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Posts
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Looking for advice regarding improvements or alternatives to the below build. Any input is appreciated.
The main goal for the build was to soft cap S/L/E/NE Defenses.
Other than that I was not sure what to shoot for as far as secondary and tertiary goals but I think I did manage a decent regen and recovery level.
I'm not running weave in this build so Fire and Psi remain the weak points and not really trying to shore them up much here. Hibernation and Hoarfrost will have to mitigate that. If I decide to add weave I really don't know what to drop.
The build is focused mainly on deciding which powers to take and how to slot them but not when to choose them. I'll rearrange the order when I figure the final powers and slotting.
Thanx in advance for any help offered.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
WAR FROST: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-EndRdx/Rchg(11), Numna-Heal/EndRdx(11)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Wet Ice -- HO:Enzym(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 10: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(17)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19)
Level 16: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg(23), C'ngImp-Acc/Dmg/Rchg(23)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(29), EndMod-I(29)
Level 22: Touch of Fear -- Cloud-Acc/Rchg(A), Cloud-Acc/ToHitDeb(31), Cloud-%Dam(31)
Level 24: Siphon Life -- Theft-+End%(A), Theft-Heal(31), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
Level 26: Energy Absorption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(36), RedFtn-Def(36)
Level 28: Chilling Embrace -- ImpSwft-Dam%(A), P'ngTtl--Rchg%(37)
Level 30: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 32: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 35: Dark Consumption -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(42), Erad-Acc/Rchg(42), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(43)
Level 38: Hibernate -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-EndRdx/Rchg(43)
Level 41: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rchg/Rng(46), Mocking-Taunt/Rng(46)
Level 47: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx(48)
Level 49: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 15.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 7.65% Max End
- 17.5% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 41% Enhancement(Accuracy)
- 10% FlySpeed
- 330.3 HP (17.6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 18.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 2.5% (0.04 End/sec) Recovery
- 86% (6.73 HP/sec) Regeneration
- 10% RunSpeed
Set Bonuses:
Luck of the Gambler
(Frozen Armor)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
(Shadow Punch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Hoarfrost)- 3% Defense(All)
(Hoarfrost)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Shadow Maul)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Health)- 12% (0.94 HP/sec) Regeneration
(Smite)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Smite)- MezResist(Immobilize) 2.2%
(Glacial Armor)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
(Touch of Fear)- Status Resistance 2.5%
- 2.25% Max End
(Siphon Life)- 10% (0.78 HP/sec) Regeneration
(Siphon Life)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
(Energy Absorption)- 21.1 HP (1.13%) HitPoints
(Energy Absorption)- 10% (0.78 HP/sec) Regeneration
(Icicles)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Soul Drain)- 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)
(Dark Consumption)- 10% (0.78 HP/sec) Regeneration
(Dark Consumption)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Hibernate)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Midnight Grasp)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
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Actually I was looking at the totals of the build and I can't figure out how you got +167.6% HP and +11.8% Endurance. I ran a build that had more HP bonuses and was pretty similiar to what you have except there were No ToDeath slotted and No adjusted Targeting but my HP and End is lower? Do you have accolades or badge bonuses in the build that are contributing outside of slotting?
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I think your correct in slotting health here which I ignored in the build. I'll have to correct that. The build above is a respec build not a leveling build so the levels at which things are chosen is a bit random.
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Approaching 50 with my WP/WM Tank and I need to decide on the Final build. The build below focuses on soft capped S/L Defense and maximizing Regen as I really don't know what else to focus on so any alternate slotting strategies are welcome. Endurance doesn't seem to be a problem and it seems like I will have enough Global Recharge to do without Hasten.
I'm also curious if slotting SoW with the Steadfast Global Defense Proc will work. According to mids it does but I want to be sure.
I have about 900 mil saved up for him so I think I will be able to afford the Numina's and LotG sets.
In the end I want to be able to Tank TF's reliably for a team.
