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Well since no one's replied yet I'll post my expensive Rad/Mental build to give you some ideas on sets and power selection. Mind you /Mental is not nearly as damaging as /Fire for AoE but Drain Psyche is very nice if you're facing a lot of melee enemies for an extended period of time.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: X-Ray Beam -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg(15), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Dmg/EndRdx(36), Achilles-ResDeb%(36)
Level 1: Subdual -- Acc-I(A)
Level 2: Irradiate -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(3), Armgdn-Acc/Rchg(3), Armgdn-Acc/Dmg/Rchg(5), Armgdn-Dmg/Rchg(5), Achilles-ResDeb%(15)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(46)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(37)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(42)
Level 16: Concentration -- RechRdx-I(A), RechRdx-I(43)
Level 18: Cosmic Burst -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(19), Apoc-Acc/Dmg/Rchg(31), Apoc-Dmg/Rchg(31)
Level 20: Drain Psyche -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(31), Acc-I(43)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(23), HO:Ribo(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Neutron Bomb -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(34), Ragnrk-Knock%(37), Achilles-ResDeb%(40)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Assault -- EndRdx-I(A)
Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(45), GravAnch-Acc/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Immob/Rchg(46)
Level 47: Summon Spiderlings -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48)
Level 49: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 2: Ninja Run -
The bad thing is Elec Fences stops KD, so as Foot Stomp doesn't knock em down, you become more squishy.
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Dark really helps you with your personal defenses(Important for a good FF'er), and if you slot your cones well(procs and frankenslotting) you will rival Rad in AoE damage.
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Quote:You know what, you've convinced me. /Ice is awesome and doesn't need a buff. Enjoy your 90 degrees Frost, "Foot Stomp Clone", and your powerful Build Up.Um no sorry you are wrong, if you are going to start adding more power together, then you can't compared them to one power. Frozen Aura + Frost vs Footstomp + Rage. OH BUT WAIT, Ice melee still has build up.
Frost is not 'subpar' for an AoE, if you cant easily fit at least 5 targets inside it, then im sorry, you aren't trying hard enough. It hitting less targets is balanced around that it does more damage then normal targets. *Hint you can increase the range of frost to expand the cone*
I like how its somehow 'my powerset', and then you use personal opinion to say that somethings needs to be buffed. -
Quote:When's the last time you saw a level 50 /SS Tank without perma Rage? Rage is a part of the equation when talking about Foot Stomp and SS attacks in general, always.Im sorry, did footstomp somehow become footstomp + rage? And then you discount that Ice also has Frost, which does more damage then frozen aura.
I said Frozen aura is a footstomp clone which it is in every shape and form, besides damage type, secondary effect and radius, and I would bet all my inf that the devs would reduce Footstomp's radius if they could get away with it or get around to it. Frozen Aura is what footstomp WOULD have been if it was developed during the current administration.
If GIS wasn't so terrible, ice melee would not have that bad rap for damage that it does. Luckily Frozen Touch is a very nice attack along with being a hold.
And you also ignore that frozen aura is pure ice damage, which most NPC targets have no resistance to.
Frost is a subpar attack when it comes to AoE. It's still practically a melee cone, and won't give you the AoE coverage you'll often want.
As for Ice type damage, it helps but it's not gonna put you on par with Foot Stomp. Not even close. Face it, your powerset needs a buff. -
Quote:How is Frozen Aura a Foot Stomp clone? It has less damage(no rage), less radius and no KD. The only redeeming thing about it is that you can slot a sandman heal proc in it.Unless you are just fighting high level bosses, that is completely false, Ice melee has very good AoE damage and can easily kill mobs and mobs of minions and LTs. If having a footstomp clone for an AoE isn't enough along with all of Ice melees other powers. then nothing is enough.
Its ST damage is pretty terrible tho. Which is why soul mastery is an amazing powerpick for ice melee. gloom ftw.
/Ice is all about survivability. With IO's, it's mostly overkill. Dark definitely doesn't need the mitigation from /Ice. -
Took your build and changed a lot of stuff around, made it for i19(Stamina slots are in Rest). Softcapped to S/L/E, Hasten very close to perma.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Frost Banshee: Level 50 Mutation Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(21)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dam%(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), HO:Ribo(15), S'fstPrt-ResDam/Def+(46)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel(46)
Level 16: Frostwork -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Rchg(25), Dct'dW-Heal(25), Dct'dW-EndRdx/Rchg(27)
Level 18: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31)
Level 20: Shout -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/Rchg(39)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(34), RedFtn-EndRdx(34), RedFtn-Def/EndRdx/Rchg(34)
Level 26: Sleet -- LdyGrey-DefDeb/Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(36), RechRdx-I(36), Achilles-ResDeb%(37)
Level 28: Snow Storm -- EndRdx-I(A)
Level 30: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-ToHit(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(42)
Level 32: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(43), RechRdx-I(43)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(39), Stpfy-KB%(40), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50)
Level 38: Assault -- EndRdx-I(A)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(43), RedFtn-Def/Rchg(50)
Level 44: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
Level 47: Summon Disruptor -- S'bndAl-Dmg/Rchg(A), ExRmnt-Acc/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Dmg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A), Empty(33), Empty(33)
Level 1: Vigilance
Level 4: Ninja Run -
Quote:Some maps are tougher to herd than others. Open door maps for example. Waiting for everything to cluster on top of you also takes time which is significant for DPS. Most of the time you just want to jump in the center of the mob and fire off your AoE's as it's simply the fastest, and Radius is significant for that.Radius doesn't matter when you're at all good at herding. Besides, don't 90% of your foes cluster up on you after you open with Shield Charge? Furthermore, don't you want everything clustered on you for maximum Against All Odds return?
