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Posts
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Alright, so I've been tinkering with a lot of things lately to see some interesting combinations and one of the ones that's been sitting around on the edge of my conciousness was Bio/Staff Tank. I play Tanks about 90% of my game time, so it was only a matter of time. I think these two go really well together, when you consider the absorb mechanic in Bio. Using the combat order of priorities, I'm assuming it goes something like this:
1) Attack is initiated
2) Debuffs are implemented (damage reduction/-to hit/etc)
3) To-Hit check
4) Attack is successful
5) Resistance is implemented
6) Absorb is implemented
7) Damage is implemented
(because absorb is relatively new, I don't know where in the list it comes- I'm only assuming)
So this means that absorb effectively places another layer of survivability on a tank. The purpose of this thread is to try and exploit this mechanic to the maximum extent possible. For this purpose, I selected Staff.
Unfortunately, on mids, you cannot implement staff and bio armor together without some issues in formsSo the final numbers will need to be adjusted accordingly.
Questions up front:
1) Are there any powers in Staff worth skipping? (I'm taking taunt)
2) Are there any powers in Bio Armor worth skipping? (I personally don't see a single power I could skip)
So I built a character without using the resistance buff from Sky Splitter w/ 3 Levels of Soul Protection or the Defensive Adaptation buff. I'm very pleased and somewhat excited by what I came up with. I had to use slotting I've never considered before. My goal was max defense and high HP/Regen with decent resists layered on top to exploit the absorb mechanic. I went overkill as the build has 0 DDR protection (so I think the more the merrier). After turning everything on and max'ing it out, I was stunned at what this is capable of. Then I added in -damage and +defense where I could using incarnate content and put Ageless on as a backup (all disabled when you click the link below). This isn't a powerhouse, this is a brickhouse. Let me know what you think.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Bio Armor
Secondary Power Set: Staff Fighting
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Hardened Carapace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(11), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46)
Level 1: Mercurial Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 2: Environmental Modification -- LkGmblr-Rchg+(A), S'dpty-Def(7), S'dpty-Def/EndRdx(11)
Level 4: Guarded Spin -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(5), LkGmblr-Def(5), SMotTanker-Dmg/Rchg(25), SMotTanker-Acc/Dmg/Rchg(42), SMotTanker-Dmg/EndRdx/Rchg(43)
Level 6: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15)
Level 8: Ablative Carapace -- Numna-Heal(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), S'dpty-Def(34), S'dpty-Def/EndRdx(34)
Level 12: Evolving Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(48), GA-3defTpProc(50)
Level 14: Kick -- Empty(A)
Level 16: Eye of the Storm -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(42)
Level 18: DNA Siphon -- Numna-Heal(A), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(19)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 22: Weave -- LkGmblr-Rchg+(A), S'dpty-Def(23), S'dpty-Def/EndRdx(23)
Level 24: Taunt -- Empty(A)
Level 26: Genetic Contamination -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg(27), SMotTanker-Acc/Dmg/EndRdx/Rchg(31), SMotTanker-Acc/Dmg(48), SMotTanker-Rchg/Res%(48)
Level 28: Serpent's Reach -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(29), Apoc-Dmg/Rchg(29), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(37), Apoc-Dam%(42)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(31), S'dpty-Def(31)
Level 32: Parasitic Aura -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33)
