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Posts
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Quote:Hey don't be picking on my small SG even though we do have porters to ever zoneIf you're looking for a large, organized SG you should look into a group like the Tempest Legion, Legends of Justice, the Bots, Cai and his Howling Commandos, etc.
If you're looking for a smaller SG, well there's tons, so you'd just need to window shop and see which one fits what you're looking for.
You could also join a public global channel, like Justice For All, as you can get the same kind of social interaction, training and opportunities to team from them.. You also forgot to mention Justice United.
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Well first off it is not hard to Soft/Cap without purples and PvP. Second looking at your build you do not need the extra KB in fly, you already have 10 which is plenty. You also concentrated on some of the powers that you really do not need that high. Most content is either s/l/en/neg, hardly any fire or cold. You should of taken tuff/weave lot sooner then you did. Some of your attacks are under slotted for acc. I would of either 3 slotted or 4 slotted build up with 1 or 2 RR, and the rest in recharge. Maneuvers is under slotted for end it is a big end hog. I would also switch your kick to boxing for kick KBs opponents. Of course that is me who hates being a melee and having a foe I am fighting getting KBed and out of my reach. I probably missed some stuff and some one will pick it up.
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I hope you guys had fun with this. I got home after the meeting for my mothers funeral and forgot all about this was tonight. Plus I do not think i got home in time, I hope you do another one.
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This coming Sunday at 1pm MDT is when my mothers funeral will take place up in Ft. Lupton Colorado. She was cremated and do not know when we will scatter her ashes.
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This has been out a year now? Boy where dose the time fly. I will be there not sure what toon atm i will bring yet.
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Quote:Like I said a tank dose less damage no matter what you try to do for there is a damage cap on a tank like a cap on res on both tank and brute is 90. I am not quite sure what the damage cap is for a tank ATM but it is way less then a brute. If any one dose know might want to post the link here.Thanks for the reply, LSK!
I know that's generally the case between tanks and brutes, but would that still be the case on a brute with just single perma rage vs a tank with perma double-stacked rage and damage procs? To accomplish this the tank would probably take a bit of a toughness hit.
I guess another way of putting this would be--if you took both toons and tried to meet in the middle using IO's and without gimping, would you be able to, or would the tank always be tougher and less damage and the brute always more damage and squishier no matter what?
I'm especially curious about: perma double-stacked rage on a tanker vs single perma-rage on a brute as far as damage, and if a WP brute with lots of defense/hp set bonuses could be as tough as a base (let's say well slotted but no set bonuses) WP tanker.
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I was stopped playing for a couple of years due to IRL stuff, and I came back a few years ago. I was on my level 50 at the time it was my only level 50 ( it was hard to level to 50 back then). Some one told me about the ITF I was like ok what is that? The told me how to get to it and everything. Mind u this was pre incarnate and AE came out. We did my midnighters arc in less then 30 min, then did a speedy ITF where I think I died like once or twice. But through the whole thing I was being told what to expect and we got done in less the 50 min. Also I was like WHAT? DEFEAT HOW MANY CRYSTALS? Back then it was hard to just defeat 1
. But i had tons of fun and when my toons get to a certain lvl I try to do the midnighters arc just to do ITFs.
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Ok first off let me say I have both a WP/SS tank and a SS/WP brute. Think of it this way Brutes are damage dealers period, tanks or aggro control and can take lot more then a brute can. Tanks will never be able to do as much damage as a brute unless the brute is poorly slotted for damage. On the same note a brute will never have the same survivability on a tank unless again poorly slotted. I my self like to do mish on both at a 4x8 mobs and have no problem with either one on survivability as for my brute might kill faster then my tank he still gets hurt worse then my tank as well. I can give you a prim example of that on my tank I was standing in a mob just chatting away while the baddies was attacking and I hardly got any life taken away, while on my brute i could not.
