Finduilas

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  1. Go to the NCSoft site, here:

    https://secure.ncsoft.com/cgi-bin/accountManagement.pl

    click on "Game Accounts" and log in.

    Your trial account should show up as a listed account (I just tried it, an old trial account I had is shown there.)

    Click on the trial account.

    You should get a page titled "Game Account Details" for your trial account.

    On the right side there's a box titled "Actions", and one of the options is "Upgrade Account".

    Click on it, and a box for the serial code should come up.
  2. Quote:
    Originally Posted by Neo Shadowdream View Post
    You base may have become bugged, /petition and let a GM know about your issue, they can reset the base, and you will have power once again.
    This. It's a well-known, fairly common bug. A petition will usually get it fixed within a few hours.
  3. Quote:
    Originally Posted by tgunlien View Post
    This is a granite only, which is why I put a lot of emphasis on speed bonuses. If I wanted an out of granite, I would use my secondary build for that.
    Speed bonuses are not exactly conclusive, since Rooted will benefit from them as well.

    Quote:
    Between Quick Strike, Focused Burst, and Fire Blast I have three well slotted single target attacks, which is enough for me. Two of them are ranged which is great. Tactics and Vengeance are mules for set bonuses. But I do like having vengeance anyways.
    It seems rather shortsighted not to take Concentrated Strike, the most damaging attack in KM, especially given Granite's damage debuff.

    Other issues:

    Even in Granite you're below the soft-cap for F/C def. I'd put a third Aegis in either Stone Skin or Tough for the F/C def bonus. Adding a Steadfast +Def (a good idea in general, IMO) would also fill that gap.

    The bonuses in Shield Wall IOs aren't particularly useful, and as is Weave is overslotted. If you want the +Res IO, fine (though I think it's a waste of influence) but otherwise I'd pull slot or two.

    Power Siphon should be taken earlier and slotted more heavily; you want it up as much as possible.

    Mud Pots, Burst, Minerals and Maneuvers are underslotted for end reduction, as are Rock Armor and Tough if you're planning on running them.
  4. Just realized that I didn't answer the OP's question!

    Take Granite! Even though you CAN build a Stone tank to be pretty sturdy outside of Granite, why wouldn't you take a power that can provide such extreme survivability without the dangerous crash that some T9s have?

    Sure, there's a price, which can now be substantially mitigated with IOs. To my mind, the question is whether you want to build toward with the assumption that all or most of your time post-32 will be spent in Granite, or whether you want to keep your options open to using the other armors when the extreme survivability of Granite isn't needed.

    Both are completely reasonable choices, so do what suits you best. But in general, I think if you're not planning to take Granite you might as well go for another tanker primary since Granite is what makes SA unique.
  5. Quote:
    Originally Posted by Hyperstrike View Post
    Basically the reason running all the other armors isn't as popular is that they're VERY end-heavy. And you still wind up with a tank that's squishier than Granite for everything save Psi.
    How so? All the Stone Armor shields have the standard armor toggle cost, .26 EPS, except for Rooted, which is a little less, .21 EPS. Mud Pots is high end, but that's normal for a damage toggle and it has the same end cost as Blazing Aura, Death Shroud, Lightning Field, etc.

    Now granted, if you took all the armors and ran them at once, that would be five toggles which is a little higher than most tank primaries, but not any higher than DA, for instance.

    Quote:
    Your resists running "all but Granite" are about 35-40% S/L and F/C. No energy resists. Granted, with some careful (see "expensive") building you can softcap easily to S/L/E/N and Psi.
    In my experience, if soft-capping is 'easy', it's not particularly expensive, at least not in the PvP IO and purple realm of 'expensive'. It would be much, much less expensive to soft-cap a Stone tank than a resist-based set like Fire or Electric.

    Quote:
    But, basically, any energy damage bypassing your defenses will wreck you, and you'll be getting hit regularly by Fire/Cold damage.
    How is that different than say, Ice Armor, except that Stone has higher resists to Fire and defense to Psi?