All input and advice will be greatly appreciated.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
MODI : Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3), Numna-Heal(5), Numna-Heal/EndRdx(5), Heal-I(7)
Level 1: Bash -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(9)
Level 2: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11)
Level 4: Jawbreaker -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/Rchg(17)
Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 8: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/Rchg(23)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 12: Fly -- Flight-I(A)
Level 14: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Acc(27), EndMod-I(50)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 24: Rise to the Challenge -- DarkWD-Slow%(A), Numna-Heal(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(31), DarkWD-ToHitDeb/EndRdx(50), DarkWD-ToHitDeb(50)
Level 26: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33)
Level 28: Whirling Mace -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(33), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 30: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(43)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 35: Shatter -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg(39)
Level 38: Crowd Control -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(40), Oblit-Dmg(42)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/Rchg(45)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg(48), Mocking-Rchg(48)
Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 34.3% Defense(Smashing)
- 34.3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 27.1% Defense(Melee)
- 4.25% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 36% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 5% FlySpeed
- 288.1 HP (15.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 18.2%
- MezResist(Stun) 6.6%
- 2.5% (0.04 End/sec) Recovery
- 74% (5.79 HP/sec) Regeneration
- 10% RunSpeed
Set Bonuses:
Aegis
(High Pain Tolerance)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(High Pain Tolerance)- 12% (0.94 HP/sec) Regeneration
(Bash)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fast Healing)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Jawbreaker)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Jawbreaker)- 8% (0.63 HP/sec) Regeneration
(Mind Over Body)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Indomitable Will)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Air Superiority)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
(Clobber)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Clobber)- MezResist(Immobilize) 2.2%
(Rise to the Challenge)- 28.1 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Rise to the Challenge)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Build Up)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Whirling Mace)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Heightened Senses)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Boxing)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Shatter)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Crowd Control)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.78 HP/sec) Regeneration
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Strength of Will)- 3% Defense(All)
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I want to thank everyone who offered advice and creative builds. Thank you for sharing your ideas and research.
I have decided to try the soft-capped defense version first. If I'm not happy I'm going to try a super recharge/end efficiency version along the lines of Windenergy's suggestion.
Below is the build I'll be trying for now:
S/L defense is at 45.9 and E resist is at a respectable 33%. Though energy is the weakest of DA's resistances I really don't see it as a hole.
Taunt has been dropped as I agree that with OG,DS and some DR and FS I'll be able to hold aggro like crazy.
I've implemented the adivce given for at least 2KB procs and adding more recharge to rage. Hasten has 2 Recharge IO's. If I find a way to make it 3 whithout sacrificing my offense or capped defense I will.
I've also added Conserve power and Physical Perfection as was also advised. I've also managed an overall +25% recharge(haste) bonus to get that Dark Regen up that more quickly.
Thanx again u guys!!!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
AVALON: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 2: Punch -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Acc/Dmg(43)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), S'fstPrt-ResKB(34), RctvArm-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(42)
Level 6: Haymaker -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(31)
Level 8: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15)
Level 10: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 12: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(13)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17), Numna-Heal(17)
Level 18: Dark Regeneration -- Theft-+End%(A), Nictus-Acc/EndRdx/Rchg(19), Nictus-%Dam(19), Nictus-Heal/HP/Regen/Rchg(37), Nictus-Acc/Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Death Shroud -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(23), EndRdx-I(27), Erad-Dmg(34), EndRdx-I(34)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Acc/Dmg(40)
Level 26: Cloak of Darkness -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(29), RechRdx-I(29), RechRdx-I(50)
Level 30: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(46), RzDz-Acc/EndRdx(48), RzDz-Acc/Stun/Rchg(48), RzDz-Stun/Rng(48)
Level 32: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 38: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), Oblit-Acc/Rchg(40)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonuses:
Reactive Armor
(Dark Embrace)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Jab)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Punch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Murky Cloud)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Murky Cloud)- 1.5% (0.03 End/sec) Recovery
- Knockback Protection (Mag -4)
- 3% Defense(All)
(Haymaker)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Obsidian Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Air Superiority)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fly)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Health)- 12% (0.94 HP/sec) Regeneration
(Dark Regeneration)- 35.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Death Shroud)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.2 HP (2.25%) HitPoints
(Knockout Blow)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Knockout Blow)- MezResist(Immobilize) 2.2%
(Cloak of Darkness)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Rage)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Oppressive Gloom)- 2% (0.03 End/sec) Recovery
- 28.1 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Boxing)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Physical Perfection)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
-
Tanks are not a beginner class. You have to learn both to play and to build a tank. I think there is a lot of suffereing due to misconception. Just because you have greater survivability than most other classes, that doesn't mean your invulnerable. I've seen tanks charging into mobs, way ahead of the team and faceplanting. You still need to rely on the team. When you solo you still have to be somewhat cautious. Building your tank is a skill all its own. I had terrible trouble with my Inv/EM tank. It took me quite a long time to figure out the build and the play strategy to maximize my survivability.
