_Deth_

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  1. Quote:
    Originally Posted by Neutrino_Siphon View Post
    Except you'll be crying for Endurance :P
    Not with a little bit of IO slotting, doesn't take much.
  2. Quote:
    Originally Posted by Failsight View Post
    IMO, it basically comes down to this: WP has better mitigation in all but the most extreme situations; Inv excels in those rare situations where a WP would fail, but otherwise is (when compared evenly) weaker mitigation-wise. It's one insurmountable plus is its taunt aura, which is far more of an asset to Tankers than Brutes. While Brutes certainly thrive with more aggro, it's definitely not necessary, as plenty of Fury can be built with only a few enemies attacking you or the rest of the team is out-damaging you anyway and you're already superfluous (IOW, aggro obsessed Brutes are a laugh).

    For Brutes and Scrappers, I definitely prefer WP to Inv. For Tankers, it's the other way around, as their non-T9 survivability is already potent, and WP is often either overkill (in standard minion to boss groups) or (in those extreme situations) not enough. My opinion, though.
    I wouldn't say that WP has better mitigation, I would say it has better survivability due to you getting those HP back after they have gone down. Inv has better mitigation, as you take less damage in the first place. When you get those bad streaks, Inv actually mitigates some of the damage through resistance. For overall survivability, I like WP better because of its regeneration. You aren't as reliant on DP being available when you take a big knock, and your hp are higher without DP, so you should be able to take those hits and regen without worrying about it.

    Even for tankers, the benefits of Inv over WP aren't that big, even in "extreme" circumstances, for evidence of that, watch Powerforge's vid. Tanking 10 AVs solo is more extreme than you are going to get in any of the normal content.

    I wouldn't call aggro obsessed brutes a laugh, if they have the ability to hold all the aggro AND pile on the damage, what is the problem. Now, if they are aggro obsessed and aren't built well, then yeah, watching 'em hit like the skinny kid in gym class and/or faceplant is funny.

    Quote:
    Originally Posted by BlackSly View Post
    A Brute should plan on a large part of their mitigation being killing/stunning/knocking down mobs, and that means faster attacks and more End usage. A Tank can depend on just his defenses and get by with slowing down their attack chain if they get tired, so running Invuln fits them better, but I think that if a Brute does this, they are wasting a major selling point of the AT, high damage.
    This is the big selling point in my opinion. With QR, you get better recovery than stam. with the 2 stacked, end is a non issue. No more watching that stupid blue bar while you rain pain down on your enemies. This issue alone is why I hate my Inv/Fire tank. I like speed, and waiting on that blue bar slows me down.

    Just remember with IO stacking, Defense is your friend. Believe it or not, you can still stack the hell out of regen, HP, and bonus damage while stacking up that defense. Hitting that softcap is important, there is a sticky in the player help section on how important. Remember, you can't kill things when you are dead.
  3. Threat management in WoW is a joke now, which is half the reason I got bored with my tank. Once people got gear up to par with mine, they still couldnt take my aggro, but I wasnt at the top of the damagemeters anymore either. When your role in a raid no longer has any real challenge, whats the point. Then it just becomes 10/25 uptight aholes fighting over the one drop off of every boss you get to fight once a week. You slowly start realizing you hate pretty much everyone that isnt on your friends list, and the elitist jerks running around annoy you the most because no matter how good you get, their guild will run them for the same gear next week you worked your tail off for the last 2 months to get.

    That's why I came back here. Less headaches. Less bickering. and Tanking can be as epic as I can push myself to make it. Only problem is, while I am trying to make my gametime more epic and fun, the squishies I am grouped with are dropping like flies. Unless there is another competent tank around, and then is becomes simple again.

    *note* I am referring to pugs I join to kill the monotony of farming solo, gotta get those funds up somehow.
  4. you read correctly, i did not put a travel power in, but, I have base teleport, mission teleport, and then there is always oro, for getting around fast, plus the temp travels.

    for ElA, if you want def, you start with cj or hover, and weave. you want to get as close to the def cap as possible.

