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Posts
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Joined
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More damage? yes.
Larger AoE? nope (according to nofuture, the radius is 10 feet to footstomp's 15)
Also, I find the knockdown almost invaluable - but that's a personal preference.
But 10 levels earlier is very cool. -
The Inv/SS tank is a classic. Most everyone plays with one of these two powersets, and many play both at once.
For some reason, the Invulnerability powerset is very difficult to work with and/or optimize without knowing the numbers. The numbers I use here are pulled directly from coh.nofuture.org/uk.
1) Resist Physical Damage [7.5% resist to S/L, passive]
It's odd to start a defense powerset with such a lame power. It's a passive power, so it costs you no endurance, but I rate it as the weakest power in the set. Without it, your S/L resistance can be as high as 56% (or thereabouts). If you're facing lethal or smashing damage, you shouldn't be worrying about it (unless it's all ranged attacks).
2) Temp Invulnerability [30% resist to S/L, 1.3 end/sec toggle]
This is one of the 5 core powers of Inv. It provides amazing protection to smashing and lethal damage only. The end cost is rather low and it should basically always be on (unless none of your foes use S/L). Slot it for 3 resistance and and an end reduc or two (but usually those slots are better spent in attacks).
3) Dull Pain [40% self-heal, +40% max hp (half of which is enhanceable), 10.4 end 360 recharge click]
The 2nd core power. This self-heal is amazing. Because of its very long recharge, you'll want to be careful when you use it (because you might need it later). Fully slotted with heals, it increases your max hp by 60% and heals you a full 80% of your base health. Many people click it before running into a large fight, but I strongly recommend you wait to use it until your'e at 80% damage or below. It's also a regen buff (because it increases your max hp) so it goes well with fully slotted Health. Slot with 3 heals and 3 recharges.
4) Resist Elements [7.5% resist to fire/cold/toxic, passive]
This power ... is in the same camp as RPD. I took it, but only because I refuse to take aid self. The crappy non-S/L resists make an Invulnerability tanker very vulnerable, but I do my best to minimize that. The max possible resist to fire/cold/energy/-energy/toxic comes out to a whopping 28.5% (or thereabouts), but without this power and Resist Energies you'll be a mere 16%.
5) Unyielding [-5 def, 5% resistance to S/L, 10% resistance to fire/cold/energy/-energy/toxic, immob/hold/sleep/stun protection, .13 end/sec toggle]
3rd core power. It sucks for a core power. Back in the day it came with a self-immobilize, which was changed to a def debuff in I3 or I4 (which didn't matter then because resists were so high). Now, we're left with resists that don't even keep up with the penalty from the def debuff. With slotting, you can tip the scales slightly towards effective damage mitigation, but until you get the later powers that boost your def (Invincibility and Tough Hide) you'll be underperforming. Slot with 3 resists and an end reduc or two (which might be better spent in attacks).
6) Resist Energies [7.5% resistance to energy/-energy, passive]
What can I say? Every reason you have to take or not take Resist Elements applies to this power. You either choose the 2 REs in this set or you find other ways to mitigate non-S/L damage. Aid Other and Aid Self will provide a lot more protection in most case. If you have any reason you don't want your character pulling out a tricorder and zapping green on himself you would want to take this power and Resist Elements. If not, go the medicine route.
7) Invincibility [PBAoE taunt, +5% def, +2% tohit per foe in melee, +1.5% def per foe in melee, .21 end/sec toggle]
The 4th core power on Invuln. You finally get a taunt aura (very important), but you also get a boost to defense and offense. When surrounded by 10 foes, you get your max defense boost to 20% (5 + 1.5*10), which can be enhanced to 23% because only the initial 5% is enhanceable. Unfortunately, that gets reduced to 15% or 18% because of Unyielding. That defense will end up reducing incoming melee damage by about a third, and further boosts to defense will be that much closer to capping your def. However, when fighting a single foe, your def will be mere 5% or 8% when slotted (0% or 3% with Unyileding). Keep everyone you can in melee range however you can, and you'll really be Invulnerable. Slot it with end reducs and defense - but if you've got a cytoskeleton exposure put it here!
8) Tough Hide [+5% def, passive]
Unlike the 3 previous passives, this is a really good power. I didn't like it much before the Global Defense Nerf, but you need to worry about defense as well as resists nowadays. Take it and slot it with 3 defense. This power can cancel out the def debuff of Unyielding and go a little bit farther if slotted. The benefit from this power alone reduces all incoming non-psi damage by about 10% to 16%. That's much better than a meager 7.5% to 12% of resistance spread across 3 powers.