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Its a little bit better but I think it would be better if you took out 2 slots in PP and 1 out of hast and build up so you can add a little bit more end reduce in some of your toggles for less end usage. I did a little bit for ya.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- EndRdx(A), ResDam(5), ResDam(5), EndRdx(25), ResDam(31)
Level 1: Scorch -- Acc(A), EndRdx(7), Dmg(17), Dmg(31), Dmg(43)
Level 2: Fire Sword -- Acc(A), EndRdx(7), Dmg(15), Dmg(23), Dmg(42)
Level 4: Healing Flames -- Heal(A), Heal(9), Heal(17), RechRdx(34), RechRdx(34), RechRdx(34)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Blazing Aura -- Acc(A), EndRdx(9), EndRdx(15), Dmg(23), Dmg(40), Dmg(43)
Level 10: Consume -- Acc(A), RechRdx(11), RechRdx(11), RechRdx(40)
Level 12: Plasma Shield -- EndRdx(A), ResDam(13), ResDam(13), EndRdx(21), ResDam(31)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Taunt -- Taunt(A)
Level 18: Burn -- Acc(A), Dmg(19), Dmg(19), Dmg(37), RechRdx(43)
Level 20: Build Up -- RechRdx(A), RechRdx(21)
Level 22: Temperature Protection -- S'fstPrt-ResKB(A)
Level 24: Hasten -- RechRdx(A), RechRdx(25)
Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27), RechRdx(27)
Level 28: Fire Sword Circle -- Acc(A), EndRdx(29), Dmg(29), Dmg(33), Dmg(37), RechRdx(45)
Level 30: Boxing -- Acc(A)
Level 32: Tough -- EndRdx(A), ResDam(33), ResDam(33), EndRdx(50)
Level 35: Incinerate -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(46)
Level 38: Greater Fire Sword -- Acc(A), EndRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(46)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Physical Perfection -- EndMod(A), EndMod(45), Heal(45), Heal(46)
Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Rise of the Phoenix -- RechRdx(A)
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Level 1: Brawl -- Acc(A)
Level 1: Gauntlet
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(50), Heal(50)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 4: Ninja Run
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Quote:You can also get Karma KB protection, on my main tank I have 1 of each.Thanks for the advice. Honestly, once I hit 30+ I'm probably going to start throwing in a few IO's here and there, and I'll definatly run straight for the knockback ones. Would a Blessing of the Zephyr Knockback global and a Steadfast Protection Knockback global provide enough -knockback? The steadfast seems easy to get via merits, and the zephyr could be gotten with alignment merits.
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There is one thing fin forgot to mention since you are going to use just SOs i would recommend taking accro since fire tanks has no KB protection in them at all. With accro at least you will have KB protection of 9.
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Quote:Well actually I do use boxing thats the funny thing is I do, brawl not so much. And second off I should of thought about taking power surge at lvl 49.The two main problems I see with this build are end reduction and all the slots you're spending using Boxing and Brawl as mules.
Are you planning to use Boxing and Brawl as part of your attack chain? If not, there's absolutely no reason to five-slot them. Get the four lowest level, cheapest KC IOs you can find and skip the fifth slot.
In addition, Siphon Life is a Superior damage attack and should be slotted primarily as an attack and not a heal. Move the KC set you have slotted in Brawl to Siphon Life and add another couple of slots for accuracy and heal. You can try the ToE +End, but I don't know how helpful it will be in a ST attack. (It's very desirable in Dark Regen because it has a lot more chances to hit.)
While many of your attacks are underslotted for end reduction, your FA toggles and Tough are overslotted for it. Drop the Reactive Armor End IO and replace it with the Res/Rchg. (Static Shield has both the RA End and End/Rchg, which I really don't understand. You don't need either.)
The attacks slotted with Erad are very underslotted for end reduction and damage, which is particularly a problem in Lightning Field. Shadow Maul, Soul Drain and Lightning Field should have a least 5 slots each. Dark Consumption is okay as is since it has a very low endurance cost. You can do four Erad and one Multi-Strike in Soul Drain and Shadow Maul, but I'd use three Erad and two Scirocco's in Lightning Field since it needs more end reduction. Also, drop the Acc/Rchg for a Dam/Rchg.
Another option for Soul Drain is to two-slot it with Retified Reticle for the S/L defense bonus. With three Erad, one Multi Strike and the two RR it'll be a little underslotted for damage, but the trade-off might be worth it.
Since you've got Power Sink already, I think you should consider dropping Dark Consumption for Midnight Grasp. That way, you could move the KC set in Boxing to MG, free up some slots, and still stay soft-capped to S/L.
If you can find another slot for Char, try two Basilisk's Gaze and three Thunderstrike, which will give you a little more E/NE def.
One last thing you might want to consider is to move something else to 49 so you can take Fireball at 47. This will allow you to add a fifth slot of PB in Fireball for the recharge bonus. You don't need the fourth slot in Fire Blast for the E/NE def bonus, so that might be the place to take it from if you don't mind giving up some damage there. -
Quote:I almost forgot HF is not just for heals but also helps with toxic res if your fighting something that has that.The only toon I've incarnated up is my main blaster. I took the heal and never use it. My heal and endurance recovery power is Rise of the Phoenix, which I use about every 30 minutes or so, but it recharges in, I think 70ish seconds.