    Recharge is pretty forgiving, lightning reflexes plus hasten makes for fast recycling on your attacks. Elec is very AoE heavy, you want them back up quick.

    numina +regen/+recovery works best in an auto. how it works is, it goes of every time you activate the power How auto powers like health work, they are not actually on all the time like a toggle, they just have a duration long enough to allow for its reactivation time. Health activates every 10 seconds, this makes the buff from the IO permanent. Therefore, that +regen/+recovery goes off every 10 seconds, whereas placing it in Energize, to get the full use of the IO, you would have to use Energize every time it is up, or find a way to time the buff. Energize may be like dull pain or earths embrace, and may be able to be made perma. On the other hand, the devs may decide that they want to go the OWtS and SoW path, and make the recharge unenhanceable. Personally, I would just want a reasonably fast recharge on it, to make it more friendly as a heal. Either way, being forced to use it every time it is up to gain that IO buff is far from optimal.
  5. Quote:
    Originally Posted by Grey_Pilgrim View Post
    I like being able to take on more mobs than I could in WoW (MUCH more, as noted earlier), but if you take that too far, then the game gets far too easy, and a bit laughable at how stupid your opponents are.
    Umm, I quit WoW a few months ago, and well, as a pretty well geared tank (prot warrior, full epic, T7 equivalent, before Ulduar dropped), you could herd up a fair number of mobs at a time, with the exception of elites and even then a good group could easily chain pull. Some of the best fun was breaking up the monotony of raiding by pulling WAY too many mobs onto the group. Sometimes we lived, sometimes we died, but god was it more fun than when everything went by the book.

    Quote:
    Originally Posted by Grey_Pilgrim View Post
    Good point. While the big setpiece battles in the second two Lord of the Rings movies are fun to watch, part of me finds the closer, smaller combat you see in the first movie, The Fellowship of the Ring, more enjoyable.
    Sorry I passed over the other quote on this. Anyway, if you read comics, who do the superheroes fight in small groups or one on one? It's not the minions. It's the bosses, it's the archvillains. Superheroes plow through craptons of minions at a time. When I think of Captain America, I think of him not only going toe to toe with most powerful, I think of him smashing legions of Nazi soldiers singlehandedly. This game, I think balances it relatively well.

    A happy medium, instead of completely killing the aggro cap, would be to adjust how taunt effects work on mobs. The higher the mob level, the more resistant they are. You can still herd up large numbers of minions, but Lt's, bosses and AVs, not so much. Or a diminishing return on taunt as the level/rank of the mob increases. Minions have none, they are minions and supposed to gang up on the hero. Lts, bosses and AVs are smarter than that, you have to give them more of your attention. Gathering up 50 minions is a lot more "realistic" than gathering up 10 AVs.
  6. Well, just about got all my IOs now, missing a LotG recharge and one Kinetic Combat.

    This should pretty much tell you how solid Jebe's advice is, as his was my primary source for my build.

    To see just how tough this tanker is, I put it through something similar to Powerforge's 10 AV gauntlet. I just used a couple different AVs. No Nightstar, and no Tyrant, instead I had Malaise and Mother Mayhem. My results were pretty good, got 8 of them rounded up no problem. The last 2, Shadowhunter and Battle Maiden, were a bit of a pain. I died from stupidity while I was picking up Shadowhunter, popped ST stunned em, and picked up where I left off, no problem. Then I picked up Battle Maiden, and well, it just got ugly fast. Faceplant after what seemed like 10 seconds, but not really sure. I fraps'd it, and will have the vid linked to my sig soon.

    Not bad for a "squishy" tank

    Here is that build

    Click this DataLink to open the build!


    cost around 600mil so far. That is a guess, as I reslotted and respec'd and screwed up a few times. The hardest to get were the Kinetic Combats, the most expensive was the Numina's Unique.

    Now, I was tinkering in mid's and have come up with another build, may try it out after I finish a couple of project toons. Basically, I eschewed everything trying to cap positional Defense. I managed to cap Melee, and Ranged, AoE, well, lets just say it's a good thing it isn't as prevalent. only got @33% on that one. Damage should be decent. End will be a bit more of a challenge tho.

