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This guide has been moved to my blog, a central location for me to keep all of my content, free to format as I please.
I wrestled with the idea of leaving the guide as is here and keeping the most up to date version on my blog. I ultimately decided that as I make the guide better over time, I won't want old poor versions hanging around. And you're mad if you think I'd like to double my work by updating in two places all the time. -
The duration is also important in that aggro is a function of taunt duration remaining.
A 12 second taunt is ten times more powerful than a 1.2 second taunt. -
I don't know where you'd hear that gauntlet doesn't work.
You're probably hearing about how WP has a very weak taunt aura, which is true. It's a mag 3 taunt with 1/10th the duration of most taunt auras.
You may not need taunt to hold aggro now, but once you're in the thick of it with a shield or invuln scrapper, you probably will. -
Do you want to be tougher or hit harder?
Do you want people to rely on you to hold aggro or do you want to be able to run off and do your own thing?
Do you want to get shield charge before lightning rod or the other way around? -
Not for me. You were very specific in asking for the most enjoyable character and I can tell you with utmost certainty that my warshade was far and away the most fun I've ever had on the road to 50.
Don't get me wrong, I love my tank and my mastermind and all my other characters. They're all powerful and fun in their own right, but nothing can match the fun I had leveling a warshade. -
Hands down, my warshade.
Quote:I started playing CoX shortly after launch and took a few breaks. I've tried every "normal" AT at least once, but only recently decided to try a warshade. I just hit level 38, and let me tell you, this has been the absolute most interesting journey a character has ever been for me. I can't say I've ever had this much fun for this much of the progression of a character. One of the biggest reasons is that every new power seemed to revolutionize the way I play.
The closest thing I can compare this to is how a controller gets a pet at level 32. At that point, everything changes. You're able to do things you never could before. But this happens with a warshade for almost every new power! Beyond that even, there were so many times where I thought "If I only had a few more slots!" -
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Quote:I like tohit debuffs, but I prefer straight defense. Tohit debuffs generally need to hit to work and they can be resisted. AVs in particular resist about 85% of the debuff.Just in case it was not mentioned earlier, Cloak of Fear also applies a tohit debuff(enhanceable) which is functionally the same as +def (7% IIRC but feel free to double check that number).
And OG can slot the Absolute Amazement:Chance fo Tohit Debuff proc, though it was broken for a time and I have no clue how reliable/large a debuff it is.
Quote:This's been a very impressive and inspiring thread to me. I already have a Dark/Stone, currently at 31. She's actually my highest level tanker right now. I really enjoy playing her so far. I hope eventually I'll be able to match those feats.
Quote:And as for someone who's played with this certain Dark Armor TANK, and when I say TANK.. I mean this brick house of god that barely even budges with anything I've seen thrown at him..
Quote:dark armor has the best res around. if u focus at defence too it will be awesome. The only bad thing is that dark needs IO's to be better. And mostly for its heal. If u have good recharge u can use it every 9 secs
What makes DA really shine is the combination of mitigation and the exotic resists. Most stuff misses and the stuff that doesn't gets resisted. That little bit that gets through will be healed back. The way my tank is built he rarely ever uses the heal, but the fact that he has it makes him virtually immortal. It takes a lot of damage to kill my tank, and it all has to happen in 17 seconds. Even then, it has to happen twice before I'm actually out of the fight. -
Quote:For what it's worth, I wouldn't skip grounded, but you don't need it for the endurance drain protection. Static Shield already gives you over 100% resistance to endurance drain."You are Grounded and naturally very resistant to Energy and Negative Energy damage. You also have added resistance to Endurance Drain effects. Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground. This power is always on and costs no Endurance."
I can see the temptation to skip Grounded and choose something else, but it provides more that just KB and NE Resist. It also provides Immobile Resist and Endurance Drain Resist (86.5%). A nice number for a Power that only requires the slot it comes with to be effective (no Endurance to run, and can mule in IO Sets if need be for bonuses).
The immob protection can be gotten from Combat Jumping, but the KB protection is what seals the deal for me. You can plug that hole with IOs, but I'd rather not spare three slots just for KB protection if I don't have to. Even then you still get knocked back by some things.
True, you never can have it all... unless you roll Dark Armor. XD -
Carlin,
As everyone else has pointed out, the endurance slotting in attacks is pretty crucial. If you use jab every time it's up, that's a 1.15 endurance/second attack. By comparison, all of your toggles combined cost 1.23 end/sec. Boxing is even worse at 1.24 end/sec, a hair more than all of your toggles.
One other thing I notice is that rage has a one second downtime. The -20% defense on the rage crash could kill you. When you stack rage, even for a second, you avoid the -20% defense entirely. The problem with doing that, however, is the endurance problems. Do you keep Rage on auto as it is? Or do you use it as a situational power?
Your tank is very well built otherwise. Keeping the defense where it is or even pushing farther while dropping CJ is going to be difficult because most positional defense bonuses are the 5th bonus in a set. You are going to benefit greatly from frankenslotting, though.
