MajorDecoy

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  1. Quote:
    Originally Posted by Mental_Giant View Post
    What about just killing the Bifurcations as they spawn, and beating on Trapdoor when they're not around?
    I found that almost as soon as I defeated one, he had spawned another.
  2. Quote:
    Originally Posted by Snow Globe View Post
    So we either get a NPC with no other purpose or he survives you "killing" him in an even more contrived way.
    Wow, a guy who can make clones of himself survived being killed? How could that happen? It's like there's two of him.
  3. Quote:
    Originally Posted by Bad_Influence View Post
    It is missing you. It sure didn't miss my IO-ed out Bane, and it reduced his blue bar to nothing and kept it there until I finally gave up and exited.

    When it hits you you will know, believe me. It doesn't care about your recovery, it will slurp that down like a fine wine no matter what it is, and there you are, virtually naked.

    Big fun
    It does care about your recovery, the first time I did the mission, I was hit by it and didn't know. I just thought that I was using my endurance that fast. But conserve power and Unstoppable worked to keep me fighting, as well as a couple of blues. Neither of the other two characters I ran through the mission got hit.
  4. MajorDecoy

    Too much Alpha?

    Quote:
    Originally Posted by Bittovan_Odduck View Post
    What kind of challenges can they present to players who can already solo virtually anything in the game, who then get 30-50% more powerful (roughly)?
    Well, firstly, as an Invulnerability tanker, my primary powers are all defense and resistance, so it doesn't add 30-50% to any of those. 20% at best, but since I'm at around 54% on all those powers already, about 6% with the uncommon and 13% with the Ultra-rare.

    Secondly, you probably didn't read about the Task Forces that require the alpha-slot. They're making brand-new challenges for Incarnates.
  5. Yeah, you're not the only person who was disappointed by that discovery.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    It gets ugly when you're down to 17 bosses, of course.
    Well, that's why I've learned to take out the bosses first.
  7. Quote:
    Originally Posted by Shred_Monkey View Post
    Don't forget perma-dull pain can put your hitpoints way above most other sets... which is a huge boost to survability. If something has to hit you 6-7 times to kill you through soft-cap'd defenses, that's just not going to happen.
    Both Earth and Ice have a version of Dull pain with +max HP.
  8. Quote:
    Originally Posted by Jade_Dragon View Post
    Those lesser numbers somewhat hide the way Invincibility scales to larger numbers of foes. In all honesty, I consider Invincibility to be 90% of Invulnerability's protection, possibily TOO much. (It makes skipping it a very painful option)
    No. If there are two powers in Invulnerability you do not skip, you do not skip Unyielding (because when you're stunned Invincibility doesn't work) and you do not skip Invincibility. Invincibility is the core power of the set. Back in the days it was broken, it was the only power in the set you needed... except when you were fighting one of the enemies that stunned. Those moments between running into a group of enemies and activating Unyielding Stance were fraught with tension.
  9. Quote:
    Originally Posted by Arcanaville View Post
    For me, the set to look at for inspiration is Dark Armor.
    Dark Armour wasn't a tanker set at the time I was thinking about this. I didn't give a damn about scrappers. I agree, I do particularly like Dark Armour as a design, but it wasn't even something I looked at back then.

    When I did look at Super Reflexes and was struck by the same thing. I was trying to plan a Super Reflexes scrapper, I couldn't pick a single power to skip from the secondary, so I decided to skip having a travel power. (Which has become so much easier in the past three years.)

    I still think it'd be nice if they could combine two of the resist passives into one power and give Invulnerability a revive.
  10. Quote:
    Originally Posted by Bright Shadow View Post


    That depends though. I think all nine powers in Fiery Aura to be very essential to your job as a Fire Tanker (even more so if you're a Scrapper or Brute).

    Blazing Aura helps attract foes to you. Temperature Protection offers you more protection. Fiery Embrace and Burn both help you defeat more foes, and in turn, dead foes can't harm your team mates! And finally, Rise of the Phoenix also helps you in your "tanking" as it allows you to come back for a second round when your teammates are falling apart so you can take some heat of them.