    Click this DataLink to open the build!
  7. Excellent guide, just proves "close enough" just doesn't cut it.

    Now put one together on whether it is more beneficial to soft-cap positional vs typed defense. And not pure theory, but based on how prevalent the damage types are to the game.

    Seriously, I wanna see this, and well, my ADD says I can't do it myself or all the shinies will get away.
  8. Yeah, this is pretty much the case, and the biggest issue I have with the aggro cap as it is now. If they raised it even by five, that would take care of most of my issues.
  9. no worries on that, mate. I am sure I come off as an arrogant *** a lot, so to be honest I probably shouldn't have pointed it out anyway! :P

    Yeah, I see the value in having the extra fire def, but I just never really had problems with it to where I am going to hunt for it over anything else.

    I don't know if he actually has the purple sets, he may have just slotted them because they were the best available to the slot, and they had the bonuses he liked. I used to be VERY guilty of setting up builds like that. Now I try to leave purples out of them.

    50 mil isn't THAT much, but it is a lot still. especially when the slots are only for the bonus. I cringed when I had to spend more than 20 mil on any of my IOs on my DA tank. Rounding out my Kinetic Combats has been painful. Thought I was going to have a stroke when I bought my numina's unique, thankfully I got lucky on the miracle one which was a drop.

    And yeah, it definitely comes down to personal preference, I like hasten, attacking faster means they die faster, and that is the only mitigation you get with /Fire. Faster recharge is the only way to increase that mitigation. I do like to find some synergy between my sets now to build on mitigation strengths between both sets, but some combos are just neat, and I think Ice/Fire is one of em. Being Ice/ does help some, but I still think getting that recharge up and getting em dead faster is a priority.
  10. WP/Fire.

    Excellent for solo and team play, lots of damage and AoEs.

    And if you are leveling the classic way, do straight missions. To me street sweeping and sewers is just another form of farming, but that is just me. And no, I have nothing against farming, just a pet peeve of mine when someone complains about farming, then suggests something that is essentially the same thing. Like when people tell lowbies not to do AE and go find a sewer team. Yeah, AE is faster, but you are doing the same thing, especially if SKs are involved. Unless they wanna doorsit, then they can go die in a fire.
  11. Quote:
    Originally Posted by Desi_Nova View Post
    The only primary power I didn't take is burn. and for attacks I've focused on the PbAOE's.
    I would say you answered your own question. Altho, if you took temp protection over burn......... Seriously, I can see why someone would take temp protection, but I could never bring myself to do it, kinda like permafrost on my Ice tank.

    If you are concentrating on PBAoEs, there really is no good reason not to take burn. Yeah, stuff runs out of it, but it also runs back in. My fire/fire/pyre only has Combustion, Burn, FSC, and Fireball for attacks. well, scorch and boxing, but those aren't on my bar. All I use him for is farming, and single target attacks just annoy me when I am farming.
  12. Umm, other than having their taunt aura feed one of their stats, they dont work anything like each other.

    WP is almost like a lower grade regen with no active heal, but a bit of resistance and def, where as Inv is a massive resist set with a bit of defense.

    As far as working with mace, WP has a bit of an advantage in that with QR, especially stacked with Stam if you go that route(I would), end is pretty much a non issue. Inv can burn through some end, and mace is pretty mean on end, combined I can see it being a bit of a drag.

    Both can be made tough as can be, but seriously, any of the secondaries can. Out of the box, Inv is going to be stronger, and is probably harder to screw up the build on. But if you plan on going with IOs, they both are just amazing.

    At least Inv for brutes doesn't turn you into Rainbow Brite anymore.
  13. Kinetic Combats are anything but cheap. Not purple expensive, but I spent around 50-75mil for each set. That was over the last couple weeks.

    And you can get your defense pretty close to cap with just SOs, but the build would be wonky as all hell.

    IOs are your friend.
  14. _Deth_

    /regen?

    Quote:
    Originally Posted by DechsKaison View Post
    Ahh, good point. All the regen in the world will still fall flat on its face with a big enough alpha.

    My question about HP numbers still stands. Do brutes have similar HP to scrappers or tankers? Are the HP caps different?

