William441

Citizen
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  1. Quote:
    Originally Posted by Muon_Neutrino View Post
    As far as I know, it's a visual effect only. I believe the actual radius doesn't change, just the size of the graphics effect.
    This may be true, but a larger body type seems to increase the radius of the character itself which, I believe, may cause an increase in the radius of PBAoE attacks. This is where a power such as ice patch can gain some more benefit, but I may be wrong.
  2. Looking over the original build, you will have serious endurance problems that consume alone will not cover. As a fire/battle axe tank you must have stamina slotted with more than just a chance for endurance proc, which only fires off every 10 seconds.

    IMO, slotting six titanium coatings is too many to go for the smash/lethal defense bonus. I changed up titanium coating to 4 reactive armors. Also, the numina +regen/rec proc should go into health as it's an auto power and will always be active. Blazing aura also needs some serious endurance reduction, more than obliteration offers.

    Recent changes also made burn a descent attack that does great damage and no longer has fear component to it. I switched out chop and moved around a few powers to fit in Burn. Assuming you plan on teaming/fighting large mobs, i also replaced the sets in consume with an obliteration set. 20% end from each foe hit is more than enough to fill back your end bar from just 5 foes and obliteration offers the best recharge for consume.

    Build is below:

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura

    Secondary Power Set: Battle Axe

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Fighting

    Power Pool: Leadership


    Hero Profile:
    Level 1: Blazing Aura
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (3) Scirocco's Dervish - Damage/Endurance
    • (3) Scirocco's Dervish - Accuracy/Damage
    Level 1: Beheader
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Fire Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (11) Reactive Armor - Resistance
    • (11) Reactive Armor - Resistance/Recharge
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    Level 4: Healing Flames
    • (A) Numina's Convalescence - Heal/Endurance/Recharge
    • (13) Numina's Convalescence - Heal/Recharge
    • (15) Numina's Convalescence - Heal
    • (21) Doctored Wounds - Recharge
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    Level 8: Gash
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    Level 10: Temperature Protection
    • (A) Reactive Armor - Resistance
    • (29) Reactive Armor - Resistance/Endurance
    • (29) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Steadfast Protection - Resistance/+Def 3%
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Consume
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (17) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (36) Obliteration - Chance for Smashing Damage
    Level 18: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Kinetic Combat - Damage/Recharge
    Level 20: Burn
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Damage
    • (34) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    Level 24: Plasma Shield
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    • (39) Reactive Armor - Resistance/Recharge
    Level 26: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Resistance
    • (42) Reactive Armor - Resistance/Recharge
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    • (42) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance
    Level 30: Swoop
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    Level 32: Fiery Embrace
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 35: Whirling Axe
    • (A) Obliteration - Damage
    • (39) Obliteration - Chance for Smashing Damage
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (50) Obliteration - Accuracy/Recharge
    • (50) Obliteration - Accuracy/Damage/Recharge
    • (50) Obliteration - Damage/Recharge
    Level 38: Build Up
    • (A) Recharge Reduction IO
    Level 41: Cleave
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Obliteration - Chance for Smashing Damage
    • (46) Obliteration - Damage
    • (48) Obliteration - Accuracy/Recharge
    • (48) Obliteration - Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Recharge
    Level 44: Pendulum
    • (A) Obliteration - Chance for Smashing Damage
    • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (45) Obliteration - Damage
    • (45) Obliteration - Accuracy/Recharge
    • (46) Obliteration - Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Recharge
    Level 47: Rise of the Phoenix
    • (A) Performance Shifter - EndMod
    Level 49: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    • (5) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (5) Performance Shifter - EndMod
    • (7) Performance Shifter - EndMod/Accuracy



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  3. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Well It's not bad. But you do know that you can't use super jump and super speed at the same time right? And if you have Ninja run or Beast run neither is necessary. And you shouldn't over look Rise to the Challenge's to hit DeBuff of almost -5%. And the standard rule of thumb for defiance is to soft cap it to 45%. Doable but requires an expensive PVP IO. Adding the DeBuff it's almost 50% bypassing the normal 45% soft cap limit.
    This is my setup. It has over 1000% regen as opposed to you're 600%. Better Accuracy, Defiance, and Resistance. The recharge is about half but with the way Elec draws end that's not such a bad thing.
    http://www.cohplanner.com/mids/downl...58FF07716EEF76
    I use Pyre Mastery instead of Mu but you should be able to adapt it to work. You should also look closely at summon striker as a pet it can equip Soulbound allegiance 3 slots give you +16% regen and +3% Hp.
    Also the Export>Export Data Link is a somewhat better way of posting your build.
    Just so you know, you're comparing your build with a fully saturated RttC while looking at Amber's build with just 1 foe in range of RttC. The regeneration on both of your builds is relatively identical.

    Quote:
    Originally Posted by Son of Amber
    Your feedback would be greatly appreciated. I wanted to build a durable, but very damaging Will/Elec tank. I also wanted strong aggro control so i took Mu Mastery for Ball Lightning (i've watched that strip aggro from other tanks like they weren't even there. My original goals were to build for Def, HP(& hence regen), and Damage. I am capped on E/N and one purple inspiration from being softcapped on S/L/F/C. I know several Willpower tankers who are nowhere near the softcap and they are very durable, likely due to regen and mitigation. I see potential in this build but i feel it can definitely be improved.
    IMHO, willpower isn't a set that can output damage (not as much as shield defense or fire armor). All that you will get out of 2 Armageddons is a recovery bonus which isn't bad, but with both stamina and quick recovery you wont get much use out of it. Also, it is very difficult to soft cap a willpower tank while using purples as very few purples ever offer any sort of +defense that sets such as obliteration offer. With that said, I think that a full set of obliteration in Lightning Rod is completely fine.

