Rangle M. Down

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  1. Quote:
    Originally Posted by dave_p View Post
    Dark is synonymous with neg damage in this game though. Each elemental armor caps against like element damage, except for Dark. I always thought that was kinda... weird. Hell, even Ice, which is a primarily defensive set, caps to cold damage, you know, even though it's not called Cold Damage Armor or anything.
    So what we should be asking for is Mental Armor that caps resistance against Psi!

    Personally I enjoyed taking my Dark/Dark tank to lvl 50 for the most part. There were certainly times the endurance costs drove me nuts, but it's still been an entertaining ride. Like with Fiery Armor, having added in Tough helped.

    As was mentioned, Dark Regeneration is amazing when you've got a crowd around you. Not so great if your accuracy is being de-buffed to the point you're not hitting anything.
  2. Rangle M. Down

    Hit Point Cap

    I'll have to double check but I believe if you slot it correctly: using Dull Pain will get you to the HP cap. Getting it "perma" keeps you there of course.
  3. I think this thread needs to be STICKIED!!!!!!!!




    Just kidding of course. I agree, some stickies must go!
  4. Rangle M. Down

    Scrankers

    My Fire/Fire/Pyre might be considered a scranker because of the power sets, although no one has ever accused me of it. I've certainly focused more on his defenses then damage bonuses.

    I can see a SD/ELM getting accused of being a scranker.
  5. Tanker Tuesday Justice on the 13th?

    Smash themed? If I'm available, which tank to bring?

    Stone/Stone?
    SD/SS?
    Fire/SS?
    Ice/Mace?

    Hmmmmm...... must think about this.....
  6. As much as I'd like to bring Rangle M. Down, my lvl 50 Grav/Stormie along for the ride, I'm not sure if I'll be available Sunday to do the ITF.

    Have fun as I'm sure it will be.
  7. Rangle M. Down

    Freeform Respecs

    But it ups his post count and makes him happy.


    Btw. I still like this idea and I hope something like this will be incorporated in the future.

    Even if it will "nevah happen"... eh hem.
  8. I haven't had time to really break down your latest build nor to make suggestions, but if I recall it's not soft capped to anything anymore. Getting to the soft cap will help immensely.
  9. Ok.

    I admit it.

    I like the whole "I can has cheezeburger" thing, also known as Lolcats.

    I saw this today and couldn't help but think of someone on the Justice server. I think you can figure out whom.
  10. Here, let me help CMA.

    Lvl 50 Fire/Fire, Stone/Stone, Dark/Dark
    Lvl 46 SD/SS
    Lvl 37 Inv/Dark
    In the twenties Fire/SS and Ice/Mace
    A lowbie that's currently WP/ELM but I think I'll switch him over to Kinetic Melee.

    Mind you that's on one server.

    Because of the TT series I also have on various servers the following tanks none of which have gotten over the mid to lower 20's, if that: SD/ELM, SD/Drk, SD/Axe, WP/Fire, another Stone/Stone, WP/Mace and one or two I'm forgetting.

    Need Moar Tank!
  11. A few additional thoughts.

    A. ORACLE is correct: Stealth's defensive bonus will drop by 50% once you start fighting, if I recall the numbers correctly, dropping you just under the soft cap on Ranged/AoE. So instead of 6.28% you should expect to see 3.14% once you're in a fight.

    B. Blessings of the Zephyr set bonuses are being reduced in i17 so you will only be getting a 1.25% bonus to your ranged defenses from it. If you wanted to you could take the second slot from Fly and move it to Jawbreaker. Slot Jawbreaker with Mako's to get the 3.75% Ranged bonus that you won't be getting from the two BotZ's.

    C. The Numina's unique will give you continuous bonuses if you slot it in Health instead of SoW.

    D. You'll probably chew through your endurance fairly quickly with the slotting you've got on Crowd Control. Oblits are great for slow recharging powers like Shield Charge, but you're not getting enough end redux on CC with the amount of recharge you've got going on. Slotting Multistrikes would help with that, plus would help keep your AoE defenses very close to being soft capped after you start fighting.


    More food for thought.
  12. Any particular reason for the enhancements being at the levels that you're showing?

    What are your main goals for the slotting? Better defense, better end redux, better dmg, best combination?



    Bah. For some reason I'd read that you had the Fury in Blazing Aura... I'm a dork. Sigh...
  13. If you would consider electricity as an element:

    Ice/Elm/Earth Mastery
    Elec Armor/Fire/ with Arctic or Earth Mastery
    Fiery Aura/Elm/ Arctic or Earth Mastery
    Stone/Elm/Pyre or Ice Mastery

    etc.
  14. Rangle M. Down

    For Peep

    That is hilarious.
  15. Rangle M. Down

    Will/SS Build

    Quote:
    Originally Posted by zII_HITMAN_IIz View Post
    Here's a new one...........



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    Aid self for a WP tanker? Uhm... I can see it for a SD/ tanks as the set has no heals, but unless you're PvP'ing I can't see it being needed for well built Willpower tank in PvE.

    You also seem to feel there is a need for two travel powers, which again seems very very PvP.

    Personally, unless you've got Vet attacks I'd hate to solo on this toon at lower levels.

    Again, why the need for recharge in RttC? It's a toggle, and unless you've gotten mezzed or killed, you aren't going to be turning it off and on. You can ED cap both the end & heal by using the Miracle, Numina's, Doctored Wounds, and Harmonized Healing's Heal/End enhancements. Using the Panacea instead of the Harmonized Healing gives you an extra .1% extra regen. The want/need for recharge is again VERY PvP.