9) Unstoppable [+70% resist to all non-psi for 180 seconds, immob/hold/sleep/stun protection, 2.3 end 1000 second recharge click]
The 5th core power of Invuln. 3 minutes of nigh unkillability. You don't need it to function as a tank, but with it you can rope up a catastrophe and your team will tank you for it. It's also great for PvP. I generally pop this bad boy after I've clicked Dull Pain and the situation is still out of hand. Just remember, it won't help you against psi damage - NOTHING (in Invuln) WILL! Slot with 3 recharges and maybe even a resist or two if you plan on facing resistance debuffs.
Super Strength, when used to its fullest, bring a constant, accurate, heavy stream of damage for 2 minutes straight, which will pause for 10 seconds, and pick back up again. It's got respectable AoE, good single-target (and almost perma knockback), and even a ranged attack.
1) Jab [about 2 BI, 10% chance short mag 2 stun, 3.54 end 2 second recharge]
You got no choice here. Slot it and use it if you have room, or don't slot it and shelve it if you don't. It's a pretty sucky attack.
2) Punch [about 3 BI, 30% chance knockdown/back, 5.2 end, 4 second recharge]
Well, it looks alright doesn't it? Air Superiority has the same damage and recharge, but it has a 90% knockdown chance (and a slightly higher end cost). Take Air Superiority, and then decide if you need another moderate damage attack. Chances are you don't. When slotting your attacks, Think about accuracy first, damage second, and endurance third. If you're decked out with hammi-Os, you can usually sneak a recharge in there too.
3) Haymaker [about 4.5 BI, 60% chance knockdown/back, 8.53 end 8 second recharge]
Your first solid attack. Take it, slot it, use it. As part of a solid attack chain with Air Superiority, you'll have your opponent off his feet for most of the fight.
4) Taunt [41 second PvE taunt, 10 second PvP taunt, 0 endurance 10 second recharge]
For most of the game you won't need taunt. And, if you know how to manage your aggro, you'll never need it (unless gauntlet and invince go on the fritz). However, its gotten a recent buff that lowered its activation time across most of the board. I would recommend getting this power for the sole purpose of taunting AVs and GMs from range. If you can keep about 50 feet away from your target and taunt like a jerk (say, by flying), you can keep your whole team safe from AoEs and sometimes even PBAoEs. It will also reduce your damage load to be out of melee. But the best part about this power is when you've got a tiny hole in your attack chain for any reaso, you've got something to do - TAUNT!
5) Hand Clap [15 foot PBAoE 9 second stun (50% chance mag 2, 50% chance mag 3) and knockback, 13 end 30 second recharge]
Knockback = bad. PBAOE knockack = horrible. The good news is that with proper "kiting", you can handclap a group and move back out from the middle before the knockback activates (but after the targets are set). Then you knocked them back in a cone and can easily get right back in, reclaiming your valuable invincibility boost. All the minions and half the lieutenants will be stunned. Also, they'll be rising from their butts for a few seconds of that. All in all, if you manage to not scatter your targets then this is a great damage mitigation tool if you're being overwhelmed (which will happen).
6) Knock Out Blow [about 10 BI, 100% chance knockup, 11 second mag 3 hold, 18.5 end 25 second recharge]
BOOM! This power is the first of 3 core Super Strength powers. Take it and slot it heavily. Use it to smash high threats to either hold (if a lieutenant or lower) or kill them. You should love this attack.
7) Rage [+20 tohit and +80 damage for 120 seconds followed by 10 seconds of only affecting self and -25 end and -20% def, 5 end activation 240 second recharge]
This power turns an underperforming attack chain to a river of SMASH! The accuracy buff is incredible, and only gets more so with slotting. You'll notice a difference when you're the only one on your team reliably hitting a defensive target. The crash really hurts though. Find a way to avoid damage for the duration of the crash (I recommend Hand Clap, even with the scatter). This impedes your ability to control aggro for the remainder of the crash because you cannot taunt and cannot attack and cannot affect your foes with your taunt aura. Don't use this power if you need to be a tanker first and a meleer second.
8) Hurl [about 4.5 BI with 50% chance knockback, 80 foot range, 9.3 end 8 second recharge]
LOOOONG activation time. This power doesn't belong in an attack chain, but it's great from taking down fliers or ranged menaces. Once I get my Nemesis Staff, I won't have a use for this power. That can even be used in the air!
