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Posts
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Joined
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Tough and weave will both help invuln alot since it runs layered defenses aka both resists and defense.
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I'm a tanker by heart and soul, but on the converse of that I love getting n a brute every now and then and rampaging threw missions. Oddly enough my favorite brute is a DM/EA and my current favorite tanker is the DA/Axe tank i'm leveling...
I think people will still pick what they feel works best for them and for their team. I'm more concerned what EPP they are gona give brutes access to that go full hero. -
Quote:Invuln won't cap defenses with just SO's but with few exceptions most attacks have a smashing lethal component and you can get to or damn close to the resist cap for that attack type with SO'sSo the Invulnerability build is less expensive? I'm more looking for something that I can tank with 1-50 (and beyond), rather than once I've got a 1bil IO set going. If it's the latter I'll quit before I ever get to that point because I simply won't be enjoying myself.
What sort of defenses can Invulnerability offer? Is it simple enough to get close to the softcap? I should probably pick up Tough and Weave on that build. I'm kinda just looking for a tanker that sacrifices a bit of defense for incredible offense. I think that's what I can pull together with a /Inv Brute. My favorite part about Invul right now, besides the look, is that it has the best taunt aura of the three (WP, SR, and Inv). What are its downfalls? Where does it pale in comparison to the other two? I want to make sure I'm making the right choice. With Tough and Weave running on top of all the /Inv toggles am I gonna need to slot quite a bit of END reduction?
Invuln has 4 toggles in the set and then tough/weave if you add those in.. Inv by itself imho is light on endurance because of the passives. -
Quote:Gauntlet needs to be usefull across all levels not just for the lowbie tanks that have to wait til lvl 10ish ot get there mez protection.First of all, I come in peace. I'm not here to say tankers suck blah blah blah. My goal is to propose a buff to gauntlet, that actually buffs the tank, helps solo play, and even team performance, and it's not just "moar dmg plz?!"
Simply, the idea is an inherent mag 2-3 mez protection, and the unique ability to not have toggles suppress when mezzed.
This would allow lowbie tankers to "take one on the chin" so to speak prior to getting a mez protection power and not lose the ability to tank for the team. Though this would not allow for the tanker to ignore all mez indefinately, as stacking mez effects would require the protection power to be capable of ignoring large ammounts of mez.
The ability to continue recieving the benefits of toggles, even when mezzed, is to ensure that the survivibility tankers are balanced around, will be maintained even in the off chance a group of enemies break through mez protection.
Gl all and have fun -
Quote:Gotcha Rangle, thanks for the explanation. I just knew Death shroud did something to the fear effect cause it appeared busted everytime DS pulsed while they were afected by CoF.Death Shroud will allow them to counter attack every time it hits. See the wiki entry here for a good explanation of how fear works in the game, if you didn't know. CoF will slow down the attacks from those effected by the fear.
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Quote:If ya notice i went with sets with plenty of end redux instead of things like purples or going for more dmg. I was still able to cap my dmg on all my attacks so...Oooo-yeah, that's so sweet. My WP/DB Tanker had an old Warriors mission to clear, so I cranked the diff to +4x8 and went Wading through giant pools of whites, yellows and oranges, all trying to get into melee range, all feeding RttC with More Regeneration - and I just mowed them down (somewhat slowly - I Am still a Tanker, after all) while laughing my butt off!
Of course, that was Solo - if there had been another player, competing for Aggro, then RttC just wouldn't have protected Them! However, DJ_O is talking Invulnerability, and Invincibility is much more potent at holding aggro. He'll have to work Endurance management into his playstyle and build (slotting SO-class EndRed into every attack helps tremendously), but it shouldn't be a terrible challenge and Stamina and Physical Perfection should balance it all out.
Be Well!
Fireheart -
Quote:Give it a chance. I have a dark/axe that i love it's gonna bloom late and cost a small fortune to IO but it will be alot of fun. I'd love to see your build.Sorry if you misunderstand but I do not want to be given a build. I just wanted to know if this tank can be built strongly and worth the effort. She is 35 right now with so's and i went on an ITF and it went very badly.
