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Quote:Hey, _Deth_, the OP has another thread where he's asking about slotting his DA/SM. He wants to fit in CP and Physical Perfection, but it seems like doing that *and* slotting for the soft-cap would be pretty difficult since he'd have to also find room for the Fighting Pool.I suggest you level up that DA/SM and IO the hell out of it.
DA, when fully IO'd, is a monster. S/L defense softcap is easy to reach - mine is sitting at 46.25%. SM meshes with it very well. Plus, when fully IO'd, DA isn't that end heavy. Hell, if you could afford to, you could set up 2 builds, one for pure offense, and a tanktroller build. OG+SS = Drunken AVs. Fault+OG+Tremor=mobs that can't do squat.
I've given him some slotting suggestions from my experience with other Dark/ builds, but I don't know SM that well, so any help you could give would be appreciated, I'm sure. -
Well, here's the build I put together for my Dark/WM, adapted for Dark/SM. As you can see, I didn't go for max defense--it doesn't have Weave--but it shows what you can do by choosing your sets carefully. Personally, I don't think soft-capping is as necessary for Dark/ as it is for other Tanker primaries since it has a number of mitigation tools, and I didn't want to make the sacrifices needed to get there. If you do decide to soft-cap defense you can probably get pretty close with Weave added to the sets I've used here, and make a very tough Dark tank.
Hopefully this will give you some ideas. Since you want the two epic powers, you'll have to drop at least two from this build; I'd suggest Cloak of Fear and maybe an additional power from the secondary. I don't see how you could slot both for soft-capped defense and pick up those epic powers without cutting powers you want, but I'll let you decide that.
Please note that I don't claim any sort of expertise in Stone Melee--for instance, it could be that slotting Fault with Taunt sets is really boneheaded. I slotted it that way for the S/L def bonus, but hopefully someone will say so if I got that or any of the other SM slotting wrong.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:37(3), RctvArm-ResDam/EndRdx/Rchg:31(7), S'fstPrt-ResKB:11(36), RctvArm-ResDam:32(43)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:29(A), KntkC'bat-Dmg/EndRdx:30(3), KntkC'bat-Dmg/Rchg:27(13), KntkC'bat-Knock%:21(15)
Level 2: Stone Mallet -- KntkC'bat-Dmg/EndRdx:32(A), KntkC'bat-Dmg/Rchg:29(5), KntkC'bat-Acc/Dmg:31(13), KntkC'bat-Dmg/EndRdx/Rchg:27(15), C'ngImp-Acc/Dmg/EndRdx:35(45)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:38(5), RctvArm-ResDam/EndRdx/Rchg:31(9), RctvArm-ResDam:35(43)
Level 6: Combat Jumping -- Ksmt-ToHit+:30(A), Zephyr-Travel/EndRdx:50(7), Zephyr-Travel:50(17)
Level 8: Obsidian Shield -- S'fstPrt-ResDam/Def+:22(A), S'fstPrt-ResKB:11(9), Aegis-ResDam/Rchg:36(11), Aegis-ResDam/EndRdx:34(43), Aegis-ResDam:35(45)
Level 10: Taunt -- Zinger-Taunt/Rchg:40(A), Zinger-Taunt/Rchg/Rng:40(11), Zinger-Taunt:50(33), Zinger-Acc/Rchg:40(36), Zinger-Taunt/Rng:40(42), Zinger-Dam%:40(46)
Level 12: Dark Regeneration -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(19), Theft-Acc/EndRdx/Heal:30(19), Theft-+End%:14(21), Theft-Acc/EndRdx/Rchg:30(21)
Level 14: Super Jump -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(23)
Level 16: Swift -- Flight-I:40(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:34(23), RgnTis-Regen+:30(25)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25), P'Shift-End%:40(27)
Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:19(29), M'Strk-Dmg/EndRdx:42(29), M'Strk-Acc/EndRdx:44(46)
Level 24: Fault -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31)
Level 26: Oppressive Gloom -- Stpfy-Acc/Rchg:39(A), Stpfy-Acc/Stun/Rchg:34(33)
Level 28: Hurl Boulder -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(33), Thundr-Acc/Dmg/EndRdx:50(34), Mael'Fry-Acc/Dmg:35(34), Mael'Fry-Dmg/EndRdx:35(34), Mael'Fry-Dmg/EndRdx/Rchg:35(45)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 32: Cloak of Darkness -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/EndRdx:38(37), GftotA-Def/Rchg:38(37), GftotA-Def:38(50)