    I don't see how any of those powers are NOT essential to "tanking". Unless maybe you think "tanking" is strictly limited to standing in one place and acting as a bullet sponge?!
    I don't argue that the other powers aren't useful. They are very useful (though, burn has been at times, more and less useful). But:

    Rise of the Phoenix, Temperature Protection, and Combustion are situational. Chances are you don't die every mission. Cold is very rare, slows are slightly less rare. And the +Endurance is nice, but unless you're on an endurance heavy secondary, it's not needed. You're not losing too much if you skip these powers.

    Burn and Firey Embrace are damage. You can get them or you can get something from your secondary power pool, it doesn't really matter which. Again, nice, but not necessary. You have other sources of damage.
  11. Quote:
    Originally Posted by Arcanaville View Post
    If players could make full attack chains with fewer attacks, and enable the core protections of their defensive sets with fewer powers (for those with defenses) there would be less antagonism towards situational powers, I think.
    I remember making a suggestion like that, with the idea that Fire had 9 powers, but only 4 (Healing Flames, Fire Shield, Blazing Aura, and Plasma Shield, just in case you were wondering which four) of them were essential to the job of tanking. I thought all tanking defensive sets should be similar. I don't remember many of the powers I wanted added to the different sets, once the existing powers were consolidated, but I thought it would be nice to have a pet wisp in Invulnerability, just something like the veteran combat pet, but a little harder to kill.
  12. You don't really need to play the market. If you've got going rogue, you can do 20 alignment missions and 2 morality missions. The first morality mission will get you 50 merits, the second one, a hero merit. With the hero merit, you can get an enhancement. A Luck of the Gambler: Defense/ Global Recharge is still selling well, you can get around 100 million for it. And with that you can get some decent franken-slotting.
  13. MajorDecoy

    Inv/SS i19 build

    If you decide to take Focused Accuracy instead of Conserve Energy, you can move some slots around to get Rage 2 slotted with Recharge and Focused Accuracy 6 slotted. The proc will have a chance to trigger once every 10 seconds that way, instead of once every 112 seconds.

    Hero Plan by Mids' Hero Designer 1,81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ideon i19: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(37)
    Level 4: Haymaker -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(31)
    Level 6: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(42)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    Level 12: Fly -- Flight-I(A)
    Level 14: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15)
    Level 16: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(34)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(25), Rec'dRet-Pcptn(31)
    Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), Lock-EndRdx/Rchg/Hold(40)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(43)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36), S'fstPrt-ResDam/EndRdx(42)
    Level 32: Unstoppable -- RechRdx-I(A)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Acc(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A), Empty(33), Empty(42)
    Level 2: Rest -- Empty(A), Empty(37), Empty(37), Empty(48)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2,5% DamageBuff(Smashing)
    • 2,5% DamageBuff(Lethal)
    • 2,5% DamageBuff(Fire)
    • 2,5% DamageBuff(Cold)
    • 2,5% DamageBuff(Energy)
    • 2,5% DamageBuff(Negative)
    • 2,5% DamageBuff(Toxic)
    • 2,5% DamageBuff(Psionic)
    • 17,25% Defense(Smashing)
    • 17,25% Defense(Lethal)
    • 16,63% Defense(Fire)
    • 16,63% Defense(Cold)
    • 16,63% Defense(Energy)
    • 16,63% Defense(Negative)
    • 6% Defense(Psionic)
    • 13,5% Defense(Melee)
    • 13,19% Defense(Ranged)
    • 13,19% Defense(AoE)
    • 1,8% Max End
    • 40% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 231,92 HP (12,38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 12,1%
    • MezResist(Terrorized) 2,2%
    • 20% Perception
    • 6% (0,1 End/sec) Recovery
    • 70% (5,477 HP/sec) Regeneration
    • 1,26% Resistance(Fire)
    • 1,26% Resistance(Cold)
    • 25% RunSpeed

    Though, I'd argue that 42.1% defense is close enough to the cap that you don't really need the extra 3% from an enhancement, you can just try to keep 3 enemies in range.
  14. MajorDecoy

    ss is weak!