9) Foot Stomp [about 4 BI 15 foot PBAoE, 80% chance knockdown/back, 18.5 end 20 second recharge]
The best tanker AoE in the game. Well slotted it can really hurt, and combined with some blaster or scrapper AoE will wipe out all minions. It's wonderful for area and damage, but even better for damage mitigation. That much knockdown keeps all your foes from attacking you for a precious few seconds. Love this attack as you love yourself.
Whew... I'll be around to answer any questions and/or apologize for inaccuracies. -
Some may debate whether or not this is ironic, but you misspelled both sentence and hypocrite.
Annoying, is it not?
(BTW, you are very correct about posts meeting the minimum requirement of legibility).
I guess if you come across a post you simply cannot comprehend, then either ask for a translation (because not all people can adequately use this language) or leave it be and wait for one.
And about quotes; if you want to respond to a post with a quote, then snip the relevant part without sacrificing context. If you want to respond to a post point by point, be careful to actually have a meaningful response to each point. All too often, point by point responses are nothing but tripe because people aren't actually responding to the points, or people aren't quoting properly by omitting IMPORTANT context. -
I was about to reprimand you, but then I read your name
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Hey all. I'm aware that it's relatively arrogant of me to write a guide to judging people by their writing. The large majority of you probably don't need any help differentiating clear and intelligent arguments from informationless noise. But here are some guidelines I use to try and be a better forum-goer.
1) Don't get hung up on proper grammar, spelling, or even the correct terminology. Using someone else's errors in language as ammunition for attacking their position doesn't raise the level of the debate. This starts forum wars, and even though one person may emerge victorious, the whole forum is hit in the crossfire.
2) Don't feed the trolls. We've all done it. It's part of the urge to stand up for what's right and denounce wrong, for all the world to see. Well, guess what; your post doesn't have the truth font that you hoped it would, and is only an unimpressive arrangement of letters, very similar to the post you were attacking. Doubtlessly, the troll will reply. Trying to beat a troll at his/her own game only adds to the trolls post count and the misperception that the troll contains valuable information. If you consistently find yourself feeding trolls, find ways to ignore your adversary, and you'll soon find them gone.
3) Do your best to elevate the dialogue. Use facts, numbers if possible, to support your position. If other people have contradictory facts, do a little research. At the heart of every disagreement is a misunderstanding or an irreconcilable difference of perspectives. Facts can correct misunderstandings. The latter cannot be corrected, as there is no correct.
4) Choose your words very carefully. Say what you mean, mean what you say. Chances are, if the topic is hot enough, someone will mangle our post no matter how well worded it was, and quote you on things you never said, through clever editing of context. Careless language will make this activity very painful, as the butcher of your post may actually construct something damning because your words could be read in a way that you didn't intend. This is usually how forum wars work.
5) Don't pay too much attention to reg date and post count, but certain kinds of posters tend to follow patterns.
- The forum regulars will have high titles, the highest of which (under a redname of course) is forum cartel. These people know what they're talking about near 100% of the time. Their opinions are less flawless.
- Newcomers will obviously have a recent reg date and very low post counts. With any luck, this person has been READING (tm) and will not make foolish mistakes, claims, or suggestions. Newcomers will need patient (not angry) guidance, and will not benefit from being abused.
- Trolls love the sound of their own voice (or rather, the online forum equivalent) and will have high post counts, often with a reg date that dates back a few issues. Note that high post counts and none-too-old reg dates do not make someone a troll, but you tend to get more out of believing a reserved veteran than a loud-mouthed hotshot.
- The rest of us have all kinds of reg dates and post counts. Sometimes our words are gold, and sometimes it's just sound (or light) and fury. We are the ones who make up the large majority of the community, and as such our actions guide the forum towards good (a helpful collaboration of players sharing information and conducting debates in a civilized manner) or evil (an online jumble of meaningless "sentences" that good and decent people wouldn't dare visit or participate in).
6) There is no substitute for READING (tm). If you fail to absorb the whole of someone's communication, you are bound to be missing vital pieces of information. If you cannot clearly state what someone else was trying to say, you have NO BUSINESS TRYING TO REFUTE THAT PERSON'S STATEMENT IN A PUBLIC FORUM. This is how forum wars get started. Take these online discussions very seriously, treat people with respect, and READ (tm) what they are actually saying instead of what you think they are saying.