Level 35: Tremor -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg:30(39), Sciroc-Dmg/EndRdx:44(39), Sciroc-Acc/Dmg/EndRdx:42(39)
Level 38: Seismic Smash -- 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), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Dmg/EndRdx/Rchg:37(46)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Boxing -- Acc-I:50(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam/Rchg:37(48), RctvArm-ResDam/EndRdx/Rchg:34(48), RctvArm-ResDam:34(48)
Level 49: Cloak of Fear -- N'mare-Acc/Fear:50(A), N'mare-EndRdx/Fear:50(50), N'mare-Acc/EndRdx:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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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)
* 23.6% Defense(Smashing)
* 23.6% Defense(Lethal)
* 8% Defense(Fire)
* 8% Defense(Cold)
* 23.6% Defense(Energy)
* 23.6% Defense(Negative)
* 3% Defense(Psionic)
* 13.3% Defense(Melee)
* 18% Defense(Ranged)
* 5.5% Defense(AoE)
* 9% Max End
* 1.65% Enhancement(Terrorized)
* 5% Enhancement(RechargeTime)
* 84.3 HP (4.5%) HitPoints
* Knockback (Mag -8)
* Knockup (Mag -8)
* MezResist(Held) 2.75%
* MezResist(Immobilize) 13.8%
* MezResist(Sleep) 1.65%
* MezResist(Terrorized) 2.75%
* 10.5% (0.18 End/sec) Recovery
* 30% (2.35 HP/sec) Regeneration
* 2.5% Resistance(Fire)
* 8% RunSpeed
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If you're looking to reduce endurance costs, I see some major issues with this build. Other than your attacks, the two biggest endurance users are Dark Regen and Death Shroud; DS is underslotted for end reduction, and Dark Regen has no end reduction at all! I see that you've slotted the Theft of Essence +End proc, which is great, but on those occasions it doesn't hit, DR will take a big chunk of your end bar. Both DR and DS need at least 60% end red, IMO. Also, Focused Accuracy costs a huge amount of endurance; if you're talking it for the +Acc, drop it and get a Kismet +Acc instead.
I would also strongly recommend that you pick up Op Gloom. It costs almost no endurance, and takes all minions--except Stun resistant ones--out of the fight altogether. Used in combination with the SM attacks that Stun (Stone Fists, Fault) it will even Stun bosses. I think picking up Fault would be a good idea because of that.
You don't seem to be building toward stacking defense bonuses, so you might want to consider dropping Weave, too, if you need another power pick. If you do want more defense, you need to decide whether you are aiming for typed or positional defense, and look for the appropriate bonuses. (I prefer typed def for DA since you can concentrate on mitigating its weakness to Energy damage, but positional def would work too.)
Lastly, instead of getting Focused Accuracy, consider picking up the new Energy Mastery power, Physical Perfection, instead. It should help considerably in boosting your regen and recovery. -
IMO, six-slotting Multi-Strike is a pretty sub-optimal choice for an Invul tank; the typed bonuses are tiny and there are much better choices. For instance, using 3 Eradication instead would provide an additional 3.13% E/NE defense. Another set of Eradication could easily go in Soul Drain for another 3.13%
Also, I also wouldn't recommend the fifth slot of Reactive Armor in UY and TI; is .63% F/C defense really worth dedicating a slot to? Not IMO, especially since adding just one slot to Taunt and a fifth Mocking Beratement enhancement is worth 3.13% F/C defense.
Just those small changes would boost the build's E/NE defense to almost 41% and the F/C defense to 34.5% without sacrificing the ability to soft cap S/L def. -
With Phalanx Fighting set at zero allies, you're a little below the soft cap for Melee and Ranged. I'd recommend another set of Mako's in Jab or KOB, and using two Blessing of the Zephyr (not the -KB one) in Super Speed.
If you want a little more cushion, just one more slot of Gaussian's will give you an additional 2.5% defense to all positions.
