because they knew they could run ahead of the tank and handle the mobs there ...).
anyways, they brought the towers down VERY slowly, so slow, they were rebuild. I was taunting recluse, his banes, AND the flier at one point ....
I even had a try of greens, oranges and purples (he has a large to hit buff with the towers). to minimize his attacks. I went through EVERY inspiration.
I did get a inspiration refill from a kind controller. Other than that, with tough+weave+granite+EA (EA recharged 4 times, in granite!!!). why? because the team support was keeping the other controllers alive (MST practice, since we failed).
as a tank, esp a granite tank, your expected to hang and hold them all alone. some may disagree, but myself. I enjoy the challenge. -
Hello and welcome.
air sup/fly work well on a tank. CJ/SJ is nice, as CJ adds to your defense, but air sup can be superior in many ways. As a young tank, many bosses will want to kick your super hinney. Air sup is a knockdown (and -fly), and you can keep a boss on his back an entire fight (boss on his back == he cant attack). I have even alternated between 2 bosses. Not much use against minions, but you dont need to worry about minions. Air sup will be your best mitigation from Elite bosses/bosses, esp if your in the hollows (frostfire, for example).
Dont forget you can have 2 builds. I have my invul/ss take air sup/fly for a fun build, and cj/sj for a max defense build.
Do you need tough/weave? For regular missions, post lvl 22, no (post SO/IO slotting). For ITF/STF, I highly recommend them (at least tough). For some of the tougher AE missions, you may.
Weakness of invul/ss :
1) psi (which is rare pre 40). Ancients and impervium sets help greatly to psi defense/resistance.
2) endurance - rage (your new best friend) and /ss in general use a LOT of endurance. impervium and ancient sets will give you +end and +rec bonuses
3) elemental/energy - your resists to these are low, but your defense will be decent (esp with invincbility aura - more you have, the higher your defense). In general, MOST attacks are lethal/smashing with elemental/energy damage. A few attacks (e.g. flame throwers, rikti elite boss energy blasts) are pure, but most are are mixed. You can max out your SL defense with a few kinetic combat sets (now a bit rare), each giving 3.75% SL defense per set of 4.
4. Invul has some flavor powers (not necessary, but still good now): REL, REN. Unstoppable is skippable, though post 40's, I recommend it. /ss would be punch (air sup does the same damage, and gives MUCH better mitigation), hand clap (scatters and may stun), and hurl boulder (I love the animation, but the damage over activation time makes it a bit poor). I like hurl boulder for the concept myself, but its much more skippable than rage, ko blow, haymaker, and footstompl -
I agree with what you say, except calling HI C 'juice' :P
Other than that, congrats! It is an amazing achievement! -
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Total Carbs for the day: unknown atm but will be over 20 for sure
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just an fyi on the carbs (to be certain). insoluable fiber counts as carbs, but isnt digested (so dont count it). The 20 limit is a decent rough estimate, but its the glycemic index that really counts. I can eat more strawberries than oranges (carb wise) and still loose weight. The fiber binds the sugar.
And glycemic index is affected by what else you eat. Example, if you eat some protein before ice cream, the insulin increase will be much less severe. if you eat the same ice cream by itself when your hungry (and only that), the insulin increase will be much higher.
btw, low carb cheesecake (splenda vs sugar) is a wonderful sweet treat ;-) -
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Okay moment of truth!
Pic of meh 2 days ago!
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damn your cute, stop teasing us lonely single bachelors!