Check out the player guides in the forum. They really do a good job of giving you a strong idea of what to take at what level and why.
Tanks require skill, patience and determination to play but they are without a doubt, one of, if not the, most rewarding class to play. -
Thank you for the build advice and sample. This is another excellent example of build variety within a set. I'm just curious.
You feel that maxing out recovery and Endurance efficiency trumps soft capping defense? Although this build is extremely efficient and is also powerful offensively, how is it's survivability? With well slotted Stamina, Conserve power, Physical perfection and end reducers slotted from sets isn't it a bit of overkill? Wouldn't a greater deal of defense benefit the build more? Also how much are you relying on Dark Regen? Is it serving as a major source of mitigation?
Thanx again for sharing the build -
I was also wondering : does anyone ever skip Cloak of Darkness on a DA build? I know the defense bonus is nice but 2 things about this power bug me.
1. I hate the way it looks..my toon just disappears..what did I spend all that time on those costume slots for...blah
2. When I'm in the thick of mobs, I find it hard to keep track of my location. I find myself targeting enemies that are further from me than I thought so my attacks don't go off...wastes time.
I would really like to skip the power but I'm not sure if it's viable to do so. -
If you take Combat Jumping instead of Air Superiority then you will probably need to slot Boxing with Kinetic Combat or Smashing Haymaker to get closer to the soft cap on defense. You can also slot Combat Jumping for more defense if you need it.
Happy to help. Lord knows I appreciate it when I post questions on here. -
Thank you for the Advice Deth and MR. Eian.
Deth your build is very interesting and certainly caps the S/L defenses. I find myself really liking the OG power though. I was considering a strategy of actually combining it with Hand Clap to really lay the stuns down but I'm not sure if that would work. I also usually like to slot my offensive attacks very aggressively. I think this is the first build that doesn't have CI or Mako slotted. Slotting so much Kinetic worries me that I will be underpar offensively. It does hit that cap though. But this build gave me something to think about which was the point. How did you get that Adrenalin Boost into the build on Mids?? Its listed as an Empathy power...
Mr. Eian your build may work well for you especially if you ran the STF. I'm just not comfortable with the idea of forgoing defenses to rely on healing. I want to avoid or resist the damage and rely on healing as a back up. Also there's no link to the build so I can't view the totals.
I also cannot afford all that Impervious Armor lol.
Actually, IA is usually good for shoring up weak psionic defenses which DA doesn't have so I'm curious why you went with that.
The Absolute Mazement suggestion is tempting but I don't know if I could spare the slots or afford, even a low-end purple set. -
Quote:Well I've been working on this toon and saving up for quite some time. With some help from the SG inf was no longer a problem to get this build. NOT enough cash for purples tho.You don't mention what your budget is like, but it's worth noting that you could get the same S/L def bonus from 4-slotting Smashing Haymaker instead of 6-slotting Touch of Death, at a fraction of the cost. Better still would be another set or two of Kinetic Combat (if you can find them) instead. I would also recommend that you add at least a fifth slot from another set when slotting KC, since the set is low on Accuracy and Damage.
Using more KCs would free up Foot Stomp for another set of Eradication to help boost your E/NE defense. (Energy defense is particularly important for a DA tank since the energy resists in the set are so low.) I'd also try to free up another slot to put a second slot in Fly for the same reason. BTW, Eradication will also help you toward your other goal of end efficiency since two slots have a +end bonus.