The team came to the conclusion that it was my toon that was the weak link but would not say why. My little girl loves to play her but I do not want her having problems playing teams.
Thanke for the advice.
I'm still learning dark armor but does death shrouds pulse cancel CoF's effect?? I haven't played with fears much so not sure how that would work. -
Quote:I'm a 66 month vet i forgot ot mention that sorry. Yeah hence why invincability is so good for the build though because it gives to hit per mob in range of the aura. What slotting would you quibble with though??It looks reasonable, for a level 50 Respec build, though I might quibble at some of your slotting. I presume you must have the 60 month Vet reward.
However, it looks (to Me) like pure misery to level, or Exemplar below level 20 or so. Here is how I'm building mine - so far:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Titanium Tigress: Level 29 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx(A), ResDam(5), ResDam(11), ResDam(15)
Level 1: Nimble Slash -- Acc(A), Acc(3), EndRdx(9), Dmg(13)
Level 2: Power Slice -- Acc(A), Acc(3), EndRdx(9), Dmg(13)
Level 4: Ablating Strike -- Acc(A), Acc(5), EndRdx(7), Dmg(15)
Level 6: Dull Pain -- RechRdx(A), Heal(7), RechRdx(11), Heal(19)
Level 8: Unyielding -- EndRdx(A)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Typhoon's Edge -- Acc(A), Acc(17), EndRdx(17), Dmg(19)
Level 18: Invincibility -- EndRdx(A), DefBuff(23), DefBuff(25), ToHit(27)
Level 20: Blinding Feint -- Acc(A), Acc(21), EndRdx(21), ToHit(23)
Level 22: Health -- Heal(A)
Level 24: Stamina -- EndMod(A), EndMod(25)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27)
Level 28: Vengeful Slice -- Acc(A), Acc(29), EndRdx(29)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1083;484;968;HEX;| |78DAA592CD6ED3401485C7B5D33489F3E3A469D21F21B6DD78CDCFA22AA448951A2| |942112B209A86211D6126953D4174D707E82BF02088C70021781A736FE74CCAAE48| |58F2773CD767E6DCB167FC79140B717D2482F879268B623695E683CAB7C62B2BAD5| |E9ACE545B69F4EAE3C3A95EE4AA28AA428807CE341BA9F7CA142A3D359F569951B9| |3CD799B65743BC1EAB4CA974B492D9EC5926DFA9223935172A57C6A6FE219E2C975| |97AA6E4A5360B3778A1ADA19C26068B0B4BAF92DB11E5E842BB90DEC9A59EA7C7F9| |DCEAF96C2C0BABF2AB21F57648F7F71A21A05B94A1E086A350445DA775680B5AB25| |7C02B5C6D03BA85B971E854D4B12C79837BBC01794378437822E826BC2D787F500F| |15782B093C75F48B7117E39FE4ADBABD892AD6D921ADA1568BEE321AA8355AAE36A| |05AD3E588266A21ADDB46761BFD75BC62FD2EFAFC45D94910DC7A139F8DBC21746F| |88BDD2BA3DE1BC3DACB7EDD5CF8597F7D147AFFDFADDF71CB85A30D84406F437F5B| |18B77BB3E175AA1F9FB6E3F1BFBC83BF08ADCF21FAF83687D36843F1B677FD7B0DE| |245A9F0B11E07F1D46EB33F85FD7D7D8E7D55EF2A79932268C578CD78C378CB70CC| |93867CC19E5B7F5ECF6236EE831E309E329A3CF7FFA869DD506A1C188194D468BD1| |6674183DC61EE30BA3FC030E27D92E| |-------------------------------------------------------------------|
This is one reason the 'one combo min-maxers' keep Blinding Feint in the mix - the other is that it's a really good power!
