Kruunch

Legend
  • Posts

    1052
  • Joined

  1. [ QUOTE ]
    I was wondering...which power set do you think would suit me for my next tanker. I have a Fire/Fire already but i would like something with a bit more survivability.I also would like to have some good damage, a mix of AOE and Single Target . I was thinking about a couple different combinations:

    WP/SS
    INV/SS
    WP/EM
    INV/ICE
    WP/?
    INV/?

    As you can see I have mostly been going twords WP and INV because I like how the more FOES in range, the more DEF (for INV) and the more REGEN (for WP) . If you could, would you be able to suggest some sets to roll and the PROS and CONS and a little bit about the sets. I will even maybe go with other sets. Thanks a ton!

    [/ QUOTE ]

    I would go for Inv/SS if big time tanking is your main goal with this guy (Inv being more solid then WP from a tanking pov).

    However WP/SS runs smoother, has a bunch of cheap slotting (so room to play around) and is fairly cheap to IO out (compared to the +recovery you're going to want in an Inv/SS build).

    So depends how often (and how heavy) you are going to group and what type of content you will be doing with your Tanker.
  2. Kruunch

    SD/DM: Amazing

    Here's my L50 SD/DM Tanker build (per request). He was main tanking AE Boss farms (go go gnomes) in his 30s and was out performing Scrappers/Blasters (by and large) in DPS by his 40s. Fairly cheap build to boot

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

    [u]Click this DataLink to open the build![u]

    Ghost of Kruunch: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def(3), DefBuff-I(3), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam(34), S'fstPrt-ResDam/Def+(34)
    Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48)
    Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 4: Battle Agility -- EndRdx-I(A), GftotA-Def/EndRdx(5), GftotA-Def(5), DefBuff-I(11)
    Level 6: Shadow Maul -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(7), M'Strk-Dmg/Rchg(7), M'Strk-Dmg/EndRdx/Rchg(9), M'Strk-Acc/Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(23)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Hover -- EndRdx-I(A), DefBuff-I(43)
    Level 12: Swift -- Flight-I(A)
    Level 14: Active Defense -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Siphon Life -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx(19), Nictus-Heal/HP/Regen/Rchg(19), Nictus-Acc/Heal(23)
    Level 18: Health -- Heal-I(A), Heal-I(50)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(46)
    Level 22: Phalanx Fighting -- DefBuff-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Shield Charge -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(27), M'Strk-Dmg/EndRdx/Rchg(27), M'Strk-Acc/Dmg/EndRdx(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-Acc/Dmg/Rchg(34)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- EndRdx-I(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(31), ResDam-I(31)
    Level 32: Weave -- EndRdx-I(A), GftotA-Def/EndRdx(33), GftotA-Def(33), DefBuff-I(33)
    Level 35: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Soul Drain -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(39), M'Strk-Dmg/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Acc/EndRdx(40)
    Level 41: True Grit -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(42), ResDam-I(42), Heal-I(42), Heal-I(43), Heal-I(43)
    Level 44: Midnight Grasp -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg(46), DampS-Rchg/EndRdx(46)
    Level 47: Fly -- Flight-I(A)
    Level 49: One with the Shield -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(50), Efficacy-EndMod/Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]6.75% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]20% Enhancement(RechargeTime)[*]37% Enhancement(Accuracy)[*]140.6 HP (7.5%) HitPoints[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 4.95%[*]MezResist(Stun) 6.05%[*]18% (0.3 End/sec) Recovery[*]1.89% Resistance(Fire)[*]1.89% Resistance(Cold)[/list]------------
    [u]Set Bonuses:[u]
    [u]Gift of the Ancients[u]
    (Deflection)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Impervium Armor[u]
    (Deflection)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Steadfast Protection[u]
    (Deflection)<ul type="square">[*] 3% Defense(All)[/list][u]Crushing Impact[u]
    (Shadow Punch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Smite)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
    (Battle Agility)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Cleaving Blow[u]
    (Shadow Maul)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Multi Strike[u]
    (Shadow Maul)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 0.95% Resistance(Fire,Cold)[/list][u]Crushing Impact[u]
    (Siphon Life)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Touch of the Nictus[u]
    (Siphon Life)<ul type="square">[*] 35.1 HP (1.88%) HitPoints[/list][u]Cleaving Blow[u]
    (Shield Charge)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Multi Strike[u]
    (Shield Charge)<ul type="square">[*] MezResist(Sleep) 1.65%[/list][u]Obliteration[u]
    (Shield Charge)<ul type="square">[*] MezResist(Stun) 2.2%[/list][u]Impervium Armor[u]
    (Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Gift of the Ancients[u]
    (Weave)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Obliteration[u]
    (Dark Consumption)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Cleaving Blow[u]
    (Soul Drain)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Multi Strike[u]
    (Soul Drain)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 0.95% Resistance(Fire,Cold)[*] MezResist(Stun) 1.65%[/list][u]Impervium Armor[u]
    (True Grit)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Crushing Impact[u]
    (Midnight Grasp)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
    (One with the Shield)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[/list]