    If the OP was looking for PvP build your direction/suggestions would probably be quite helpful.

    If the OP was looking for a PvP build we would send him to the PvP forums to get such assistance.
  16. Rangle M. Down

    Will/SS Build

    Quote:
    Originally Posted by sherlockho View Post
    I Have just one comment to make on this debate;

    Fighting is NOT a must for a tanker in general. My only level 50 is an INV/SS and someone convinced me to take the fighting pool and 99% of the time I never use it, but since I hate respecs it will be there.

    I am currently working on a WP/AXE tank and have no intention of taking the fighting pool as it appears to be a waste of endurance and powers to me, at least on my Inv/SS anyway.
    Nope. Fighting isn't a must for a tank, but it can be a nice bonus. Tough has taken my Fire/ and Dark/ tanks to 70% s/l resist and Weave has gotten their s/l defenses into the mid to upper 20% helping their survivability.

    Tough and or Weave on my stone tank would be useless at best. I could see someone wanting them if they didn't want to run in Granite all the time, but even then Granite makes a great "oh s**t" button.

    I can still soft cap any of my SD tanks without Weave if I choose to do so, and I may on a couple of them.

    As for a WP tank, for me it would depend on whether there was something that would work better for the tank or not.

    So again, the fighting pool isn't a must for a tank.
  17. Rangle M. Down

    Will/SS Build

    Take a look at this build and see how it compares. I don't know if this would work better for the OP or not, but it takes your main idea Hitman and removes the more expensive PvP IO's and I personally think that it's a better build. Hopefully others will too.



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

    Click this DataLink to open the build!

    PvE WP/SS: Level 50 Mutation Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), ResDam-I(3), ResDam-I(3), Heal-I(5), Numna-Heal(5), Numna-Heal/EndRdx(7)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(31)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
    Level 4: Fast Healing -- RgnTis-Regen+(A), Mrcl-Heal(13), Numna-Heal(13), Numna-Regen/Rcvry+(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(17)
    Level 10: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), S'ngH'mkr-Dmg/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(21), LkGmblr-Rchg+(23)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Mrcl-Heal/EndRdx(25), DampS-ToHitDeb/EndRdx(37), Taunt-I(37)
    Level 18: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(27), Efficacy-EndMod/EndRdx(27)
    Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(31), Mocking-Acc/Rchg(34)
    Level 22: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(34)
    Level 24: Health -- Heal-I(A), Heal-I(34), Heal-I(36)
    Level 26: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(50)
    Level 32: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 35: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 38: Hurl -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45)
    Level 41: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dmg/EndRdx(48)
    Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(50)
    Level 47: Super Speed -- EndRdx-I(A)
    Level 49: Strength of Will -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  18. Rangle M. Down

    Will/SS Build

    I'll throw my two cent's worth in here. There is going overboard and your build goes a bit overboard Hit.

    10 kb protection covers most of the game. 14 kb covers probably 99.9% of the game. More then that is PvP needs, not PvE needs.

    Besides it's typed defenses WP's biggest strength is it's ability to regen. The high regen helps make up for the lack of overall resistance. You're build with one in range gives around 61.6 hp/sec, the other build around 75.9 hp/sec. Pushing that to 5 in range: yours-78.5 hp/sec vs. 97.2.

    Thirdly, the use of the PVP enhancements doesn't make sense either, much less some of your enhancement suggestions either. Health doesn't get better with the three IO's you've put in their compared to three straight lvl 50 IO's.

    RttC would be better off with three Heal/End redux IO's since it's a toggle that you'll rarely need any recharge on. The Panacea one would give better results than a Miracle, but if I recall it's quite expensive.

    The Gladiator's Armor in Tough? You're already over the top on +recovery and kb resistance and adding in more expensive PvP IO's to get set bonus' the build doesn't need? Again, it doesn't make sense for a PvE build.

    One final thing, I understand you wanted to make a "tough as nails" tank. But having no attacks until later in the build just makes the tank a boring meatshield that isn't contributing to the speed of the team. Defeating your enemies contributes to your survival.

    It's not that I think you're on the wrong track, but I don't think it's as good as you believe it to be.
  19. Quote:
    Originally Posted by Lemur Lad View Post
    I've talked to Castle in the past about Attraction (reverse repel) effects, and he freely admitted it would be awesome and give him a lot of cool options (can you imagine the Plant pet if he dragged people into his maw instead of just rooted them and plinked them with thorns?).

    Unfortunately it's something the system currently isn't capable of. He was distinct about that. Didn't say it wasn't capable or that they'd never work on it, just that it couldn't at present. And to be absolutely clear he never hinted they were planning to work on it either. I still have my hopes though.

    There are a few of us who've had similar conversations with Castle about this. Same answer though.
  20. FYI, I've seen an Emp Defender using a long range attack keep Lord Recluse busy while the rest of us, including the tank, took down the towers. Shocked the heck out of me since I'd always seen tanks take him on, but I ended up impressed by the strategy.


    So yes, you can do it just fine without a tank or without the tank taking on Recluse.
  21. Happy Birthday!


    I made it larger so he doesn't have to use reading glasses to read it.
  22. Rangle M. Down

    Kinetic Melee!

    No clue if this would be correct, but I can imagine some "Kinetic Melee" attacks having a -recharge/-spd on target with a +spd/+recharge for our toons.