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Quote:Taking Fly as a travel power in no way locks you into using Hover in battle. A travel power just gets you to the fight, what really matters is how you tank when you get there.I've seen a few tanks with flight. My usual first response is to laugh, then to shore up knowing there was going to be extra work for the rest of the team.
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Once or twice though.. I was really surprised. I saw one guy who was so good at switching in and out of hover to use his crowd control powers, maneuver, etc... he made me want to try it myself.
I would suggest making a bind or a macro to easily turn hover on and off, which is what I usually do on any char I go the flight route on.
Personally, I prefer SJ.. but I think if you're diligent enough, you can swing flight.
Although I personally don't enjoy fighting while using Hover, and I wouldn't recommend it for sets with attacks that require being on the ground, you say yourself that it can work. Assuming that someone who takes Fly is going to be a sub-par tank is just baseless stereotyping. -
If you want it, take it.
I have Fly on my soft-capped Invul/EM because it's by far the most convenient travel power; for me, that's more important than the small defense boost I'd get from CJ. I don't have Hover, either; I don't like "Hover tanking" and I DO like Air Sup.
You certainly CAN soft-cap most tank builds without CJ or Hover, you'll just need to select your sets carefully for defense bonuses.
However, I don't think Maneuvers is worth getting just for the defense, especially since you can get a similar amount of defense from set bonuses for no end cost at all and without taking up a power slot. -
Quote:Hmm, I probably wouldn't delay Icicles to 47; instead, you could push the whole Fighting Pool back to 41-44-47 and take Icicles at 32.ok if i get rid of conserve power and push icicles to 47 and then take clobber at 22 where do i get the slots for clobber from? I assume i want to at least slot it with 5 slots right?
As for the slots, assuming you need 3 more, first I'd take one from Hibernate, since most just stick with the base slot now that its Recharge can't be enhanced. 4-slotting a defense set in Weave will get you another slot, and you can add an Acc/Dam to JB and leave it 5-slotted, freeing a slot there. -
No Clobber=VERY bad idea. Clobber is by far your most damaging attack, and will stun anything below Boss level. Drop Conserve Power (which you don't need anyway, IMO) and pick it up at 22, if possible.
Also, I'd swap out two of the PBAoE sets you've slotted for 3 Eradication plus, say, 2 Scirocco's Dervish to round out the slotting. That will take you to the soft cap on E/NE def.
You're never going to come close to soft-capping F/C def, but if you want more F/C def, slot Tough with 3 or 4 Aegis. Gift of the Ancients would be a good choice for Weave; it has +end, +recovery and fire res bonuses.
The Kinetic Combat slotting in Jawbreaker needs added Accuracy as well as Damage. A single Acc/Dam from another set will do, but if you have the slots try two from another set like Crushing Impact--Acc/Dam/Rchg & Acc/Dam/End works well. -
Quote:I use Eradication quite often, so unless its price & availability has changed substantially in last few days, several of the enhancements are relatively plentiful and not too expensive. The Eradication quad *is* very expensive and hard to find, but since you only need three Erad slots for the bonus, it's easily avoidable. I usually slot Damage, Damage/Recharge, and Acc/Damage/Recharge, none of which are terribly expensive.Eradication is one of those sets that's not available at a reasonable price from the market, assuming it is available at all. If you slot it, you will be ordering it up with merits.
Besides, the OP currently has Obliteration slotted, which is, if anything, *more* expensive than Eradication. -
I'd definitely swap out those Obliteration in Shadow Maul for Eradication with its nice E/NE defense bonus, but otherwise, looks good!
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I agree with you to a certain extent on the BotZ; I think getting 1.56% E/NE def for two slots is a pretty good deal. Personally, I would never recommend that a Invul tank spend the kind of influence required for the unnecessary -KB IO and the F/C bonus since there are much more efficient ways to get F/C def, but hey, it's your influence.
IMO, the main problem with using what are basically positional def sets (Mako's, Scirocco's Dervish) to get typed defense is that it is an inefficient use of slots. Three Erad in Footstomp would give you twice as much E/NE def as you are getting F/C def from the Scirocco's; three slots of Aegis in one of your resist powers will give you the same F/C def as both BotZ bonuses. Bottom line, spending more slots than needed to get to def cap means you'll have fewer to slot for other desirable bonuses. -
Quote:Well, since Willpower comes with typed defense rather than positional, that certainly makes sense.I'm a bigger fan of typed defense on WP myself but hey. And no Shatter = Bad idea.
Tealeaf, most of your set bonuses seem geared to positional defense, which is not good since they won't stack with WP's typed defense. Also, you should concentrate on S/L def first, then E/NE def, with F/C last, which is the opposite of what you have. Look for sets (usually as the 3 or 4 slot bonus) that have higher typed than positional defense bonuses. Kinetic Combat, Smashing Haymaker, and Eradication are good examples.