    Also, brutes, try as they might, are not tanks. That's why villains have masterminds . If the alpha strike issue is what keeps regen from being ported to tanks, it shouldn't stop it from going to brutes.
    Nope, they are not tanks, but if you take the time to IO and build it right, you may have a hard time telling the difference.
  15. I went with a bit of a different idea in mind with this build.

    One thing I learned about while working my DA tank, which is a set that also has zero defense built in, is that S/L is probably the easiest form of defense to softcap. Softcapping S/L is very beneficial in that most damage in game has a S/L component to it. When rolling against damage, you roll against whatever your highest defense is to each component of the incoming damage. For instance, you get hit with a fire attack, most fire attacks have a fire and a lethal damage component to them. If your S/L defense is higher than your fire def, that is the damage you roll against. Is Positional defense(Melee/AoE/Ranged), yes, much better, as it covers ALL types of defense, however it is difficult to get all 3 up. In most content, you will see little of the "exotic" types of damage, which positional defense will cover. Most of the damage you will encounter is S/L, and by softcapping that, you are covering all 3 positions. A bit more bang for your buck, and much easier slotting. By only raising your melee def, you are leaving yourself open to ranged and aoe attacks, by raising S/L you are effectively covering all 3, with the caveat that if the damage does NOT include S/L, you are boned as far as defense goes. Luckily, 9 times out of ten your are covered.

    This is the build I plan on going with when the changes go through in I16, IF they go through as they are now. Energize will definitely make this a strong set. It's no slouch now, but the lack of a self heal is painful. with this build you will have 41.7% s/l def, and 58.5% s/l resistance. For tanking, this build should do ya proud. For comparison, my IO'd DA tank has 42.2% S/L def and 69.9% S/L resistance. I have a mish for testing out my tanks - 10 AVs. This tank was able to herd up all 10, but ran into trouble around the 9th one as far as being able to live through it. Will your brute be able to do this, probably not, but it should be good for anything in regular content. I won't be able to test it fully til after I16, as I am not putting a penny into the toon til the CP changes come out.

    a couple notes,
    1. yep, slotted power sink with taunt for the set bonuses. Will still recharge fast, so no worries on end. decent def buff, and big recharge boost.

    2. some folks swear that you don't need stam on an ela brute. if they don't, bully for them. I do, and so will, most likely, most of the folks you meet. I did once skip the fitness pool and take CP, was just too much end micromanagement for me.

    3 Energize. 4 Numina's. Heal, Heal/End, Heal/Rech, Heal/End/Recharge. Why? That 4th enhancement gives a 6% bonus to your heal, that's why. By slotting a Heal IO instead you will get just under a 5% increase in your heal. 6% is bigger than 5 percent. And it will cost less end to activate. Anything that reduces end consumption is a good thing.

    As always, YMMV......

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Oh, and ignore the levels I took the powers/slots, this is an end build, not for exemplaring.
  16. Even without purples you can make a brute a real beast, with patience and a little work, it isn't that hard to fully IO a toon.

    People looked at my DA tank funny when I joined groups with him, asking if I really liked the set, then their jaws dropped at what I was able to live through. He isn't even fully IO'd yet, just need a couple LotG recharges and those damnable Kinetic Combat dam/ends.

    Gonna make my SM/WP brute just as strong. and probably for less cash.
  17. Kinda like controllers earthquake, saw one person that had slotted it with kb thinking it would keep them on their butts longer, instead it shot em across the screen, was pretty funny.
  18. Quote:
    Originally Posted by Kanto2 View Post
    I personally think it's a bit of a waste for you not to have picked an epic pool, but again it's a matter of taste. I'll put different slotting/power picks and decide what fits best for you.
    Don't get me wrong, I think it would be good to get an epic pool, specifically fire, but telling him what is best for him is just, well, kinda cocky.

    As for the build you posted, I went with the build he already had but adjusted it a bit, paring down the defense a bit. However, there are going to be times where you are not going to have a bunch of mobs to pull off of for EA, so being capped without it is not a bad idea. Plus, a lot of the overage just comes with going for other set bonuses.

