Rangle M. Down

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  1. An additional note: It looks like you've only taken ONE attack until you reach lvl 16... Boxing at lvl 10 doesn't really count especially if you're only going to one slot it. Since you're not taking Tough till lvl 38 you can switch it out for one of your secondary attacks that you take much later. I can see why it takes so long to defeat anything. Grab more attacks earlier! At least a SECOND attack by lvl 6 at the latest.

    Grab Shadow Maul at lvl 10 if not at lvl 6 and put Hurdle at lvl 10. Put Siphon Life at the now empty lvl 16 and shove Boxing way back to lvl 32... ish.

    If you've got veteran attacks like Ghost Axe/Sands of Mu or Nemesis Staff/Blackwand you can hold off getting a third till later, but I usually don't recommend that.


    BTW: Stamina at lvl 20. I recommend that.
  2. Quote:
    Originally Posted by Finduilas View Post
    You're both missing the point...why does it matter what value Invinc has with 0 in range, since 99% of the time you'll HAVE a least one foe in range, even in the case of AVs. (AFAIK, AVs *do* count as a foe in range.)
    True, but a lot of folks like to know they're soft capped to ranged and targeted AoE attacks even when they're not getting Invincibility's defensive boost. I don't worry about it personally.

    Quote:
    Rangle, from what I've seen on the real numbers in-game, Mid's is working as it should; Invinc provides zero defense if no foes are in range. Providing a 'zero in range' option is the same as turning it off.
    Hm.. I'm running Mid's v1.6 and with Invincibility turned on and set to 0 it still shows a defensive bonus of 5% with nothing else on or slotted. I had a conversation with Stoney, who took over managing Mids, about this. Because Invincibility for tanks get a 6% bonus for 1 in range and an addition 1% for each beyond, Mids couldn't be set to truly show 0 in range because the data base couldn't manage it properly. At least that is what I'm seeing from Mids v1.6. You might be seeing something different with your version of Mids.
  3. Quote:
    Originally Posted by Finduilas View Post
    Missed this comment before. Why does it matter how high your defense is without Invinc on? A Invul tank should always have Invinc on! (Unless he's standing around Went's or something similar, of course.) In addition to defense, it provides a ToHit bonus and is one of the best Taunt auras in the game.

    If I recall correctly Mids doesn't show Invincibility's defensive numbers set to 0 correctly as it defaults to 1 in range. Turning it off shows the correct stats. It deals with bonus differences between 1 in range vs. 2+.

    Hope I'm explaining this correctly.
  4. The wiki site has a pretty good listing of what sets provide different types of bonuses, how large the bonus is for the slot costs.

    The index for it is here.

    Negative/Energy Defensive Bonuses

    And although this page says it's only about Fire Defensive Bonuses, it also covers Cold defensive bonuses


    Hope this helps.
  5. HBD!



    er that's Happy BirthDay..
  6. You're quite correct. It is pretty easy to Soft-cap Shields. Phalanx does give you a min. of 5% defense with no one else in range. In Mids you can edit the main data base and make it so you can set Phalanx to 0 teammates next to you. Right now it's lowest defaults to 1 in range.

    Generally I'm not a big fan of Manuevers for a tank and will find set bonuses to cover the final gap to the Soft-cap. But really, if it works for you that's all that matters.
  7. I've gone a bit different direction with this toon. She isn't completely IO'd out yet but she does quite well so far. Right now she's sitting at 30% defense s/l and 70% resist s/l. The end recovery is good enough that I can run medium length fights with Super Speed running. Long fights I end up turning off SS and use Dark Consumption for the end recover instead of damage.

    Although originally I was going to include Cloak of Fear as my lvl 49 power at the last second I went with Salt Crystals for the -def. I may still bring it back in and steal a slot from Super Speed to help with the end cost. Technically this isn't Soft capped to S/L as you loose some of the defense you get from CoD, but it's pretty close. Although I haven't included a few of the iconic powers from DA/DM ( Cloak of Fear, Touch of Fear, and Oppressive Gloom ) I've done ok without. I'm still debating about CoF as I'd respec'd out of it and probably should have gone with it for my lvl 49 power.

    (The Theft of Essence: chance for +end in Dark Regen does hit often enough to make it worth while.)