    Quote:
    Originally Posted by DarkGob View Post
    You're two levels away from Rage. 3 levels away from having it perma (and double-stacked, if you have Hasten and +recharge set bonuses). Post-28 is a much happier experience. My Inv/SS has no trouble farming the wall in Cimerora, for instance.
    I don't have Rage and my Invulnerabilty/ Super Strength tank has no trouble farming the wall in Cimerora.
  15. And this (with rearrangement of the order of the powers) is what I'm thinking about if I keep the ancillary power pool as is:

    Hero Plan by Mids' Hero Designer 1,81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Current Decoy: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
    Level 1: Jab -- KntkC'bat-Knock%(A), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), RedFtn-Def/EndRdx(37)
    Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
    Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(37), Zinger-Taunt/Rchg/Rng(39), Zinger-Taunt(39)
    Level 12: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Tough -- TtmC'tng-ResDam(A)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), HO:Perox(29), HO:Perox(29)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
    Level 24: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33)
    Level 26: Tough Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), SW-ResDam/Re TP(36)
    Level 28: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(36), ResDam-I(36), GA-3defTpProc(50)
    Level 30: Resist Elements -- Aegis-Psi/Status(A), ResDam-I(39), ResDam-I(40)
    Level 32: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/Rchg(40)
    Level 35: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(42)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Hold/Rng(43), G'Wdw-EndRdx/Hold(43), Dev'n-Hold%(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
    Level 44: Fire Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(50), Acc-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I(A), Heal-I(19), Heal-I(19), Heal-I(21), Heal-I(21), EndMod-I(46)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 4% Enhancement(Heal)
    • 50% Enhancement(RechargeTime)
    • 41% Enhancement(Accuracy)
    • 337,33 HP (18%) HitPoints
    • MezResist(Immobilize) 7,7%
    • MezResist(Sleep) 6,6%
    • MezResist(Stun) 2,2%
    • MezResist(Terrorized) 4,95%
    • 2,5% (0,042 End/sec) Recovery
    • 90% (7,042 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 3% Resistance(Lethal)
    • 5,835% Resistance(Fire)
    • 5,835% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 4,26% Resistance(Toxic)
    • 7,26% Resistance(Psionic)
    • 5% RunSpeed
  16. This is what I'm thinking about if I change ancillary power pools issue nine. The five slots in Rest go into Health and Stamina.

    Hero Plan by Mids' Hero Designer 1,81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Decoy?: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
    Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), KntkC'bat-Knock%(5)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
    Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
    Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg/Rng(13), Zinger-Dam%(15), Zinger-Taunt(15)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46)
    Level 16: Resist Energies -- S'fstPrt-ResDam/Def+(A), ResDam-I(31), ResDam-I(31), GA-3defTpProc(43)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(25)
    Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), HO:Perox(23), HO:Perox(25)
    Level 22: Resist Elements -- Aegis-Psi/Status(A), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(33)
    Level 24: Resist Physical Damage -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/Rchg(29)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33), Ksmt-ToHit+(33), SW-ResDam/Re TP(46)
    Level 28: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), KntkC'bat-Knock%(34)
    Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), RedFtn-Def/EndRdx(36)
    Level 35: Unstoppable -- RechRdx-I(A)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), EndMod-I(45), EndMod-I(46)
    Level 47: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
    Level 49: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I(A), Heal-I(36), Heal-I(37), Heal-I(37), Heal-I(37), EndMod-I(40)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 50% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 41% Enhancement(Accuracy)
    • 323,28 HP (17,25%) HitPoints
    • MezResist(Immobilize) 7,7%
    • MezResist(Sleep) 8,8%
    • MezResist(Stun) 2,2%
    • MezResist(Terrorized) 4,95%
    • 2,5% (0,042 End/sec) Recovery
    • 90% (7,042 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 3% Resistance(Lethal)
    • 5,835% Resistance(Fire)
    • 5,835% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 4,26% Resistance(Toxic)
    • 7,26% Resistance(Psionic)
  17. Okay, yes, that is an excellent reason. I retract my earlier post.
  18. Is there a reason you slot weave out but not Phalanx fighting? They both provide a 5% bonus, but Phalanx fighting also provides another 3% per each ally within melee range. It doesn't happen all the time, but it's not a bad bonus.

    Also, you can pull out one of the Hamidon enhancements from Battle Agility and still stay at the soft cap.