    On top of that, what I posted is cheaper, has no purple sets, is almost a match on def minus the f/c def, has 58% more regen, 83% more bonus damage a ton more bonus To Hit. I'm not saying the one I posted is perfect by any stretch, and yours is definitely decent, especially for alternative slotting, but some of your slotting choices just seemed odd to me. Specifically slotting the full Blessing of Zephyr sets in CJ and SJ, seemed almost superfluous.
  19. _Deth_

    Ice/Axe help

    I have a 50 ice/wm, currently running in SOs. I don't have end issues really, but I do have my attacks slotted with one end redux each, and I have stam. Without stam I would probably be ok if i slotted my attacks more aggressively with end redux, but my damage would suffer.

    Is it possible to run ice/axe without stam, yeah, but it probably wouldn't be worth it.
  20. Quote:
    Originally Posted by Acemace View Post




    Funny, after Tyson made that statement, he got his *** handed to him.

    Anyway, I am not arguing this anymore. No real point in it.
  21. within the fire aura primary, there is no defense. none, zero.

    to build def on fire tanks, you need to start with cj, weave, then plan to spend a bunch on IOs
  22. Quote:
    Originally Posted by Shannon_EU View Post
    Whilst no AT is needed, really a controller should make a better controller than someones defender or blaster and they do by a mile. The powersets themselves makes sure that there is hardly one AT stepping on anothers toes.

    Brutes and Tankers share the same powersets and caps apart from the damage cap. So Brutes can be made to effectively step on a Tankers and then do loads more damage.

    I am all for any team mix but many players are not so pick n mix inclined. In time certain things become law. The one way that everything is done, has to be done and there can't possibly be another way, a bit like getting a stone and an emp for the STF etc. Tanks could be less favourable.

    I play my Brutes like a Tanker anyway.
    This is exactly what I have been saying, and I agree completely.

    Quote:
    Originally Posted by Atheism View Post
    I'm curious to if brutes can do things tanks can without IOs. My guess is, probably not.
    I am pretty sure a SD brute could hang with an Ice tanker without IOs.

    SD/SS brute, SO build w/Accolades, without OWtS:, 40.1% M/R/AoE def, 35.1% S/L resist,
    2091hp(which is @250 more than my fire tanks base hp at 50).

    The end use would be abysmal, but in a team, that is easily overcome, so can a brute fill in for a tank without IOs, yep.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Dmg(A)
    Level 1: Deflection -- DefBuff(A), DefBuff(3), DefBuff(3), ResDam(13), ResDam(13), ResDam(31)
    Level 2: Battle Agility -- DefBuff(A), DefBuff(11), DefBuff(11), EndRdx(39), EndRdx(50)
    Level 4: True Grit -- Heal(A), Heal(5), Heal(5)
    Level 6: Combat Jumping -- DefBuff(A), DefBuff(7), DefBuff(7), EndRdx(17)
    Level 8: Knockout Blow -- RechRdx(A), Dmg(9), Dmg(9), Dmg(39), EndRdx(39), EndRdx(40)
    Level 10: Active Defense -- RechRdx(A), RechRdx(45)
    Level 12: Maneuvers -- DefBuff(A), DefBuff(40), DefBuff(40), EndRdx(42), EndRdx(42), EndRdx(46)
    Level 14: Hover -- EndRdx(A), DefBuff(15), DefBuff(15), DefBuff(17)
    Level 16: Boxing -- Dmg(A)
    Level 18: Rage -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 20: Against All Odds -- EndRdx(A), EndRdx(21), EndRdx(21)
    Level 22: Phalanx Fighting -- DefBuff(A), DefBuff(23), DefBuff(23)
    Level 24: Tough -- ResDam(A), ResDam(25), ResDam(25), EndRdx(31), EndRdx(43), EndRdx(50)
    Level 26: Weave -- DefBuff(A), DefBuff(27), DefBuff(27), EndRdx(31), EndRdx(43), EndRdx(50)
    Level 28: Tactics -- EndRdx(A), EndRdx(29), EndRdx(29), ToHit(42), ToHit(45)
    Level 30: Haymaker -- RechRdx(A), Dmg(34), Dmg(37), Dmg(43), EndRdx(46), EndRdx(46)
    Level 32: Foot Stomp -- RechRdx(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), EndRdx(34)
    Level 35: Shield Charge -- RechRdx(A), RechRdx(36), Dmg(36), Dmg(36), EndRdx(37), EndRdx(37)
    Level 38: One with the Shield -- ResDam(A)
    Level 41: Taunt -- RechRdx(A)
    Level 44: Electrifying Fences -- RechRdx(A), Immob(45)
    Level 47: Ball Lightning -- Dmg(A), Dmg(48), Dmg(48), EndRdx(48)
    Level 49: Hurl -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:------------
    Set Bonuses:
  23. Quote:
    Originally Posted by Sarrate View Post
    You're right, this is all speculation. Until GR goes live (or several months/years after the fact), we won't know for sure who is right. Still, what would the forums be without speculation? *smirk*