It also looks like you don't have enough recharge in Rage to have it up continuously, so I'd seriously considering slotting more Recharge there.
I only see one -KB IO slotted, which is doable, but for tanking I think slotting another would be a good idea. I know the BotZ -KB are very expensive, so keep in mind that adding a Steadfast Protection to one of your resist powers or a Karma to CoD would work too.
EDIT: There is +Perception in CoD, BTW, so the +Perception IO in Rage would be a good choice to replace with a Recharge IO.
The KB is an important point that you brought up and I fully agree. As far as Rage: with the penalties after it wears off would I really want to use rage so often? I've never had the power b4. This is my first SS toon. -
Ahh I see. Taking out Hurl and slotting A.S. with kinetic. Hmmm....this adds that little bit needed to cap my S/L defense and overall defense is better with your build. Thanx for the input.
I may try hurl at first to see how much I like it (Never had the power before..don't have it yet even lol). The trade off is a much lower regen bonus. But not getting hit in the first place may serve better
Thank You -
By way of example here is the build I'm using right now. Thus far she seems very durable. This build does not run taunt. The inv toggles are among the best at holding aggro and I like to punch-voke
To add Taunt: drop Laser Beam Eyes and add Taunt with 4 slots and a Mocking Beratment set. OR remove the Aegis slots from Weave and add those 2 to Taunt to 6 Slot a Perfect Zinger set.
I would make that her alternate build if I could afford it. This build is not cheap and took me a loooong time to get to. Call Me Awesome's guide was indespensable as well so read it if you haven't already.
I also found Unstoppable not as valuable as Hasten is to the build. Even with only a single recharge IO Hasten helps on a constant basis where Unstoppable is just an "Oh Crap" button.
Conserve Power is very beneficial as well with all those toggles to run.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Lady Ion: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(5)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(11)
Level 4: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(23)
Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(15), Numna-Heal(15), Dct'dW-Heal(17), Numna-Heal/Rchg(17), Heal-I(19)
Level 8: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42), Numna-Heal(46)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx/Rchg(31), HO:Cyto(46)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(27), EndMod-I(29), EndMod-I(50)
Level 22: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(33)
Level 28: Build Up -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit(43), AdjTgt-Rchg(43), AdjTgt-ToHit/Rchg(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 32: Weave -- GftotA-Def(A), GftotA-Def/EndRdx/Rchg(34), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 38: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 41: Resist Energies -- RctvArm-ResDam(A), S'fstPrt-ResDam/Def+(45), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam/EndRdx(50)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonuses:
Reactive Armor
(Resist Physical Damage)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Barrage)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Bone Smasher)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Dull Pain)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
(Dull Pain)- 12% (0.94 HP/sec) Regeneration
(Air Superiority)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Unyielding)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Fly)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Health)- 12% (0.94 HP/sec) Regeneration
(Invincibility)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
(Whirling Hands)- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3.13% Defense(Psionic)
(Tough Hide)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Build Up)- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 2% (0.03 End/sec) Recovery
(Weave)- 10% (0.78 HP/sec) Regeneration
(Energy Transfer)- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Total Focus)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Resist Energies)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Resist Energies)- 3% Defense(All)
(Laser Beam Eyes)- 12% (0.94 HP/sec) Regeneration
- 42.2 HP (2.25%) HitPoints
- 3% DamageBuff(All)
-
This is the proposed build for my DA/SS tank. The goals are Survivability(S/L def) and End efficiency. Any advice or suggestions for the build is appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Avalon: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 8: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(21)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23)
Level 12: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Heal/Rchg(25), Theft-Acc/Heal(25), Theft-+End%(27), Nictus-Acc/Heal(27), Nictus-Acc/EndRdx/Heal/HP/Regen(29)
Level 14: Fly -- Zephyr-Travel(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33), P'Shift-End%(33)
Level 22: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 24: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(36)
