Call Me Awesome

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  1. Indeed, I didn't ever loose connection last night but I did have the power flicker twice during the evening... we got hit by about 1/2" of sleet and freezing rain yesterday and last night.

    I went out this morning and our lightly snow covered driveway was frozen hard enough that I didn't even leave tire tracks. We joked because the dog was walking on top of the snow, but it's one thing when a 25 lb dog doesn't leave tracks, it's another when an SUV doesn't.

    I don't think I'm going to be going very far in the near future.
  2. Quote:
    Originally Posted by Auroxis View Post
    The 50 feet number was from personal experience of my blaster soloing the pylon at a bit over that range, not from an ingame number. Maybe if AoE's are used the tentacles start shooting. I'll give it a test next time, or maybe someone else has experience with shooting the pylon with AoE's at long range.
    I can tell you that the tentacles & mobs don't aggro if you're plinking from range at the pylon... but if someone moves into normal aggro range of them they will start shooting. The Hydra men are no problem, they're the same wimps you find on several portal missions in the Jenkins arc, it's those damned tentacles that are seriously nasty. I'd like to see a test on the attack range of the tentacles; since if you don't attack them or enter their aggro range they don't start shooting I've no idea of what their range may be.

    Another thing is that they're no harder to hold than normal mobs, so a couple of good controllers with AOE holds can work wonders here, and PA is a fantastic "tank" for those toxic mobs.

    Of course good luck getting a typical PuG to stand still and exercise good judgment. It seems there's always one idiot on any team with a death wish and a strong tendency to spread the love to the rest of the team.
  3. Quote:
    Originally Posted by StratoNexus View Post
    I love Nerve on tankers. Those gauntlet/taunt durations are seriously shortened vs. +level enemies and having the taunt slotting will be a good help. Nerve also grants hold and defense enhancing, both useful to a stone/stone.

    Spritual's slow and healing could both be useful to stone armor, besides the obvious advantages +recharge brings.

    Musculature's damage is always nice and extra run speed in swift could come in handy. Will the immob help in Mud Pots?

    I was eyeing up the Cardiac for my Stone/Stone, since I run graniteless and all the toggle + attacking was making me have end issues in the late 30s and early 40s, but Physical Perfection + Conserve Power solved that, so I will likely go Nerve for the taunt and hold.
    On my Stone/Fire I went with Spiritual since with only one exception (Hasten) none of my powers were ED capped for recharge and I had no end issues so Cardiac wasn't going to help all that much. Of course I then went and respec'd picking up 2 brand new toggles and now I no longer have that benefit making me reconsider a few things.

    There's very few characters I think would greatly benefit from Musculature since if not all at least most damage powers will likely already be hitting the ED cap for damage. Since Mud Pots is a slow instead of an immob it won't do anything there... and if you're like me you've probably already 3 slotted Swift for runspeed so the run won't help much either.

    I haven't really done a lot of thinking about Nerve; my characters are already to the point of being at 95% chance to hit up to +3 and most are at 90% or above against +4... while there's room for more accuracy below the ED cap I haven't thought it all that worthwhile. Admittedly I hadn't considered it since we opened the (currently badly bugged) upper tier levels so maybe I need to look more closely.
  4. Quote:
    Originally Posted by Auroxis View Post
    Another alternative is to just give up getting into melee on the pylon altogether, and instead focus on keeping your ranged attackers safe by aggroing the nearby mobs. A hit and run with bruise and KOB every once in a while won't hurt too much, either.
    If your team is smart the easiest method is for everyone to hang back and pound the pylons down with single target attacks from out of aggro range of the Hydra. Unfortunately as we all know there's going to be someone on the team who insists on closing in, or tossing Fireball onto the pylon and then as a tank you have a problem on your hands.
  5. Quote:
    Originally Posted by LukeMinhere View Post
    I dropped unstoppable and have never looked back. While it may come in handy in some cases (very very very few if built right), the drain is more of a hinderance than the power is a help. Best time things right, and hope your damage dealers do their job if you use it, and then, pray there is no ambush coming up your rear end when it does wear off.
    With that said, I know there are probably some that can manage it very well, I just happen NOT to be one of them. I love my Invuln tanker, and seem to tank well on anything and everything. Timing your Dull Pain is a key factor.
    I have not done the Apex TF, so maybe I will regret everything I just said when I do! LOL
    You're quite correct in all this; the only place I've found Unstoppable useful is on the first mission of the Apex TF dealing with the MASSIVE toxic damage of the Hydra. I'm giving serious thought to dropping it once again and just using a few large oranges for that one situation.
  6. Quote:
    Originally Posted by Erin Go Braugh View Post
    I never took Unstoppable with my Invul and never really needed it. As stated, if built well, an Invul cruises through the ITF and Khan. I made him into a soft-capped, stealth/TP/do it all after I 19. The STF is fine, especially if he parks near a tower while taunting. I've never run a Stone, but on paper, it looks EZ mode. Probably not going to make one, but that's because I made an Invul first and, well, he's incredibly durable.