    Here's a build I put together for my new Stone/DM tank that's soft-capped to S/L/E/NE outside of Granite. I chose not to get Brimstone Armor, which means he'll be squishy outside of Granite against F/C, but I can live with that since Granite is always an option if things go pear-shaped. As you can see, nothing's terribly expensive other than the LotG +Recharges and the Kin Combat sets.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Brimstone Boulder: Level 50 Mutation Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Dark Melee
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Rock Armor -- GftotA-Run+:40(A), GftotA-Def/EndRdx:40(3), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx:50(5)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(9), KntkC'bat-Dmg/Rchg:30(15), KntkC'bat-Dmg/EndRdx/Rchg:30(15), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(9)
    Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(19), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(21)
    Level 6: Teleport -- EndRdx-I:50(A)
    Level 8: Rooted -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/EndRdx:50(43), Numna-Heal:50(43)
    Level 10: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 12: Taunt -- Mocking-Taunt/Rchg:50(A)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Siphon Life -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(31)
    Level 18: Mud Pots -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(21), Erad-Acc/Dmg/EndRdx/Rchg:30(25), M'Strk-Dmg/EndRdx:50(27), M'Strk-Acc/Dmg/EndRdx:50(27)
    Level 20: Touch of Fear -- Abys-Acc/Rchg:50(A), Abys-Dam%:50(37), Abys-Acc/EndRdx:50(39), Abys-Fear/Rng:50(43), Abys-EndRdx/Fear:50(46)
    Level 22: Stone Skin -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23)
    Level 24: Crystal Armor -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(34), LkGmblr-Rchg+:50(25), LkGmblr-Def/EndRdx:50(45)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 28: Soul Drain -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Granite Armor -- GftotA-Run+:40(A), LkGmblr-Rchg+:50(34), Aegis-ResDam/Rchg:50(36), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam:50(36)
    Level 35: Dark Consumption -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), M'Strk-Dmg/EndRdx:50(39)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 41: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/EndRdx/Rchg:50(42), S'fstPrt-ResDam/Def+:30(46)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(46), LkGmblr-Def/EndRdx:50(48), LkGmblr-Rchg+:50(48)
    Level 47: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(50), Decim-Acc/Dmg/Rchg:40(50), Decim-Acc/EndRdx/Rchg:40(50)
    Level 49: Minerals -- LkGmblr-Rchg+:40(A)
    Level 50: Spiritual Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A), Run-I:50(23), Run-I:50(34)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(37)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 12.4% Defense(Energy)
    • 12.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.69% Defense(Melee)
    • 7.69% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 7.65% Max End
    • 2.75% Enhancement(Terrorized)
    • 25% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 65% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 189.7 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 12.7%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 6% (0.1 End/sec) Recovery
    • 52% (4.06 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 50% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  6. My first impression of the OP's build is that a heck of a lot of influence will be spent for no good reason. Please keep in mind that PvP and purple IOs aren't always the best choices for a high-end build, often there are much better and more useful options for a lot less influence.

    For instance, the only Glad Armor IO that I'd recommend for this build is the +Def unique if you can get your hands on one. Be sure to slot a Steadfast +Def IO as well. Currently your resistance powers are very underslotted, and you'd be much better off 4-sloting the much cheaper Reactive Armor sets in them for the S/L and E/NE defense bonuses.

    And I agree with the other comments; drop the concealment pool and pick up Power Sink instead. I'd also recommend Leadership as your 4th power pool; Maneuvers can take a LotG +Recharge and give you some additional defense as well.

    Stamina and Physical Perfection are very overslotted for End Mod. Remember, anything above the equivalent of 3 SOs of the same type in a power are essentially wasted.

    Although high recharge is nice, it doesn't add that much survivability. I'd take a good look at untoldhero's guide to soft-capping an ELA, that strategy will serve you much better than the build you posted.

    Oh, and if you want to check to see if a build has set bonuses over the "Rule of 5", go to Windows -> "Sets and Bonuses" in Mids'. Excess bonuses will be highlighted in red.
  7. tgunlien, are you planning on running out of Granite at all? In your original build and in Hindenberg's revised builds Rock Armor and Tough are woefully underslotted. It's not terribly difficult to soft-cap a Stone Armor tank in and out of Granite, which makes it possible to tank without Granite in a lot of situations.