Also I agree with LostHalo that no Shatter is a bad idea. Clobber and JB at 44 and 47 is a very bad idea, IMO, though I guess you've gotten this far without them. Personally, I'd respect and take them (and Shatter) when they first become available. If you've got QR you can certainly put off the Fitness pool for a few levels. -
Quote:Ahh, that's because RPD is underslotted for resistance. That Impervium +Psi isn't doing much for you, why don't you get rid of both Impervs and move the 3 Aegis slots there. EDIT: I'd also skip the Aegis Psi resist IO. Just 6% Psi resist is close to worthless, you're better off just using one of the regular resist IOs.I came up with this based on your recommendations. I would have 45% defense, but only 88.7% resist to S/L
Also, you do *not* want to use the BotZ -KB IOs. They are very expensive and unnecessary; Unyielding gives plenty of KB protection. -
Quote:Glad to help.Ah, this is a huge help for fine tuning my build, thanks a ton.
How do I set Invis to just one target, I am not sure where this is done at?
Put your cursor over Invinc in Mid's, and right click. This will lock Invinc into the "Info" tab. Go to the Info tab and make sure that the number of foes in the bar is set to one. To unlock Invinc, click on the red "Unlock" box on the Info tab.
After I posted, I realized that it might also be that you may have CJ toggled on in Mid's (the green button on the blue power bar) and not on in game, or vice versa. That happens to me all the time when using Mid's, so check that, too. -
Quote:The reason Mid's wouldn't let you place the slot in DC is that your remaining slot was too low level to slot there. You'll have to move a higher level slot there and put the last one in its place.I was hoping I could get some help on my build. Mids says I have a defense of 57.8 but in game it is only 47.7. Mids also says I have 89.5 resist, but in game I am capped at 90%.
Edit: Also I have 3 IO's in Dark consumption, but mids will only allow me to put two in?
Can anyone explain to me why this is or help me with my build to polish it up some more.
I have around 200m that I can spend to fix my build.
Thanks,
When I opened it in Mid's it showed me 48% S/L def. Are you sure you don't have Invinc set to more than one foe?
As for the rest of the build, IMO fifth the Reactive Armor slot in your resistance powers could be put to *much* better use. .63% F/C def? I mean, c'mon, is that worth slotting for? If you want F/C def, move two slots to ResEn or ResEl and slot with 3 Aegis for 3.13% F/C def.
You could also do much better slotting for E/NE def, a good idea since Energy is the most common damage type after S/L. For instance, you could slot CJ and SJ with two Blessing of the Zephyr for 3.13% E/NE def apiece.
(Sorry, hit "Submit" before I mean to)
You also really have more S/L def than you need. I'd switch the Oblits in Shadow Maul to 3 or 4 Eradication, plus a couple of slots from another set to round out the slotting, and slot another KC set in Midnight Grasp. You'll still be above the soft cap but a lot closer to it for E/NE.
In general, I'd recommend adding a least one more slot to any attack slotted with KC that you are going to use on a regular basis; just four slots leaves you low on Accuracy & Damage. With Eradication, since you only need 3 slots for the bonus, you can fill out the slotting with a cheaper set or one that gives a better set bonus. (Two Scirocco's Dervish is nice.)
Also, the Invinc is waaay overslotted for defense. Pull one of the defense IOs and add another MB slot in Taunt for some more F/C def.
Hope that helps! -
The biggest problem I see is that you're using IO sets that give bonuses primarily designed for positional defense rather than typed, which is what you should be looking for. This means that although you achieved your goal of soft-capping, you did it in a much more costly and slot-intensive way than you needed to.
I don't know what your budget is like, but you could replace those full sets of ToD and Obliteration with 4 slots of Smashing Haymaker; same bonus, but at a fraction of the cost. Or you could put a fourth slot of KC in Air Sup and match the bonus you're getting from *both* the ToD and Oblit sets.
Similarly, two slots of Blessing of the Zephyr in Fly or 3 slots of Eradication in one of your PBAoEs would give you the E/NE def bonus you're getting from those two full Mako sets.
The real benefit of minimizing the number of slots you need to soft-cap is that it frees up slots for other desirable set bonuses; regen, recovery, recharge, etc.
A couple of other suggestions:
Slot EA for defense; even soft-capped, there will be times when having "bonus defense" will come in handy. (When your defense is being debuffed, for instance.)
4-slot your defense powers with a defense set that has bonuses you like, your current slotting isn't doing much for you. I like Gift of the Ancients and Luck of the Gambler, but check them out for yourself.
Permafrost is pretty useless unless you need it as an IO mule. You don't, so I'd recommend dropping it for Build-Up or another attack.
