Ribic

Apprentice
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  1. Oops, forgot a few things:

    The suggestions above leave you with an extra slot. I would personally remove the Numina's: Heal from health (will drop your regen from 12.2/s to 10.9/s) as well as the chance for recharge slow in caltrops (only a 20% chance for 20% rech slow, and they dont often stop to shoot you while running through it anyways) and addd those 3 slots to Web Grenade to 5 slot the Grav Anchor for the extra Acc and Recharge (not that you need em, but hey, why not?)

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  2. A few (longwinded) thoughts:

    1) When 5 slotting purple sets its usually customary to leave out the single effect IO as the purple sets are WAY overslotted for the main efffect. Unless you plan to run a TON of Posi/synapse tfs, you are basically wasting alot. In blazing arrrow, replace the Damage with the Dam/End, it will cost you about 10 damage but save over 2.5 end every time you fire it off. In trip mine I'd replace the damage with the Acc/Rech, again, costs about 10% damge, but gets you 33% recharge. More Trip mines > sligh damage buff to each (IMHO).

    2) Remove the Posi dam/rech from caltrops. the damage is negligible and the set bonus is over the limit of 5, so you won't be getting it anyways. Replace with a rech IO or put the KD proc in there. I have it and love it. As for min/maxing, yeah, not really the best, but it does help improve the mitigation of the trops if they fall down while trying to run away.

    3) With all the Acc bonuses from Posis and purples, why even bother with targetting drone? I would ditch it and replace it with taser so you have a second stun to stack with Stunning shot should you decide you want to stun a boss, then fill the 6 slots with Stupify. It's calssified as Melee, but does have a 20ft range. You'll actually gain .63% ranged def and 6.25% recharge this way while saving some end.

    4) Replace the celerity: stealth with the unbound leap one. does the same thing for 20% of the cost.
  3. Ribic

    Elec/Fire

    For more survivabilty defense is your answer. Focus on Smashing/Lethal defense, the more you get the stronger you'll be. Any recharge you can get will be great, but defense will keep you from being hit and make Energize a nice to have, not a power you're desperately hoping recharges in time.
  4. Quote:
    Originally Posted by EmperorSteele View Post

    ...

    One purp and orange per minute should cap you and give the team enough time to take down the red and blue towers.

    ...

    Don't hit Recluse; this makes him summon his boss "minions". They hit pretty hard

    ...
    To floor LRs to hit with the blue tower still up you'll need 75% defense, so one purple (33%) wont get you there unless you're already softcapped with only 1 foe in range of invincibility. Use two.

    As for recluse's spawning lvl 54 Bane bosses, he does this whether you hit him or not (and at 175% def, you won't be hitting him often anyway). It s however interruptable, so a debuff aura (like RotC from WP of AAO from Shield or Mud Pots from Stone) would keep him from spawning them for the most part. The only 100% reliable way to keep him from spawning banes is to have a toggle debuff cast on him. Snowstorm, Darkest Night, or any of the Rad toggles work equally well. This is of course until you get the towers down and he uses his "Purple Dawn" pet nuke at 20% health.
  5. Look into Hami-os. 3 slotting Active defense with membranes should keep your recharge where you want it and get your def debuff protection where u want it too
  6. To add to the secondary discussion, Mace also had the cone size changed on shatter, it's now 45 degrees instead of 20, limited to 5 targets. Crowd control can now hit up to 10 targets with it's 180 degree arc. Shatter and Crowd Control were both changed to knockdown instead of knockback, which is just... awesome.
  7. Just a quick note: I noticed you mentioned the damage you AoEs will go with a saturated Phalanz Fighting. PF boost def based upon teamtes in melee range. It is Against all Odds that boosts your damage. AaO is also your taunt aura, so without that and taunt, I don't see how you will be able to keep agro consistanly. I thought I should mention it since you don't take it until lvl 49 in both of your builds. Its the most important power in the set (IMHO) and should be taked ASAP.
  8. 1st) I agree with everything Aett pointed out above, PF is just way too cool, 5% def for no endurance. Also a great place for a kismet 6% tohit, or LotG 7.5% recharge, since the initial 5% def buff is unenhanceable.

