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Posts
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The next Tanker Tuesday, Feb. 1st, is on Champion, Home of Tanker Tuesdays.
The regular schedule is as follows:
First Tuesday of the month: Champion (the originating server)
Second Tuesday: Justice
Third Tuesday: Odd months-Freedom, Even months-Virtue
Fourth/Fifth Tuesdays(should there be a Fifth Tuesday): Touring other servers.
Nuclear Medicine, aka Warboss, usually posts a schedule about this time of the month for what servers the TT will tour to. -
My builds tend to be closer to what Jebe the Pirate has in his Dark Tank guide. My i18 planned build is somewhere in this thread here. Still haven't decided on the toon's i19 build. Unfortunately it does include several Kin Combat sets. Right now even with mid 30's s/l defense the character does fairly well. There are a few builds in this thread that you should also take a look at if you haven't already, even though the also have Kin Combats in them.
I tend to focus more on typed defense bonuses for a dark tank as they typically take less slots to get the positional bonuses. So I wouldn't be as set on getting melee bonuses as you have. Personal preferences really. As always, YMMV. -
Arachnos Widow: Dark Widow's Bite
Arachnos Soldiers: Hanansi, and Anansi Noir.
Anansi was taken so I appended it with the french word for black, Noir. Hanansi is a variation of Anansi. -
Do you ever plan on using FA, or are you just using it for a set mule?
Would you be willing to work towards one Kin Combat set?
I wouldn't throw Oblits into Death Shroud as you get very little end redux in the set.
Fly doesn't need fly speed enhancements as it's currently capped at the default.
This isn't how I'd put together my Dark/Dark tank, but this is how I'd change up yours. Hopefully this gives you some ideas.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
TechnoireI19: Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Endurance
- (5) Steadfast Protection - Knockback Protection
- (7) Steadfast Protection - Resistance/+Def 3%
- (A) Smashing Haymaker - Damage/Endurance
- (29) Smashing Haymaker - Accuracy/Damage
- (29) Smashing Haymaker - Damage/Recharge
- (31) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (7) Smashing Haymaker - Damage/Endurance
- (9) Smashing Haymaker - Damage/Recharge
- (9) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (11) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (15) Obliteration - Accuracy/Damage/Recharge
- (A) Reactive Armor - Resistance
- (15) Reactive Armor - Endurance
- (17) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (19) Steadfast Protection - Knockback Protection
- (A) Theft of Essence - Chance for +Endurance
- (19) Theft of Essence - Accuracy/Endurance/Recharge
- (21) Theft of Essence - Accuracy/Endurance/Healing
- (21) Miracle - Endurance/Recharge
- (23) Miracle - Heal/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (27) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Accuracy IO
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance
- (31) Reactive Armor - Endurance
- (A) Multi Strike - Accuracy/Damage
- (33) Multi Strike - Damage/Endurance
- (33) Multi Strike - Damage/Recharge
- (34) Multi Strike - Accuracy/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (34) Multi Strike - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Touch of Death - Accuracy/Damage
- (36) Touch of Death - Damage/Endurance
- (36) Touch of Death - Damage/Recharge
- (36) Touch of Death - Accuracy/Damage/Endurance
- (37) Touch of Death - Damage/Endurance/Recharge
- (37) Touch of Death - Chance of Damage(Negative)
- (A) Reactive Armor - Resistance
- (37) Reactive Armor - Endurance
- (39) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (A) Rope A Dope - Accuracy/Stun
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Endurance/Recharge
- (40) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (A) Obliteration - Accuracy/Damage/Recharge
- (42) Obliteration - Chance for Smashing Damage
- (42) Obliteration - Damage/Recharge
- (43) Obliteration - Damage
- (50) Obliteration - Accuracy/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Mocking Beratement - Taunt
- (43) Mocking Beratement - Taunt/Range
- (43) Mocking Beratement - Taunt/Recharge/Range
- (45) Mocking Beratement - Taunt/Recharge
- (A) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Recharge
- (48) Eradication - Accuracy/Damage/Endurance/Recharge
- (48) Eradication - Damage/Recharge
- (A) Touch of Death - Accuracy/Damage
- (45) Touch of Death - Damage/Endurance
- (45) Touch of Death - Damage/Recharge
- (46) Touch of Death - Accuracy/Damage/Endurance
- (46) Touch of Death - Damage/Endurance/Recharge
- (46) Touch of Death - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Empty
- (50) Empty
- (A) Performance Shifter - Chance for +End
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (48) Miracle - +Recovery
- (A) Endurance Modification IO
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Sorry my work schedule didn't allow me to join. Hopefully I'll be around for next TT.
