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Posts
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Quote:Castle deleted his fire tank.
Anyway, I have shouted this from the rafters here before, but the only thing I recall ever hearing was Castle saying he was happy with the performance of his Fire tank. In the meantime, since mine is at 50, he sits happily on the shelf waiting for some dev love. -
And someone got it already... Spyware would have gone well as a counter to my brute, Interweb Nerd Rage.
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Quote:I have posted the the times for missions several times.Still waiting for the numbers you were going to get months ago to prove or disprove that
The real question is AAO vs Fiery Embrace and Shield Charge vs Burn/Blazing Aura/Consume
Heroic setting to avoid bosses (prior to the new change to mission difficulty.) 5 missions in AE, same mob type for each mission. Mob type changed randomly but all 5 missions were identical. Each mission was a defeat all on the small cargo ship map (3 main rooms). 5 runs were done for the average time. If a spawn was missed it would skew the results. SO's only for each tank. (I used the free respec on my second build of the fire/ice for a different IO build, so all future tresting will be done on test server.)
Shield/ice would complete the missions in 5:40 while the fire/ice was in 9:00. If a spawn was missed it did affect the time, those results were tossed. Only perfect(?) runs were counted. Rounding the numbers... it is basically 30% faster.
Shield Charge affects 16 and with saturated AAO and BU, it would defeat all the minions and nearly defeat the Lt's. SC and BU is an awesome combo every 45 seconds. 427 points of Damage to 16...
Burn and Ice patch only affect 5 at a time. FE and BU is a great combo... every 90 seconds. FE would need to have the recharge time slashed in half to be competitive. Burn DoT is only to 5 at a time...
For the record... I did not use Ice Patch on either toon. Yes, this affects Burn since mobs run from it. Mobs do not run from Shield Charge... I was comparing the primary set to see which was truly the most offensive based tank primary. After I finish IO'ing my fire/ice (both builds) I will run the missions again using Ice Patch and Quicksand to see if an IO'd fire/ice can beat an SO'd Shield/ice. (so far, it is not looking promising.)
Looking at the base numbers it is not hard to see. After slogging through boring runs... it was not hard to show either.
Hero stats does not record all the damage properly, but time for completion, after removing the times of when spawns were missed, is an easy basis of comparison.
AAO does help Ice melee's pitiful single target damage. Even if you dont saturate AAO, the constant bonus is far greater than a 100% (80%) boost every 90 seconds of FE (after investing three recharges where AAO only needs a taunt or an end reduction)
After I IO out the shield/fire... it will be my farming toon. +0/+8/no bosses will be very fast. Even going with +2/+8/no bosses will be fast for more influence.
(the fire/ice has all the accolades while the shield/ice had none. Since the shield had 40% to all, it didnt really matter. If you dont get hit you dont lose health. After I get to get the accolades on the two shield tanks they will be even better.) -
Quote:A well played Shield/Fire/Pyre may give you a run for your money. It also depends on what you are farming and what your farming goal is. I can also see /Elec being big for farming but as I said I have not tested it yet.
In the end you are looking at ether Fire/ or SD/ for the top tier solo farming sets. I would put Willpower up there too, if only for the +recovery keeping your downtime to a minimum.
My shield/ice is faster than my fire/ice. I have a shield/fire too... guess which one is the fastest? Shield Charge > Burn. -
Quote:A long time ago, there were Fire/Ice Tanks. They wre incredible. Nowadays, not so much. Ice Patch is good on its own, but the radius isnt very high, whereas burn's radius is twice as big or so. They're a great combo on paper, but in practice a combination of taunt, a taunt/damage aura, and AoEs works better.
Burn has a radius 8' and Ice Patch has a radius of 10'. Both only affect 5 enemies at once, regardless of how many are around you.
Solo, a shield/ice is more efficient and faster than a fire/ice. -
DM has what IM lacks... single target damage. This one thing may be the difference you are seeing. The added tohitt debuff works nice with ice armor. Ice has better AoE than DM, but since you have not made it to Frozen Aura, you do not have a comparison.
