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Posts
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Why yes, yes I did.
And Fire/Fire/Pyre recharge buffs is what my other build on that character does, but I find that the full positional softcap more than makes up for the ~4 second delay on Healing Flames. A defense-based Fire tanker is still a Fire tanker - fast, aggressive, and dropping them before they can drop you. But the defense is really handy against AVs and other such high-HP threats, since you simply aren't going to be able to burn them down in the time it takes them to deal 3000-ish damage (a rough estimate of Tanker HP plus one HF). Still, each to their own. -
Just wondering why you put common IOs in some of your powers (Healing Flames, Combustion, half of FSC), and I was wondering why. For the most part, set IOs give you better overall enhancement as well as set bonuses. They're delicious.
Anyway, I thought I'd throw in my defense-based Fire/Fire build. It's one small purple inspiration away from the defense softcap, has 50% recharge, a fairly focused attack chain (Note: Burn is efficient DPA against a single target. It's that good) and a good 0.4 EPS more net recovery than your last build (before the two Performance Shifter procs). A couple of useful notes:
1) Fire Shield is overslotted, but the set bonus frees up more slots elsewhere.
2) The build is a little light on -KB, but it's really slot-starved. Swap RotP for Acrobatics if you don't like Rise and are finding knockback annoying.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Destriana positional: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(25), Aegis-Psi/Status(42)
Level 1: Scorch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Boxing -- F'dSmite-Acc/Dmg(A)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(45)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(48), GSFC-Rchg/EndRdx(50)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- F'dSmite-Acc/Dmg(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;703;1406;HEX;| |78DA65935B4F135110C7CFE9056C29D2D2D20B771028D7D2067CD5188144030908F| |8669A050EED42DD36BB55C127BF809AF8C2A32FDE3F8577FD0EFA15BCBC7BA9B3F3| |3FD44DBAC9EEEFEC9CF9CFCC99D95D3B5A8A0871EFA29091CB15C3718A5B8675A8E| |CE09A513277134BCAA9DBA66119C3B5AA63D6CDAA6554DA851019781597D4BEB21C| |955B31957D5CBC74CB36D27A674D55D4A99DD7B12B5659D9CAAAE74E1791F56AB59| |25B5546CDB44A9DFCB26296CA757AEB3ADDDA53B653366B617EDFAC29B5175FAE99| |BBB9654BD9258A6C3875CA90A692A6E97E13A287A45B3402224F8B82F02D32DA161| |8E90263EA3C231616FA227725D8DD600476186DBB8CB37B8CB7145D227A506E7084| |E875E01AA37B9331BC056C335E93CAAF6BF2DF46F43B8CF011A21F33E6EE3292D4D| |E20DC65B0872314128C3855DB8E6A83EDBF7CAEE9CC6FE00F23FC9731DD60CC0ABF| |8B04A9425A152AF34EAFC9183C80FB2163AEC228DC647C204907AAF075A09111343| |28246A6A8924E84959D5F11E10B43D24E177644D736212BFC648AE9683184E946D0| |59440B90431C0EFE380E9D8802387B32CEF84865F5E809F4A00549B4208DB30FA21| |32368C1085AF09E5429FE2C1ABED403DE997A88B3DF677C22878C3E4C6686C7D00B| |A4A87B7DBA7B7D48D88F84FD3A13F28E2161160993A41AD0AA812728EC2963F819D| |2BF60CCBF44CF9F33DE511543389C184A4937449A028DEA40A3FB5CD1B91250064C| |C6D80170C8C8906A5CABC6A19A806A02AA09A8B25065A17A4CA54FEAB94DE2F4AF6| |8C233BAA299139F3BCA184D2AA73FCF1C66338F817DA6F2F35A9F87BE3FD0FCBF84| |C0A7301568FEA18D69EF76832E916FB1145A2C0B2D96C516CBAAD732C7B5AC07745| |E3249760A45853B2E2EE55BB8F96B0B09C18FFF26292FF03866AF4AF70CDFBDCE93| |ECFCD3EBFC08C33D61DC08BB366459F7AC773C6BC3B3DE88934AAFFF016C85EE27| |-------------------------------------------------------------------|
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Shouldn't cost much more than that, especially if you can get some of the bigger pieces from merits or A-merits, and shop a little carefully. If you try and buy it all in one go, though, you'll blow through that billion pretty quickly. My advice is to leave bids up for at least a day, and often a week or two if you have nothing else to do with the consignment slots.
