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Posts
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Joined
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I pretty much soft capped to all except Psi (30%+ still) but as with the builds above you lose in offense and/or accuracy some but you are looking at 4.44eps in recovery with accolades which is good when considering the slotting and the attack chains.
So you can use this as a template if you like, you can reduce any def you don't want to boost acc, dam, hp or regen or make it less expensive. Going by the above build dam is not your priority. I think that endurance wise you could pretty much be okay with this.
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Should the team be doing poorly and I am Mezzed without a BF then I expect Vigilance to also act like Defiance and allow me to use my primary. Sleeping on the job is not being Vigilant is it?
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Quote:Rangle M Down (just dawned on me what that name means lol) got my meaning right. Also the SO is me looking at an IO and thinking it may not break the bank but it doesn't have to be needed. Some of us look at some figures as insignificant. Doctored wounds is normally for healing powers your looking to gain +rechg and +heal on, good for armours with a long rechg heal, miracles are good for sets with low hp and low rechg heals already such as maybe firetanks and numinas are more suitable for low hp def sets without a heal ie shields. Unless you take aid self then any +heal bonus you did have would be unworthy.About your post with this Iron General, what I didn't understand was the different informations. Iron General is one of your toons i presum? What do you mean by ND?
Also, about your changes, I would like to know if there is an actual reason why you have put an SO in Hasten instead of a common IO? Also, a more or less general question: what should True Grit be slotted out with, when we're talking Heal, Doctored Wounds or Numina's Convalescence?
I think different builds suit different people, it's sometimes a case of looking at different builds and comparing, pulling ideas you like off and leaving things alone where you are happy which is why I did the comparison. The empty slots on mine do get used to make more sense of my build.
Nothing wrong with taking Aid self however the taunt duration of taunt would minimally ideally be for me, 10 times the rechg of taunt + the cast time of aid self. Easier to get with tanks than scrappers. -
What's not to understand? I think you've practically got ya build. You could just look at what you may not need and/or seek other bonuses or lose excess ones. I trimmed yours a bit.
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To answer this I got Iron Generals build, my properly importable build and your build up. What's exactly right doesn't exist. You have to go with what you feel most comfortable with. I ain't comfortable farming for purples. I don't love the game in that way plus you can do without them.
Def
We all manage or can manage to softcap, Irons way over.
Rec-End drain with accs
Iron Gen = 2.25 = IG wins
ND = 2.12
You with accolades = 2.21.
Some peoples builds are more offensive, but you got to have the end gain to recover fast end lost.
Regen
Iron Gen = 26.2 hp per sec
ND = 27.1hp per sec = I win but do I have the most res?
You with accolades = 24.1 hp per sec
Resistance Sans OWTS
Iron Gen = 39% S/L C25% NRG C29% ELE
ND = 46% S/L C23% NRG and ELE
You = 46% S/L C25% NRG C27% ELE = You win.
Rechg.
Iron Gs is highest, mine second, and yours third, not that much in it when we all have Kick to put a +rechg force feedback in and shout "This is Sparta!!!"
Tohit.
More importantly accuracy. It depends on what you get up to. 200% approx for soloing AVs is said to be a nice figure. I like to use yellows sometimes. I have probably made the mistake of predicting that I have enough as if mine was Invuln.
Max HP sans OWTS with Accs, remember this helps regen and means with resists you have more of a healthbar.
Iron G = 2590
ND = 2869
You = 2833 but you cap with OWTS
My impression.
All in all I like your build, it's good enough, for what you want prolly.
I omitted some slots by making them empty, so mine will improve slightly. -
Quote:The third build by New Dawn (which appeared while I was writing this) is better but lacks focus in set bonus slotting and consequently is not as strong as it could be. It also suffers from a lot of wasted slots and ignores the use of cheap and simple sets that provide easy-to-get defense set bonuses.
Look at the correctly importable version. Two things I don't do, one is ignore enhance values over bonuses and two ignore bonuses over enhance values. You were looking at the wrong values, due to some bug in the system. Empty slots are just for anyone to finish off how they like. I emptied them. -
I took Hyperstrikes build and removed purples replacing with any old thing.
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I just noticed that the build I previously posted doesn't import correctly, it looks at incorrect base values. This is the copy and paste of it, no changes.
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Quote:Feel free to change it if ya like, I won't look at yours yet as I am playing.The third build by NewDawn (which appeared while I was writing this) is better but lacks focus in set bonus slotting and consequently is not as strong as it could be. It also suffers from a lotof wasted slots and ignores cheap and simple sets that provide easy-to-get set bonuses.