    Also, I don't understand why you have taken almost no KM attacks. Maneuvers is at least marginally useful (though currently underslotted for end reduction) but I'd drop Tactics and Vengeance and pick up Concentrated Strike and Body Blow or Smashing Blow instead.
  8. Quote:
    Originally Posted by Hindenburg View Post
    The Panacea Heal/Rech and Heal/End/Rech aren't doing much and will cost a cool billion, you might drop those. If you have to have the Panacea proc, go for it.

    you've got 5% run speed six times (altho there might be a difference between "5% run speed" and "5% to all movement". You'll have to test it.
    Not true. Mids' will flag set bonuses slotted above the Rule of 5, and the original build has none, though it has lots of other problems.

    Check here in Mids: Windows -> Sets and Bonuses-right pane. Bonuses over the Rule of 5 will be highlighted in red.

    Why would you recommend that the OP slot Kinetic Crash? Sure, they're cheap, but they're going to change the KD in his attacks to KB, which is not at all desirable for a Stone Tank.
  9. Finduilas

    electric melee

    Quote:
    Originally Posted by Call Me Awesome View Post
    Personally I treat JL the same as Sands of Mu... it seems to have roughly the same AOE. Yes, it requires lining things up to get the benefit but it isn't a bad attack... my complaint with it actually is the end cost and a somewhat lengthy animation.
    Jacob's Ladder is almost identical to Shadow Maul; same range, same radius, same end cost, but with a 5 degree wider arc.

    I'm not sure why it gets a bad rap for end cost, it has the same end cost as a number of other Tanker T2 and T3 attacks (Chop, Bone Smasher, Stone Mallet, Haymaker, Pulverize.) The damage is a little lower than those other attacks, but it can hit multiple targets, so that seems fairly balanced.

    The animation is a tad longer than those other attacks, but nowhere near the Shadow Maul/Sands of Mu level. All in all, I think it's a better attack than a lot of people give it credit for.
  10. Quote:
    Originally Posted by Doc_Triumph View Post
    I apologize if this has been asked already:

    Are these proliferated sets going to be free to VIPs, or will they cost Paragon Points?
    They'll be free to anyone who has access to the AT.
  11. Quote:
    Originally Posted by LSK View Post
    GO FOR THE EYES BOO GO FOR THE EYES ATTACK. But I just wish I would of waited before making my new tank.
    I have a Minsc tribute DB tank on Freedom. He's fun, but Broadsword would have been sooo much better.

    Evil, meet my sword, SWORD...MEET...EVIL!
  12. Finduilas

    electric melee

    I honestly don't understand this attitude about Jacob's Ladder being a 'narrow cone'. It has a 50 degree arc, wider than Shatter in War Mace or Shadow Maul in DM. Axe's Cleave cone is 20 degrees, now *that* is a narrow cone.

    Like Shatter, I consider JL to be a "single-target plus" attack. I use it as a ST attack, but often I'll get lucky and it'll hit two or three foes. And it does get easier to hit multiple foes with a little practice.

    Electric melee is light on ST attacks as it is, so why not use JL as a ST attack, rather than skip it because it's not good enough as an AoE?
  13. Here's my Ice/Axe tank, which has one attack from the Arctic epic. If you want a second Arctic attack, my suggestion is to drop PF, put the Steadfast +Def in Tough or Hoarfrost, and scrounge a few slots to slot the attack.