    I speculate mostly because I have seen it before, would be nice to avoid it happening altogether.


    Quote:
    Originally Posted by Sarrate View Post
    It sounds like the players will have ways to make themselves more powerful (who knows how), but also face much more difficult content. How players scale compared the the content is anyones guess at this point, but I wouldn't be surprised if Tanker survivability really comes into play.
    I hope this is the case, I really do, then maybe we can see more dynamics in gameplay and no class will be seen as replaceable.

    Quote:
    Originally Posted by Sarrate View Post
    [*]Well built / well played - Again, I can't stress enough that I don't think this models the average player/group well. (I'm not saying that the general populace are idiots, but they aren't ravenous powergamers like a lot of forum goers are.) I have two bad habits:
    1. Inspecting people's builds
    2. Watching CoH videos.
    Why bring that up? It means that I notice a lot of builds that make me scratch my head. (Odd builds, odd slotting (which I reverse engineer from right clicking icons in groups.)) Not only that, but it's always interesting to compare, say, Smurphy duoing the ITF to a normal ITF that doesn't have an optimized team. (No offense meant to anyone in that video, btw.) I see a lot more vids like the latter than the former.[/list]
    I'm not disagreeing with what you're saying. A well built / played Brute can replace a Tank in most cases in current content. I just don't think they're prolific enough to kill off Tankers.
    What I have seen in other games, when someone figures out how to do it, others will catch on, and fast. A lot of those all damage brutes will see the opening in heroes content and jump on it, especially if they are in high demand. Dual builds only makes it more likely.


    Quote:
    Originally Posted by Sarrate View Post
    I have to disagree with you on this paragraph. Your premise is that Controllers/Corruptors buff/debuff secondarily focusing on control/damage first. In my mind - that's exactly what Brutes do, focus on damage, not aggro. As I said, Brutes can do it, but I don't think it's as automatic as you make it out to be. What's very interesting is that you mention Taunt, which some Tanks are adamant on skipping when aggro control is their primary purpose. What makes you think that Brutes will take it?

    The number of Brutes I see with Taunt is incredibly small. It's not a frequent build choice.
    As it stands right now, I agree with you 100%. However, especially due to people having 2 builds to work with, and not everyone pvps, I can easily see brutes adopting a damage and a tanking build. Also, you can control aggro pretty well with many defensive sets without taunt, which I myself skip on some of my tanks and have no issues with aggro.

    Quote:
    Originally Posted by Sarrate View Post
    Agreed, the player base as a whole will 'dictate' whether Tankers go extinct or not. Powergamers will probably eschew Tanks for Brutes just like they'll pass up non-optimal sets. Brutes are definitely more open to power-gaming than a Tank is, but sincerely doubt most unlock their true potential.
    Can't argue with you on that at all


    Quote:
    Originally Posted by Sarrate View Post
    To stamp out ambiguity, he. My avatar was the first character I really took to, as well as my first 50. (Don't play her anymore, though. My playstyle has diverged from what she offers. )
    'nuff said

    I hope what Posi said is true, because that would definitely kill this whole arguement, or at the very least, make it a lot less likely.
  24. Quote:
    Originally Posted by Atheism View Post
    Since you're basing your prediction that brutes will have IOs and can easily replace tanks, that's just BS. Not everyone in this game has IOs nor do they care for it. I highly doubt that the all of the brutes that do decide to go blue, will have IOs. Brutes will never be able to replace tanks because they are just that, brutes. The only archetype they can replace is the scrapper because they're the closest to them.