Level 35: Innocuous Strikes -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Dam%(40)
Level 38: Sky Splitter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit/EndRdx(50), GSFC-ToHit/Rchg/EndRdx(50)
Level 44: Super Jump -- Winter-ResSlow(A)
Level 47: Staff Mastery
Level 49: Adaptation
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 47: Form of the Body
Level 47: Form of the Mind
Level 47: Form of the Soul
Level 49: Defensive Adaptation
Level 49: Efficient Adaptation
Level 49: Offensive Adaptation
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Void Radial Final Judgement
Level 50: Support Radial Embodiment
Level 50: Paralytic Radial Flawless Interface
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1693;718;1436;HEX;| |78DA7D54CB521351109D2483212408212F3010F28084400889BAB744D00D2953056| |E549C1A7112A68C0935890ABAF22F5CBAB274E357B877E7F303942A11E5A1181F63| |67FA244C31EAAD9A9C9EBE7DBB4F9F3B9DC2FA9CE7D9850767049BE75C45AED7A52| |5B97A53D1BA0BB71B7243AD5585D672D213E50D694E2929D5BA929D556BD245AD2C| |57D515E9AC76ABA6851150502A8A925D6CC8A592745E2DAF36D46A59F0146BB54A7| |64191D7E8ADD77869EFF5B5B76E285A7D555D73F36EA5B5ED9B5F5357B2F355452B| |6F4805B9DE50B48D4122334BCF4E827E6C2D7A7A97102723250AC7228C3DA38C992| |8E3740C18221C1185ED988045672F0BC69EFD0AF02A63749971F21A5062DCA3BA36| |AE6BB705C8C8535D3BEAFEE6982F94DF016E0EC4885EA09F71F095C3C0F46BC6C93| |78CBB94BF0BF9BB2E71ECF145E012E3778A7122C689986EC474232648B7E6428C0B| |1C62E01903CF26E57183A71B1A7AA0A1E7888633D0307F9279DA297F2F6B28F4EAB| |4845DEABA0FAAF6DD118CA8FEBBC075C6C10DC6D83DC6F47DC61FC4C40BB65E7434| |808E06D091832AFA3846F481AD1F6CFDFFB87191CE0490370015825021081576887| |7089D848C4E7E129B21E832B46537BE99131F819B8C91B7ACC3CC4BE03BC603CA16| |860AE19CDDF00D6780D38C6359E00C633ACFE825B623603B02B611B08C80F52FE23| |68A985128158552D1F6F7411CE2E01087D209DC48023792C08D8CE14652B889269D| |1DC7D971CC4612B391C46C24311B29CC460AB3F188249800B789A7DC53FE09F0316| |3887A9C82DA5361D66C8F6A66F99CBE4FFDE5600F8B9D396DBDD2CDA4C5CED4EB93| |96DD9CC593B7784E593CA72D9E058BA728A22C796C86C7D54F33CE1E7DABA7F39F8| |0DD6D8BE793C5F3D9E2791FECD4D53F98EC4D93BDDFD20AF65793FDCD6CB7346CC7| |98EC03935DA4EA3A945C36D9B2C9BE6EB2FFB69AC42B8F7C0F7D8776C64FF67FCE1| |D59CFE387475F98D2FC018636640F| |-------------------------------------------------------------------|
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So the absorb is a check after Defense then Resists? It's third on the list? That could potentially be very potent as higher defense would effectively double the effectiveness and resists would make it last longer.
To hit roll
Resist Check
Damage Reduction Applied
Absorb Implemented
Am I getting that right?
After number crunching, it's seeming to me like this could potentially be extremely op with the right build... -
Alright, so I'm trying to come up with a decent build for a Spines/Bio Scrapper. Assume it will be a brute **if** they proliferate to brutes. I've played Spines a lot before, and I know how hard it will be to level up with the amount of aggro it will generate. I'm worried about the survivability of Bio Armor.
I plan on running around and hugging enemies on largish teams. I can't seem to get defensive adaptation to work on MIDS, so maybe that's what the main issue is. Either way, I'm concerned about the defense of the toon.
I can only seem to get to roughly 21.3% S/L, 27.5% F/C, and 15.7% Psi. With the majority of defense debuffs being S/L and 0 DDR on Bio Armor, I'm worried I'll turn into a Leper right when I run in to the middle of fights. Is the absorption from Carapace really that powerful to keep me alive? Should I pre-emptively pop it or wait until I start taking damage (so the regen will catch up?)
At 50, I can shore that up with Ageless and Suppor Core. I don't want the toon to blossom at 50 though. Can someone look at this and tell me if I'm far off-base? I have offensive adaptation enabled, but even toggled off it doesn't get a whole lot prettier. I'm considering dropping my build for Staff/Bio =\
Any help will be appreciated.