Hope that helps! -
A common cause of stalling at the "Loading" bar is a Windows skinning program like WindowBlinds. Do you have anything like that running?
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Though I haven't tried it myself, I'd be willing to bet that you *can* soft cap SD without Weave or CJ; I've done it with scrapper SR and tanker Ice in the past.
However, it would take a very substantial investment in IOs, and would limit slotting for other types of desirable set bonuses. But if you've got the influence and are willing to make those sacrifices, I'd bet it could be done.
EDIT: to answer your last question, top priority would be the Steadfast +Def unique, which gives 3% defense to all. Also, six-slotting Build-Up or Rage with Guassian's adds another 2.5% to all positions. Adding CJ or Hover to your build (if you plan to use them in battle) will bump up your defense total a couple of percentage points. If you're still not quite at 45% after that, (assuming Weave and fully slotted defense powers) there are number of IO sets--mostly attacks, but not exclusively--that have bonuses that will put you over the top. Since you won't have too much ground to make up, your options will be pretty open. -
Quote:If this happened, it's news to me, and I think to all the other Invul tankers on the forum.Yesterday, someone ingame told me that Invincibility's taunt aura was reduced to bring it in line with the other taunt auras. I had never heard this before. Is this true, and if so, was it in any patch notes?
IIRC, one thing that did change is that Invinc now will not take Taunt IO sets, which brings it in line with the other Tanker taunt auras. Maybe your informant got the two things confused. -
Quote:But it doesn't necessarily take twice as many attacks to defeat a foe without damage slotting as it does with damage slotting; you said yourself that overkill is an issue.re: Damage vs Endurance slotting
The biggest con to damage enhancement over end reduc is that you'll deal more overkill. Given the other benefits, though, I think damage wins. (Btw, Finduilas, missing doesn't penalize damage slotting more than end reduc. Keep in mind that full end reduc slotting would require you to use twice as many attacks, meaning twice as many chances to miss.)
Quote:(The above assumes accuracy enhancement. I don't think there is any disagreement that accuracy trumps everything else.)
Quote:At any rate, if you want to maximize DPE, mixing the two will yield the highest results. For example, a standard scale 1 attack (ex: Energy Punch) costs 5.2 end. So:
Base
1 dmg, 5.2 end, 0.1923 DPE
Dmg *3
1.95 dmg, 5.2 end, 0.375 DPE
End *3
1 dmg, 2.667 end, 0.375 DPE
Dmg *2, End *1
1.666 dmg, 3.9 end, 0.4271 DPE
Dmg *1, End *2
1.333 dmg, 3.121 end, 0.4271 DPE -
Quote:I think the original recommendation to slot Accuracy and End Red before Damage was regarding pre-SO slotting, so diminishing returns really don't come into it much.I understand what Vanden is saying, except I'd alter it to say, "until you begin seeing diminishing returns from slotting damage." That means, generally, after 2 damage SOs, you're starting to see slightly less effect in DPE by slotting another damage SO than by slotting an endurance SO. It's certainly fine to slot that 3rd damage SO, but preferably after slotting an endurance SO.
Even though I think Vanden's analysis is too simplistic, since it doesn't take into account damage lost due to misses, and the possibility that the player will have to wait between attacks when endurance is low, it is quite possible that only slotting damage is more efficient in terms of DPE.
But I think playstyle issues are an equally important part of the equation. Damage before End Red probably works well for scrapper, but for tanks, attacking frequently is an efficient way to leverage Gauntlet for aggro control. And for brutes, being able to keep attacking is extremely important for building Fury.
We shouldn't discount personal preferences, either. In the early levels, I'd much rather have enough endurance to keep attacking than stand around waiting for my blue bar to fill enough to use my big hitter attacks. I may be the only tank player that feels that way, but I doubt it. -
Not to mention the fact that no endurance slotting means that misses (and you will have some, whether you slot Accuracy or not) cost full endurance and produce 0 damage.
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Blessing of the Zephyr is a good choice for Ranged defense, 3.13% for just two enhancements, and they can be slotted in any travel power, including Hover and CJ. They're a little pricey, but unlike most of the attack sets, you only need two instead of six. Just be sure to stay away from the -KB IO, you don't need it and it's very expensive!
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Quote:Sorry, didn't see this last question first time through. As I mentioned earlier, ResEl should be the first to go, but after that, it gets harder. I think ResEn, Build-Up and Hasten are the other options, but at that point it becomes purely personal preference. Some tanks don't see the need for Build-Up, but I always take it; some can afford slotting IOs heavily for recharge so they don't need to take Hasten--I've never been able to do that, either! ResEn's sapping resistance is nice to have too.I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!
It's a tough choice, the only advice I can give is to drop the one you think you'll miss the least, but I don't think missing any one of them will have a serious negative effect on your build.