Level 26: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(46), Erad-Dmg/Rchg(46), Erad-Acc/Rchg(50), EndRdx-I(50), EndRdx-I(50)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), Rec'dRet-Pcptn(37)
Level 30: Oppressive Gloom -- Acc-I(A)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(43), Zinger-Taunt/Rchg/Rng(43), Zinger-Acc/Rchg(46), Zinger-Taunt/Rng(48), Zinger-Dam%(48)
Level 35: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonuses:
Reactive Armor
(Dark Embrace)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dark Embrace)- 3% Defense(All)
(Jab)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Punch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Murky Cloud)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Haymaker)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Hover)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Obsidian Shield)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Dark Regeneration)- 10% (0.78 HP/sec) Regeneration
- 1.8% Max End
- 5% Enhancement(Heal)
(Dark Regeneration)- 35.1 HP (1.88%) HitPoints
(Health)- 12% (0.94 HP/sec) Regeneration
(Knockout Blow)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Cloak of Darkness)- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
(Death Shroud)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.2 HP (2.25%) HitPoints
(Rage)- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 6% (0.47 HP/sec) Regeneration
- 20% Perception
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Hurl)- MezResist(Immobilize) 2.75%
- 21.1 HP (1.13%) HitPoints
- 2.25% Max End
(Foot Stomp)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Boxing)- MezResist(Immobilize) 2.75% (Exceeded 5 Bonus Cap)
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
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-
About to enter the 40's with my WP/WM tank and am not sure which way to go with him so, before the imminent respec, I was hoping to see a few samples of builds that are reliable and playable. Looking to see what IO sets are best for these powers as well.
Im looking for a PvE build that can handle various TF's, like the ITF. A sample of one that can handle the STF would be cool to see if anyone has one.
I tend to play both solo and in teams.
A few other notes:
Definitley keeping Taunt. Not sure whether to 6 slot it for the Perfect Zinger set.
Undecided about Boxing,Tough and Weave. I think I need them but I'm not certain.
I really want to keep Hasten but build is tight.
Unsure about Epic powers. Which ones would be reccomended if any?
As mentioned, I find it very tight to build. Finding it hard to make room and to slot.
What powers are considered the most skippable for these sets? I find myself wanting everything except Resurgence. Are there any vet WP players who don't run Strength of Will?
Thank You all for any input or advice. -
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I think in large part alot of the issues can be seen and dealt with through proper play testing.
The first Arc I created had characters in it with a slow which didn't bother my DM/SR scrapper so I didn't think anything of it. Then I played it with a SG mate who I watch group after group have to run through that junk and thought "that looks like a pain in the rear" and promptly changed the custom character to eliminate the issue.
Also along with varying classes and levels of the characters you use to test your mission...solo versus group size has an impact as well. I found this out that certain combined powersets for mobs you didn't notice solo or one other person but when the groups got bigger and more mobs were stacking certain powers it got much rougher than I planned.
Generally when creating custom groups I try to keep an even level of melee/defender/controller/blaster types at all the levels so no one thing is overloaded i.e. holds...debuffs and such.
Better and more thorough testing all around I think will yield better results but I'm guessing most people don't have an idea of how to properly test what they've created. Not the fault of the individual just a lack of knowledge in that arena. The creation is the fun part and testing can be tedious so I think Arcs get rushed out on that end.
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Absolutley!! I tested with my lvl 50 Tank and then with lvl 40-50 Sg mates on small teams set to unyielding. Everything semed fine.
When I took a mid 30's team of 4 toons into the mish on rugged it was SO difficult.
I had minions with Claws/SR. A blaster lt. with Fire blast/Bubble and another lt. with Illusion/Emp.
When I originally tested there was usually 1 bubbler popping to make the minions a challenge and the other Illusion lt. would spawn every other mob or as a single. Seemed fine.
In the 30's team the mobs were thick as molasses! 4 bubblers would converge and make all the targets untouchable. It was horrible! I felt so bad!
once the maintenance is done I'm lowering difficulties on the powersets from hard to standard.
Diversifying the testing is critical! -
I have 2 published that are meant as parts 1 and 2 of a trilogy. 3 coming soon. See my signature for ARC ID's.