(Data chunk at the bottom)
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 43 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Bio Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- SScrappersS-Rchg/+Crit(A), SScrappersS-Acc/Dmg(3), SScrappersS-Dmg/Rchg(3), P'ngFist-Acc/Dmg(5), P'ngFist-Acc/Dmg/Rchg(5), P'ngFist-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Hardened Carapace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(50)
Level 2: Inexhaustible -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx(15)
Level 4: Environmental Modification -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx/Rchg(19)
Level 6: Spine Burst -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-Acc/Dmg/Rchg(7), C'ngBlow-Acc/Dmg(11), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Rchg(40)
Level 8: Impale -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg(9), Mael'Fry-Dmg/EndRdx/Rchg(11), Mael'Fry-Acc/Dmg(42), Mael'Fry-Dmg/Rchg(42)
Level 10: Adaptation
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 14: Kick -- Empty(A)
Level 16: Ablative Carapace -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(21), Erad-Acc/Dmg/Rchg(29), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(40)
Level 20: Evolving Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-EndRdx/Rchg(48)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 26: Ripper -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Rchg(27), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(40)
Level 28: DNA Siphon -- Numna-Heal(A), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Throw Spines -- SScrappersS-Acc/Dmg/EndRdx/Rchg(A), SScrappersS-Acc/Dmg/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(42)
Level 35: Genetic Contamination -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/Rchg(37), C'ngBlow-Acc/Rchg(39)
Level 38: Parasitic Aura -- Numna-Heal(A), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39)
Level 41: Super Jump -- Winter-ResSlow(A)
Level 44: Spring Attack -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Dmg(45), C'ngBlow-Acc/Dmg(45), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Acc/Rchg(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Focused Accuracy -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Jump-I(A)
Level 1: Prestige Power Slide -- Jump-I(A)
Level 1: Prestige Power Quick -- Jump-I(A)
Level 1: Prestige Power Rush -- Jump-I(A)
Level 1: Prestige Power Surge -- Jump-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 10: Defensive Adaptation
Level 10: Efficient Adaptation
Level 10: Offensive Adaptation
Level 50: Spiritual Core Paragon
Level 50: Ageless Radial Epiphany
Level 50: Support Core Embodiment
Level 50: Degenerative Radial Flawless Interface
Level 50: Pyronic Partial Core Judgement
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1621;701;1402;HEX;| |78DAA5544B6F125114BE17062994B6549E7D0065B0F40985E8DA468A76536249EB9| |A9076AC934C190234B14B9746F7BA31B6465D9A68A2FE00773EFF80EFC74263D57F| |8087395F2921242EBC09F9EE7CF73CBE73CEBD142EE73D0F96AF2C0A39B86494EBF| |5D2DA46AD5CAD6AB5BEC24EA3DCD0CD8A682D27FD028747A58266685ABAB8A31B46| |5D6DB379EDA256A96BE99C6E96CED7B6CA157DA374A6B66DD6C4C0AA691AE973FAD| |6A5865ED9F2585F2B5AB94A1F6EEB63ADAA699BFD6C65B4CC86CF56F58D74CEDCDC| |2D15CAF58656DB0D938245FADD760AACA643BCB10B915584ED39F005A392A3E330E| |112632ACFF83641282D5F45A8B4995284270A8C31CE4E3066E38CEFC847B28F4D5E| |9056FCC1356091F13DD9D86163F732773C00F431EE916E07743BBEDB848828E2D80| |1F027A3DB1096ED890AE394C978C7C91368F93AF799EBDB03DE62745F2754153173| |15788DF1036973B1B6E63E05E9E738B27F8EFD1680363A1BE03331D0A4253E91E71| |0AA1A42E55E54EE5D67BC4B5EC36CE31846557E54358EAAE2A82ADE55D5678AEFC3| |347C98861FD308621AD9AE69D8295F003E01F804E1337E3841D82EC057219F10EA0| |8612A614C298CE9DC239B11747804FA47A17FF40763B4BB8E6DC62F54C798745BF1| |C7D0A728FA14459F82143FC21A44041AEE131743CED86BBEB9132F81AF804F71231| |E33CE3C61FC4A3955F45D85DE04FA9F80EE44D76D4AA2EFDFC87752BA2CBD93D09B| |84DE24F48648DB346EC3F4186B914121E6A0770E39E7916B1EB9E79133859C29E45| |4295E9AF5CA74D7CD5BA7F019E4CAC4991B57DAAFBC7571E936C694F6DB6DCE769E| |4EB347A60797EDC19DECC19DEAC1ADF4E0561548204E5AAA5C5E7AF9CC340FDCED7| |F0A2153ECF1BB933B2DAD1EFDEAE410F94F2777C366710F5B2F17B13F76EC1F75BC| |E8FF5E451FE542B09BADBDF847E067EA91D172E8C839E63FDAFF057D903A02| |-------------------------------------------------------------------|
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I've been waiting quite some time for Bio Armor to release so I could make a Spines/Bio scrapper. (For reference, my favorite character of all time was my Spines/Dark Scrapper). However, I never considered Spines would be Proliferated. A Spines/Bio Brute would be interesting. And by interesting I mean amazing. And by amazing I mean I just peed a little.
