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Shield/Fire scrapper or Shield/Fire tank. Scrapper is faster, but more susceptible to the lucky hits. Tanks are slower with the higher con mobs.
I would run the scrapper at +3/8 and the tank at +1/8, with no bosses for the fastest runs.
I have both and the scrapper is much better at faster farming. The tank is just slower b/c of lesser damage. Both can be soft capped, the tank is just easier to do. Hasten is not needed with IO's for recharge. -
I would plan for -8. -4 is fine for most everything, but -8 will help versus almost everything. Nem's, Mary MaComber, a couple AV's, though I dont recall who now, will get through -8.
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Quote:And all of your toons in the various Pingu SG's are still there.Hey, yeah, it's been three years.
Crazy!
What's funny is that I got a tell from someone who remembered me way back from SF... the person started dropping names of people I'd long forgotten and trying to convince me to switch servers to join his SG... I was like, woah hello, don't know who the heck I'm talking to. But you know, once a Pingu, always a Pingu.
Anyways, I'm up for teamage and such. Feel free to hit me up. I have toons at mostly level 35 and below, but I'd like to build them up fo sho.
Welcome back -
There is a door in the SS that you can only get to by flying. Fly Boy (Girl) "The truly determined must make a choice to reach this destination.)
A badge in the University in Croatoa. Bad Location "This should have been placed in Talos"
In Kings Row, where Palidin(s) like to go in the corner. Artificial Intelligence "The clockwork, regardless of how functional they are, are still mindless robots."
Atlas Park in the alcove of the building. Portrait. "Many screen shots have been taken here of many heroes. You are not the first and will not be the last." -
Crystal is a great place for a GotA +runspeed and LotG +recharge.
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I have a rare stone build I guess. I have almost everything from the primary and only use Granite on large teams. This build is what I am going to respec into after the 60month Veteran reward. I currently have Air Sup and Fly with taunt at level 49. With Ninja Run and sprint, it moves at 66mph. I dont even use fly unless I cant jump that high. Rarely do I get stuck someplace in Granite or Rooted.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), LkGmblr-Def(3), GftotA-Def/EndRdx(3), LkGmblr-Rchg+(36)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Knock%(7), C'ngImp-Acc/Dmg/Rchg(50)
Level 2: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(42)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13)
Level 6: Swift -- Run-I(A), Run-I(15), Run-I(48)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(15), RgnTis-Heal/Rchg(17), RgnTis-Heal/EndRdx/Rchg(17)
Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rng(43), Zinger-Taunt/Rchg/Rng(43)
Level 12: Mud Pots -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(25), Taunt-I(25), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Dmg(50)
Level 14: Teleport -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng(37), Winter-RunSpd/Jump/Fly/Rng/EndRdx(40)
Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), RgnTis-Heal/EndRdx(36), Numna-Heal(48), Heal-I(50)
Level 18: Crystal Armor -- GftotA-Run+(A), LkGmblr-Def(19), GftotA-Def/EndRdx(19), LkGmblr-Rchg+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
Level 22: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23)
Level 24: Kick -- Empty(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx(27)
Level 28: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(29), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31)
Level 30: Weave -- GftotA-Run+(A), GftotA-Def/EndRdx(43), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(46)
Level 32: Granite Armor -- LkGmblr-Rchg+(A), GftotA-Run+(33), LkGmblr-Def(33), Aegis-ResDam(33), Aegis-ResDam/EndRdx(34), ResDam-I(34)
Level 35: Minerals -- GftotA-Run+(A), GftotA-Def(36), LkGmblr-Rchg+(37)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hurdle -- Jump-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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Quote:Ice/Stone for one of the best tanks. Fault and Tremor are huge for controlling aggro and safety of the tank and team. Seismic Smash is tremendous. You can get enough recharge to use Seismic Smash twice with one Build-up. AoE damage wise it is weak with only Tremor... but who cares...you are the tank. You can hold a boss in one hit and keep the entire spawn flopping with Fault and Tremor.For the last couple of days, I've been thinking about rolling a new tank, namely because we are looking soon at a mass influx of Dual Pistol blaster/defenders. Someone's gotta keep them alive.
