New Dawn

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  1. I am going to say something I don't normally ever say to anything other than Sonic and the new Poison recently.

    "I believe that the Dark Armour set does indeed need something of a buff."

    Firetanks recieved a buff in the way of a Res Multi in Temp Prot a long while back I think.

    Memory so vague.

    There were reasons for the buff to Fiery and I feel that for similar reasons Dark Armour could do with something similar, not the same but definitely something you can have by lvl 20.

    I am adamant about it now after testing Dark Armour under the conditions I always test Tankers. The only one to undergo this test of mine, and its a go play different factions type of test is Electric so I might see probs with that too.
  2. The Gladiator is either very expensive or hard to obtain. I see alot of builds with these lately and all I can say is wow.

    Anyway what I wanted to do was give you something that I would expect to be a damn sight cheaper, with better end management more offensive and without giving too much of the whys something that will defensively feel barely any different.

    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: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), S'fstPrt-ResDam/Def+(13)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 2: Healing Flames -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(3), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(45)
    Level 6: Blazing Aura -- Erad-%Dam(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg/EndRdx(15)
    Level 8: Combat Jumping -- Krma-ResKB(A)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(48)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResKB(50)
    Level 18: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
    Level 22: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Rchg(42)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Burn -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Dmg/Rchg(50), Oblit-%Dam(50)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
    Level 30: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
    Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(40)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 44: Rise of the Phoenix -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(45)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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  3. I particularly like testing Tanker types versus Banished Pantheon, I mean +2 them, always herd a group with an Avalanche Shaman, Death Shaman and Storm Shaman for all their different and sometimes stacking secondary effects then survive!

    If its easy with an SO build then I doubt you have a self res power for tier 9 and if its hard then I will almost guarantee that you do have a self res power for a tier 9. When you have a self res for a tier 9, it's been said that the extra likelihood of debt is more than balanced out by the ability to earn more xp/time.

    Dark relies very much on accuracy, when your tohit is heavily reduced you can have problems never mind all the other secondary effects the Banished Pantheon can inflict.

    The problem with both Dark Armour and Fire is because they both lack defense they can get hit by every secondary effect going.

    In Dark Armours case perhaps it could do with better resisting tohit debuffs. Firetanks may not have as big a heal but theyre not relying on accuracy.
  4. Quote:
    Originally Posted by Eldagore View Post
    back in the good ol days, the dark armor suxxz camp was MUCH larger then the Dark Armor rulz camp, because of that predictability factor, and due to how it leveled.
    As I remember it, Dark Armours problem was that it cost too much end. I think it was 2006 when I went through it a bit like Arcana did working out that it was not more end intensive than other sets. People just didn't slot it right. Most people didn't slot Dark Regeneration with end reds. They'd much rather 3 end slot the armours than really work out where the endurance was disappearing from.

    If experienced players are having trouble with it, its then a challenge. In a game that lacks a challenge, a challenge is a good thing. If its any consolation I don't think Dark Armour is the best set for beginners, and many a longtime player can be found as someone who believes it when someone says it's the toggles that are end hungry.

    Dark Armour to me is a sick set. To get the maximum out of it I find my Dark Brute and Dark Tanker practically flatlining, deep in the red, maximizing the heal and then hoping to sustain itself by the time the next Dark Regen is up. In the early levels having the endurance to heal again was something to pay attention too. I might of increased the time between attacking each spawn slightly, I might of mitigated the alpha by pulling mobs rather than blundering in and having mobs aggro'd didn't always mean I had to be in LoS getting hit by each and everyone of them (although in low levels that is more likely).

    Some people might slot heals or acc first in DR and blamed endurance on the toggles, I went 1 acc, 2end, 3rech and used it on plenty of mobs. Hastened it too.
  5. Quote:
    Originally Posted by Celidya View Post
    DA is one of the most balanced and interesting armor sets around and is perfect like that.
    Whilst I do agree, there is something odd about CoF and OG. How the effects per end were quantified and why the accuracy of CoF is what it is.
  6. If I am not losing my senses, Greater Fire Sword would be better DPA, DPS and DPE than Fire Sword despite its longer cast time. The longer cast time does allow for more end recovery before firing off the next attack.
  7. I'd drop Fire Sword. Also don't put a rechg in Hibernate its pointless. You realise you've got too many of the same health bonuses? I am 100% certain the build could be min/maxxed better.
  8. New Dawn

    HAMI on Defiant

    I'll be expecting things to get smoother and quicker with each effort with more of the same people turning up. The time it took can come way....



    ..way down. Hami hunt when enough fill the zone would see to EOEs better. Leaders with binds comfortably covering everything needed to know. People better knowing what to expect and following the targeter more closely.

    Its a social gathering and Villains have yet to do it but will know from someones experience heroside and can take it over to villains, but please not when X Factors on
  9. To me Aett, Trick Archery doesn't really require any IO sets unless perhaps ya solo but since your having them, I'd clear by a mile want an Oil Slick up more often, frankenstein that to do that, get the 6.25%+rechg done by call of the sandman in Poison Gas.

