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Posts
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Quote:IMO, Willpower is if anything a stronger set than Shields. It gets tougher earlier, can sustain your offense better, and also exemps down better than Shields does; although that is less of a concern with i16 on tap.Willpower/Fire, sorry. The "powergaming" tank I made was Shield/Fire...sorta miserable with it honestly. Shields just aren't my thing, I chose them for being "better" and I regretted it pretty fast.
My Spines/Willpower scrapper is my character of choice when soloing maps set for full teams. That character can handle them easily and in reasonable safety. A Willpower tanker with an AoE focused attack set should be able to do the same job, somewhat more slowly and even safer. -
I had planned on making a Fire/Electrical tanker for i16. On the other hand, I always liked the Tribal shield, but had no concept to use it with, until yesterday I came up with one. So I made a shield/electrical tanker. This looks like a good combination that will be relatively easy to IO up, since Multistrike is a well balanced set that does many helpful things in a build like this.
So are you making an i16 tanker? And if so, what will that tanker be?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Yansan: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(15), GftotA-Def/Rchg:40(27)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(3), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Acc-I:50(46), Dmg-I:50(46)
Level 2: True Grit -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(5), Heal-I:50(5), S'fstPrt-ResDam/Def+:30(9), Aegis-Psi/Status:50(36), Heal-I:50(50)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(9), M'Strk-Dmg/Rchg:50(11), M'Strk-Acc/EndRdx:50(11), M'Strk-Acc/Dmg/EndRdx:50(13), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Against All Odds -- EndRdx-I:50(A), EndRdx-I:50(36), Taunt-I:50(36)
Level 10: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(37)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(17), M'Strk-Dmg/Rchg:50(17), M'Strk-Acc/EndRdx:50(27), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), Heal-I:50(19), Heal-I:50(40)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(21), EndMod-I:50(34)
Level 22: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(23), GftotA-Def/Rchg:40(23), GftotA-Def/EndRdx/Rchg:40(43)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/EndRdx:50(25), AdjTgt-ToHit/Rchg:50(25), AdjTgt-ToHit/EndRdx/Rchg:50(42), AdjTgt-EndRdx/Rchg:50(42)
Level 26: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(50), Mocking-Taunt/Rng:50(50)
Level 28: Shield Charge -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33)
Level 30: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(31), Mako-Dmg/Rchg:50(31), Mako-Acc/EndRdx/Rchg:50(31), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Dam%:50(34)
Level 32: One with the Shield -- ResDam-I:50(A)
Level 35: Phalanx Fighting -- DefBuff-I:50(A), DefBuff-I:50(37)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Kick -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:40(48)
Level 49: Conserve Power -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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indiana
eastern time zone
shouldnt be but there we are
punctuation and capital letters mean the terrists win -
I'm fairly certain that I've seen arcs that turned up invalid without an intervening patch; I have no idea how or why, though.
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I generally aim for a surplus of around 2.5 end/sec above endurance costs. This will be a major issue if you want to try to solo large mob herds.
Whether you want Grant Cover or not while soloing depends on what you're soloing. If it has very little defense debuff it may not be worth the cost. -
I was just hoping that there might be some way to flag them as not to be played without actually unpublishing them, or perhaps prevent them from showing up in searches.
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Almost all of my female characters will have, on one of their costumes ---
--- The dragon bracers
--- The Enforcer chest detail, especially no. 1, which is the only Enforcer piece I typically use. After an ITF this is sometimes replaced with one of the Roman chest details.
--- Formal or Victory Laurel hair styles
--- Belt: Champion or V
--- The armored armband with a spike on it. -
Is there some trick that I can use to re-publish an arc in such a way that will cause it to be flagged as an invalid arc in the listing?
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Adding an ambush occupies a spawn point. I suspect what's been done is to fill the front and middle spawn points with ambushes, which then spawn when triggered by mobs in the back room, which are probably set up as boss fights.
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Heraclea the character existed in my drawings well before CoH came out.
In her original conception she was a mixture of Wonder Woman and your basic 1960s Italian sword and sandal movie strongman lead. The name, which is actually the name of a number of Greek towns (still in use as Herakleia, Iraklia, Eregli) is a female version of Hercules / Heracles.
CoH was the first MMO she has been created in. Parallel versions of her have existed in WoW and in Age of Conan. The only MMO I've played that didn't contain a Heraclea was LoTRO; she didn't really fit in with the setting. -
I'd try an Inv/Fire for that. Fire is the chief pure damage and AoE set that tankers get, and Inv should be more than adequately tough, especially when surrounded by mobs, to make up for your lack of mitigation or control.
Electric may be good as a secondary when it goes live. It seems to have a lot of AoE. Axe and Mace are also worth looking into.