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Quote:Shield Charge > BurnBy itself I don't find the burn + ice patch combo fantastic, but stacking it on top of Frost and Frozen Aura makes for some impressive AoE damage output.
My shield/ice would go through missions in 5:40. It would take my fire/ice 9:00 (rounded down to 9:00) to do the exact same mission. It was an AE mission, defeat all on the cargo ship. With just minions and Lt's. The tanks had just SO's for all powers and all attacks were slotted the same. I ran the missions multiple times and annotated the time to complete the defeat all map.
The shield was better against bosses as well, with AAO raising the anemic damage of Ice melee single target attacks.
Shield/Ice > Fire/Ice
Frost and Frozen Aura are nice for AoE. -
Quote:When you get to the Epic powers take Quicksand. It helps some, but the fear in Burn still causes a sprint across Quicksand.Hey folks,
I know about the changes made to both powers from some time ago. Just wondering if these have good synergy still. And if I should expect a really good output of damage versus the effort (Burns dmg vs. mobs running away in fear and cap on ice patch).
I do see some folks aren't happy with them because they are looking for more ways to keep foes in vicinity of combined powers.
I would rather giggle in glee than somewhat glee.
Thanks in advance.
My shield/ice with SO's is a better tank than my fire/ice. I will have my shield/fire IO'd soon... and my fire/ice will be retired aside from badges again. -
Quote:A one time pain maybe... and if you dont want the pain of downloading it... dont. It was not painful for me at all. I downloaded it and it works great without having to copy and paste any files. (and if you copy all files at once... it is not a big deal at all.)If it means you have to redownload, reinstall, move the files you saved from builds and replace them when its re-installed. Then yeah, it is a major pain.
TY to the folks at TitanNetwork for providing a FREE program to help with the game. -
Quote:I could go for that. I would rather have the same animation as Shadow Punch though. I was never a fan of Barage's animation.Just off the top of my head...
Radiation Melee
Tier 1,
Gamma Hands, Single Target, uses EMs glowing pompoms of doom (but green!) and Barrage's animation, Slightly less damage, faster recharge, minor Defense Deduff.
Quote:Tier 2,
Particle Strike, Single Target, uses Scorch animation, typical tier 2 damage, Debuffs Resistance
Quote:Tier 3,
Irradiate, AoE, as Defender power, but lighter on the Defense Debuff.
Quote:Tier 4,
Taunt
Quote:Tier5,
Electric Haze, AoE cone, low damage, chance to stun.
Quote:Tier 6,
Neutron Bomb, AoE as Defender power, slightly more damage, less Defense Debuff and Range.
Quote:Tier 7,
Build Up
Quote:Tier 8,
Atomic Strike, Single Target, high damage single target, Defense and Resistance Debuff.
Quote:Tier 9,
Proton Blast, AoE similar to Thunder Strike, Tanker level damage, slight Defense and Resistance Debuff, no Knockback.
Either the tier 8 or the tier 9, but not both, would be nice for the resistance debuff. That is just my thinking on it anyways. (I still think it should be defense debuff and leave the resistance debuff out.) -
Did they increase the number of tickets per map? I have not been to AE since I16 dropped. (I need to adjust my farm mission enemies for minions and Bosses and have not had the time yet.)
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Quote:Hmm...I wonder how hard it would be to soft-cap a Willpower without giving to much up in the process? Considering soft-capping makes you (generally) get hit pretty rarely the massive regen would more than likely refill your hp bar between the hits you do take. On the other hand Willpower doesn't do nearly as much good as, say, Shield Defense when you haven't actually taken damage.
Shields would give me a better overall kill speed and is VERY easy to softcap (on a tanker you don't even need the +3% IO's, may or may not need them for a scrapper) but if I get hit I'm going to need to get healing on my own. On the other hand, Willpower will give me the endurance I need to sustain the long fights with an army of grapes as well as recover me when I do get hit, but it's a lot harder to softcap and won't give me any damage benefit at all.