EDIT: I'm silly. The build I posted above is a later revision, where I tried swapping around the slotting to get the Numina's proc out of Healing Flames, and it wound up not fitting into the build at all. The one in the build chunk is almost exactly what I posted above, but with the sixth slot of Scorch moved into Healing Flames, the Mako's replaced by five Crushing Impacts (I skipped the Acc/Dam, but on second thoughts I'd skip the Acc/Dam/Rech here) and the Doctored Wounds replaced with a full set of Numina's Convalescence. Quite a bit more regen/recovery/max HP, but 3% less +damage. -
Gladly. I warn you, it's not cheap - no Glad Armor proc, but all three healing uniques, three LotG sets (two are only 2 pieces, at least) and three full Oblit sets.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Destriana positional: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(25), Aegis-Psi/Status(42)
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(33)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(33)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Boxing -- F'dSmite-Acc/Dmg(A)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(45)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(48), GSFC-Rchg/EndRdx(50)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(45)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- F'dSmite-Acc/Dmg(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48) -
Quote:The former, yes. The latter... A +4 AV resists 85% of your debuffs. I've seen numbers around 45% to-hit debuffing for a */DM/Soul with DN up, but against LR that's a paltry 6.75% to-hit debuff - more like an extra Combat Jumping than the full softcap itprovides against +0 minions. Considering LR comes with a +30% to-hit buff from the blue tower...While this is true, especially with softcapped defenses, you CAN use tohit debuffs as fake -def debuff resistance. If you debuff their tohit higher then they debuff your def, then you maintain your softcapped defense even when your below 45% def.
It may sound a little confusing, but it also works on tip missions DE (who have higher then a 50% base chance to hit you) and Lord recluse (who may resistance the tohit debuffs, but they still have some of an effect on him) -
Quote:Well, Performance Shifter procs are relatively affordable. The other thing that stands out for endurance problems on a /Shield is Gift of the Ancients in your defense toggles. 4 of these give both a recovery and a max endurance bonus, making them great ways for defense-based characters to manage endurance issues. Perhaps not the optimal sets in the end-game compared to Red Fortune and Luck of the Gambler, but a lot more affordable than the healing uniques. I know they're making my Kat/SR's life a lot better until she can push through to Physical Perfection.I'd love to see pictures. I really like seeing people's creations.
As for endurance troubles, it usually helps to add the standard IOs in health and stamina (Numina's and Miracle Unique in Health and Performance Shifter in Stamina). It's kind of a long road via alignment merits, though.
EDIT: I, too, would like to see pictures if possible. -
Quote:A pimp? Never. That would be most sinful! Actually, the name comes from a character of mine, an elven mercenary who took to shortening his (rather elaborate) name when dealing with humans.You make a good argument Elf. (In another world were you a pimp named slickback?) I'm gonna think seriously about switching out of it. I'll play it for another month or two though. I use the vet powers. If I am neck deep in mobs sands of Mu hits mult targets. The blackwand is okay. I learned recently that the RNG for attacks has a default floor. It will not let you miss beyond a certain percentage, based on the worst ACC attack you are using. I am reserching (slowly as usual) how this logic affects attack chains and DPS. Why use even a high dam attack, if it causes your % chance to hit to go down on your bread and butter attacks? That is one of the many strange thoughts I am trying to reconcile in my strategy and tactics. But again, good point about stunning minions. Thank you.
Anyway, the streakbreaker has a pretty low effect on your overall DPS. It's coded to step in only after an unlikely sequence of misses, so the accuracy drop from using an inaccurate power is usually negligible. If you can get the chance to hit of the power over 90%, it's actually nonexistent.
For example, if you have 95% chance to hit a mob, then the effect is that 4.75% of your attacks (the ones following misses) are auto-hit. The drop from 5% accounts for the (impossible) chance of two consecutive misses - since the second attack was auto-hit, the third one can't be. This is a DPS gain of (0.0475 * 0.05) = 0.228% - about equivalent to a 0.5% damage buff for a Tanker or Scrapper, and negligible up to the very highest levels of performance. Even at the bottom end of the top bracket (90%), it's only a 0.9% boost. Compared to having 10 seconds of dead time out of every 90 (you said Rage was on a minute-and-a-half cooldown for you), which is a 11.1% DPS loss, the streakbreaker isn't worth worrying about on a SS tank. The question is, can you do 12% of your normal damage using the Vet attacks, and I'd think it would be extremely easy to do.