    2nd) I took grant cover on my tanks primary (team tanking) build for the slow and def debuff resistance (both of which can be enhanced if you do it right) but I skipped it on his AoE centric (farming) build and on my scrapper, so it's really a taste issue.

    As I mentioned I made 2 build for my SD/Ice tank, one for heavy tanking (need to tank and STF on him soon, he owes recluse...) and one for off tanking or solo farming, which actually isn't bad (definitely not elite, but not bad).

    I don't have the builds handy, but here's what I can tell you about each of them.

    For my "tank" build. I took tough/Weave and Aid self. That 740Hp heal is really nice when something nasty does get through (like a tower buffed LR Knockout Blow) and I skipped Ice patch and Build up.

    My farming build isn't quite softcapped (42.5-43.5% for each of the 3) but for farming survivability isn't as much of an issue, since you should be selecting things that you're strong against (no to hit buffs and no def debufs). In place of tough/weave and aid self (5 power choices) I took build up, Ice patch (not as important here, but I had an extra slot and added mitigation is nice for when I off tank on a big team with this build) and the fire epic pool for fireball.

    Hope at least some of this is helpful.
  9. Ribic

    Ice Melee

    dave_p wrote a very nice guide to Ice melee here (http://boards.cityofheroes.com/showthread.php?t=186523)

    I personally love Ice patch leveling up, but on the sturdier tanks found it rather useless post 40, as anything i needed help with (AVs) just ignored the knockdown. It's got a great ST power in Freezing Touch, two good AoE powers is Frost and Frozen Aura, and then, honestly a bunch of skipable stuff outside of ice patch.

    I'd say its about middle of the pack, though the almost exclusive cold damage is nice, since almost nothing resists it at all.
  10. Balle,

    Just from a quick glance, and making a few concessions I got Melee to 45.8, left Ranged at 46.3 and got AoE to 44.4.

    I removed two of the hami-os from Active defense (you don't need the extra recharge) but it does drop your DDR down to 44.9 when not stacked (a cost of about 7% over the three HOs slotting), not to mention it will stack less often. I also stole two slots from Tough, leaving just the resist/3% def Unique, since I noticed you didn't slot deflection or true grit for resistance, it appeared obvious to me you were really never going to run tough (though I could be way off on that assumption, but tough has the exact same resist values as Deflection - 11.3% S/L resistance). I then took one slot from Weave (the LotG triple, which was only giving .12% def, and .05/sec end reduction)

    Using the extra slots I six slotted boxing with Razzle Dazzle, which grants 2.5% Melee and AoE def, getting you to the softcap for melee and very close for AoE.

    Here is that build:
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    Another option would be to remove those same slots, but place them in Char to six slot it with Lockdown, which gives 2.5 AoE and 33.75 ranged, then swap the Mako's in either smite or midnight grasp with Touch of Death, giving you 47% melee, 46.3% Ranged and 44.4% AoE.

    Here is that build:
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    Again, these are based on assumptions which may or may not be even remotely accurate. I hope if nothing else it gives you a few ideas to work with.
  11. Quote:
    Originally Posted by dave_p View Post
    *Sigh* Ice Melee is anything but meh. Please refer to my guide in sig.

    ELA, yes, get Tough, but try to pump up your defenses as well. Imagine Elec Armor w/77% S/L res, capped en, around 50% everything else (except toxic), and add capped S/L defenses. Yeah, you don't need that heal so much.
    "meh" may or may not be the proper description, but where would you put it then, damage wise? Above SS? Above Axe/WM? Above Fire? How about Dark or Electric?

    "Meh" isnt an insult, I'm just syaing it's ST damage is not great, as other than FT the DPA on the ST attacks are garbage (you guide shows and admits as much) and while it is a decent AoE set, with only 2 it's not the top of the pack. While FA does FS damage, it doesn't have rage, AND has a much smaller radius (10' vs 15') so it falls well short of FS. And it has the same stats as FSC, but with a sleep instead of fire's added damage.
    Frost is an awesome cone power, but BoF does slightly more damage (again without the slows) so fire has both of Ice's AoE powers covered, and does it all by 28. The only unique things Ice has going for it are Ice Patch (awesome in certain situations - superfluous in others) and the never resisted Ice damage type.