One key issue with Dual Blades, that is not as much of a problem with any other set, is Accuracy/To-Hit. The Combo system requires that your attack Must hit, or that Combo is broken. An nice thing about the first two Combos is that they only differ by one attack and If you Miss that last attack, but the other one is available, then you could quickly trigger the other final attack and still get the benefit of a Combo (just not the one you wanted at first). However, this does emphasize the need for Accuracy/To-hit for a Dual Blader and can make some otherwise good IO sets really sub-par for your needs.
I don't have experience with the upper-level Combos, my highest level Dual Bladers, both Tankers, are 30 (with Fire/) and 32 (with Will/). However, I do have several other lower level Dual Bladers and experience Exemplaring into those lower levels, so I beg of you - Don't gimp your lower-level experience with the set, just because the plan will work when you're 50!
Be Well!
Fireheart -
Finduilas if you don't get it friday look me up anything your just kicking around on justice and I'll gladly help out cause I wanna get it on my dark/axe tank that is getting more and more fun as I play it
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Invulnerability with anything would work also because lets not forget Invulns aura gives a boost to hit allowing you to hit more often and possible shift slotting to dmg instead of accuracy.
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During tanker tuesday last night several of us got talking about builds and such and I got to thinking of what to pair with invuln since the wm/inv build kinda didn't form up quite as much fun as i thought (i'll stick ot the wm/inv brute i made for that combo but i'm still using all the good input i got)
The results of that conversation lead me to think about dual blades as a offensive partner, since invuln is not toggle heavy and has a very solid heal I figured with proper slotting the end drain would be irrelevant from them and allow me to really cut loose in combat (pun intended)
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Blade Onslaught: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Impervium Armor - Psionic Resistance
- (46) Impervium Armor - Resistance
- (48) Impervium Armor - Resistance/Endurance
- (48) Impervium Armor - Resistance/Recharge
- (48) Impervium Armor - Endurance/Recharge
- (50) Impervium Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Heal
- (3) Doctored Wounds - Heal/Recharge
- (3) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal/Endurance
- (42) Doctored Wounds - Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (7) Crushing Impact - Accuracy/Damage/Recharge
- (A) Run Speed IO
- (A) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (11) Reactive Armor - Resistance/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Steadfast Protection - Resistance/+Def 3%
- (13) Reactive Armor - Resistance
- (13) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (40) Aegis - Psionic/Status Resistance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Regenerative Tissue - +Regeneration
- (15) Numina's Convalescence - Heal
- (A) Eradication - Accuracy/Damage/Recharge
- (17) Eradication - Accuracy/Damage/Endurance/Recharge
- (17) Eradication - Damage/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (37) Scirocco's Dervish - Accuracy/Damage
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (25) HamiO:Cytoskeleton Exposure
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
- (A) HamiO:Nucleolus Exposure
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (27) Kismet - Accuracy +6%
- (A) Reactive Armor - Resistance
- (29) Reactive Armor - Resistance/Endurance
- (29) Reactive Armor - Resistance/Recharge
- (34) Reactive Armor - Resistance/Endurance/Recharge
- (A) Hecatomb - Damage