EDIT: I also don't see much benefit from six-slotting LotG in Deflection. I think you'd be better off replacing two of those slots with ResDam IOs.
EDIT2: Urrgh, mixed up my sets. What I *meant* to say is that you should put a set of Touch of Death in either Jab or KoB for the Melee defense bonus. With the ToD, BotZ and a full set of Gaussian's you'd have 47.6% Melee, 48.9 Ranged, and 48.6 AoE defense; a little more than you need to soft-cap. -
I'd also recommend doing some homework the first time through soloing EB/AVs. Some you may have breezed through with a good team can be absolutely brutal when soloed. (Madame of Mystery comes to mind.) Which ones will be tough depends in part on their strengths and your weaknesses, so asking on the boards or looking them up in the Wiki can be a big help.
And remember it's always an option to lower your difficulty or bring help (shivans, lots of inspirations, etc.) if you have problems. -
I've got 2 WM tanks, and I'd recommend keeping Whirling Mace and skipping either Pulverize or Jawbreaker. (Most players skip Pulverize, but I kept it on my Dark/Mace to stack the stuns.)
As for the Invul passives, I'd say that Tough Hide and RPD are must haves, ResEn is desirable, and ResEl is nice if you can fit it in. ResEl is definitely the most skippable, IMO. F/C damage isn't terribly common, and Slow Resist is the least needed secondary affect of the three. -
The most significant way your secondary will affect the quest to reach the soft cap is in the balance of single target vs AoE/Ranged attacks in the set. (ST attacks are good for adding S/L defense, AoE/Ranged for adding E/NE defense.) But in general, I think any secondary can at least reach the S/L soft cap if you build toward that goal.
The one thing I'd add to Call_Me_Awesome's guide is to strongly recommend that you 3 or 4-slot Eradication in your AoEs to increase E/NE defense.
EDIT: You mention reaching 90% resistance; just so we're clear, it is quite possible to do that on an Invul for S/L resistance, but there's no way to do it with the other damage types. -
Quote:I agree with both of those suggestions. Anything above 45% defense is just gravy, and above 50% is overkill, IMO.You can free up 2 slots by 4 slotting tough and 2 slotting SJ (you didn't need the 5% aoe defense those gave and that knockback IO is incredibly expensive, you put that cash into a kismet hit chance for Phalanx Fighting).
I haven't been following the discussion that closely--do we know for certain where Physical Perfection will fall in the Energy Mastery Pool? It's only a concern because you'll need to set aside enough power slots to fit it in. -
With Phalanx Fighting set to 0, and CJ toggled, you have 43.9% Melee defense, which is pretty darn close to the soft-cap. As for sets that will get you there, here's a good place to start:
http://wiki.cohtitan.com/wiki/Catego..._Melee_Defense
As for your build otherwise, I agree that the Karma -KB in CJ is not needed; a Kismet +To Hit or even a plain defense IO would be better. Also, Tremor and Char have no or almost no slotting for Damage, which I don't think is a good idea at all. You should be able to get the set bonuses you want *and* slot them for Acc, Dam, End Red, etc. Slotting for secondary effects is waay down the list, IMO. Try another set of Multi-Strike in Tremor and Thunderstrike in Char instead. Then just swap out the four Perfect Zingers in Fault for Mocking Beratement, and you'll be past the Melee soft-cap. -
Rats, missed last night.
I'll be there next week on Justice for certain! -
Quote:Heh, last time I did this mission I resorted to finding some on the edges of the Misty Wood and pulling them in to the wood to kill 'em where they'd count. Tedious, but it works faster than looking for FB already in the MW.Yeah, I hate that in both those zones. "Hey, would you mind stepping 10 feet to your right before you die, please? Thanks!"
But for pure tedium and annoyance, I agree that Harvey Maylor's "Kill 45 Carnies in PI" is the worst. -
Quote:Yes, but you can decide (as most people do) to avoid doing and saying things that you know are very likely to offend people.However, if they do not, I won't change it based on how other people view me. I would hope that my behavior, responses and actions would carry more weight with how others view me as opposed to 7 letters next to my posts. I can certainly understand how some people may view it as offensive, but I learned a long time ago that no matter how soft you tip-toe, you will always offend SOMEONE, so why not just do what you feel is ok?
