Electronite

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  1. [ QUOTE ]
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    Thematically, I can accept Tankers holding back on the lesser foes; minions, LTs...IF they were able to open up on the Bosses, EBs AVs and GMs.


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    Now this idea has merit, actually. That's pretty much how all of the "Comic-Book Tanks" operate.

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    Oh hai.

    I agree 100%.

    That's pretty much the original idea behind Fury; that Tankers hold back at the begining of a fight and cut loose as it wears on.

    And it was the idea behind my Tanker Domination proposal, executed differently of course. You'd save your big hits for the last encounter on a mission.

    And I've also suggested Tankers could get a flat damage increase against just Bosses and up. That's quite possible, technically speaking.

    I was inspired by Supe's little speech here:
    http://www.youtube.com/watch?v=VoJ2Bd41zsw

    Which, as you said, is something that could speak to the Tanker's concept.

    Many people here shot down the concept(Tankers holding back against everyone but the big guy), and any execution of it suggested by me. And the devs, of course, ignored me and the idea.

    I still think is a viable hook for Tankers being able to be heavy hitters, some of the time.

    So yeah, it's nothing new.
    Glad you like it, though.



    .

    [/ QUOTE ]

    My question regarding the idea was why did tankers deserve two inherents and the other nine primary ATs did not? IIRC, it was never answered.
  2. [ QUOTE ]
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    *grins and bows*

    Thank you, thank you: I'll be here all week.

    Try the veal and be sure to tip your waitress.

    [/ QUOTE ]

    I tipped my waitress over and she hit me with some veal.

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    you wernt suppose to put the tip there! lol

    [/ QUOTE ]
    Let's play a little game called just the tip, just for a second, to see how it feels.

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    I am SOOO for this game! <3

    [/ QUOTE ]

    All I have is the tip...
  3. Search for Shield/SS or Shield/Fire threads. There are plenty lately.
  4. Electronite

    Shield/SS build

    Yeah, I might respec to pull one recharge out of Active Defense at some point. I slotted it that way so it would be permanent with SOs. I slotted the Taunt IO into AAO because I thought it still had the same weaker taunt numbers that Rise to the Challenge has in the Willpower set, so that could probably be moved as well.

    I prefer Swift over Hurdle for the sake of getting out of Caltrops and Quicksand patches, but I'd take both if I could.

    But Shields does seem versatile enough to not require identical builds to be darn sturdy, which is nice. To each their own, YMMV, etc., etc.
  5. [ QUOTE ]
    *grins and bows*

    Thank you, thank you: I'll be here all week.

    Try the veal and be sure to tip your waitress.

    [/ QUOTE ]