The main thing I would go for is to get at least two, possibly all three, of the recovery uniques and Performance Shifter on top of fully slotted Stamina. The issue will not be so much survivability but staying in the fights long enough to finish them. -
If I were building an Inv/Mace with all the trimmings, I'd want to do something similar to this. With Inv, there should be almost no issue with early Taunt, because your primary is full of passives that lack urgency.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11), RctvArm-EndRdx:40(15)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Knock%:35(43), C'ngImp-Acc/Dmg:50(43)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(13), Heal-I:50(33), Heal-I:50(34), Heal-I:50(34)
Level 4: Jawbreaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(31), T'Death-Dam%:40(31)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(15)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(50)
Level 12: Combat Jumping -- DefBuff-I:30(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17), Numna-Heal:50(17), Mrcl-Heal:40(50)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(19), GftotA-Def/Rchg:40(34), GSFC-Build%:50(37), Taunt-I:50(40)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Clobber -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(23), T'Death-Dmg/Rchg:40(23), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(29), T'Death-Dam%:40(33)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(25), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx/Rchg:50(48), AdjTgt-ToHit/EndRdx:50(48)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27), Ksmt-ToHit+:30(50)
Level 28: Whirling Mace -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(46), M'Strk-Acc/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Shatter -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(36), M'Strk-Acc/EndRdx:50(36), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 38: Crowd Control -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-EndRdx/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Resist Energies -- ResDam-I:50(A)
Level 49: Resist Elements -- ResDam-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
This is a build I am working towards for mine. The basics should be reasonably inexpensive. The LotG shown are unnecessary luxuries, best bought with merits, and not priorities; the survivability will not be severely impaired by using standard 3 defense and 1 endredux until they can be assembled. Same way with the Steadfast Protection shown.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(36), ResDam-I:50(37), ResDam-I:50(37)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(37), C'ngImp-Acc/Dmg/Rchg:50(43)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(11)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def/Rchg:50(46), LkGmblr-Def:50(46)
Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(9), H'zdH-Heal/EndRdx:40(9), DarkWD-Slow%:50(34), Taunt-I:50(36), Taunt-I:50(36)
Level 10: Swift -- Run-I:50(A)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Air Superiority -- T'Death-Acc/Dmg:40(A), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(48)
Level 16: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17)
Level 18: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen:50(A), Nictus-Heal/HP/Regen/Rchg:50(19), Nictus-Acc/Heal:50(19), Nictus-Acc/EndRdx/Rchg:50(27), C'ngImp-Acc/Dmg:50(48), C'ngImp-Acc/Dmg/Rchg:50(48)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(27), RctvArm-EndRdx:40(34)
Level 24: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(25), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(34)
Level 26: Fly -- Flight-I:50(A)
Level 28: Soul Drain -- M'Strk-Dmg/EndRdx:50(A), M'Strk-Acc/Dmg:50(29), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(50)
Level 30: Touch of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(31), SipInsght-Acc/Rchg:50(31), SipInsght-ToHitDeb/EndRdx/Rchg:50(33), SipInsght-Acc/EndRdx/Rchg:50(33)
Level 32: Boxing -- Acc-I:50(A)
Level 35: Strength of Will -- ResDam-I:50(A)
Level 38: Midnight Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(39), Enf'dOp-Acc/Immob/Rchg:50(39), Enf'dOp-Acc/Immob:50(39), Dmg-I:50(40), Dmg-I:50(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45)
Level 47: Salt Crystals -- Acc-I:50(A), RechRdx-I:50(50)
Level 49: Quick Sand -- RechRdx-I:50(A), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Quote:If you are Energy Melee, you will be using Boxing. A lot. Energy Melee almost requires the selection of a fast recharging, fast animating power pool attack to fill in the dead time. The Stupefy set is inexpensive also, and gets you valuable endurance and health bonuses. Stupefy could go almost anywhere in your build if you want it; but Boxing takes it without detracting significantly from your damage.Curious as to whether either of you actually use Boxing? Heraclea has slotted it, but it's always seemed a throwaway power to get to Tough and Weave.