They are meant for high level toons to solo or for a decent size , balanced team of lower toons though the official range on mish 1 is 1 -54. The second is lvl 37 minimum I believe. Anyway there is a story and its definitley not a farm. If you play I would appreciate any suggestions for improvement. -
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You do realize there is a cap for tickets for a single mission to stop people for gaining more tickets than the devs feel is fair right? Ok so you didn't know, because of course if you did, then you would not be spouting off about cheatcodes and exploitation because that is utter rubbish.
When facts don't support the initial statements made resorting to drama and hyperbole is the only avenue I see.
I regards to "farms" being overshadowed by better content, they ALREADY are. You see there is this little thing called the Developer Choice. These are the arcs getting the first few pages of EVERYONE'S search and are the only missions with 999+ plays. I don't see ANY farming missions in that mix of things, so where 'IS" the focus you are talking about?
Oh in your head, I see...
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I don't see a cap for XP or Inf. maybe there is but I've not heard mention of it. And what is the cap for tickets because I've heard of people farming a mish for over 7000 tickets. Maybe that's true and maybe not but I'm not about to test it out to see. And I call it like I see it from my game experience and environment and I see a lot of farming. I hear more talk about farms than the story arcs at the moment. Some of that talk is how they find it difficult to find good stories to play as they run into farms. I certainly hear more talk about farms than the Dev's choice missions. Hopefully given time it will balance out. If you find the farms are overshadowed in your experience then good. -
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I think the custom farm mishes are sad and are more damaging than realized. If you can create a cutom mish designed to level your characters and to reap maximum amounts of Xp/inf/Tix then how much would you still populate the real game?
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Just imagine if you could live in a world that was brighter and more colorful than the real world! A world where you didn't have to deal with petty annoyances like having a job -- a world where everything was easier than normal. A world where you were stronger, faster, perhaps even seemed smarter than you are in the real world. A world where you were practically... super-powered? And the only times you had to venture back into the real world were when there was something you needed from it.
Yes, friends. Beware of Mission Architect -- as it will destroy your grasp on reality!
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Ummm ..no LOL. It's a great tool. I just think its sad to waste it creating farms. There's plenty of farms out there already. New stories are more enriching and needed than new farms in my opinion.
And yea I've already seen lots of new players farming like mad in the AE system and breezing through level after level without ever trying out any of the in game content like the FF mish. That's sad to me as well.
Now TV News Media. . . .that will detroy your grasp on reality. COH is still pretty safe -
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I think the custom farm mishes are sad and are more damaging than realized. If you can create a cutom mish designed to level your characters and to reap maximum amounts of Xp/inf/Tix then how much would you still populate the real game? Why explore the well crafted COH mythos when you can reduce it to a bunch of Xp and money pinatas.I'd like to think most people would want something more, something creative, imaginative and engrossing but the proliferation of these farms on the AE says that they don't. Forming your own mishes in this way is akin to a massive cheat code which I find to be exploitation.
Finding missions within the game that you can utilize for gains is one thing but creating them for that purpose from scratch is quite another.
I also think it a sad waste for such a great tool. I admire the players who take the time to enhance the COH mythology and game experience by ingesting their imagination,tales and characters into it. This breathes life into the game and is the real beauty behind the system. Taking something like that and just using it to Power Level your characters seems wrong on so many levels.
How many people are given the opportunity to write original content for a well established mmorpg?
It just seems to me that when people are given an opportunity to express themselves and become part of a well established mythos and choose to ignore the potential and possibilities that can be explored in such a rare storytelling context, it's just really sad.
Yea I guess people are going to do it. I strongly hope they are the minority.
Hats off to all of you who have written real stories requiring effort and thought. The AE is meant for people like you!Keep em coming! Drown out the Farms!