    I tipped my waitress over and she hit me with some veal.
  6. Electronite

    Shield/SS build

    Here's a mild variation of the build I've almost completed.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Cadmium Crusher: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- GftotA-Run+(A), GftotA-Def(13), GftotA-Def/EndRdx(15), GftotA-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(19)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 2: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(48)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Swift -- Run-I(A)
    Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Heal(45), Mrcl-Rcvry+(46), RgnTis-Regen+(46)
    Level 18: Against All Odds -- EndRdx-I(A), Taunt-I(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
    Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(46)
    Level 24: Battle Agility -- GftotA-Run+(A), GftotA-Def(33), GftotA-Def/EndRdx(33), GftotA-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(31), GSFC-ToHit/Rchg(31)
    Level 30: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(34)
    Level 35: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam/Rchg(36)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- GftotA-Run+(A), GftotA-Def(42), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(43)
    Level 44: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]12% DamageBuff(Smashing)[*]12% DamageBuff(Lethal)[*]12% DamageBuff(Fire)[*]12% DamageBuff(Cold)[*]12% DamageBuff(Energy)[*]12% DamageBuff(Negative)[*]12% DamageBuff(Toxic)[*]12% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8.31% Defense(Energy)[*]8.31% Defense(Negative)[*]4.88% Defense(Psionic)[*]10.5% Defense(Melee)[*]13.6% Defense(Ranged)[*]3% Defense(AoE)[*]9.45% Max End[*]39% Enhancement(Accuracy)[*]62.5% Enhancement(RechargeTime)[*]10% FlySpeed[*]260 HP (13.9%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 13.2%[*]MezResist(Stun) 4.4%[*]12.5% (0.21 End/sec) Recovery[*]44% (3.44 HP/sec) Regeneration[*]7.5% Resistance(Fire)[*]32.5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Gift of the Ancients[u]
    (Deflection)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Resistance(Fire)[*] 1.8% Max End[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
    (Deflection)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Jab)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
    (True Grit)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Mako's Bite[u]
    (Haymaker)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 28.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Crushing Impact[u]
    (Air Superiority)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
    (Combat Jumping)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Numina's Convalescence[u]
    (Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Miracle[u]
    (Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Performance Shifter[u]
    (Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[/list][u]Mako's Bite[u]
    (Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 28.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Gift of the Ancients[u]
    (Battle Agility)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Resistance(Fire)[*] 1.8% Max End[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
    (Battle Agility)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
    (Shield Charge)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Gaussian's Synchronized Fire-Control[u]
    (Rage)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[/list][u]Crushing Impact[u]
    (Boxing)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Steadfast Protection[u]
    (One with the Shield)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[/list][u]Impervium Armor[u]
    (Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 2.25% Max End[/list][u]Obliteration[u]
    (Foot Stomp)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Gift of the Ancients[u]
    (Weave)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Resistance(Fire)[*] 1.8% Max End[*] 7.5% RunSpeed[/list][u]Luck of the Gambler[u]
    (Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
    (Phalanx Fighting)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Mocking Beratement[u]
    (Taunt)<ul type="square">[*] 1.8% Max End[/list]


    I went with Gift of the Ancients for all of my defense toggles for the Recovery and Endurance bonuses, and the run speed increases. Caltrops patches and Quicksand doesn't slow me down much. I got my recharge bonuses from Crushing Impact, Obliteration, and Luck of the Gambler IOs, so I don't feel any need to have Hasten and a second endurance crash to go with Rage, even with 119 endurance to play with. Shield Charge is up every 35 seconds as it is, and Footstomp every 8 seconds, which is plenty fast.

    And I went way high on defense numbers as well, because it makes cascade failure impossible. And 2868 hit points after accolades to soak up damage, before considering One With the Shield's 20% hp buff. Lord Recluse either one-shots you if you go in unbuffed, or you live. The End.
  7. The Taunt/No Taunt debate is as old as this game, but Shields does come in with a ranged option to grab aggro -- Shield Charge. I didn't take Taunt until 49th level and I never felt as if I had difficulty maintaining aggro, though all the run speed increases helped to allow me to move quickly around and grab aggro that way.

    If you really want to grab it earlier, go ahead, but I personally wouldn't take it before I had Stamina, as I think having the endurance to keep your toggles and attacks going is a higher priority than Taunt on any tanker.