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Interruption: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Dark Embrace
    • (A) Reactive Armor - Resistance/Endurance: Level 35
    • (5) Reactive Armor - Resistance: Level 35
    • (17) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    • (19) Reactive Armor - Resistance/Recharge: Level 35
    • (31) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (42) Steadfast Protection - Knockback Protection: Level 30
    Level 1: Shadow Punch
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (3) Kinetic Combat - Damage/Endurance: Level 35
    • (7) Kinetic Combat - Damage/Recharge: Level 35
    • (15) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 2: Smite
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (3) Kinetic Combat - Damage/Endurance: Level 35
    • (7) Kinetic Combat - Damage/Recharge: Level 35
    • (17) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 4: Murky Cloud
    • (A) Reactive Armor - Resistance: Level 35
    • (5) Reactive Armor - Resistance/Endurance: Level 35
    • (19) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    • (40) Reactive Armor - Resistance/Recharge: Level 35
    Level 6: Hasten
    • (A) Recharge Reduction IO: Level 35
    • (46) Recharge Reduction IO: Level 35
    • (50) Recharge Reduction IO: Level 35
    Level 8: Shadow Maul
    • (A) Eradication - Damage/Recharge: Level 30
    • (9) Eradication - Accuracy/Damage/Recharge: Level 30
    • (9) Eradication - Accuracy/Recharge: Level 30
    • (31) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (31) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
    • (40) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    Level 10: Obsidian Shield
    • (A) Reactive Armor - Resistance: Level 35
    • (11) Reactive Armor - Resistance/Endurance: Level 35
    • (11) Reactive Armor - Resistance/Recharge: Level 35
    • (40) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    Level 12: Taunt
    • (A) Trimuphant Insult - Taunt: Level 20
    • (13) Trimuphant Insult - Taunt/Recharge: Level 20
    • (13) Trimuphant Insult - Chance to Disorient: Level 20
    Level 14: Super Speed
    • (A) Quickfoot - Endurance/RunSpeed: Level 35
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
    • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    Level 16: Hurdle
    • (A) Jumping IO: Level 35
    Level 18: Health
    • (A) Miracle - Heal: Level 35
    • (33) Miracle - +Recovery: Level 35
    • (43) Numina's Convalescence - +Regeneration/+Recovery: Level 35
    Level 20: Stamina
    • (A) Endurance Modification IO: Level 35
    • (21) Endurance Modification IO: Level 35
    • (21) Endurance Modification IO: Level 35
    Level 22: Death Shroud
    • (A) Multi Strike - Accuracy/Damage: Level 35
    • (23) Multi Strike - Damage/Endurance: Level 35
    • (23) Multi Strike - Damage/Recharge: Level 35
    • (33) Multi Strike - Accuracy/Endurance: Level 35
    • (42) Multi Strike - Accuracy/Damage/Endurance: Level 35
    • (42) Multi Strike - Damage/Endurance/Recharge: Level 35
    Level 24: Dark Regeneration
    • (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 35
    • (25) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 35
    • (25) Theft of Essence - Accuracy/Endurance/Healing: Level 30
    • (34) Theft of Essence - Accuracy/Endurance/Recharge: Level 30
    • (37) Theft of Essence - Healing/Recharge: Level 30
    Level 26: Siphon Life
    • (A) Touch of the Nictus - Healing: Level 35
    • (27) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 35
    • (27) Touch of the Nictus - Accuracy/Healing: Level 35
    • (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 35
    • (37) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 35
    Level 28: Soul Drain
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
    • (29) Eradication - Accuracy/Damage/Recharge: Level 30
    • (29) Eradication - Accuracy/Recharge: Level 30
    • (34) Rectified Reticle - To Hit Buff/Recharge: Level 20
    • (37) Rectified Reticle - To Hit Buff: Level 20
    Level 30: Boxing
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (46) Kinetic Combat - Damage/Endurance: Level 35
    • (48) Kinetic Combat - Damage/Recharge: Level 35
    • (50) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 32: Cloak of Darkness
    • (A) Gift of the Ancients - Defense: Level 30
    • (33) Gift of the Ancients - Defense/Endurance: Level 35
    • (43) Gift of the Ancients - Defense/Endurance/Recharge: Level 35
    Level 35: Dark Consumption
    • (A) Performance Shifter - EndMod: Level 35
    • (36) Performance Shifter - EndMod/Recharge: Level 35
    • (36) Performance Shifter - Accuracy/Recharge: Level 35
    • (36) Performance Shifter - EndMod/Accuracy/Recharge: Level 35
    Level 38: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage: Level 35
    • (39) Kinetic Combat - Damage/Endurance: Level 35
    • (39) Kinetic Combat - Damage/Recharge: Level 35
    • (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35
    Level 41: Combat Jumping
    • (A) Gift of the Ancients - Defense: Level 40
    • (43) Gift of the Ancients - Defense/Endurance: Level 40
    Level 44: Tough
    • (A) Reactive Armor - Resistance: Level 35
    • (45) Reactive Armor - Resistance/Endurance: Level 35
    • (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    • (45) Reactive Armor - Resistance/Recharge: Level 35
    Level 47: Weave
    • (A) Gift of the Ancients - Defense: Level 35
    • (48) Gift of the Ancients - Defense/Endurance: Level 35
    • (48) Gift of the Ancients - Defense/Endurance/Recharge: Level 35
    • (50) Gift of the Ancients - Defense/Recharge: Level 35
    Level 49: Salt Crystals
    • (A) HamiO:Lysosome Exposure
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet