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Minus the empty slots of which came from my trademark slotting that exist on most my tanks (I made them empty and moved them) here is a knock up build plan (power order not finalized) for my Shield/SS. It's not perfect nor finalized, it's just to show what I'd mostly do. I think that people who come here with a build to show effort are far better than those who simply ask for one so no need to feel like a dumb whatever. Don't do shyness, egoes should be left at the door with tanks.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Gemma: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(9), Aegis-ResDam:50(17), Aegis-ResDam/EndRdx/Rchg:50(17), Aegis-ResDam/EndRdx:50(19)
Level 1: Jab -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(34)
Level 2: True Grit -- Numna-Heal/EndRdx:40(A), Numna-Heal/Rchg:40(7), Numna-Heal:40(7), Aegis-ResDam/EndRdx:30(19), Aegis-ResDam/Rchg:30(31), Aegis-ResDam:50(33)
Level 4: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(34)
Level 6: Active Defense -- EndRdx-I:50(A), Empty(43), Empty(43), Empty(46)
Level 8: Against All Odds -- EndRdx-I:50(A), Empty(37), Empty(46), Empty(50)
Level 10: Battle Agility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/EndRdx/Rchg:40(11), S'dpty-Def:40(11), S'dpty-Def/Rchg:40(34), S'dpty-EndRdx/Rchg:40(36)
Level 12: Taunt -- Empty(A)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37)
Level 16: Phalanx Fighting -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36)
Level 18: Swift -- Run-I:50(A)
Level 20: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(21), C'ngImp-Acc/Dmg/Rchg:50(21), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg:50(23), Lock-EndRdx/Rchg/Hold:50(36)
Level 22: Health -- Numna-Regen/Rcvry+:50(A)
Level 24: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(25), P'Shift-End%:50(25)
Level 26: Shield Charge -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(27), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(29), Sciroc-Acc/Rchg:50(29), Sciroc-Dmg/EndRdx:50(37)
Level 28: Rage -- Rec'dRet-Pcptn:20(A)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: One with the Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(33), S'fstPrt-ResDam/Def+:30(33)
Level 35: Grant Cover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Acc/Rchg:50(40), Sciroc-Dmg/EndRdx:50(40)
Level 41: Kick -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/EndRdx/Rchg:50(42), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(43)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 12.1% Defense(Energy)
- 12.1% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 9.88% Defense(Ranged)
- 8.63% Defense(AoE)
- 3.6% Max End
- 25% Enhancement(RechargeTime)
- 26% Enhancement(Accuracy)
- 5% FlySpeed
- 274.1 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 5.5%
- MezResist(Immobilize) 11%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 66% (5.16 HP/sec) Regeneration
- 15% RunSpeed
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Set Bonuses:
Luck of the Gambler
(Deflection)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
(Deflection)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Jab)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(True Grit)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(True Grit)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Haymaker)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Battle Agility)- 4% (0.31 HP/sec) Regeneration
- 14.1 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Fly)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Phalanx Fighting)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Knockout Blow)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Shield Charge)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.2 HP (2.25%) HitPoints
(Shield Charge)- 10% (0.78 HP/sec) Regeneration
(Rage)- 20% Perception
(One with the Shield)- 2.5% (0.04 End/sec) Recovery
(One with the Shield)- 3% Defense(All)
(Grant Cover)- 10% (0.78 HP/sec) Regeneration
(Foot Stomp)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.2 HP (2.25%) HitPoints
(Foot Stomp)- 10% (0.78 HP/sec) Regeneration
(Kick)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Weave)- 10% (0.78 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
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Best to come to the forum not to pick holes in people but to plug holes in game.
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Least fun would be passives like Temp prot and tier 1s however there often is some utility therein and answers to some issues at times.
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I don't like to change powers on people or take the build to different intentions so I just spent 5 mins on it taking it somewhere nearer what I may do from where you are now. Sprint doesn't have to be on making sure that you are just as likely to be noticed first in the perception check as opposed to the person 20ft behind you.
It's very similar to what you had as it was just 5 mins of looking at it but maybe it'll help, the key thing was to not over do the def and undermine the end drain.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark-Warder: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), ImpArm-ResDam/EndRdx:40(5), ImpArm-ResDam:40(13), ImpArm-ResDam/EndRdx/Rchg:40(48)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(5), C'ngImp-Dmg/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:50(45)
Level 2: Smite -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(9), C'ngImp-Dmg/Rchg:40(9), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:50(21)
Level 4: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(13), EndRdx-I:50(43)
Level 6: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15), LkGmblr-Rchg+:30(19)
Level 8: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(17), S'fstPrt-ResDam/Def+:30(19), ResDam-I:50(48), ResDam-I:50(50)
Level 10: Active Defense -- RechRdx-I:50(A)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- RgnTis-Regen+:30(A), Numna-Heal:50(21), Numna-Heal/Rchg:50(43), Numna-Heal/EndRdx:50(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Rchg:50(23), P'Shift-End%:50(25)
Level 22: Siphon Life -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Numna-Heal/Rchg:50(29), Numna-Heal:50(29)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Shield Charge -- Dmg-I:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(33)
Level 28: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
Level 30: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(36), ImpArm-ResDam:40(36), ImpArm-ResDam/Rchg:40(37)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 35: Dark Consumption -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(39), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-Acc/Rchg:50(40), P'Shift-EndMod/Acc:50(40), Zinger-Dam%:50(40)
Level 38: Midnight Grasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Cloud-%Dam:30(43)
Level 41: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-Acc/Fear/Rchg:50(45), Abys-Dam%:50(45), Abys-EndRdx/Fear:50(46), Abys-Acc/EndRdx:50(46)
Level 44: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg/Rng:50(48), Zinger-Taunt/Rng:50(50), Zinger-Dam%:50(50)
Level 47: Grant Cover -- LkGmblr-Def/EndRdx:30(A)
Level 49: One with the Shield -- ResDam-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.56% Defense(Energy)
- 4.56% Defense(Negative)
- 6.75% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.13% Defense(Ranged)
- 6.13% Defense(AoE)
- 2.25% Max End
- 68.8% Enhancement(RechargeTime)
- 2.75% Enhancement(Terrorized)
- 50% Enhancement(Accuracy)
- 10% FlySpeed
- 337.3 HP (18%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 11%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.75%
- 10% (0.17 End/sec) Recovery
- 76% (5.95 HP/sec) Regeneration
- 10% RunSpeed
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Set Bonuses:
Luck of the Gambler
(Deflection)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Deflection)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
(Shadow Punch)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Smite)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Battle Agility)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(True Grit)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(True Grit)- 3% Defense(All)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Siphon Life)- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Siphon Life)- 12% (0.94 HP/sec) Regeneration
(Shield Charge)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Soul Drain)- 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)
(Tough)- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Dark Consumption)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Midnight Grasp)- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Touch of Fear)- 2.75% Enhancement(Terrorized)
- 35.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
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Quote:Nobodies perfect, people make mistakes, sometimes the blame is on someone by someone who deserves the blame.I get you. Just the fact that I don't know Tanking as well as other AT's stokes the desire to play.