  8. If cost is not a concern, you can fit in Luck of the Gambler +Recharge IOs like what I'm building. This build is two LotG's and the Miracle unique away from being complete.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Cadmium Crusher: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- GftotA-Run+(A), GftotA-Def(13), GftotA-Def/EndRdx(15), GftotA-Def/EndRdx/Rchg(15), LkGmblr-Rchg+(19)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 2: True Grit -- Heal-I(A), Heal-I(7), Heal-I(7)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(48)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Swift -- Run-I(A)
    Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(45), RgnTis-Regen+(46), Heal-I(46)
    Level 18: Against All Odds -- EndRdx-I(A), Taunt-I(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), EndMod-I(21)
    Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(46)
    Level 24: Battle Agility -- GftotA-Run+(A), GftotA-Def(33), GftotA-Def/EndRdx(33), GftotA-Def/EndRdx/Rchg(33), LkGmblr-Rchg+(34)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31), RechRdx-I(31)
    Level 30: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 32: One with the Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(34)
    Level 35: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam/Rchg(36)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- GftotA-Run+(A), GftotA-Def(42), GftotA-Def/EndRdx(42), GftotA-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(43)
    Level 44: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8.31% Defense(Energy)[*]8.31% Defense(Negative)[*]4.88% Defense(Psionic)[*]10.5% Defense(Melee)[*]13.6% Defense(Ranged)[*]3% Defense(AoE)[*]9.45% Max End[*]62.5% Enhancement(RechargeTime)[*]39% Enhancement(Accuracy)[*]5% FlySpeed[*]119.5 HP (6.38%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 6.6%[*]MezResist(Immobilize) 13.2%[*]MezResist(Stun) 4.4%[*]12.5% (0.21 End/sec) Recovery[*]32% (2.5 HP/sec) Regeneration[*]7.5% Resistance(Fire)[*]27.5% RunSpeed[/list]
  9. You're on the right track, especially by picking up Air Superiority. I love it for knocking fliers to the ground where I can hit them with my harder attacks. I took your build and tweaked it a bit, trying to keep in mind cost-effectiveness, althought it does have the three health uniques and the Steadfast Protection unique, but they can be bought with reward merits over time if you don't want to spend zillions at Wentworth's.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(3), GftotA-Def(3), GftotA-Run+(5), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7)
    Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 2: Battle Agility -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(7), GftotA-Def(9), GftotA-Run+(9)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
    Level 8: True Grit -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(15)
    Level 10: Active Defense -- RechRdx(A), RechRdx(17)
    Level 12: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 16: Against All Odds -- EndRdx(A)
    Level 18: Swift -- Run(A)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), EndRdx(46)
    Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23), Numna-Regen/Rcvry+(23), Numna-Heal(39), RgnTis-Regen+(39)
    Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Rchg(48)
    Level 26: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dam%(31)
    Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx(36), AdjTgt-Rchg(36)
    Level 30: Phalanx Fighting -- GftotA-Def(A), GftotA-Run+(37)
    Level 32: One with the Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(37), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(50)
    Level 35: Boxing -- Acc(A)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
    Level 41: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(42)
    Level 44: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(45), GftotA-Def(45), GftotA-Run+(45)
    Level 47: Conserve Power -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 49: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(50), Zinger-Taunt/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5% DamageBuff(Smashing)[*]5% DamageBuff(Lethal)[*]5% DamageBuff(Fire)[*]5% DamageBuff(Cold)[*]5% DamageBuff(Energy)[*]5% DamageBuff(Negative)[*]5% DamageBuff(Toxic)[*]5% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]6.13% Defense(Energy)[*]6.13% Defense(Negative)[*]8% Defense(Psionic)[*]6.75% Defense(Melee)[*]9.25% Defense(Ranged)[*]6.13% Defense(AoE)[*]7.65% Max End[*]4% Enhancement(Heal)[*]55% Enhancement(Accuracy)[*]25% Enhancement(RechargeTime)[*]105.4 HP (5.63%) HitPoints[*]MezResist(Immobilize) 8.8%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 4.95%[*]19.5% (0.33 End/sec) Recovery[*]42% (3.29 HP/sec) Regeneration[*]8.76% Resistance(Fire)[*]1.26% Resistance(Cold)[*]1.26% Resistance(Energy)[*]4.39% Resistance(Negative)[*]30% RunSpeed[/list]
  10. I would suggest going with Leaping for your travel power instead of Speed. For one, Combat Jumping will add a little bit of defense, and every little bit adds up for tankers whose primary mitigation is defense. For another, you can put two slots into both Combat Jumping and Super Jump and use Blessing of the Zephyr set IOs for substantial bonuses to your ranged defense. For a third reason, Hasten and Rage both have crashes that hit your endurance bar hard, when you could instead have Rage permanent with just three Recharge SOs.

    I would also try to take Battle Agility no later than 20th level. You can save Taunt for later, really.

    And if you plan right, you could also skip Focused Accuracy and the huge endurance costs that toggle has. Four Crushing Impact IOs grant a +9% accuracy bonus, and you could potentially slot four of them in your single target attacks.
  11. The two most graphics-light primaries are Invulnerability and Willpower. Shields is also not bad graphically if you don't mind your character toting a shield around. Ice and Stone armor are the worst offenders in this regard.