In a broader sense, though, the vet attacks are generally worse than your own attacks. You mostly want to use them when you're not able to use other attacks (too low level, recharge debuffing, rage crashes, you're a Controller...) and they're a lot better at DPS than standing there looking pretty. -
Quick suggestion: the Performance Shifter proc is worth a lot more EPS than the EndMod/Acc, and isn't unique, so you should put one in Physical Perfection. Otherwise, it looks pretty good to me.
One thing you might not have considered is a positional defense build. If you're considering a "one-purple" setup, it might actually be easier to use Melee/Ranged/AoE and get a very good amount of protection from toxic and positional Psionic. Non-positional still hurts, but that's why we have Healing Flames. It's a very different build, though - you'll be burning a few respecs to get the Erads and KCs out of your current build. My best attempt has 45% recharge, which is a little below your threshold, but you could swap Rise of the Phoenix for Hasten if you want a bit more speed on HF and your attacks.
Anyway, here's a data chunk:
Redacted due to superior build below
EDIT: Well, is my face red. Spotted a way to keep the softcap, pick up 5% recharge (50% exactly), improve the slotting in Scorch and Fiery Embrace, and all at the cost of 2.5% damage and a less overslotted Consume. The new, far better, build chunk follows.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;702;1404;HEX;| |78DA65935B4F135110C7CFE9056C29D2D2D20B771028D052DA80AF1A23906820010| |1DF0C59E0D02EADDB66B72AF8E41750135F7CF4C5FBA7F0AEDF41BF829777D13A9D| |FFA16ED24D767F67E7CCFC67CECCEEDAD15248887B17850C5DAE188EB3B36558656| |5FBD78CA2B9175B524EDD360DCB18AD551DB36E562DA3D2298448C16B67491D28CB| |51B91553D9C73B976ED94652EFACA98A3AB5F33A72C52A295B59F5DCE922B45EAD5| |672ABCAA89956B19B5F56CC62A94E6F3DA75BFBCA764A662DC8EF9B35A5F6A3CB35| |732FB76C29BB48CA8653A70C492A6996EEB7017A48BA45C327F2B42808CF22A3638| |1912C3066CE332241A12F725782DD0D866F97D1B1C738BBCF7847EA12EA7EB9C10A| |E1EBC03546EF2663740BD866BCA128AFAEC97B1BEA7718C123A81F33E6EE32E2D45| |E3FDCA5BF8F150A314694AAED44B5FECEDF9EA6E9CC09F08711FCCB986D30B2C2DB| |448CA2023A2A50E29D7E93317C08F73263AEC228DC647CA4902E54E1E9422343686| |4088D4C5025DD9095DDDFA0F0952169A7073BA2679B90165E3245B45A0432BD10CD| |42CD470E513878A338742C0CE0ECF128E31395D5A727D08716C4D18224CE3E8C4E8| |CA1056368C1078A4AF067D1F0241EF0CECC439CFD3EE33339A4F46152191E433F90| |A0EE0DE8EE0D20E120120EEA4CC83B818469248C53D4908E1A7A8AC29E31469F23F| |D4BC6FC2BF4FC05E33D553182C38991846C4A2449685C0B8D1F7045E78A40093019| |1387409991A2A8491D3589A829444D216A0A516944A511F5844A9FD6739BC6E95FD| |38433FA5BCC5C95CD51661F73AD111A584EEFE430A279CCED0B9D22AF65F29019F4| |B57E3321F045CCF85A3F6A63D6BDDDA04BE4DB2C8536CB429B65B1CDB2EAB6CC712| |DEB3E9D974C929D0261D19C1A97F23DD8FAC38544C04FB7E9024FE587DB34CD5EBF| |FE9BA47C84E1A25337824D1BE4D75DEB5DD7DA70AD37A214A5D7FF00C406EE31| |-------------------------------------------------------------------|
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Quote:The Veteran Reward temporary powers aren't affected by +damage or -damage effects, so they work normally during a Rage crash. Taunt works fine during the Rage crash. Many primaries have heals or other non-damaging powers that fit nicely into the Rage crash. Even the secondary effects of your powers work - if you have Foot Stomp down below a 10 second recharge, a FS during the crash could buy you some breathing room with no loss of DPS. Taking Hand Clap for a minion-level stun during Rage crashes seems like a poor use of power selections.about every minute and a half on a medium high recharge tank/brute. It is more the fact that during the rage crash this can be one of the few powers available to you. sure mag 2 stun. very low, true. huge AoE. Knockdown/knockback, for further mitigation. and a chance to repostion opposing mobs. Oh, and you do not have to limit yourself to only using it during rage crashes, when you get good with it as part of your toolkit it is always there waiting.