    Note: Haven't tried him on TFs yet. Amazing farmer however. In the next patch, cones are supposed to be "fixed" so Shadow Maul / Sands of Mu might not be the amazing AOEs they are now. Anybody have helpful suggestions (especially on Siphon Life)?
  3. [ QUOTE ]
    [ QUOTE ]
    You get an extra tick or two out of Burn depending how well the slow is slotted up for in Quicksand. If you max slot Quicksand for slow, then you can almost get your full Burn damage off (targets at the edge will most likely escape with just getting hit with a couple of ticks).

    [/ QUOTE ]

    I tried six slotting it with slows for the heck of it on test months back, it does work, but I can't see taking that set just to set up burn, especially when you get several tics on a mob as is.

    [/ QUOTE ]

    Yeah I haven't run them side by side to check out the slotting differences and I *believe* you can reach the max slow with one L45 IO, so over slotting slow won't gain you anything (max slow being 90% iirc).

    I don't know if I'd be a fan of Ice Storm in this instance (for the other poster) since its base slow is lower (40%) and it scatters the mobs the same as Burn does. Since Burn has a 2 sec (about) animation time, you'd lose some ground there.

    *EDIT* Of course having said all that, you'll get Quicksand down (or Ice Storm) max slotted for Slow, the mobs will be merrily charring away in your Burn and your insightful desires will have been fully realized until that PB/Ill Troller/Eng Blaster comes along and blasts all the mobs out of the area of effect of both.
  4. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    While this is my experience too, Castle disagrees with you.

    [/ QUOTE ]

    Where? This is an honest questions -- his past posts on this subject seem to pretty much agree with what I think.

    [/ QUOTE ]

    Sarrate linked a post from Castle a few weeks back from a post he made a couple of years ago recanting his original statements on how agro worked in CoH.

    Apparently damage does add to the threat scale, but only in extreme situations/amounts as it applies to overriding taunt effects (if I remember correctly).

    Basically the gist of it was if a taunt is the only effect being applied (a single taunt effect with no damage or repetition such as Taunt from range) while extreme amounts of damage are being applied to the target from another source, the taunt effect can be overridden.

    But the example he gave was fairly extreme and not one practically run across in the game on the norm.

    [/ QUOTE ]
    I tested just this to see. I was on a SD/DM tanker and my friend was on a BS/SD scrapper. Neither of us had taunt slotted in AAO and we tried a few scenario's.

    From what we've tried, with him running AAO and attacking he could pull aggro off of me(only one at the time mind you). Even though I was taunting and attacking his greater output of dmg was keeping aggro on him. It could be different if I slotted taunt in AAO and more taunt in taunt. I just may have to try that out tommorow.

    [/ QUOTE ]

    Well this might be a product of your taunt aura and Gauntlet effect missing (both have a toHit check). That and if his taunt aura hits before yours, agro will be "stolen" for the length of the taunt effect (10 secs I believe for auras?).

    Enhancing taunt in taunt auras only increases their duration, not magnitude (but this is usually enough to ensure that once the effect hits, its staying on you until its dead more times then not).
  5. [ QUOTE ]
    Well, potentially, Ice/Dark can go without stamina, assuming you can make the trudge up to 26. As far as farming goes, not a lot of AoE in Dark, so you'll be a bit slow, but you should be tough enough for sure, Ice is pretty tough, and stacked with the -tohit in dark, you'll only be better.

