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Posts
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Joined
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/bored
Not here to argue about it. Opinion to OPs post suffice. -
Throughout this thread I have only discussed Dark Armour from the point of view of the tanker. People coming into it late aren't going to see me clarifying everything repeating things post to post. An unspecific question doesnt get a specific answer. /Regen. /WP is not like Regen/ or WP/.
These +1 posts make me sick. Anyone wishing to try their Dark Armour on a mish I have saved can meet me in game. -
They're not. Most of what a Dark/Dark relies on requires a tohit check where as most other combos don't as much. Half of Dark Armour requires a tohit check. Swamped with a alpha of tohit debuffs it could be lights out in a game where everyother combo buys that bit more time. Jayboh was asking where we thought a hole in Dark Armour lies.
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Is the endurance sustainability new to you? I looked at your build when ya first posted it. Saw how tight it was, made it to suit me because I considered that if you tped about often enough with that slotting the end lost over several tps can be substantial, even mob to mob tping, no rest for the wicked playstyle should take its toll.
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Nova forms always have relevance to me, its super range dps when ya need it and yes ya can need it. Dwarfs, well if a Dwarf tank is better in keeping the team up and about than a human form with glowin touch.
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Code:
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Code:
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Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-ResDam(7), Numna-Heal/Rchg(21), Numna-Heal/EndRdx(37), Numna-Heal(42)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), T'Death-Acc/Dmg/EndRdx(15)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(23), S'fstPrt-ResDam/Def+(36)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Rchg+(15)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Taunt/Rng(34), Mocking-Rchg(17), Mocking-Acc/Rchg(19)
Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc(23)
Level 14: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(25), Numna-Heal(48)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(27), Nictus-Heal(33), Nictus-Acc/Heal(37)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(43), LkGmblr-Rchg+(48)
Level 20: Combat Jumping -- Ksmt-ToHit+(A)
Level 22: Super Jump -- Winter-ResSlow(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(31)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(39)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 32: Strength of Will -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-ResDam(48)
Level 35: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46), T'Death-Acc/Dmg/EndRdx(40)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Resurgence -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(40)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc(50)
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Not me Eldagore, they made Brutes didnt they? A shade of grey between tankers and scrappers. If things just kept getting looked at an idea that may look like another blaster/blapper could be a shade of grey between controller/stalker.
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Code:
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I'd like to play a Archetype where I could be wielding dual swords one minute and then dual pistols the next, or shooting arrows and then finishing off with a katana. There would be no armours but the melee attacks offer +def and +res (parry and deflection) and the ranged attacks could offer -dam or any type of control (suppressive fire and control). Not quite as good as a Scrapper because lacking in any alpha taking at start and not quite as good as a dominator for control but soloable because it starts ranged, some control there then closes in and uses melee giving it def and +res.
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Without the datachunk I don't think anyone can upload it properly to give you complete feedback. One could rebuild it but its quicker if you pasted the datachunk. There is definitely some tweaking that can be done I think.
Love the gallery btw. -
Could do with a datachunk to upload the build properly in order to give feedback matey.
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You could try to be 32.5% S/L/E/N so that your one luck away from softcap or leave it as is. I couldnt look at the build completely as the build does not upload fully, datachunk is best. But the taunt slotting is doesn't need accuracy in pve. I like to see a ratio of 10s taunt duration: 1s rechg myself. Otherwise not too bad. I dare say ppl have had trouble uploading hence the lack of feedback.
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2% Res = 1% Def
It's easy to get things the wrong way around with that, the way to think is that 1% Def is always worth more than 1% Res.
Those sets are good if you can keep them for def based characters. Whenever I respec I bin nothing. so a whole build might take me 5 respecs, swapping 50 IOs, and putting them in storage for another character. In the end I never feel like I pay alot for a build or work for one cos I just recycle.
I respec once in a blue moon, only recently dropping legacy stamina on my main tank. Its because I don't have any sense of panic. -
I think Kinetic combats on their own is lousy accuracy, not so much for Invulns or SS mind you but still. It's amazing how little extra work it takes to achieve Kinetic combats if you know where to look, being but of a team steaming different content helps abit though.
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The slotting in your Burn and the slotting in your Blazing Aura is the wrong way around to me. This would help you rechg burn faster and create a wider gap between end recovery and end drain, which I like to see as more than 2.5eps as a basic rule.
What PvP sets do is increase damage, as a Tanker this may be at the price of increasing survivability. I don't have any PvP sets in my Fire/Fire but although I may be lower in damage I have higher damage sustainability. Higher def vs E/N, can stack 4 healing flames just as you can, slightly better rechg of consume iirc and greater end recovery through less end use. Kinetic combats in attacks instead of pvp sets help grant great s/l def allowing different sets elsewhere to improve everything else but for one thing, damage, but like I said pvp sets do more for damage imo. -
Save teh Puppehs!
Really the thread is done maybe.
1) OP needs suggestions.
2) People suggest.
3) OP takes bits they like and keeps their own personal twist - their responsibility.
Job done. -
Without the datachunk uploading it seems to be troublesome but I think the DPS is down to the slotting choices you would make.
Your Invuln and that for me is enough. I couldn't part with my KoB, sometimes your vulnerable to a certain figure in a group and the way to put them out of action is to hold them and defeat them asap. Nothing is without luck and so I would shore up my survivability chances better with active mitigation. -
Quote:I agree, I have two Firetanks one with Conserve energy and one with Pyre Mastery. The one with conserve energy when doing things like farming is far healthier, less end woes to worry about, the one with Pyre mastery is more conceptual, although the powers are useful, endurance would be more of a concern but for concept. I could just as easily RotP for endurance as the concept is the Phoenix. Debt at 50 does nothing and debt badges have the Phoenix on them. If I didn't have all 6 I would of missed the point. If I could RotP every 86s dead bang I'd never play anything elseI'd rather slot to reduce endurance woes to begin with; having to use Consume constantly to keep the blue bar filled is not my idea of fun or a particularly effective way of playing, IMO.
Besides, the build I posted gives substantial defense to Energy, the most common damage type after S/L. If you can get that and better end usage at the same time at a reasonable cost, why not do it? -
What I do is take whats there and adapt it. I took Erendils build and adapted it to something like Talen Lee's.
It's all a suggestion. -
I'd be impressed if you got Spring Attack to do more DPS than KoB can you show me how you did this with 7 targets? Are you shield? I like the utility of the hold myself.