Also, when trying to soft-cap, if your going tank/scrapper is Melee the best one to shoot for since thats where you are? On a Shield it doesn't matter, you can soft-cap all positional defenses very easily. But on a Willpower I'm not so sure you can soft-cap all three.
I suppose the fact that I can't decide what to play means the company is doing a good job. If there was only one choice to make it wouldn't be very much fun now would it?
Shield/fire... and run on a "6" team setting to minimize bosses. Faster kill speed means more baddies and chance for drops. If you are solo... you get all the inspirations too, so getting/making greens is not an issue.
You can soft cap easily and be near the HP cap with accolades and bonuses. -
I think I am going to give Borderlands a shot, skipping Aion.
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I would like a rad melee/rad armor set as well.
elec/wp with green tint might do it... -
I dont have Hasten, but I also dont miss it either. About a 5 second difference in HF, but with the extra 500 hit points It isnt a big deal. I am almost finished with this IO build, and so far it is much better than my old one.
Just something else for you to look at. It is not necessarily the best, it just works for me. I am liking Quicksand in the build, just wish it worked better.
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: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- C'ngBlow-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), C'ngBlow-Dmg/EndRdx(21), Sciroc-Acc/Dmg/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(15), KntkC'bat-Dmg/Rchg(45)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal/Rchg(19), Mrcl-EndRdx/Rchg(19)
Level 4: Frost -- Zinger-Acc/Rchg(A), Mocking-Acc/Rchg(5), Mocking-Rchg(5), HO:Centri(11), HO:Centri(11), HO:Centri(17)
Level 6: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(45)
Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45)
Level 10: Hurdle -- Jump-I(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), RgnTis-Regen+(34), Mrcl-Heal/EndRdx(37), Mrcl-Heal(40), Mrcl-Heal/EndRdx/Rchg(42)
Level 18: Boxing -- Acc-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(42)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(34)
Level 26: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(33)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29), KntkC'bat-Knock%(31), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/Rchg(33)
Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-%Dam(46), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 32: Build Up -- RechRdx-I(A), RechRdx-I(33), Rec'dRet-ToHit/Rchg(46), Rec'dRet-Pcptn(46)
Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Knock%(36), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(37)
Level 38: Frozen Aura -- 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: Stone Prison -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Immob/Rng(50)
Level 44: Taunt -- Zinger-Dam%(A)
Level 47: Quick Sand -- RechRdx-I(A)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), KntkC'bat-Knock%(43)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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very minor changes to the earlier build, without the purples and with tp for travel power.
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: 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), GftotA-Def(3), GftotA-Def/EndRdx(3), LkGmblr-Rchg+(36)
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7), Mako-Dam%(48)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(40), Dct'dW-Rchg(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), Oblit-%Dam(43)
Level 6: Swift -- Run-I(A), Run-I(15), Run-I(17)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(15), RgnTis-Heal/Rchg(17), RgnTis-Heal/EndRdx(48)
Level 10: Recall Friend -- EndRdx-I(A)
Level 12: Mud Pots -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(25), TmpRdns-Acc/EndRdx(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), GftotA-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 -- FrcFbk-Rechg%(A), FrcFbk-Acc/KB(42)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx(27)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(43)
Level 30: Weave -- GftotA-Run+(A), GftotA-Def(43), GftotA-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/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(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: Taunt -- Mocking-Rchg(A)
Level 49: Build Up -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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I have a stone/fire which is awesome. I have Tough and Weave on it to tank outside of Granite on small/medium teams and it works very well. You can negate the -Runspeed and -Recharge with IO's. The -Damage is a bit tougher, so I went with fire.
You dont need the purples in the build, it can be adjusted for other sets easily. It will be a bit pricey though.