- (31) Hecatomb - Damage/Recharge
- (31) Hecatomb - Accuracy/Damage/Recharge
- (31) Hecatomb - Accuracy/Recharge
- (34) Hecatomb - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (39) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Perfect Zinger - Chance for Psi Damage
- (45) Perfect Zinger - Taunt
- (45) Perfect Zinger - Taunt/Recharge
- (45) Perfect Zinger - Taunt/Recharge/Range
- (46) Perfect Zinger - Accuracy/Recharge
- (46) Perfect Zinger - Taunt/Range
- (A) Miracle - +Recovery
- (50) Miracle - Heal
- (A) Impervium Armor - Psionic Resistance
- (50) Impervium Armor - Resistance/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Code:Totals from this slotting with 1 enemy in range of invincability:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1424;724;1448;HEX;| |78DA9D93CB4E13611886FF69A7949E686B2994738BA507900A0B124FD144C104B55| |20159A9CD5046983819B05388B8F2025CB97165DC7B07C6BB50E3012F41BD02C5F1| |FBBE77E8C69D93F67DFEF90FEF77C8FCF5278B71A59E5D515AFC9A6DB86E73DD701| |E99EDF05ACB329D9699BC6A1B5B667EC5716D637F7BA713564A8D634B73D17C683A| |AE595B760EF66DC76C1B9B966D750E73FE72DDB44DB3B6B86FD84D3171D3CBCE8ED| |9369D4EED64106FECEEDAB5EB56C7315D378617DBA230097F818696B39D96370A63| |B916626496F6AC566D89826E1F36EB86DB31DB87394AAD4AFF0F11128DFECA0BA92| |A0DCA6AB622385B04A6809260BE2CF0F8943C9EAE1A844955BD23985E05D6802DC2| |BCFA18F163D0766D45E3A9401DB82DA8DE041A022DAA54D0DF1E84BB0E771DEE3D7| |0EF69897B88DA1C42092A342B539F28601853C1F0A4A4DC3B0E4C08A205418C8EA2| |144F8B7C0BF0D1E891E03D4DC7FCBEC4066930A6E2308AC3A80CA3328CCA0B92799| |8FC123815486CC854DF6539DC7757DE82545AD22F2DF923C02BA99FC07741F1A914| |503C107CA12CD29A26DBD3597138D50FA404B9055AD383AA9091D75E8A9FF1E3675| |E4A21FD2F80BC18EA143F0BC36016AD1D406B07D0DA1C5AAB91D120F254839710E3| |2B2533E49B0F21996124337CAC38F7201D1AF1BB3E82668DA259A3685601CD0A457| |9379A305692F4C6CB4005A80A0AD3029D6C277CDB09C4CD236E1E4DC8A3F89E2867| |0EDBC95F72F4F46FE018F823287A82CF54CE946F3B856C4BC8B6846C4BC8F6357D8| |A15BF159519E9628022CD602A34E38ADB1907D805F604B38F81B6E04D42A91A026A| |B51BB84ECB82234A65CEFF0CE77009E771ED46F5EE45A31F3DEAD63F330DBD7BBB9| |4263355BD7BA9BD488A6E0756FFF7791B3F091959A5CAD53A4B836583E51ECB7D96| |072C06CB264B8BC57BD73D9D3CC7799D67B9C07291254BF9A9E7BC331C2389B1C45| |9122C7D2C4996144B866598E5158BF717F3A8F6CE| |-------------------------------------------------------------------|
Defense:
46.9 - smashing/lethal
27.6 - fire/cold
36.3 - en/Neg
12.8 - Psi
Melee - 20.6
Ranged - 16.2
AoE - 10.9
Resistance:
90 - smash/lethal
19.4 - fire/cold
31.3 - en/neg
15.7 - toxic
12.1 - psi
Regen - 292%
Recovery - 195%
All feedback welcome. Thanks in advance. -
Yeah sorry about that Warboss. You'd asked me to lead a radio team if i didn't mind, but i got onto LSK's and ran with him for a while. I only usually get about a hour or so of tank tuesday before i have to sleep for work the next day though so it all worked out.
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Quote:I see your point Finduilas after going back and looking over everything again. I'm still kinda partial to perma dull pain as a option but given how unprevelant toxic is heroside it isn't as nessacary. So I'll make the changes you suggested to the build and rock with it.C_M_A covered most of these points, but besides the end issue, the reason I don't recommend Oblits for an Invul build is that it's a lot of slots for relatively little return.
If you had a primary that had less of its own defense I could see a need for getting S/L defense wherever possible, but and Invul tank with Weave can find enough defense in other ways that using Oblits is generally not needed--as I've shown in the posted build. That frees your AoEs for using Eradication and the possibility that you can soft-cap E/NE as well as S/L. (Which you actually could do on your build, but you'd have to drop some of the purple sets.)
