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Finally make a Spines/Fire build that I'm happy with and it doesn't use purple sets or the PvP 3% defense IO. It isn't perfect, but it should work on a budget. Pop a small purple to soft cap all defense vectors.
If anyone can see ways to improve it without using purples or PvP IOs, please leave suggestions here. I would like to slot Ripper better, but I figured if I had to leave one attack underslotted, it would be the one that has the lowest overall damage potential. The rest of the attacks can hit more targets and do more total damage.
Remember this is for I19 and the extra slots in Physical Perfection are for Health/Stamina.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(3)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(27)
Level 4: Healing Flames -- Numna-Heal/Rchg(A), Mrcl-Heal/Rchg(5), Dct'dW-Heal/Rchg(5)
Level 6: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(7), M'Strk-Dmg/Rchg(7), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Acc/EndRdx(36)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), Aegis-ResDam/EndRdx/Rchg(17)
Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(19), M'Strk-Dmg/EndRdx(19), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(36)
Level 20: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-Acc/Rchg(37)
Level 22: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(23)
Level 24: Boxing -- Empty(A)
Level 26: Ripper -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(40)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx/Rchg(37)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Empty(A), Empty(45), Empty(45), Empty(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Rise of the Phoenix -- Dmg-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Both City of Data and Mids' Hero Designer have that kind of information.
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I would probably go for more resistance (Tough) and less S/L defense. Aim for 32.5% defense and you can soft-cap with a small purple. Also, I always slot hasten with 3 recharges.
I will post a Spines/Fire Scrapper build if I make one I'm happy with. -
If you can afford Hami-O's, you can probably afford Kinetic Combat sets instead of Smashing Haymaker. Invincibility gives more defense for more enemies around you. Just be aware that you are going pretty far past the soft cap for S/L and E/N, but F/C falls short on defense. Find a way to raise Fire/Cold defense, even if you do it at the expense of S/L or Recharge. Another slot in taunt would give you some F/C defense.
If you can drop Punch or Air Superiority and pick up Hover, that adds a set bonus worth of defense to all of your defenses. -
I don't remember who posted this spreadsheet but it compares different attack chains' DPS values.
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Can you post your defense totals and level? Knowing more about your character will help us figure out what you may be lacking.
If you don't know how to look at your defense totals, I will explain. First, open your powers list by clicking on "Powers" above your main set of hot bars. It is next to Enhancements and Recipes. Now, at the top of the powers window, click "Combat Attributes." Look for defense and open it by clicking on it. Right click somewhere in that window and "Hide Power Sources." Now, you can see your defense totals easily. If you have Energy Absorption, you may want to note your defense totals in combat instead of standing in a public area. Both totals with and without Energy Absorption buffing you will help us. -
Mobs run away when they get low on health. There is nothing unusual going on here. Taunt keeps them more likely to not run away.
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If you are serious about making a Shield Defense Tanker, start with the build below then work in your offense and set bonuses after soft capping defense. Figure out an attack chain as you go and don't worry about hasten too much. Your job is mainly to hold aggro. Let the Scrappers go for the high DPS chains with their hasten and expensive recharge sets.
This build has 44.2% defense to all positions. A set bonus for each one or an extra defense IO will soft cap it.
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Getting to 45% defense on all positions (Melee, AoE, and Ranged) is very easy with a shield tanker. You should not be as low as you are. Pick up Combat Jumping and Weave. Tough will also help with survivability, which is what a tanker should excel at.
Pool powers like Hover, Maneuvers, and Stealth also add a good amount to defense and save on slots, but should only be considered after picking up Weave.
Also, a travel power would be nice to have. If you can wait until I19, that may help with the tight power selections. -
The soft cap for defense is 45%. Going past that does nothing, except when debuffed or enemies have to-hit buffs. For debuffs, I usually use purple inspirations to keep above the soft cap and prevent them from stacking more debuffs. To-hit buffs are generally so large on enemies that no amount of defense from set bonuses can make a difference. Devouring Earth and level 40+ Resistance both will hit a soft-capped character like they have no defense at all. Aim for 45% with Rock Armor on and you should be ok.