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I recently decided to make my WM/SD Scrapper my main. I noticed some synergy between AoA and the 3 force feedbacks I plan on slotting my main attacks with. My goal for this build was to get my recharge down as low as possible to chain the main attacks. It's not the best for DPA or anything numberwise like that... just to charge in and rattle off a decent number of attacks with little regard for personal survivability.
Feel free to play around with the build:
Code:Hero Plan by Mids' Hero Designer 1.96| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1541;681;1362;HEX;| |78DA75944B6F125114C7EF0C83C8AB407995168A3C5A0AB4D3A22E7C4513AD9A686| |B30445D993A856B4B425A0298D8A50BBF800BF50368B51B3F88CFA55BFD003EF66A| |C73373FEA5C4899336BF73CF3DEF7B2FAB0F97036FAE3EBA2094B14B1DA3DF5F6B3| |47B46B72B7B9E1BC6E041CFE808EBF3D07FF260676D5576A4D4EF1824194D991DEA| |97E57DB9D5977A63B32D3BAD83A508D4B7B73BFA8A34BAEDAD8DA0BDB8D2DED81CD| |0CA67AF1A5D295B7EDEE8583B91CBDD7653BFB8DDDAA10CFD81ECED4C5001BA5544| |42E033DDA245A86942BD071ACC23EBCC892633F7C965D317A4B562FBAA22AEB02E0| |6869913145F611BB782F81AE26BFF893FFD58B5E9A7F82EC477217E00F103881F20| |1B37DBB8DC4912329AA8DCE2BDDA4DB0C19C4CF0E0AD5A3C15CE7174162C31C3736| |09999FEC2BD06298F97F328DE2AD739062628A81F75FA55124A9A289982B9CF4C51| |EE20E610DCE3D8632F98F32FC15DF01573E135EC287748F159BE2294E39C698A174| |12F1193EDC67F81BF99893FE03E7AF9CABD84285ED43E14538D62AE31CC3586B9AA| |D4539CE38BB8499F709126C91D88E47197DD5586AA48A1ABD439CE32790A3CCD2C9| |E61CE9E659670BA61AA620A539B42158BA8621155689433039B0C6CA6B1371D05A9| |862C6AC87EE40E8FBD05DF81EF99B90F206A88500D79F8E631C502A658C0140B986| |211532CC2779C7C677842EACC3C9FCAEC3F6C50BA39B651E6705BCAE02EF9577173| |ABE7F9E62EE4B8BE856B7C8B6ACF38579EE6A0E3F6E9F05F0493B4B784935A9A62F| |FB4367CD5F4679D5E561BBE55B3E2D85D72686A0ECD0987E6A443B3E2D0D435A425| |8D626BBC617AD5AC31BFF986BF0ED8FD71A85195DB7CC207EFB982F7FCDDE1F573D| |40B332B3F059F30F7F2044CE073F4504EC50EE5E723FAEB2372DD674D9EE5BB23B2| |3122AF8FC87F012573F6DF| |-------------------------------------------------------------------|
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Pulverize -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(25), SScrappersS-Rchg/+Crit(34)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 2: Jawbreaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(25), FrcFbk-Rechg%(31)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
Level 6: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Heal(43), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
Level 8: Clobber -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(9), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), OvForce-Acc/Dmg/End/Rech(29)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(15)
Level 12: Combat Jumping -- S'dpty-Def(A), S'dpty-Def/Rchg(40), S'dpty-Def/EndRdx(40)
Level 14: Build Up -- GSFC-Build%(A), GSFC-ToHit(15), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Mace -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), OvForce-Dam/KB(29)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 22: Kick -- Empty(A)
Level 24: Tough -- GA-3defTpProc(A)
Level 26: Shatter -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(27), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(39), FrcFbk-Rechg%(40)
Level 28: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Crowd Control -- SScrappersS-Acc/Dmg/EndRdx/Rchg(A), SScrappersS-Acc/Dmg(33), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), FrcFbk-Rechg%(37)
Level 38: One with the Shield -- ResDam-I(A), ResDam-I(39), ResDam-I(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- RgnTis-Regen+(A), Panac-Heal/+End(46), Mrcl-Rcvry+(46), P'Shift-End%(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Jump -- Winter-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42)
Level 50: Assault Radial Embodiment
Level 50: Reactive Core Flawless Interface
Level 50: Ion Core Final Judgement
Level 50: Ageless Radial Epiphany
Level 50: Musculature Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------ -
I saw a lot of the other posts concerning DA/Stf, but I wanted to see just how much damage resistance I could get out of it. So I did. And this is what I came up with:
(The current build of mids will only show one stack of MotT ATO, but after using it for about a week, I notice I rarely have less than two stacks.)