In the meantime, Tank on. "D -
On an all Illusionist ITF we mezzed the healing Nictus so that he started debuffing Rommie for us. Was amusing.
I've been on teams where most of the team focuses on killing the healing Nictus and a few others focus on Rommie. It's worked well enough that both the healing Nictus and Rommie die about the same time.
There are many different ways to approach the fight. -
Adding in Tough and Weave on a tank is like getting a second scoop of ice cream, with whipped cream. It's not "necessary", but I generally won't turn down the extras.
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I'd also like to point out that if you haven't purchased Going Rogue, the morality mission won't drop for you.
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All of the Above!
Er wait....
I found having a fire/fire tank in the lower levels worked really well. Healing flames provides some toxic resist and isn't end heavy like Dark Regen. Fire Aura will have all it's defensive powers available by lvl 12. Consume will help cover most end issues that inherent fitness won't. You'll be able to get a PBAoE with Combustion at lvl 4. Think that covers most of your early level wants.
I'm sure others will chime in, but in the lower levels Fire/Fire does quite well. -
What those other folks muttered about..... with a link!
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Generally I'll think you'd find most look at Siphon Life as a melee attack with a heal side effect. I went that direction on my Inv/DM tank. But, I also allowed for a different focus on my Dark/Dark tank and went for the set bonuses from 5 slotting the Touch of the Nictus set. Make of it what you will.
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Hey Dechs, it's because I keep putting the ' in the wrong spot, and writing was never my strength either.
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CMA. I'd echo what Dechs' said concerning your Dark/Elec. Also, given the choice between Cloak of Fear and Oppressive Gloom, CoF doesn't make the cut. I will take Cloak of Darkness. As mentioned, OG will stack stuns with Elec Melee as well.
Here's the first build I'd done for my dark/elec tank, pre-i19. It's not perfect, and I still need to revise it to an i19 build, but hopefully it will give you some ideas.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Stoirm Thoirni: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(43)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40)
Level 4: Murky Cloud -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResKB(27), RctvArm-ResDam(33)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(33)
Level 8: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(9), Erad-Dmg(9), EndRdx-I(15), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(13), GftotA-Def/EndRdx/Rchg(13), GftotA-Def(33)
Level 14: Super Speed -- Zephyr-ResKB(A), EndRdx-I(19)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/EndRdx(37)
Level 24: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(25), Theft-Acc/EndRdx/Heal(25), Mrcl-Heal(27), Mrcl-Heal/EndRdx(43)
Level 26: Oppressive Gloom -- RzDz-Immob%(A)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43)
Level 30: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(31), Mocking-Taunt/Rchg(31), Mocking-Acc/Rchg(46)
Level 32: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(34), HO:Membr(34), HO:Membr(34)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 38: Lightning Rod -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
Level 47: Electrifying Fences -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(50)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
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Level 1: Brawl -- Empty(A), Empty(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 0: LEGACY BUILD
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I believe it's still 10% of base endurance.
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A new smuggler's boat location or two in IP wouldn't be bad at all. The zone could use a little in zone travel help.
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Ok. My first thought was "only one attack till level 20?" Yikes. Fit at least one more attack early on and push Grant Cover back to 32 at least. I'd even hold off on getting One With the Shield till later, but that's just me.
I'm also one of those folks that strongly dislikes Focused Accuracy in a tank build, so every time Syntax42 drags it out I'll mention that I don't recommend getting FA. I think it's a huge end hog for what it brings to the table. Sorry Syn, but I'll agree to disagree with you on this.
