Rangle M. Down

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  1. Quote:
    Originally Posted by McBoo View Post
    Why do I feel like the booster pack name should be changed to "On the Center Stage"?


    >
    I keep thinking Super Booster Pack XXX: Bow Chicka-bow-wow!
  2. Quote:
    Originally Posted by theOcho View Post

    If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.




    It's a Lovely "Knight" piece Lord Nemesis, but we don't have a chess board big enough for you to use it on at the moment. Lord Recluse has already booked that room.
  3. Quote:
    Thanks for the build. I have a question regarding both of yalls builds. On Stamina you both just placed one performance enhancer then left the rest to be normal enhancements. Which puts my Recovery at 187 and Regeneration at 3.62. With the four slots there all going to the Performance enhancer I would get the same Recovery, but my Regeneration would be a slight higher with 3.63. But then I would also get the HP bonus from the set.
    Either way is viable. You'd need to decide if that small of a bonus is worth the extra time, expense, and effort to achieve. I'll work in those minor bits if it doesn't harm the overall build. Eventually those small bits can add up.
  4. Rage lasts 120 seconds. According to Mids, with the build I suggested as a starting place, Rage should recharge in about 102 sec's without hasten up. So yes, you should have perma rage. Hasten will make the recharge much quicker. Some where in the high 70 to low 80 seconds.
  5. Sorry. I hadn't noticed that this wasn't included. Glad I hadn't closed down the rebuild.


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  6. First few thoughts on both builds. I suspect you'll find yourself going through endurance quite quickly. That much recharge with not nearly enough end recovery and not enough end redux in a few of your attacks.

    Personally I'm not a big fan of using the leadership pool on tanks, but I can see how Maneuvers is helping you soft cap. First of all, I'd switch out Taunt for Tactics and slot it with Mocking Beratement.

    I'd also take a few slots from a few places and 6 slot rage with the Gaussian's.

    I think you've over slotted your earlier defenses on your first build, and under slotted them on your second build.

    Although Oblit's are great for damage/recharge and are perfect for Shield Charge I think you need better end redux on a power like Foot Stomp. I'd 5 slot it with Scirroco's to get the 3.13 % AoE defense set bonus and then find a Damage/End IO from another set.


    This is taking what you've got in both builds and making a bit of a mash up between the two and throwing in my "two cents". I'm still not sure that you'll avoid endurance problems even with this build, but you'll stay soft capped and I think do more damage. If nothing else it might give you a few ideas.

    Hero Plan by Mids' Hero Designer 1.703
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(25), ResDam-I(25), LkGmblr-Def/EndRdx(46)
    Level 1: Jab -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(27)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(37)
    Level 16: True Grit -- Mrcl-Rcvry+(A), RgnTis-Regen+(17), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(21)
    Level 18: Against All Odds -- EndRdx-I(A), Taunt-I(50)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23), P'Shift-End%(27)
    Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
    Level 24: Boxing -- C'ngImp-Acc/Dmg(A)
    Level 26: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(31), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40), S'fstPrt-ResDam/Def+(43)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(36), GftotA-Def/EndRdx(45)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 47: Grant Cover -- LkGmblr-Rchg+(A)
    Level 49: Laser Beam Eyes -- Dev'n-Acc/Dmg(A)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
  7. Along these lines, being able to do loincloth's like the BP Shaman's would be nice.
  8. Rangle M. Down

    Dark/Dark Tanker

    BotZ's set bonuses will be reduced beyond 50%, but that's another discussion.

    First off I noticed you've grabbed a lot of set bonuses that give you more melee then s/l defenses.

    For example you can get the same 1.25% s/l defense with 4 slotting Reactives in Dark Embrace for the 6 slots your currently using. You'd get more mileage if you moved two of those slots to taunt and 4 slotted Mocking Beratement. Maybe pull the Steadfast Res/End off of Murky Cloud to get that 4th slot. The extra defense is worth loosing the minute .03 end/sec set bonus you get from the two Steadfasts.

    I don't see ANY kb protection what so ever. Grab a Steadfast, Karma or even BotZ -kb or you'll be being bounced all over the place. 4 kb protection covers most of the game, but you can still get bounced a bit. The usual thought is either go for 4 or go for 12 kb protection.

    Personally I think you've under slotted both Siphon Life and Dark Consumption.

    Those are my first thoughts. As always YMMV.
  9. Kinetics + Ninja run = awesome travel.

    With Inertial reduction and Ninja run you get capped Jump speed and height.
    With Siphon Speed + Ninja run you get better then Superspeed's run speed, and with two applications of Siphon you will cap run speed.
  10. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Can you really do just ninja run effectively?

    On ninja run, I lover it personally, but all my friends in my SG say you NEED an actual power.

    Ninja Run is a weaker cross between SJ and SS really.

    My lvl 15 tank without a swift and no run slotted in sprint gets 39.59 mph.

    Another tank with swift and run single slotted with run SO's gets 48.98 mph, and a jump height of 30.4 ft. His SJ, which is currently slotted for end redux gets 48.65 mph with a jump height of 108 ft. Similar speeds, but not as much building clearance.

    Another toon with SS slotted for end redux gets 65.15 mph without sprint, 72.31 with sprint, and with hurdle instead of swift gets a jump height of 11.27ft.

    Flight speed itself maxes out at 58.63 mph.


    So yes it can be a viable travel power in some ways. It has allowed me to put off Flight/SJ/SS till later in builds. I don't have a toon yet that having Ninja Run as the main travel power fits as a concept.
  11. I have several "natural" characters that are Alien to this planet so their species natural abilities cover their travel powers. A few of the others cross into the sci/tech areas for theirs. Ninja run covers one or two of them.

    Cars/Motorcycles, etc fall into the tech side. Not high tech, but still tech.