The plan was to roll out a Stoner, and I headed over to the boards to see if there was anything new on the subject. Then I found this thread.
My SG has seen two ice tanks roll through in two years. Both complained about endurance, 50 toggles, etc. A couple of times, some of our elite tank players have fiddled with the concept of rolling a Ice tank, only to say, "to hell with this".
Fire_Minded's post has inspired me. Not necessarily to prove him right or wrong, but just to see if I can have fun designing a damage-minded tank (yes, I have only played the "hit me in the face 100 times tank) built around Ice Armor. I'll roll it out this week and see where it takes me.
Ice/Fire for carnage. Great at holding aggro and dealing damage. Doesnt have any mitigation with fire, but who cares... Hibernate if needed (very rarely) and defeat things quickly.
Or, if you really want rare - Shield/Ice. It is faster at defeats than my fire/ice and easily soft capped. It is an AoE monster, not as fast as SD/Fire, but still incredible. (I have one that I am going to miss when I close my second account...) Ice melee though... still blows on single targets. -
Quote:niceAnimated tails are not capes. They're nearly identical to how we do wings, but a much simpler rig. (Not too much more expensive than a bow when you really get down to it.)
They've also been put on their own costume node and will now show up under "Lower Body". Which will mean you can do a Belt and a Tail (animated or static) on the same character. Unfortunately, that means the tails under the belt category are being flagged as legacy. So if you want to keep your current, non-animated tail, you'll still need to go in and select that costume part from the lower body the next time you edit your costume at the tailor. -
"Increased Mission Count: You can now have seven active missions (previously three)."
This made me happy as well. 17 is all win so far. -
Ice melee on a tank is horrible for single target attacks. If a scrapper cant out damage an ice melee tank, than the scrapper has a horrid build. Ice melee does have nice AoE now that Frozen Aura has the same damage as Foot Stomp... but all cold. Frost is also nice, even though it is DoT.
Fire melee for tanks is great, with FSC being the best AoE. Couple that with Combustion, which some hate, but I find it as a nice AoE attack.
Shield/Fire does massive damage. (More than Fire/Fire) It does not do more damage than a Fire/shield scrapper. The tank has more AoE potential with combustion, but the scrapper has higher damage from each attack. -
Quote:Tanks are no longer the way for farming, but they are still more than capable. The top farming build heroside is either a Fire/Kin controller or an Elec/SD/Fire Scrapper.
For Tankers the best farming builds would be SD/Fire/Fire or SD/Elec/Fire.
Shield/fire is great for tank speed. Fire/shield is great for scrappers. The tank is a bit easier to IO for capped defense. The scrapper is capable of capped defense, but it will cost more. Both will take out entire spawns with ease. The scrapper will take out bosses faster if you choose to fight them. -
Quote:With EA and capped S/L, fire is not a big deal. I test my Ice/Stone and my wifes Ice/Fire on Infernals map without issue. The Stone has the advantage because of Fault and Tremor. However, the Fire melee does great as well. The fire melee does not have the mitigation, but makes up for it with the defeat speed. I have not played electric melee high enough to truly (fairly) judge it, but what I have seen from others I dont think it will be an issue.
I think the only disadvantage from Ice Armour is the almost complete lack of protection against Fire. There is virtually no defence against Fire and you don't get any resistance except through permafrost. I tried to fit in Permafrost on my toon for this reason and as mule for the Steadfast Protection Res/Def IO.
I know how great Shield Charge is, so Lightning Rod will perform almost as well with proper grouping. I know the mobs need to be tighter to get the most damage. Again, no personal experience, just what I have read and been told.
If I was to play this build, I would take Weave as soon as I could fit it in. I based the above build on the OP's build. With my Ice/Stone, when I took Weave, it made a huge difference. However, this was a long time ago. It was before the the change to defense scaling and a long time before IO's came around. (back when Ice was da gimp and I wanted something that was rare and a challenge. I also had the fire/ice burninator...)