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: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), GftotA-Def(3), GftotA-Def/EndRdx(3), LkGmblr-Rchg+(36)
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(40), Dct'dW-Rchg(42)
Level 4: Combustion -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(13), Armgdn-Dam%(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(48)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 12: Mud Pots -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(25), TmpRdns-Acc/EndRdx(25), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Dmg(50)
Level 14: Fly -- 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), GftotA-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 -- FrcFbk-Rechg%(A)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx(27)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Weave -- GftotA-Run+(A), GftotA-Def(43), GftotA-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 -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(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: Taunt -- Mocking-Rchg(A)
Level 49: Build Up -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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This is the build I am going for. I have most of it already and I am just filling in the rest. I was hoping for a better Burn combo with quicksand, but mobs still run away from the Burn patch. With the second Quicksand down, it helps. If nothing else, the -def from the quicksand helps.
I was hoping the quicksand would help with farming Freaks, but I may not worry about it with the reduction to them.
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: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- C'ngBlow-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), C'ngBlow-Dmg/EndRdx(21), Sciroc-Acc/Dmg/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(15), KntkC'bat-Dmg/Rchg(45)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Mrcl-Heal/EndRdx/Rchg(17), Mrcl-Heal/Rchg(19), Mrcl-EndRdx/Rchg(19)
Level 4: Frost -- Zinger-Acc/Rchg(A), Mocking-Acc/Rchg(5), Mocking-Rchg(5), HO:Centri(11), HO:Centri(11), HO:Centri(17)
Level 6: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(45)
Level 8: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/Rchg(45)
Level 10: Hurdle -- Jump-I(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), RgnTis-Regen+(34), Mrcl-Heal/EndRdx(37), Mrcl-Heal(40), Mrcl-Heal/EndRdx/Rchg(42)
Level 18: Boxing -- Acc-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(42)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(34)
Level 26: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(33)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(29), KntkC'bat-Knock%(31), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/Rchg(33)
Level 30: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-%Dam(46), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 32: Build Up -- RechRdx-I(A), RechRdx-I(33), Rec'dRet-ToHit/Rchg(46), Rec'dRet-Pcptn(46)
Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Knock%(36), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(37)
Level 38: Frozen Aura -- 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: Stone Prison -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Immob/Rng(50)
Level 44: Taunt -- Zinger-Dam%(A)
Level 47: Quick Sand -- RechRdx-I(A)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), KntkC'bat-Knock%(43)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Quote:I fit into this category of stone tanker. The defense armors carry GotA +runspeed and LotG +recharge. The movement and recharge penalties of Granite can be overcome. The -damage cannot... but that is why I chose fire melee.I actually know many stone tankers that don't use granite armor. Instead they use all the other armors and only use granite as a panic button. I think that tenda to be a bit for expensive though. If it were up to me I would go with invuln/fire or invuln stone....fire seems more fun to me with higher dmg like you wanted but stone offers a bit of control and mitigation
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Quote:I run my stone out of granite quite a bit, unless it is on large teams or AV/EB's. It has the defense with weave to not need granite all the time. Plus, the movement penalty and recharge penalty are gone with IO's. The damage penalty is not overcome, but fire makes up for that.Your Stone/Fire tank outperforms your Fire/Ice tank?????
I can understand how a Shield/Fire or Fire/Fire tank could/would but a Stone/Fire, with the debuffs to Granite - or are you talking about out of Granite?
I've always found my Fire/Ice to be very good in the damage department - with the Ice patch/Burn combo supplementing the click attacks.
Taunt is needed though to keep pulling the mobs onto the Ice patch/Burn.
I've never timed missions but playing alongside various Tank combos I havent't found the damage to be anemic - it clears maps quicker than some of my scrappers.
Single target damage is c*** though.
after I finish specing out my fire/ice, it will have 41% S/L defense, that will help its survivability. I am hoping quicksand will help with getting more out of burn.
My shield/fire... will be better than both for damage. I have not started slotting IO's in it yet. I am having too much fun with my fire/shield scrapper which is a beast.