    [/ QUOTE ]

    This isn't precisely true. Dark Melee has Shadow Maul (cone), Dark Consumtion (moderate area PBAOE) and Drain Soul (large area PBAOE).

    While the recharge times on the latter two seem prohibative to farming, with a decent build and IO slotting, they actually become integral to your farming runs. Also most people don't consider Shadow Maul a true AOE because its a narrow cone (think Sands of Mu) but circle strafing / hover strafing can get you up above 10 mobs hit fairly consistantly (note: they are supposedly fixing this in the next issue).

    Ice/DM can work very well (*/DM can work very well actually) but if you want a sure Tanker that can farm efficiently you might want to look at SD/DM. AAO and Shield Charge really compliment DM's offensive capabilties, while DM's secondary effects (toHitDebuff) and Siphon Life really compliment Shield Defense's defensive capabilities.

    Also I've found SD not as susceptible to random number deaths as Ice can be (positional vs typed defense).
  6. You get an extra tick or two out of Burn depending how well the slow is slotted up for in Quicksand. If you max slot Quicksand for slow, then you can almost get your full Burn damage off (targets at the edge will most likely escape with just getting hit with a couple of ticks).
  7. [ QUOTE ]
    [ QUOTE ]
    While this is my experience too, Castle disagrees with you.

    [/ QUOTE ]

    Where? This is an honest questions -- his past posts on this subject seem to pretty much agree with what I think.

    [/ QUOTE ]

    Sarrate linked a post from Castle a few weeks back from a post he made a couple of years ago recanting his original statements on how agro worked in CoH.

    Apparently damage does add to the threat scale, but only in extreme situations/amounts as it applies to overriding taunt effects (if I remember correctly).

    Basically the gist of it was if a taunt is the only effect being applied (a single taunt effect with no damage or repetition such as Taunt from range) while extreme amounts of damage are being applied to the target from another source, the taunt effect can be overridden.

    But the example he gave was fairly extreme and not one practically run across in the game on the norm.
  8. [ QUOTE ]
    [ QUOTE ]
    My fire/fire blaster, if I'm going all out with no regard for my own safety (is there any other way?) can and does pull agro off of anything but an Ice tank running both auras and taunting. If a tank doesn't have Taunt while my blaster is on the team, he is basically a really tough scrapper for all the agro he keeps off me. A stoner running Mud Pots can hold agro from me as well, mostly because they run so slowly they forget about me before they leave the aura.

    [/ QUOTE ]

    Eh, no. It doesn't happen this way. Especially not with a fire/fire blaster who has no particularly strong aggro generation. Contrary to some other MMORPGs, damage does not in and of itself generate particularly high threat, and there's little else that a fire/fire blaster does. If you want to generate high threat, you need taunt effects or (lacking that) debuffs to stack on top of damage. On top of that, blasters have the lowest AT threat modifier (x1 as opposed to the x4 a tanker has) and are frequently penalized further for being at range (excepting pure blappers).

    What you may be seeing is mobs being chased out of the tanker's aggro aura by Rain of Fire and subsequently turning towards you once they forget about the taunt effect from the aura. Or maybe you are playing with Willpower tankers who didn't slot RttC properly.

    [/ QUOTE ]

    While this is my experience too, Castle disagrees with you.
  9. [ QUOTE ]
    [ QUOTE ]
    hahaha Krunch...you make me laugh

    [/ QUOTE ]

    Actually, Kruunch did crusade about smoke grenade alot back then, IIRC.

    [/ QUOTE ]

    Well not exactly a crusade per se ...

    http://boards.cityofheroes.com/showf...Number=1155869
  10. [ QUOTE ]
    Only level 32, so I can't say how well this scales, but I am feeling pretty insane on my SD/DM. Here's what I do:

    1) Enter mission on invulnerable, preferably against melee-oriented enemies.
    2) Grab about 10 enemies from 3-5 spawns.
    3) Get them all arranged around me and then Soul Drain for about 50 damage each.
    4) Shield Charge for 250+ damage each. This usually kills or nearly kills minions and leaves lieutenants under 50%.
    5) Finish off the remaining mobs with shadow punch/smite/siphon while Shield Charge recharges.
    6) Kill 2-3 more spawns with just an initial shield charge.
    7) Soul Drain should be recharged, go to step 1.