Resists w/ 1 ATO proc, body, and melee core:
S/L/N/P: 90
F/C: 84.1
E: 67
T: 67.4
With more than one stack, the resists shoot up to:
S/L/F/C/N/P: 90
E/T: ~74ish
If I can manage to maintain 3 stacks, the resists plateau at:
S/L/F/C/N/P: 90
E/T: ~81
Defense:
S: 40.3
L: 55.3
F/C: 32.5
E/N: 44
P: 24
M: 47.1
R: 34
AoE: 39
It's complete overkill? Maybe. Go big or go home. I realize I could do the same thing with a stone tank with a lot less sacrifice, and maybe I will. Maybe I will...
Anyways... If you make changes, please keep in mind my goal is to keep resistances up. If you can figure out a way to squeeze more defense, I'd love to know how!
The purpose of the build is not to have an insane amount of damage or defense, but rather to have a large amount of damage resistance. I rarely play on a team less than 6-8, so I'm not too worried about my lack of defense. If you import the build, you'll notice that I have all of the good end-game stuff enabled. The reasoning behind this is because I plan on playing this character rather frequently. I didn't enable the destiny, because mids only shows craziness. You'll also notice that it's **fairly** inexpensive (actually free if you consider I have just about everything I need to make this happen but the levels). I'm pretty excited to see how it does.
This is made for the sets/slots, not for leveling up- I'll plan that as I actually level him up. Let me know what you think.
I understand there isn't very much accuracy/to hit in the build and I'm okay with that. Like I said, This guy is a tank and taunt is auto-hitI think I have a fair amount of accuracy where it counts and when it doesn't there's always quick toggling Focused Accuracy/ Taking a resist hit to get a to-hit bonus with staff.
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40 is a good number
I typically shoot for 35 as a minimum. For what it's worth, I feel very strongly that HP > Regen for Defense tanks and Regen > HP for resist tanks.
I hope you have a blast with your tank! -
336% regen
How many HPpS is that? For the majority of the time, that's what is going to keep your defense tank alive -
I'm glad you're enjoying your tank! After I got a Dark Dark Defender to 50 in I2, I never touched the ranged AT's again. I switched to a Spines/Dark scrapper in I3 (appropriately named Debtmonger). After the scrapper, I started playing tanks and found that I love the playstyle. For the next 19 issues, I played tankers about 95% of the time. I'm not an Elitist like most, I don't play specific builds or anything for damage... I play out of theme. With that said, I still have a clear understanding of Min/Maxing and Elitist builds because I lurk the forums from time to time.
2) Slotting for leveling... You don't even need mids for this one. If you're like me, you won't play +0 for long. On a team of 8, I usually bump to +2 until SO's and bump to +3 after 22. I bump to +4 when I feel confident I've built my toon correctly. I like to build defenses first, then build offense... which goes completely against your style of play. I suggest adding in 1 defensive slot per odd level and adding the other slot in a power you plan on using for the next few levels. Once you've maxed out your defensive slots (doesn't take long on shields btw- and don't forget stamina), start focusing on attacks you use in your rotation. Keep going 1+1. I think "relying" on the extra 10% isn't necessary and too risky for my style of play. I'm strongly considering dropping Storm Kick because I'm already at 48% defense- and have no intention of playing incarnates on another tank
3) Odd that you mention skipping Crane Kick... It's numerically the same as Cobra but adds a knockback. I am one of a small group of tanks that doesn't mind Knockback. In a pinch, it will keep you alive.
XXX) I typically use Thunder, Eagles, Axe, Crane, and Cobra. and just push through the same order (recharge and activation makes it almost seamless- I'm playing Electric and have a modest 20% to recharge though). The amount of Single Target damage in that combo is pretty high. On an AoE fight, I typically swap Axe for Dragon's.