    (Edit) I should add that you cannot pair Dual Blades with Shield Defense until three-armed character models become available.
  12. [ QUOTE ]
    Well, in no particular order:

    Fire armor: Resistance reduces incoming damage (hopefully) to the point where the strong self-heal can keep up with it. Very strong against fire damage, weak against cold, psi, and knockback. A good damage aura and fiery embrace (a variety of build up) make this an offense-heavy set, but the resistance numbers are not huge, and the set lacks a traditional tier 9 'godmode' power, instead having a self-rez in rise of the phoenix. Has an endurance recovery tool in consume. Overall, a set which accepts slightly weaker survivability in trade for offense.

    Ice armor: 'Typed' defense causes most attacks with a smashing, lethal, energy, or negative component to miss. Very strong cold resistance, but very weak against fire and psi. Has a strong self-heal on a long timer (hoarfrost) and two aggro auras. One of them slows and debuffs the damage of nearby enemies, the other simply deals damage to them. The tier 9 is a 'phase' type power that renders you immobile and invincible for a short period, while quickly recovering your health and endurance. Has a strong endurance recovery tool in energy absorption which also boosts your defense when used. A strong survivability set which layers some healing and debuffs on top of its defense, and is known for being the undisputed king of aggro gathering thanks to its dual auras.

    Dark armor: Another resistance set with a extremely strong self-heal, dark armor is strong against negative energy and psi, has protection from fear and endurance drain, but is weak to energy and knockback. Has a self stealth and two auras which deal out status effects to nearby enemies instead of fire's damage tools. Much stronger defensively than fire, but not the same offense. Extremely end heavy set, with a lot of toggles and an absurdly strong but absurdly expensive self-heal. Also has a self-res for a tier 9. Overall, somewhat of a 'finesse' set - managing the end costs and timing the heal can make the difference between a squishy tank and one with god-like survivability.

    Invul: Middle of the road set, with a combination of defense and resistance. Extremely strong against smashing and lethal damage, somewhat weaker against energy/negative/fire/cold, no protection at all against psi. Has a strong self-heal on a long timer (dull pain), and a strong god-mode with a nasty crash at the end. Likes to be surrounded by enemies to fuel its invincibility power -- the more nearby foes, the higher the defense. Can actually be *safer* in a big crowd than when only fighting a few enemies. A decently strong set overall, its specialty is in dealing with smashing and lethal damage.

    Shield defense: The new kid on the block, shield combines smaller amounts of defense, resistance, and maximum HP boosting into a well-rounded, but not extremely strong, defensive package. No resistance against psi damage, but the defense and hp boosting can help there, and shields has very comprehensive mez protection. Strong offensive abilities - shield charge is a potent AoE attack with strong mitigation, and against all odds boosts your damage to nearly unheard-of levels for a tanker - if you're surrounded. Has a medium strength tier 9 with a soft crash. Also has the quirk of having two powers that key off of nearby teammates - one that grants you defense, and one that grants them defense. Neither are very strong, however. Somewhat weaker defensively overall, but a very strong offensive set, at least as good as fire and probably better.

    Willpower: Very well-rounded overall survivability set. Combines some resistance, defense, and maximum HP boosting with very strong regeneration. Very strong against psi damage and has good mez protection, but somewhat weaker to 'spike' damage that could defeat you before your regeneration can kick in. A bit like invincibility in that the regeneration gets stronger the more foes are nearby - the safest place can often be right in the middle of the crowd. Has quick recovery - effectively stamina - available early, and has a tier 9 very similar to shield's. The aggro aura is very weak, however - enemies can easily be distracted from a willpower user. Overall, a very strong survivability set against everything but alpha strikes, but can have trouble holding aggro.

    Stone armor: The undisputed king of pure toughness, stone is actually a somewhat weaker and end-heavy set before 32, with a lot of toggles which provide a mix of defense and resistance to most damage types along with a bit of regeneration. Has an armor which provides psi defense, unlike some sets. The tier 9, however, totally changes the set - it is a toggle which provides massive amounts of defense and resistance to everything but psi, but greatly slows your movement and attack rates, as well as lowering your damage. Combined with your mez protection, which also slows you down, you won't be moving very fast. The best tanker at pure survivability, at least after 32, but very low offense and mobility.