Minerals is not placed at a useful level. Consider swapping it with Hurl Boulder or Fault to gain the benefit of Minerals when exemplared to 25.
It looks like you could pull the slots out of taunt and leave it with just one recharge IO to get slots for Weave and Tough.
Stone Skin could hold the Steadfast Protection 3% defense IO instead of the Reactive Armor: Endurance. It is an auto-power and uses no endurance. The .63% defense is not worth the slot.
Multi Strike is not a good set for Mud Pots. Scirocco's Dervish, Eradication, or Obliteration would be better.
Rock Armor should have Endurance Reduction. Drop the Kismet if you have to.
In Rooted, swap the Miracle: End/Rchg with a Heal/End/Rchg to gain the most benefit from it. Rooted is really your main source of healing.
Remember your set bonuses drop if you exemplar more than three levels below the level of the IOs. If you want full tanking potential when exemplared to 30, IOs can't be any higher than 33. -
Quote:No. It does not improve your chances of not getting hit versus higher level enemies or higher ranking enemies. The only situations where it could help is against defense debuffs or to-hit buffs, but even those situations are not worth going over the soft cap when planning a build.Mhm probably i don't get the "soft cap" system them.
I was sure the more def, the more i "resist" versus high level mobs , lt and bosses.
I mean, the 45% def is the cap versus even con minions, but on a +2 boss isnt better have a more high defence ?
Read Aracana's Guide to Defense if you want to see the equation. The part that says "bound" means you can't have less than a 5% hit or miss chance. Enemies have a 50% base chance to hit us, so getting 45% defense gives them a 5% miss chance. Accuracy (level-based) is modified after accounting for the bound part of defense. -
Tough is not useful in Granite for a Stone Tanker, but outside of Granite, the extra resistance helps. It just depends on how much content you plan on doing when exemplared under level 27 where you would not be able to use Granite Armor. Weave's extra defense is a lot for one power, making it hard to skip. That just means Tough stays unslotted unless you need resistance at lower levels.
Tough is a good power to drop a Steadfast Protection 3% defense in, if you don't slot it. -
Capped resistances and fast run speed can be overrated sometimes. If you move at an acceptable speed without Rooted on, you are fine. Rooted recharges fast enough that you can toggle it on and off to move between fights. Here is a build that I am using. It was mostly an attempt to close the Psionic hole in /Stone Armor while still being able to tank anything else the game could throw at us.
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Effectively, three power choices are freed up because of I19. If your old build involved skipping the powers that couldn't be on at the same time as Granite, you can now pick up three of those. To get the fourth, you have to drop something else. You will also have to figure out slotting arrangements because Stamina still needs slots. Your "new" toggles will also be hungry for slots.
If your current build already has all or at least one of the normally-skipped toggles, pick up a new pool or add a travel power.
Issue 19 doesn't really change that much. The game before 20 will be less of a blue-munching festival than before, but finalized I18 builds don't necessarily need to change to be effective in I19. -
I'm pretty sure your video card is fried from looking at that screenshot.
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The defense soft cap is 45%. Going past that does not do anything for you, except if you get debuffed or the enemy has to-hit buffs. In the case of debuffs, Shield Defense can obtain enough defense debuff resistance to ignore them. In the case of to-hit buffs, those are generally so large on enemies that you won't be able to obtain enough defense to make it matter anyways. Aim for 45% defense and you can use your slots more efficiently, like to enhance Tough.
Hasten is also a power you should consider taking. The more often you can use Shield Charge and Lightning Rod, the better. -
Search the forums. There are plenty of builds that you have requested, although they may not be for I19. A little bit of modification can make them work with inherent Stamina. Swap the fitness powers with travel powers or a new pool power.
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If it was working before but it stopped working suddenly, I suspect hardware failure. It is most likely GPU failure. Those old graphics cards get really hot when playing games, especially in laptops. This can lead to decreased life out of the GPU or immediate failure if it gets too hot just once. If you choose to use a laptop in the future, do EVERYTHING you can to keep it cool when gaming.