On a Defensive tank (Ice/SR/Shield) I usually go for the HP/Regen bonuses. You can get pretty high amounts of regen going.
If you're dead set on skipping a power in MA, skip the 10% defense. Sounds counterproductive, but at higher levels, that extra cushion you need in early levels is completely wasted. -
I rolled a SR/DB. I ran around pretty much untouchable the entire front end of the game. I died twice to CoT thanks to earthquake and other silly nastiness. At 22, my defenses shot up to 51% and realized the auto powers don't need slotted.
The real reason I wanted to take a second and post is for a different reason though. When you get held, your defense takes a major nosedive. SR doesn't come with a protection toggle like most of the other tanks. Instead, you get a click power. The downside... if that click power fails to go off when it needs to because of (-recharge) or whatnot... prepare to eat some debt. Your defense goes from 46% to -10% in a matter of .2 seconds. Unfortunately, your taunt aura doesn't drop... even while your held- which is pretty impressive, means everything is still going to be attacking you. That's the one thing I don't like about the set.
Finally, one other thing to note... The awakened group rolled through me continuously. They're either bugged, or that's the SR weakness.
Cheers! -
Here's my guide - It's new but the changes will be made once errors are pointed out.
Survivability: Game Mechanics Explained
http://boards.cityofheroes.com/showf...c=#Post7353724 -
Survivability
Survivable - [ser-vahy-vuh-buhl] - Adjective. Able to be survived. Capable of withstanding attack. This is a game mechanic explanation mostly for people that either don't know or people that would like a better explanation of certain things. Most of it is understood or known, but if this helps one person with one bit of information, it has done its job. I just turned off my spellchecker for this forum. If there are grammar mistakes, make fun of me if you like.
1. Overview
2. Damage Mitigation
2a. Aggro Control
2b. Team Buffs
2c. Enemy Debuffs
2d. Control
3. Defense vs Resistances
3a. Defense
3b. Resistances
3c. Number Comparison
3d. Additional Comparison
1. Overview (from a fairly experienced player).
Only the strong survive. Kill or be killed. These are the basics of life according to certain people paid a lot more than me. They are also the basics in City of Heroes and City of Villains (CoX). To kill things, you need to do damage. To do damage, you need to survive. To survive, I want to take a moment to give my take on damage mitigation (DM), defenses (Def) and resistances (Res), and line of sight (LoS).
2. Damage Mitigation (my definitions and opinions).
Prevention and reconstruction are the basics of DM. DM is a term in reference to preventing or reconstructing damage. There are four major forms of DM: aggro, team buffs, enemy debuffs, and control. I personally favor prevention more than reconstruction. Some of the more mysterious enemies have an attack called Mapserver Disconnect and this attack can make or break a healer and potentially increase the amount of debt you have to wade through.
2a. Aggro control is as easy as a tank or brute spamming taunt. These archetypes have a higher survivability than the other archetypes in CoX so it makes sense you want the enemies to attack them. Aggro control also includes killing enemies and avoiding their area of interest. Killing enemies simply involves killing them O.o Whodathunkit. Scrappers, Blasters, Brutes, Stalkers, and Corrupters are more known for this. Their area of interest is their aggro bubble , or how close you can get to them without them initiating an attack.
2b. Team buffs are any powers that increase the survivability of the team. The main buffing characters are defenders, controllers, masterminds, and corruptors. Team buffs can increase defenses, resistances, accuracy, damage, speed, and overall effectiveness (regeneration and recovery rates for example).
2c. Enemy Debuffs are any powers that increase the survivability of the team while decreasing the survivability of the opponents. The main debuffing characters are also defenders, controllers, masterminds, and corruptors. Secondary effects from any power that hinders the opponents' effectiveness are also considered debuffs (like a Warshade lowering enemy recharge rates for all of their powers). Enemy debuffs include lowering defenses, resistances, accuracy, damage, speed, and overall effectiveness (regeneration and recovery rates for example).
2d. Control involves any powers that either prevents or hinders the enemys ability to attack. Control varies from debuffs in the sense it can completely put an end to a team taking damage. Controllers and dominators are most well known for this.
With a good mix of aggro control, buffs, debuffs, and control, the survivability of a team increases greatly.
3. Defense vs Resistances (a comparison).
When selecting a characters powers that deal with def and res, its good to know the difference between the two. Some power sets are mostly defensive (Super Reflexes) while others are mostly resistant (Electric Armor). The main difference comes in the number of attacks they take.