    My Acid Arrow has Accuracy enhancers, I don't think its autohit in PvE but I PvPed with mine anyway.

    I might of 4 basilisked the holds and then had rechg IOs to gain more rechg in EMP.

    It's almost not a potentially end friendly build, the big thing is to not waste end by over cycling debuffs. Iirc I used glue arrow as a rechg timer so that any debuffs that don't stack don't get used too soon. I barely play mine now so memory is vague, her powers are ordered and am sure its Glue Arrow I used.

    One last thing, I too would be inclined to swap out foc acc for tacts too. Anywhere like in CJ I could I'd get more rechg bonuses as well.
  10. You could do with taunt imo, your attacls may miss or from being in granite not recharge quick enough or both, Mudpots won't get you everywhere in keeping aggro, in fact your travel maybe a bit awkward to help with that so it lacks aggro magneticalness.

    You could be 45% S/L/E/N, 25% F/C, 50% Psi without Granite on then with Granite on be softcapped to F/C finally, 90% res to S/L/T and about 75% res to everything else.

    Yes it can be improved. Mudpots could also do damage.
  11. Quote:
    Originally Posted by Dreamt View Post
    I solo this character because I am not a good tanker and I have seen what bad tankers do to a team often as not.
    I think here lies the real issue. You see tanks making mistakes yet you regard yourself as a bad tanker. Surely you dont make the same mistakes? We're all given what abilities we got and we have to make the best of them, soldiers from other countries have to try to do "more with less" when it comes to equipment and this is what you should be about. Start valuing yourself on your intentions rather than your abilities and maybe your getting back on the proverbial horse may lead to you overcoming your walls. I think I'd be prepared to see you tank, change your build for what maybe the better and anything you have time for.
  12. None of them seem to make a great deal of difference to each power but atleast Cardiac applies to all powers though so all the little differences can add up. I'd have to go Cardiac I with my build. Looking at the OPs I'd of chose Cardiac with that.
  13. I honestly don't believe that one build suits all. One person will sacrifice something for another. It could be sacrificing Fire/Cold def from this build to softcap Smash/Lethal despite their being enough -tohit from Darkest Night, because they value the ability to go against something that hits with Smash or Lethal mainly and resists the -tohit anyway.

    I did a middle of the road build. I wouldn't have it but its easy to make ones own personal choices from it, I thought, sacrificing one thing for another. The slotting is odd in order to be interchangeable. From this build it might be that people are half way to anything, hence middle of the roadness. You have 30% def to all but Psi which tickles anyway, you can use the darkest night to stack with the def resulting in softcapping or screw that and easily change to be 45% S/L or even 45% S/L/E/N.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 1: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(3), RctvArm-ResDam/EndRdx(5)
    Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam(13), RctvArm-ResDam/EndRdx(13)
    Level 6: Shadow Maul -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(23), C'ngBlow-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-Acc/Dmg/Rchg(46), Erad-%Dam(46)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 10: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(17), RctvArm-ResDam/EndRdx(23), S'fstPrt-ResDam/Def+(36)
    Level 12: Combat Jumping -- Krma-ResKB(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(25), Nictus-Acc/Heal(25), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Nictus-Acc/EndRdx/Rchg(29), Theft-+End%(29)
    Level 18: Dark Consumption -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(19), Erad-Acc/Rchg(21), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(39)
    Level 20: Cloak of Darkness -- Krma-ResKB(A)
    Level 22: Death Shroud -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(42)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
    Level 26: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Dmg(36), C'ngBlow-Acc/Rchg(39)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), RctvArm-ResDam/EndRdx(31)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 35: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(37), GftotA-Def/Rchg(43), GftotA-Def/EndRdx/Rchg(50)
    Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(42), Mocking-Rchg(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rchg(50)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/EndRdx(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(50)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Oppressive Gloom -- Acc-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(45), P'Shift-End%(48)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    Touch of Fear, Cloak of Fear and Oppression are something few take for whatever reasons so didnt include them. I did a build on test once which was a literal black cloud of death with these powers. Enter tough mob and using control and dark regen let death shroud do all the work. Soloing many it makes sense to attack chain bosses and let Death Shroud deal with the minions. Death Shroud can roughly equate to doing half your overall DPA, a must have.
  14. Quote:
    Originally Posted by ItsJustJake View Post
    Maybe I should start with what I have already?

    Shield/ss
    Earth/earth
    Ice/ice
    Fire/kin melee
    Fire/fire
    Earth/axe
    Inv/ss
    Wp/axe
    Shield/mace (just started)
    Is that all? You're just getting started to me


    I fancy a Street Justice one and a Titan Weapon one. I have not accrued enough monthly points yet for either. When it comes to Primaries I'd love to have an Energy Aura Tanker but can't get that yet.
  15. New Dawn

    Invincible?