Post a screenshot if you want more help. -
Quote:Why?It's not that I wouldn't like to see Energy Aura come to tanks, but I'm sure there would be changes to keep it from being that easy to soft cap.
Shield Defense makes it as easy as you describe to reach the defense soft cap. Without even looking at Ice Armor, I can guess it is also easy to soft cap. -
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Every AT can solo, given the right build and power sets. Soft cap S/L defense as a minimum and you have a pretty good chance of surviving most enemy groups. Avoid enemies that use damage types you are weak against. Also, avoid enemies that make your defense worthless, like Devouring Earth, Resistance, and debuffers.
Fire/Kinetics Controller is a popular farming build.
My Kinetics Defender and Corrupter both have soft-capped smashing, lethal, energy, and ranged defenses.
There was a post in the Blaster forums bragging about soloing Giant Monsters.
Dominators used to be popular farming characters. I'm sure some still use them for farming, but not as much with Domination not giving a damage boost now.
Almost every stalker I have met loves to solo, so they aren't really a non-conventional soloer. Besides, they are the least-desired AT to have on a team. -
I slotted Mud Pots with five damage procs today just to see what would happen. I was expecting a lot of damage out of it as a result, but this was not the case. Instead, looking at my combat log reveals that four out of five ticks of Mud Pots do not proc. The fifth tick procs as expected. Shouldn't it have a chance to proc every time I do damage?
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If this build is for PvP, ignore my comments. I know nothing about PvP and don't care about it in this game. I see you have PvP sets, so I suspect your build might be for PvP. If it isn't, consider using non-PvP sets because the PvP sets are extremely expensive and the PvP bonuses only apply in PvP zones.
Defense is much easier to get than resistance. Stacking defense with a resistance-based set is going to yield more overall mitigation than attempting to get resistance from IO sets.
Take Hover instead of Fault, Tremor (most people hate AoE knockbacks in PvE), Taunt, or Superior Conditioning. Reduce your slots in your resistances to 3 or 4 and use a different set. Burn needs to be slotted better. They fixed it so mobs don't run away from it now.
Slotting for Smashing and Lethal defense might be easier to get a lot of than positional defenses, but positionals can protect you from more sources of damage. Pick one style of slotting and get as much defense as you can.
Don't stress too much over not having perma-hasten. When I19 comes out, the Alpha Slot may have options to enhance your recharge in all powers by a significant amount. The last public information from I18's beta suggested we could get at LEAST the equivalent of 12% more global recharge from the Alpha Slot, and likely more (possibly 25%) with rarer enhancements. -
Quote:My current Dark Regen setup is this:
Touch of the Nictus: Acc/Heal, Heal/Rech, Acc/End/Heal, Acc/End/Rech
Theft of Essence: Chance for +End
Golgi Exposure
Your setup uses 6 slots and yields the following bonuses:
68.90% acc
75.13% endcost
96.12% heal
47.70% recharge
With 5 slots, you could have the Theft of Essence proc, Theft of Essence Acc/End/Rchg, Touch of the Nictus Acc/End/Rchg, Numina's Heal/End/Rchg, and Doctored Wounds Heal/End/Rchg for:
38.60% acc
79.90% endcost
42.40% heal
79.90% recharge
Add on a 6th to that setup with a Nictus Acc/Heal and my proposed setup can heal for 50% of your health from a single target.
I was short on slots in my build, though, so something had to be sacrificed. I figured that if I'm taking that much damage from only one target, I must be tanking an AV. If I am, there will probably be a team behind me with a healer to help keep me alive. That's why I didn't see the need to enhance heal once you get close to 50% health healed per hit. Its not like you are going to wait until you have zero health to heal, so healing for 80% with two targets is basically healing to full. Recharge seems more useful to me once you are at that point. Brutes and Scrappers may be a little different, though. This is all theory to me until I19 comes out and I really make my Dark Armor Tanker.