Quote:I do appreciate you trying to help me out though. Hopefully I won't have to worry about too many people ganging up on me inside the game because of that name! :-D
If you're okay with that, carry on. -
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I hear ya, GP. I can rarely afford the Healing uniques, so being able to get an ancilliary power that will do something similar is very tempting.
However, since I also rarely have room for one or two ancillary powers, let alone three or four, this doesn't seem like a doable option. (Or at least not one I'm willing to sacrifice three powers to get!) -
Hmm, unless you're just standing there using Taunt, using your attacks is an important part of controlling aggro.
And keep in mind that it doesn't take any more endurance to hit a foe with a fully slotted, damaging attack that it does a poorly slotted one. You just get better results and contribute more to your team. -
First the bad news; 30-35% resistance to E/NE/F/C is all you're going to get with Invul without set bonuses.
Also, I don't know who told you that you don't need Tough to cap S/L resistance, but that's flat-out not true. You need TI, UY, RPD and Tough to reach the 90% cap.
The good news is that Invul doesn't rely solely on resistance for damage mitigation; it also has a +HP power (Dull Pain) and two defense powers (Invinc and Tough Hide) that together provide significant protection against non-S/L damage types except Psi.
What most Invul tanks do to be tougher is to take Tough and Weave, and to slot for IO defense bonuses. The nice thing about using defense against exotic damage is that if there is a combo attack, say smashing/fire, whether the attack hits is determined by the highest typed defense that applies to that attack. Because of that, you can get substantial protection from most attacks without getting needing your defense to all damage types to be super-high.
Hope that helps! -
I'm no expert on Tanker FM, but on the build you posted you've waaay overslotted your Invul toggles for end reduction. With SOs, TI and UY don't need more than one End Red slot, and I consider putting even one in Invinc to be optional.
In general, I consider 'standard slotting' for tank attacks to be 1xAcc, 1xEndRed, 1xRchg, 3xDam, though you can of course vary that to taste. IMO, your current slotting is overslotted on end red, underslotted on damage, and could use some recharge in your longer-recharging attacks. Remember, defeating a foe with fewer, more damaging attacks is an endurance saver too!
IME, I have found Invul to be relatively easy to manage, endurance-wise, and FA isn't a particularly heavy end user AFAIK. I'd recommend starting with one end red per attack, and if you find yourself frequently running out of endurance you can add more to your most endurance-heavy attacks. Two or three-slotting end red in a normal shield toggle--as opposed to a high end damage aura--has a very small return on investment and is not usually recommended. -
Quote:Well, FA has a damage toggle, Blazing Aura, that is fairly high in end cost, but that is true of all tanker damage auras. (Mudpots, Icicles, Death Shroud, etc.) Its cost is right in line with the others.From attacks and drains from the fire aura primary. I have been told that it's fairly end heavy...not so?
And FA has a end recovery power, Consume, which not all tanker primaries have.
You might get in trouble if you don't slot BA and your attacks with end red and spam them endlessly, but that's true of any tanker set. I don't think of the combo as one where end cost is particularly worrisome, unlike Dark/Stone, for instance. -
Quote:LOL, good luck with that.Yup yup, I thought this was a problem with a brand new pc, I play on pinnacle and went through 3 days of driver installs and ether net cards, hard lines and wireless lines. in the end it came down to NCSOFT servers. on Virtue not a damn problem in sight. Calling NCSOFT help tomorrow to complain. If I can't play for a month cause of their B.S. then I want a month free!
FWIW, I do sympathize. My brief forays to Freedom recently have made me appreciate Justice as my home server all the more.
But the "I deserve a free month of service" argument is a complete non-starter, and not likely to help your case with NCSoft Customer Service. -
Quote:I actually agree about the Pounding Slugfests; I usually don't go that route either, but it is an option for those who are looking for other set bonuses. As for slotting with 2 CI vs 2 Mako, I suppose it comes down to personal judgment as to whether the 89% recharge/end red you'd get with the Mako's is worth the extra influence over the 62% you'd get with 2 CIs.For cost, you're right, Makos can be expensive. If cost is a problem, then there are other options (like CI) that would give similar bonuses. His original build wasn't cheap, so one of my assumptions was that cash wasn't an issue.