However, with Tanking, learning on the job often means you are making other players unhappy. A failed STF is a big deal to some. That prospect bothers me.
I don't get the blame game, I will say something fast and so, in noteform, plain and simple, rather than a diplomatic letter written in blood with a royal seal of approval, to someone who I think who could be doing something but then that justs gets classed as pointing the finger but if anyone knows me I am used to giving and recieving constructive criticism.
One way you may play with one team is classed as genius because the team can run with it might get classed as completely dumb in another team because they're not all doing their job and they don't even know it. -
I was alright with the Rularuu but only just, I got as far as taking on the ambush vanguard for about a minute or so with my claws SR. I could of done better but my glass was half full considering how everything else was,went, so I felt lucky. I do regard the Vanguard as the best NPC group to fight. The Vanguards went well after that. Little while later after the sappers an Overseer spawned 3 and I was locked in practise brawler. Really hate them vanguards..Oh it's timed and there is me having dinner XD . Aeon bit was easy, half hour left and 6 deaths approx, Jonny is badass as he practically autohits and one shots me.
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Quote:Take your Firetank to everything. The day you've worked out how Firetanks can to do it ALL is the day I hope you can show some gaming spirit and leave people to work things out for themselves. It's alright knowing half the game to get by, but the day everyone is without challenges is the day the community disappear.Hola tankers!
I've just dusted off a couple of my old Tankers. (Inv/SS, Fire/Fire) I want to do the usual lvl 50 stuff with them but am a bit wary of the lvl 50 TF's. I've run them all many times with Blasters, Scrappers, a Defender, and multiple Controllers so I have a general idea.
But any tips? In particular methods for Rommy at the end of the ITF and the STF.
I heard that LR only has one ranged attack that recharges slowly...so staying at range via a jet-pack would increase survivability there. True? If that's true I would feel comfortable bringing my poor old Fire Tanker.Ghost Widow however....hmmm...
I heard of a trick with Rommy that would allow you to get to the aggro cap and pull him without his babysitters. True?
Any tips would be appreciated. -
Try the Scrapper section for a guide or the Brutes, they do dual blades too.
Gauntleting AoEs differ on each power but you can go with the higher the end cost of the power the greater the AoE.
If you wanted to sacrifice attacks for shields then you can come down to Blinding Feint Vital Strikes if its workably the better offense for you. -
I find your post very hard to believe, but another key ability of the two is to maintain high endurance levels. You may consider no fitness pool depending on how you get to play.
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There is no taunt component to Burn. With my Fire/Fire I use the smaller AoE then burn and then the larger AoE to keep aggro as well as get mobs in burn for most of the time. I also find build up an absolute asset to the beginning of the fight duration so my effects are highly likely to hit. You might recognise that with some enemies, the fight groups differ, so build up isn't needed every group, just more so in some groups than others. But lazy me has taunt too.
Fiery Aura/Dual Blades, not an easy combo..considering a basic one needs to actually hit with blinding feint for tohit buff, and it doesn't auto hit with anything but taunt you are more likely to get strays attacking team mates. Stray NPCs aren't a bad thing really unless its particularly dangerous to someone ie a Void Hunter free to get a kheld. -
I don't see my villains as all bad partly because I never see the side that's good as all good. I think my villains belong on the darkside as their abilities are probably best put to use.
In my mind my hero characters and villain characters are actually on the same side it is literally a case of horses for courses and the ATs are on their correct paths.
If I have a reason to convert one over then that'll be it. With the european servers being as they are, I can only hope for more free server transfering in the future as we may all want heroes on one server and villains on another just for a community that looks big. -
I am lost on what's specifically hard to read.
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I reckon the population sub 45 is very shabby until GR comes out.