    My SD/SS tank is a little different. Made him to do more map-clearing team missions than AVs. I pushed for max Def Debuff Resist and I've come very close. Never took him on the STF. I know folks say the flying taunt would work. Never did it, but it seems like it would work on him. He's Frankenslotted and probably the highest damage dealing tank I have, such as it is.

    I just leveled a WP/SS tank during 2bl XP. Got him from 1-50, Task Force Commander, Atlas Medallion and the AV arcs (only need Seige for Portal Jockey). I've got a capped build for him with far more HPs and Regen than my other tanks. Looking forward to finishing his build. "On paper," he may be more durable than the Invul, but he doesn't have the S/L resist capped. I hope to have him taunting Hami in a week or two.
    Kahn is another easy run with an Invuln; I typically have the team stay on Reichsman at the end and simply taunt all 4 of the AV's plus Reichsman. Occasionally I need Dull Pain if one of the Psi AV's gets a couple of solid hits in but I've never been in any real danger and I've done it probably close to 10 times on CMA.

    It's a little harder but not by any stretch too hard on my Shield/Fire tank; the only real difference is I don't try to tank all 5 AV's at once, as they release I taunt them over and have the team kill the AV, then switch back to Reichsman.

    If you want to tank the STF I'd suggest doing it this week; it's the "TF of the week" right now. I can say that all your tankers can do the STF; you'll want some assistance with the Shield and WP where the Invuln can handle it with just his insp loadout.
  7. Quote:
    Originally Posted by sturm375 View Post
    Pro-Tip: Don't go against Severe on this one. Fire/Fire is the AoE champ. I consider mine to be like a Tactical nuke compared to an ICBM of a Blaster. I am up more often than a Blaster's Nuke, theirs is more powerful burst.
    Of course with the what, 10 billion? 20 billion? that Severe's put into that tanker it does kind of stack the deck a bit.
  8. Quote:
    Originally Posted by Sachril View Post
    I just began working with the trial version, yet it seems determined to keep crashing on me, while I'm busy creating a character! Or at least, it stalls (mouse icon switches to the blue circle), and when I open up Task Manager to see what's happening, I get the "has stopped working" window. {sigh} I think it's happening when the game tries to load another music file. Operative word being "think"...I'm not sure whether it would mean anything that I'm using a computer with an ATI Mobility Radeon 2400 XT card (early 2008 iMac in BootCamp; I'd use the Macintosh version of the trial, but whenever I try to open the disk image on that side, I get a "not recognized" error...).

    11:35 a.m.: At least safe mode works just fine, so I'm going to venture it was the graphics card getting overloaded...
    Running the PC version under emulation on an older Mac is probably the problem; this is one seriously hardware intensive game. I've no idea what the issue with the Mac version of the trial may be but I'd suggest posting your problems in the Technical Issues forum; that's where most of the more tech knowledgeable players hang out and they may be able to help you there. Never having owned or even used a Mac I'd hate to venture any thoughts.
  9. Call Me Awesome

    Ice Armor

    Quote:
    Originally Posted by VforVegan View Post
    Heh. I meant I am looking forward to getting around to it

    The Ice tank in question was like 2 bubbles off 42, so I decided to wait till he dinged to do it. Sorted it all out last night juuuust before the server went down for the patch, heh. Madly buying SOs, etc while the red text glared at me. Probably only finished with a minute or two to spare.
    I understand that. I took my old, 3 years mothballed level 44 Warshade out for double XP and got him to 50 on his old build because I didn't want to waste time respec'ing over the weekend. Now when I have a chance I'll make the changes.
  10. Quote:
    Originally Posted by abnormal_joe View Post
    Value depends on the goals you have for that alt. I'm not a fan of making a sweeping assumption then declaring what is "best" for everyone. That way lies FOTM builds....and boredom.
    Exactly. I always evaluate a character and determine just which alpha boost will give the best return. For my Invuln/Stone tanker that answer is Cardiac; for my Stone/Fire on the other hand the Spiritual is most useful.