    The difference between tankers isn't so much about whether or not they can do content, its the level of thought required in doing that content or it could be down to limits one puts on oneself, rigid tanking rules. When I have finished with all my tankers I expect to not care which I play. I might care how I get to play but still a Firetank could be herding the inner circle or the freedom phalanx (be a bad tank for going against them ). I think its right in what people say in that its quicker and easier to achieve certain goals sooner with some tanks than others.
  16. Gah, everytime someone necros this thread, I look at every single build, then I get to a message of mine saying that I've looked at every single build but I think there are more builds and carry on looking at builds I've already seen. I need to be banned.
  17. I think perhaps its best for you to do a build in a direction you like to go in. Some people like any extra run speed they can get, some recharge, some defense so they tank more out of Granite than in and some regen so they can hami tank very sweatlessly.
  18. New Dawn

    Invincible?

    Quote:
    Originally Posted by Scarlet Shocker View Post
    Ok I've fixed the data link (I think)

    I'd be interested in what your ideas for my WP - I coujdln't get numbers like you are suggesting.
    Same with the Invuln, you could be softcapped to all but Psi but still have atleast 10-15% versus Psi.

    I do recommend you just making a decision based on a concept and whatever that is, stick with it. I won't revise both builds, I am sure we would all help on the chosen concept when we know you're actually going to make the thing.

    There is the forum search facility to look at different build ideas, alot of the suggestions are merely adapting what the player wanted into something that might be a better suggestion. Look around to see what slotting people use. Almost no one, in fact you might be the first uses red fortunes on an Invuln, it can take just a day to make a billion influence so more expensive sets can be earned nicely. You've probably been the first to six slot combat jump with anything let alone with red fortunes on an Invuln.
  19. New Dawn

    Invincible?

    You'll come across different enemy types, each type of tank would be more suited to one enemy type than another, what you might be looking for is an answer to everything type of tanker. Well most people might agree that Smash and Lethal are the two most common damage types in game and that might give you an answer.

    The Invuln build of yours can't be uploaded easily, try it yaself.

    The Willpower build could of been better, you can have 45% to all but Psi, between 30 and 35% def to psi and a decent amount of +hitpoints.

    When it comes to Invulns you could have to face an enemy or enemy group now and then you might dread, where as with Willpower you might see every group as roughly the same, the big thing to worry about is alphas or heavy hits, both of which don't have to happen, enemies can only do what you or the team allow them to do.
  20. New Dawn

    Invincible?

    Anyone can make any combination of power picks shine if they know the ins and outs of the game well enough without resorting to specially made teams etc.

    Honestly someone could spout of how so so can't tank such and such, but that'll just get proven wrong.

    When it comes to specifics, whereby you want a tank that does a certain thing particularly well foresaking other areas then each tank does something specific.

    Defense sets aren't necessarily beneath resistance sets because resistance sets can get +def IOs. When it comes to getting the tankers job done they can actually do the job, Brutes can and even Scrappers can do the job, not as well in some scenarios but still, the job gets done. Somethings are more challenging for certain types, in a game where challenges become less and less, do something your scared off.

    I can't rate a player because they picked a stonetank and turned up. I'd rate a player because they picked a concept and made it shine. Sometimes I just rate intent, sometimes you can see a person trying, and keep trying but whether or not the team work is properly in place, or whether or not individual playstyles of everyone in a pug match up is a different matter.

    The OP should look at their friends, anything they see from anyone? Is there someone doing the sort of thing they want to do with their tank with a powerset that doesn't cover up the costume?
  21. New Dawn

    Invincible?

    Too not obscure the characters look too much, invuln, shield or wp. Ibble obble black bobble ibble obble out - run twice WP wins.
  22. I am not sure that anyone can upload your build properly so a data chunk might be nice.
  23. I felt as though I out done myself with my dark/dark blast concept, even her look and costume makes me wear rose tinted glasses but even without the love for the concept I think figuratively speaking dark/dark is in no need of a buff/change/nerf but there are too many powers that require a lot of slot love ideally and not enough slots.
  24. I had this power for a very, very long time.

    Rarely I'd momentarily, for the endurance was costly, use it on a team mate to get mobs away from them. Not enough times to warrant taking it.

    The best use came down to using it on a PPP pet expecially when solo. A ranged pet. I'd stand next to them and benefit from mobs trying to melee me but fail. Teamed with a ranged friend who can stay side by side with you, the benefit can exist too.

    Some mobs especially Vanguard, high level can pretty much be a pain in the backside to some team mixes but if you knock them about the room you neuter them.

    When fitness pool became inherent I finally could make a concept out of my Sonic/Sonic that I actually liked, but it meant removing the Sonic Repulsion as the need for it was rather limited. If I had one more power choice I'd consider it.

    I've always thought Sonic could do with a buff and from some internet researching and the lack of need for this power I came up with the conclusion that this power could also do -Dam and be conceptually correct. -Dam versus an AV would be sweeter and make the +fight duration to team and -fight duration to enemy that Sonics give that much better.

    Except for -Res, Sonic doesn't have much to offer teams when it comes to Psionic enemies so again the KB can be useful, but I have never been in that situation. I have been in similar circumstances and trying to teach someone to knockback mobs methodically with it is like teaching a monkey algebra, complete waste of time.