    Fortunately, Ice on tanks is one of those sets that's dead easy to soft-cap inexpensively. I used GotA for my defense powers, but you could go cheaper (Serendipity for instance) or more expensive with LotGs. I may upgrade to LotGs when I can afford it.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Hrist Frostreaver: Level 50 Natural Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Battle Axe
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery
    Hero Profile:
    Level 1: Frozen Armor -- GftotA-Def/EndRdx:34(A), GftotA-Def/Rchg:38(3), GftotA-Def/EndRdx/Rchg:38(3), GftotA-Def:38(5)
    Level 1: Beheader -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:34(5), S'ngH'mkr-Dmg/Rchg:33(7), S'ngH'mkr-Dmg/EndRdx/Rchg:30(9), Mako-Acc/Dmg/EndRdx/Rchg:38(9)
    Level 2: Hoarfrost -- Dct'dW-Rchg:38(A), Dct'dW-Heal/EndRdx:40(11), Dct'dW-EndRdx/Rchg:37(13), Dct'dW-Heal/Rchg:39(13), Dct'dW-Heal:44(15)
    Level 4: Chilling Embrace -- EndRdx-I:50(A), P'ngTtl--Rchg%:30(17)
    Level 6: Gash -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Acc/Dmg/EndRdx:34(7), C'ngImp-Dmg/Rchg:35(11), C'ngImp-Acc/Dmg/Rchg:35(23), C'ngImp-Dmg/EndRdx/Rchg:40(23)
    Level 8: Wet Ice -- EndRdx-I:50(A)
    Level 10: Combat Jumping -- Ksmt-ToHit+:30(A), DefBuff-I:50(31)
    Level 12: Fly -- Flight-I:50(A)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(45)
    Level 16: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(21), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(45)
    Level 18: Glacial Armor -- GftotA-Def/EndRdx:34(A), GftotA-Def/EndRdx/Rchg:38(19), GftotA-Def:31(29), GftotA-Def/Rchg:38(29)
    Level 20: Swoop -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:40(39)
    Level 22: Build Up -- RechRdx-I:50(A), RechRdx-I:50(39)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 26: Energy Absorption -- Efficacy-EndMod/Rchg:40(A), Efficacy-EndMod/Acc/Rchg:40(31), Efficacy-EndMod:50(33), GftotA-Def/EndRdx/Rchg:40(36), GftotA-Def:40(36), GftotA-Def/Rchg:40(36)
    Level 28: Whirling Axe -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Sciroc-Dmg/EndRdx:40(34), Sciroc-Acc/Dmg/EndRdx:40(34)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Cleave -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:40(40), Sciroc-Acc/Dmg/EndRdx:40(40)
    Level 38: Pendulum -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(42), Sciroc-Acc/Rchg:50(43), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(46)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(48)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(46), GftotA-Def/EndRdx/Rchg:38(46), GftotA-Def:29(48)
    Level 47: Block of Ice -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(50), Decim-Acc/EndRdx/Rchg:40(50), Decim-Acc/Dmg/Rchg:40(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Heal-I:50(A), Numna-Heal:50(25), Numna-Regen/Rcvry+:50(40)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(17), P'Shift-End%:50(19)
    ------------
    Set Bonus Totals:
    • 11.4% Defense(Smashing)
    • 11.4% Defense(Lethal)
    • 8.63% Defense(Fire)
    • 8.63% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 9.56% Defense(AoE)
    • 11.3% Max End
    • 23.8% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 105.4 HP (5.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 2.2%
    • 9.5% (0.16 End/sec) Recovery
    • 42% (3.28 HP/sec) Regeneration
    • 12.2% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 5% RunSpeed

    Code:
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  14. I'll bring Silvershock, level 34 SS/Electric Brute. (@Watcher's Wrath)
  15. Grrr, long post lost to the forum logout monster. In summary, here's what I would recommend for this build. I also think getting the Musculature alpha is a odd choice since you'll have the damage buff in Rage. Personally, I'd go with Spiritual for the additional recharge and healing.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Flea: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx/Rchg:30(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(40), Numna-Heal:50(40), Numna-Heal/EndRdx:50(40)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:30(46)
    Level 2: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/Rchg:40(33), S'fstPrt-ResDam/Def+:30(45)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(25)
    Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def:50(15)
    Level 8: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx:50(9), Numna-Heal:50(31)
    Level 10: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(17), KntkC'bat-Dmg/EndRdx:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 12: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 14: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt/Rng:50(21), Zinger-Taunt:50(34), Zinger-Taunt/Rchg:50(34), Zinger-Acc/Rchg:50(34), Zinger-Taunt/Rchg/Rng:50(36)
    Level 16: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(17), P'Shift-EndMod:50(19)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(21), LkGmblr-Rchg+:50(36)
    Level 20: Boxing -- Dmg-I:30(A)
    Level 22: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(23), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(29)
    Level 26: Resurgence -- RechRdx-I:50(A)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 30: Air Superiority -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx/Rchg:35(36), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39)
    Level 32: Fly -- Flight-I:50(A)
    Level 35: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 38: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 41: Rage -- RechRdx-I:20(A), RechRdx-I:50(42), Rec'dRet-ToHit:20(45), Rec'dRet-ToHit/Rchg:20(50)
    Level 44: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Dmg/EndRdx:50(48)
    Level 47: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 49: Fire Blast -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(3), Numna-Heal/EndRdx:50(15)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(13), P'Shift-EndMod:50(13)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 30.5% Defense(Smashing)
    • 30.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 14.9% Defense(Energy)
    • 14.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 8.94% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 12% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 35% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 421.7 HP (22.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 17.1%
    • MezResist(Terrorized) 2.75%
    • 4% (0.07 End/sec) Recovery
    • 88% (6.87 HP/sec) Regeneration
    • 10% RunSpeed