    [/ QUOTE ]

    Very good post, though I would add that the aggro aura for Shield Defense is about as strong as Willpower's, but the extra AoE damage from Shield Charge helps the Shielder maintain aggro.
  13. [ QUOTE ]
    And how should a super strong hero or a guy with a huge mace "subdue" a giant robot?

    [/ QUOTE ]

    Press the 'off' switch. Pull the battery. Give it an unsolvable riddle. Dump it in liquid nitrogen. Suspend it in the air with an electromagnet.
  14. How does that fancy gibberish make tankers do more damage than anything else in the game? If it doesn't, then you're part of the problem.
  15. [ QUOTE ]
    [ QUOTE ]
    I bent my Wookie.

    [/ QUOTE ]

    That's nice, dear.



    .

    [/ QUOTE ]

    Statesman = Ralph Wiggum. Film at eleven.
  16. [ QUOTE ]
    The only cause you have ever shown is that tanking does not match YOUR interpretation of comic book fights.

    [/ QUOTE ]

    Four-year-old former dev quote in 5...

    4...

    3...
  17. The fact that the devs released a tanker primary that has an aggro aura that increases damage depending on the number of enemies nearby AND an AoE attack that does extreme damage tells me that the devs don't want tankers to do any sort of heavy hitting.

    Yeah.
  18. Electronite

    invuln or shield

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    it takes a billion or more infamy/influence to gear a shield scrapper/brute to be at the soft cap (depending on server).

    [/ QUOTE ]

    Leaving aside the "billion" figure, which I think must be an exaggeration, based on my own attempts to squeeze blood out of the market stone, my question is: what does "depending on the server" have to do with the cost of your build?

    [/ QUOTE ]

    a full set of mako's level 40-50 on infinity blue side will run you 15-25 million for one set of 6. so i call bollux to the 100m to soft cap scrapper bs.

    it's even MORE expensive red side on infinity.

    [/ QUOTE ]

    The markets are cross-server, so only red- and blue-side matter.
  19. I'm worried about the beer situation here. After this case, and the other case, there's only one case left!
  20. [ QUOTE ]
    [ QUOTE ]
    Wrong. It was players who...

    [/ QUOTE ]

    Would that be the same players who flocked to the MA so they could abuse it and farm better?

    [/ QUOTE ]

    No. No, it wouldn't be. Your lack of knowledge of the game's history is showing again.

    [ QUOTE ]
    Did you ever stop to think that increased aggro abilities may have caused some redundancy issues for the AT and that Tankers in general could be a case of overspecialization? Or than the game today is a different beast than then and perhaps Tankers as they are now don't fit as well into the current paradigm as they used to?

    [/ QUOTE ]

    I thought about it before answering. And my answer is: No. Tankers are by far the best at controlling and surviving aggro. Many controllers and the occasionally talented Dark/Dark defender can come close to Tanker levels of aggro control hero-side, as can skilled and specially built Tankerminds and Granite Brutes villain-side. But when teams have aggro control problems, they invariably look for a tanker if they can find one before anything else. So are they redundant? No.

    Are they overspecialized? Again: No. Tankers control aggro remarkably well, but not at the expense of doing anything else any other character can reasonably be expected to accomplish during the course of normal gameplay. They may not solo missions as fast as the fastest AT can, but that doesn't mean they're the slowest either.

    [ QUOTE ]
    No you didn't. You're convinced Tankers are awesome, have no design flaws and couldn't stand to be tweaked the same way Domms just got tweaked. Hardly sounds like a non-biased viewpoint to me, but hey whatever.

    [/ QUOTE ]

    Considering that the 'tankers are fine' argument is based on objective data regarding the performance of the AT, a comprehensive knowledge of the history of this game in particular, and a care towards game balance in general, as opposed to quotes from four years ago, tired metaphors, and the dog-eared pages of Action Comics, it is pretty unbiased.

    [ QUOTE ]
    [ QUOTE ]
    This forum played a big part in directing Tanker changes

    [/ QUOTE ]

    Yes, for good or ill it has in the past. And now it enforces a status quo and gangs up to attack and suppress people suggesting changes that don't agree with that status quo. And that includes not only me, but anyone who comes by and disagrees being an aggro monkey is all that and thinks that maybe Tankers could use improvements and adjustments.