7) Don't jump onto the dogpile. 1 person posts something that is ill-informed, un-wise, or even beligerent. The community will strike back. There is no need to reiterate the previous 5 or more pages of posts with the same sensible reply. Say something new or leave. Not everything needs to be dealt with by you personally.
Thats all I got for right now. Please tack on helpful comments or criticisms. -
umm doesn't ED eliminate the 6slotting defense option? Am I missing something here?
Also, I've heard conflicting reports about -ACC. Is it multiplicative or additive? ie does it subtract from an enemies % to hit or does take a % of his/her % to hit away? -
So, you like to get in close and unload eh? Attacking from a distance gets a little boring from time to time. Blasters were given melee attacks, so there must be some use to them right? Going toe-to-toe with lieutenants or bosses can be very dangerous for blasters, especially if said villains use stunning attacks. But blapping can actually be a successful strategy, if done with extreme caution and equal finesse.
Well, that may not be entirely true across the board. I can only vouch for energy manipulation attacks. Most of the safety I get when blapping comes from stunning my opponents. The extra burn from fire isn't worth the extra danger. The slowing effects of ice won't slow your enemies quickly enough. The draining effects of electricity could help shut your enemies down, but since ED I don't think this strategy is very effective on NPC enemies, since they generally don't use much end anyway. So, if you plan on blapping, take the energy secondary.
To make a blapper, keep these things in mind: damage, defense, and mobility. You must plan on putting out enough damage to destroy your target. If this is a boss, wait for some teammates to whittle it down. The last thing you want is a melee attack landing on you. Your melee attacks are stronger than your ranged attacks; so are theirs. Defense isn't as available as we blasters would like. Tough is a joke, Weave is too costly, CJ is too minimal, Stealth is suppressed, etc. But one thing hasn't been nerfed yet, and that's status effect resistance. Acrobatics is a wonderful power, because holds are far more common than you'd think, and knockback far more detrimental than it seems (Acrobatics is wonderful even if you're not a blapper; most holds are ranged and can't be avoided by not blapping). Do whatever you can to take it. CJ is also nice to keep you mobile. Teleport can get you out of tough situations, when those immobs just keep on coming. Mobility is incredibly important to keep you alive, because you will find yourself in over your head, and you will need to run. But mobility is about more than running, its about dodging, sort of.
What's this about dodging? If you fly in and out of melee range, you can launch a melee attack and by the time it hits (or misses) you'll be out of melee range. A clever combination of CJ and Hurdle will make your jumps VERY fast (slot Hurdle and see what happens). This will give you the speed to get in, get out, and then hit your opponent. Keep yourself off the ground and you won't be rooted by your attack animations. It's something that takes practice to get it right. This is especially handy with total focus, because standing in front of a boss for threeish seconds can get you killed.
Here are the core powers necessary to float like a butterfly and sting like a blapper.
Power Thrust (no choice anyway)
Energy Punch (why skip it, it's soooo fast)
Bone Smasher (Not that slow, very damaging)
Total Focus (For the real damage)
Combat Jumping (For the floating)
Acrobatics (To not stop floating)
Hurdle (For the floating)
I guess I'm running out of things to say, but I'd like to say Power Thrust is the bomb. Many bosses can be knocked off their feet, and if you're lucky you can launch three attacks before your opponent is back up, maybe even four. Chain an attack to follow the thrust, and it might go off before your opponent flies back. Some bosses have notably slow stand-up times. Generally the bigger ones ... but sometimes they don't fall back.
I thought I'd have more to say. Oh well. Questions? Comments? -
-the level you pick these powers up is something im glad i don't have to deal with for my own character. Offhand, I'd say it has to be done more by intuition. You have to feel the problems your tank is having in his/her adventures tanking, and go from there. From the description you gave me, I'd say your biggest problem would be your lack of attacks. At lvl 20 you get access to the beautiful KO Blow, and I'd take that then. As for stamina, yes getting that asap is good. 22 or 24 would be a good time to grab that, maybe 26 if you cant fit it in before then. And hasten... is a luxury. You'd be far better off with an attack. Seeing as how you want super speed, i guess flurry is the answer. I'm personally not excited about that one, seeing as how the animation takes forever, but maybe it could replace brawl. At lvl 50 my tank has 6 attacks, none of them brawl, but by lvl 20 he had 5, and found each one of them useful. Get more attacks, I promise you won't be disappointed. Respec at 24 if you can (its always a good idea to save a free respec), but until then don't worry about stamina, worry about attacks (assuming your defense is all wrapped up).