    Code:
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  16. Quote:
    Originally Posted by JonasAlbrecht View Post
    Still no Broadsword, eh?
    I know, heartbreaking, isn't it?

    How can I make Minsc and Lilarcor without Broadsword for Tanks?
  17. As I mentioned in the announcements discussion thread, I'm not too enthused about Martial Arts for Tanks. I really wanted Broadsword, it's a lot 'tankier', IMO.
  18. Quote:
    Originally Posted by LSK View Post
    Ok so what changes are for the SR for tanks it did not mention it at all.
    My guess is none. They already added a Taunt aura to Evasion and moved it up in the power selection when they ported SR to Brutes, so it should be good to go.

    IMO, the only remaining question is whether they are just going to apply the Tank resist/defense modifiers to the current scrapper/brute numbers, or make some adjustments so it's not quite so easy to soft-cap.
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    I can't count the number of times that I was told that tanks would NEVER get super reflexes because it would be ridiculously overpowered and far too easy to softcap.

    So I'll throw in a nice HAAAAha.
    I thought it was an interesting choice as well for that reason.

    Did you get a look at the proposed changes to EA?
  20. Quote:
    Originally Posted by Computer View Post
    It has one in Evasion. (The AoE +Defense Toggle)
    Was that added when it was proliferated to Brutes? I've only ever played the Scrapper version.
  21. From the Announcement forum, here:

    http://boards.cityofheroes.com/showt...80#post3728180


    Tanker
    • Super Reflexes (Primary)
    • Martial Arts (Secondary)
    Discuss.
  22. I like the proposed changes to Energy Armor very much, but given it includes the addition of a taunt aura, I'm a little suprised it wasn't ported to Tanks as well.

    However, SR is a great choice for Tanks, if the current defense levels are given a Tank modifier it'll be trivially easy to soft-cap. It'll need a taunt aura of of some sort, though.

    Kind of 'meh' on Martial Arts for Tanks; I think Broadsword would have been much 'tankier'.
  23. Quote:
    Originally Posted by Infini View Post
    To be perfectly blunt, your post was unnecessary to begin with,
    Pot, kettle.
  24. No need to get your back up.

    It just seemed to me that three separate posts telling the OP why he shouldn't have/didn't need something as innocuous as a Stealth IO bordered on nagging.

    Though granted, two of the three posts were not from you so perhaps I should have addressed my post to LSK instead.
  25. Quote:
    Originally Posted by Infini View Post
    With softcapped defense you don't need stealth. Just turn off your auras and haul butt. Do it with my Ice tank all the time. You'll maybe get hit a small handful of times from weak ranged attacks.

    Not saying you're wrong or anything. Just saying it's not really a necessity to have stealth with high defense - especially on melee ATs. If you're going after glowies I can see the procs' use, though.

    That said, it is more fun with run with your auras on lol.
    He never said he thought it was a necessity, he said that was how he liked to play. I have a stealth proc on all my tanks too; sometime I use it and sometimes I use "tanker stealth".

    Not all personal play decisions need to be challenged if they don't match yours--especially something like this that won't hurt his effectivenes in any way.