    [/ QUOTE ]

    And they will face opposition if those improvements and adjustments come at the expense of game balance.

    [ QUOTE ]
    But you're NOT the totality of Tankers, or players of this game for that matter, and it's been my observation there's more people playing this game who are open to Tanker offense tweaks than I've seen here who are utterly against them. So maybe some day the devs will see that too and act on it.

    [/ QUOTE ]

    Maybe when CoH2 is about to go gold, the devs will remove damage caps and boost tanker damage to Kryptonian levels just for laughs, but I highly doubt your vision of tankers being the best at everything will come to pass before then.

    [ QUOTE ]
    And I'll say it again: For two and a half years I've been standing up to you guys here with the odds not in my favour and taking whatever you throw at me. So who's the real Tanker?


    .

    [/ QUOTE ]

    Meh, you just have no-timer Phase Shift running.
  21. [ QUOTE ]
    qr

    A quick count shows more posts in this thread bashing J_B than answering the OP's question...


    * applauds Way to derail a thread guys...

    [/ QUOTE ]

    JB has become highly adept at this particular skill, so much so that he gets immensely jealous when anyone else, particularly a dev, does it in return.


    [ QUOTE ]
    As for me, I'll retire my main Inv/SS and replace him with an SS/Inv brute. Since I mostly solo, playing a meatshield no longer appeals to me.

    [/ QUOTE ]

    Side-switching will not tempt me even slightly to play a Brute, nor any other villain AT. Personally, I'm painfully grinding my way through a Mastermind just to try out a SoA.
  22. [ QUOTE ]
    Things like a more open character creation/ power system system.

    [/ QUOTE ]

    Which will eventually lead to a few extremely powerful character builds that will become overrepresented FotM characters... much like what we have now.

    [ QUOTE ]
    Not to mention environmental interaction,

    [/ QUOTE ]

    Fluff.

    [ QUOTE ]
    power customization,

    [/ QUOTE ]

    Fluff.

    [ QUOTE ]
    a decreased focus on instanced missions,

    [/ QUOTE ]

    Until server populations necessitate an increased focus (if it happens.)

    [ QUOTE ]
    new travel powers,

    [/ QUOTE ]

    Fluff (the only difference between running super fast to your destination and burrowing there is graphical.)

    [ QUOTE ]
    improved travel powers(sonic boom yay!)

    [/ QUOTE ]

    Auditory fluff.

    [ QUOTE ]
    brand new graphics(with the exception of cel shading which I'll turn off),

    [/ QUOTE ]

    Visual fluff.

    [ QUOTE ]
    new enemies, new zones

    [/ QUOTE ]

    Neither of which ever happen in CoH, right?

    [ QUOTE ]
    and a dozen other things that interest me that CoX doesn't have, won't have in the expansion, and likely will never have until they get off their butts and make a CoH 2.

    [/ QUOTE ]

    I hope you enjoy it as much as you claim you will. Actually, I hope you enjoy it more than you claim it will.

    [ QUOTE ]
    And whatever Emmert did, or what you THINK he did, he's the only dev here who ever respected me enough to engage me in a conversation, didn't dismiss my criticism of the game and copped to the situation with Tankers.

    Also he NEVER posted OT comments to one of my threads, derailed it, got it nuked by a Mod and then laughed about it later, unlike some devs here.


    .

    [/ QUOTE ]

    Seriously, you've gone beyond merely holding this particular grudge. You cuddle it now. You snuggle it. You hug it and pet it and take it out for walks. Do you call it George? George the Grudge is a good name, Lenny.

    And I'd guess the reason Jack never posted OT topics in your threads is more because he left too shortly after your arrival to do so rather than for any long term respect you may believe he may have had for you. The guy's history of not respecting the player base is a widely known matter of record.
  23. [ QUOTE ]
    [ QUOTE ]
    I don't trust anything coming from these devs. Period.

    [/ QUOTE ]

    Only those things that support your paranoid view of the game.

    [/ QUOTE ]

    Well, yeah, that's different.
  24. [ QUOTE ]
    Who uses brass knuckles anyway? Holding a roll of quarters does the job and isn't illegal!

    [/ QUOTE ]


    ...yet...