    Conventional wisdom seems to say that an Ill/Rad controller is best served by Spiritual for more recharge, but on mine I found that with 217% global recharge my biggest want was for endurance.

    Figure out what you most need in your build, figure what will give you the most return on investment and the decision is easy; and will probably change from one character to another.
  11. Quote:
    Originally Posted by Ribic View Post
    I can second much of what CMA stated (I don't have a stone tank, but I do have softcapped to S/L/E/N/F/C Invuln, Shield Tank, sofcapped to S/L WP and softcapped to S/L Electric)

    What I will add (and this is where I believe Syntax's statements to be disingenuous at best) that which tank is 'most survivable' is purely situation based. Against PSI enemies a shield beats both stone and inlvuln (softcapped or otherwise), Malaise not withstanding, but in situations where it is a non exotic damage type shield just will not stand toe to toe with either of those two. Shield has great defense but little in the way of legit resists (outside of OWT) and no self heal to back up the defense.

    this is purely anecdotal (but CMA can verify, he was there) but the last time I took my shield tank on the STF, tower buffed recluse was a non factor as I used purples and oranges while the blue and red towers went down, then stopped popping inspirations once he was at "normal" AV levels of damage and to-hit. After those towers went down the RNG took a dislike to me and Recluse floored my tank in no time flat. Repeatedly. 47%+ def to all, and he went down in two shots. My invuln NEVER has that issue. once the Red and Blue are gone LR is a non-threat, just another lvl 54 AV. My WP is that same, and now that I've softcapped my Elec I'd bet good inf its the same there (needed cold buffs when I ran it before softcapping her).
    I remember that well and it was a surprise for all of us. I've tanked LR three times with my Shield/Fire; all three times with support. My first two runs Local Man had his Ill/Cold 'troller so I didn't need to worry about any purples for the blue tower but I still needed oranges and there were several occasions where I needed some quick action from a stormy with O2 boost. It's doable with Shield of course but it's considerably riskier than with an Invuln. Still, the last run I did get the MoSTF with the shield tank; we had a really good team and I had some support. I'd stocked my tray so I could theoretically have done it unassisted but since I was on a somewhat squishier tank than normal and it was a Mo I figured it was safer to have support.

    Quote:
    Don't get me wrong, I love my shield tank, but in many situations he's by far the squishiest tank I have, by a noticeable margin. And what was with the line? Have you run and ITF with both? Shield holds up fine (though it's not fond of the autohit nictus) but Inlvun sleep walks through that TF, especially if you softcap it. Heck, I've tanked it with an Inluln scrapper without ever having any issues. I'm sure my shield scrapper could tank it was well, but it wouldn't be the cake walk it was with the invuln.

    Again, purely anecdotal, but an accurate example of one person's experiences/observations. And it's entirely possible I just notice the lack of resist more as the RNG hasn't stopped hating me since that day.
    This matches my own thoughts; both Shield & Invuln are just fine in the ITF, although the Shield will need occasional attention while the Invuln can literally /e newspaper throughout. I've tanked the ITF with my softcapped BS/Shield scrapper also; it's doable but a challenge.
  12. Hmm, well I got my warshade, rolled up on day 2 of issue 4, from 44-50 figuring it was about time I actually completed him... he'd been stuck at 44 for over a year. I got my Ice/Elec tank from 29-34; got my Fortunata from 32-41 and moved blueside along with a few other alts.

    I also noticed the little bonus that DXP was still active yesterday and took my Fort on an ITF... 38-41 in 1 hour, 30 minutes.
  13. Call Me Awesome

    Ice Armor

    Quote:
    Originally Posted by VforVegan View Post
    My 41 Ice/Shovel (BA) tank is one of my very favourite characters ever.

    I have Aid Self slotted for interrupt, so between it, Hoarfrost and my maxed end bar and defense... I never feel even the slightest bit squishy. *shrug*

    I am looking forward to the inherent fitness pool change to respec him and add icicles
    Looking forward to it? Um, you do know that it went live with issue 19 right? Or have you just not yet had a chance to work out a new build and respec into it?

