Rangle M. Down

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  1. It would be interesting to try out Moonfire, Hess, or even Manti for the Ice event. Something with KoA would show how well Ice Aura deals with the caltrops and slow effects. Doesn't Indigo do KoA missions?
  2. I'm surprised I missed this thread on it's first go around.

    Include me in the list of folks who would like to see a dark/dark blaster set.

    I would also agree with the idea of Cloak of Darkness over Death Shroud.

    I would think Dark Regen would be a bit OP'd and it might make sense for it to be replaced with Siphon Life if you go this direction. Similar idea, but not as strong as the Dark Regen can be towards survival.

    Go Dark/Dark for Blasters!
  3. Quote:
    Originally Posted by Blaksson View Post
    Why is everyone acting like it's an "either or" situation with Typed and Melee defense?

    My Fire Tank went with both. All of the sets that give one of those also give half that to the other. I slotted 6x Obliteration in Blazing Aura, Consume, Fire Sword Circle, Rise of the Phoenix, and Combustion. I slotted 4x Kinetic Combat in Scorch, Fire Sword, Boxing, Brawl, and Greater Fire Sword.

    That's 28% defense to S/M/L, combined with slotted Combat Jumping, Weave, Steadfast +3%, and Maneuvers (the only leadership toggle I took), I find I don't get hit much.

    When I do get hit, I have enough recharge that my Healing Flames is up in about 17 seconds. (Obliteration has the 5% rech in it, and Combat Jumping, Weave, and Maneuvers all take LotG +Rech)

    The other consideration for basic survivability on a Fire Tank is actually recharge. You're more scrapper than tanker, Fire Armor's the most offensively oriented set, and getting that heal up quicker does more to boost your survivability than any other power in Fire Armor. (50% heal every 20 seconds equates to a lot of resistance/defense but I'll leave other more math oriented forumites to prove or disprove the point.) Getting Footstomp up faster can only help you, too.

    If you can get both S/L and M to 38% cheaply, then I wouldn't sweat it too much past that. I, personally, would not favor one over the other, if it's a choice between EITHER S/L OR M, then I'm going Recharge.
    I don't think of it as an either/or situation. Working on S/L also gives you some Melee, but not as much. Going for Melee bonuses gives you some S/L bonuses, but not as much.

    S/L Bonuses can be had in 3-4 slots, Melee bonuses usually come in 5-6 slots. If you've got plenty of slots to work with you can work towards whatever you want. If you're tight on slots working towards typed bonuses can be achieved with less slots.

    Unless my character starts with a ton of Positional Defense I prefer to work on typed defenses: S/L, E/N then F/C and Psi because I can get those bonuses using less slots, and some times bonuses in two areas in a six slotted power without gimping.

    Again, that's my personal preference. If what you do works for you, it's all good. As always YMMV.
  4. I'm repeating a suggestion made by someone else: Make a back room for both the AH and BM that has power suppression in it.

    This isn't the first time this has come up.

    In the future please use the forum search function. You'll get less nasty comments that way, not that you've gotten any yet.
  5. The funny thing is this, my wife and I both have Ice/Mace tanks on Justice. If we're not busy we will be at the TTJ with them.
  6. General thought concerning defensive set bonuses:
    You can generally get Typed defense set bonuses using less slots than you can get Positional defense set bonuses. (3-4 vs. 5-6) Although it's not 100% accurate as there are some that will give small positional bonuses with 3, but that's the exception to the rule. Those typically come with larger typed bonuses at 3 slots.

    If you're starting from scratch, like you would be with Fiery Aura it's easier to go with typed. There are some who firmly believe that Melee Positional is better, so YMMV.

    Smashing and Lethal attacks are estimated to be included in about 70% of the attacks out there so it's usually best to focus on S/L first, then En/Neg, followed by Fire/Cold and Psi.
    If you're going to focus on +HP, Regen, I'd include getting lots of recharge/+end/recovery as well. Get Healing Flames and Consume up as often as possible! Get more +HP first before +Regen as the +HP will have a bigger impact on both your survivability and Regen then +Regen alone. With a large amount of recharge you'll need to make sure you've got enough +end/+recovery as well so that you don't burn through your blue bar. Again, focus on +end then +recovery.

    Hope this helps.
  7. The Tanker Tuesday on Justice will be having an Ice themed event "Summer Freeze". (Unless Nuclear changes his mind.) Bring out your Ice Aura or Ice melee tanks.