If I could work in Air Superiority I would take that too. My level 50 with the set is Fire/EM; she has Air Superiority because she took Kick to slot up for an anti-knockback bonus. Then again, Fire has more skippable powers than Inv. -
If I were trying to make an Inv/EM work, I'd want something like this. It isn't softcapped without mobs in range, but it is close.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(31)
Level 1: Barrage -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(33), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(46), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(46)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Rchg:50(13), H'zdH-Heal/EndRdx:40(17), H'zdH-Heal/Rchg:40(17), H'zdH-Heal/EndRdx/Rchg:40(48)
Level 4: Bone Smasher -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7), Mako-Dam%:50(11)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(23), RctvArm-EndRdx:40(31)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(34), Mocking-Taunt/Rchg/Rng:50(50), Mocking-Rchg:50(50)
Level 12: Combat Jumping -- ULeap-Stlth:30(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15), Numna-Heal:50(15), Mrcl-Heal:40(40)
Level 16: Super Jump -- Jump-I:50(A)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(19), GftotA-EndRdx/Rchg:40(31), GSFC-Build%:50(34), Taunt-I:50(50)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(43)
Level 22: Whirling Hands -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(23), M'Strk-Dmg/Rchg:50(25), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(36)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
Level 28: Build Up -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Resist Energies -- ResDam-I:50(A)
Level 32: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(33), Stpfy-Acc/Stun/Rchg:50(33)
Level 35: Energy Transfer -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(36), T'Death-Dmg/Rchg:40(36), T'Death-Acc/Dmg/EndRdx:40(37), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
Level 38: Total Focus -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(39), T'Death-Dmg/Rchg:40(39), T'Death-Acc/Dmg/EndRdx:40(39), T'Death-Dmg/EndRdx/Rchg:40(40), T'Death-Dam%:40(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Resist Elements -- ResDam-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 10.5% DamageBuff(Smashing)
- 10.5% DamageBuff(Lethal)
- 10.5% DamageBuff(Fire)
- 10.5% DamageBuff(Cold)
- 10.5% DamageBuff(Energy)
- 10.5% DamageBuff(Negative)
- 10.5% DamageBuff(Toxic)
- 10.5% DamageBuff(Psionic)
- 15.8% Defense(Smashing)
- 15.8% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 19.3% Defense(Melee)
- 8.63% Defense(Ranged)
- 8.63% Defense(AoE)
- 3.6% Max End
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 203.8 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 1.65%
- MezResist(Held) 14.3%
- MezResist(Immobilize) 14.9%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- MezResist(Terrorized) 2.2%
- 11% (0.18 End/sec) Recovery
- 22% (1.72 HP/sec) Regeneration
- 4.71% Resistance(Fire)
- 2.21% Resistance(Cold)
- 5% RunSpeed
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Quote:It's a part of the AI, and I wish I knew how to fix it. It's the same thing with secondaries; I create a minion with a Shield secondary and half the time that minion does not take the shield out.I'm working on my first AE story. It's full of custom critters with custom powers. I noticed while testing that some of the critters do not make full use of the attacks I gave them. They get stuck on one power and wait for that power to recharge instead of using all their powers. They do not always get stuck on the same power, it varies from encounter to encounter. This happens with both ranged and melee critters. Is there anything I can do to fix this behavior?
Thanks for any help! -
Quote:While the fighting pool helps, you don't really need it in place until the late 30s or thereabouts. I would put off Boxing and get Taunt earlier. You will do fine against the stuff you will be facing in the 20-something levels without it. Invuln tankers may want early Taunt anyways; their aura does not come until 18.I planned this all out after reading about how taunt doesn't matter. Then I played some boss farms with a different character and our tank was great.
I never take Unstoppable on an Inv tanker; it isn't a power you can really rely on, given its nasty crash and long recharge time. Part of the point of having Tough and Weave is the leisure they give you to skip it. Your mileage may vary; but if you take it, get it at 49. -
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Quote:I'd try making an Easy ambush of a group containing just the boss alone. Not sure what this would do, or what the effect of having ramped up team numbers on test would be.In my story, it needs to be similar to what happens in Black Scorpion's Patron Arc: While you're tearing up one room/trigger/boss, a boss charges into the room and lays the hurt on you.
I would have thought this would be "Spawn Ambush", but I can't seem to locate an option to spawn an ambush of just one.
Halp? -
It will be good for some of my tankers. But the character that will get the most mileage out of the feature is likely to be my Spines/WP scrapper.
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Quote:I'll be the first to admit that I'm not a fan of Energy Melee as a tanker set. It has poor synergy with Willpower because stunned mobs wander. (It also does not work well with sets that rely on self-heals, and at least Willpower does not have that problem.) The set is altogether too slow now, lacks fluidity, and needs to be supplemented with pool power attacks. It's essentially Build Up - Energy Transfer - Total Focus - Watch Paint Dry. and before you get all those attacks it's even worse.Hera was not saying anything negative about EM itself. She was merely noting that Energy Melee and Willpower do not work as well together as EM would with other sets.
That doesn't mean that I'm not going to do what I can to help anybody who's committed to playing an /Energy Melee tanker. -
Arc# 169260: Eagor to Please, by @Gno Man. Your henchman has messed up your evil plan, and you have to set things right.
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Late to this thread, but if you want to build the absolute toughest tanker without Granite's nuisances, I'd go with Invuln/Dark Melee. With SOs, Granite is superior to all comers. But with IOs, Granite needs to work on recharge and movement speed bonuses, while Inv is freer to go for bonuses that make you tougher, rather than working on avoiding the disadvantages of Granite.
Inv or WP make a better task force farmer: a Granite focused build will be weak on anything below Manticore. Inv and WP can tank the whole game.
This is somewhat easier to soft cap for defense than most other combinations, largely because Dark Melee gives you many opportunities to frankenslot exotic sets like Immobilize and To Hit Debuff. -
I think they're all one-shots. If the team wipes or runs with a boss at 74%, the boss will have said his 75% line and will not say it again if they return. I know for certain that they do not repeat their unaware or aggro lines.
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If the idea is to just have a large multi target attack from an ancillary pool, Salt Crystals is your best friend. 30 foot AoE, and a tier 1.