    So yes, I guess I would call Ice "meh". I'd call Ice about midddle of the pack overall, slacking ST, good AoE and some cool tricks/effect added to a never resisted dmg type.

    Don't get me wrong, I love my IM tank, heck I farm with him now and then (he wreaks havok on Behemoths) but with only 2 AoE powers and 1 legit (though very good) ST power, I sure wouldn't call it the best at anything. Then again this is coming from someone who loved Ice Patch while leveling up but respecced out of it once I was softcapped, as anything I needed Ice patch for (like Recluse) just ignored it.
  12. Without seeing your build, or knowing exactly where you want to go (any preferences on travel powers? Any them you're trying to adhere to? Are you willing to take the fghting pool? etc) All I can really give you is some generic advice. First, if you don't have Mids Hero Designer, download it, it's wonderful. (http://www.cohplanner.com/)

    After you've downloaded it, fill in your build and post it back here, we'll be able to help you a lot more with that information.

    Now for the more generic info.

    You only need 3 Resistance SOs or mid level (lvl 30+) common IOs in each resistance power, so go ahead and take one slot from each of them. This should help with other issues down the road. Make sure you slot Lightning Field for a lot of endurance reduction as it has a base cost of .52 end per second, which is about a third of your base recovery.

    You've mentioned at least on SOs worth of end redux in everything else, and that should be sufficient (though only three slot stamina unless you're going for set bonuses).

    Don't forget that Energize (your heal) is also a 30 sec end reduction itself (meaning it will reduce the end costs of all your powers by an additional 30% for the 30 seconds it is active) this power should be 6 slotted with 3 heal SOs and 3 recharge SOs.

    I'll need more information to help more with the end issues, but as a general rule and Elec tank shouldn't be having them (my elec/elec tank doesn't even have stamina and is always fine, granted I use Power Sink alot )

    As for the Ice Melee... yeah. Having a SD/IM tank myself sitting at 50 I can tell you the single target damage is rather, "meh". I skipped both sword powers, they're just not good bang for your buck end wise - and their activations are painfully slow. The must haves for a tank (as I see it, YMMV) are Frost (the ranged cone), Freezing Touch (melee hold, best ST power in the set, but it's a DoT, so it doesn't look all that impressive, but it is) and of course Frozen Aura. Frozen Aura was buffed to have Footstomp's damage (though a smaller radius) a while back and it is a great, fast recharging AoE power, with the same animation as footstomp, so it's quick.

    Using Frost properly can take some getting used to, but once you've got the cone mechanics down its very easy to hit multiple targets very hard with that power.

    Now to the durability. Elec Melee is a resistance set, so you're flat out going to get hit more, but you've got a pretty nice heal that when slotted correctly should be available about once a minute. while that's not as cool as Fire's heal every 10-15 seconds, keep in mind it has very nice regen boost and end reduction bonuses that last for 30 seconds after you click it. I would strongly recommend Tough for this set, and if you want to try getting your defenses up a bit (you will be amazed at the added survivability) also taking Weave. These of course will addd to your end woes, so lets see if we can't fix those first
  13. I have to agree with Finduilas. Take 2 slots out of Phalanx Fighting (leave the +Recharge IO in there) and slot an extra Res IO in Deflection and Tough.

    Active Defense is really over slotted, you could easily remove one of those Hami Os and put the slot elsewhere, say as as Res IO in OwtS, or as a 6th slot in taunt, changing the IOs in taunt to Mocking Beratements gets you and extra 2.5% recharge and a little more Melee and AoE def. (the 7.5 from the LotG IOscount as different bonuses than regular 7.5% bonuses, so there's no rule of 5 concern there)

    To save costs I would still remove one of the -KB IOS from eithe CJ or SJ and add a sixth slot to Stamina and the last PS IO. The bonuses are exactly the same but you should save about 90 mil inf doing this. Also, if you really want the stealth in Sprint, Don't use celerity, use Unbound Leap +Stealth. Swift takes them both and the Jump IOs are FAR cheaper.