Even if you want to be a herding specialist and not charge in, SD is a great AoE supplement due to AAO and Shield Charge being simply awesome. -
A defense softcap is 45%. This is because all mobs have a base(without buffs) ToHit chance of 50%. And ToHit chance can never get lower than 5%. This means that if you get anything above 45% defense, it's for cushion against defense debuffs and tohit buffs. There is a defense hardcap, but it's something ridiculous near 200% so you don't need to worry about reaching it.
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Aside from Regen, Physical Perfection doesn't add much on a WP/. I'd go for Mu mastery, and slot a Positron's/Ragnarok set into Ball Lightning. It'll help a lot with your Aggro control and AoE DPS.
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/Fire is an excellent secondary no matter what your primary is. 2 PBAoE's with great recharge, damage, and radius? Talk about easy mode. 2 PBAoE's=dead minions=more room for aggro
Sure you don't get any mitigation out of it, but you're a friggin Tanker, do you really need mitigation from the secondary? I know I don't. -
My dream fix would be a small -Regen component in Sonic Siphon and Sonic Repulsion replaced with a +HP buff.
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It can be done.
The real question is, are you willing to shell out the inf for it? -
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Quote:People don't do +4 ITF's. There's no reason to do that. The only place where people face +4 mobs are in Mothership raids(energy damage intensive) and Farms(Which I have no troubles with).If you want to correct me in game I am quite happy to be shown
LGTF is super easy, I'd like to see something like tanking a +4 ITF as an example...
Not dying isn't the only thing a Tanker should be capable of. -
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Not having this issue on my Corruptor.
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Quote:Very True. Fire is better than Elec offensively. Elec is 2nd best though.Fire, Dark & Stone all get damage auras; Fire gets a BU-like power as well as Burn. Fire has the better heal also, and while Consume pales to Power Sink for +end, it received a nice buff recently. Now, if you're saying among resist sets Elec has the best resist #s, I'd agree with you, but Elec doesn't give you the most offense, and not by a long shot.
More to the point, there's a great deal of debate on whether resistance is better or worse than defense (most argue defense is better, btw), but a pure resistance set will never compete w/the kinds of layering Invul & Stone have, or even Shields (which arguably gives even more offense than Fire).
Now, get your Elec tanker to a few types or positions of defense capped, and now we're talking. On SOs, I find Elec lacking on overall mitigation, just as I find Fire & Dark on SOs (very) lacking.
As for getting defense capped, I'm close. I try to always carry a full tray of purple insps, and they're always enough. If I decide to spend some inf on the Gladiator defense proc, I'll be softcapped to all positionals with a single purp insp. -
It depends on your Primary.
In general, you want to get Defense, Recharge, and HP from set bonuses. Some sets might have special needs, like Stone Armor wanting to have extra Run Speed, and Invulnerability wanting to get some Psionic Resistance. -
Look at the Radius of those AoE's. They pretty much only apply to stuff in your melee range. Shield Charge applies to the entire spawn, hence why I said AoE Efficiency.
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I'll have to pitch my case for Elec. Endurance is never an issue, Self Heal with +Regen lets you tank Hamidon on the LGTF quite effectively, and you get great offensive stuff in a damage aura and a +rech passive. All resistance sets are up there for the most survivable, but in my mind Elec gives you the most offense with that. It also looks cool.
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Quote:I've been waiting for a long while to be able to right click a buff icon and have the option to discard the buff. Maybe it's about time they implement it.The problem with a Grant Flight power is that it doesn't provide the target with the means to turn off their own flight.
Unless you make the flight granted incompatible with Sprints.
Come to think of it, that might be better than the current aura implementation, although with a target-controlled off switch, the aura could also be made larger.
Yeah, my ideal implementation would be a single target Grant Flight - lasts 4 minutes and can be deactivated by the user via Sprint. Good thinking, plain guy -
Go for it.
WM/SD is a good combo and there is some synergy going on, as KD's help prevent the defense failcascade SD is so known for. SD provides you the AoE efficiency WM lacks, as well.
Put a Force Feedback proc into Crowd Control and Shield Charge should be up very often.