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Well, Musculature is generally considered unimpressive - your damage powers are almost always slotted to the ED cap for damage, so you just get the "ignores ED" part. Cardiac is usually considered a default choice for Tankers, especially if you're a bit endurance-heavy or it'd let you skip Energy Mastery for Pyre or Soul. You might not have a huge amount of resistance, but Tough and your fire resistance will like it.
Spiritual is a more aggressive choice, and it's certainly workable - my Fire/Fire loves the extra recharge and healing, and I'd imagine EA and Hoarfrost liking it almost as much as Burn, HF and FE. And it makes your attack chain tighter, your AoEs (and Hasten if relevant) come back faster, and even gives you more regeneration out of Health - a nice little side benefit.
Nerve is pretty terrible for an IO build, but it's amazing on SOs - without global accuracy or the Steadfast Res/Def, most builds have gaps that Nerve helps to fill. -
Well, I'd put Havoc Punch back in, and ignore the Def Debuff in LBE - you can slot your attacks up to 95% chance to hit pretty easy, so you really shouldn't need it.
Unslotted DPA (slotting shouldn't change this order much at all)
Charged Brawl: 35.38
Havoc Punch: 34.22
Jacob's Ladder: 36.11
Air Superiority: 25.92 (Mids seems to be giving double the actual animation time for some reason, but RedTomax has the data)
Laser Beam Eyes: 24.07
Chain Induction: 49.24
Thunder Strike: 24.41
In short, get Havoc Punch in there - it's a lot better than Air Superiority once you start factoring in animation times. Also, consider using Chain Induction on a single target. LBE may well wind up in your ST chain, though if possible swap into Pyre or Soul Mastery - Fire Blast has over 40 DPA, and Gloom clocks in at nearly 60.
I don't really know Elec Melee that well, but I hope some numbers help your quest. -
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Quote:I used the phrase "similar levels of investment". I don't care how good at building tanks you are, Fire and Elec give very similar returns and Elec has higher baseline survivability. In fact, I'm fairly sure you could just copy the slotting of relevant abilities in nearly any Fire tanker onto an Elec tanker and notice an increase in survivability. The only exception I can think of is Fire/SS, which has two AoEs for Obliteration sets, while Elec/SS has just one - and even then, I'm sure you could make up the difference elsewhere, as Golden_Pie demonstrated. But by the same token, almost any Elec/* build will give more damage if it's swapped over to Fire/* and maybe given a KB protection IO somewhere - thanks to the 40% extra damage after buffs in Fiery Embrace.the part i think everyone is missing is all these numbers are based off unslotted or s.o.'s. your all missing the fact that any of these " sucky" or " lack luster" or "weaker" can be made to be stronger then pretty much any tank.
its all about your build people. if you wanna always talk about just numbers thats fine but really who here even uses just s.o's anymore i mean really.
If this was a Dark Armor thread, I'd agree with you - Dark has lower baseline performance, but very high returns on investment as you boost S/L Resistance, Defense and Recovery. And yeah, no-one said "every Fire tank is squishier than any Elec tank" - that would indeed be ridiculous. Just that, for similar builds, the Elec will be tougher. -
As far as Fire/Fire fans being defensive: If we wanted defense, we wouldn't have picked Fiery Aura, would we?