Any other tips?? -
Quote:I see the point about Clobber and about WM amd Focused acc, I also forgot that invincability makes focused accuracy kinda a waste anyways. I followed your guild for alot of what I did and was going for a perma dull pain add on to it. I'm a 66 month vet so I don't need a prerequisite for any travel power, sorry i should have mentioned that.WM is valuable for several things... first it's an untargeted AOE that you can pop off immediately when you jump into melee for aggro purposes AND to deal with the occasional untargetable mob stuck in a wall or ceiling. Additionally any AOE becomes vastly more effective the more foes you have in it's radius. It may not deal tons of damage (and if you're worrying about that why have you slotted Clobber the way you have?) but it does deal that damage to up to 10 baddies around you. That makes it's Bash level damage start to look a lot better doesn't it? ~50 points of damage base per target dealt to up to 10 targets = 500 points of damage. That sounds worthwhile to me for any tank... you're designed to be surrounded by baddies.
I wouldn't suggest Mako or ToD for an Invuln; they offer positional defense instead of typed so they're less desirable for the purpose. I'm also not really sure the 3% damage bonus would be that noticeable absent stacking considerable additional bonuses. I WOULD strongly second the suggestion Finduilas made about slotting Clobber for damage instead of stun... I don't know of very many situations where you're better off slotting for a secondary effect at the expense of damage. Slotting Clobber for damage will do far more for your kill speed than the minor damage bonus.
I'd also recommend stripping the slots out of Boxing... it's a waste to use a Kinetic Combat set there. Put four into Clobber and finish with Pounding Slugfest. There's lots of better places for the slots from Boxing.
Looking over your build you're obviously not concerned about inf since I doubt you could get this done for under 5 billion. That being the case I won't comment on the purples or the Pancea proc. I would suggest some reslotting of Invincibility... Cytoskeleton HO's are just tailor made to go in here. If you want to go with the LotG in here it does work... you're missing out on the tohit component of Invinc though.
If you're working on a high-recharge build though why no Hasten? You could drop Pulverize and toss Hasten in. Oh, I just noticed another thing, do you have the 60 month Vet badge? If you don't you won't be able to get Fly without first getting Hover or Air Superiority.
I agree that Focused Accuracy really isn't worth the endurance it consumes anymore; I'd grab Conserve Power as the prerequisite and just leave it at the default slot. All in all there's lots of things I'd do differently but I've no doubt that this build would WORK... it just could be substantially better. -
Quote:Ok I don't quite get it but at what point does WM become a better attack then any of the ST ones other then the fact it's AoE?? With both Physical perfection and Stamina I don't see endurance being a problem hence why I used the Obliterates instead of hybridizing it. Boxing is a set monkey right now and thats all I have it for is the second set of kinetic combat. Sure I can slot Clobber for dmg and if i do that I'm gonna likely go with a Makos bite or Touch of Death for the dmg boost.First of all, I think Whirling Mace is a better choice to add to your other AoEs, rather than taking all four ST attacks. I'd drop either Pulverize or Jawbreaker and pick up WM instead.
Also, your attack slotting needs work. Clobber definitely needs to be slotted for damage, not just stun--it's the most damaging attack in the set! And currently, Bash and Pulverize are underslotted for damage. Instead of slotting Boxing with Kinetic Combat, save yourself some slots and put them in a Mace attack.
The Oblits in Crowd Control are not a great choice because the set is very low in end reduction. You'd be better off slotting CC (and WM if you take it) with 3 or 4 Eradication for the E/NE bonus, then finish out the slotting with Scirocco's Dervish Dam/End and Acc/Dam/End for the end reduction and the regen bonus.
Weave is underslotted for end reduction and needs another slot, so try to free up a slot and put a Def/End/Rchg in it.
Focused Accuracy is a huge end hog, and the ToHit bonus can be replicated by slotting a Kismet +Acc in one of your defense powers. I'd drop FA and get Conserve Power instead, and slot the Kismet in Tough Hide.
If you replace the Heal/End/Rchg in Dull Pain with the DW End/Rchg, you'll be closer to the ED cut-off for recharge.