    Oddly, Mids doesn't seem to think that slotting Phalanx Fighting for defense increases the amount of defense Phalanx fighting provides. It's the only thing Phalanx Fighting is slottable for. If it doesn't increase defense, what does it do?

    Well, anyway, if you can get Phalanx Fighting up to providing 7.712% defense the way weave does, you could drop True Grit from 6 Numina to 3 and add three Titanium Coatings to get more resistance and another 1.5% health. Ranged Defense won't be quite at 45%, but 44.41% isn't bad.

    You can get Phalanx Fighting two slots by taking one from Battle Agility and one from Tough. You'll also lose the 3.125% AoE from Aegis, but you'd still be at 45.91% because of the extra 2.71% from Phalanx Fighting.
  19. Probably because it's not his/her character concept.
  20. While IO mez resistance will reduce the duration of the status effects, it's hard to get enough status resistance such that they won't be able to overwhelm your protection

    Acrobatics will add mag 1 hold protection, which could help, Aid self also provides some Stun protection (or resistance, I don't recall which).

    What's your Ancillary Power Pool? If it doesn't clash too much with your character concept, I'd recommend either Arctic Mastery and the getting all the AoE -recharge powers to try slow down how often they use the mezzes or Earth Mastery with the AoE sleep.

    The Earth Mastery is really more of a soloing situation though.
  21. Current plans are to include fighting when I no longer have to include fitness, I didn't have room for both earlier. I won't need more than the default slot in tough, and it gives me another place to slot a Luck of the Gambler 7.5% recharge.
  22. Quote:
    Originally Posted by DreadShinobi View Post
    Hope ya got a pocket emp with 0% defense bonuses on that build.
    On a tank, I can use knock-down enough so that enemies can't attack. I'm sure a Dominator will have no trouble keeping an enemy from being able to attack.
  23. Yeah. I think this is one case where Invulnerability just having a little bit of everything doesn't work in its favor. And since the set is primarily passives and toggles, Spiritual isn't a huge thing for the set either. Dull Pain currently recharges in 150 seconds right now, so it's got 20 seconds of down time. With Spiritual Core Paragon, it would recharge in about 132 seconds. That is a full 18 seconds faster. My Dull Pain currently heals for 80.6% of my health and adds 59.5% to my maximum health. It would go to healing 90.6% of my health and adding 65.2% to my maximum health.

    The 80.6% is 1510.43 Health, the 90.6% is 1694.16 Health. I'm not sure what the new health cap is for tankers, so it's possible that I won't hit the cap anymore with the 59.5% (Edit: After checking the new health cap, I still hit it with just the 59.5%, so the extra + health goes to waste)

    But really, it looks like 180 health 18 seconds faster.

    So yes, it doesn't look like any of the Alpha slots will do much to improve tanking. I just get to choose which one will do the most to improve my offense. That's kind of disappointing.
  24. I don't know. I was leaning to Cardiac to get End/Resist, but that only adds 7% Smashing/Lethal and 3% everything else. So it's not enough to even cap Smashing and Lethal Resistance unless you have Tough, and if you have tough, you don't need the extra 20% that Cardiac gives.

    Similarly, not going to see much from Nerve.
  25. Quote:
    Originally Posted by Rodion View Post
    To be honest, Rage is just too good to pass up. It's a pain when it crashes
    I know what Rage does. I've had this tank since 2004, I've tried builds on test that had Rage. The closest I came to getting Rage on live was when Hamidon Enhancements went from +50% damage to +33% damage and I couldn't one-shot sappers with Knock-out Blow anymore. This isn't something where I looked at Rage and decided not to use it.

    I'm just not interested in Rage on Major Decoy. I'm happy with my soloing speed and Rage won't improve my survivability, so I don't see any reason to take it.

    Relatively Cheap Enhancements isn't really a problem. That first build is my build on live, and I've got another Luck of the Gambler: Def/ +7.5% Global Recharge sitting around for Weave when I can add that to my build.

    And maxing Smashing/Lethal defense is most certainly not a priority on this character. Smashing/Lethal damage is not a weak point, but if it were, I can actually afford Kinetic Combat.