    Last recommendation would be to remove Jawbreaker and get Whirling mace, but that's completely a taste issue, as Jawbreaker is a good ST power and WM is a mediocre AoE power.
  14. Ribic

    Elec/Fire

    My elec tank is only lvl 26, but yes, the end reduction in Energize works just like the end reduction in Conserve power, just for a shorter time and lower magnitude.
  15. Though with the crazy amount of def bonuses in here, you actually don't need Boxing, Tough or Weave, and removing them would allow you to get and 6 slot shatter, as well as leave you two other power slots to play with, albeit without extra slots. Using them you could grab 2 Ancillary powers, or build up and hasten, or what have you. Just another thought.

    As an example, until very recently my Shield tank had 45% def to all three positions, and the standard defense debuff protection from Grant cover, etc, no tough, no weave. Never needed them. He had tanked everything just fine, inducing a few ITFs and an LGTF (though the horsemen can be unkind) or two.

    Then I tried and STF, and tanking LR with the towers up w/o support. No matter your defense #s, he WILL hit and it WILL hurt

    He now has tough, weave and around 50%+ to all 3 positions.

    So like I said, its up to you and what you want to do with the character. I have a feeling though that you'll spend a great deal of time playing without tough or weave toggled on.
  16. Giving your build a quick once-over (for the sake of disclosure I have a 50 Inv/WM and a 50 Shield/Ice tank, so I am quite familiar with the sets) the first thing that jumps out at me is the lack of Shatter. It's a great power and I would much rather have it than, say Jawbreaker. It does slightly more damage unenhanced, and only has a 2 second longer recharge and costs 1.8 more endurance, and you can hit up to 5 targets with it.

    With as much recharge as you have in this build (my invuln/wm has 75% recharge and no hasten on one of his builds) you can actually make a solid attack chain with just clobber, shatter and crowd control.

    If you wanted to keep Jawbreaker for exemping purposes, I would grab shatter in place of Whirling Mace, but its just my opinion.

    I really dont think Assault is worth the endurance cost for a tank, but its completely up to you, an extra 10% damage for your entire team can be quite nice too

    Remove the -KB IO from either CJ or SJ and place the slot on Stamina. The bonus for 6 slotting Performance shifter is exactly the same as the 3 slot bonus on BotZ, but the Acc/Rech for PS is far cheaper than the 100 mil you'll have to spend for the BotZ -KB IO.

    Change the Cyto in Grant Cover to an Enzyme to increase it's defense debuff protection. Or if your intent is to increase the defense buff it gives teammates close to you, at least switch it out for a membrane. The end cost is already low and the rech in the membrane will increase the recharge time debuff protection, which is never a bad thing.

    I would personally try to find and extra slot or two for tough (remove the taunt IO in AaO - its a very good taunt aura and doesn't need it), and I would def try to get some resists into OwtS (andd/or more into Deflection), as even running tough, you only get to 66.9% S/L resists with OwtS. Normally this wont matter, with your defense and all, so I guess its really up to you and what you intend to do with the tank. For high end TFs the extra resists are great to help counter some of the things thrown your way.
  17. Ribic

    Unstoppable?

    If you have soft capped (or close to soft capped) def to S/L, and especially if you also have good def against en/neg, that, combined with Invuln's not insignificant resists will keep you alive against almost anything. the only issues you should have are against "Auto-hit" powers (items that completely ignore def AND do a significant amount of non S/L damage), massive defense debuffs, and psi. In one of those cases (psi) unstoppable won't be of any use as it adds 0 psi resists.

    Defense debuffs could expose you to more incoming damage, but remember, invuln does have 50% def debuff resistance to back up the defenses, so really only a rad AV has a chance to make you think about using unstoppable. cimerorans don't have enough debuffs (and they have a ton), and wont hit often enough to stack them to break through your soft capped tank's defenses.

    So in reality the only time it will ever make a difference is if you're facing large amounts of exotic, auto-hit damage. The buffing nictus that romulus has in the ITF is a good example, auto hit and around 600+ damage every 4 sec (give or take). That can hurt if ignored, but its really no big deal. Eye balls in firebase zulu also come to mind (not technically auto hit, but with a 100% to-hit buff, what's the difference?) but they do mostly lethal damage, which you shrug off anyway.

    Bottom line: it's your build and if you want it, take it. remember, you can alsway respec into/out of it later if you change your mind
  18. Ribic

    Unstoppable?