Here's what it looks like with the changes I recommended; the attacks are more fully slotted, S/L def is a hair higher, and E/NE def is much higher.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(11)
Level 4: Jawbreaker -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(33)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(43), Zinger-Dam%(45)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 14: Fly -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Winter-ResSlow(50)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 24: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Ksmt-ToHit+(46)
Level 28: Whirling Mace -- Erad-Dmg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(46)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(43)
Level 35: Shatter -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
Level 38: Crowd Control -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
Level 49: Physical Perfection -- Panac-Heal/+End(A), Mrcl-Rcvry+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 9.25% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 48% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 62.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 210.8 HP (11.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Terrorized) 4.95%
- 8% (0.13 End/sec) Recovery
- 78% (6.1 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 5% RunSpeed
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Ok I've got it in my head to finally build a invuln tank that will succesfully make it to 50. So I have thrown together this build in mids. Influence isn't really a option so feel free to suggest different sets.
I followed CMA's guides for both soft capping defense and the 1-20 level range. I figure with Invulns survivability combined with the mitigation of WM I should have a very strong build basis and with the IO sets I've selected and slotted it certainly seems that way.
Anyways enough rambling heres the build for you guys to pick apart.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Resistance
- (3) Resistance/Endurance
- (3) Resistance/Recharge
- (5) Resistance/Endurance/Recharge
- (A) Accuracy/Damage
- (17) Damage/Endurance
- (17) Damage/Recharge
- (21) Damage/Endurance/Recharge
- (A) Heal
- (5) Heal/Endurance
- (7) Heal/Recharge
- (7) Heal/Endurance/Recharge
- (11) Recharge
- (A) Damage
- (23) Damage/Recharge
- (23) Accuracy/Damage/Recharge
- (29) Accuracy/Recharge
- (33) Damage/Endurance
- (A) Jumping IO
- (A) Resistance
- (9) Resistance/Endurance
- (9) Resistance/Recharge
- (11) Resistance/Endurance/Recharge
- (A) Accuracy/Damage
- (31) Damage/Recharge
- (31) Damage/Endurance
- (31) Accuracy/Endurance/Recharge
- (A) Resistance/+Def 3%
- (13) Resistance
- (13) Resistance/Endurance
- (15) Resistance/Recharge
- (15) Resistance/Endurance/Recharge
- (A) Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Slow Resistance (20%)
- (A) +Regeneration/+Recovery
- (39) Heal
- (A) Recharge Speed
- (19) Defense
- (19) Defense/Endurance
- (21) Defense/Endurance/Recharge
- (A) Chance for +End
- (37) EndMod
- (37) EndMod/Recharge
- (A) Accuracy/Recharge
- (36) Accuracy/Endurance
- (36) Accuracy/Stun/Recharge
- (36) Endurance/Stun
- (37) Stun/Range
- (A) Resistance
- (25) Resistance/Endurance
- (25) Resistance/Recharge
- (29) Resistance/Endurance/Recharge
- (A) Recharge Speed
- (27) Defense
- (27) Defense/Endurance
- (A) Accuracy/Damage
- (34) Damage/Endurance
- (34) Damage/Recharge
- (34) Damage/Endurance/Recharge
- (A) Resistance
- (45) Resistance/Endurance
- (46) Resistance/Recharge
- (46) Resistance/Endurance/Recharge
- (A) Recharge Speed
- (33) Defense
- (33) Defense/Endurance
- (A) Damage
- (40) Damage/Recharge
- (43) Accuracy/Damage/Recharge
- (45) Accuracy/Recharge
- (45) Damage/Endurance
- (A) Damage
- (39) Accuracy/Recharge
- (39) Damage/Recharge
- (40) Accuracy/Damage/Recharge
- (40) Accuracy/Damage/Endurance/Recharge
- (A) Chance for Psi Damage
- (42) Taunt/Range
- (42) Taunt
- (42) Taunt/Recharge
- (43) Taunt/Recharge/Range
- (43) Accuracy/Recharge
- (A) HamiO:Cytoskeleton Exposure
- (46) HamiO:Cytoskeleton Exposure
- (A) Damage
- (48) Damage/Recharge
- (48) Accuracy/Damage/Recharge
- (48) Accuracy/Recharge
- (50) Damage/Endurance
- (A) +Hit Points/Endurance
- (50) +Recovery
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
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Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 11.4% Defense(Melee)