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  8. Quote:
    Originally Posted by DreamsRazor View Post
    Got lucky and got tonight off so wife and I both rolled new fire tanks. Just want to make sure got the info straight...Justice server, KR by the IP gate, at 8pm CST? Looking forward to the 4th Tuesday on Triumph thats our home server.
    This is, hopefully, our first TT hope to see you all there.

    Temper Steel (F/SS) and Kidney Stone (she's small but a big pain ((F/SM)))
    You've got the correct info: Justice Server, by the IP gate in KR, 9pm EST/6pm PST. So 8pm CST is spot on.
  9. You'll still find times that Justice is full of crickets as well, but in general you'll find most people helpful. There's also a list here somewhere of regularly scheduled Hami's and Ship raids both red and blue side. So plenty of places to meet new folks.
  10. Rangle M. Down

    Sd/ba

    One minor change to my original suggestion for True Grit. Since it's you're main source of e/n/f/c and toxic resists I would lean towards 6 slotting it with 3 resist IO's and 3 Heals. One of the resists would be the Steadfast Unique for me.
  11. Rangle M. Down

    Sd/ba

    Shield defense is a different beast then Fiery Aura. With SD you want to focus on Positional vs. Typed Defense. So with Shield defense you want more Melee, Ranged and AoE defense. Work on getting them to the soft cap, not s/l defenses

    For instance in Cleave, changing out the Zinger's for 5 of the Scirroco's
    will give you 3.13% AoE defense, which your current build is lacking in. Grab an End/Recharge from a different set. I'd slot Whirling axe the same.

    Four of the Mocking Beratement's gives you 1.25% to Melee for four slots instead of 1.56% for the six slots of Zinger. You can either give yourself more range with the extra slots, especially if you're wanting to tank on a hami raid, or you can move them elsewhere for more set bonuses.

    You also don't need to add in the -kb IO's with Sheild, unlike Fiery Aura. Shield Defense has a 10 status protection as part of the set. 1 couldn't hurt, but you certainly don't need all three of the ones you've put in.

    Hope this makes sense.

  12. Rangle M. Down

    Sd/ba

    Quick glance:

    Drop the Kin Combats. Focus on your positional defenses with the SD set not the typed and you'll be much happier and less light in the wallet. Kin Combats give great typed defense, but lousy positional for the money.

    Pick up Phalanx Fighting: endurance free 5% defense. Bonus defense if you've got people next to you.

    More slots in True Grit: I tend to put in three heals and the two steadfasts, but really, more heals there.

    Change out the Perfect Zingers as well. Again, more positional defensive bonuses and less typed bonuses.

    You should be easily able to get all three positions to the softcap.
  13. The first few times I did a Mayhem I ran right to the bank and got demolished. Now I work my way slowly, cleaning out the trash, boxes, dumpsters, and sides, etc. before going to the bank. That way I don't have a large mob of Longbow attacking and it's much more relaxed. I usually end up with over 20 min. to do the bank itself.
  14. Quote:
    Originally Posted by PumBumbler View Post
    *Looks at title*

    Chrome and Choake's love child?

    DOH!

    BTW, happy b-day to both Chrome and Conflict.
  15. Quote:
    Originally Posted by somnambulist View Post
    Here's the thing though. Focused accuracy isn't about accuracy anymore. It's about accuracy debuff resistance: 60%!

    This means that if I have it running and run through a Hurricane to kill an Avalanche shaman... my to hit will be reduced less than half of previous (without power). In spite of Invincibility's buff there are plenty of times when I am sitting in a hurricane or two and I can't hit anything. A big banished pantheon map and I run out of +ACC inspirations. This power could be the solution...

    I think you've already made your decision. The reality is this, it's your toon. If you find that Focused Accuracy helps you more than any other power choice, then you should grab it.

    I used to have it on my BS/Inv scrapper but found it to be more of an endurance sink for what it was worth. In those situations where my Acc was de-buffed I popped a yellow. With the ability to combine inspies I usually don't run completely out of them. Again, that's my preference. You need to decide what is best for you and your particular needs.
  16. Since my first tank was a Fire/Fire I can't help but think of my tank as this....

  17. Quote:
    Originally Posted by DSorrow View Post
    Aid self shouldn't be taken, IMO. In the situations where you would need it you're already under such severe debuffs that it won't turn the tide of the battle to your advantage. It's also good to remember it will use Endurance even if it gets interrupted.