    This works well in PUG's too where I find that, with buffs and depending on team mix, I can be a real damage power house on top of tanking. It also helps that it's easy to get your enemies grouped quickly and your shield charge can take the heat off of the initial alpha strike.

    Caveat: this is my first character so I don't know how it feels compared to other builds. I just know that compared to other players in my PUG's I feel pretty damn powerful. I have Shield Charge fully slotted with Multistrike (which was quite affordable) but I haven't been able to slot up Soul Drain yet. I hear I'm about to get a lot of damage with Midnight Grasp too so I'm hoping that the momentum will keep going and I'll still feel this uber at 50.

    [/ QUOTE ]

    I just got my SD/DM to 50 and it only gets better.

    I've been with groups where they wipe on a spawn only to sit there and watch me solo them down in record time.

    Probably one of the best Tanker builds I've worked since the original Burn Tankers (and SD/DM trumps that because you're much tougher).
  11. I don't think your client would pass the checksum so doubtful.
  12. [ QUOTE ]
    I16: Taste The Rainbow!!!

    Green Stone Armors!
    Black Invincibility
    Anything-But-Pink Energy Melee!!!

    It's coming it's all coming!

    [/ QUOTE ]

    I think Stars just pooped in his pants.

    Further customization is good ... even if we do have to put up with fucia colored Stoners.
  13. Here's a similar build I did recently for my WP/SM Tanker. It cost me around 60mil (might be a bit higher/lower depending on market when you get around to buying the IOs). This isn't the best possible IO slotting ... just the best bang for the buck that I found. Some may have some better tips. This build can handle AE Boss farms and main tanking all TFs. It also gives you a really good soloing experience (basically an all in one build which I tend to prefer). Enjoy

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

    [u]Click this DataLink to open the build![u]

    Kruunch's WP/SS Build (cheap): Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Mind Over Body -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx(19), TtmC'tng-EndRdx/Rchg(19)
    Level 1: Jab -- Acc(A)
    Level 2: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam(37), TtmC'tng-ResDam/Rchg(37)
    Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
    Level 6: Boxing -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(11), Numna-Heal/Rchg(11), DarkWD-ToHitDeb(13), DarkWD-ToHitDeb/EndRdx(42), DarkWD-Slow%(42)
    Level 10: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42)
    Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Indomitable Will -- EndRdx-I(A)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27), KinCrsh-Rechg/EndRdx(37)
    Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Heal(23), Numna-Heal/Rchg(23)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(43)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(40)
    Level 30: Tough -- EndRdx-I(A), TtmC'tng-ResDam(31), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam/EndRdx(33)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Def/Rchg(33), EndRdx-I(34)
    Level 35: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(36)
    Level 38: Foot Stomp -- 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: Ring of Fire -- Acc-I(A)
    Level 44: Melt Armor -- LdyGrey-DefDeb(A), LdyGrey-Rchg/EndRdx(45), LdyGrey-DefDeb/EndRdx(45), LdyGrey-DefDeb/Rchg(45), LdyGrey-DefDeb/Rchg/EndRdx(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]10% DamageBuff(Smashing)[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]3% Defense(Psionic)[*]9.25% Defense(Melee)[*]5.5% Defense(Ranged)[*]5.5% Defense(AoE)[*]39% Enhancement(Accuracy)[*]31.3% Enhancement(RechargeTime)[*]10% FlySpeed[*]421.7 HP (22.5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 6.6%[*]MezResist(Stun) 2.2%[*]14% (0.23 End/sec) Recovery[*]96% (7.51 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]10% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1419;727;1454;HEX;|
    |78DAA593CB4F534114C6E7F641E98BB6022D140AE5DD52BC5 0E3C2C7C24491C408A|
    |65A948D4A2E65A48D4D69FA88B230F10FC077A22B773ED72A 46F9077CED4D5CFB5E|
    |BBF351CF9C6F68342EBD49BFDFBDD33367CE776666EEFCB44 F888BFB84E13B50B4A|
    |AD5C579AB7456565C47AC5ABD621563872BF57A29971FABC6 173293D96C7C7FBD50|
    |5C8E2772796995932E214417262C4ECB33B25495E642A1582 CAF9E93951EFDC79C2|
    |C4A6966EB657ACFD62AB2B452CB870E95F2925E6BE6D68B3F B3BA5A34670A2BF95A|
    |A1B4E2E3AF595AA3F93153A89564B5EAE18F6C59CAE5D0C17 2216766D62A7271CEA|
    |AD66465AD8BEA49D2EF839BC4A09F68D845845E6222681246 C5B671608231E111FA|
    |69000EBB78EFD65345C3691CE730DB5120CB68438A61241C4 E314CCA64C72C87DD1|
    |26AC8B104E4182DCB806418D439A70E7722BC15E1AD08F721 7C1CE19FA926976170|
    |4D2E14E341691ED4E4DBB029249F039B8C302DE2C62286BB8 3E39241C6171AF6A23|
    |F4EEF3A07B75D62042F33C6AF30B65F05AE312294CFAFBBE5 4F10C6C4274A144022|
    |1118E0A1168A0AE9A110A2D2D49C76DDD276B8ED80DB0EB88 DC26D146E872FF0722|
    |E4AD48944B64E980EC37418A65B2920A27739729DE774DD00 6EC2C52DC620C57563|
    |795B778A2BEAFD0B3BA8BE1E81F6F6DCE1397D771903F780F B8CA1078CB1870C3BA|
    |58DE9E563F0DE8733D1873311C74171505CBF8EEB47FFE3D8 8D78883180C91FA997|
    |83DAEF208C0EC1F610FCEEA43247741B47BE730DA33F809FC 02FD4D700D4811C156|
    |F49137AD712515EE91BDDF8943E7DA9171C3CF11A7803BCC4 BEBF62BCA30CA60E37|
    |1FF1164D3E069E001B8CF453C657F231A57D4CC1681AB6D3F 0DBEBF8E3D635E811B|
    |3FF8C641CCD5B280C1E493A9A77FABF9E67BEADB5DCC7D4F5 9F5792517242C94925|
    |A7949C56622959529253D2D86CCE0EEC5205ED56B247C95E2 5EB2AC8E525F12AF12|
    |9F12B695312501254D2AE24AC24AAE4B692C66F6317020D|
    |-------------------------------------------------------------------|</pre><hr />
  14. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Hate to say it, but Smoke Grenade will probably remain the firstest and greatest exploit evar.

