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Posts
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Oh, I forgot to mention that after getting some more of the sets filled out accuracy is much less of an issue. End however still gets chewed up pretty fast. So I was wondering about some of these enhancements like Miracle - chance for + Recovery and I believe the Numina set had a +regen +recovery IO as well. Even though I can't afford them yet, I'm wondering how these work exactly and where and how you would want to slot these...like dull pain or health? Or do they even make much of a difference in regards to recovering your end faster?
Well at least when I hit 47 I can take conserve power, and that should help out alot. -
Well I had my first "crowning" moment with my newly improved 34 inv/em tank last night. I wanted to test him out, so I opted to join a group that was going to do a 53 boss mission in the AE. When the group was just about full, the leader starts broadcasting for a tank that "can TANK a 53 boss farm!". Then the leader and another group member start talking about how they're sick of grouping with these tanks that just look pretty in these missions, and die.
At this point I was getting really annoyed and ready to drop group, but I thought what the hell I could care less what these guys are saying really. Then the group fills up and a stone/stone tank joins up, about level 41 or so. We enter the mission and start taking on these spawns of dual blade bosses. At one point the stone tank engages a group at the same time that one of the controllers fire imps aggros another spawn beside us. I jump in the middle of this spawn before they tear through the pets to grab aggro. For whatever reason, only a scrapper or two runs to the stone tanks aid, so he dies shortly after I engaged the second group. I rush over to his group and taunt them, and we take them all out. The stone tank basically afk's forever and then leaves the team, and I end up tanking the rest of the mission, and I'm sure I didn't drop below 95% health even when we took on multiple spawns at the same time, lol.
Granted, the bosses were doing lethal damage so maybe it's not that big of a deal, but I was just pumped after what they were saying to begin with and being semi unsure how I was going to perform, but damn I was happy after that. -
Well I've finally managed to get most of the sets you outlined in that build on this tank. And wow, he is a beast defensively...that's plainly obvious. I haven't pushed the limits yet but soloing on Unyielding, even with tough and weave turned off I never fell below 90%.
The only drawbacks I've noticed is the increased end usage (even with tough and weave turned off), and my accuracy in my attacks is brutal. I was only able to grab one of the kinetic combat sets, I settled for a smashing impact set in my other attack..but if I remember correctly only one enhancement in each of these sets had an accuracy component in it. So I'll have to figure out how to boost my end recovery and my accuracy somehow. Obviously getting some levels and more slots will help, as will getting buildup but I still need to think ahead in terms of what other sets to shoot for bonus-wise.
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Ahh, gotcha. Yeah that makes sense, but for some odd reason I think I'm going to miss energy punch heh, even though it was relatively weak. So in a build like this, where your defenses are soft capped and your resistances are really high...there really isn't a need for Unstoppable is there? Given the fact that its really going to add extra resistance to status effects and fire/ice/eng etc and an endurance boost? I'm thinking of skipping it completely on this build. Again, thanks for all the great help!
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Thanks for the build help and the advice. Just a couple questions and comments.
So you suggest taking whirling hands over energy punch? Is this simply to get an aoe attack or to get the set bonuses from a pbaoe attack? Also I had just switched over to my 2nd build before you posted this...so there's some slight differences, although I do have a free respec available. Like I took energy punch and don't have whirling hands yet, also I dont have weave by 32 either. But the biggest issue I'm currently having is the lack of Reactive armor recipes at WW's. For instance, there's only a handful of Reactive Armor: Resistance recipes in the 30s and they're semi pricey, and the only other ones drop all the way down to level 22 and below and there's barely any of these available. Looks like I'm going to be waiting a lot longer than I thought to fix this character up. -
Thanks, I actually just finished reading that. That was alot of great info to absorb. Would still love some help with the overall build though.
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Hi guys, as the subject states I'm looking for some build help. Way back in the day when CoH was young and Invul was king I had rolled up a Inv/Em tank on Guardian. I recently decided to give this character a go again, so I transferred him over to Freedom and have been putting off figuring out how I should respec this character and build him into a respectable tank.
So here's the deal, I have a veteran reward respec waiting, and about 15 million on him, possibly pull a few more million from some other characters (recently reactivated, been a long time player but off and on). I guess my biggest issue is the fact that he's level 32 and I'm having trouble with the order I should take powers at and which ones I should end up with at 50. He's basically on the verge of becoming more fun as at 35 and 38 I can get the two heavy hitters from the EM set, but again figuring out the order I should take my powers at so he's a nice balance of defense and offense (I often solo, I need to get off my a$$ and find a good SG one of these days so I can actually see some of the cooler content in this game that I've been depriving myself of so long due to other mmo's and alt-itis).
Anyway enough rambling. Summary:
Build help - 32 Inv/EM tank
What powers, when, what IO sets to start with or shoot for. -
Well....crap. Disappointing to hear that Castle has stated that.
I really liked my idea, since there's no power that functions like that I thought it would be a really fun idea to implement considering they had done it once, figured they might alter a power set again...
But whatever, maybe they'll finally take a look at the set and add some of the other suggestions that were made in this thread. Maybe I can pray and hope that some other new power set is added to the game that has a power that functions similar to what I described. Here's to hoping. -
This true. However Gravity has already been changed radically once since CoH was released (not sure if I remember correctly but when it was changed, Dimension shift was added into the set? Someone correct me if I'm wrong).
So if it was changed once, and powers were changed, it could be done again.
Those are some good suggestions you added, although #3 might be a tad bit overpowered, but it would be fun.
See and you say you'd still skip Dimension shift, and thats exactly my point. It seems like 99.5% of Gravity players skip that power (ok maybe I'm exaggerating I don't know) so its basically a power taking up a slot, that players look at when planning out there build and say to themselves "oh ok I can skip that one". Or maybe that is the point, having semi useless powers in some sets to free up spots for pool and app pool powers or something. -
Gravity seems to be perceived as one of the more underperforming sets when it comes to control. Some people like it, most people don't. I had an idea and I wanted to share it, granted I'm not a specialist on powers in this game and the idea may not be balanced, but perhaps with some suggestions it could be made that way.
Basically my idea is to drop Dimension shift from the set (now I know some of you like this power, but in my opinion the majority of gravity users don't touch this power and I can't think of a power gravity could realistically drop in favor of this one) and add in Gravity Well. Gravity Well would basically function like a reverse telekinesis from mind control. It could be a fire and forget power, or a toggle where you create basically, a miniature black hole that "pulls" everything near it towards it, until they're trapped in its center. If it was a fire and forget power, there would most likely need to be an accuracy check to see what targets it grabs in its radius, and if it "misses" some of the mobs you had targetted, you could potentially use Wormhole to snag them and place them in the gravity well, or another knockback power of some sort (with the proper placing). Some people also consider Gravity to be one of the control sets lacking in damage in comparison to the others, so potentially a dot effect and/or a slow effect could be added to this as well, to simulate the crushing, pulling power of the well you've created to trap your targets.
Anyway, that's the idea I had. I personally think it would be a sweet addition to the set in favor of dimension shift...dimension shift just doesn't feel very "gravity" to me but that's my own personal opinion. Maybe some would consider it overpowered but that would depend entirely how it potentially could be implemented. It would probably have to be fairly high up on the power selection choices in terms of what level you could get it for balance reasons. In my mind at least, it would make Gravity a more attractive set for people to use and make it wicked fun to play. Let me know what you think!