In all seriousness, we're not jumping down your throat because everything you said was true - Elec *is* tougher than Fire for a similar level of investment. We just think that Fire is tough enough for what we want to do with it, and provides a very good offensive boost in Fiery Embrace and Burn. It's possible that Fire/Fire's not for you - it's an unusual Tanker and not everyone's cup of tea. But I'd ask you to give it a chance. Push on a bit, get Burn, and maybe Fire Sword Circle and Fiery Embrace if you're feeling charitable. Dive into a spawn, hit Build Up, Fiery Embrace, Burn and FSC and watch that spawn just melt away as the DoTs tick and you beat up the bosses. That's the essence of Fire tanking. Enemies don't shoot you because your reality-defying levels of determination or rock-hard abs somehow offend them. They shoot you because if they don't, you're going to flambe the lot of them. In fact, you'll probably roast them even if they do. -
Quote:Fifteen seconds on a heal is plenty when you can get to the softcap with one small purple or almost any team buffs, and the attack chain is fine; Scorch > Incin > GFS > Burn > Incin > GFS with Taunt or FSC in gaps. AoE is Combustion > Burn > FSC > (GFS/Scorch/Taunt) in the gap. Still, if you want Hasten, swap it for RotP. I like having the backup in RotP if a damage spike is too big, but that's just me. And while that Elec/SS has impressive recharge, you've really sacrificed defense to get there, as well as gone all-out on the expensive stuff. Purples, Hami-Os, even a Glad Armor proc, and you're sitting at 20-ish to all. Still, it'd be a boring city if we all opted for the same builds. A nice example of what recharge can get you.Hmm well not taking Hasten on that build you are loosing survivabilty because your the longer recharge on your heal...and I am not sure how it affects any attack chain you have either.
to compare here's a Elec/SS build with 5 second foot stomp and perma hasten and Energize -
Fire tankers are less durable than most other tankers, though they're a much smoother ride 1-50. Resistance based, so no unlucky streaks before you can softcap, and with a cheap heal available very early (Dark Regeneration is too expensive to use frequently at low levels, while Energize is quite late in the set for Elec). It even has Consume for some endurance management.
In the late game, Fire is a little less tough than most of the other armors, but makes up for it with strong damage - and defeated mobs deal no damage, so you can use that as extra mitigation. All the same, you can make Fire tankers that are extremely hard to kill. For example, my Fire/Fire/Energy build with 32.5% to all positions (one purple to softcap), almost 70% S/L resistance, 280% regen and a 15 second cycle time on Healing Flames.
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One note - Adrenaline Boost won't overcome the -Recovery crash on its own. AB is +800% recovery, while nuking is -1000% (with 100% base and 45% from Stamina for a total of -55%). You'll need to either stack AB and RecA, or put at least some EndMod enhancement in AB. One 50 EndMod IO will add 480% more recovery, for over 400% recovery after nuking.
Your end will still crash, so Maneuvers/CJ/Weave will likely drop, but Fort and CM should keep you safe enough for the second or so you aren't soft-capped. -
KO Blow has very good accuracy to start with (1.2 base accuracy, 90% vs +0s). Are you sure you need the defense debuff to be quite so large? With Rage unslotted for ToHit, you only need 35.3% accuracy to be capped against +4s. I find 35% accuracy to be more or less unavoidable if you build for any recharge at all and slot any accuracy in your attacks. With the Kismet proc in Combat Jumping it drops to 21.8%; double-stacked rage and no Kismet needs just 0.2%.
Just an FYI - the Achilles Heel proc in LBE is still a great idea. Jsut don't sacrifice damage to make sure KO Blow lands, because it almost always will. -
Quote:Wouldn't Foot Stomp also turn off while airborne? I can't see a lot of /SS tanks actually hover-tanking much other than Lord Recluse.What's your travel power? Hurl can only be used when standing on the ground. If you have hover, take Laser eye beams.
but yeah, fair enough. Superman tributes should probably favour LBE, since it actually works in midair. -
Uh, there are some nice sets in there for a frankenslot. I mean, really, really nice sets. The purples, PvP sets, and Hami-Os are going to set you back a lot, even for one or two, but you have a basic idea.