    [/ QUOTE ]

    Oops *teehee*

    [/ QUOTE ]

    Well, short of the [censored] magic comm farm. Special superweak enemy with extra XP bonus. Heh.

    EDIT: I can't remember what I said that would have gotten censored, so I'll just leave it there for people's imaginations to fill in. I suggest either febrile or squamous.

    [/ QUOTE ]

    I was teehee-ing because I'm the one primarily responsible for getting Smoke Grenade fixed. *ducks*
  15. [ QUOTE ]


    I honestly see no problem whatsoever with Hand Clap. I've taken it, and I've respecced out of it later when it loses its usefulness ...

    [/ QUOTE ]

    That's the problem with it.
  16. [ QUOTE ]


    <font class="small">Code:[/color]<hr /><pre> Aarrora Eis Geist
    Boss1 52s 48s
    Boss2 54s 52s
    All1 52s boss dead 51s boss dead
    1m21s map clear 30s minions dead
    1:01 map clear
    All2 1:13 boss dead 52s boss dead
    1:30 map clear 36s minions dead
    1:05 map clear
    B Sim1 3:48 3:58
    B Sim2 4:14 4:45
    B Sim3 3:49 4:20
    B Sim4 2:51 </pre><hr />


    [/ QUOTE ]

    Ok ... for all intents and purposes (and ignoring the differences in builds for a moment) and if I'm reading this correctly I would call the first two boss tests a wash (2 and 4 seconds difference, practically speaking being "as fast" in my world).

    All1 and All2 being faster but they both appear to be within the time frame of a Rage cycle (i.e. no crash). BTW were some of the minions in this map Rikti Monkeys? Underlings can get one shotted by a Rage driven Footstomp, whereas you'd need to time your BU with Tremor to gain the same effect. If so that would explain the larger difference in time to me. If not, then this is the biggest telling factor (which makes sense if we're talking about more minions then anything else although it does surprise me that SS would be that much faster).