- 6.13% Defense(Ranged)
- 3% Defense(AoE)
- 4% Enhancement(Heal)
- 3% Enhancement(Stun)
- 73.8% Enhancement(RechargeTime)
- 48% Enhancement(Accuracy)
- 5% FlySpeed
- 274.1 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 14.3%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.95%
- 10.5% (0.18 End/sec) Recovery
- 68% (5.32 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 5% RunSpeed
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Quote:Actually it's been said originally that MM's were meant to fill the tanker role in CoV.You guys have it all wrong. I don't need IOs. Nor do I have the cash to come up with them, I'm just saying that I know it would make my life easier when playing the "Tank" role. Because even though the Brute isn't designed the same as a Tank, it still is meant to play the role of the meat shield while the corrupters shoot from far away without a worry of being attacked.
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Dark Melee paired with anything is awesome. I have a DM/EA brute that is a total beast for soo and group play though it functions more liek a fury driven stalker.
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Sounds like you should roll another Tank CMA.
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Ok just before double xp weekend i decided to roll up a Stone Melee/Shield brute.
i tested it off and on as i was leveling it in the MA (I have 4 lvl 50 brutes that werent Ma'd so i splurged myself) and found it to be a end hog. Until i put just normal IO's (no set io's or at least not enough to get any bonus's)
So with that said I can get the defense to 32% to the positionals and I'm curious if anyone can help me build it better. Keep in mind i want ot keep the 2 GoA's io's i have in the build already and i'd prefer to keep the build under a couple hundred mil if possible, other then that go wild.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Stone Fist- (A) Accuracy IO
- (31) Damage Increase IO
- (40) Endurance Reduction IO
- (40) Recharge Reduction IO
- (43) Damage Increase IO
- (A) Resist Damage IO
- (34) Defense Buff IO
- (34) Defense Buff IO
- (37) Endurance Reduction IO
- (40) Endurance Reduction IO
- (A) Defense Buff IO
- (3) Defense Buff IO
- (3) Endurance Reduction IO
- (25) Endurance Reduction IO
- (A) Accuracy IO
- (5) Accuracy IO
- (5) Damage Increase IO
- (31) Endurance Reduction IO
- (31) Endurance Reduction IO
- (34) Recharge Reduction IO
- (A) Resist Damage IO
- (7) Resist Damage IO
- (7) Healing IO
- (9) Healing IO
- (17) Healing IO
- (23) Healing IO
- (A) Defense Buff IO
- (9) Gift of the Ancients - Run Speed +7.5%
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Accuracy IO
- (13) Accuracy IO
- (13) Damage Increase IO
- (15) Endurance Reduction IO
- (15) Recharge Reduction IO
- (17) Empty
- (A) Jumping IO
- (A) Run Speed IO
- (A) Healing IO
- (19) Healing IO
- (19) Healing IO
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Endurance Reduction IO
- (23) Endurance Reduction IO
- (A) Defense Buff IO
- (25) Gift of the Ancients - Run Speed +7.5%
- (A) Accuracy IO
- (27) Accuracy IO
- (27) Damage Increase IO
- (29) Recharge Reduction IO
- (29) Endurance Reduction IO
- (43) Endurance Reduction IO
- (A) Empty
- (A) Empty
- (A) Accuracy IO
- (33) Damage Increase IO
- (33) Endurance Reduction IO
- (33) Endurance Reduction IO
- (46) Recharge Reduction IO
- (A) Accuracy IO
- (36) Accuracy IO
- (36) Damage Increase IO
- (36) Endurance Reduction IO
- (37) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Endurance Modification IO
- (39) Endurance Modification IO
- (39) Healing IO
- (39) Healing IO
- (A) Accuracy IO
- (42) Damage Increase IO
- (42) Damage Increase IO
- (42) Endurance Reduction IO
- (43) Recharge Reduction IO
- (A) Healing IO
- (45) Healing IO
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (46) Interrupt Reduction IO
- (46) Interrupt Reduction IO
- (A) Resist Damage IO
- (48) Resist Damage IO
- (48) Endurance Reduction IO
- (48) Endurance Reduction IO
- (A) Defense Buff IO
- (50) Defense Buff IO
- (50) Endurance Reduction IO
- (50) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
EDIT: sorry about the format issue, fixed now though. -
A Crab that can out perform a tank?? that would be interesting to see. Are you talking in SO's or fully IO'd and which tank defense power are ya comparing it to.