My advice? Take that build, go to the market, and be prepared to replace any enhancement in that list with something else that boosts the same components. Also, look at the places you've slotted generic enhancements, and ask yourself if some two-aspects can't do the same job better. -
Mechanically, Hurl has slightly higher DPA (27 vs 24 unslotted at 50), and Willpower isn't going to curse the long animation - it's not like you have click powers to save yourself you wouldn't get to use. Recharge is slightly higher, but you shouldn't be using it enough to notice. The only issue is the KB - almost Mag 8, so expect to see them fly a good way back, though the -fly should help you get up close and personal in some other situations.
Hurl by a hair, purely mechanically. But a lot of people can't stand the animation, and I'm not going to fault someone for taking LBE. -
@Remus: I think you're misquoting Arcanaville there. Everyone has an "immortality line", even the level 1 blaster. It's the amount of incoming damage (before applying mitigation) that will eventually kill you. The goal is to get your immortality line as high as possible. Arcanaville also looked at 30-second, 60-second, and 180-second survival times, which are noticeably higher for most armor sets as dropping a player from full to zero in 30 seconds takes a lot of damage. But for Dark Armor, it isn't. 30-second survival is the same as the immortality line, since Dark Regeneration is back up (if you can manage the cost, which takes a bit of work but is very doable) and it will heal you to full.
I'd agree with Seldom's approach - Dark has some glaring weaknesses to common problems combined with solutions to some very esoteric problems. Pools and IOs are able to solve those common problems fairly easily, while the IO sets and pool powers that fix the corner cases (Psi, toxic, endurance drain, -Perception, etc) are fewer and not as effective. So for similar investment, Dark Armor gives higher returns, though it's some time before Dark makes up for lagging behind in some other areas (Energy damage, knockback, endurance consumption etc). -
Well, the problem is that all of those effects are "sometimes" effects - attacks don't always crit, and mezzes aren't always Dominating or Overpowered. Bruising is an "always" effect, and it'd be like making all of a Blaster's attacks thow up a "Defiant" message when they hit - all it does is tell you that a Blaster is attacking that target and annoy people.
My advice for targeting AVs when multiple are out (STF, RSF, Kahn/Cuda etc), is to talk to your teammates. If they're ignoring you talking to them, they'd ignore any grey-lettered messages flying around too. -
Quote:No, you can turn off the fade effect of Cloak of Darkness, which completely obscures your costume. You can't turn off the four or five layers of particle effects from the various Dark Armor toggles, and they really do make it hard to see your costume while they're up.You know you can turn off all the effects and it does not hide your costume at all anymore.
Quote:Also, I have a L50 claws/sr at 50 and he was quite fun, but I quit him because I could not stand all the auto hit stuff on task forces and tips/missions full of DE and carnies kicking the crap out of you. On a scrapper it would not bother me nearly as much, but when you are supposed to be the "tank" it is annoying. Yes we should all have weakness and that is a good thing, but with SR the weakness normally means NO protection at all and you take full damage to everything.
You will go to feeling godly to dead and you really never know when it might happen lol
/SR over-all though is great, but just think it needs to be revamped some to fit in better with the way stuff is today. I also think All the auto hit stuff in the game is BS, but oh well.
64% base ToHit does feel a little cheaty, though. Maybe try and team with someone with defense buffs?
And in the end, you have a Brute's HP to fall back on. Unlike SR Scrappers, you can actually take a few hits, though you want to stop them landing ASAP. -
Quote:If we're talking temp powers, then the Wedding Band (reward from a mission for Stephanie Peebles in Striga Isle) is an absolute must for any Fire, Dark or Electric tanker. Toggled 30% resistance to all for 2 hours, and re-obtainable via Ouroboros, it's exactly what you need when an encounter starts heading south on you. The difference between 50% and 80% resistance, or between 60% and 90%, can easily be the difference between living or dying. I even use a few seconds for taking the alpha from some tough groups (Longbow spawns with Illusionists or Empaths spring to mind).Here's a Dark Armor tip you don't hear every day: Get the Kinetic Dampener temp power. It covers your weaknesses(+30% energy resistance anyone?), lasts 30 minutes, and is dirt cheap.
And Dechs, I know that Dark Armor has good end drain resistance, but I was meaning that Dark Regeneration with only 1-2 targets would be putting a dent in your blue bar if you were taking much damage at all. Dark can pretty trivially keep its health topped off if you don't care about endurance consumption by spamming DR, but without saturation for the Theft of Essence proc that's not going to work for long.