    And then the Borea missions SM appears to win hands down (although I'd call B1 "as fast" (10 seconds seperation in a mission not being practically speaking a noticeable difference).

    So what do you draw from this? I'd say my statement stands up from what you've outlined here. They kill, for all intents as purposes ... as fast. SS faster in some cases. SM faster in others regarding both mob type and map type.

    Is this the conclusion you have drawn as well?

    Hand Clap with k/d: I disagree with your opinion about bringing more "reliable" mitigation to the table. It does that now (same accuracy, same amount of mobs effected). The call for change here is bringing less "pain in the butt" mitigation to the table (i.e. giving a reason to actually take Hand Clap rather than shun it).

    That doesn't exactly seem like the difference between a handgrenade and a nuclear bomb to me (your words). More like the difference between a licorice flavored lollipop and a cherry one (I hate licorice).

    As for the effects and "cottage rule": You could remove the Stun component by just settings its mag and duration to 0. That wouldn't violate the altering of a power, while effectively removing it (if that was what was deemed best for balancing purposes).

    Thank you for the tests.
  17. Replace Swift with Hurdle.

    Hurdle and Combat Jumping is faster then Swift and Sprint.

    Also gives you more maneuverability.
  18. [ QUOTE ]
    Hate to say it, but Smoke Grenade will probably remain the firstest and greatest exploit evar.

    [/ QUOTE ]

    Oops *teehee*
  19. I think you dodged the sarcasm
  20. [ QUOTE ]
    I think a reasonable case could be made to reduce h/c's max targets to 5 and then change k/b to k/d. That would open the possibility to reformulate the end ratio, since it would be a weaker power.

    But as Kruunch mentioned above me I don't think SS is on Castle's worksheet for the near future, after spending the end of 07 and most of 08 on melee rebalancing.

    [/ QUOTE ]

    I'd feel more inclined to take it if they turned k/b to k/d and took out the stun (if they felt that was necessary to balance it). I think the 5 player limit would make it as unattractive as it is now (for my playstyle anyways) but it would still be a large improvement over its current form.
  21. [ QUOTE ]
    anyone have ag ood build for that? I wanna look at osme stats...also how do you slot STrength of WIll

    [/ QUOTE ]

    Stone Melee (the cheap way) - You are going to want Crushing Impacts in all your melee attacks and probably frankenslot Tremor.

    WP - Luck of the Gambler for your Defense sets. Most likely Impervium or Titanium Coating for Resist sets. Lots of Numinas (not the rare) for your heal/regen/health abilities.

    Throw an extra slot into Stamina and Quick Recovery and put Performance Shifter: chance for end in those (pretty much kills off any need for more endurance at a cheap price tag).

    SoW I slotted with 3 Resist Damage SOs.

    Note: Others might have more elegant forms of slotting ... this is just how I slotted mine and it works well for me.

    Plan to take Tough and Weave. I suggest Combat Jumping as well (SJ as your travel power). Fault (this is for Sarrate) is a good ability with this combo if you don't mind shoe horning it in (I personally don't find that I need it, but you may feel otherwise ... try it out in a second build (also depends what your playstyle is (solo, group, TFs, farms, PvP, etc ...))).

    I also highly suggest Hasten.

    Hope that helped.
  22. First: Any Tanker combo can solo on Invinc (CL5). The hardship comes in doing it quickly (they all do it comparatively safely).

    That being said, my advice would probably be Will Power / SS.

    WP is probably the easiest Tanker to play (all toggles, passives and one moderate panic button). It isn't the toughest out of the box, but with Tough/Weave and some judicious IO slotting I think you'll find the levelling experience and outcome very desireable (based on your criteria).

    There are of course tons of other builds to choose from and you may have a concept in your head already of what way you want to go from a thematic point of view.

    Invulnerability is the classic and probably most well rounded of the Tanker primaries, while Stone Armor is the toughest and Fire Armor and Shield Defense contribute the most damage of the Tanker primaries.

    Hope that helped.
  23. I think Gauntlet is the cornerstone of all Tankers.









































    Wut?
  24. I exploited first!

    Fire/Fire/Pyre for pure damage output.

    SD/Fire/Pyre I think may kill the fastest and not be too squishy doing it.

    SD/SS/Pyre but be prepared to spend a lot to cover the endurance [censored] this build is.