That said, I feel that the boost from ~40% to ~80% rech/end isn't trivial. Attacks are the main source of endurance issues, so keeping their end reduc high is a priority. The build (as I posted it) doesn't have Stamina, so end could be a problem in st fights like those with AVs where DC won't be at full strength. Recharge also allows for a tighter attack chain, allowing you to deal more damage. You can get by with less, but I don't something as minor as 8% regen (or 24% with 3 sets) is worth it..
Quote:Neither of those two attacks really need a ton of end redux. Soul Drain costs 13.5 end, but can only be used every ~57s after animation time is considered. That's ~0.236 eps, slightly less than a standard toggle, not an end priority. Dark Consumption casts 0.52 end, base. That's not a typo; it doesn't even cost 1 end. Not worth putting more end reduc in.
Quote:The main reason I put the quads in was for the extra recharge, not the end reduc, since you want both of those powers up as frequently as possible.
Quote:This is a good point. I hadn't worked out possible attack chains at the time, but the build should allow for SP - Smite - MG - SP - Smite - SL with no need for Boxing even as filler. (Except in cases with -rech or such.) This assumes you keep the amount of rech currently in them. -
Quote:I'm going to quibble with this a bit; if you're lucky enough to get all 4 KC enhancements (everything except the KD proc) at level 35, you'll end up with around 22% Acc, 41% EndRed, 41% Recharge, and 85% Damage.They're not picked for the set bonus. They're there to add to the Acc/Dam/Rech/End stats of your attacks. This is something people often skip, they'll underslot powers only to get some bonuses.
Kinetic Combat is very low on Accuracy and quite low on End and Rech, so it wouldn't be very smart (IMO) to skip adding slots to better those stats.
While 41% isn't frankenslotting levels, it's a decent amount of End Reduction and Recharge, especially if you have other sources of +end, end recovery, and recharge in your build.
IMO, what a KC set needs at minimum is Accuracy and Damage. Those Mako's will certainly more than do the job, but there are less expensive alternatives. A single Crushing Impact Acc/Dam/Rchg or Acc/Dam/end will do the trick, as will a Focused Smite Acc/Dam in a pinch. If the OP wants to use two slots, a couple of Pounding Slugfests (one should be the Acc/Dam) are a good choice since they give an 8% regen bonus.
Now, the sets with low endurance reduction are Eradication and Obliteration; the most end red you can get is 15%, even 6-slotted. (And the one enhancement with end red, the quad in both sets, is very expensive and very hard to find.) So I'd recommend slotting a little more end red in the sets with Eradication, especially Soul Drain and Dark Consumption.
Also keep in mind that if you have a attack that is going to be used solely as a bonus mule, as Boxing seems to be in Sarrate's build, you don't have to try to slot it fully. I'd swap the KC KD proc for either the Dam/End or Dam/End/Rchg, since both are expensive and hard to find, and don't sweat the enhancement levels, either. -
I often solo because my play time is sporadic and often brief. However, when I do have time to team, I hate sitting around waiting for a invite.
What I do in that case is put up my LFT flag, and put a note in my comment area that I'm okay with getting tells while I'm in a mish. (A lot of people aren't.) Then, I can solo until I get an tell invite--makes the time go faster! -
Does Tanker Tuesday ever visit Guardian? I have a level 31 Ice/Axe there that would love to participate!
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My first tanker, Watcher's Hand (and second character created) is a homage to my favorite NPC in a fantasy RPG. That character, a mace-wielding cleric, became a Invul/Mace tank--though if shields had been around back then, I would probably have gone Shield/Mace.
Sounds trite, I know, but I have invented a modern backstory for him that I think really works, and that I swear I'm going to make into a fanfic someday. The one thing that is consistent with the original character is that his abilities are god-given; which has been the impetus to create a couple of other "Watcher" variants.
Though I made the first Watcher a tank because it fitted the character best, since then I've kept making tanks (I think I have 5 or 6 that get play time) just because I like the AT so much. As a matter of fact, I just started a new one on Freedom so I'll have one for Tanker Tuesday tomorrow!