Give this a look and see what you think. I didn't move any of your powers or slots around. I shaved .2 endurance/second off your toggle costs and crammed all the enhancement I could find into the powers. This does nothing for the rage crash, but if you slot up like this I guarantee you'll be a happier tanker.
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Carlin, I'll get to it as soon as I can. I'm on the road for work this week and don't have Mids on the company computer.
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Well I didn't think the guy would actually pay me to make the build. He said something like "I have 4 billion to invest, make me an awesome build" in his post. I replied with "Well, how about you give me one billion and I'll make you a three billion inf awesome build?"
Again, I didn't think he'd take me seriously. I was trying to say "Put some work into it, then I'll help." It'd be like a salesman putting a ludicrous price on an option that he doesn't actually want to sell. When the guy offered to pay up... well, I just couldn't turn it down.
I've never hesitated to help someone with a build that they've put some effort into, so long as I've had enough experience with the powers to offer meaningful criticism. If you show me you're willing to try, then I'll gladly help out where I can. -
Quote:Well I only charge 800 million for custom builds, so no, you wouldn't have to spend it all.Do you have a lvl 50 Dark/SS/Fire build strickly for team PvE. I have about 1 - 2 billion to spend, but I dont want to spend it all. Thanx for your help.
EDIT TO ADD:
I suppose I should clarify. The last guy I just gave a build to paid me 1 billion infamy to do it. I realize that's a little steep, so I've discounted the price by 20%.
Now, if you put the time into making your own build and ask for advice and optimization, there's no fee at all. -
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Death Shroud is a huge endurance hog and I found it beneficial to rely on gauntlet because of the targeted aggro generation rather than the damage aura. I put off the damage auras until about the same level I take stamina. In the early levels I try to do what I can to maximize benefit per endurance.
CJ grants the same amount of immob protection as Cloak of Darkness and about half the defense for one tenth the endurance cost, plus it gives you some great combat mobility when paired with hurdle. I agree, CJ should have been taken before hurdle. Oversight on my part.
Another good point is the KB resist IOs. It'd be nice if you could buy one of those (probably Karma to slot in CJ). -
Quote:Yes! Very good point. I'd grab one of these ASAP on any DA character. I simply assumed no set IOs to begin with, otherwise I'd be frankenslotting a lot of stuff.I recently created a DA/ELM tank myself and made sure to set him up with a low level "Theft of Essence: +chance for Endurance" IO to slot in Dark Regen ASAP.
Thank goodness for the recent changes to e-mail.
Quote:I'm curious - Why Skip Smite? It's one of your stronger attacks. I mean, sure, there are other things you can take, from the Primary and Pools, but I'd never skip a good attack. Particularly such a good attack.
And you're going without a Travel power?
Combat jumping and hurdle should be enough to get around pretty quickly. I guess I'm spoiled by ninja run, but there are always the jetpacks too. -
To anyone else who happens by this thread, don't be afraid to send me a PM.
Bench, for 1-20, this is how I'd go. I'm using common IOs here, but DOs work about the same.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 21 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Dark Embrace -- EndRdx-I(A), ResDam-I(3), ResDam-I(3)
Level 1: Shadow Punch -- Acc-I(A), Dmg-I(7), EndRdx-I(13)
Level 2: Murky Cloud -- EndRdx-I(A), ResDam-I(5), ResDam-I(5)
Level 4: Shadow Maul -- Acc-I(A), Dmg-I(7), EndRdx-I(15), RechRdx-I(15)
Level 6: Obsidian Shield -- EndRdx-I(A)
Level 8: Dark Regeneration -- Acc-I(A), EndRdx-I(9), EndRdx-I(9), Heal-I(11), RechRdx-I(11), RechRdx-I(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Siphon Life -- Acc-I(A), EndRdx-I(17), Heal-I(17)
Level 18: Death Shroud -- Acc-I(A), EndRdx-I(19), EndRdx-I(19)
Level 20: Stamina -- EndMod-I(A)
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
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 -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run -
Quote:Who said I was relying on the power?I prefer not to die in the first place and I play full bore, if you really believe you have to rely on a pretty Must be defeated to use puff power, the tanks who build to survive will without fail be moving on to the next mobs burning and destroying while you're savoring rotp's piffy animation.
I prefer not to die as well. I play full bore, but sometimes, fecal matter hits the fan. If that ever happens, I have a backup plan.
Can your tanks do the things in my video? -
Quote:I'm not talking about someone causing a teamwipe.Yeah agreed, a teammate who causes team wipes because of lack of experience or limited knowledge of his AT and his groups limits, isn't optimal fun.
I'm saying that a tank can have all the survivability in the world and it doesn't do a lick of good if he can't keep aggro off the team. -
I hide, but like I said, I'm always forming teams. I don't look at flags because I don't search for people. I ask on Virtue TFs and if I need to, Virtue United. Boom. Full TF no matter what time of day. I've even organized several impromptu mothership raids during off peak hours with nothing but global channels.
I think one of the things to push for is the use of global channels and especially the Mentor Project.
EDIT TO ADD: All that being said, I do agree that pushing the flags is a great idea that will result in a strong positive impact as there are plenty of people who search for them. -