3a. Avoiding attacks are the basis of defense. An enemies to-hit varies depending on the level difference and type of enemy. The defense cap is set to 60% and an enemies to-hit floor is set to 5% (more on this in a moment). It can be kind of confusing, but once you get the hang of it, youll notice you can always get hit with a defensive type of character at least 1/20 times no matter what.
3b. Resisting damage is the key to a resistance power. Go figure. The resistance cap is different for each type of character, the highest being a tank at 90%. For resistance based characters that have no defense, even level minions still have a 50% chance to hit.
3c. So which is better? It depends. In the following situation, well assume were fighting an even level minion with a to-hit of 50% (hell hit you ½ attacks). The attack hes using is Energy Sword (a hypothetical attack with both an equal energy component and a smashing/lethal component both deal 100 damage). We are going to compare a Defensive Tank with 35% smashing/lethal defense, and a resistance based character with a 35% resistance to energy and the enemy gets 20 attacks. Please note that because the attack has 2 parts, the game will check for both giving defensive sets the advantage over resistances. Ill show how when we compare them separately:
*Defensive Energy: 50%-0%= 50%. 1 out of 2 attacks.
*Defensive Sm/L: 50%-35%= 15%. 3 out of 20 attacks.
*Defensive Overall: The defensive set will take 300 damage total out of the 20 attacks. 3/20 attacks at 100 damage per attack brings us up to 300 damage total. Because it checks for both energy and smashing/lethal defense, it goes to smashing lethal on this one, because 35% is better than 0%.
*Resistance Energy: 100-35= 65 damage per attack.
*Resistance Sm/L: 100-0= 100 damage per attack.
*Resistance Total: The resistance set will take 1,650 damage total out of the 20 attacks. Because of the 50% attack rate, 165 damage for 10 attacks will yield 1,650 damage.
3d. Additional Comparisons mainly involve the to-hit floor, mez effects, and strategy. The enemy to-hit floor is 5%. So no matter what, the enemy will always have a 1/20 chance to get a hit in. If a character has a 60% defense to a damage type fighting an even level minion (50%-60%= -10%; in reality, 50%-60%= 5% because of the 1/20 cap). Most mezes/holds/immobilizes has a damage type associated with them. Its more difficult to stack holds on a defensive based character than it is a resistance based character. The resistance based character will still get hit half of the time, where the defensive character will get hit much less. This gives the defensive based character a huge advantage in most circumstances. With targeting, most defensive sets wont have to worry about minions. Bosses have a much higher to-hit ratio than the others ranks. Killing them becomes priority. Once you make it to the higher levels, resistance based characters will want to kill minions first, so theres one less source of damage to worry about.
I would like to thank everyone that has helped me in my reign of terror, and for all of the useful information Ive read through the forums during my many trials and errors. I felt it was my turn to give back to everyone that has given me so much. I wrote this to squash some of the things Ive been seeing or hearing lately. People that think theres no point to a character that uses force fields as a power set, or those that take force field and dont use half of the powers. Or the misconception that controllers just stand there and dont do anything. There is no bad build in CoX, they all have a purpose. Ive played every type of character imaginable up to level 30 except a corruptor and stalker, and these are the things Ive noticed most people dont know or the common misinterpretations. My favorite teams are balanced ones where each individual player understands his or her role within the team. I usually try to avoid teams where controllers and scrappers think they can tank. Or an overeager blaster that likes to initiate groups. As a tank or brute I like to set the pace and maintain the aggro. Go too fast and the teams get killed. Go too slow and the teams get bored. As a scrapper or stalker, I like to focus on the biggest threat to the team and take it out as soon as possible. As a controller, dominator, defender, corruptor, or mastermind, I like to use my characters to accelerate the survivability of my team. I dont care to solo, and I thoroughly enjoy the team building factors involved in larger teams. For those that have played with me, I like to spam a lot of chat and bigger usually means I can get away with saying more idiotic stuffs . If you disagree or have a correction to anything, I would prefer a private message.
My name is Beau and I approve this message. -
Global: @doubleyooteeheff
Gender: Male
Age: 22
Location: Colorado Springs, Colorado
Height: 6'2"
SG Affiliation: The Empyreans
Most Recognizable Server Toon: Beau Hica
**The more you know**: www.myspace.com/happiestofjuices It's all there. Even some stuff you don't want to know O.o