    If you're at or near the softcap to S/L with 1 foe in range of invincibility, then it definitely is NOT a must have power. I believe CMA doesn't have it on his soft capped invuln, and neither do I. He says he never misses it, and neither have I. Skip it and never look back
  19. Here's one I threw together real quick, should still be fairly cheap, with the exception of the steadfast protection unique, which is really a must have. Softcaps you to S/L with only 1 enemy in range of invincibility's aura. The level 49 power (Unstoppable) is entirely skip-able, but if you decide to change it I would grab conserve power for end purposes and put the def unique in Resist physical damage. As for the Gift of the Ancients, I beleieve these are still relatively cheap, but since I dont regularly use them I can't say for sure. If they're too expensive, replace them with the same IOs from Serendipity to save some cash, though it will cost you endurance recovery (as well as Max endurance) to do so.

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

    Click this DataLink to open the build!

    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(33), Acc-I(33)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(11)
    Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(13), M'Strk-Dmg/Rchg(13), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(17)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 10: Combat Jumping -- DefBuff-I(A)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(34), Mocking-Rchg(37)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(19), GftotA-Def/EndRdx/Rchg(19), GftotA-Def(21)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
    Level 22: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 24: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(46)
    Level 26: Tough Hide -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(27), GftotA-Def/EndRdx/Rchg(27), GftotA-Def(29)
    Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(40), F'dSmite-Acc/Dmg/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(43)
    Level 30: Resist Physical Damage -- ResDam-I(A)
    Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(50), Stpfy-Stun/Rng(50), Stpfy-KB%(50)
    Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(42)
    Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Unstoppable -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 18.3% Defense(Smashing)
    • 18.3% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.9% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 10.2% Defense(AoE)
    • 7.2% Max End
    • 23.8% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 3% Enhancement(Stun)
    • 77.3 HP (4.13%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • MezResist(Terrorized) 2.2%
    • 8.5% (0.14 End/sec) Recovery
    • 11.6% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    ------------
    Set Bonuses:
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Smashing Haymaker
    (Charged Brawl)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Doctored Wounds
    (Dull Pain)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Multi Strike
    (Jacobs Ladder)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
    Reactive Armor
    (Unyielding)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Invincibility)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    Multi Strike
    (Thunder Strike)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Tough Hide)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    Smashing Haymaker
    (Chain Induction)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
    Focused Smite
    (Chain Induction)
    • MezResist(Immobilize) 1.65%
    Stupefy
    (Boxing)
    • 2.5% (0.04 End/sec) Recovery
    • 35.1 HP (1.88%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Multi Strike
    (Lightning Rod)
    • MezResist(Sleep) 1.65%
    • 0.95% Resistance(Fire,Cold)
    • MezResist(Stun) 1.65%
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
    Gift of the Ancients
    (Weave)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    Reactive Armor
    (Resist Elements)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Reactive Armor
    (Resist Energies)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Unstoppable)
    • 3% Defense(All)
  20. Quote:
    Originally Posted by Star_Seer View Post
    When fighting the Haloween GMs my Invl scrapper pulled aggro off a fire tank about 60% of the fight, I was pretty surprised and chuffed
    Not sure if they ever got around to fixing this, but scrapper invuln has been broken for some time. Tanker invuln refreshes the taunt duration during each tick, but the scrapper's invuln stacks it. My cousin's invuln scrapper had (granted, he quit 6 months ago) no problem pulling guys off of my invuln tank, unless I'm directly attacking them.
  21. Quote:
    Originally Posted by Call Me Awesome View Post
    You're really, REALLY gonna have to work to get aggro from that Shield scrapper... his aura is I believe a Tanker level MAG 4 and I believe the same duration as Invuln... have to check on that in-game as Mid's is wrong about the Shield taunt aura. Unless I'm mistaken the scrapper aura is identical to the Shield tanker aura. The only way you'll have a chance to keep aggro is to make damn sure you have it solidly before the scrapper attacks.

    I've main tanked several AV's and a whole ITF with my Shield scrapper... a WP tanker was completely unable to get aggro from me despite his best efforts. Now, my scrapper is soft capped and was actually more durable than said tanker so it was no big deal for me.