    No, I'm not trolling. I just call it like I see it.
    Saying that brutes can only replace scrappers is garbage. Under the current content, Brutes can easily attain survivability levels high enough to replace tanks. The defense cap is not that hard to get to, or really even needed, and the difference in resistance, with the exception of Inv and Stone, is not that big. The biggest separation is in hp, and brutes can get Tank quality hp easily as well. Scrappers have a harder time with that. Just saying they can't do it because they are brutes is ludicrous.

    Like I said, of course not everyone will have IOs, but more people will by the time GR comes out, and chances are, the people that are going to jump on that content first will.

    Is this conjecture, yes. However, I am basing my conjecture on reproducable facts and data, as opposed to just saying it is what it is, because thats the way I want to see it.

    Of course some people will still favor tanks over brutes. But, I can easily see that becoming the minority.
  25. You single slot hibernate because the phase shift debuff is as long as the base recharge, a basic heal IO will make it more than good.

    I switched up the slotting a bit, you had too many LoTG recharges and were over the cap. I put in a bit more regen and recharge, which will help a lot.

    This should do ya solid.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hoarfrost -- Numna-Heal(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(3), Numna-EndRdx/Rchg(5), Heal-I(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Dmg/EndRdx(11), P'ngS'Fest-Dmg/Rchg(17)
    Level 2: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(13), RedFtn-EndRdx(15)
    Level 4: Chilling Embrace -- ImpSwft-Dam%(A), TmpRdns-Acc/Slow(7), TmpRdns-Acc/EndRdx(15)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
    Level 10: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23)
    Level 12: Wet Ice -- EndRdx-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx(25), Numna-Heal(25), RgnTis-Regen+(43), Mrcl-Rcvry+(45)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27), LkGmblr-Def/EndRdx/Rchg(29), Ksmt-ToHit+(29)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31)
    Level 22: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg/Rng(31), Zinger-Taunt/Rchg(33), Zinger-Taunt(33)
    Level 24: Breath of Fire -- Posi-Dam%(A), Posi-Acc/Dmg(33), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 30: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), RechRdx-I(39), RechRdx-I(40)
    Level 32: Icicles -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42), Sciroc-Acc/Dmg(42)
    Level 35: Boxing -- Acc-I(A)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(43), S'fstPrt-ResDam/Def+(48)
    Level 41: Weave -- LkGmblr-Rchg+(A)
    Level 44: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(45), P'ngS'Fest-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 47: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-ToHit(48), GSFC-ToHit/Rchg(50), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
    Level 49: Hibernate -- Heal-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 7.69% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 1.8% Max End
    • 45% Enhancement(Accuracy)
    • 12% Enhancement(Heal)
    • 58.8% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 323.3 HP (17.3%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.75%
    • 6.5% (0.11 End/sec) Recovery
    • 90% (7.04 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Numina's Convalescence
    (Hoarfrost)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    Kinetic Combat
    (Scorch)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Scorch)
    • 8% (0.63 HP/sec) Regeneration
    Luck of the Gambler
    (Frozen Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Tempered Readiness
    (Chilling Embrace)
    • 1.5% (0.03 End/sec) Recovery
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Combustion)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    Luck of the Gambler
    (Glacial Armor)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.78 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    Positron's Blast
    (Breath of Fire)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Obliteration
    (Fire Sword Circle)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Energy Absorption)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Eradication
    (Icicles)
    • 1.8% Max End
    • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    • 42.2 HP (2.25%) HitPoints
    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)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Greater Fire Sword)
    • MezResist(Immobilize) 2.75%
    • 28.1 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Pounding Slugfest
    (Greater Fire Sword)
    • 8% (0.63 HP/sec) Regeneration
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)