    I'm assuming it's the latter but your post could be taken either way.
  14. Quote:
    Originally Posted by Hatred666 View Post
    Quote:
    Originally Posted by Syntax42 View Post
    Invulnerability is no longer as tough as Stone Armor. Against S/L damage, it does fine. Against anything else, it is about as durable as a Shield Defense Tanker.

    What makes Stone Armor so durable is the combination of soft-capped defenses, very high resistances (over 75%) to all but psionic, and decent healing through regeneration. Invulnerability only has one heal, which isn't very good for HP/s. Invulnerability also lacks resistance to non S/L damage.

    If you want Stone Armor durability without the penalties of Granite, I would suggest going Dark or Electric Armor. Both of those have much better resistances than Invulnerability and have better healing. Set bonuses and pool powers can get their defenses up to the soft cap, or one small inspiration away, depending on how you build it. Electric has better overall resistances and can potentially reach the S/L resistance cap when the tier 4 Alpha boost is released. Dark has the best heal in the game but takes slightly more skill and planning to use.
    Ah, the art of stating ridiculous opinion as fact. Not everyone has this talent.
    Indeed so. Just for the record I have Stone, Invuln and Shield all at 50... all are heavily IO'd and optimized characters. There's also absolutely no question whatsoever how they rank in durability... Stone comes first of course, then Invuln a little behind and then Shield comes a fair bit behind the Invuln. I almost never use Unstoppable... in fact I'm considering dropping it on my latest tweak. I had it up until issue 13, kept it after respec'ing into a soft capped build for several months and never once needed it so I dumped it on my next respec. I picked it up again with the issue 19 changes as something that may be useful and didn't require any slotting. Since then I've used it exactly once... on the Apex TF against the Hydra heads and their toxic damage.

    As an example of late game durability let's take the STF and the tower buffed Lord Recluse, just about the toughest challenge a tanker can face in the game. I've tanked it with all three tankers many times; here's my experience.

    Stone armor running Granite/Rooted needs no team assistance at all; only a couple of medium purples until the Red tower dies and maybe a couple of greens if the RNG takes a dislike to you.

    Invuln needs 1 medium purple per minute until the blue tower dies and 1 large orange per minute until the red tower dies. It also needs a couple large greens for the times LR gets lucky and Dull Pain isn't up and a couple of large blues in case that end drain attack lands.

    Shield on the other hand, baring a good run of luck with the RNG, will probably need the occasional heal from a teammate. One medium purple per minute will soft cap it while the Blue tower's up and One with the Shield helps a bunch against the alpha strike but you'll need oranges once OwtS drops pretty much constantly until LR drops since the hits he gets through your defenses will hurt far more than they hurt an Invuln.

    I don't doubt that a soft capped Dark tanker is a monster; it's also going to be significantly more difficult and expensive to accomplish than with an Invuln. I've a 24 Dark/Elec tanker waiting for me to get time to level him and I certainly hope he ends up as tough as Dechs keeps saying.
  15. I doubt it, the devs seem happy with the way phase powers work nowadays. However, if you're needing Hibernate more than once or twice per mission there's probably something out of kilter with your build... a good Ice tank build shouldn't be that squishy. Mine at 34 is surprisingly tough and I rarely use hibernate... of course he's softcapped to S/L/E/N damage. It wasn't cheap getting that done, and he's been that way since level 30. Still, it makes for a quite sturdy tank, and I'm working toward roughly 35% F/C defense... I should get there by 40 on my current build plan.
  16. All Incarnate buffs act like an SO slotted into all of your powers that can take one of that type, and they are subject to ED... the higher tiers being less so than the lower. The way I'd look at the Alpha slot is to look over the build and think of powers that could benefit from more enhancement. Chances are most if not all of your attacks are already at the ED cap for damage so Musculature won't give you a lot of return... roughly 12% more enhancement for the uncommon if I remember the figures. On the other hand the Cardiac could be very useful... how many of your powers are fully slotted for endurance reduction? I'll bet the answer to that is "not many". Spiritual for recharge is another useful one because again it's likely that the majority of your powers aren't already slotted fully for recharge.

    To make a long story short the alpha slot is a "ghost" SO enhancement in every power that can slot that type of SO. It does nothing in itself, it only enhances existing powers. Well, the Rare and Ultra Rare abilities do have a level shift making you effectively level 51.
  17. I'll agree with a Shield/Fire being a great AOE damage dealer... for a tanker. Yes, it's damage can approach the bottom end of scrapper damage which is quite an accomplishment for a tank.

