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Posts
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first off i would change your mako bite in chain enduction to a mako acc/end/recharge which will give u better acc and do not go over your max dam as it is now. Second in lightning rod i would change your erad to the quad one for 2 reasons 1 to lower end cost, 2 for better acc. I know looking at mids you see your end being not used much but it dose not count in the fact of your attacks. I had the same problem and when I was building a build and thought I was good on end I did not factor in the attacks and was running out of end pretty fast.
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Sorry for the confusion I was half asleep when I posted that thought it was Taunt for some reason. As for PB on Hami it is also the KB protection just like for SD this way Hami will not KB you around when taunting.
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First off on my first observation you really do not need maneuvers, and even if u keep you did not slot for end red it is actually an end hog. Secondly I would get rid of a few slots in health, and QR. There is a few slots opened up for u to use in your attacks for some extra ACC like mentioned above. I usually go with a Mako quad but that is more to personal pref.
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Quote:Hard to race Hummers when 99% they have a hard time starting.I'll be doing my best to attend. Hard to miss out on an event that is like 12 Hummers racing down a busy street drag racing.
But to all serious you do not need to use a free transfer token for this. We do every first Tuesday on champions for TT, second Tuesday is on Justice, alternate on the 3rd Tuesday between Freedom, and Virtue. The 3rd Saturday we alternate between Union, and Defiant. The 4th and if there is a 5th we go to other servers. It is a lot of fun, like said before any level is welcome, and power sets welcome as long as it is a tank. We do all tank teams, and TFs, and have done and completed all the TFs there is in the game with all tanks, but sadly the Sutter TF.
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That is why I am asking here to see if its a bug or patch.
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Quote:The reason i did not put the steadfast in there is because I was already SC with out it. Granted it would give me more def. You also only slotted 1 end on practiced brawler with no recharge and I do HAMI with my tanks, that is why i put those MBs in there. I know it is a positional build. And the thunder strikes I put in there and yes I messed up a bit there i meant to put 4 in there for the + 7 ACC.You've slotted several sets that give primarily S/L or N/E defense that give small positional bonuses (Mocking Beratement, Thunderstrike). Ditch these for a positional build.
You've not slotted the Steadfast +3 Defense in Tough? *boggle* I can see not slotting the PvP +3 Def, as it's crazy expensive, but not the Steadfast.
Here's a redo, with 2 spare slots, that would be closer to what I would do. It leaves the attack slotting up to you.
edit: It also has Weave, to get closer to the Incarnate softcap (59%) if you are on a trial with lots of End recovery but low Defense buffs. Won't normally need it. Also, has 2450 HP before attack slotting.
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Scrappers and tanks are 2 dif archetypes, tanks take damage, while scrappers deals it out. I looked at the MA side and had close to max on damage on them for a tank.
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First off I would switch out RT in your EE to 5 doctored wounds the bonus you get from your Reg Tissue only activates when u use it. Plus it will give u some more recharge with 5 doctored wounds. I would either put the one with bonus in either health, or rooted, take away the recharge in earths embrace and put the slot in mud pots for more HP.
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Here is a build I did. Let me know what you think.
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Tuff one: Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17)
Level 2: Agile -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(7), S'dpty-Def/Rchg(9), S'dpty-EndRdx/Rchg(9), S'dpty-Def/EndRdx/Rchg(11), S'dpty-Def(11)
Level 4: Fly -- Winter-ResSlow(A)
Level 6: Practiced Brawler -- RechRdx-I(A), RechRdx-I(13)
Level 8: Cobra Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 10: Dodge -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(21), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(23), S'dpty-EndRdx(23), LkGmblr-Rchg+(25)
Level 12: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
Level 14: Evasion -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(31), S'dpty-EndRdx/Rchg(31), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def/Rchg(33), S'dpty-Def(33)
Level 16: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34)
Level 18: Warrior's Provocation -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 20: Focus Chi -- GSFC-ToHit(A), GSFC-Build%(36), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39)
Level 22: Lucky -- LkGmblr-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 26: Quickness -- Flight-I(A)
Level 28: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40)
Level 30: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Dragon's Tail -- Oblit-Acc/Rchg(A), Oblit-Dmg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45)
Level 44: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(46), DarkWD-Rchg/EndRdx(48)
Level 47: Boxing -- Acc-I(A)
Level 49: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(42)
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Sounds like fun so we are not gathering at the usual place this time gotcha. I will be there on the Homeless one. And I will spruce up her bio.
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Quote:ok first off 2 acc in jab is not helping u much, the reason you r getting squished is because you have no def what so ever. I would drop aid other/self, pick up weave, and try to get a build that will cover s/l/en/neg def. Lot of ppl go with Kinitic Combat, and Reactive Armor. Also you do not need 20 KB protection, usally 10-12 will be just fine. Some people will go with 8 me personally is to low for me so I usually go with 12 for more of the end game content.Thanks for the reply.
I guess my main concerns are:
Does Jab need two accuracy IOs?
I keep getting squished (love Rise of the Phoenix) so more HP/Resist/Defense would be nice.
Should I take Weave or other defensive powers?
Should I drop aid other/aid-self?
As a general rule are HO's worth the slots they save or should I be using IOs instead?
For PvP I hear I need 41+ KB protection, not sure how to pull that off lol. I have 20 now plus Acrobatics (9) still need 12 points (weave, maneuvers and ?)
Also took the +perception IO for PvP
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It is not due to windfall and said account is tier 4, and my other account is getting the same thing even at a higher tier. And no it is not from day job, I have been parking them at base portal for perstiege bonus.
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Quote:No it is any thing seems like here is a minion with the same.Isn't Champion of War a boss? maybe boss and higher mobs have an additional chance to drop an extra salvage on defeat, thus simulating the market?
You have defeated Champion of Mourning
You gain 4,540 influence.
The Dark Hearts gains 13 prestige.
You received Energy Weapon.
You received Ceramic Armor Plate. -
I have been noticing that I have been getting 2 or more salvage per kill. Is this new or is this a bug. I have an example of one here. You have defeated Champion of War
You gain 36,047 influence.
The Dark Hearts gains 150 prestige.
You received Silver.
You received Hydraulic Piston. -
I will be there with Time Side Kick BR/TM cor not sure what lvl it will be by then. That is also if the servers do not go down again that is.
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I have tried a few times to log into the game and I keep getting Can't connect to DBserver. What is going on here and what dose that mean?
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Quote:Um whats a level pact???
PLEASE NOTE: You will no longer be able to create level pacts following tomorrow's maintenance. For more information on this issue, please read this post.But seriously what about those that are still in a level pact? I never really been in one, but I do know people that do and are in one now.
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OK now back to Tanker Tuesday Tour on defiant.
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Quote:Hey I wanted to extend it to the French, and German one but like you said the language barrier. We would like to extended it to there. We just need some help from ppl that play there to help with translation. I can speak little German, and no FrenchErrrr.... zooming....
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So.... you mean all but those where you don't know how to call it such that they understand you, right?. Even though I have tanks there.
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