    As always an Ice Aura or Ice Melee tank is not required for the event, the idea is to showcase Ice's ability to tank. So if you've got one on Justice bring it on out to play.
  8. Rangle M. Down

    hey Dechs...

    Howdy Carlin.

    I think you've got most of the right elements in the build, but not where I would have grabbed them.

    Rage can be chosen at level 28 and I grab it immediately on all my SS tanks. SS is slightly underpowered until you get Rage going. I would have grabbed Knock out blow at Level 22 as well. I tend to put off Tough/Weave until the early 30's if not later. I didn't put weave on my SD/SS tank until level 44 and didn't feel like I was late getting it. As always YMMV.

    Active Defense should not require 3 recharge redux to keep it up so you're wasting a slot there.

    Tough should have one end redux in it.

    I'd also make sure I had at least one end redux in these attacks: Jab, Boxing, Shield Charge, and an additional end redux in Knockout Blow. You're attacks will chew through your endurance if you don't have some sort of end redux in them.

    From this point are you looking to IO the build? It isn't all that hard to Soft Cap a SD tank. IF you are looking to IO your build, what do you wish to focus on?
  9. Rangle M. Down

    hey Dechs...

    Hm... I guess I should start a side business on builds.

    Nah.
  10. Rangle M. Down

    hey Dechs...

    I recently created a DA/ELM tank myself and made sure to set him up with a low level "Theft of Essence: +chance for Endurance" IO to slot in Dark Regen ASAP.

    Thank goodness for the recent changes to e-mail.
  11. Rangle M. Down

    Lvl 18 Dark/Dark

    I enjoy my Dark/Dark tank. She hit level 50 a while ago and I still have fun playing the toon. I have spent some time IO'ing her out and have a ways to go, but I'm currently sitting in the 30's on s/l defense, ~70% s/l resist and can run 8 toggles without any endurance issues. Eventually she'll be very close to soft capped, but altitis keeps distracting me.

    I just finished using the toon as part of the Yellow Aggro on a Hami raid and was quite pleased at how well the toon did. If you take a look at Dechs Kaison's thread you can see the full potential of Dark Armor.

    I did go the Hasten/SS route so that I could get Dark Regen, Dark Consumption and Soul Drain up quicker. The Theft of Essence; Chance for +end is highly recommended in Dark Regeneration.
  12. Quick FYI, the Kismet +Accuracy is really misnamed as it gives you a +6% to your to-hit bonus. And a +to-hit is > +acc bonus.

    See the wiki site here for an explanation of why. If you're bad at math it might be a bit confusing.

    As an aside, I have a lot of fun when I drag out my Ill/FF troller. Recently did an all Ill ITF and had a grand time. She's not great for farming, but she's does well as a support toon.

    Here's an example I grabbed from the wiki site that is probably the simplest explanation.

    Quote:
    Consider an unbuffed, unenhanced attack that hits 30% of the time. If it got a +50% ToHit buff, its hit chance would rise to 80% (30 + 50). If it got a +50% Accuracy bonus instead, its hit chance would only rise to 45% (30 + (50% of 30), which can also be written 30 × 1.5).
  13. Quote:
    Originally Posted by SPiNE View Post
    Don't know what you're talking about. Both Stalkers and Scrappers get Earth Melee. The question is, are YOU smoking something?
    Must be some really good meds there. You might want to lower your dosage.

  14. Quote:
    Originally Posted by SPiNE View Post
    I am Earth Melee Primary so I have Fault and Tremor to hold aggro as well as keep mobs on their back almost 100% of the times.
    If you're going to want us to take you even half serious, you really should get your facts straight. Tanks don't get "Earth Melee" as a primary. Nor do they get the correctly named "Stone Melee" as a primary as it's a SECONDARY power for Tanks.

    And Scrappers getting "Earth Melee"? What is it that you're smoking? I want to know so I can avoid being around someone who is...

    Now Brutes on the other hand do get Stone Melee as a primary... maybe that's why you're all mixed up.

    And FYI, the only reason I'm bothering to mention either of this is in case someone does come through and for one second thinks you're even partially correct... beyond that, your posts are pretty lame. But you knew that.
  15. Interestingly enough, logging back in the UI did show the progress and the badges being rewarded. Minor thing it seems, but an odd one none the less.
  16. I logged into one of my characters this evening and was "rewarded" two badges.

    Time Lord and Cimeroran.

    But neither showed on my recent badge list. Neither show progress in the badge UI. Both show up graphically in the character information window.