-conserve power doesn't give you many options on how you can slot it. It uses a small amount of end on the click, so i think its possible to put end reducs in it, but for the love of god don't. Recharge is the answer. Even with hasten, it cant be perma'd, but its still damn uselful to have around. Like i said, click that, hasten, and rage and you've got at least 90 seconds of straight butt-whoop, which is devastating because by then your attacks are slotted heavily.
Lastly, I wouldn't recommend hover. Air Superiority is the BEST basic style attack, and i would definitely take that. hover used to be important because you'd need it to fight in the air. This isn't true anymore due to the suppression on flight and the removal of the -acc from it. And besides, as a tank I never needed to fight in the air until i hit the shadow shard. rularuu are such jerks... so i recommend fly or teleport, but not hover.
Tank on! -
no fighting pool because I don't need tough for the smash/lethal cap. the recall friend serves no VITAL function in this build, and can easily be replaced. I like teaming in the shadow shard though, and TP friend is invaluable there
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eep sry about that, ill correct it
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Here's my new guide to tanking and I5. I hope you all like it, because we really need some ideas out there to deal with the nerf-bat to the head.
Robobot's Guide to I5 Tanking -
So in case you havent noticed, I5 is coming, and we tanks need to prepare ourselves. This is Robobot's guide to Inv/SS tanking for I5, and its also my lvl 50 build. I'll do a rundown of each power and explain my thoughts on them:
INVULNERABILITY
Resist Physical Damage
I clock this at about 10% with a single slot. Take it and don't slot it. The slots will be much more efficiently used on temp invuln. You can reach the smash/lethal cap without slotting this puppy anyway. So don't worry
Temp Invulnerability
6 slots. Maybe not ASAP, but 6 slots. I do mine all resists, because I'm going to pay for the Stamina and the Hasten and the Conserve Power. I'm pretty sure you'll need all 6 to hit the cap, but I could be wrong...
Dull Pain
Take it. I used to just do 3 slots on this power, but with I5 damage is much more common and plaguing a problem. 3 heals so that it essentially refreshes you completely, and and 3 recharges to make it readily available.
Resist Elements/Resist Energies
A lot of contraversy on these 2. Some people say its not worth taking, others say its not worth slotting. I'm with the latter. I take these 2 but dont slot them, because even if I did both with 6 each (thats 10 slots i just lost), I would go from having a mere 10%ish resist to a mere 20%ish resist. Its just not worth that many slots, but I have room in my power picks for these two. So I take them and don't slot them.
Unyielding
While the I5 panic rumors were running around, I heard that UY got reduced to 5% resist overall. That's been changed. Given the broad coverage of the resists in this power, I find it's still worth 6 slotting. I'm lucky though, and I have one HO to satisfy the end reduc this power needs. I get 6 resists and one end reduc in this bad boy, and I wouldnt have it any other way. I end up getting a good 20% resist out of it (maybe a little less), and thats really all I can ask for. However, even if you don't care about the resists, you MUST take this power. Without mez protection you'll suffer, and so will your team. You need this power to fight anyone with status effects.
Invinvibility
No matter what you think, you need this power to effectively tank. It's a necessary component of aggro management (above all, your duty as a tank) with its PBAoE taunt, but whats more the def and acc bonuses really add up pretty quick. You'll find that you can be surrounded by a large group of baddies and be relatively safe from their attacks, unless they're just high lvl or have some sort of acc bonus (nemesis and vengeance, anyone?). I personally use this power with 4 slots, 1 for each HOeach HO has an acc and a def buff bonus, and 2 have end reducs, while the other 2 just have recharge. Without HOs, I think you'll find this needs an end reduc and then either def or acc buffing, depending on your preference. I found that this power effectively makes me not need any acc SOs in my attacks, but that was just I4. With I5, it won't be that helpful anymore.
Tough Hide
Don't care for it. Never did. You can if you like, but I wouldn't recommend it.
Unstoppable
This is now a much more important power. I can count the times I've needed this power on one hand, excluding my engagements with malta (sappers...) However, with more damage in the near future emergencies will be coming up more and more, and this power solves most emergencies. That makes it a very good catch, but even so, I wouldnt slot it. I'd just like having it in the hole if I ever need it.