    Focused Accuracy isn't of much use nowadays with Accuracy bonuses available in pretty much half of the IO sets. You also have Invincibility which buffs your ToHit for each enemy within melee range. Getting Defense bonuses would be more useful as it will help you avoid ToHit debuffs altogether.

    Sorry I hadn't responded before, but I pretty much agree with what DSorrow posted. Personally, I wouldn't bother with either. But as always YMMV.

    Between Resist Energies and Resist Elements you can skip both if you choose, but if you take one I'd take Resist Energies as Elec/Dark attacks are more prevalent in the game then Fire/Cold. Both can be taken later in your build.
  18. My first advice would be to check out Call Me Awesome's two guides to the Invulnerable tank: Invulnerable Tank: The First 20 Levels and Invulnerable Tankers and the Defensive Soft cap.

    Once you've taken a look at his guides come back with a build you're thinking about going with. Several of the other inv/ threads might give you some ideas as well.
  19. Recent WTF moment. I was teamed with a friend of mine doing Level 50 Radios in PI. She selected a new mission, but we couldn't figure out where the door was at first as it wasn't ground level. In fact it was on the upper story of the MA. We ended up not only going inside, but it turned out that the MA portal was the doorway. Needless to say it's been bugged. I don't recall what the mission name was, but it was kinda funny.
  20. Quote:
    Originally Posted by LSK View Post
    First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.

    WP has some great benefits going for it.

    Fast Healing, which can be gotten at lvl 2 starts with 75% regeneration compared to Fitness's Health which starts with 40%. On top of that at lvl 12 you get Quick Recovery! Quick Recovery is Stamina on steroids... well, maybe caffeine.

    Quick Recovery starts you off with 30% recovery compared to Stamina's 25%. Between the two of them (Fast Healing and Quick Recovery) you can skip the Fitness pool altogether if you choose to, as long as you slot properly. If you want to take Fitness you can certainly put it later in your build without handicapping things.
  21. Hello New Dark Age.
    You seem to be suffering from a failed relationship with the unyielding Fiery Aura. Considering the vehemence in you're thread on the "Suggestions and Idea's" forum about what is wrong with the Fiery Aura and how it "should be changed" I suggest therapy. Long. Expensive Therapy.

    Fiery Aura is considered by some to be the "redheaded stepchild" of the Tank/Scrapper/Brute defensive auras and like dating a redhead, Fiery Aura takes more work. Like some redheads Fiery Aura requires more attention then most, and Healing Flames and Consume help give it some of the attention it needs. I'm not sure why you're so down on the steamy drink of Consume as properly slotted 3 "sips" will fill your end bar to contentment.

    Burn is another example of the attention this redhead needs. I know that when my redhead gets mad at me I get my "Immobilized" toosh off the couch and get moving, just like the sweet smolder of burn does for Fiery Aura. And I know most folks who are around a redhead when they're angry tend leave the room in fear instead of getting caught up in that storm. Having the area cleared certainly mitigates my damage.

    Are you Tough enough to date this one? Fiery armor, like Darkness, does benefit greatly from having Tough as part of the arsenal, but it isn't required material. My Fire/Fire tank cruised to Level 50 without any issues and this was before I knew about proper builds. Adding in Tough and Weave made it stronger, but weren't required for me to get to 50. Some will tell you that Tough and Weave should be part of all tank's arsenals, so how different is Fiery aura from that?

    If you want an easy time of it, go "date" a /Regen scrapper. Personally I find it more enjoyable to go out with this Hot Fiery "redheaded" Aura.
  22. Tanks aren't everyone's "cup of tea" so to speak. If you should get the urge to try again, give a Fiery Armor/Fiery Melee -Super Speeder a try. They tend to be more Gazelle like in their approach to tanking then Gorillas..

  23. Not sure I'd be available for this, but Guardian sounds good to me as well.
  24. Active Defense only needs at most two recharges enhancements to make it permanent. With a duration of 120s and a recharge of 200s it doesn't take very high level DO's to make it happen. I think it can be done with low level TO's as well, but I don't recall. A soft-capped SD/SS rarely needs OwtS, so the amount of recharge in it shouldn't matter.

    That being said, having a Lvl 50 Fire/Fire and a LvL 41 SD/SS tank I find them to be different "flavors of ice cream". Both are good, but really, it all depends on the flavor I'm in the mood for. Both do amazing damage. Fire's lack of defense can bite you in the toosh if you're not careful, same for SD's lack of included self heal. My Fire/Fire is still one of my favorite toons, but the SD/SS ain't so bad either... and my DA/DM or my SA/SM tanks.... er where were we?