    The aegis proc in Mind Over Body is rather useless for a WP tank. Your psionic damage resistance is already high and it is much better to place a steadfast protection res/def proc instead. Place 3 aegis res, res/end, and res/rech into high pain tolerance. Placing 3 lvl 50 numina heal, heal/end, and heal/rech will also provide better +hp stats.

    The first build that you posted has seriously underslotted electrifying fences and ball of lightning. Also, I might recommend changing a few sets and slots around. IMHO, you will not need a call of the sand man +heal proc in charged brawl. It's more of a waste for a WP tank that can output more than 140hp/sec regen. Second, the taunt aura is so poor in RttC that you end up wasting a slot by placing a taunt IO. Simply 4 slot it, 3 numinas: heal, heal/end, heal/end/rech, and 1 regular heal IO.

    Indomitable Will is slightly overslotted in the build. Psionic damage is rare enough that indomitable will only needs a LotG rech proc and def/end. I am not entirely sure as to how much use the force feedback proc for 100% recharge will be in thunderstrike, but it will not be enough to have perma hasten. You will also get a better benefit out of build up by at least switching out the proc for +perception to 1 recharge IO. IMHO, 6% regen is not worth it.

    Here's my build for WP/elec:

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    I would recommend getting portal jockey, task force commander, and freedom phalanx reserve accolades as those will provide you with about 370+ hp and that will increase the builds regen from 134.57 hp/sec while in a mob to 152.63 hp/sec. A spiritual core paragon alpha would increase the regen further to about 170hp/sec, but I'd wait on crafting any alphas until you are certain what your build lacks most (accuracy, damage, endurance, or recharge).
  4. Not sure why you have a recharge IO in wet ice, switch it out for 1 endurance reduction IO? Also, you didn't slot stamina for any endurance modification. The proc really only fires off every 10 seconds in any passive power so it will not benefit you much. Consider at least 3 slotting stamina with endurance modification (3 performance shifters also work) and see how your endurance is after. If you are building the char for trials (incarnate specifically), then it looks as though you're not too concerned about damage output since others will fill that role. If so, you can swith out of soul mastery and into the energy APP to pick up both conserve power and physical perfection. Place 1 recharge IO in conserve power and 3 endurance modification IOs into physical perfection (3 performance shifters also work). You will lose some global recharge as a result of the change. Energy consumption seems underslotted as well for recharge/endurance. Maybe add two slots for efficacy adaptor end redux/end mod and end mod/recharge?
  5. Damage isn't too bad either if you can spam foot stomp or tremor and such. Mainly did this because I wasn't sure if it was possible to achieve.
  6. Don't know if this has already been achieved or not, but heres a stone/stone/pyre tank with perma hasten while in granite. Does require spiritual core paragon alpha, but didn't think it was possible without speed boost or adrenalin boost. Also soft cap to everything except psi damage

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  7. Quote:
    I am not disagreeing, I just haven't seen +regen help me that much in terms of survivability. When I am tanking a large mob, I haven't seen that I live much longer because my green bar moves up a bit faster. I would love to know that I am doing something wrong, though.
    The benefit out of spiritual alpha solely depends upon how the tank is built and how much INF is available to the person trying to IO a WP tank. With that said, the build i posted gains about 10hp/sec regen with 1 foe in range of RttC and abou 19hp/sec regen with 10 foes in range from the spiritual alpha. Going nerve spiritual on a WP tank offers useful bonuses as well, to a certain extent. About 1.9% defense boost to smash/lethal with the build posted and about 3.3% defense to energy/negative/fire/cold.

    If you have the influence to acquire a gladiator's armor: +3% def to all then I would recommend going spiritual. If you do not, nerve may help out in reaching that 45% soft cap for regular (none incarnate) content. With that said, I'd also like to point out that RttC, in addition to providing great regen, also applies a 3.5% tohit debuff on foes within range. This will provide a 3.5% buffer buffer zone if your build is already soft caped, or you can shoot for about 42% def and still be effectively softcapped to any foes in melee range.

    If you plan on running STF, the towers that buff Lord Recluse also buff his tohit. So to truly be soft caped against Lord Recluse when tanking him, you will need extra defense and heals from teammate buffs/insps, or have defense somewhere around 70-75%.

    One other note (unless this has been changed), both WP and IM can greatly benefit from using a huge/tall body build for your character. The radius on ice patch is 9'. Using a huge/tall body build will essentially extend that radius further outward, allowing ice patch and RttC to affect more foes. This should be true (unless it was changed) for any PBAoE powers.

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    |3FDBB7F2BE6E16FCF14D0D0E7C03BE03DC336FDEB8CD04FFAD68FFBD6B5BE75EFB7|
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    |-------------------------------------------------------------------|
    I will say that this build is purely centered around maximizing max HP, regen, and defense. I personally would not use it for lack of damage (and accuracy), but it works great around a WP/SS tank as rage fixes both of these problems. I like to have hasten on any char, but that is up to personal choice. I might also recommend looking into WP/DM as it also gets a heal through siphon life which can take even better advantage of spiritual alpha. Soul drain in DM also allows for siphon life to hit a majority of the time and the -tohit from the powers may help more when facing AVs. (Simply because ice patch will not knockdown any AV and it is almost impossible for mobs to defeat a WP/* tank. WP is however susceptible to cascading defense debuffs as it has very little defense debuff resistance and offers no protection against endurance draining powers, such as those of malta sappers. Probably a good idea to have some purples/blues in insp tray if you're ever stacked with a lot of -def debuffs or are hit by a malta sapper.)

    Edit* Dark consumption can quickly fill your endurance back up, filling in one of the holes in WP.