    Just assume that once that shield scrapper enters melee you're going to loose aggro... the only way you'll keep it is to use Taunt before he enters melee and you'll have to keep Taunt up while also spamming attacks.
    Has anyone checked the actuall taunt functionality of AAO? Could be borked for scrappers like Invuln's. On tanks, Invincibility doesn't self stack... it does for scrappers. I couldn't get consistent agro from a friend's Invuln scrapper on my WP tank the last time we ran an ITF together, and I use taunt like it was going out of style, have 2 taunt IOs in RTTC and was spamming Fault and Tremor. If AAO is similar for scrappers, you're never getting agro from him, period. Fortunately the Invuln scrapper was softcapped to S/L, so he could handle the agro just fine, it was just annoying being a tank who couldn't even GET agro for more than a second or two at a time. (Which is why my WP tank has been shelved since the day he hit 50)
  22. Taunt is different too. I went SD/Ice (lvl 45 atm) and he uses his off hand to kind of wave at them. I much prefer my WP/Stone and Inv/WM taunts, the ice one seems, odd as its a quick but exaggerated movement, and more of a grunt than a taunting sound...

    A friend has an SD/Axe tank who smacks his axe on his shield, which is awesome.
  23. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I've found the scrapper version at the soft cap is more than capable of handling anything in the game; a tanker should be comparable and due to it's higher base values cheaper and easier to get there.

    [/ QUOTE ]

    CMA, just don't go running into the shard without some suppoprt

    I was talked into tanking a Dr. Q this weekend on my shield/ice tanker (loving it, btw) and had forgotten how wonderful those giant eyeballs are... and hadn't noticed how little psi resistance I had (try '0'). That hurt. Alot. Was all gravy against the wisps, brutes and flying things, and the Crey were a breeze... but that pure psi damage and 100% tohit buff the eyeballs have is, well... 'unfriendly'.

    [/ QUOTE ]

    Hmm, yes, the Shard isn't someplace I've spent much time. Thinking about it CMA is the only character who's actually done more than hunt Fake Nems in there.

    I did run one of the Shard TF's a few months ago with CMA and I don't really remember having a lot of problems with the eyeballs or wisps, I did have to be a bit more alert than normal though.

    I guess I'm like most of the playerbase; I tend to forget the Shard is there. I go there with characters who need the Fake badge but other than that I avoid the place.

    [/ QUOTE ]

    Yeah, My Invuln/WM doesn't have too many issues in the shard (none, really, with 30% psi def and 20% resists, and perma DP...), nor does my WP tank. I was speaking specifically for shield tanks, who's only defense to Psi is positional, things that completely bypass it, like Eyeballs, DE with the right (or wrong, depending on your perspective) eminator and Malaise, who's attacks don't have a positional flag (at least some of em don't) can be troublesome, especially the eyeballs, who do psi, the one damage type for which shields has 0 resists.

    I completely forget about the shard as well, but like I said, was talked into a Dr. Q and went in not even considering the issues that would arise.
  24. [ QUOTE ]
    I've found the scrapper version at the soft cap is more than capable of handling anything in the game; a tanker should be comparable and due to it's higher base values cheaper and easier to get there.

    [/ QUOTE ]

    CMA, just don't go running into the shard without some suppoprt

    I was talked into tanking a Dr. Q this weekend on my shield/ice tanker (loving it, btw) and had forgotten how wonderful those giant eyeballs are... and hadn't noticed how little psi resistance I had (try '0'). That hurt. Alot. Was all gravy against the wisps, brutes and flying things, and the Crey were a breeze... but that pure psi damage and 100% tohit buff the eyeballs have is, well... 'unfriendly'.
  25. My main is an Inv/WM, and I've respec'd him too many times to count, from looking at this quickly (I'm at work atm so not enough time for an in-depth analysis) I can tell you you need to pick up invincibility at 18, move build up to 22 (I personally skipped it, but that's a whole 'nother debate for a different thread Invincibility is the heart and soul of invuln, so get and slot it asap. Also, you took jawbreaker for early damage (understandable) but skipped clobber. With the buffs to War Mace, Castle made Clobber the best ST damage power in the set, it's no KO Blow, but its way faster and not too far off damage wise. Get it, slot it, love it.