And while I know it's theoretical, if anyone had to use Healing Flames every 10 seconds, they're doing something totally wrong.
I think the Destiny you choose is best depending on your team and depending on what your team took. I don't think they stack, and throwing duplicate Destiny is about as irritating as doubling or tripling up Judgements by accident.
And, defenders are in this game and most don't think they're blasters. In fact, they spam that crap all over the place. -
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Quote:First one he is talking about unlocking your alpha slot, which will take about 30 min if you speed through it. The mish in RWZ you can auto complete to make it go faster. At lvl 50 you can go to Ouro and talk to the guy there to start to unlock you alpha slot.Alright, so I guess I should start looking to craft some IOs immediately.
Someone said you can do incarnate stuff without teaming? How do you do this, because everything I have read says that you essentially need to raid to get Incarnate powers.
Lastly, is there a way to dual-spec or something in CoH? Have one Fire/Fire tank build to max farming, and one to maximize group play for general content?
For the second one yes you can but you have to talk to the trainer for that one and make a second build. Plus it will be expensive. Or just do what some ppl do and only use 1 build for both. -
I do not think I have seen this combo but on me. I have a few and decided to make a build for it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ele/dark tank: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-EndRdx(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-EndRdx(11)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(13), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(15), RctvArm-ResDam(17), RctvArm-EndRdx(17)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(21)
Level 12: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34)
Level 14: Super Jump -- Empty(A)
Level 16: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-EndRdx/Rchg(25)
Level 18: Siphon Life -- Theft-+End%(A), Theft-Heal(25), Theft-Acc/Heal(27), Theft-Acc/EndRdx/Heal(27), Theft-Acc/EndRdx/Rchg(29)
Level 20: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(31), Zinger-Dam%(33)
Level 22: Lightning Reflexes -- Empty(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 26: Power Sink -- RechRdx-I(A), RechRdx-I(34)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 32: Power Surge -- RechRdx-I(A)
Level 35: Dark Consumption -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42)
Level 44: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(46)
Level 47: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rng(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
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Quote:I kind of disagree on the clarion for 1 simple reason. Say you are on a team with lot of squishes with no mez protection IE an ITF and you are fighting ROM/Nexus and he goes down. Most of them run for cover but do not make it. All of a sudden they die from an ambush that is there. But if u op that off then no one dies and no one is stunned. But for the other stuff I still say it is a personal choice.To answer the OPs question- I think it kind of depends on what your primary is. The only option I would rule out entirely is Clarion. Yes, it is helpful for those without Mez protection, but for a tanker, I think the value drops off the map rather quickly. All other options have their merit. I think most primaries would benefit the most through Barrier (in a snapshot) In case you are really getting pounded and need a god mode escape (with no crash) this is a great panic button. Ageless and Rebirth have their utility, but if I had to have only one on most of my tankers, barrier would be my choice.
Yes, there are tons of variables. Yes, IOs can affect how much a character leans towards one option or another when considering this. But I am jsut being as generic as possble here. -
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Quote:LOL I was on my WP/SS tank doing tip mish and i was fighting the carnies and i called for mine carnies vs carnies. Got to love it.I haven't had the time to play hardcore lately so I have only used one type of pet for the Lore and that is Carnival. I came up with that decision because the Dark Ring Mistress provides the control and the Strongman is like a mini scrapper. Plus I have always hated fighting Carnies, so why not use them against the enemies
Really helps out with the holds and expanding my aggro cap.
While I have been using them, I feel like it was a perfect fit, they really do mess things up. -
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Quote:I disagree with you first off I hardly use my HF or my consume with most end game content on my fire/fire tank. I use ageless and spiritual for quicker recharge and the res debuff. It all comes down to what you want. Some people say ageless is the best, others say barrier while still others say rebirth, and then there is some that like clarion. we can sit here back and forth pointing out what is better in our opinion when it just comes down to personal preference.Funny, but my point was that you don't need to use them more than once every 2 minutes if you want the numina proc effect and the drain protection.
It is most definitely a personal choice, but from a min/max perspective Barrier is the best for most content, as far as FA is concerned. -
Well the all tanker BAF was a fail but the all TANKER LAMBDA was a success thanks all.