    I don't recall seeing any mention of this bug if someone has already mentioned it. I apologize if this is a repeat.

    A couple of screen shots to show what I mean.

    Time Lord Accolade:

    http://img41.imageshack.us/i/screens...709211415.jpg/

    Recent badges Awarded without Time Lord or Cimeroran listed, but you can see the Time Lord badge in the character information window.

    http://img822.imageshack.us/img822/1...0709211445.jpg

    I've logged out of the game and will log back in to see if that "fixes" the UI information.
  17. The Dark/Dark is already set with three -kb IOs so that part is covered.


    The sound of not communicating? Silence or DOOOOM! "D
  18. Last Wednesday I used my Stone/Stone tank as "hami bait" on a successful raid. Nuclear Medicine was gracious in letting me take the aggro for his usual Wednesday raid on Justice. It was a fun and interesting experience. I can see why everyone was suggesting WP and +regen.

    I've got a few more tanks in the wings I'd like to try it out on. I'm leaning towards my Dark/Dark once I get a bit more research done. I think she'll be fine with the Mitos. Hamidon might be a bit "prickly" for her.

    Thanks again for everyone's input. Hopefully other players have gotten a better idea of what is needed to participate with their tanks.
  19. Quote:
    Originally Posted by SPiNE View Post
    I agree with the thread title, Dark Armor does suck and it cannot tank ANYTHING. NONE.

    Edit: And I really do mean NOTHING when I said NONE.

    Hmmm.....

    Someone's not paying attention.

    Properly built, especially using IO's, any tank can tank most content.

    Including Dark.

    Sometimes that means additional buffs from team mates, sometimes that includes inspies.

    Sorry you feel the need to say otherwise.
  20. I can get you over the s/l soft cap easily.

    Lose a few slots in OG and 4 slot taunt with Mocking Beratement. Only 4 slot Tough with Reactive Armor. Take the second slot in Combat Jumping and the extra slot from tough and put them both into Weave. Add a third def. and an end redux in Weave. Should set you at 45.9% s/l with just a lvl 30 def. IO. You could also get a little help with your endurance if you 4 slot GotA in Weave instead of the def. IOs.
  21. Given the choice to skip one power from Electric Armor I would skip Power Surge instead of Lightning Field.

    A damage aura on a tank is one of the most damaging and end efficient attacks that you'll have. Check hero stats to see. Those small ticks of damage in Lightning Field add up, and even more so on a fully aggro'd mob. It is also your taunt aura which makes it easier for you as a tank to hold aggro. The other bonus of LF is that it slowly drains your opponent's endurance, which in a long fight will end up acting as a bit of mitigation.

    Power Surge is nice, but I'm not a fan of powers with that much of a crash. I prefer to build for +def, +hp, and +regen on a resistance tank. Enough +def and you'll rarely need an "uh oh" button like Power Surge.

    Of course YMMV.
  22. Quote:
    Originally Posted by LSK View Post
    I think you miss read the beginning of the thread he wanted to know how to tank Hami, not the mitos, which he already knows how to do. He has never tanked Hami itself and wanted to know the best way to do it.
    Actually, there were several parts to my OP. I did ask for better specifics of the minimum required for tanking the mitos as well as questions about tanking hami.

    This was for a couple of reasons:

    My Dark tank's taunt range is a bit over 80' compared to my Stone and SD tanks where both sit with over 100' range on taunt. I wanted to make sure 80'+ was enough.

    Having lead a few Yellow aggro teams I also wanted to know if it was necessary to make sure that the tanks on the team not only had taunt, but some sort of range modifier as well to get them beyond the default 70' range of taunt.
  23. Quote:
    Originally Posted by PumBumbler View Post
    *watches PSL /em poleslide2*

    *goes blind*

    Uhm... Why did you watch? I barely caught a glimpse and the doctor says my eyes might recover in week or two. I'd hate to know what would have happened if I'd "watched"......
  24. I'm a little on the fence with Burn right now. I ended up dropping Burn on my Fire/Fire tank because it bugged me that the mobs kept running away in fear.

    Conversely, I'm giving it another look/see on my Fire/SS tank and I'm not as bothered by the fear as much as I had been before. I've found that hitting burn at the right time gives me a bit of mitigation on the incoming damage. It's been helping the tanks survivability quite nicely.

    I haven't checked out hero stats to see how it's performance compares to my other attacks.

    Seeing how it's helped the Fire/SS I'm considering reworking it into my Fire/Fire tank's build.