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AUTAUMNFYRE, I think you are making the mistake assuming all anyone does is farm. That just isn't so. Yesterday evening I hopped on my Katana/SR soft capped Scrapper and ran a few MA farm runs to help some lowbies get from level 1 to 14. After that they ran off to Faultline and I did a few more to rack up some tickets so I could buy more unlockable content and go for a few recipe rolls. But before that I was jumping around the Shadow Shard, bouncing from gravity geyser to gravity geyser and doing Shadow Shard missions on my DB/Willpower while listening to psychedelic electronic music. It's a shame more people don't like that zone, to me it's one of the coolest places in the game. After the farming, today that is, I ran a few MA arcs that had potential for good content. One was kinda dry but ok, one was pretty cool, and one was challenging yet not over the top while having an awesome story with great dialog. There is more to this game than farming, and it's a bad idea to assume people are just going to ignore the rest of the content to farm.
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no one really thinks about farming a mission for fun and no profit. Although many would say maximizing their XP/inf gains is fun. The eye of the beholder I suppose.
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Most people don't farm because it's fun (although there are times when jumping into an 8 person mob solo and just destroying everything in sight is quite entertaining), they farm so they can get the money and supplies they need to enhance their experience in whatever their favored content is. I've tanked Romulus on the ITF twice and even stood toe to toe with Lord Recluse (although I had a bunch of squishies healing and buffing me) when our tank DCed on the STF. That STF probably would have failed otherwise. Neither of these would have been possible if it wasn't for the fact I spent some time running a Council map to rack up the money I needed to soft cap.
If you want to stop farming for good, you're gonna have to convince the devs to increase the drop rate of IOs and merits to such a point where farming is obsolete. Good luck with that, though. We're more likely to manage talking the devs into wasting time on full power customization before we get them to do that. Heck, we already tried, there was a whole bunch of threads on "Merit per mission," "Merit per clear," "Super rare drops are the worst idea ever" etc, etc...
On a semi-related note, despite having a cool story mulling around in my head and a really nifty idea of how to implement it I still haven't bothered to use any of my MA arc slots. Why? Simple, my idea needs alot of arc slots, more than currently available. My guess is many other people are currently facing the same or similar dilemmas and haven't published an arc yet, or just published a crappy one to test the system out while waiting for things to improve. This could explain some of the blandness.
And lets try to keep civil here, and not let this devolve into a flame war, please?
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Good thoughts but, again , Im not asking for farms to be banned from the game. Trying to improve characters will usually require some type of strategy to produce resources whether by farming or learning to work the market. I am saying that using the MA to create farm mishes is a waste of its potential to me. As I said finding ways to farm in game content and custom creating content for that purpose are two very different things.
There are many arcs that are not farms at all or may feel a bit like a farm but have a decent story and background. Some of these are also 1 mission Arcs as well. I know they are not all farms and I'm glad. There is good content being produced and I hope it continues and multiplies. Hopefully you are correct that the farms will remain just a single aspect of a much larger and more rewarding game experience. You most likely are but I believe the first step to avoiding the worst situation is acknowledging the potential for it to happen however slight. Also farms are much easier to produce since they don't require as much effort or writing. That may be why, at least in my experience they seem so prolific at the moment. They also seem to be advertised more. I get many more tells from people asking me to farm than to run story arcs. Somewhere in the middle are tells from people asking me to try the arcs they have written which can be either a farm or story.
As far as some people not producing Arcs. Another option in addition to what you suggested might be pure technical issues. the First Arc I put out took days to get done because the interface kept freezing, forcing me to restart the computer. Problems with severe lag and an overburdening of some servers can be a factor as well
As far as your story arc: what you could do to get it out there is write all the missions on Local. I don't think there is a limit there. Do them in sets of trilogies maybe. Put one out for awhile and then rotate the others in. Of course if your hoping one of the ones that needs rotation will get HOF or Dev's choice then that throws a wrench in the works but it is an option to get the story out there.
Im very intrigued by such a large scale arc. I hope you do write it. If you do PM me and I'll definitley give it a run. Hell, I'll help you test it if you want.
And you know,I don't think I have even been to the Shadow Shard once! I'm glad you mentioned it. I have to check it out.
Lastly I don't think there's any war going on here, just a discussion. Even somewhat heated communication is healthy. -
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Nice backpedal after using words such as cheatcode and exploitation, but whatever mate. Cheers.