    Still, if you're looking for an AOE farming build you'll be better served by a scrapper; they bring considerably more damage to the table and if built right offer "enough" durability. My 50 BS/Shield scrapper for example deals much better damage than my Shield/Fire tanker and being soft capped to all positions it's about midrange on the tanker scale in durability. I love tanks, but it's a case of using the right tool for the job. If the job you have in mind is farming large groups of moderate enemies then you really want a scrapper. If the job is tanking for a large team and managing aggro then you really want a tanker. Sure, some scrappers like the aforementioned BS/Shield can do a decent job of tanking in the right hands but they aren't as good as a true tanker. Likewise some highly offensive oriented tankers can kill mobs quickly they aren't as good as a scrapper at that either.

    I've taken that BS/Shield scrapper solo into +2/ x8 missions filled with Carnies, Arachnos and Nemesis and cleared the maps; he has enough durability for the task and he kills faster than the tanker.
  18. Quote:
    Originally Posted by Bio_Flame View Post
    I severely DISLIKE when people say "I can solo LR on my tank....with inspirations".
    I know what people mean when they say that but in this game, soloing with inspirations isn't really soloing.
    That really has to be one of the sillier things I've heard on the Forums recently. Inspirations are there to be used; there there for a temporary boost to get past things that are too tough to do unaided. We're not talking about a Scrapper RWZ challenge here, we're talking about being able to efficiently handle one of the toughest portions of one of the toughest TF's in the game.

    Quote:
    I mean, take purples for example. You eat 2 big purples and usually that's more defense than one good defender can give you. You eat 2 big oranges and that's usually a LOT more than most defenders can give you.
    Having a full tray of inspirations (while being a clever play, no doubt about that!) is like having your own pocket (or more than one) defender. You will get defense, resistance, heals, endurance.....it's exactly the same of what a defender can give you..

    So, saying "I soloed LR....with inspirations" doesn't really mean anything really. EVERYONE can do that. Hell, I suppose a blaster CAN also tank LR then if he used a million inspirations on his tray to get to the res and def cap, with a million more inpirations on his email.
    (I am exagerating but I think you guys can see my point)

    And what would that prove? That your blaster is tough? Or that the INSPIRATIONS is what really made that possible?

    So please, with all due respect, don't say that you can Tank LR solo....with inspirations.
    I know it's true to the letter but in spirit, in this game....it isn't.

    PS - Just one minor thing. I don't mean people shouldn't use inspirations against LR. That's not my point. I use inspirations against him. Hell, I think he was designed with that in mind.
    I just think that it's a lot different soloing LR and soloing LR with inspirations. Like, it's kinda like the Ritki Pylon thread for scrappers, you can be soloing but if you eat inspirations to keep you going (red, or blues or greens, whatever) it doesn't really prove anything.
    Are you quite over your little rant there and willing to join the rest of us or are you going to to into even more pointless tangents when what we're discussing is, quite simply, an effective strategy to use against the game's top foe? Well, top short of Hamidon anyway, and far and away the most dangerous.

    If I can handle LR by myself with inspirations and free the rest of the team to kill the towers faster then you feel that's cheating somehow? Give me a break and loose the holier than thou attitude. You have an inspiration tray for a reason; and a level 50 has 20 slots for a reason. I suppose from your "purist" point of view it's "cheating" somehow to use IO set bonuses? How about any enhancements at all; after all a Kinetic with Fulcrum can take care of your damage so why bother slotting damage enhancements? Defenders get such great bonuses from Leadership so why bother with accuracy since they can run Tactics?

    By the way, a well built Stone tanker will use a couple of medium purples and maybe a green or two; a well built Invuln will use probably 3 large Oranges and 3-4 medium purples along with a Green or two and maybe a blue assuming the team's any good.
  19. Quote:
    Originally Posted by UberRod View Post
    Yeah even stone tanks with Granite need help. Did you have a dedicated Emp healer on you keeping you alive while the towers were taken out? If not than you were doomed to fail no matter what kind of build you have as far as I can tell.

    It comes down to can your build survive with a dedicated healer on you? Not can you tank Recluse by yourself. Because I don't think you can.
    A decent Stone tanker build can easily solo tank LR with only a half dozen inspirations. A good Invuln build can do it with a few medium purples and 3-4 large oranges. Both should carry 2-3 big greens for emergencies and the Invuln will want a couple of big blues in case LR's end drain hits.