In short...Ice/Elec will be fine with Weave and Energy Absorption. With different IO bonus slotting, Weave is optional. Others will say it isnt needed to begin with... but opinions vary. -
I would utilize some different slotting. Looking at the build, it appears as a lvl 50 respec with no exemplaring in mind. The no travel power and order of powers chosen leads me to think this.
Going by what you have chosen I have made a few modifications to IO sets, slotting, and bonuses. My way is not the correct way, it is just how I would choose with the powers you are wanting to take.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def/Rchg(40)
Level 1: Charged Brawl -- Empty(A)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(37)
Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Chilling Embrace -- Taunt-I(A), Taunt-I(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-EndRdx/Rchg(17), Mrcl-Heal/EndRdx/Rchg(33), Mrcl-Heal(34), Mrcl-Rcvry+(34)
Level 16: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(46), Armgdn-Dam%(46), Erad-%Dam(46)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(48)
Level 22: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(23), C'ngBlow-Acc/Dmg(23), C'ngBlow-Dmg/EndRdx(25), C'ngBlow-Acc/Rchg(25)
Level 24: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), S'dpty-Def/Rchg(31), S'dpty-Def/EndRdx/Rchg(31), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33)
Level 28: Boxing -- Empty(A)
Level 30: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 32: Hibernate -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(37)
Level 35: Build Up -- RechRdx-I(A), RechRdx-I(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/Rchg(45)
Level 47: Focused Accuracy -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Heal-I(50), EndMod-I(50)
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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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Quote:Ice/Fire/fire is a better way to go.Ice melee is a relatively low damage attack set, with other advantages: it has some of the best control in a tanker set. I enjoyed it until I hit the levels where my tankers run a lot of ITFs, and Ice's knockdown and hold control is not very useful in Cimerora.
If you want a damaging Ice tanker, I'd go Fire/Ice/Fire. Ice Patch + Burn, holds, and slows seem like they would work well together.
softcapping defense and high damaging attacks. Going for recharge, you can have FSC to less than ten second recharge.
Ice melee is still horrible on single target attacks. -
I can agree. I would roll a new blaster that was DP/Martial. For now though, I will just be creating a DP/Kin corruptor when this goes live.
I would also suggest putting this in the suggestion forum at some point so others not in beta can add to it. -
Quote:My main Toon, Fire/Ice tank That I really havent played much in the last 2 years is 6651
Thar Thosi My Main Fire/Kin has 5796
these are my 2 most active, so no reason to check the rest.
that is a whole lot of PL/farming.
I will have to check mine after this -
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rad armor/rad melee. I would roll a new tank for that. I said the same thing for electric and was disappointed though.
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Just to add a bit more on the Shield side. At a Mothership Raid on my shield/fire tank, I went to place a bomb after the GM was already down.
The entire spawn of Rikti (mixed of all types and so many i could not see...) that went to the gate and inside the small bomb room could not stop the tank from planting the bomb. The tank is soft capped melee and ranged. Shield does not have a Psi hole. -
Quote:How many mobs use Dominate? How many use Psi Blast?Wait, whats this?
http://www.redtomax.com/data/powers/...ntrol.Dominate
Say, Dominate has no positional component?
Thusly the psi "hole" still exists since psi controls are non-positional, albeit to a lesser extent then a resist set.
There is more Psi Blast powers used than there are spawns which use Dominate.
When I used to PVP I used my Mind/Kin troller for this reason. It was a good support toon for PVP.
Shield does not have a hole like several of the other armor sets. -
Since I am closing my second account I can voice this one.
I have a brute, dark/electric, named Woohoo Moneyshot. I have had it since electric armor was released. Though, it has not advanced beyond level 12. -
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Quote:Dominate from Mind Control is not a typed attack. All psi blasts from the blast sets are typed attacks.Thusly the psi "hole" still exists since psi controls are non-positional, albeit to a lesser extent then a resist set.
Neither does my fire tank.
Shield sets do not have a psi hole like other tank sets. -
Then he will see how much better and more offensive Shield is than Fire.
Shield/Ice is about 30% faster than a Fire/ice. Shield/Fire is even faster. Fire melee makes a big difference.