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[ QUOTE ]
[ QUOTE ]
Many of you seem to be underestimating the survivability of a character that can take a hit beter then Ice Armor/ but play wiht the same lead off with the end drain style and go from there.
If anything with ELA geting ported ot tankers I'd want CP replaced with a foe debuff toggle similiar to darkest night.
[/ QUOTE ]
What?
A typed defensive set is similar in what way to a typed resistance set? That it has toggles?!
In what way does darkest night, a to-hit debuff and -dmg have anything to do thematically with electric armor?
I have a feeling you are thinking of Energy Aura.
[/ QUOTE ]
You read my post obviously and missed what it was saying completely. i was saying in the comparaison to ice armor that the playstyle is similiar. Jump in and lead off with a end drain because as has been said and i know from experience once power sink hits lightning field can easily strip whats left of a foes end (exceptions being eb's, av's and gm's)
when i suggested a debuff toggle I also said similiar to darkest night not a exact port. What i was thinking instead was to possibly take the dmg debuff darkest night along with maybe either a -end recovery or -regen effect on it and create a entirely new tool to replace conserve power.
No i wasn't confused with energy aura i just should have been more speific about what i was trying to say in my first post. sorry for any confusion.
as far as this new power i'm sugestion goes conceptually. What foe in thier right mind would want to smack someone crackling with electricity and if they did you really think they wouldn't get some sort of feedback shock from doing so??...
Ok i just gave myself another idea if the first doesn't work.
What about a click aoe power that can't be recharge redued but has a scaling dmg debuff to it based on how many enemies are agroed and cna also have a heal attached to it.
Concept would be a strengthing of the players electrical field via absorption of pieces of the electricla field of others that hit him.
Ok i'm done hope that made sense. -
I have a Energy Melee/elec Armor brute at 50 and loved every minute of leveling him until the EM nerfs got him stripped of enhancmenets and shelved.
Many of you seem to be underestimating the survivability of a character that can take a hit beter then Ice Armor/ but play wiht the same lead off with the end drain style and go from there.
If anything with ELA geting ported ot tankers I'd want CP replaced with a foe debuff toggle similiar to darkest night. -
I have played a EM/EA brute to 32 (shelved because he was made pre buff to /ea and pre nerfs to EM) While the buffs ot /EA would make him fun I cna't stomach the changes to EM (topic for another post) I have also played a DM/EA brute to 45 and the toon is only in SO for the most part (1 2piece set of blessing of the zephyr and the 3% steadfast IO) and the toon is a monster even wihtout the soft capped defenses yet very few foes have managed to cause me ot face plant (Positron being one of them, but he had 3 longbow bosses help him).
The addition of the heal into ED really and I do mean REALLY helped ot stabilize the set and can easily turn the tide of a fight even with a single even level IO slotted since the amount healed is based off the number of targets ya hit.
/EA has enough tools between the end recovery/heal power, the perma stealth power and decent defense numbers even in SO's to make the set really solid though I d agree the addition of a agro aura would push the set from solid to just below granite for survivability.
But then again I also feel granite shouldn't be considered in any comparison since it's a tier 9 toggle which no other set has.