Personally, I'm waiting until I hit 60 mos. so I can drop the travel precurser instead! -
Nice changes. However, as slotted, your two PBAoE have very little end reduction; I'd make sure both added non-Erad slots do some end red.
As for cost, nothing you've picked is super expensive, though the SP +Def will set you back a bit. You may find that there are substitutions you can make that will save you some, for instance using Multi-Strikes instead of Scircocco's Dervish in your PBAoEs will be considerably less expensive, and you might want to get the GotA Defense IO rather than the LotG. And as is true in any build, you usually won't have to get the top-level recipe, get the lowest/cheapest ones you can that will hit the mark on key attributes (56% enhancement for def/res, for example) and still get you the set bonus you want.
As for the epics, CP is a good pick if you're not interested in an attack. FA is *very* expensive, end-wise; if you want the additional +To Hit or +Perception, I'd look into slotting the unique IOs that do the same job for no end at all--the Kismet +ToHit and the Rectified Recticle +Percept. Neither is extremely expensive, though the Kismet will probably be more than the RR. BTW, I get the Kismet on pretty much all my melee characters--I think it's great investment. -
Quote:The last one is a problem for many players! I will say that most of your picks are fairly inexpensive, except for the PvP IOs in Invinc. Actually, I prefer to 4-slot GotA or LotG in my Defense powers, including Tough Hide, both have nice bonuses. GotA is a little less expensive and has end recovery and +end bonuses. It would be nice to 4-slot TH for that reason.Hello,
* not taking an epic power pool - do I miss out on something important ?
* taking Super Jumping rather late - is CJ + hurdle + temporary travel power any good these days ?!
* the number of slots in my attacks - is 4-6 enough or do I need to six-slot all of them and where do I find the "extra" slots ?
* how will I pay for the recipes and salvage items with my non-existant budget
You are over the "rule of 5" with your Reactive Armor sets; you could replace one set with 3 slots of Aegis for a nice 3.13% F/C def bonus, since you're not getting the S/L and E/NE bonuses anyway.
Full sets of Multi-Strike is a great choice for positional defense, not so great for the typed defense you are looking for--less than a 1% bonus! I'd drop the Multi-Strikes for 3 slots of Eradication plus 2 slots from another set--3 slots of Erad gives a 3.13% E/NE bonus. Dam, Dam Rchg, and Acc/Dam/Rchg is usually what I use, (avoiding the expensive and hard-to-find quad in the set) plus, for example, a Dam/End and Acc/End from Multi-Strike.
I see you've taken Boxing very early, are you planning to use it regularly? If you are, it needs more slots. If you're not, I'd recommend moving it and the whole Fighting Pool back so you have room for SJ earlier. Honestly, taking Weave in the 40s is not too late, IMO, you won't have much of a need for high levels of def until the late game away.
I also think that Havoc Punch and Charged Brawl are underslotted. I'd recommend adding at least an Acc/Dam from another set to both. If you five-slot Thunderstrike and convert, say ResEn to three slots of Aegis, that gives you a slot each for those two attacks. If you need more slots, pulling the third slot from Build-Up or Hasten won't hurt too much, they're pretty close to the ED cap with 2 50 IOs.
I don't always get an epic on my tanks, so it's not essential, but it is nice if your secondary is lacking a hold, or a ranged attack. If you want to drop a power, ResEl is the one that you would miss the least, IMO.
Hope that helps! -
Quote:If you're just 4-slotting Kinetic Combat (everything but the KC proc) your attacks *will* be a little underslotted, especially for Accuracy and Damage. I recommend at the very least adding a fifth slot for an Acc/Dam from another set. If it's a big hitter like KoB or you can spare the slots, I'd add a sixth slot too, for some additional End Red and Recharge. Throw-away powers like Boxing (if you're not using it, anyway) can just be left at four slots. As a matter of fact, if I'm slotting just for the set bonus, I'll swap out the KC Dam/End/Rchg for the KC KD proc, because it's much less expensive and hard to find than the triple.Thank you for the Advice Deth and MR. Eian.
Deth your build is very interesting and certainly caps the S/L defenses. I find myself really liking the OG power though. I was considering a strategy of actually combining it with Hand Clap to really lay the stuns down but I'm not sure if that would work. I also usually like to slot my offensive attacks very aggressively. I think this is the first build that doesn't have CI or Mako slotted. Slotting so much Kinetic worries me that I will be underpar offensively. It does hit that cap though. But this build gave me something to think about which was the point. How did you get that Adrenalin Boost into the build on Mids?? Its listed as an Empathy power...
If you're 3-slotting Eradication for the E/NE def, I recommend adding at least two slots, with emphasis on End Reduction since there is so little in the Erad set.
BTW, the Adrenalin Boost was just a stand-in for the new Physical Perfection epic. We shouldn't need to do that now there's a I16 version of Mids.