This was a quick, pre i19 build I'd done for a SD/Axe Tank I have on a server I don't play on often enough. If nothing else, it should give you some ideas/directions. I might re-do it later today to an i19 build, but for now this might help you. It is by no means a perfect build, so don't take it as such.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Shield Axe: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (3) Luck of the Gambler - Defense/Endurance
- (5) Luck of the Gambler - Defense/Endurance/Recharge
- (9) Impervium Armor - Resistance
- (13) Impervium Armor - Resistance/Endurance
- (A) Crushing Impact - Accuracy/Damage
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Endurance
- (17) Crushing Impact - Damage/Endurance/Recharge
- (46) Crushing Impact - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (19) Mako's Bite - Damage/Endurance
- (19) Mako's Bite - Damage/Recharge
- (23) Mako's Bite - Accuracy/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) HamiO:Membrane Exposure
- (7) HamiO:Membrane Exposure
- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Resistance/+Def 3%
- (11) Steadfast Protection - Resistance/Endurance
- (11) Miracle - Heal/Endurance
- (15) Miracle - Heal
- (48) Regenerative Tissue - +Regeneration
- (48) Miracle - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (43) Numina's Convalescence - Heal
- (46) Miracle - +Recovery
- (48) Numina's Convalescence - Heal/Endurance
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Taunt Duration IO
- (23) Endurance Reduction IO
- (A) Crushing Impact - Accuracy/Damage
- (25) Crushing Impact - Damage/Endurance
- (25) Crushing Impact - Accuracy/Damage/Recharge
- (27) Crushing Impact - Accuracy/Damage/Endurance
- (27) Crushing Impact - Damage/Endurance/Recharge
- (A) Obliteration - Damage
- (29) Obliteration - Accuracy/Recharge
- (29) Obliteration - Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Recharge
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (31) Obliteration - Chance for Smashing Damage
- (A) Eradication - Damage
- (34) Eradication - Accuracy/Recharge
- (36) Eradication - Damage/Recharge
- (36) Eradication - Accuracy/Damage/Recharge
- (36) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Range IO
- (37) Range IO
- (37) Taunt Duration IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (34) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Multi Strike - Accuracy/Damage
- (39) Multi Strike - Damage/Endurance
- (39) Multi Strike - Damage/Recharge
- (39) Multi Strike - Accuracy/Endurance
- (40) Multi Strike - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance/Recharge
- (A) Multi Strike - Accuracy/Damage
- (40) Multi Strike - Damage/Recharge
- (42) Multi Strike - Accuracy/Endurance
- (42) Multi Strike - Damage/Endurance
- (42) Multi Strike - Accuracy/Damage/Endurance
- (43) Multi Strike - Damage/Endurance/Recharge
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (45) Impervium Armor - Resistance/Endurance
- (45) Titanium Coating - Resistance/Endurance
- (45) Aegis - Resistance/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) HamiO:Cytoskeleton Exposure
- (50) HamiO:Cytoskeleton Exposure
- (50) HamiO:Cytoskeleton Exposure
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 16: LEGACY BUILD
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A. Your damage aura will end up contributing as much to your overall dps as your main attack. Those small orange numbers add up when you're surrounded by a mob. Once you get Death Shroud you can confirm this using herostats.
B. If I recall correctly the fear from CoF can be broken every 5 seconds by dmg, so it should still have a reasonable effect. -
The new Titan Sentinel tool from the Coh Titan folks is very helpful for pulling your current live builds out to Mids. It's much easier then trying to replicate them from memory.
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That's certainly an option, but it requires zoning two more times to accomplish that. I'm sure for some that might take even longer then just traveling to the south. An added tram terminal wouldn't require zoning between the current tram and an added tram, saving time.
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Simply put, Independence Port would benefit from having a Southern tram terminal. I know this idea has been brought up before, but with the combining of the Green and Yellow tram lines I'm surprised on one has mentioned this recently. At least not that I've noticed.
Part of the reason I tend to avoid doing much in the way of content in IP is because of the travel time from one extreme end to the other, especially if some of the usual shortcuts, like mission tp, aren't up. With the combination of the Green and Yellow lines it make it so much quicker to go from one end of Steel Canyon and Skyway, I can only see this benefiting the player base and making IP more user friendly. -
I suspect it's mainly to keep people from abusing... er using emails as additional storage space, more so then the already can and do.
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If you've only got -4kb protection, Fake Nemesis attacks will also make you bounce around.
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Quote:Reiterating what's been mentioned.Scenario: You're face to face with a critter wielding a sledgehammer.
You have:
3.75% Smashing/Lethal Defense
and
3.75% Melee Defense
Which one of those defenses protects you?
If the attack is flagged smashing/melee either would apply. (the game would look for the higher number between the two.)
If the attack was flagged smashing/aoe, the smashing defense would apply.
If your defensive numbers were 3.75% S/L and 3.5% melee and the attack was flagged smashing/melee, the Smashing defense would apply.
Again, depending on how the attack was flagged the higher defensive number would apply. Hope that helps if you hadn't already sorted it out.