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That's not backpedaling Mate. I said I stated my opnion of it and thats how it seems to me. Cheatcode and exploitation are fitting as descriptors in my mind. They are not calling for a ban and I am not asking for one. I am hoping they will be overshadowed by better content. -
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I don't know how long you have been palying COX, but after playing 2 1/2 years of the in-game content (ie. EVERY SINGLE DEV MADE SA IN THE GAME), its time for something new and fresh.
The devs understand that the best way for ALL types of players of COX was to do a mission builder that allows the users to use the tool in a VARIETY of ways that "THEY" see fit.
People ARE doing just that and there are COUNTLESS amounts of arcs outs there of ALL varieties. I see this as WAI(working as inteneded).
I think it is pure comedy that some people instead of using the MA tool the way "they" want to or finding the types of missions they like(they are there the search tool blows but they ARE there), are busy looking at what others are doing.
That is a total waste of time and certainly wasted effort if the end desire is to control how others use the tool and play the game, TOTAL.
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I do use the MA the way I want, I do look for the types of misions I enjoy and I do not dictate to others how they should use it but I can and will express my opnions on how I feel the system is being used. I feel that creating farms produces poor content and wastes a rare storytelling opportunity.
I have not forbidden or asked to forbid the creation of farms. Rather I have merley expressed a hope that what I feel is superior content will overshadow them.
Generating a discussion on a new element and its effects is never a waste of time.
And looking at how other people use the MA is the point of MA. Your viewing "USER GENERATED CONTENT". That by definition is looking at how people us the MA.
And I have been playing COH for over 2 years as well and enjoyed it and its player community more than any other mmorpg. -
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sure it is. farmoing is doing something more then once to get rewards. in your case it's the reward of having fun. i think the word "farm" has become severly over used in this game and has gotten a bad rap.
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By that definition of farming I would heartily agree with you.
However farming is commonly thought of as repeatedly running a map for the purpose of maximizing XP/inf gains.
no one really thinks about farming a mission for fun and no profit. Although many would say maximizing their XP/inf gains is fun. The eye of the beholder I suppose. -
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and it's not directed at you. i really love players who refuse to say they "farm". doing the same tf more then once is farming. doing RWZ raids more then once is farming. getting defeat badges is farming. doing your friends missions after you have already done the same ones is farming. get the point yet. anything can be considered farming. i'll tell ya what, ill do your arc and if i get more then 1 ticket or badge it's a farm.
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I have played the ITf a few times because it is a great story, it's challenging and it's FUN! I play the FF mish in the hollows with every new toon because it's FUN. Sometimes I'll exemp and play it over with a toon that has done it because it's FUN!. There are certain mission arcs in the game I look for over and over because they are well written and great to play.
If you watch a great movie more than once are you farming film! No. Just because you relive an enjoyable game experience that doesn't mean you are farming. -
I think the custom farm mishes are sad and are more damaging than realized. If you can create a cutom mish designed to level your characters and to reap maximum amounts of Xp/inf/Tix then how much would you still populate the real game? Why explore the well crafted COH mythos when you can reduce it to a bunch of Xp and money pinatas.I'd like to think most people would want something more, something creative, imaginative and engrossing but the proliferation of these farms on the AE says that they don't. Forming your own mishes in this way is akin to a massive cheat code which I find to be exploitation.
Finding missions within the game that you can utilize for gains is one thing but creating them for that purpose from scratch is quite another.
I also think it a sad waste for such a great tool. I admire the players who take the time to enhance the COH mythology and game experience by ingesting their imagination,tales and characters into it. This breathes life into the game and is the real beauty behind the system. Taking something like that and just using it to Power Level your characters seems wrong on so many levels.
How many people are given the opportunity to write original content for a well established mmorpg?
It just seems to me that when people are given an opportunity to express themselves and become part of a well established mythos and choose to ignore the potential and possibilities that can be explored in such a rare storytelling context, it's just really sad.
Yea I guess people are going to do it. I strongly hope they are the minority.
Hats off to all of you who have written real stories requiring effort and thought. The AE is meant for people like you!Keep em coming! Drown out the Farms!