    I've done it many times with both tanks; it's nearly a cakewalk with the Stone; just eat a medium purple per minute until the red tower drops and from that point you're golden. It's harder with Invuln but still quite doable as my 50+ runs with CMA prove, push your defense to 75% until the blue tower dies and eat a couple of big oranges for the alpha and keep one per minute active until the red tower dies.

    On my Stone/Fire tanker I don't need or really want a dedicated support teammate; I'd rather that they all were working on the towers to take them down as fast as possible. All I need is about 5 inspirations until the red and blue towers go down, and I've done it with no inspirations a few times.

    My Inv/Stone tanker can do it unassisted but if we have an emp I'll probably have him keeping a distant eye on me... baring extreme bad luck with the RNG I should be able to take care of myself and about 3/4 of the time I don't have any support and usually don't need it.
  20. Call Me Awesome

    Ice Armor

    I'm enjoying my Ice/Electric tanker; I just hit 31 and I've been soft capped to S/L/E/N damage since 29. I just got off of a Citadel TF and had no difficulty whatsoever with durability; twice I used Dull Pain... er, Hoarfrost, other than that I had no problems and didn't even use a single inspiration.

    Yes, I've seen high level Ice tanks who were flimsy as a wet paper bag but they had to have build issues; this tanker is just fine. Yes, it's going to come in below Shield and certainly Invuln for durability but it surpasses them in aggro management... I've never played a tank that grabbed aggro faster or held it better.

    Ice has it's good points and bad points; on the whole it's probably a mid range tanker in survivability... it's a long way from the worst.
  21. Quote:
    Originally Posted by Airhammer View Post
    Every Tank.. Without Fail...
    The only tanker I'd call it optional on is Stone. I leveled two stone tanks to 50 without Fighting and found that ~40% ish defense to S/L with Rock Armor was adequate for light to medium tanking and fighting was pure overkill when I needed Granite.

    Since the issue 19 changes I've picked up Boxing/Tough/Weave on my Stone/Fire tanker and pushed S/L to the soft cap. Yeah, it does make life easier since I can avoid Granite in more situations. Still, it was an "if there's room" thing although I'm slowly coming to appreciate it on that tank.

    For Invuln it's invaluable and it's quite handy for Shield. I'm also finding it useful on my Ice/Elec (just hit 31 tonight on a Citadel TF); with Weave and a fair amount of IO bonuses I'm already soft capped to S/L/E/N damage.
  22. It's a tricky question depending on what you really want to do. Do you want to solo 8 man spawns of middling difficulty mobs? For dealing with something like +2/x8 setting you're probably looking at an AOE heavy scrapper; something like an Elec/Shield, Spine/Dark, Fire/Shield or the like.

    Do you want to MANAGE the aggro of 8 man spawns on a team? You're looking at a tanker hands down, and one with a good taunt aura. If you want to manage aggro for 8 man teams running the most difficult things in the game then you want a really sturdy tanker; Invuln is, in my admittedly somewhat biased opinion, the best all around choice. Stone is the toughest tanker but it's loaded down with penalties. Shield, Electric, Fire and Dark offer more damage but absent considerable IO bonuses they'll be weaker that Invuln. They'll do the job in competent hands but they won't be as durable... again absent massive IO investment. Willpower can be quite durable, but it almost completely lacks an aggro aura making it a poor choice for this.

    Do you just want to mow down large groups of really easy mobs? There's several Controller builds that do this well... the infamous Fire/Kin being perhaps the most popular example.

    Do you want to be part of a team steamrolling everything in your path? It's very hard to beat a group of Fire/Rad controllers at this.

    I'm not as familiar with redside AT's so I won't comment on them other than to say that Brutes are fairly interchangeable with Scrappers and Dominators being a cross between a Controller and a Blaster are capable of some quite amazing things.
  23. Your slotting is certainly all over the place here as is your power order. First, the slotting.

    Stone is based on typed defenses, not positional. Therefore the Obliteration set is a fairly poor choice; it offers melee defense primarily, not S/L which you're really after. You're slotting Stone Skin but leaving Tough, a high endurance toggle, at the base slot. You're putting that highly expensive Regen Tissue unique into Earth's Embrace where it's only active when you click the power. You're slotting Rooted with a very expensive PvP set using up a lot of slots that could be better used elsewhere. Combustion should be frankenslotted; stop Eradication at 4 slots and finish with Scirocco's Dervish for the regen bonus. Oh, and you're putting a 400 million inf Microfillament HO into Hurdle??? You realize a level 50 jump SO will do the exact same thing? And another in Boxing? The only thing that's doing for you is to give you 1 SO of endred for another 400 million.