    I'll echo McBoo in wishing there was a different standing pose for Ninja Run. I'll turn it off if I'm stopping anywhere for more then a moment because it just doesn't look right to me. But that's my quibble.
  12. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    With the option of a full respecification happening, and the sheer apparent hatred of the idea out there, I have come up with another idea, that I am sure some one has thought of.

    With city of heroes I try to create the concepts I have outside of game. This usually isn't limited to 2 powers that one would consider primary or secondary. For example, you have one charater that normally uses claws and replexes, but when they get pissed, this power expands to use spikes, and taps into their darker nature and changes to dark armor. A natural and technical type could change out weapons, armor, and gadgets. The iron man cartoon comes to mind where he changes out which armor he is using seemingly at a moments notice when not in combat. There could also be animations for this actions of power switching, such as a weapon's rack popping up, maybe like The Matrix, where the hero puts away his dual pistols and pulls out a rifle.
    I don't think you truly understand, there is no "hatred" for the idea of full re-specification. What we have is an understanding that the concept of "full re-specification" is contrary to what the developers have chosen to make a large part of the game; Alts! All you're proposing here is the same idea, just in sheep's clothing.

    As for the "Interchangeable Powers" aspect, this is where you can use Costume slots and Power customization to create different visual effects. I have characters that have Day/Night costumes where I've changed the look of their powers as well. My Broad Sword scrapper uses different costumes/swords depending on who he's fighting against, etc.
  13. I've enjoyed playing my Inv/DM tank so far. He's a bit slow soloing, but great on teams. I'm still debating on what his final build will end up being but I'll post what I've got so far. Right now he's lvl 39/40 ish and is pretty sturdy in most missions.

    First of all this build will make him soft capped to S/L defense with one in range, and Energy/Neg with two in range so it's not perfect by any means. Some of the set's I've chosen are better for positional vs. typed bonuses so I certainly could do better on typed bonuses. Again, this is where I'm currently leaning and might give you a place to start.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Comrade Polar Bear: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 1: Shadow Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(43)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 4: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(13), Erad-Dmg(40)
    Level 6: Swift -- Run(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(11)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(37)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Winter-ResSlow(A), Jump(15)
    Level 16: Health -- Heal-I(A)
    Level 18: Invincibility -- GftotA-Def(A), GftotA-Def/EndRdx(19), GftotA-Def/Rchg(19), GftotA-Def/EndRdx/Rchg(23)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(29), S'ngH'mkr-Dmg/EndRdx/Rchg(29)
    Level 26: Tough Hide -- GftotA-Def(A), GftotA-Def/EndRdx(27), GftotA-Def/Rchg(27), GftotA-Def/EndRdx/Rchg(43)
    Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(40)
    Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(33)
    Level 35: Dark Consumption -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(45)
    Level 38: Midnight Grasp -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39)
    Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Chilblain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
    Level 47: Ice Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg(48)
    Level 49: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 0: Ninja Run
    Level 1: Single Shot



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  14. Quote:
    What is the chance of having a "wipe clean" respec for a toon to repick powers or Archtype. I have been told the reason is no heroes ever change their powers. I have to disagree on that. Superman Red/Blue or Guy Gardner and their are a lot more. A vetpwr?

    Posi - The reason isn't that those characters don't, it's more that a complete overhaul invalidates a ton of work we've put into making the game alt-friendly.
    Emphasis mine.
  15. One major note:

    Without rage stacked you will suffer from the defense and endurance crash. You can't avoid the -dmg.
  16. And as always you can set it up so you can monitor your last chance to hit and see what you're really doing.
  17. Thanks again to everyone for the B-day wishes.
  18. Death Shroud! A. it's a nice PBAoE Taunt Aura helping you control aggro. B. even though it's small orange numbers, those numbers add up to the point it can be one of your most damaging attacks. Yes it is end heavy, but like most powers, slotting can take care of that.

    I believe my Dark/Dark tank has Death Shroud 6 slotted. Right now she's running 8-9 toggles, including Super Speed which I turn off during extended fights, and does well enough with endurance. Unique IO's certainly have helped. I did not take either OG or CoF.
  19. I suspect Open Beta started 10 minutes ago.
  20. I don't believe I saw this mentioned and if it has I'm sorry for repeating it. With binds you can set it so that a down key press will do one thing and the release another. You will need to pause in the middle to allow events to occur, but it can be done. I don't recall of the top of my head how to do this, and I'm not sure that it's practical in the midst of a fight.

    I have seen this used to shift between hover and flight with out having to use the power trays, or even toggling on/off Super Speed for quicker movements without the constant end usage of flight/SS.
  21. Kinetic Melee should end up filling that "TK melee" roll.

    It doesn't bother me that Dark Armor doesn't cap either negative energy or psi resists as you get large doses of both.
  22. I think we mustn't forget that the OP was looking for Tank suggestions for a Tank/Blaster duo.
  23. I'm throwing in my suggestion of Fiery/Fiery for the duo.

    At lower levels you can get your main defenses by lvl 12 allowing for greater flexibility in secondary/pool power choices earlier on. Yes you'll need some help with kb protection, but that can be relatively easily achieved through IO's. Adding in Tough and/or Weave in the later levels makes it that much sturdier.

    Although it's argued that it's lost it's reign as the most damaging tank to SD, you've got two things SD doesn't have; a +end power in consume, and a self heal in Healing Flames, both of which can keep you going.

    Fiery Armor is by no means the sturdiest tank without a bit of work, but it can do quite well without being IO'd to the gills.

    Finally, even without having taunt on my fire tank I've been complimented by fire/fire blasters for keeping them alive.
  24. As much as I'd like to be there for the TTJ I'll be at work until 6:30/7pm pst and will more then likely miss most, if not all of the event.