SUPER STRENGTH
Jab
You got no choice, it's yours. I don't like having an unslotted attack, so I gave this puppy 4 slots. Thats just to keep it usable. Feel free to add or subtract, but doing either for me is a waste of slots or a waste of an attack.
Punch
I've had this power for a long time, but now I'm showing it the door. Air Superiority is better in every single way. Every single way. This attack has an unimpressive 30% knockdown, whereas AS has 90%. The damage and end usage are exactly the same from there. So I'm skipping over punch.
Taunt
Need this power to tank. You just need it. I gave this power 4 slots, 2 taunts and 2 recharge, to make sure I can keep all the aggro I need to on me. This power is still AoE, but it only hits a max of 5 villains at once. That means I need to be using it more, hence the high slotting.
Haymaker
This is an important attack for SS. I take it and 6 slot it. It has a 60% knockdown rating I think, and that knockdown is always helpful. The damage is high and with proper slotting it will help you destroy whatever gets in your path.
Hand Clap
I tried this power in I3 i think. I didn't care for it. But now I'm back, apologizing. "I didn't mean to treat you that way baby, honest." Here's the deal: it used to be knockback for even higher lvl mobs (bad), now its knockdown (good). Also, now that protecting yourself has become a challenge as a tank, this will seriously help you with mitigating damage. The disorient from it may not last that long, but it will be a welcome relief from troublesome baddies. I take this power, and I put four slots in it. One is an HO (acc/mez), so i end up with 2 accs and 3 mezzes in this bad boy.
Knockout Blow
Favorite attack. Straight up, hands down, the best attack a tank can have (at least, an SS tank). Extreme damage, I can use it to one-shot even con minions. Also, the range on it is a tad longer than the rest of your attacks, and also defines the radius of foot stomp. 6 slot it and love it. I've got 5 HOs to put in this one, so that gives me 2 accs, 3 mezzes, and 6 damages. Can you tell I love this power?
Rage
Meh. It's alright. I take it but don't slot it, and I just use it whenever I think it's appropriate. The acc bonus on it is nice, and the damage bonus isn't too shabby either, and will be particularly noticable if you haven't slotted your attacks heavily. I put one accbuff in it.
Hurl
Just not worth it. The animation is too long. The only useful part about it is the fact that it's ranged, but I find that the eye lasers from energy mastery are just much better. So I pass this power up.
Foot Stomp
Awesome. I like it just as much as KO Blow, but I don't have the HOs for it. 6 slots for this attack. It's about as strong as haymaker, has a very respectable radius, and if you're surrounded by as many baddies as you can, with the invince bonuses you'll probably hit quite almost all. Learn the strategic placement of it, because it can be used on-the-go to gather up aggro from a pal thats being hurt.
FLIGHT
Air Superiority
This is my single most used attack. 6 slots for it because of that. It's just very good all aroud, and I wouldn't recommend any tank being without it.
Fly
This is my travel power. 3 slots in it. 'nuff said.
FITNESS
Swift
1 slot, unimportant.
Health
1 slot, a little more important, but slots are too valuable to try and turn yourself into a regen tank.
Stamina
6 slots, of course. Never less.
SPEED
Hasten
6 slots, because it's worth it.
TELEPORTATION
Recall Friend
1 slot, because some people are just lazy and want TPs, and others just don;t have the vertical and need TPs. All in all the most useful power in the game, combat excluded.
ENERGY MASTERY
Conserve Power
I think I drooled when I learned that this sweet power could be mine. It's wonderful. It reduces the end cost of all powers to what I hear is 25%, but I just know that I can activate it, hasten, and rage, and seriously crank up the butt-whoop. I put 6 slots in it so I can eliminate jsut about every self-imposed end problem I come up with. However, if it's and end problem someone else has imposed (neuron, sappers), then you're gonna need help.
Eye Laser Beams
This turned out to be a rather decent attack when I tried it out. I took it because some ranged capability is nice for several reasons. With the inherent tanker taunt, it can relieve allies of aggro from a distance. Also, troublesome enemies near death can be dispatched with relative ease. I think I am going to love this power the more I use it. As of now, it's only 4 slots, but I might change that later.
So that's my new I5 build. It's for lvl 50s, and I don't know how to explain the order in which I'd pick these. Thankfully, as a 50, I don't really have to. So, here's how I'm adapting to the nerfs. Take it easy out there heroes, it's a dangerous word out there (for tanks now, too)