    Oh boy, and then there's Granite. There's two things you want from slotting Granite Armor... first you want to slot to the ED cap RESISTANCE; something you're completely neglecting. This is HUGE. Second, you want to slot to ED cap in defense. Granite really must be frankenslotted to get full benefit out of it; the way you're slotting it you're ending up about as tough as a shield tanker and nowhere even close to what a mature stone tank should be.

    Yeah, I agree that build needs help, you're spending at least 4 billion inf on it and ending up with a less effective character than you could build with pure SO enhancements.

    I don't agree with going full time Granite armor; in a lot of situations, particularly on small teams Granite's overkill so why load yourself down with the penalties when you don't need them. That's why I spend probably 50% of my time in Rock Armor/Rooted with Tough/Weave; at the 45% S/L defense cap you've enough durability for most medium tanking... if things turn nasty Granite's only a click away and it's (slotted right!) a great big fat "youuuu can't huuurt meee" button.

    Building a Stone tanker I'm looking for three things in order: Runspeed bonuses, Recharge bonuses and finally typed defense bonuses for use outside of Granite.

    My Stone/Fire tanker's current build isn't perfect; it's currently a compromise between what I'd really like to make and what I could do with my last respec without throwing away a lot of IO's and HO's. This is how he sits right now; I need a couple of respecs to get to what I really want. I built to maximize durability outside of Granite while also getting good runspeed and recharge bonuses. It wouldn't be cheap in today's market but it's in a transitional state between the 50+ HO's it had when issue 9 released and the final set IO build I want to end up with. Even so, it's far more effective than yours right now and it's far cheaper. You'll notice I skip Crystal and Brimstone Armor... if I had room I'd consider Crystal for more E/N def outside of Granite, although I've never had it on any Stone tank and never really missed it. Brimstone on the other hand is by far the most skippable power in the entire set being minor resistance to a very rare damage type. By the way, I'm a 60+ month vet so I have the City Traveler bonus and can choose a travel power without a prerequisite.

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  24. I'm leaning towards leveling my two new tankers; I want to get the Ice/Elec from 31 into the mid-40's and I'd like to get the Dark/Elec from 24 into the mid 30's.
  25. Quote:
    Originally Posted by Fireheart View Post
    Good point about the HOs and, since I'm not hunting a set-bonus, which HOs don't give anyway, I can get perfectly respectable performance on Tactics and BU from Franken-slotting, instead.

    Hero Merits are looking like a fine option and I do have... many alternate characters to earn them on. I wonder what the Numina's and Miracle uniques cost in HMs...

    Thanks for the guidance, CMA.

    Be Well!
    Fireheart
    For the most part recipes cost 1 hero merit to buy (and you can specify the precise level); a few do cost 2 hero merits. The LotG 7.5% is 2 merits, the Numina/Miracle uniques are 2 merits and a handful of others are as well. Purples can be bought with A-Merits; I think most of them cost around 25 merits and PvP recipes cost 30-35 A-Merits.

    I just looked at HO prices about 20 minutes ago; Cytos were in the 150-200 million range; Membranes were around the same or maybe a bit higher. Of course Centrioles (Dam/Range) are still worthless (1,500 - 500,000). Microfiliment (travel/End) seem to be 400 million for some strange reason and Ribosome (Res/End) are going for 500 million. Apparently the Synthetic HO's are cheaper than the genuine article for some strange reason... they're absolutely identical apart from the word "Synthetic" in front of it.

    Cytos are fine in Tactics but I wouldn't bother with the Membranes in BU; the tohit buff in the power is already plenty so what you really want is recharge... just toss 2 level 50 common recharge IO's in and call it good. It's MUCH cheaper than Membranes and gives better recharge. I just can't really see spending that much inf for such a minimal gain.

    I would certainly not plan on buying much over double XP weekend; I'd expect prices to nearly double as everyone's trying to outfit their newly leveled characters. From past experience it'll take a week or two for prices to come back down... of course that means there's loads of inf to be made on the market this weekend in order to buy stuff a week or so later.